Tornado

Actions: 1
Resources: 5
Type: Emitter
Size: Sphere
Attack: Physical
Damage: Blunt 
Hold

Within your range you make a tornado, the tornado is the size of your sphere but gains a range of effect equal to your own range.  When the tornado is first made you roll a Physical attack against everyone within its range on a direct hit they move four spaces towards the tornado & with the slowed condition on an indirect hit they just receive the slowed condition. If they were hit with a direct hit and try to move away from the tornado they must make an athletics roll against your casting save if they fail they can’t move away and every two under the save is another space closer to the tornado. You can spend additional actions to make the physical attack against everyone once again.

Every action spent within the range of the tornado causes someone to move 2 spaces closer or one space on an indirect attack.

Once you’ve entered the tornado you become prone and start to spin, taking 2d8 plus the casters casting  modifier of damage. You take an additional d8 of damage for every 1 size or larger entity inside of it. Once inside the tornado you can only leave on a successful athletics save; when you succeed you gain the slowed condition. Every action spent in the tornado deals your casting modifier of damage + an additional one of damage equal to the combined sizes of every entity within.