concentration, 1 minute/mana
As two actions, a whirlwind howls down to a point that you can see within 100 meters. The whirlwind is a cylinder twice as big as normal centered on that point.
At the start of each of your turns if the whirlwind is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
Any burning creature in the whirlwind stops burning. The strong wind keeps fog, smoke, and other gases at bay. 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.)
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature restrained by the whirlwind can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the whirlwind.
When the spell ends or if the creature escapes the whirlwind, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.
Augment
You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.