As two actions, you draw the moisture from every creature at a point within 20 meters. Each creature in a sphere centered on that point 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 has no moisture in its body, the spell has no effect on it.
On a failure, it takes 7d6 necrotic damage and is exhausted 1 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a critical failure, it takes twice as much damage and is exhausted 2 until it rehydrates. This exhaustion does not accumulate with other forms of exhaustion due to dehydration.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The spell deals maximum damage to plant creatures, magical plants, or creatures made of water such as a water elemental.
Nonmagical plants that aren’t a creature, such as a tree or shrub, automatically fail the saving throw and withers and die.
Augment
You can increase the damage by 2d6 for each additional mana expended.