Flame VortexSpell 6
Source Pathfinder Impossible Magic
Traditions Arcane, Primal
Cast

Area 5-foot cylinder
Range 120 feet
Duration 1 minute
Saving Throw basic Reflex
Area 5-foot radius, 40-foot tall cylinder
You combine a blazing inferno and air currents into a fiery vortex. You can Cast this Spell only if you're outside or the ceiling is 40 feet or higher. All squares in the vortex are difficult terrain for flying creatures.
All creatures in the area take 3d4 bludgeoning damage and 3d6 fire damage as gusts of fiery wind buffet them, with a basic Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 20 feet in a straight line. Each creature the whirlwind moves through takes the damage with a basic Reflex save. A creature can take damage from a flame vortex only once per round.
Heightened (+2) The vortex deals an additional 1d4 bludgeoning damage and 1d6 fire damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects 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.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
ManipulateYou 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.