Magnet Bomb
steelInfo
- Puissance
- str, dex
- Temps d'exécution
- 1 action
- PP
- 5
- Durée
- instantaneous
- Portée
- 60ft
You hurl a steel ball that seeks out a creature in range, never missing. This move is guaranteed to hit for 1d6 + MOVE steel damage, unless during the invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
At Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Contest
Cool
- Appeal
- 2
- Jam
- 0
4 Appeal points if used first this turn, 2 Appeal points if not used first this turn.