Shard Strike
Jagged metal shards form in the air and lash out from you. You choose shards or spines, which changes the area, damage type, and critical failure effect. Each creature in the area attempts a reflex save against your class DC.
Shards Shards deal (scaling+1)d6 slashing damage in a 15-foot cone, and a creature that critically fails takes 1d6 bleed damage.
Spines Spines deal (scaling+1)d6 piercing damage in a 30-foot line, and a creature that critically fails is Clumsy 1 until the start of your next turn.
Level (+2) The damage increases by 1d6.
Traits
The primary magical actions kineticists use are called impulses. You can use an impulse only if your kinetic aura is active and channeling that element, and only if you have a hand free to shape the elemental flow. The impulse trait means the action has the concentrate trait unless another ability changes this. If an impulse allows you to choose an element, you can choose any element you're channeling, and the impulse gains that element's trait.
This indicates abilities from the kineticist class.
Effects with the metal trait conjure or manipulate metal. Those that manipulate metal have no effect in an area without metal. Creatures with this trait consist primarily of metal or have a connection to magical metal.
This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.