As an action, shadowy tendrils erupt from you, battering creatures. Each creature of your choice in a sphere around you must make a Reflex saving throw.
On a failed save, a creature takes 4d4 necrotic damage and its speed is halved and it can’t take reactions until the start of its next turn.
On a successful save, a creature takes half damage, but suffers no other effect.
Additionally, until the end of your next turn, any bright light in the area is reduced to dim light.
You can increase the damage by 4d4 for each additional mana or psi expended.
You can expend 1 additional mana or psi so the shadowy tendrils continuously batter creatures around you. The duration changes to 1 minute/mana, concentration and the tendrils erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.
Shrouding Shadow. You can expend 1 additional mana or psi if the tendrils continuously batter creatures around you so you and your allies in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.