As an action, you drain moisture and vitality from a creature or plant that you can touch or see within 10 meters. The creature must make a Fortitude saving throw, which it does with disadvantage if it is a plant creature, a magical plant, or a creature made of water such as a water elemental. If the creature is a construct or an undead, the spell has no effect on it.
On a failure, it takes 3d12 necrotic damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
If you target a plant creature or a magical plant, the spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it automatically fails the saving throw and withers and dies.
Augment
You can increase the damage by 3d12 for each additional mana expended.