There is a Legacy version
here.

Parch
[two-actions] Focus 1Uncommon Air Cleric Concentrate Focus Manipulate Source Divine Mysteries pg. 265Domain dustRange 60 feet;
Targets 1 creature
Defense Fortitude;
Duration varies
Dry winds dehydrate a creature. The target must attempt a Fortitude save; if used on a creature that has the
water trait or a creature made primarily of liquid (such as many
oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as
earth elementals) are immune to parch. If a creature affected by
parch drinks a liquid, such as a swig of water or a potion, the spell ends. Affected creatures that have the water trait or are made primarily of liquid, as well as affected creatures that can’t drink, can end the effect as a two-action activity, which has the
concentrate trait.
Critical Success The target is unaffected.
Success The target takes a –1 status penalty to its checks and DCs for 1 round.
Failure The target takes a –1 status penalty to its checks and DCs for 1 minute.
Critical Failure The target takes a –2 status penalty to its checks and DCs for 1 minute and is
dazzled as long as it has this penalty.
Heightened (4th) You can target up to 4 creatures.