Vortex*
(Evocation)

Range: 30 yards
Components: V, S, M
Duration: 1d4 rounds+1 round/level
Casting Time: 5
Area of effect: 5-foot-diameter circle
Saving Throw: ½

 A vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7'-tall, multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the vortex to remain.
 Each round, the caster can move the vortex 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster has a 50% chance of moving the vortex in the direction he desires; if the die roll indicates failure, the vortex moves according to the scatter diagram for grenade-like missiles. Thus, the vortex usually moves in the general direction desired, but on occasion, it may move to either side or directly toward the caster.
 The vortex cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the vortex might ricochet down the hall, bouncing from side to side.
 The vortex is composed of raw magical energy. Nonmagical creatures struck by the vortex suffer 1d4 points of damage per level of the caster. Magical creatures and spellcasters suffer 1d6 points of damage per level of the caster. Creatures struck are allowed a saving throw vs. magic to suffer only half damage.
 Each time a creature is struck, there is a 5% chance that the vortex will explode in a wild surge. Use Table 2 to determine the results of any wild surge. If the vortex causes a wild surge, the spell ends immediately.
 The material components are a silk streamer and a handful of straw.