Ice Ball
ice- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- melee
You roll into a rock-hard ball of ice and continue to pummel a creature. When you activate this move, make a melee attack on a target in range, doing 1d6 + MOVE ice damage on a hit. If you use this move on your turn in consecutive rounds, double the dice roll for damage each time you hit. The multiplier maxes out at 8x the original damage. The damage resets if any of the attacks miss, or if you are incapacitated.
At Higher Levels: The damage dice roll for this move changes to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
- Contest
- beauty
- Appeal
- 3
- Jam
- 0
- Effect
- Temporarily stops the crowd from growing excited.