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Shiro Wandering Soul Captain
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Posted: Mon Jul 28, 2014 7:46 pm
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۞What are Shinigami?۞
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ᶊhinigami, also known as "Death Gods," or "Balancers," are spirits who are in guard of being the guardians over souls going through the cycle of life. Their duty is to protect the souls within the Soul Society so that they may be reborn into the World of the Living - and continue life as the world knows it. Not only do they protect the souls already within the Soul Society, they are also in charge of leading Pluses (lost human souls) into the Soul Society - and exterminating any Hollow that may wonder about trying to devour beings within the world of the living. When on Earth unless in a Gigai (A temporary body) they are invisible to a normal humans eyes due to the fact that they are made completely of Reishi.
ᶊhinigami generally are made from souls who are born with exceptional Spiritual Power. It is not easy to obtain the level it requires to be even one of the lowest ranks of the Shingami. It takes hard training - mentally, physically and spiritually. Unlike other Souls within the Soul Society, Shinigami often become hungry and must eat to keep up their strength.
Ẳlthough most Shinigami are in the G13, some times they are affiliated with other groups within the Soul Society. Some of these groups are rather mysterious - and thus far with the destruction of the Soul Society only rumours and the few Shinigami left from Ages past can give a vague recollection of other establishments that once existed within the spirit world.
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۞Duties of the Death Gods۞ ═══════════════════════════════
Ẳlways has a Shinigami's number one duty has been to protect the Soul Cycle. Shinigami are directly responsible for governing the flow of souls to the World of the Living to the Soul Society, and vice versa. Their number one duty is to carry on governing this and protecting the life cycle, doing whatever it takes. This is why the Konsō and cleansing Hollows are so important.
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۞Passive Abilities۞
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ℜeiryoku Naturally having high levels of Spiritual Power (Reiryoku), Shinigami are able to use their Spiritual power to do a multitude of things. Each Shinigami has a different level of Reiryoku, and it depends solely on the their strength, and will. It takes a very long time, and strenuous training to reach the higher levels of this passive ability. The higher the level of Spiritual Power, the stronger and faster in Hohō, and more advanced in Kido and Zanpakuto release and techniques. Also, everyones Reiryoku signal is a unique pattern to them, and after spending some time with someone - it is easy to distinguish who they are simply by their Reiryoku pattern.
Capable - This level of spiritual power corresponds to those possessing an a higher than normal level of spiritual power from the common person in the Soul Society. This level of power is common among those of significant spiritual awareness and may even possess powers of their own but the power levels can vary among individuals. In the G-13, new Shinigami graduates have achieved the capable level. These pressure are not very outstanding, however they are strong enough to leave their own personal imprint for people to be able to recognize them from a small distance. Average - This level of spiritual power corresponds to those possessing a spiritual power a little stronger than Capable. Usually Soldiers who have trained hard and have been in active duty for a while have achieved this pressure. These pressure are not very outstanding, however they are strong enough to leave their own personal imprint for people to be able to recognize them from a small distance. High This level of spiritual power corresponds to those possessing an above average amount of spiritual power, which is finely controlled. This level of spiritual power is common among those of ranked seated officers. These pressures are not felt from impressive distances away, and does not have an outstanding effect on anyone within their range, but are simply more impressive than soldier. Strong This level of spiritual power corresponds to those possessing slight stronger "High" level of spiritual power, which is finely controlled. This level of spiritual power is common among those of veteran ranked seated officers. These pressures are not felt from impressive distances away, and does not have an outstanding effect on anyone within their range, but are simply more impressive than soldier. Great This level of spiritual power corresponds to those possessing a large amount of spiritual power which is finely controlled. This level of spiritual power is common amongst those of an average Lieutenant rank. These pressures are usually able to be felt within the squad that they are in. Soldiers are usually affected most by this pressure, however not to the extent that of complete incapacitation. Immense: This level of spiritual power corresponds to those possessing an enormous amount of spiritual power which is finely controlled. This level of spiritual power is reflected in its ability to enhance a user during combat as well as its ability to affect the surrounding environment on a controlled level, allowing the wielder to use it in combat to startling degrees. These presences can be felt can be felt great distances away (several squads), but only people within a 90 foot radius from their physical location can feel the discomforting and often painful effects of the full force of their pressure. Lieutenants are often able to withstand this pressure, however anyone officer ranked and below often feel as if they are drowning and being pressed down when taking the direct force of this released pressure. Vast: This level of spiritual power corresponds to those possessing an enormous amount of spiritual power which is finely controlled beyond even that of a captain. This level of spiritual power is reflected in its ability to enhance a user during combat as well as its ability to affect the surrounding environment on a controlled level, allowing the wielder to use it in combat to startling degrees.These ranks are faster than regular captains, and can seem to be physically stronger - without releases. These presences can be felt across the entire Seireitei but only people within a 150 foot radius from their physical location can feel the discomforting and often painful effects of the full force of their pressure. If more than one person of this level is within the same area and release their pressure completely people of captain level will feel incapacitated and feel as if they are drowning within the pressure and may fall unconscious.
Soldiers and Officers may train within their squads with permission of their captain to gain the Reiryoku strengths "Average" and "Strong." Every Soldiers starts out as Capable, and every Officer starts out as "High."
ℜeiatsu Reiatsu is the pressure an individual gives off based off of their Reiryoku. Reiatsu can be used in a defensive, offensive, or psychological way to effect their battles. Reiatsu can take a shape if exerted out enough, and Reiatsu is what gives an individual's energy colour - based on their soul. In general, those with high levels of Reiryoku will often have the highest levels of Reiatsu also. A skilled warrior can overcome a person possessing greater Reiryoku by possessing greater Reiatsu. This is achieved by having greater control over their own spirit energy. However that being said, Shinigami battles are battles of Reiatsu, if one possess a greater level Reiatsu then the other can be overcome completely.
Defensive use of Reiatsu is similar to ones an Arrancars Hierro - if one can control their reiatsu enough, they can harden their skin, making it harder to cut. High level of spiritual power can cause those of lower power to be stunned by simply being in the presence of a high level spiritual being. Having a stronger willpower can also help you gain greater Reiatsu level; note that When a Spiritual being of high Reiatsu chooses to they can paralyze an opponent just by focusing pressure through their stare or presence..
The ranks and descriptions of typical ranks of reiatsu are as follows: Capable/Average: This level of spiritual power is common amongst soldiers. Soldiers with no power boosters will feel crushed and incapacitated and be completely over whelmed by captain or higher. They are easily sensed by captains, however their pressure is rather weak and unless standing within close range. It is very hard for a soldier to try and hide their reiatsu signature from pressure sense. High/Strong: This level of spiritual power is common amongst seated officers.Officers with no power boosters will feel crushed and incapacitated and be completely over whelmed by captain or higher. They are easily sensed by captains, however their pressure is rather weak and unless standing within close range. It is very hard for a soldier to try and hide their reiatsu signature from pressure sense, however they can be felt from further distances than soldiers due to their slight increase in reiryoku/reiatsu strength. Great: Most lieutenants have achieved this rank of reiatsu. These people are able to defend themselves against the onslaught of a Captain's reiatsu better, but still feel very heavy beneath the weight - though should the person be of an Advanced-captain class, they will feel as helpless as officers. Lieutenants are easily felt by pressure sense by all, but still do not effect the direct area around them - and are more likely to be sensed from greater distances should they emit their pressure fully. They do not however, incapacitate lower ranks. Immense: This level of spiritual pressure corresponds to those possessing an enormous amount of spiritual power. They can easily incapacitate anyone within a lower rank - for their pressure feels like a crushing sensation for them, and trying to move through the pressure will severely drain anyone of lower rank of energy quickly. Should these individuals release their pressure - they can be felt from rather far distances. Vast: This level of spiritual pressure corresponds to those possessing an enormous amount of spiritual power which is finely controlled beyond even that of a captain. They can easily incapacitate anyone within a lower rank - for their pressure feels like a crushing sensation for them, and trying to move through the pressure will severely drain anyone of lower rank of energy quickly. Generally only Shinigami of times past would have been able to achieve this rank - and since there are so few of them this is hardly heard of. Should these individuals release their pressure - they can be felt from several miles away.
℘ressure Sense Like most beings that come from the Spirit World, Shinigami have an innate sense that does no rely on their five physical senses. This sixth sense is what allows a Shinigami to be able to sense a persons Reiryoku patterns (and eventually after enough time be able to distinguish them), and Reiatsu pressure. It is this ability that causes Captain to paralyze or incapacitate people with lower Reiatsu levels.
ℒongevity Shinigami do not age at the same rage as normal humans. Shinigami usually appear as young adults, ranging anywhere from 20 to 30 years in age. They can keep this youthful look for centuries on end. Shinigami are also known to live hundreds or even thousands of years. This applies to most Shinigami, however there are some exceptions - Some Shinigami look much older, while some Shinigami look like children for long extended portions of their lives.
Қonsō Otherwise known as "Soul Burial," the process by which a Shinigami sends wandering Pluses in the living world to either Soul Society if they are good in life, or Hell if their life was full of evil acts (such as murders, theft, etc). Konsō is performed by using the pommel of the Shinigami's Zanpakutō to tap head of the soul, thereby transporting them to the afterlife.
ℌollow Purification When a Hollow is sliced with a Zanpakutō, it is cleansed of the sins it committed as a Hollow, and is led into Soul Society. This is called sublimation. Souls who live in Soul Society are reborn again into the Human world.
ᶊenkaimon A Senkaimon is the dimensional gateway which Shinigami use to enter and leave Soul Society by unlocking it. When guided by a Jigokuchō, (Hells Butterfly) the Senkaimon takes the form of a waiting room entered through a sliding door. Humans can also use such a gate through the use of Reishihenkanki (Spirit Exchangers), which convert solid matter into spirit particles. These gates are ways for the Shinigami to travel between the World of the Living, and the Soul Society, and Heuco Mundo. The Tenkai Kecchu is a variant on this gate by using four linked points to create one spiritual unit of area radius that swaps something that it encircles with something else in Soul Society.
