As two actions, you manipulate matter in a sphere on the ground that you can see within 20 meters, causing wood, metal, grasses, bushes, and branches to entwine creatures. For the duration, these debris turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Reflex saving throw or take 2d6 bludgeoning damage and be restrained by the debris until the spell ends.
A creature that starts its turn in the area and is already restrained by the debris takes 2d6 bludgeoning damage. A creature restrained by the debris or one that can touch the creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.
On a success, the target is freed.
When the spell ends, the debris return to their former state.
You can increase the damage by 1d6 for each additional mana or psi expended.