Whirlwind

Evocation [Air]
Level: Air 8
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Spell Points: 15

This spell creates a powerful cyclone of raging wind.

The cyclone can move through the air, along the ground, or over water at a speed of 60 feet per round.

You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)

Any large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 7d6 points of damage. Regardless of the outcome of the first save, a medium or smaller creature must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 2d8 points of damage each round on your turn with no save allowed. This is considered continuous damage for purposes of determining whether or not concentration checks are needed to use abilities. Escaping the cyclone via mundane means (even flight) requires a DC 40 escape artist check. A creature who escapes is blown away in a direction of its choosing, away from the cyclone.

You may direct the cyclone to eject any carried creatures whenever you wish. When so released, they are blown away in a direction of your choosing, away from the cyclone.

Augment: For every additional spell point you spend, the spell’s initial damage increases by one die (d6), and the escape artist DC to get out of the cyclone increases by 1.