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| - __NOEDITSECTION__
- Psychic Scream is a priest talent available at level 60. It causes nearby enemies to run away in fear. There is a chance to resist it that increases as the enemy becomes higher level than the caster. This resistance becomes important when depending upon psychic scream to escape combat and psychic scream fails. Be careful when using it so fleeing enemies do not wake up additional mobs on their return.
- Casting time: 1 action Range: 90 feet Components: S Duration: Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
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debut shippuden
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unnamed jutsu
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talented
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dbkwik:sigmastorm2...iPageUsesTemplate
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Description
| - The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec. Damage caused may interrupt the effect.
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abstract
| - __NOEDITSECTION__
- Psychic Scream is a priest talent available at level 60. It causes nearby enemies to run away in fear. There is a chance to resist it that increases as the enemy becomes higher level than the caster. This resistance becomes important when depending upon psychic scream to escape combat and psychic scream fails. Be careful when using it so fleeing enemies do not wake up additional mobs on their return. Combined with [Mind Flay], shadow priests can tie enemies to them so they don't have the ability to run further than 20 yards and escape to aggro other mobs. Mind Flay also counts as a dot and has a reduced chance of breaking the fear.
- Casting time: 1 action Range: 90 feet Components: S Duration: Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
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