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the target takes 1d6 Normal damage. The target is grappled if you aren't already grappling a creature. Until this grapple ends

  • casting time you can deal 1d6 Normal damage to the target automatically.

    On each of it's turns
  • range an affected creature can use an action to attempt to escape the grapple.; Normal-type;

Wizard the target is restrained. As an action on each of your turns while the target is restrained by you

your movement speed is reduced by half

  • casting time but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.; Normal-type;
  • range

Wizard and you can't take any actions or reactions

your movement speed is reduced by half

  • casting time but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.; Normal-type;
  • range

Wizard and you can't take any actions or reactions

your movement speed is reduced by half

  • casting time but your current HP can't drop below 1 unless your HP maximum is lowered below 1. This move cannot be used consecutively.; Normal-type;
  • range

Wizard and you can't take any actions or reactions

the target takes 1d6 Normal damage

Wizard and is stunned. This move only works on the first round of combat.
; Normal-type;

the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
; Normal-type;

Wizard

the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
; Normal-type;

Wizard

the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
; Normal-type;

Wizard

the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
; Normal-type;

Wizard

0; Bind; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You attempt to wrap yourself around a Pokémon you can see within range. Make a Physical attack roll. On a hit 0; Bind; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You attempt to wrap yourself around a Pokémon you can see within range. Make a Physical attack roll. On a hit
0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn 0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn
0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn 0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn
0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn 0; Endure TR26; Innate Status; Action; Self; 0 Move Points; Instantaneous; You brace yourself for pain. Until the start of your next turn
0; Fake Out; Innate Finesse; Bonus Action; Melee/Touch; 0 Move Points; Instantaneous; You attempt to startle your target. Make a Finesse attack roll against a creature you can see within range. On a hit 0; Fake Out; Innate Finesse; Bonus Action; Melee/Touch; 0 Move Points; Instantaneous; You attempt to startle your target. Make a Finesse attack roll against a creature you can see within range. On a hit
0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit 0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit
0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit 0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit
0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit 0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit
0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit 0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 2d6 Normal damage. This move can't drop the target's current HP below 1.
; Normal-type;

Wizard

forcing it to succeed on a Special Attack/Charisma saving throw or reduces it's Attack by 1 stage.
; Normal-type;

Wizard

Wizard

Wizard

Wizard

sharp

  • casting time the target takes 1d6 Normal damage.

    Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)
  • range 11 (3d6)

  • components and 17 (4d6).; Normal-type;
  • duration

Wizard pointed claws. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)

  • casting time and 17 (4d6).; Normal-type;
  • range

Wizard 11 (3d6)

the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)

  • casting time and 17 (4d6).; Normal-type;
  • range

Wizard 11 (3d6)

the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)

  • casting time and 17 (4d6).; Normal-type;
  • range

Wizard 11 (3d6)

0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit 0; False Swipe TM057; Innate Physical; Action; Touch; 0 Move Points; Instantaneous; You hit your opponent with a restrained attack. Make a Physical attack roll against a creature you can see within range. On a hit
0; Growl; Innate Status; Action; 60 feet; 0 Move Points; Instantaneous; You growl endearingly at a creature you can see within range 0; Growl; Innate Status; Action; 60 feet; 0 Move Points; Instantaneous; You growl endearingly at a creature you can see within range
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Leer; Innate Status; Action; Self (15-foot cone); 0 Move Points; Instantaneous; You glare with an intimidating leer to try and scare creatures within range that can see you. All creatures within range must succeed on a Special Defense/Wisdom saving throw or be frightened. Additionally any attacks made by you have advantage on a creature frightened in this manner.
:
The target can repeat the saving throw at the end of each of its turns to end the effect.; Normal-type;
0; Scratch; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You attack your opponent with hard 0; Scratch; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You attack your opponent with hard
0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit 0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit
0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit 0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit
0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit 0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)

  • casting time and 17 (4d6).; Normal-type;
  • range

Wizard 11 (3d6)

the target takes 1d6 Normal damage.