ℰnhanced Durability Alongside their longevity; Shinigami possess a supernatural durability that mundane living beings do not ever possess. In spite of being able to be injured and die much like regular mundane living beings; Shinigami are able to withstand much more abuse than a regular being of earth and tend to be able to work through, what would normally be crippling injuries, with relative ease. Decapitation is the only guaranteed method of killing a Shinigami.
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۞Zanpakutō۞
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Ẳll Shinigami have a Zanpakuto. It is the primary weapon of the Shinigami; Zanpakutō are a key element to nearly every fight involving a Soul Reaper. Each Zanpakutō has a fingerprint unique to each individual known as releases. Each release is an “upgrade” to the previous offering a new and more versatile zanpakutō for the Shinigami to use. The releases are Shikai and Bankai.
While Shinigami that are of the lowest rank, still in training or the soul Academy do not have names or spirits for their Zanpakutō, they do have signature blades called Asauchi, given to them in the Academy. Crafting these special soul-steel blades is an art-form, and only one or two Shinigami know the art of it at one time. An Asauchi has the ability to become literally anything, and as time passes, a Shinigami spends every waking moment with their Zanpakutō, imprinting upon it their soul. This is what eventually creates the soul within the Zanpakutō. In old times, Shinigami's did not get to transform their Asauchi before graduating from the Soul Academy, however in recent times that has been changed. Most soldiers have made their Asauchi into a named Zanpakutō that the Shinigami must learn the name of to release into its Shikai, bond and connect with it. Each Zanpakutō has its own spirit, which can be shaped like anything according to the weilder's soul, and its own inner world where it resides by itself - the environment based off of the Spirit and the Soul.
It is not enough to simply know the name of one's Zanpakutō. If a wielder were to lend its power to its Zanpakutō, the weapon would become stronger. To fully use a Zanpakutō's power, a wielder must get to know its Zanpakutō's spirit. Once that union has been made by training through a method of Meditation called Jinzen, a Shinigami must prove to their Zanpakutō that they are worth their power. Generally, for each new release to be learned, a battle has to take place within the inner world. In this state, battles that occur to a soul within their Zanapaktuō's inner world are reflected on their bodies.
Typical weapons of the World of the Living cannot cut Souls, however Zanpakutō is able to slice through as if Souls are like any other living thing. Because a Zanpakutō is a part of the wielder's soul, if it breaks, it is not replaceable. However, it can be healed through the will and energy of the Shinigami holding it.
A Zanpakutō has three firms: Sealed State, Shikai, and then Bankai.
Șealed State Most Zanpakutō look like regular katana, with slight variations between them as one would expect between different swords. Their variations are commonly:
Katana: The term katana may be applied to the standard-size, moderately curved, Japanese sword with a blade length of greater than 60 cm (23.6 inches). The katana is characterized by its distinctive appearance: a curved, slender, single-edged blade, a circular or squared guard, and a hilt long enough to accommodate two hands.
Wakizashi: A short blade between 30 and 60 cm (12 and 24 inches), with an average of 50 cm (20 inches). It is similar to but shorter than a katana, and usually shorter than the kodachi The wakizashi was usually worn together with the katana. When worn together, the pair of swords were called daishō The katana was often called the long sword, and the wakizashi the companion sword.
Nodachi: The nodachi was more difficult to wield due to its size and weight. The length of the hilt of the nodachi varied between twelve to thirteen inches (30 to 33 centimeters). Due to its weight and size, its cutting capability and range exceeds those of a katana.
Tantō: The tanto is commonly referred to as a knife or dagger. The blade is single or double edged, with a length between 15 and 30 cm (6-12 inches, in Japanese 1 shaku). The tantō was designed primarily as a stabbing weapon, but the edge can be used for slashing as well.
Șhikai The second form available to a Zanpakutō. To activate it, the Shinigami needs to learn the name of their Zanpakutō. This is not as easy as simply picking a name, for the living spirit of the Zanpakutō already has its own name. The Shinigami must be able to communicate and harmonize with their Zanpakutō effectively, which requires being able to speak to the spirit within its world. The blade changes shape and gains special abilities by chanting a Kaigo, or release incantation.Using the Kaigo, followed by the name of the Zanpakutō, activates Shikai. It is crucial to memorize each phrase, for every Zanpakutō has a different incantation. The commands vary between users and range from a simple imperative verb to a short poem. They often relate to the Zanpakutō's signature ability or hint at the nature of its spirit. This step may be bypassed by expert Shinigami who have learned how to use their Bankai. There can be up to four techniques/powers for Shikai - depending on how well in tune a Shinigami is with their Zanpakutō
βankai Bankai is the final form for a Zanpakuto. The power and forms of Shikai and Bankai are dependent on the Zanpakutō, and vary according to the wielder's strength and training. But in general, one's power can grow 5 to 10 times greater by attaining it. Only the strongest Shinigami can use it, and it is the ultimate technique of a Zanpakutō. No Bankai should be used in battle before this period of time has been reached. A broken Bankai can never be returned to its former state. There can be up to three techniques/powers for Bankai, depending on how in tune a Shinigami is with their Zanpakutō.
ℜeleasing Your Zanpakuto There are three types of releases a Zanpakutō can have in regards to its shape and form: A Constant, Stand-Alone, or a Progressive. There are also several things that happen during the release of the powers of a blade.
Constant Release: A release type restricted to only Shikai One this release is always released. There is no Instant Effect because the release is always out and never sealed. This release does include a Physical Change because the weapon usually looks different than the original sealed form. Every Zanpakutō has a sealed state - however those in constant release are very rarely ever sealed.
Stand-Alone: A release type that has both an Instant Effect and a Physical Change, when released it has its own singular power that is not connected to any previous, or any other release power. For example: it is perfectly fine to have one Stand-Alone release that produces fire effects and have yet another Stand-Alone release that produces water effects. They cannot be used at the same time as they are Stand-Alone and one must be sealed before the other can be released.
Progressive: For all Races the first release, Shikai One are always considered Stand-Alone. Progressive as a label is used for the first time in a character’s Bankai. The Progressive label does not include an Instant Effect or Physical Change. This is because instead of having a completely different release like with a Stand-Alone label, you instead gain a new complementary power to the previous release. However, keep note your Bankai does NOT have to be a Progressive.
Incantation: Sometimes known as the Kaigo. This is the phrase/movement that your character is required to do or say to activate the release. Each release has a different incantation. There is no power involving the incantation, as it is the kick starter to the instant, cosmetic and lasting powers in each release. Keep in mind if your Bankai is a progressive - there is no Kaigo.
Instant Effect: This is a burst of energy released at the moment the zanpakutō is released. It is quick and usually not so powerful. Sometimes it is a concussive wave and sometimes it is simply a pattern in the sky or a bright flash of light. (Allowed one effect)
Physical Change: After incantation a Zanpakutō almost always goes through a change in physical appearance. Changes range anywhere from changes in size or color to entirely new weapons or even body augments.
Passive Ability This is the underlying power of the Zanpakutō. All techniques of all releases must revolve around the passive ability - For example, a passive ability of a Zanapakutō may be the ability to create, and manipulate water. Each technique, regardless if it's offensive, defensive or dual, must revolve around the passive ability to create and manipulate water.
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۞Hohō۞
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Ẳgility, or Hohō techniques are the techniques for Shigami, Arrancars, and Vizards use as a way to get the advantage by using their speed. Depending on the rank, the member can achieve high speeds with many different techniques to choose from. The different Hohō abilities that the Shingami still know and master are as follows:
Dashing: A most basic technique that allows the user to throw him/herself to a certain direction using a certain angle of which way the the stance is directed and executed. Based on an individual's attributes, dashing can be quite a moderately fast move instead of running. Also depending on the distance, dashing can be quite useful if in closer range to the opponent. This technique is basically for all ranks.
Furikkā (Flicker step): This technique was created by soldiers and officers after seeing how lieutenants and captains had a technique that allows them to move faster than the eye can follow, after studying Shunpo the soldiers and officers came up with this technique similar to Shunpo but different from it as well. Similar to Shunpo, a movement technique that allows the user to move faster than the eye can follow. This technique requires a very high level of training, thus a most difficult one to obtain. One, who is of a high soldier ranking, must be able to possess Furikkā. Furthermore, not like Shunpo this technique is only for short-range but none the less it is a speed known to be the exceeding ability than dashing. For soldiers it is nearly mastered, yet not perfect. Therefore, a soldier can only move 1-3 feet with this step. For officers Furikkā is fully perfected and move 1-6 feet with this step. Once lieutenant rank they loose this ability and gain Shunpo.
Shunpo (Flash-Step): A movement technique that allows the user to move faster than the eye can follow. This technique requires a very high level of training, thus a most difficult one to obtain. One, who is of a high lieutenant ranking, must be able to possess Shunpo. Furthermore, it is a most fearsome mid-range/long-range speed known to be the exceeding ability than dashing. All in all, this ability can only be used by lieutenants and captains. For lieutenants it is nearly mastered, yet not perfected. Therefore, it is only of mid-range level 1. For captains Shunpo is of a level 2 maximum ability in which it is fully perfected for both mid-range and long-range.
Air Walk: Another skill, though not necessarily related, is the Soul Reaper ability to walk on air using spiritual energy. By collecting and solidifying spiritual particles beneath their feet, Soul Reapers can gain traction on thin air to either freely move about or to stop themselves from falling. This particular ability can only be obtained from officer level. Furthermore, it cannot necessarily be used every so often, especially for officers. It is an ability that can only be temporarily used but cannot last for a very long period of time. However, for lieutenants, they can stay on air for quite a bit longer and for captains, it can be held for quite a long while considering the great amount of riatsu within a captain ranking individual.
Senka (Flash Blossom): Although Shunpo is connected with this ability, this technique possess a unique name and style of its own. This technique is known as Senka (闪花, Flash Blossom), a flash step combined with a spin to quickly move behind the enemy, followed by a strike aimed to destroy the saketsu chain and the hakusui soul sleep with a combination of two quick thrusts. This technique is one of the two, that Youruichi developed mixing Shunpo to complete its ability. Furthermore, only certain individuals, of high ranking captain level can possess such an ability.
