Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As two actions, you form a swirling globe of magical water around the head of a creature that you can touch or see within 10 meters.

At the start of each of its turns, the creature must make a Fortitude saving throw. A creature that doesn’t breathe isn’t affected by this spell.

On a failed save, it loses 8d6 health as it starts to drowns and it is deafened, can’t speak, and can’t see anything beyond 2 meters from it for the duration.

On a successful save, the target loses half as much health and the spell ends.

Augment

You can cause the target to lose 5d6 more health for each additional mana or psi expended.