Wunderdampf
FeeInfo
- Attackenstärke
- dex, wis
- Aktionsart
- Aktion
- PP
- 3
- Dauer
- Instantaneous
- Reichweite
- Self (40-foot line)
The user attacks targets in the area by emitting steam. Each creature in the line must make a DEX save against your Move DC. A creature takes 2d8 + MOVE fairy damage and becomes confused on a failed save. On a success, they take half damage and are not confused.
Auf höheren Stufen: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.