Utsusemi : This technique is one of the most difficult speed abilities of them all. Furthermore, this is also one of the two, that Youruichi developed as well. It is the 4 ways of the Shihou through Shunpo which is also known as "Utsusemi". It's ability is a speed known to be so fast that the user leaves an after-image of him/herself. Its affect is most absolute, superb, and flawless if ever fully perfected. And to be more specific, Utsusemi's speed is so fast, that the enemy can practically feel and touch the physical body of the after-image and not even know the very fact that it is nothing more but an after-image. Its very image can easily deceive the eyes of the enemy. This technique is very rare, thus few captains are able to possess such a flawless ability. Furthermore it is most lethal when combining Senka after Utsusemi is executed.
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۞Kidō۞
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Қido is a form of Shinigami combat that is based on advanced spells that are produced with strong Reiatsu and fall into two categories: Hado for direct attacks, Bakudo for battle support.
Hadō (Way of Destruction): Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. It is said the effectiveness of the higher-ranked spells are beyond imagination.
Bakudō (Way of Binding): Supplementary spells which can immobilize an enemy or have an effect besides a direct strike. They may seem subtle, but these spells can give their users a tactical advantage when used properly. These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Kidō Barriers & Seals. Barriers (Kekkai): Focused spiritual energy formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one direction or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries. Barriers created by noble blood are said to be unbreakable by those of lesser status. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate. Seals (Fū): Somewhat similar to barriers, but far more powerful and require far more preparation to create. Seals can only be used by those of sufficient spiritual power being who are meant to hold the most powerful and/or dangerous artifacts or beings. Seals are usually hard to break. Қidō Casting Members may choose up to 30 spells out of the list of spells according to their rank. Each new rank may learn up to 30 new spells for their new rank. These spells will be monitored by adding the lists to their RPC's so that Moderators/Crew know which spells the member is allowed to use. Casting Kidō has limits however - One kidō per two posts, (with the exception of combination Kidō) Example:
Member 1 Casts a kidō in this post. Member 2 Reacts to post Member 1 Is not allowed to post a kidō unless it is a two part kidō. In which case, their cool down will begin next post. Member 2 Posts Member 1 Is now allowed to use kidō again.
In addition to having cool down limits there are also rank restrictions in regards to how many spells a character can cast per battle that. Special Note: Members will notice that some numbers in the rank restrictions do not have spells. These slots are open for spell creation - simply submit them in a thread in the Member's Voices Subforum!
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۞Rank Restrictions۞
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Șoldiers
Soldiers may cast up to 15 spells per battle. There are two exceptions to this: One members of the Kido Corps Squad (Division 5), who may cast 20 spells per battle. The second exception are those with Kidou based zanpakutos may also cast 20 spells per battle.
After the soldier has cast their initial max amount of spells, they may cast an additional spell after every five posts. This regeneration can stack until they've reached the ability to cast 15 spells again, however should a spell be cast during this time, the five post cool down will begin again.
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Ѳfficers
Officers may cast up to 30 spells per battle. There are two exceptions to this: One members of the Kido Corps Squad (Division 5), who may cast 35 spells per battle. The second exception are those with Kidou based zanpakutos may also cast 35 spells per battle.
After the officer has cast their initial max amount of spells, they may cast an additional spell after every five posts. This regeneration can stack until they've reached the ability to cast 30 spells again, however should a spell be cast during this time, the five post cool down will begin again.
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ℒieutenants
Lieutenants may cast up to 60 spells per battle. There are two exceptions to this: One members of the Kido Corps Squad (Division 5), who may cast 65 spells per battle. The second exception are those with Kidou based zanpakutos may also cast 55 spells per battle.
After the lieutenant has cast their initial max amount of spells, they may cast an additional spell after every five posts. This regeneration can stack until they've reached the ability to cast 60 spells again, however should a spell be cast during this time, the five post cool down will begin again.
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Ҫaptains+
Captains may cast up to 120 spells per battle on the starting front.. There are three exceptions to this: One members of the Kido Corps Squad (Division 5), who may cast 125 spells per battle. The second exception are those with Kidou based zanpakutos may also cast 125 spells per battle. If a character is considered "Vast" they may cast 130 spells per battle.
After the Captain has cast their initial max amount of spells, they may cast an additional spell after every five posts. This regeneration can stack until they've reached the ability to cast 120 spells again, however should a spell be cast during this time, the five post cool down will begin again.
Shinigami Skeleton
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Posted: Mon Jul 28, 2014 7:47 pm
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۞Rank Restrictions۞
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Șoldiers
30 Kido
ӊohō
Dashing Furikkā (Flicker step) .
ӊadō
1. Shō (衝, Thrust)
2. Panpan (ぱんぱん,Slap)
3. Tanki-sha (短気者, Spitfire)
4. Byakurai (白雷, Pale Lightning)
5. Yuki no tama (雪の玉, Snowball)
6. --
7. Howaitorikiddo (ホワイトリキッド, White Liquid)
8. --
9. Tōketsu (凍結, Frozen)
10. Yakedo (火傷, Burn)
11. Tsuzuri Raiden (綴雷電, Bound Lightning)
12. Fushibi (伏火, Ambush Flare)
13. Shimo bōkō (Frost Assault)
14. Sōshū (Frost Fall)
15. Mahō no Misairu (魔法のミサイル, Magic Missile)
16. Reinbōkyanon (レインボーキャノン Rainbow Cannon)
17. --
18. Bakuhatsu Senkō (爆発穿孔, Explosive Punch)
19.Bakuhatsu-tekina kikku (爆発的なキック, Explosive Kick)
20. Chi no ame (血の雨 , Rain of Blood)
21. --
22. --
23. Akarui Furea (明るいフレア Bright Flare)
24. Furea (フレア Flare)
25. --
βakudō
1. Sai (塞, Block)
2. Kaze no myaku (風の脈, Pulse of Wind)
3. Kiiro no rōpu (黄色のロープ Yellow Rope)
4. Hainawa (這縄, Crawling Rope)
5. Hikari Parusu (光パルス, Light Pulse)
6. Hikarinorokku (光のロック, Light Lock)
7. Seki (斥, Repulsion)
8. Geki (撃, Strike)
9.Hōrin (崩輪, Disintegrating Circle)
10. Hando Rokku (ハンドロック, Hand Lock)
11. Bōra (ボーラ, Bolas)
12. Kami no te ( 神の手, Divine hand)
13. Sonikku Shindō (ソニック振動, Sonic Vibration)
14. Shingōenkan (信号炎管 Signal flare)
15. Setchi (接地, Grounding)
16. --
17. Kinzoku Ito (金属糸, Metal Thread)
18. --
19. --
20. Fukkushotto (フックショット, Hook Shot)
21. Bikan (美観, Beautiful Sight)
22. Sekienton (赤煙遁, Red Smoke Flight)
23. Dokueki-yō Konomi (毒液用好み, Venom Taste)
24. Shīrurokku (シールロック, Sealing Lock)]
25.Tate Basshu (盾バッシュ, Shield Bash)
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Ѳfficers
60 Kidou
ӊohō
Dashing Furikkā (Flicker step) Air Walk .
ӊadō
26. Raionshīrudo (ライオンシールド Lion shield)
27. Howaitobīmu ( ホワイトビーム, White Beam)
28. Saidan ( 祭壇, Altar)
29. Moeru obujekuto (バーニングチキン, Burning Chicken)
30. Denji wa (でんじは Electromagnetic Wave)
31. Shakkahō (赤火砲, Red Fire Cannon)
32. Ōkasen (黄火閃, Yellow Fire Flash)
33. Sōkatsui (蒼火墜, Blue Fire, Crash Down)
34. Kongōbaku (金剛爆, Adamantine Blast) 35. Middonaitoraikou (ミッドナイトライトニング, Midnight Lightning)
36. Cheinraitoningu (チェインライトニング, Chain Lightning)
37. Sandābāningu (サンダーバーニング Burning Thunder)
38. Taiyōkō-sen (太陽光線, Solar Beam)
39. --
40. Oni hanmā (鬼ハンマー Demon Hammer)
41. Kaenbin (火炎瓶 Molotov Cocktail)
42. Sutikkī shuryūdan (スティッキー手榴弾 Sticky grenade)
43. Mizu no chikai (水の誓い The Oath of the Water)
44. Kasai no chikai (火災の誓い The Oath of fire)
45. Kusa no chikai (草の誓い The Oath of Grass)
46. Kaze no tanken (風の短剣 Wind dagger)
47. Ryū no kiba (龍の牙 Fang of the Dragon)
48. Ryū kurō (龍クロー Dragon Claw)
49. Hi no bakufū (火の爆風 Fire Blast)
50. Ippuku no seiryō-zai (一服の清涼剤 , A Breath of Fresh Air)
βakudō
26. Kyokkō (曲光, Bent Light)
27. Suchīrugādo (スチールガード, Steel Guard)
28. Fantomu (ファントム, Phantom)
29. --
30. Shitotsu Sansen (嘴突三閃, Beak-Thrust Tri-Flash)
31. Teisatsu (偵察. Spy)
32. Wana-ban (罠板, Trap Plate)
33. --
34. Shōmei (照明, Illumination)
35. Burokku (ブロック, Block)
36. --
37. Tsuriboshi (吊星, Hanging Star)
38. Suchīrubaria (スチールバリア, Steel Barrier)
39. Enkōsen (円閘扇, Round Lock Fan)
40. --
41. --
42. Īguruaizu (イーグルアイズ, Eagle Eyes)
43. Buki wando (武器ワンド Weapon Wand)
44. Yoku Hibiku Oto (よく響く音, Booming Voice)
45. Sherushīrudo (シェルシールド, Shell Shield)
46. --
47. Kihō (気泡, Air Bubble)
48. Kenshutsu-ki (検出器, Detector)
49. Kurosu Kama (クロス鎌, Cross Scythe)
50. Kurippuru Kiri (クリップル霧, Crippling Fog)
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ℒieutenants
90 Kidou
ӊohō
Dashing Shunpo Air Walk .
