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.