1 minute/mana
As two actions, you kinetically grasp and squeeze creatures.
When you cast the spell—and once on on each of your turns thereafter as an action—a creature that you can touch or see within 10 meters and cause one of the following effects.
Crush. Make a melee spell attack against the target.
On a hit, it takes 4d8 bludgeoning damage and its speed is reduced by 3 meters until the end of its next turn.
On a critical hit, it takes twice as much damage and its speed is reduced by 6 meters until the end of its next turn.
On a miss by 4 or less, it takes half as much damage.
Push. The creature must make a Reflex saving throw.
On a failure, it takes 4d8 bludgeoning damage and is pushed 3 meters away from you if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from you if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Grasp. The creature must make a Reflex saving throw.
On a failure, it takes 3d8 bludgeoning damage and is grappled by the claw if it is Medium or smaller.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
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.
Augment
You can increase the damage by 2d8, reduce the creature’s speed by an additional meter for the crush option, push the creature an additional meter for the push option, and affect a creature of a larger size for each additional mana expended.