ӊadō
51. Nisemono Shunpo (偽物 瞬歩Fake Flash Step)
52. Kyōfu Seiji (恐怖政治, Reign of Terror)
53. Yukidama no yama (雪玉の山, Mountain of snowballs)
54. Haien (廃炎, Abolishing Flames)
55. Kaze no Yaiba (風の刃, Blades of Wind)
56. Gurren Yari Doriru (真紅槍ドリル Crimson Spear Drill)
57. --
58. Tenran (闐嵐, Orchid Sky)
59. Shīdomashingan (シードマシンガン Seed Machine Gun)
60. Iwa no haka (岩の墓 Rock Tomb)
61. --
62. --
63. Raikōhō (雷吼炮, Thunder Roar Sear)
64. Yami Arekuruu (闇荒れ狂う, Raging Darkness)
65. --
66. --
67. Hedorobakudan (ヘドロばくだん Sludge Bomb)
68. Tsubasa no Kumo (翼の雲 Cloud of Blades)
69. --
70. Bakuhatsu Parusu 爆発パルス, Explosive Pulse)
71. --
72. Gaki Rekkō (牙気裂光, Raging Light Fang)
73. Sōren Sōkatsui (双漣蒼火墜, Twin Lotus Blue Fire, Crash Down)
74. Tsurara yari (Icicle Spear)
75. Ryūsei sutoraiki (流星ストライキ Meteor Strike)
βakudō
51. --
52. Gomubaburu (ゴムバブル, Rubble Bubble)
53. Sonikkuranburu (ソニックランブル, Sonic Rumble)
54. --
55. --
56. --
57. --
58. Kakushitsuijaku (摑趾追雀, Trace-Catching Pursuit Sparrows)
59. --
60. Noren Mekuri (暖簾捲り, "Curtain Stripping")
61. Rikujōkōrō (六杖光牢, Six-Staff Light Prison)
62. Hyapporankan (百歩欄干, Hundred-Step Rail Parch)
63. Sajō Sabaku (鎖条鎖縛, Chainlink Chain Bond(s))
64. --
65. Shōgekiha (衝撃波 Shock wave)
66. --
67. Shibireyubi (しびれ指, "Numbing Finger")
68. --
69. --
70. Hakufuku (白伏, White Crawl)
71. Enerugīsetto (エネルギーセット, Energy Set)
72. Basho Tensō (場所転送, Location Transfer)
73. Tozanshō (倒山晶, Inverse Mountain Crystal)
74. --
75. Gochūtekkan (五柱鉄貫, Five-Post Iron Weights)
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Ҫaptains+
120 Kidou (150 for Vast)
ӊohō
Dashing Shunpo Air Walk Senka (Flash Blossom) Utsusemi
ӊadō
76.Ten no sōzō (天の創造 Creation of the Heavens)
77. --
78. --
79. --
80. Chikyū koramu (地球コラム Earth Column)
81. --
82. --
83. Kūfuku chikyū (空腹地球 Hungry Earth)
84. --
85. --
86. Seiki no Arashi (世紀の嵐 Storm of the Century)
87. --
88. Hiryū Gekizoku Shinten Raihō (飛竜撃賊震天雷炮, Flying Dragon-Striking Heaven-Shaking Thunder Cannon)
89: Burakku·rein (ブラック·レイン Black rain)
90. Kurohitsugi (黒棺, Black Coffin)
91. Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear)
92. Sen Honō no Ame (千炎の雨, Thousand Flame Rain)93. Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm)
93. Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm)
94. Nobi Tsunami (野火津波, Wildfire Tsunami)
95. --
96 --
97. Idorafurea (イドラフレア Hydra Flare)
98. --
99. Ryūsei busshitsu Arashi (流星物質 Meteoriod Storm)
100. Ittō Kasō (一刀火葬, Single Blade Cremation)(VAST ONLY)
βakudō
76. --
77. Tenteikūra (天挺空羅, Heavenly Void Net)
78. --
79. --
80. --
81. Dankū (断空, Severing Void)
82. --
83. Shadow Dance (シャドーダンス Shadōdansu)
84. --
85. Runa no taihō (ルナ大砲, Lunar Cannon)
86. --
87. Fū Yubiwa (封 指輪 Sealing Rings) -
88. --
89. --
90. --
91. --
92. --
93. --
94. --
95. --
96. --
97. Gēto (門, Gate)
98. --
99. Kin (禁, Seal) .
100. Bankin (卍禁, Great Seal)
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Shiro Wandering Soul Captain
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Shiro Wandering Soul Captain
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Posted: Sun Sep 21, 2014 4:35 pm
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۞Hado۞
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1. Shō (衝, Thrust) As the practitioner points at their target with his/her index finger, a small amount of energy is dispelled from the tip of the index fighter with enough force to thrust a considerable amount of kinetic force at a target, which is pushed back a few feet from the practitioner
2. Panpan (ぱんぱん,Slap) The practitioner moves their hand in a slapping motion. Their reiatsu hardensthe air hitting the target in the direction the hand moved. The amount of damage done depends on how hard a person moves their hand. If it's light, then it will feel more like a tap, if they swing it hard, then it can leave a red hand print on the selected target. The hardened reiatsu can only go out about 10 feet in front of the practitioner.
3. Tanki-sha (短気者, Spitfire) A tiny flame that comes out of the practitioner's finger. It itself is not harmful, but when added to a volatile substance(gas, alcohol, wood, etc), it can make a fire that is not controlled by the practitioner.
4. Byakurai (白雷, Pale Lightning) The practitioner gathers high-density spiritual energy, which they discharge from both hands which can be used to shock a target. The power is dependant on the reiatsu of the practitioner. It ranges from slight (Average) to piercing with it the piercing power of a standard sword.
5. Yuki no tama (雪の玉, Snowball) The practitioner swirls reiatsu in their hands. They make it into a sphere of compacted snow. The practitioner then throws it at their target. It is cold, and hard, and can leave a welt on a part of the body.
6. --
7. Howaitorikiddo (ホワイトリキッド, White Liquid) A white hot liquid that comes from the tip of the finger. At first it is a straight liquid, but after a minute, it becomes semi clear and sticky. It tastes salty and smells musky. Upon contact it burns the flesh the way the melted glue of a hot glue gun would, and immediately becomes very sticky and gooey - should you try to wipe it off, it will make your hand or whatever you used to wipe it, stick to the surface of it. The only material that seems to get rid of this substance without consequence is a Kleenex tissue, or warm water. ...we’re going to hell….
8. --
9. Tōketsu (凍結, Frozen) Cold air radiates through any object the practitioner touches, damaging any target that is in contact with the object the cold runs through. It makes whoever has come in contact with this spell feel so cold that their bones begin to ache. After two posts of continuous skin to skin contact their skin will turn blue rapidly and it will be hard to move. The only way to escape gradually getting frostbite is to release the contact in which the object that his hado is affecting. This spell’s effects last for five self posts and can be cancelled at any time.
10. Yakedo (火傷, Burn) Heat flows through any object the practitioner touches, damaging any target that is in contact with the object the heat runs through. It can causes an intense burn akin to putting your hand on a curling iron - causing second degree burns after two posts of continuous skin to skin contact. It can also singe clothing if it stays in contact with cloth for too long. This spell’s effects last for five self posts and can be cancelled at any time.
11. Tsuzuri Raiden (綴雷電, Bound Lightning) Electric current flows through any object the practitioner touches that is able to conduct electricity, damaging any target that is in contact with the object the current runs through. After two posts of continuous skin to skin contact this causes repeated shocks like a taser would and can incapacitate an opponent should the contact not be broken. This spell’s effects last for three self posts and can be cancelled at any time.
12. Fushibi (伏火, Ambush Flare) A Kidō net fired from the hand that can entangle the practitioner’s opponents resulting in a small explosion around them. These explosions are like small firecrackers going off within the next, and only lasts for a single post but can do a lot of damage. Once it touches an object, it sticks to them. However, the projectile net is slow, and therefore easily dodged and it must contact the intended target in order to engage the explosions.
13. Shimo bōkō (Frost Assault) Creates a layer of ice on the ground, then fires it upwards as many small sharp shards of ice. Covers an area of 10 meters. Warning: This spell can also hurt the practitioner should they be standing in their own area of effect. This should be used as a last resort because the practitioner cannot cast this from a far. It is a last ditch effort to incapacitate an enemy in a losing battle. However, it can be combined with some bakudo to protect themselves from the brunt of the spell.
14. Sōshū (Frost Fall) A continuation of Frost Assault. The shards of ice grow larger, and fall back down to earth, the vanish. 10 Meter area. Should the practitioner have been talented enough to protect themselves from the first part of this two part spell, they can have enough strength to invoke this. Again, this can hurt the one casting the spell too.
15. Mahō no Misairu (魔法のミサイル, Magic Missile) A large singular bolt of reiatsu is focused into the tip of a weapon or tip of the hand and launched with a stabbing thrust forward. This bolt of reiatsu has minor homing capabilities in that it follows an opponents reiatsu. It does not guarantee a hit, it just makes it more difficult to evade. The homing is only within a 45 degree arc from where the spell is fired and the spell cannot change directions. The homing only lasts until the end of the second practitioner posts, and Kido cool down does not begin until the missiles have impacted and exploded.
16. Reinbōkyanon (レインボーキャノン Rainbow Cannon) The practitioner shoots a beam of rainbow colored light from their hand, to strike at the foe. The spell produces heat, as these are light waves, as such, upon contact, the victim can suffer 2nd to 3rd degree burns. This shoots in a straight line, goes for one post, and passes through several enemies. Its reach extends to a fifty feet in front of the practitioner.
17. --
18. Bakuhatsu Senkō (爆発穿孔, Explosive Punch) The caster focuses reiatsu into their hand to strike with. Upon making impact the reiatsu is released all at once creating an explosion that deals damage. In order for this to work, one must have connected the attack to the opponent successfully.
