Ice Spinner

ice

Info

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.

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