As an action, winds swirl around you in a spiral form. Choose to have the wind rotate clockwise or counterclockwise. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 5d4 bludgeoning damage and is pushed 2 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Any burning creature in the area has the burning condition reduced by 1. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
Augment
You can increase the damage by 3d4, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
You can expend 1 additional mana so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the cyclone as an action.
The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.