19.Bakuhatsu-tekina kikku (爆発的なキック, Explosive Kick) The caster focuses reiatsu into their foot for a kick. Upon making impact the reiatsu is released all at once creating an explosion that deals damage. In order for this to work, one must have connected the attack to the opponent successfully.
20. Chi no ame (血の雨 , Rain of Blood) Hot red blood falls from the sky as if it was were rain. When it lands on people it soaks through their clothing, making them heavier. The rain is a 10 meter area. It lasts 2 posts, and when it dries it thickens and becomes hard. This is more or less a way to make the field slippery, and to also use as a psychological effect. This blood is not hot enough to burn anyone, as it is merely body temperature. The caster is not immune to the effects of the blood.
21. --
22. --
23. Akarui Furea (明るいフレア Bright Flare) Some regard this hado as more of a utility spell because its main use is to create a large bright light that the practitioner themselves do not see. For an opponent in close range, it makes the caster’s body suddenly glow a very bright yellow to the enemy, causing their eyes to burn and become blinded to the practitioner for one post - it also generates a heat that flows outwards and can cause minor burns and discomfort to an enemy should they be holding onto the caster. This spell does not effect allies, as it is enemy target specific.
24. Furea (フレア Flare) The caster places one or both of their hands out in front of them as they channel reiatsu into their palms. During this time, the incantation is spoken, “Ye lords born of strife and war, invoke his name! Dragon King's Breath, crush and destroy, obliterate and annihilate, Hado number 24, Furea!” The spell takes the the bright yellow light of Flare, and condenses it into a powerful beam based Kido that extends up to 20 feet long and 5 feet wide, inflicting like a freezer burn type damage to anything and everything it hits. Taking the beam head on would inflict first degree burns as it burns coldest at the center. These burns aren’t hot, conversely they are freezing cold and cause numbness hit by it. The caster can reposition this spell by turning in place, however they may not walk in one direction or another while casting or it will fail.
25. --
26. Raionshīrudo (ライオンシールド Lion shield) This Hado can be added to any shield Bakudo, shield or flat smooth standing surface. An ethereal lioness is able to pop halfway out of the surface that the practitioner is touching, swiping large claws at the enemy. In order to work the caster must have continuous contact with the object the lioness appears from, and it's reach is five feet in the direction the base item is facing. This lioness stays for two posts, slashing and biting at the opponent as long as the caster keeps their contact with the object. Spell casting cool down does not begin until after the two post duration of the lioness.
27. Howaitobīmu ( ホワイトビーム, White Beam) A beam of white energy comes out of one of the practitioner’s fingers, piercing the enemy and attaching them to whatever is behind. If there is no object within 10 feet of the point origin (aka where you finger is), then the spell fails. Imagine this as a projectile nail. This nail cannot pierce bone however so your aim must be precise.
28. Saidan ( 祭壇, Altar) User must chant: “Mother earth, lend me your power, and let me bring blood to your altar. Hado, number 25, Saidan!” The practitioner then presses their hands to the ground as they chant this spell. Stone javelins shoot forth from the ground, surrounding the opponent. They all come down on the person, stabbing them. It starts out with four javelins increasing by two javelins per rank increase of the caster. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.
29. Moeru obujekuto (バーニングチキン, Burning Chicken) The caster of this spell puts their hands together in front of their pelvis to cast this spell, and three flaming rubber chickens materialize and shoot out at the opponent. The burning rubber chickens if making contact with an enemy can cause third degree burns. The rubber chickens are 0.5 meters cubed in size.
30. Denji wa (でんじは Electromagnetic Wave) The caster creates a wide wave of electromagnetic energy that surges towards the target. This spell causes sporadic system shocks over the course of 5 posts. These system shocks can range from something major, like 1 full post of paralysis in the arms or legs to something minor like a charlie horse in the thigh when your trying to move.
31. Shakkahō (赤火砲, Red Fire Cannon) Generating high-temperature flames, the practitioner discharges it from one or both hands. The practitioner fires an orb of crimson red energy on his/her palm or finger. The orb can be small, medium, or large, depending on the level of power being used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy, and in both instances, the spell causes concussive as well as burn damage.
32. Ōkasen (黄火閃, Yellow Fire Flash) Raising their Zanpakutō horizontally in front of them, the practitioner generates a yellow orb, which widens itself along the length of their sword. Once it is fully charged, it fires a wide, horizontal arc of yellow energy at the target, similar to the shape of a rainbow A hand can be used as a catalyst for the spell instead of a Zanpakutō, but it produces a shorter arc. This takes an entire post to charge and can be discharged in the next post - however if the practitioner is set off balance or loses their focus, the spell will fail. This arc of energy acts as a concussive force, as well as a penetrative weapon. It will pierce the flesh and knock an opponent back.
33. Sōkatsui (蒼火墜, Blue Fire, Crash Down) Blue flames discharge from the palm. The practitioner aims the palm of their hand at their target and generates a torrent of blue energy before firing it at their target. The energy moves like a direct blast or a large wave of energy, depending on the amount of power which is placed into it this spell can weaken and crack things like Hierro and Shinigami durability, the Bount’s Arma, and the Quincy’s Blut Vene and Mauer.
34. Kongōbaku (金剛爆, Adamantine Blast) Purple flames discharge from the palm. The practitioner aims the palm of their hand at their target and generates a torrent of purple energy before firing it at their target. The energy moves like a direct blast or a large wave of energy, depending on the amount of power which is placed into it. Rather than doing piercing damage, it does bludgeoning damage. 35. Middonaitoraikou (ミッドナイトライトニング, Midnight Lightning) The practitioner will focus their energy into the palm of their hand, and fire a concentrated bolt of black lightning from the their index finger. This spell not only electrifies its target, it generates a black fog that once picked up by any person on the field (or the person the lightning struck), it clings to them and makes their way to their face and clings to their eyes for three posts. This does not completely blind the victim, but rather ‘hinders; their eyesight. This causes their vision to be blurry, shapes, details and colours to blur together.
36. Cheinraitoningu (チェインライトニング, Chain Lightning) When combined without Bakudo #3 (Kiiro no rōpu), dark clouds will form above the targets in the sky. From there, three lightning bolts will hit the ground around the target(s), electrifying the area around them and potentially shocking them into being paralysed for one post (if a bolt should hit). If Bakudo #3 was successfully cast and the targets were caught, one bolt will definitely hit the ropes, causing the target(s) will be paralyzed for 1 whole post.
37. Sandābāningu (サンダーバーニング Burning Thunder) A blast of crimson red reiatsu is fired off at high speeds the equivalant to Shunpo. In addition this spell can cause 2nd degree burns to any unprotected skin.
38. Taiyōkō-sen (太陽光線, Solar Beam) A powerful golden light based reiatsu is channeled into both hands and unleashed in a powerful beam-like energy wave that slams into the opponent. When used under moonlight its power is half as effective. Not only does this act as a concussive force but it also creatures third degree burns on contact. This can only be cast once per battle.
39. --
40. Oni hanmā (鬼ハンマー Demon Hammer) A large hammer appears in the air as a manifestation of the practitioner's spiritual pressure and smashes the opponent to the ground. It dissipates the moment it hits an object. This can be easily countered by several bakudo, and can be dodged. It can only swing in one direction, and cannot shift directions once in motion.
41. Kaenbin (火炎瓶 Molotov Cocktail) The caster condenses reishi into their palms. This forms a small yellow orb of light that seems to shift in movement as its looked at. When thrown this does not follow a straight path and but rather it zigzags across the battlefield. Its power is weak but it has a large knock back forcing people out of cover. When it explodes it only damages inanimate objects. Any biological objects would feel a warm breeze, and the force of being knocked out of their current stance.
42. Sutikkī shuryūdan (スティッキー手榴弾 Sticky grenade) A green orb that fits in the palm of your hand. It is thrown, and lands, it sticks to the surface. It is impossible to use force to remove it. They won't find this. The only way to unstick it is to release a tiring amount of reiatsu. The amount of time that it takes to explode is determined by the user, however, it can not explode on the same post that it is summoned, and the longest that it can be out after being summoned is 5 posts.
43. Mizu no chikai (水の誓い The Oath of the Water) The practitioner places their hand on the ground. Three bursts of water come from the ground like geysers, in a triangle formation, causing the ground in the center to collapse. If this move is combined with Kasai no chikai it causes a rainbow circle with the texture of rope to wrap around the opponent that can attempt to constrict on the opponent instead of the pillars of fire. This only happens if both moves hit. If this move is combined with Kusa no chikai, then under their feet becomes swamp like and reduces the normal movement speed of an opponent, however, both moves must hit for this to happen. This happens instead of the pillars of grass.
44. Kasai no chikai (火災の誓い The Oath of fire) The practitioner places their hand on the ground. Three bursts of fire come from the ground like geysers, in a triangle formation, causing the ground in the center to collapse. If this move is combined with Mizu no chikai it causes a rainbow circle with the texture of rope around the opponent that can attempt to constrict on the opponent, instead of the pillars of water. This only happens if both moves hit. If this move is combined with Kusa no chikai, it becomes a field of fire that extends to 30 foot circle, however, both moves must hit for this to happen.
45. Kusa no chikai (草の誓い The Oath of Grass) The practitioner places their hand on the ground. A 3 bursts of wind with grass come from the ground in a triangle formation. If this move is combined with Kusa no chikai, it becomes a field of fire that extends to 30 foot circle, however, both moves must hit for this to happen. This will also affect the practitioner . This happens instead of the pillars of fire. If this move is combined with Mizu no chikai, then under their feet becomes swamp like and reduces the normal movement speed of an opponent, however, both moves must hit for this to happen. This happens instead of the water pillars.
46. Kaze no tanken (風の短剣 Wind dagger) The practitioner opens their hand, and allows Reiatsu to swirl in their hand. The reiatsu grabs the wind in the air and solidifies it, into a small dagger. This dragger is able to cut as if it was steel, and is only about 13" overall length, 8" from the tip to the hilt. The dagger is able to stay out for 3 of their own posts. The damage that the dagger does is shredding damage.