Innate Upgrade. This move's damage increases by 1d6 when you reach levels 5 (2d6)

  • casting time and 17 (4d6).; Normal-type;
  • range

Wizard 11 (3d6)

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

up to 1 minute; You give a helping hand to up to 3 allies within range. Whenever a target makes an attack roll or a saving throw before the move ends

Wizard the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Using a Higher-Level Move Slot. You can target one additional creature for each spell slot level above 1.; Normal-type;

Metronome

Wizard or Z-Moves.

Using a Higher-Level Move Slot. You can copy moves of the corresponding move slot of level 2+; Normal-type;

0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit 0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit
0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit 0; Tackle; Innate Physical; Action; Melee/Touch; 0 Move Points; Instantaneous; You slam into your opponent using your whole body. Make a Physical attack roll against a creature you can see within range. On a hit
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration 1; Helping Hand TM130 (Bless spell); 1st-level Status; Action; 30 feet; 2 Move Points; Concentration
1; Mimic(+Copycat/Mirror Move); 1st-level Status; Action; 60 feet; 2 Move Points; 5 minutes; You copy the last move used of the same move slot level by a Pokémon you can see within range. The copied move replaces this move for the duration.

This move will fail and your turn is wasted if you attempt to copy Sketch
1; Mimic(+Copycat/Mirror Move); 1st-level Status; Action; 60 feet; 2 Move Points; 5 minutes; You copy the last move used of the same move slot level by a Pokémon you can see within range. The copied move replaces this move for the duration.

This move will fail and your turn is wasted if you attempt to copy Sketch

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction

which you take when you are hit by an attack roll; Self; 2 Move Points; 1 round; You guard yourself from an incoming attack. When you're hit by an imcoming attack

Wizard using this move grants blocks the attack from hitting and gives you Full Cover until the start of your next turn. This move can't be used consecutively.; Normal-type;

or it can repeat the saving throw at the end of each of its turns ending the effect on a success.; Normal-type;

Wizard

or it can repeat the saving throw at the end of each of its turns ending the effect on a success.; Normal-type;

Wizard

making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save

Wizard or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.; Normal-type;

making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save

Wizard or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.; Normal-type;

making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save

Wizard or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.; Normal-type;

making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save

Wizard or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.; Normal-type;

making a harsh noise. Each creature in range besides you that can hear you must make a Special Defense/Constitution saving throw taking 2d8 Normal damage on a failed save

Wizard or half as much damage on a successful one. The target is also stunned on a save of 6-.

This move fails and your turn is wasted if you aren't asleep when you use this move.; Normal-type;

and attempt to steal an item. Make a Finesse Attack roll. On a hit

  • casting time you can make a Sleight of Hand check with advantage against the target's AC. If the check is successful
  • range you steal a random item off the target (if any).; Normal-type;

Wizard the target takes 1d8 Normal damage. If this move hits

1; Protect TM007 (+Detect); 1st-level Status; Reaction 1; Protect TM007 (+Detect); 1st-level Status; Reaction
1; Scary Face TM006; 1st-level Status; Action; 30 feet; 2 Move Points; Instantaneous; You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you
1; Scary Face TM006; 1st-level Status; Action; 30 feet; 2 Move Points; Instantaneous; You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you
1; Scary Face TM006; 1st-level Status; Action; 30 feet; 2 Move Points; Instantaneous; You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you
1; Scary Face TM006; 1st-level Status; Action; 30 feet; 2 Move Points; Instantaneous; You make a scary face at a creature you can see within range. The target must succeed on a Special Defense/Wisdom saving throw or be frightened and have their Speed reduced by 2 stages. A creature frightened in this manner must move as far away from you as it can on its turns.

The effect ends on a creature if it takes any damage from you
1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly 1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly
1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly 1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly
1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly 1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly
1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly 1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly
1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly 1; Snore; 1st-level Special; Action; Self (30-foot radius); 2 Move Points; Instantaneous; You snore loudly
2; Covet; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You endearingly approach a target 2; Covet; 2nd-level Finesse; Action; Melee/Touch; 3 Move Points; Instantaneous; You endearingly approach a target

the duplicates move with you and mimic your actions

  • casting time roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher
  • range one of the duplicates is hit instead of you

  • components and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it has the Blinded condition
  • duration Blindsight

or Truesight.; Normal-type;

Wizard shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration

you choose the produced effect before using the move.

