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Kido

Domain overview

Domain card index

0 results
Level Type Name Feature Recall
1 Ability Hado # 1 - Sho
Mark a Stress to unleash a short burst of spiritual force at a target within Close range, dealing minor physical damage or shoving them back a few feet.

Mark a Stress to unleash a short burst of spiritual force at a target within Close range, dealing minor physical damage or shoving them back a few feet.

1
1 Spell Bakudo #1 - Sai
Mark a Stress to bind a target's limbs at Close range, restraining them from taking physical actions until they break free with a roll or the effect ends.

Mark a Stress to bind a target's limbs at Close range, restraining them from taking physical actions until they break free with a roll or the effect ends.

1
2 Ability Bakudo #4: Hainawa
Mark 2 Stress to bind a target within Far range with a spiritual rope that suppresses their ability to use Kido or other spiritual techniques until they break free with a roll or the effect ends.

Mark 2 Stress to bind a target within Far range with a spiritual rope that suppresses their ability to use Kido or other spiritual techniques until they break free with a roll or the effect ends. The target can still move and make physical attacks.

2
2 Ability Hado #4: Byakurai
Mark a Stress to fire a thin lance of light at a target within Far range.

Mark a Stress to fire a thin lance of light at a target within Far range. This attack automatically succeeds, but deals reduced damage compared to a normal Hado attack of this level. Roll 1d20.

2
3 Ability Bakudo #9: Geki
Mark a Stress to completely freeze a target within Far range, preventing all actions, including movement and speech, until they break free.

Mark a Stress to completely freeze a target within Far range, preventing all actions, including movement and speech, until they break free.

1
3 Ability Hado #31: Shakkaho
Mark 1 Stress to launch a ball of fire at a point within Far range, dealing physical damage(based on…

Mark 1 Stress to launch a ball of fire at a point within Far range, dealing physical damage(based on half your level, round down) to every enemy within Close range of that point."

1
3 Spell Bakudo #38: Chiyu
Spend a hope to channel restorative spiritual energy into an ally within Close range, restoring 2d6+4 Hit Points and cleansing one minor lingering effect (such as a bleed or poison).

Spend a hope to channel restorative spiritual energy into an ally within Close range, restoring 2d6+4 Hit Points and cleansing one minor lingering effect (such as a bleed or poison).

2
4 Spell Bakudo #61: Rikujokoro
Make a Spellcast roll against the target's Difficulty.

Make a Spellcast roll against the target's Difficulty. On a success, pin a target within Far range beneath six rods of solidified light, fully restraining them: no actions, no movement, no breaking free early, until the start of your next turn. Spend a hope.

4
4 Spell Hado #58: Tenran
Make a Spellcast roll against the target's Difficulty.

Make a Spellcast roll against the target's Difficulty. On a success, summon a localized cyclone around a target within Far range, dealing 1d10+6 physical damage and pushing every enemy within Close range of them back a significant distance.

4
5 Ability Bakudo #77: Tenteikura
No roll required.

No roll required. Establish a telepathic link between yourself and every ally within Far range, letting you communicate instantly regardless of distance or line of sight for the rest of the scene. Once while active, you may use it to relay an urgent warning or call for help, granting one ally advantage on their next roll as they react to what you've told them.

2
5 Ability Hado #63: Raikoho
Spend a hope to make a Spellcast roll against the target's Difficulty.

Spend a hope to make a Spellcast roll against the target's Difficulty. On a success, fire a bolt of yellow lightning at a target within Far range, dealing 2d8+6 physical damage. If the target is a hollow or has a weapon, deal an additional 1d6 damage.

4
5 Spell Bakudo #63: Sajō Sabaku
Make a Spellcast roll against the target's Difficulty.

Make a Spellcast roll against the target's Difficulty. On a success, wrap a target within Far range in locking chains, reducing their Evasion by 3 until they break free with a roll or the effect ends."

