Kryx RPGThemes

As an action, you drain the spiritual energy from a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana, psi, or stamina dice, the spell has no effect on it.

On a failure, it takes 2d6 necrotic damage, loses 1 mana, 2 psi, or 2 stamina dice (its choice), and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

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 increase the damage by 5d6 and the target loses 1 additional mana or 2 additional stamina dice for each additional mana expended.