As two actions, up to three pillars of sand burst from a place on the ground that you can see within 20 meters. A pillar is a cylinder that has a diameter of 2 meters and a height of up to 5 meters. 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, which creates an area of difficult terrain with a 2-meter radius that lasts until the sand is cleared. Each 1-meter 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 meter 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 3d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature restrained by a pillar can use an 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 two additional pillars for each additional mana or psi expended.