Self-Destruct
normal- Move Power
- str
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- self (30ft radius)
You release a massive explosion in a 30 foot radius, fainting immediately before the damage is dealt. Creatures in the area must make a DEX save against your Move DC. If your creature has at least half its hit points left, anyone in range takes 5d6 + MOVE normal damage on a fail, or half as much on a success. If your creature has less than half of its hit points left, the damage is halved for a failed save, and quartered for a success.
At Higher Levels: The damage dice roll for this move changes to 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
- Contest
- beauty
- Appeal
- 8
- Jam
- 0
- Effect
- A move of huge appeal, but using it prevents the user from taking further contest moves.