Confusion

psychic
Move Power
int, wis
Move Time
1 action
PP
15
Duration
instantaneous
Range
50ft

You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.

At Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.

Optional Rules:

Instead of a roll of 15 or higher, the target must make a WIS save against your MOVE DC. On failure, the target becomes confused.

Contest
clever
Appeal
4
Jam
0
Effect
Quite an appealing move.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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