As an action, a wall of strong wind rises from the ground at a point you choose within 35 meters and lasts for the duration. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.
On a failed save, a creature takes 1d6 bludgeoning damage and if it is Large or smaller it is pushed 6 meters away following the direction of the wind.
On a successful save, a creature takes half as much damage and isn’t pushed.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
You can increase the damage by 1d6 and affect a creature of a larger size for each additional mana or psi expended.