Pokemon
Designed by
Domain overview
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Ghostly Form |
Make a Spellcast Roll (15) to phase through a physical object.
Make a Spellcast Roll (15) to phase through a physical object. |
0 |
| 1 | Ability | Growl |
Do a Spellcast Roll, on a success, target enemy's next Action Roll has a -1.
Do a Spellcast Roll, on a success, target enemy's next Action Roll has a -1. |
1 |
| 1 | Ability | Light Screen |
Create a protective barrier around an ally, when that ally takes Magic Damage, reduce the damage by 1d6.
Create a protective barrier around an ally, when that ally takes Magic Damage, reduce the damage by 1d6. The effects lasts until the Scene Ends. |
0 |
| 1 | Ability | Multicale |
Your Pokemon's Evasion gains +2 as long as it have no Stress marked.
Your Pokemon's Evasion gains +2 as long as it have no Stress marked. |
0 |
| 1 | Ability | Oblivious |
Your Pokemon is immune to Charming.
Your Pokemon is immune to Charming. |
0 |
| 1 | Ability | Rattled |
When you have Stress marked your Evasion is raised by +1.
When you have Stress marked your Evasion is raised by +1. |
0 |
| 1 | Ability | Regenerator |
Your Pokemon clears an extra Stress after a scene.
Your Pokemon clears an extra Stress after a scene. |
0 |
| 1 | Ability | Yawn |
During a Short Rest, you can make target ally make an extra Downtime Action.
During a Short Rest, you can make target ally make an extra Downtime Action. |
0 |
| 1 | Spell | Aqua Jet |
Your Pokemon moves from Close Range to Melee Range without interruption.
Your Pokemon moves from Close Range to Melee Range without interruption. Do an Attack Roll, on hit deal d8 Physical damage. |
1 |
| 1 | Spell | Curse |
Mark a Stress and raise the Evasion of a target by +1 until End of Scene.
Mark a Stress and raise the Evasion of a target by +1 until End of Scene. |
2 |
| 1 | Spell | Dragon Breath |
Make an Attack Roll against a target within Very Close Range.
Make an Attack Roll against a target within Very Close Range. On a success, deal 1d8 Magical damage. Additionally you may spend a Hope to make the target Vulnerable. |
1 |
| 1 | Spell | Encore |
Spend a Hope.
Spend a Hope. When a target makes an Action Roll, make them reroll the result. |
2 |
| 1 | Spell | Fly |
Make a Spellcast Roll (13).
Make a Spellcast Roll (13). On a success put (1) Flight Token on this card. When your pokemon makes an action roll while flying, remove the token. When you have no tokens left, descend. |
0 |
| 1 | Spell | Giga Drain |
Make a Spellcast Roll against an enemy in Very Close Range and an ally in Very Close Range.
Make a Spellcast Roll against an enemy in Very Close Range and an ally in Very Close Range. On a success, deal Minor Damage to the enemy and heal the ally by 1. |
2 |
| 1 | Spell | Leer |
Do a Spellcast Roll against one target.
Do a Spellcast Roll against one target. On a success the target's Damage Thresholds gain -1. |
1 |
| 1 | Spell | Protect |
When you or an ally in Very Close are going to take damage, you can Vault this card and utilize it as an Armor Slot.
When you or an ally in Very Close are going to take damage, you can Vault this card and utilize it as an Armor Slot. |
0 |
| 1 | Spell | Psybeam |
Make a Spellcast Roll against target, on a success deal 1d6 Magical Damage.
Make a Spellcast Roll against target, on a success deal 1d6 Magical Damage. Additionally, roll a d6, on a result of 6 the target is Confused and can't tell friend from foe. |
1 |
| 1 | Spell | Safeguard |
Choose target ally, they gain immunity from Direct Damage until the Scene Ends.
Choose target ally, they gain immunity from Direct Damage until the Scene Ends. |
2 |
| 1 | Spell | Supersonic |
Make a Spellcast Roll against a target.
Make a Spellcast Roll against a target. On a success, target is Confused and can't tell friend from foe. |
2 |
| 1 | Spell | Swift |
Deal 1d6 Physical Damage to a target in Very Close Range.
Deal 1d6 Physical Damage to a target in Very Close Range. |
1 |
| 1 | Spell | Tackle |
Make an Attack Roll at Meele Range and deal 1d6 physical damage.
Make an Attack Roll at Meele Range and deal 1d6 physical damage. |
0 |
| 1 | Spell | Twister |
Make a Spellcast Roll (13).
Make a Spellcast Roll (13). If it's a success create a twister around a target, the target and any creatures within Very Close Range of it take 1d6 Magical Damage. Additionally, you may Spend a Hope to add an extra d6 of damage if the targets are airborne. |
2 |
| 1 | Spell | Wrap |
Make an Attack Roll against a target of Small or Medium size.
Make an Attack Roll against a target of Small or Medium size. On a success, the target becomes Restrained. The status ends if the Pokemon takes any new actions. |
0 |
| 1 | Grimoire | Water Gun |
Make a Spellcasting Roll against a target.
Make a Spellcasting Roll against a target. On a success deal 1d6 Magical Damage. Create a Spurt of Water that is no more than a bucketful. Make a Spellcast Roll (10) to propel yourself a Close Distance. |
0 |
| 2 | Ability | Mud Slap |
Make a Spellcast Roll against an adversary within Very Close Range, on a success they take 1d6 Physical Damage and have a -1 to their rolls next time they have the spotlight.