For the duration

  • casting time replacing it with the new chosen effect.; Normal-type;
  • range

Wizard the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.

Using this move again will end the previous effects of this move

you choose the produced effect before using the move.

For the duration

  • casting time replacing it with the new chosen effect.; Normal-type;
  • range

Wizard the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.

Using a Higher-Level Move Slot. The number is reduced by an additional 1 for every two move slot levels of 4+.

Using this move again will end the previous effects of this move

you choose the produced effect before using the move.

For the duration

  • casting time replacing it with the new chosen effect.; Normal-type;
  • range

Wizard you have advantage on concentration saving throws.

Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.

Using this move again will end the previous effects of this move

you choose the produced effect before using the move.

For the duration

  • casting time replacing it with the new chosen effect.; Normal-type;
  • range

Wizard you have advantage on concentration saving throws.

Using a Higher-Level Move Slot. Your concentration can't be broken as a result of taking damage when using a move slot level of 5+.

Using this move again will end the previous effects of this move

add 2d6 to the damage dice.; Normal-type;

Wizard

add 2d6 to the damage dice.; Normal-type;

Wizard

add 2d6 to the damage dice.; Normal-type;

Wizard

add 2d6 to the damage dice.; Normal-type;

Wizard

2; Double Team (Mirror Image Spell); 2nd-level Status; Action; Self; 3 Move Points; 1 minute; Three illusory duplicates of yourself appear in your space. Until the spell ends 2; Double Team (Mirror Image Spell); 2nd-level Status; Action; Self; 3 Move Points; 1 minute; Three illusory duplicates of yourself appear in your space. Until the spell ends
2; Focus Energy TR13 (+Laser Focus) [1/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects 2; Focus Energy TR13 (+Laser Focus) [1/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects
2; Focus Energy TR13 (+Laser Focus) [1/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects 2; Focus Energy TR13 (+Laser Focus) [1/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects
2; Focus Energy TR13 (+Laser Focus) [2/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects 2; Focus Energy TR13 (+Laser Focus) [2/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects
2; Focus Energy TR13 (+Laser Focus) [2/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects 2; Focus Energy TR13 (+Laser Focus) [2/2]; 2nd-level Status; Action; Self; 3 Move Points; 1 minute; You take a deep breath and focus. This move can produce different effects
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn

add 2d6 to the damage dice.; Normal-type;

Wizard

ending the effect on a success.; Normal-type;

Wizard

ending the effect on a success.; Normal-type;

Wizard

ending the effect on a success.; Normal-type;

Wizard

ending the effect on a success.; Normal-type;

Wizard

and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.; Normal-type;

Wizard

and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.; Normal-type;

Wizard

and you can direct them to hit one creature or several.

Using a Higher-Level Move Slot. The move creates one more star for each move slot level above 1.; Normal-type;

Wizard

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Round TM76; 2nd-level Special; Action; 30 feet; 3 Move Points; Instantaneous; You attack with a song. The target must suceed on a Special Defense/Constitution saving throw or take 2d6 Normal damage.

For each Pokémon (including yourself) that has used Round since the start of your last turn
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Screech; 2nd-level Status; Action; 30 feet; 3 Move Points; Instantaneous; You let out an ear-splitting screech. Choose a creature you can see within range that can hear you. The target must succeed on a Special Defense/Constitution saving throw or reduce it's Defense by 2 stages.

The target can repeat the saving throw at the end of each of its turns
2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously 2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously
2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously 2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously
2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously 2; Swift TM032 (Magic Missile spell); 2nd-level Astute; Action; 120 feet; 3 Move Points; Instantaneous; You create four glowing stars. Each star strikes a creature of your choice that you can see within range. A star deals 1d4 Normal damage to its target. The stars all strike simultaneously
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

the target takes 3d6 Normal damage. If you are affected by a negative status condition

Wizard the target instead takes 6d6 Normal damage.
; Normal-type;

3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit
3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit 3; Facade TM025; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You channel your pain into an attack. Make an attack roll against a creature you can see within range. On a hit

the target takes 3d6 Normal damage. This also stuns the target on a natural roll of 15+.

