Psybeam
psychic- Move Power
- dex, int, wis
- Move Time
- 1 action
- PP
- 10
- Duration
- instantaneous
- Range
- 60ft
You send a beam of invisible, psychic energy at a target in range. The target must make a WIS saving throw against your Move DC, taking 2d6 + MOVE psychic damage on a fail, or half as much on a success. Creatures that fail the save by 5 or more become confused.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
- Contest
- beauty
- Appeal
- 3
- Jam
- 0
- Effect
- Makes the audience expect little of the other contestants.