Make a Spellcast Roll against an adversary within Very Close Range, on a success they take 1d6 Physical Damage and have a -1 to their rolls next time they have the spotlight. |
2 |
| 2 | Spell | Disable |
Make a Spellcast Roll against target withing Close Range, on a success it can't utilize it's non basic attacks until the scene ends unless it Marks a Stress to get rid of this effect.
Make a Spellcast Roll against target withing Close Range, on a success it can't utilize it's non basic attacks until the scene ends unless it Marks a Stress to get rid of this effect. |
1 |
| 2 | Spell | Dragon Tail |
Make an Attack Roll against a target within Melee Range, on a success deal 1d8 Physical Damage and push the target back up to Close Range.
Make an Attack Roll against a target within Melee Range, on a success deal 1d8 Physical Damage and push the target back up to Close Range. |
2 |
| 2 | Spell | Reflect |
Create a protective barrier around an ally, when that ally takes Physical Damage, reduce the damage by 1d6.
Create a protective barrier around an ally, when that ally takes Physical Damage, reduce the damage by 1d6. The effects lasts until the Scene Ends. |
0 |
| 2 | Spell | Water Pulse |
Deal 1d8 Magical Damage to target without making a spellcast roll.
Deal 1d8 Magical Damage to target without making a spellcast roll. Then roll 2d12 to decide Hope or Fear. |
2 |
Domain cards
1
Ghostly Form
Make a Spellcast Roll (15) to phase through a physical object.
1
Growl
Do a Spellcast Roll, on a success, target enemy's next Action Roll has a -1.
1
Light Screen
Create a protective barrier around an ally, when that ally takes Magic Damage, reduce the damage by 1d6. The effects lasts until the Scene Ends.
1
Multicale
Your Pokemon's Evasion gains +2 as long as it have no Stress marked.
1
Oblivious
Your Pokemon is immune to Charming.
1
Rattled
When you have Stress marked your Evasion is raised by +1.
1
Regenerator
Your Pokemon clears an extra Stress after a scene.
1
Yawn
During a Short Rest, you can make target ally make an extra Downtime Action.
1
Aqua Jet
Your Pokemon moves from Close Range to Melee Range without interruption. Do an Attack Roll, on hit deal d8 Physical damage.
1
Curse
Mark a Stress and raise the Evasion of a target by +1 until End of Scene.
1
Dragon Breath
Make an Attack Roll against a target within Very Close Range. On a success, deal 1d8 Magical damage. Additionally you may spend a Hope to make the target Vulnerable.
1
Encore
Spend a Hope. When a target makes an Action Roll, make them reroll the result.
1
Fly
Make a Spellcast Roll (13). On a success put (1) Flight Token on this card. When your pokemon makes an action roll while flying, remove the token. When you have no tokens left, descend.
1
Giga Drain
Make a Spellcast Roll against an enemy in Very Close Range and an ally in Very Close Range. On a success, deal Minor Damage to the enemy and heal the ally by 1.
1
Leer
Do a Spellcast Roll against one target. On a success the target's Damage Thresholds gain -1.
1
Protect
When you or an ally in Very Close are going to take damage, you can Vault this card and utilize it as an Armor Slot.
1
Psybeam
Make a Spellcast Roll against target, on a success deal 1d6 Magical Damage. Additionally, roll a d6, on a result of 6 the target is Confused and can't tell friend from foe.
1
Safeguard
Choose target ally, they gain immunity from Direct Damage until the Scene Ends.
1
Supersonic
Make a Spellcast Roll against a target. On a success, target is Confused and can't tell friend from foe.
1
Swift
Deal 1d6 Physical Damage to a target in Very Close Range.
1
Tackle
Make an Attack Roll at Meele Range and deal 1d6 physical damage.
1
Twister
Make a Spellcast Roll (13). If it's a success create a twister around a target, the target and any creatures within Very Close Range of it take 1d6 Magical Damage. Additionally, you may Spend a Hope to add an extra d6 of damage if the targets are airborne.
1
Wrap
Make an Attack Roll against a target of Small or Medium size. On a success, the target becomes Restrained. The status ends if the Pokemon takes any new actions.
1
Water Gun
Make a Spellcasting Roll against a target. On a success deal 1d6 Magical Damage.
Create a Spurt of Water that is no more than a bucketful.
Make a Spellcast Roll (10) to propel yourself a Close Distance.
2
Mud Slap
Make a Spellcast Roll against an adversary within Very Close Range, on a success they take 1d6 Physical Damage and have a -1 to their rolls next time they have the spotlight.
2
Disable
Make a Spellcast Roll against target withing Close Range, on a success it can't utilize it's non basic attacks until the scene ends unless it Marks a Stress to get rid of this effect.
2
Dragon Tail
Make an Attack Roll against a target within Melee Range, on a success deal 1d8 Physical Damage and push the target back up to Close Range.
2
Reflect
Create a protective barrier around an ally, when that ally takes Physical Damage, reduce the damage by 1d6. The effects lasts until the Scene Ends.
2
Water Pulse
Deal 1d8 Magical Damage to target without making a spellcast roll. Then roll 2d12 to decide Hope or Fear.
Water Pulse
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Water Pulse Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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