You take a hold of the base substance of your foe and separate it from the moisture that grants it vitality, dealing 9d6 points of damage (Fortitude save for half). If the damage dealt brings the victim to 10 percent or less of its normal maximum hit points (even if other sorts of damage contributed to the victim's lower hit point total), the dark union of dust becomes a call too strong to resistâ€”the victim immediately takes another 5d6 points of damage (no saving throw).
If either the initial damage or subsequent damage brings the victim to 0 or fewer hit points, the target returns to the dust from which it was constructed.
Targets with the plant type and/or water subtype have a â€“4 penalty to their saving throws to avoid this power's effect.
For each additional power point spent, the target takes 1d6 additional points of initial damage.