Synthesis
grass- Move Power
- con
- Move Time
- 1 action
- PP
- 3
- Duration
- instantaneous
- Range
- self
You regenerate from the inside, healing some of your wounds. Heal yourself for 1d12 + MOVE hit points. If activated in harsh sunlight, double the healing dice.
At Higher Levels: The healing dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.
- Contest
- clever
- Appeal
- 1
- Jam
- 0
- Effect
- Effectiveness varies depending on when it is used.