As two actions, choose a sphere twice as big as normal of stone or sand that you can see within 20 meters, and choose one of the following effects.
Transmute Rock to Sand. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing sand that remains until the spell is dispelled.
The ground in the spell’s area becomes sandy enough that creatures can sink into it. Movement through the sand is at a quarter speed, and any creature on the ground when you cast the spell must make a Reflex saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.
On a failed save, a creature sinks into the sand and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the sand.
If you cast the spell on a ceiling, the sand falls. Any creature under the sand when it falls must make a Reflex saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Sand to Rock. Nonmagical sand or quicksand in the area no more than 2 meters deep transforms into soft sandstone until the spell is dispelled. Any creature in the sand when it transforms must make a Reflex saving throw.
On a successful save, a creature is shunted safely to the surface in an unoccupied space.
On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Brawn check or by dealing damage to it. The rock has 15 Defense and 25 Health, and it is immune to poison and psychic damage.
You can increase the damage from the sand falling by 2d6 for each additional mana or psi expended.