Thunder
electric- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- self (20ft radius)
Powerful electric energy arcs out from you, hitting any creature in a 20 foot radius, centered on you. Creatures caught in the area must make a DEX save against your Move DC, taking 3d6 + MOVE electric damage on a fail, and half as much on a success. Creatures that fail the saving throw by 5 or more become paralyzed. Creatures in range that are in flight or in the invulnerable stage of Fly or Bounce take double damage from this move.
At Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 6d6 at level 10, and 7d8 at level 17.
- Contest
- cool
- Appeal
- 1
- Jam
- 0
- Effect
- Works better the more excited the crowd is.