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.

This is unofficial Fan Content and is not approved/endorsed by © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc. Portions of the material may be property of © Wizards of the Coast, © Game Freak, or © Nintendo Company Inc.

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