As two actions, a brief windstorm filled with scouring, supernatural, grit that strips flesh forms at a point within 20 meters. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 5d6 slashing damage and is bleeding 2.

On a critical failure, it takes twice as much damage and is bleeding 4.

On a success, it takes half as much damage and is bleeding 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the bleeding level by 1 for each additional mana expended.