As a reaction, which you take when you are hit by an attack or taking necrotic damage, you absorb some of the incoming energy as shadowy tendrils erupt from your body. Until the start of your next turn you have resistance to necrotic damage and the shadows turn dim light within 3 meters of you into darkness, and bright light in the same area to dim light.
If the creature who damaged you is within 18 meters it must make a Reflex saving throw.
On a failed save, it takes 3d6 necrotic damage and if it is Medium or smaller it is pushed up to 3 meters away from you or pulled up to 3 meters toward you.
On a successful save, a creature takes half as much damage and isn’t pushed or pulled.
You can increase the damage by 4d6 and affect a creature of a larger size for each additional mana or psi expended.