Ice Burn
ice- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 3
- Duration
- 1 round, concentration
- Range
- self (30ft radius)
When you use this move, you charge up an intense power within your body. On your next turn’s action, if you keep your concentration, you unleash an ultracold, freezing wind in a 60 foot circle all around you. Anyone caught in the blast must make a DEX save against your Move DC, taking 2d12 + MOVE ice damage on a failure, or half as much on a success. If any creature fails the save by 5 or more, it is burned.
At Higher Levels: The damage dice roll for this move changes to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.
- Contest
- beauty
- Appeal
- 3
- Jam
- 0
- Effect
- Affected by how well the previous Pokémon’s move went.