As an action, grasping hands rise from the ground in a sphere on the ground that you can see within 35 meters. For the duration, these hands 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 1d6 bludgeoning damage and be restrained by the hands until the spell ends.
A creature that starts its turn in the area and is already restrained by the hands takes 1d6 bludgeoning damage. A creature restrained by the hands or one that can touch the creature can use its 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 hands sink in to the ground.
You can increase the damage by 1d6 for each additional mana or psi expended.