47. Ryū no kiba (龍の牙 Fang of the Dragon) This is a channeled spell that forms a bladed shaped reiatsu, almost like a fang, over the casters hands. These fangs specialize in cutting reiatsu, and they are used mostly to counter other Kido Spells lower in rank than itself, and some reiatsu based zanpakuto attacks energy/magic attacks no higher than shikai. These fangs last for 5 posts and can also be used offensively for slashing or even piercing attacks. This spell can be cancelled any time. The Kido cool down does not begin until the spell has been deactivated one way or another.
48. Ryū kurō (龍クロー Dragon Claw) This is a channeled spell that forms reiatsu claws, much like that of a pair of dragon claws, form over the casters hands. They are solid enough to deflect a physical Zanpakuto strike from a Shikai leveled released Zanpakuto, but wouldn’t be a great deal of help against other Kido Spells or other reiatsu based attacks. These claws last for 5 posts and are mainly used for slashing or stabbing attacks and can be cancelled any time. The Kido cool down does not begin until the spell has been deactivated one way or another.
49. Hi no bakufū (火の爆風 Fire Blast) The practitioner opens their hand, a blast of fire comes out. It is in the shape of a human, and can cause 3rd degree burns. It is a projectile type spell, and it is very large making it hard to dodge.
50. Ippuku no seiryō-zai (一服の清涼剤 , A Breath of Fresh Air) The practitioner feigns a sneezing motion, and with the movement of their head, it projects a reshi air blast, to whatever is in front of them. This causes a tornado to form in front of the practitioner to form from the ground up and move in a straight line towards the direction the fake sneeze was directed in. This tornado is about 30 feet high, and 6 feet in diameter, can shift and pick up debris depending on the battle field.
51. Nisemono Shunpo (偽物 瞬歩Fake Flash Step) Only able to be used by those who are able to use the agility technique “Shunpo.” This spell combines both a casting technique and shunpo into a rather unique tactic. When used the user appears to shunpo wherever however the one that appears is a copy. This copy only has rudimentary movement and explodes with concussive force on contact with a weapon. However the ability cloaks the user for a very short time enabling them to get into position or escape. The practitioner may not attack in anyway, shape, or form whilst cloaked by this spell. The invisibility does not hide spiritual energy, and only lasts for two posts.
52. Kyōfu Seiji (恐怖政治, Reign of Terror) The caster summons a large skeleton figure made of pure reiatsu as it forms up behind them. This figure is made of pure reiatsu can inflict large amounts of physical damage, using it’s hands and feet as weapons. This skeleton’s name is Skeletor, and it is about 10 feet tall. It disappears after four posts, and can also be destroyed with a powerful hado or a strong attack.
53. Yukidama no yama (雪玉の山, Mountain of snowballs) It produces a pile of Hado # 5 off to the side. It is a cubic meter is size, and the pile will melt after 7 of the users post. Dude. A snowball fight in July. CAN YOU IMAGINE THE GREATNESS?
54. Haien (廃炎, Abolishing Flames) A flame attack which severely burns the target (if it hits.) This causes fourth degree burns should it contact the flesh of an opponent. The practitioner fires an oblong blast of purple energy from their hand which completely incinerates objects upon contact. It is forbidden to use this Kido on other member of the Soul Society. This can only be cast once per battle.Yay, it’s not broken!
55. Kaze no Yaiba (風の刃, Blades of Wind) Wind Reiatsu is channeled and cast from both hands of the practitioner, unleashing powerful blasts of wind that can tear into opponents flesh, and non-metallic armor alike. This can be cast only twice per battle and can be blocked by zanpakuto, or bakudo.
56. Gurren Yari Doriru (真紅槍ドリル Crimson Spear Drill) The caster creates a long-spear like projectile made of crimson colour reiatsu, when thrown it spirals like a drill to piece through armor. This can also be used to wear down the opponents natural body resistance in one area due to the rapid spinning and piercing effects of this spell. While it can be used as a hand-held weapon, it the drill effect will cause a backlash on the users hands if it is used as such. Once the sharped coned tip has made contact with a person or object, it drills into it for one of the enemy posts.
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58. Tenran (闐嵐, Orchid Sky) Levitating their sheathed Zanpakutō in front of them, the practitioner lightly hits one of its ends, causing it to spin like a fan. Stopping it, the practitioner creates a widening tornado-like blast, which is fired toward the target. A hand can be used as a catalyst for the spell if the Zanpakutō is not available. However if you move while casting this spell, it fails.
59. Shīdomashingan (シードマシンガン Seed Machine Gun) When the practitioner casts this spell, they are not able to talk for 2 posts. This is because their mouths will fill up with seeds that they can fire at high velocity at a target. (A good example of the damage this does is a Paintball Machine gun)
60. Iwa no haka (岩の墓 Rock Tomb) The practitioner casts this spell above their target’s head. (Note: This only is effective if practitioner some how finds themselves above their opponent.) Rocks start to fall down, attempting to trap them. These rocks are medium sized and can cause massive damage if it hits the right spot. This can also be used to change the battlefield, as the rocks do not disappear. These rocks can be destroyed by powerful spells or attacks. This will of course cause rubble and debris to fill the battle field.
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63. Raikōhō (雷吼炮, Thunder Roar Sear) Generating an orb of yellow lighting above the palm of his/her hand, the practitioner fires the built-up energy at his/her target as a massive concentration of energy which resembles a lightning strike. The effect has devastatingly destructive results in the form of shocking and burning. This spell can decimate buildings or pierce through very strong barriers. This takes two posts to cast because it takes one post to completely charge this spell.
64. Yami Arekuruu (闇荒れ狂う, Raging Darkness) The caster unleashes reiatsu from their entire body at the target. The maximum range of this spell is 15 feet (4.572 Meters), and it must touch the person in order for the effects to take hold. The spell can cause hallucinations based on the opponents greatest fears as it aims to envelop them completely in the darkness. This spell affects the opponents will power and sanity.
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67. Hedorobakudan (ヘドロばくだん Sludge Bomb) A ball of pure filth appears in the practitioner's hand, coated in a rubber like Reiatsu. When this is thrown, it busts on impact, revealing a putrid smell, that can make someone sick, and the shrapnel from the filth can cause damage.
68. Tsubasa no Kumo (翼の雲 Cloud of Blades) The caster creates 15 bladed weapons, none larger than 120 centimeters in length (47.2 inches) made of pure reiatsu that float around them. These weapons can only make 1 attack or block one attack (physical, reiatsu or otherwise) before they disappear. When they make contact with something physical they will vanish and cannot be re-summoned. As well if all 15 are not used by 10 posts they all disappear. These blades leave physical cuts and bruises and depending on their size could break bones. They can be used for a targeted attack of one at a time, or thrown all at once. A weapon cannot block any attack incoming Kido spells, and the stronger the attack the more weapons needed to block it fully.This can only be cast once per battle. These blades are control by reiatsu manipulation.
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70. Bakuhatsu Parusu (爆発パルス, Explosive Pulse) A ball of bright neon orange reiatsu is fired off at 62 mph (100 kilometeres per hour). If this spell makes impact with a target the sound of a thunderclap is unleashed at point blank range, disorienting them. The impact generates a large burst of heat, inflicting second degree burns over everything in a 10 foot blast radius. If something (or someone) is outside of the initial blast radius there is a 5 foot shockwave radius that inflicts first degree burns to everything within the area.
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72. Gaki Rekkō (牙気裂光, Raging Light Fang) Creates an aura of light around the user before taking the form of a tiger head. The head roars sending out a shockwave that can shake most people off balance before the tiger head charges at the enemy. When making contact with anything the tiger head explodes with the reiatsu put in to it giving it huge concussive damage from the air pressure and shockwave.
73. Sōren Sōkatsui (双漣蒼火墜, Twin Lotus Blue Fire, Crash Down) An advanced form of Hadō #33. Sōkatsui, it has twice the effectiveness. Generating blue energy with his/her index and middle fingers, the practitioner makes a pushing motion with both of his/her palms to push the gathered energy toward the target in a concentrated blast, however causing two bursts of energy instead of one.
74. Tsurara yari (Icicle Spear) The practitioner fires a large icicle, the size of a nodachi (5 feet), at the target. It travels at 10 meters per hour and explodes into the first object it hits with the force of two sticks of TNT exploding. Upon explosion, there is a release of Ice shrapnels that travel up to 7 meter radius before melting.
75. Ryūsei sutoraiki (流星ストライキ Meteor Strike) The caster forms a ball of burning hot reiatsu around their hand that draws in bits and pieces of the environment to form a solid ball of debris and reiatsu that is fired off at shunpo speed. The ball forms five feet tall by five feet wide and takes a full post to form. The caster is virtually defenceless during this time..It is released as a concussive, burning, and crushing force, though if hit by this meteor, an opponent suffers third degree burns wherever they were hit. It is also heavy once it leaves the practitioner, causing it to very hard to stop in its tracks. However this meteor only travels in one direction, in a straight line and cannot change directions once it’s cast. This can only be cast once per battle.
76.Ten no sōzō (天の創造 Creation of the Heavens) The caster cups their hands together as if they are holding an orb before swirling their reiatsu between their hands. The reiatsu will begin to heat up before condensing into a small star-like body with intense heat. The caster is not hurt from the heat. The caster can then throw the star. Once the star makes contact with anything it expands and grows to the size of a soccer ball for a few seconds before shrinking and snuffing itself out. This is burning damage and is capable of third degree burns on unprotected skin.
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80. Chikyū koramu (地球コラム Earth Column) The caster chants “Mother earth, lend me your power and your fury, Hado number 80! Chikyū koramu!” The caster then places their hands on the ground. A single pillar of stone raises from the ground. This pillar is 2 feet wide, and the pillar can be a maximum of 20 feet long, however it doesn’t start that long. The practitioner has the ability to control the pillar, however, it can not make sharp turns. If the practitioner has to remove their hands from the ground (possibly to defend from an attack) then the Earthen pillar stops moving, and stays on the field. The same Pillar can not be used again in this battle. The practitioner can only control the pillar for 3 of their posts, or until contact with the ground is broken.
