Electric Terrain
electric- Move Power
- none
- Move Time
- 1 action
- PP
- 5
- Duration
- 3 rounds
- Range
- self (40ft radius)
You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area
- Contest
- clever
- Appeal
- 3
- Jam
- 0
- Effect
- Excites the audience a lot if used first.