As an action, a tremor ripples out from you along the ground. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw.
On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone.
On a successful save, a creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1-meter diameter portion requiring at least 1 minute to clear by hand.
You can increase the damage by 2d8 for each additional mana or psi expended.
Tremors. You can expend 2 additional mana or psi so the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 1d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.