Ray of Enfeeblement

Ray of Enfeeblement
Magic Resistance: Yes
Basic Eldritch Spell [Magical]
Prerequisites: Eldritch Rank 1
Disciplines: Necromancy
Potency: [1d4 + Eldritch Rank]
Cast Action [CT 4, REC 4]
Components: V, S
Effect: You create a sickly green-yellow beam of anti-life, snaking out to sap the vitality from your target . Make an attack:
Range: 50ft
Target: One creature within range.
Attack: Arcana P vs. Reflex
Hit: The target grows weary, and is Weakened [SE, ST 3d10 vs STR]. The target is weakened for 10 additional segments after it saves.
Augment, Seeping Weakness
[Eldritch Rank 4]
Cost: 1 Resolve
Effect: Increase the Saving Throw by 1d10.
Master Augment, Enfeebling Chains
[Eldritch Rank 4]
Cost: 2 Resolve
Effect: You necrotic ray weaves through your enemies. If you hit the primary target, you may repeat the attack on up to two additional creatures within 20ft of the primary target.
Master Augment, Insidious Enervation
[Eldritch Rank 5]
Cost: 3 Resolve
Effect: Your necrotic ray pulls the strength from your target's body. In addition to the Weakened effect, the target suffers 1d4 Stamina Damage and 1d4 Resolve Damage.
Master Augment, Infectious Enervation
[Eldritch Rank 7]
Stacking [Rank 7, 9, 11, etc.]: This augment may be applied multiple times and is limited by your Eldritch Rank.
Requirement: You must be using the Enervation Master Augment
Cost: 2 Resolve
Effect: The drain of your Enervation takes up roots in your victim, briefly expanding out to drain them even more. Increase the Stamina and Resolve damage by 1d4 each.