Using a Higher-Level Move Slot. The damage increases by 1d6 for each move slot level 3+.; Normal-type;

Wizard

Wizard

the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn

Wizard the target instead takes 6d8 Normal damage.; Normal-type;

the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn

Wizard the target instead takes 6d8 Normal damage.; Normal-type;

the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn

Wizard the target instead takes 6d8 Normal damage.; Normal-type;

the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn

Wizard the target instead takes 6d8 Normal damage.; Normal-type;

the target takes 3d8 Normal damage. If an ally has been knocked unconscious since the end of your last turn

Wizard the target instead takes 6d8 Normal damage.; Normal-type;

the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.; Normal-type;

Wizard

the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.; Normal-type;

Wizard

3; Headbutt; 3rd-level Physical; Action; 10 feet/Touch; 5 Move Points; Instantaneous; You stick out your head and charge your opponent. Make a Physical attack roll against a creature you can see within range. On a hit 3; Headbutt; 3rd-level Physical; Action; 10 feet/Touch; 5 Move Points; Instantaneous; You stick out your head and charge your opponent. Make a Physical attack roll against a creature you can see within range. On a hit
3; Psych Up TM203; 3rd-level Status; Action; 60 feet; 7 Move Points; Instantaneous; You hypnotize yourself into copying any stat bonuses a Pokémon that you can see within range has.
; Normal-type;
3; Psych Up TM203; 3rd-level Status; Action; 60 feet; 7 Move Points; Instantaneous; You hypnotize yourself into copying any stat bonuses a Pokémon that you can see within range has.
; Normal-type;
3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit 3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit
3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit 3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit
3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit 3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit
3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit 3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit
3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit 3; Retaliate; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You get revenge for a fallen ally. Make a Physical attack roll against a creature you can see within range. On a hit
3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit 3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit
3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit 3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.; Normal-type;

Wizard

the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.; Normal-type;

Wizard

the target takes 2d8 Normal damage. This move scores a critical hit on a natural roll of 19+.; Normal-type;

Wizard

causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time moving by the safest route. If the creature is within 5 feet of the target
  • range the creature can't willingly move away.. When the move ends

  • components the target knows it was Charmed by you.

    Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.; Normal-type;
  • duration

Wizard the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target

causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time moving by the safest route. If the creature is within 5 feet of the target
  • range the creature can't willingly move away.. When the move ends

  • components the target knows it was Charmed by you.

    Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.; Normal-type;
  • duration

Wizard the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target

causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time moving by the safest route. If the creature is within 5 feet of the target
  • range the creature can't willingly move away.. When the move ends

  • components the target knows it was Charmed by you.

    Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.; Normal-type;
  • duration

Wizard the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target

causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time moving by the safest route. If the creature is within 5 feet of the target
  • range the creature can't willingly move away.. When the move ends

  • components the target knows it was Charmed by you.

    Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.; Normal-type;
  • duration

Wizard the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target

causing hearts to swirl around it. One creature you can see within range makes a Special Defense/Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time moving by the safest route. If the creature is within 5 feet of the target
  • range the creature can't willingly move away.. When the move ends

  • components the target knows it was Charmed by you.

    Using a Higher-Level Spell Slot. You can target one additional creature for each move slot level above 4.; Normal-type;
  • duration

Wizard the target has the Charmed condition until the move ends or until you or your allies damage it. The Charmed creature is Friendly to you and must use its movement on its turns to get as close as possible to the target

the target takes 5d8 Normal damage.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+

  • casting time or half as much damage on a successful one.; Normal-type;
  • range

Wizard the target must make a Defense/Constitution saving throw taking full damage on a failed save

3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit 3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit
3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit 3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit
3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit 3; Slash; 3rd-level Physical; Action; Melee/Touch; 5 Move Points; Instantaneous; You attack with a slash of claws or blades. Make a Physical attack roll against a creature you can see within range. On a hit
4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range 4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range
4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range 4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range
4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range 4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range
4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range 4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range
4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range 4; Attract (Charm Monster spell); 4th-level Status; Action; 30 feet; 6 Move Points; 1 hour; You wink at a creature (of the same egg group?) that you can see within range
4; Mega Punch (+Mega Kick); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit 4; Mega Punch (+Mega Kick); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 5d8 Normal damage.

