Playing or singing melodies discovered by the ancient Shory, you call up a whirlwind. When the whirlwind appears, each creature in its area must attempt a Reflex save or be knocked Prone. The area of the whirlwind is difficult terrain.
The whirlwind grows harsher when you Sustain the Spell, moving up to 10 feet within your range and dealing each creature whose space it enters or passes through 4d6 damage with a basic Reflex save.
Heightened (+1) The damage increases by 1d6.
Traits
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
An action with this trait requires a degree of mental concentration and discipline.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.