Ice Spinner
iceInfo
- Move Power
- str, dex
- Move Time
- 1 action
- PP
- 5
- Duration
- instantaneous
- Range
- melee
You cover your feet in thin ice and twirl around. All creatures within melee range must make a DEX save against your Move DC, taking 2d6 + MOVE ice damage on a failure, or half as much on a success. Additionally, any active terrain you are in is removed.
At Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.