As two actions, you kinetically grasp and squeeze creatures.
When you cast the spell—and as an action on each of your turns thereafter—a creature that you can touch or see within 10 meters and cause one of the following effects.
Crush. Make a melee spell attack.
On a hit, it takes 5d8 bludgeoning damage.
If you miss by 4 or less, it takes half as much damage.
Push. The creature must make a Reflex saving throw.
On a failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from you.
On a successful save, it takes half as much damage and isn’t pushed.
Grasp. The creature must make a Reflex saving throw.
On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled. You can grasp only one creature at a time.
On a successful save, it takes half as much damage and isn’t grappled.
Interpose. You focus the kinetic energy to interpose itself between you and a creature. The kinetic energy stays between you and the creature, providing you with half cover against the creature. The creature can’t move through the energy’s space unless it succeeds on a Reflex saving throw.
You can increase the damage from the crush option by 3d8, the damage from the push by 3d8, and the damage from the grasp by 3d6, and affect a creature of a larger size for each additional mana or psi expended.