Strange Steam
fairy- Move Power
- dex, wis
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- 40ft line
The user attacks targets in the area by emitting steam. Each creature in the line must make a DEX saving throw. A creature takes 2d6 + MOVE fairy damage and becomes confused on a failed save. On a success, they take half damage and are not 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.