Magnitude

ground

Info

Move Power
str
Move Time
1 action
PP
5
Duration
instantaneous
Range
self (30ft radius)

You shake the ground with an earth-shattering quake. All creature 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.

d100Damage
1-51d4 + MOVE
6-151d8 + MOVE
16-351d10 + MOVE
36-651d12 + MOVE
66-852d6 + MOVE
86-952d8 + MOVE
96-1002d12 + MOVE

At Higher Levels: For damage rolls, use 2x Dice at level 5, 3x Dice at level 10, and 4x Dice at level 17.

Context

Contest
tough
Appeal
1
Jam
0
Effect
Works better the more excited the crowd is.

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