As an action, you kinetically grasp and squeeze creatures.
When you cast the spell—and as a bonus action on each of your turns thereafter—you can choose a creature that you can touch or see within 18 meters and cause one of the following effects.
Crush. Make a melee spell attack.
On a hit, the target takes 2d6 bludgeoning damage.
If you miss by 4 or less, the target takes half as much damage.
Push. The target must make a Reflex saving throw.
On a failed save, the creature takes 2d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from you.
On a successful save, the creature takes half as much damage and isn’t pushed.
Grasp. The target must make a Reflex saving throw.
On a failed save, the creature takes 1d8 bludgeoning damage and if it is Medium or smaller it is grappled.
On a successful save, the creature takes half as much damage and isn’t grappled. You can grasp only one creature at a time.
Interpose. You focus on kinetic energy that interposes between you and a creature you choose until you use a different option. The kinetic energy stays between you and the target, providing you with half cover against the target.
You can increase the damage from the crush option by 3d6, the damage from the push by 3d6, and the damage from the grasp by 2d8, and affect a creature of a larger size for each additional mana or psi expended.