4
6 Spell Hado #73: Soren Sokatsui
Spend a hope to make a Spellcast roll against each target's Difficulty separately.

Spend a hope to make a Spellcast roll against each target's Difficulty separately. On each success, that target takes 2d10+8 physical damage, up to two different targets within Far range.

1

Domain cards

1

1
Hado # 1 - Sho
Ability

Hado # 1 - Sho

Mark a Stress to unleash a short burst of spiritual force at a target within Close range, dealing minor physical damage or shoving them back a few feet.

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Card Backing

1

1
Bakudo #1 - Sai
Spell

Bakudo #1 - Sai

Mark a Stress to bind a target's limbs at Close range, restraining them from taking physical actions until they break free with a roll or the effect ends.

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Card Backing

2

2
Bakudo #4: Hainawa
Ability

Bakudo #4: Hainawa

Mark 2 Stress to bind a target within Far range with a spiritual rope that suppresses their ability to use Kido or other spiritual techniques until they break free with a roll or the effect ends. The target can still move and make physical attacks.

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Card Backing

2

2
Hado #4: Byakurai
Ability

Hado #4: Byakurai

Mark a Stress to fire a thin lance of light at a target within Far range. This attack automatically succeeds, but deals reduced damage compared to a normal Hado attack of this level. Roll 1d20.

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Card Backing

3

1
Bakudo #9: Geki
Ability

Bakudo #9: Geki

Mark a Stress to completely freeze a target within Far range, preventing all actions, including movement and speech, until they break free.

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Card Backing

3

1
Hado #31: Shakkaho
Ability

Hado #31: Shakkaho

Mark 1 Stress to launch a ball of fire at a point within Far range, dealing physical damage(based on half your level, round down) to every enemy within Close range of that point."

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Card Backing

3

2
Bakudo #38: Chiyu
Spell

Bakudo #38: Chiyu

Spend a hope to channel restorative spiritual energy into an ally within Close range, restoring 2d6+4 Hit Points and cleansing one minor lingering effect (such as a bleed or poison).

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Card Backing

4

4
Bakudo #61: Rikujokoro
Spell

Bakudo #61: Rikujokoro

Make a Spellcast roll against the target's Difficulty. On a success, pin a target within Far range beneath six rods of solidified light, fully restraining them: no actions, no movement, no breaking free early, until the start of your next turn. Spend a hope.

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Card Backing

4

4
Hado #58: Tenran
Spell

Hado #58: Tenran

Make a Spellcast roll against the target's Difficulty. On a success, summon a localized cyclone around a target within Far range, dealing 1d10+6 physical damage and pushing every enemy within Close range of them back a significant distance.

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Card Backing

5

2
Bakudo #77: Tenteikura
Ability

Bakudo #77: Tenteikura

No roll required. Establish a telepathic link between yourself and every ally within Far range, letting you communicate instantly regardless of distance or line of sight for the rest of the scene. Once while active, you may use it to relay an urgent warning or call for help, granting one ally advantage on their next roll as they react to what you've told them.

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Card Backing

5

4
Hado #63: Raikoho
Ability

Hado #63: Raikoho

Spend a hope to make a Spellcast roll against the target's Difficulty. On a success, fire a bolt of yellow lightning at a target within Far range, dealing 2d8+6 physical damage. If the target is a hollow or has a weapon, deal an additional 1d6 damage.

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Card Backing

5

4
Bakudo #63: Sajō Sabaku
Spell

Bakudo #63: Sajō Sabaku

Make a Spellcast roll against the target's Difficulty. On a success, wrap a target within Far range in locking chains, reducing their Evasion by 3 until they break free with a roll or the effect ends."

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Card Backing

6

1
Hado #73: Soren Sokatsui
Spell

Hado #73: Soren Sokatsui

Spend a hope to make a Spellcast roll against each target's Difficulty separately. On each success, that target takes 2d10+8 physical damage, up to two different targets within Far range.

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Card Backing

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