Primal Plasma
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Ability
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Class
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Summoner
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Ease of Use
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4 per deck
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Power Source
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Primal
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AP Needed
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4
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Prerequisites
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4
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Range
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Melee
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Target
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One Empty square
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Attack Roll
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None
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Hit Roll
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None
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Effect
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Primal Plasma is summoned until end of encounter.
Choose: 3d4 damage, 12 HP
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Special
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or 2d4 damage, 8 HP, Flying
or 1d4 damage, 24 HP, Immobile
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Multiform[]
When Summoned, Primal Plasma may be a Normal, a Flying, or a Wall creature.
- In all forms, it has AC 14 and MC 10.
- In Normal form, it has a speed of 5.
- In Flying form, it has Flying 5, Hover.
- In Wall form, it has speed 0, and is a Wall 2 that provides cover.