Synthesis

grass

Info

Move Power
con
Move Time
1 action
PP
3
Duration
instantaneous
Range
self

You regenerate from the inside, healing some of your wounds. Heal yourself for 1d12 + MOVE hit points. If activated in harsh sunlight, double the healing dice.

At Higher Levels: The healing dice roll for this move changes to 2d8 at level 5, 2d12 at level 10, and 6d6 at level 17.

Contest

Clever

Appeal
1
Jam
0

3 Appeal points if move is not performed first or last, 1 Appeal point if move is performed first or last.

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