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83. Kūfuku chikyū (空腹地球 Hungry Earth) The caster chants “Mother earth, let me help feed your hunger, and calm your fury, Hado number 83 Kūfuku chikyū!” The caster then places their hands on the ground. A single pillar of dirt raises from the ground. Instead of a typical tip to it, it has the face of a woman, whose mouth is open as if she is ready to eat. The pillar is 5 feet wide, and it can extend a maximum of 20 feet. The Practitioner can control where the pillar of dirt goes, within the 20 feet. Unlike Chikyū koramu, it can make turns up to 45 degrees. The head attempts to “eat” the opponent, effectively burying them alive. The earth can be disrupted by strong Hado or strong attacks, however, if they are physical attacks, it will take more than one. This spell lasts for 3 posts, however, if the practitioner removes their hands from the ground, the dirt will fall onto the ground. Can be cast once per battle.
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86. Seiki no Arashi (世紀の嵐 Storm of the Century) Extremely powerful wind-based reiatsu is unleashed from the casters hands. This creates hurricane force winds of up to 200 miles per hour (322 kilometers per hour) directly in front of the caster, for up to fifty feet.. This spell can inflict massive physical and environmental damage to anything caught in it due to the fact that the wind speeds are extremely high. The caster of the spell will always be outside of the Hurricane's path. The storm lasts for 3 posts and can only be cast once per battle.
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88. Hiryū Gekizoku Shinten Raihō (飛竜撃賊震天雷炮, Flying Dragon-Striking Heaven-Shaking Thunder Cannon) The practitioner raises his/her arm forward and outstretched, occasionally using their free hand to grip the firing arm for extra support, with the palm facing flat toward the target, and fires a gigantic beam of electrical and spiritual energy, which creates an explosion upon impact. Due to the high power of this spell, being able to cause third degree burns instantly on impact, the concussive force of the explosion, this can only be cast once per battle.
89: Burakku·rein (ブラック·レイン Black rain) The practitioner raises their hand to the sky causing it to rain a heavy slick black substance for one post. This causes the area to be far more vulnerable to fire-based techniques. This substance is volatile only when combined with a high powered fire based Hado. It cannot be ignited with an ‘explosive’ Hado on it’s own, the attack must contain fire. However be warned - that this, like Hado # 22, the practitioner will also be affected, being soaked in the black substance. Aside from a very brave offensive technique usually used in a last ditch effort, this can also simply be used to create a hazardous battle field for both practitioner and opponent.
90. Kurohitsugi (黒棺, Black Coffin) Kurohitsugi is a high-level Kidō which seals its target in a black spiritual coffin. The practitioner generates purple/black spiritual energy, which envelops the target with a powerful torrent of gravity before taking the form of a box of black energy, covered with five spear-like protrusions which pierce the box, lacerating the one inside. The spell is very difficult to use - and there are very few people in the world today powerful enough to unleash this Kido. Not only that but this Hado is only successful should a person manage to bind an opponent with a binding Bakudo, and held in place for the required amount of time to be able to cast this kido. This can be cast once per battle. This will not kill an opponent but if they get caught within this spell this will severely injure them.
91. Senjū Kōten Taihō (千手皎天汰炮, Thousand-Hand Bright Heaven Culling-Sear) Generating ten pink energy points around themselves, the practitioner fires them all at their target at high speeds. These points fire one at a time, and will impact one at a time. While they are fast, they are able to be dodged. Upon impact upon any surface, they give a small heated explosion that can cause minor burns, and give a small powerful shockwave. Obviously if hit with all ten of these energy balls the damage would be quite devastating.
92. Sen Honō no Ame (千炎の雨, Thousand Flame Rain) Unleashes a storm of 1000 flaming arrows raining down from the sky, covering an area of 45 meters. These will pierce and burn whatever they land on inside of its area with the exception of the caster. Sen Honō no Ame is activated by reciting the incantation "Oh holy war God, look down upon your enemies and rage with fire, Sen Honō no Ame!" This can be cast once per battle.
93. Hyōga Seiran (氷河晴嵐, Glacier Vapor Storm) The practitioner fires a wave ten feet tall and twenty feet long of ice which freezes its targets for two posts and the surrounding area. It is strong enough to destroy a group of Menos Grande with its sheer power and break through Bakudō #81. Dankū, which can block any destructive spell numbered 89 or less. This can be dodged by going over the attack, or managing to dodge to the side. This can be cast once per battle.
94. Nobi Tsunami (野火津波, Wildfire Tsunami) By drawing an imaginative circle on the ground with your hand or feet and saying the phrase: "Nobi Tsunami", a pillar of boiling fire will rise from the circle, encasing the caster safely within the eye of the cyclone. A few seconds later (about two full sentences), two circular waves with expand until it is 300 metres away from the caster from two sides, causing severe burns to everyone (both friends and foes) excluding the caster. Two seconds (two sentences) separate the two circular waves. Casting this spell with take a great toll on the caster's body. Cast once per battle, and will make the caster need a recovery time from physical attacking or casting hado for eight posts.
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97. Idorafurea (イドラフレア Hydra Flare) The caster chants “Poseidon, show the world your fury and your power, Hado number 97, Idorafurea” the caster then places their hands on the ground, calling forth water in the ground. Then, ten arms burst forth from the ground, around the practitioner. The arms are able to reach 20 feet, and they are 5 feet wide. The caster is able to control the arms, and if the arms are able to wrap around the opponent, they will start squeezing, This water’s weaknesses are the same as normal water, however, if the opponent using a lightning based kido, it will hurt them, even if it states that it can not. However, lightning spells will also hurt the practitioner as if they are connected to the water. This spell lasts 3 posts. The water that it draws forth can not be used for any Zanpakuto powers or other kido spells. If the caster’s hands are also removed from the ground, the spell dissipates. This can not be used in Japanese pornos. No hentai for you.
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99. Ryūsei busshitsu Arashi (流星物質 Meteoriod Storm) The caster shoots a ball of condensed reiatsu into the sky, making the sky appear a golden cloudy sky with black highlights. Two posts later 10 small meteors, that are 1 ½ feet in radius and height, rain from the sky , impacting the battle field over the next five post, dropping at a rate of two per post. Upon hitting the ground these meteoroids explode out a powerful shockwave with the force to knock back opponents before disappearing. These do not cause catastrophic damage to the battlefield, but simply make several small potholes in the ground to avoid. If hit with one of these meteoroids the consequences can be near deadly. These meteoroids fall at alarming speeds, however due to the distance they must fall to impact the battle field, people have several seconds to dodge. Thankfully they cast a shadow upon the ground where they will fall to make them easily noticed. These strike randomly - and have a chance to disturb the practitioner themselves. . The caster is unable to cast any other spells during the duration of this spell, then must proceed to wait for the one post cool down before casting another kido. In other words. It’s freaking MAGIC. Don’t be all sciency apocalyptic stupidity smartness on us.
100. Ittō Kasō (一刀火葬, Single Blade Cremation) It is a spell that causes a huge pillar of fire (100 feet wide all around by 100 feet tall) to erupt from the ground, keeping the practitioner safely in the middle where no fire touches. Anyone within range will be caught within this inferno. The initial burst from the ground is also sharp as if it is a massive blade coming up. It will not sever a person in half but it will draw blood along the body of those caught within. It is hard to dodge however, it requires massive amounts of energy to use, leaving the spell caster drained of all other spells after its been cast for the remainder of the battle. As such, it has a very large risk reward effect to it. This pillar lasts for two caster posts. This spell can only be cast by “Vast only” reiatsu power leveled character.
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Posted: Sun Sep 21, 2014 4:41 pm
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۞Bakudo۞
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1. Sai (塞, Block) The practitioner points his/her index and middle fingers at the intended target(s), causing the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people
2. Kaze no myaku (風の脈, Pulse of Wind) A blast of wind pushes the opponent back a few inches, and can cause resistance to physical attack.
3. Kiiro no rōpu (黄色のロープ Yellow Rope) The caster will touch the target(s) and a yellow rope will be attached to the target. Once the caster has finished attaching the rope to his/her target. Up to 5 people can be linked together, and this can be used to tie people together. This is normally combined with Hado #36
4. Hainawa (這縄, Crawling Rope) Binds enemies with a Reishi rope to stop their movement. Generating a crackling yellow energy rope within his/her hand(s), the practitioner throws it toward the opponent. The energy winds around the opponent's arms and body, immobilizing them
5. Hikari Parusu (光パルス, Light Pulse) The practitioner condenses reiatsu into their hands, making a ball. They then throw it up in the air, and it explodes into a bright light, that can daze someone. The ball is the same color as the practitioner’s reiatsu.
6. Hikarinorokku (光のロック, Light Lock) On touch opponent’s head is restrained from turning by two small pillars of light on the sides of their neck. This can be used by squad 4 as a method to restrict injuries to the spine.
7. Seki (斥, Repulsion) The practitioner generates an orb of light blue energy which repels whatever Phyical attack strikes it .
8. Geki (撃, Strike) As the practitioner draws the symbols of the spell in the air, his/her entire body permeates a red energy, which engulfs the body of the target, causing complete paralysis for one post.
9.Hōrin (崩輪, Disintegrating Circle) Causes an orange hued tendril with spiraling yellow patterns to erupt from the practitioner’s hand and attempt to trap a target. If the Kidō is able to connect with another one of itself if both have captured a target and bind them together.
10. Hando Rokku (ハンドロック, Hand Lock) When the practitioner touches an opponent's hand(s), bindings of cloth wrap around the object they are currently holding, or not holding, and their hand is stuck in the position it was when touched.
11. Bōra (ボーラ, Bolas) Three small balls of light form in front of the casters hand, and they are connected each by a thread of reiatsu. These are meant to trip a fleeing opponent. Its max range is 10 feet in distance before fading from existence. If this the end balls of the energy bola wrap around the person's feet three times - binding them for an entire post. Because it’s made of Reiatsu, it cannot be unwound by hands, however infusing a zanpakuto with reiatsu may potentially cut it.
