As an action, a creature that you can touch or see within 10 meters must make a Will saving throw.
On a failed save, if the creature has mana, stamina dice, or psi, you drain the spiritual energy from a creature’s body as it loses 1 mana or psi or 3 stamina dice (its choice), takes 2d6 necrotic damage, and is slowed 1 until the end of its next turn.
On a successful save, if the target has mana, stamina dice, or psi, it takes half as much damage, but doesn’t lose mana, stamina dice, 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.
You can increase the damage by 6d6 and the target loses 1 additional mana or psi or 3 additional stamina dice for each additional mana or psi expended.