Kryx RPGThemesMonsters

As an action, you pull magical energy out of a creature’s body. One creature that you can touch or see within 18 meters must make a Will saving throw.

On a failed save, if the creature has mana or psi, it loses 1 mana or psi (its choice), takes 2d6 force damage, and has disadvantage on saving throws to maintain concentration on a spell until the start of its next turn.

On a successful save, if the creature has mana or psi, it takes half as much damage, but doesn’t lose mana or psi.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 6d6 and the target loses 1 additional mana or psi for each additional mana or psi expended.

  • Antimagic Rebuke. You can expend 1 additional mana or psi to cast the spell as a reaction, which you take when a creature that you can touch or see within 9 meters of you succeeds on a saving throw against a spell. The spellcaster is the target and additional augments increase the damage by 3d6 and the target loses 1 additional mana or psi for each additional mana or psi expended, instead of the normal increase.