Magnitude
ground- Move Power
- str
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (30ft radius)
You shake the ground with an earth-shattering quake. All creature in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage. Raised creatures are immune to the effects and damage of this move.
d100 | Damage |
---|---|
1-5 | 1d4 + MOVE |
6-15 | 1d8 + MOVE |
16-35 | 1d10 + MOVE |
36-65 | 1d12 + MOVE |
66-85 | 2d6 + MOVE |
86-95 | 2d8 + MOVE |
96-100 | 2d12 + MOVE |
At Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Dice at level 10, and 4x Dice at level 17.
- Contest
- tough
- Appeal
- 1
- Jam
- 0
- Effect
- Works better the more excited the crowd is.