Magnitude
SolInfo
- Puissance
- str
- Temps d'exécution
- Action
- PP
- 5
- Durée
- Instantaneous
- Portée
- Self (30-foot emanation)
You shake the ground with an earth-shattering quake. All creatures in range must make a DEX save against your Move DC, taking half damage on a success and full damage on a fail. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. Roll a d100 on the table below to determine damage. Raised creatures are immune to the effects and damage of this move.
| d100 | Damage |
|---|---|
| 1-5 | 1d4 + MOVE |
| 6-15 | 1d8 + MOVE |
| 16-35 | 1d10 + MOVE |
| 36-65 | 1d12 + MOVE |
| 66-85 | 2d6 + MOVE |
| 86-95 | 2d8 + MOVE |
| 96-100 | 2d12 + MOVE |
At Higher Levels: For damage rolls, use 2× Dice at level 5, 3× Dice at level 10, and 4× Dice at level 17.
Contest
Tough
- Appeal
- 1
- Jam
- 0
You gain Appeal points equal to the crowd meter level plus 1.