Spinning into a whirlwind the elemental gusts forward attempting to sweep up as many creatures as possible in it's winds. With a 100' of perfect fly I think I can hit them all.
Each creature must make a DC 16 Reflex save or suffer 1d6+6 damage.
Each creature must make a second DC 16 Reflex save or be trapped inside the whirlwind.
Bug (purple); DC 16 Reflex negates: 1d6 + 6 ⇒ (1) + 6 = 7
Bug (white); DC 16 Reflex negates: 1d6 + 6 ⇒ (3) + 6 = 9
Bug (red); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (green); DC 16 Reflex negates: 1d6 + 6 ⇒ (4) + 6 = 10
Bug (yellow); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (orange); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (grey); DC 16 Reflex negates: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (medium); DC 16 Reflex negates: 1d6 + 6 ⇒ (4) + 6 = 10
The whirlwind is 10' high and 5' wide.
Bug (purple); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (white); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (2) + 6 = 8
Bug (red); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (3) + 6 = 9
Bug (green); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (yellow); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (5) + 6 = 11
Bug (orange); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (6) + 6 = 12
Bug (grey); DC 16 Reflex or trapped in the whirlwind taking damage on it's turn: 1d6 + 6 ⇒ (5) + 6 = 11
The medium bug is too large and immune to the whirlwind.
Any bugs trapped in the whirlwind travel with it. If the roof is 15' or more high Val will direct it to not create a dust cloud. If the roof is 10' high then it has no choice and everything within 5' behaves as a fog cloud (concealment at 5', total concealment at greater than 5')
Damage done the whirlwind comes to a stop 10' away from Roldala and Setare.