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4. When you use a move slot level of 6+

  • casting time or half as much damage on a successful one.; Normal-type;
  • range

Wizard the target must make a Defense/Constitution saving throw taking full damage on a failed save

the target takes 3d8 Normal damage

Wizard and is also knocked prone on a natural roll of 15+.

This move does double damage to minimized creatures

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.; Normal-type;

the target takes 3d8 Normal damage

Wizard and is also knocked prone on a natural roll of 15+.

This move does double damage to minimized creatures

Using a Higher-Level Move Slot. The damage increases by 1d8 for each move slot level above 4.; Normal-type;

Wizard

Wizard

Wizard

Wizard

its current HP becomes equal to yours. This move fails automatically and your move is wasted if your current HP is greater than or equal to the target's.; Normal-type;

Wizard

the target takes 7d10 Normal damage

  • casting time and you take one additional hit dice of recoil damage.; Normal-type;
  • range

Wizard and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5

4; Mega Punch (+Mega Kick); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit 4; Mega Punch (+Mega Kick); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You punch with muscle-packed power. Make a Physical attack roll against a creature you can see within range. On a hit
4; Slam (+Body Slam TR01); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit 4; Slam (+Body Slam TR01); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit
4; Slam (+Body Slam TR01); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit 4; Slam (+Body Slam TR01); 4th-level Physical; Action; Melee/Touch; 6 Move Points; Instantaneous; You smack your opponent with a long appendage such as a tail or vines. Make a Physical attack roll against a creature you can see within range. On a hit
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
4; Swords Dance TR00; 4th-level Status; Action; Self; 6 Move Points; 1 minute; You perform a frenetic dance to uplift your fighting spirit. Your Attack increases by 2 stages.
; Normal-type;
5; Endeavor TM205; 5th-level Physical; Action; 50 feet; 9 Move Points; Instantaneous; You project your pain onto another. Choose a creature you can see within range to make a HP/Constitution saving throw. On a failed save 5; Endeavor TM205; 5th-level Physical; Action; 50 feet; 9 Move Points; Instantaneous; You project your pain onto another. Choose a creature you can see within range to make a HP/Constitution saving throw. On a failed save
5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit 5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit

the target takes 7d10 Normal damage

  • casting time and you take one additional hit dice of recoil damage.; Normal-type;
  • range

Wizard and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5

the target takes 7d10 Normal damage

  • casting time and you take one additional hit dice of recoil damage.; Normal-type;
  • range

Wizard and you expend and take 2 hit dice of damage as recoil.

Using a Higher-Level Move Slot. The damage increases by 2d10 for each move slot level above 5

this move slot is not used up.; Normal-type;

Wizard

this move slot is not used up.; Normal-type;

Wizard

or half as much damage on a successful one. You end your turn at the end of the 60-foot line.; Normal-type;

Wizard

5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit 5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit
5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit 5; Take Down TM001 (+Double-Edge TM204); 5th-level Physical; Action; Touch; 7 Move Points; Instantaneous; You recklessly slam into your opponent with a full-body charge attack. Make a Physical attack roll against a creature you can see within range. On a hit
6; Pain Split TM202; 6th-level Status; Action; 60 feet; 9 Move Points; Instantaneous; You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves
6; Pain Split TM202; 6th-level Status; Action; 60 feet; 9 Move Points; Instantaneous; You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves
6; Pain Split TM202; 6th-level Status; Action; 60 feet; 9 Move Points; Instantaneous; You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves
6; Pain Split TM202; 6th-level Status; Action; 60 feet; 9 Move Points; Instantaneous; You share the HP of a creature you can see within range with yours. The creature must succeed on a HP/Constitution saving throw or be affected. An affected target equally shares the combined total HP between the two of you.

If the creature successfully saves
9; Giga Impact TM152; 9th-level Physical; Action; Self (60-foot line)/Touch; 13 Move Points; Instantaneous; You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save 9; Giga Impact TM152; 9th-level Physical; Action; Self (60-foot line)/Touch; 13 Move Points; Instantaneous; You charge at creatures within range using every bit of power. Each creature within range must make a Speed/Dexterity saving throw. A target takes 12d12 Normal damage on a failed save