As an action, up to two pillars of stone burst from a place on the ground that you can see within 35 meters. A pillar is a cylinder. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Large or smaller.
A pillar has 5 Defense and 30 Health. When reduced to 0 health, a pillar crumbles into rubble, which creates an area of difficult terrain with a 3-meters radius that lasts until the rubble is cleared. Each 1.5-meters-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must make a Reflex saving throw or be lifted by the pillar. A creature can choose to fail the save.
On a successful save, the creature moves up to 1.5 meters to the nearest space.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d8 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.
On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
You can create one additional pillar for each additional mana or psi expended and an additional pillar for every other additional mana or psi expended.