Holocron

Eruption

Force power · Level 6 · Universal
power-typeForcelevel6alignmentUniversalconcentration

⟜ Requires Convulsion

Tweaked from 5eYou already know this as 5e Wall of Stone — Like Wall of Stone, it conjures destructible nonmagical stone structures (here, AC 5 / 30 HP pillars instead of panels) that you raise for cover and that crumble into difficult terrain, rather than dealing damage like Earthquake.
Raise up to six pillars; creatures below (Dex save) are lifted, and those crushed against a ceiling take 6d6 kinetic and are restrained.
ControlDamage
●●breadth · terrain-dependent, tricky setup
TargetingArea
Use whenyou want to reposition enemies vertically or pin them against ceilings
ScalingTwo additional pillars per slot level above 6th.
!Ceiling-crush damage and restrain only trigger in enclosed spaces; requires Convulsion as a prerequisite.
kineticcontrol-conditionarea-denial
Pairs withConvulsion (prerequisite) · indoor/cave encounters · party melee that benefits from restrained enemies
PlaystyleController

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10 - foot radius that lasts until the rubble is cleared. Each 5-foot-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 succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 kinetic damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the power's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

Force Potency. When you cast this power using a force slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Codex
Casting Period
1 action
Range
120 feet
Duration
Instantaneous
Concentration
No