Verne Catapult (3.5e Maneuver)

''You hit the ground with your hammer and it hisses. Internal pressure from an underground vent rises, as it shoots out a 5 foot cannonball of rock high into the air!''

You cause the ground within your reach to erupt and launch a piece of its landmass out like a cannon. Make an attack roll, typically against a square of land (AC 5). You hit creatures in a 5 foot square and deal 5d6+ 1 point per initiator level in damage to the square, Reflex negates. The verne catapult has a range increment of 200 ft, and because it fires at a high angle it can fire over walls and out of line of sight (though at a -6 penalty). Because of its high arc it cannot be used well indoors; it requires a vertical clearance of at least half the distance the projectile is fired (minimum 100 ft). The eruption of land leaves behind a 5 foot patch of difficult terrain from debris from its launch. Verne catapult counts as a siege weapon.

The maneuver can be used in a second way; launching a Medium or smaller creature into the air by initiating the shot from underneath them. Creatures get a Reflex save to negate. If they fail, they are carried straight up into the air by the shot (which breaks into useless gravel), up to 10 feet per initiator level. They typically take falling damage shortly after and must succeed on a DC 10 Balance check or fall prone on landing.

In theory allies can purposefully fail their save to launch themselves up, provided they have a way of surviving the trip down.

This is a supernatural maneuver.