Electric Terrain

electric

Info

Move Power
none
Move Time
1 action
PP
5
Duration
3 rounds
Range
self (40ft radius)

You electrify the ground around you to create a static field of electricity. For 3 turns, no grounded creatures inside the area can be asleep. Grounded creatures are those that do not have a flying speed or Levitate, Magnet Rise, or similar ability. In addition, creatures may double their MOVE modifier on damage rolls from electric-type moves activated inside the area

Context

Contest
clever
Appeal
3
Jam
0
Effect
Excites the audience a lot if used first.

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