Kryx RPGThemesMonsters

As an action, a creature or plant that isn’t undead or a construct that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, you drain moisture and vitality from it as it takes 3d12 necrotic damage.

On a successful save, it takes half as much damage.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.

Augment

You can increase the damage by 4d12 for each additional mana or psi expended.