12. Kami no te ( 神の手, Divine hand) This is a hand made out of Reiatsu, the hand is almost invisible and starts from the user’s hand. It leaves a faint colour of the reiatsu of the practitioner. It can be used to bring touch like Kido spells to the opponent. It lasts for 3 posts before dissipating. It can be moved up to 10 feet. It can be sensed through the races version of pressure sense. This can only transmit soldier levelled spells. The hand cannot be cut by physical weapons however it can be dispelled by a destructive Hado.
13. Sonikku Shindō (ソニック振動, Sonic Vibration) By aiming the palm of the hand towards an enemy, the practitioner can create a soundless noise at 127 decibels. This white noise will cause a ringing in an opponents ears and cause a sudden headache. This is a single target spell, only the person this spell is directly aimed at will experience the painful effects of this silent noise.
14. Shingōenkan (信号炎管 Signal flare) The practitioner grabs a small rock, they impregnates the stone with reiatsu. The colour is either white or red depending on how the person feels the situation is. Once this rock leaves the practitioners hand, it shoots up into the sky and it explodes, showing everyone a 25 foot circle where you are. This Light stays up for 2 posts, before you have to use the spell again. This cannot be used for offense in any shape or form, due to the automatic nature of which it shoots into the sky once leaving the hand.WE HAS FIRE WORKS!
15. Setchi (接地, Grounding) The practitioner binds their own feet in place, immobilizing them. This spell is cast very quickly, and can be used to stop the impact of a blow from sending the practitioner flying, at the cost of the blow doing much more damage.
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17. Kinzoku Ito (金属糸, Metal Thread) The practitioner binds the opponent’s midsection in a metal fabric, which in turn ties itself to the nearest stable object. Though the spell seems weak, it has powerful follow ups and is well known for use in combination with Touch Range Hado spells such as Tszuri Raiden or even Kaminari Bāningu
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20. Fukkushotto (フックショット, Hook Shot) A rope shoots out of the caster’s palm, and attaches itself to whatever it was thrown at, provided it can either hook or wind around the object. Then the caster can use this rope to pull themselves up.
21. Bikan (美観, Beautiful Sight) A flexible spell, designed to sharpen the vision of the caster, by enabling the recipient to "see" speed. Bikan increases the ability to process images moving at a rapid pace. In essence, this makes fast moving objects or people appear to be moving slower than they are, only to the caster. This also does not change reaction time, meaning the objects are not actually moving slower. This spell lasts for 10 of the Caster’s posts.
22. Sekienton (赤煙遁, Red Smoke Flight) As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing for a quick getaway
23. Dokueki-yō Konomi (毒液用好み, Venom Taste) This spell allows the practitioner to detect poison in food. It is cast by a flick of the tongue with no outward signs, and no incantation needed.
24. Shīrurokku (シールロック, Sealing Lock) This spell is used on an ally. If this ally has a large wound, this spell can bind it together, as is, and keep it in it’s current state until medical help can arrive. It essentially makes the would coagulate so that there is no longer bleeding. However, it can only be used on one wound per person. So pick wisely Mahahaha
25.Tate Basshu (盾バッシュ, Shield Bash) This spell creates a barrier on one of the practitioners arm’s that is their reiatsu color, and then propels the practitioner at their target, allowing a somewhat defended charge. This charge is at full running speed, and can be maintained for 23 feet (7 meters).
26. Kyokkō (曲光, Bent Light) Hides the target from sight, by bending light. The spell has the ability to totally hide the presence and reiatsu of the practitioner or specified object. This however does not stop the signs of smell, sounds, nor hide steps in the grass. So that means if you fart while you’re invisible, people will hear and smell it. So… fart before. Not during.
27. Suchīrugādo (スチールガード, Steel Guard) The practitioner creates casts on both of their own arms, locking them in place. These casts are as strong as steel, and can be used to block incoming attacks. The max that it can be placed on is 5 posts This spell can be disabled after two posts by the caster. This spell locks arms into the position that they were in when it was cast - and arms must be held against each other in order for the spell to activate.
28. Fantomu (ファントム, Phantom) The practitioner creates a phantom of themselves which can only stand in place.. This phantom generates on top of the original position and pose in which the caster was standing leaving the caster to be able to move stealthily or obviously from that pose. Mostly used to appear that you took an attack, while you escape. This is intangible and enemies will fall through it like a ghost. Will disappear after two posts. Can only use this once per battle.
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30. Shitotsu Sansen (嘴突三閃, Beak-Thrust Tri-Flash) Forming a golden triangle with one's finger, it shoots three beams of light that pin the target to one place on a surface, slamming into his or her body in three places in a shape of an equilateral triangle. This spell does not move as fast as other projectiles and can be easily dodged.
31. Teisatsu (偵察. Spy) This spell creates a “peep hole” in any surface, up to three feet (~.9m) thick. They can then glance through it, but only light goes through it. This only lasts for one post. So look at as many boobies as you can while it’s open.
32. Wana-ban (罠板, Trap Plate) This spell creates a pressure plate of sorts on a flat surface, that cannot be seen by anyone except the caster. This spell alerts the caster to whenever someone steps on or over this plate, although it cannot tell which way the person is going. This spell lasts until it is tripped. A user can only have three of these active at a time.
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34. Shōmei (照明, Illumination) The practitioner creates a ball of light that can be placed on any surface, which illuminates an area of 30f (9m) circle, with the effects of the light beginning to dim after that. The light is always the color of the practitioner’s reiatsu, and makes the practitioner incredibly noticeable. This spell lasts until the practitioner leaves the circle.
35. Burokku (ブロック, Block) The practitioner creates a barrier that is 5ft (1.5m) squared, that can be placed anywhere, without needing to touch anything, at any orientation. The barrier blocks everything up to a officer’s power level attack. This spell takes one post to cast, and can last up until 5 posts. Can only be used once per battle. However outside of battle it can be used preemptively.
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37. Tsuriboshi (吊星, Hanging Star) Creates a star-shaped cushion of Spiritual Energy, which anchors it to nearby objects with "ropes" of spirit particles. It can stop falling objects and people from falling. Substances such as water, lightning, fire, will not be affected by this net like a literal net.
38. Suchīrubaria (スチールバリア, Steel Barrier) A stronger variant of Bakudo #27, the uses creates a cast around their entire body, locking them in place, and creating a protective barrier of a concrete steel mixture around them. This spell is meant to be instantly cast to block an incoming attack last second. This can be used once per battle, and only blocks one attack. This spell also makes you immune to all elements/zanpakuto attacks for one post, enabling it to block both energy and physical attacks.
39. Enkōsen (円閘扇, Round Lock Fan) Using either both hands or his/her Zanpakutō in a blocking motion, the practitioner generates a dull yellow energy, which takes the form of a large spinning disk of condensed Reiatsu, in front of themselves, blocking an opponent's attack up to officer level. Can be used three times in battle.
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42. Īguruaizu (イーグルアイズ, Eagle Eyes) This spell grants the practitioner increased vision in the sense of making them hyper observant for one post. This allows the user to be able to pick out small details that they would not normally see.
43. Buki wando (武器ワンド Weapon Wand) This spell opens a small sliver in your Zanpakuto. In this small sliver, you can place one projectile Hado inside the sword. Casting a spell in the zanpakuto is used up as if you are casting it, however, you can store the spell ahead of time granting your zanpakuto the additional power of the Hado spell for two charges (attacks). To release the projectile hado you swing your sword. Releasing a charge does not use up an In-Battle Kido use slot.
44. Yoku Hibiku Oto (よく響く音, Booming Voice) This spell allows the practitioner to speak in a wide area, without the need for extra volume. It increases the range of one’s voice, without increasing the volume. It is useful for both announcements and emergencies.
45. Sherushīrudo (シェルシールド, Shell Shield) This spell creates a barrier around the practitioner, shaped like an egg. It is cast just before the practitioner goes to sleep, and is used to protect the practitioner from any one attack while they are asleep. It then shatters, and jerks the practitioner awake. This spell lasts until the practitioner wakes up, either by it being shattered, or an outside source waking them.
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47. Kihō (気泡, Air Bubble) This spell creates a barrier around the practitioner’s head. This barrier will not protect from any attack, but it instead filters the air in which the caster is breathing of anything harmful. This spell lasts for five posts. This can be used to breathe under water, or to defend from attacks that create poisons in the air.
48. Kenshutsu-ki (検出器, Detector) This spell creates a “smart” barrier that alerts the practitioner to someone trying to pass through it. The practitioner can then determine whether the person gets through or not. This barrier does not work if the practitioner is incapacitated, and will dissipate. One end of it is visible as an orange wall. This barrier maxes out at the size of a 15ft (4.5m) square.
49. Kurosu Kama (クロス鎌, Cross Scythe) This spell creates two blades from a scythe (No handles) that fly at the victim, attempting to pin them to whatever surface is behind them in an X shape. These blades are easily breakable, however, there is a high chance of cutting yourself while doing so. CAUSE I CAN HAVE A SCYTHE WITH NO HANDLEBARS
50. Kurippuru Kiri (クリップル霧, Crippling Fog) This spell summons a thick fog that that is more than a misty substance, causing every action to require twice the amount of effort, and thus be slowed. The practitioner is NOT exempt from this should they be pulled into the fog. This fog spreads out to a 15 foot radius in a cone shape in front of the caster - however once it has materialized it shifts with the wind and begins to spread out. After five posts, this fog has spread out enough to no longer slow the movements of enemies around them.
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52. Gomubaburu (ゴムバブル, Rubble Bubble) This spell creates a bubble around the practitioner, or whoever the practitioner chooses, that is rubber like. It is still transparent, but it allows the one inside to deflect blunt attacks with ease. This bubble lasts for two posts, and can not be dispelled early.
53. Sonikkuranburu (ソニックランブル, Sonic Rumble) This spell is used to deafen the caster. It is accomplished by placing small barriers around the caster’s ears. It is up to the caster whether the barriers cover both ears, or just one. This is to help drown out sounds that may be caused by sound based zanpakuto's or sound based Kido. This can be used only one persons self, and it can last for six posts total. It can be activated and reactivated as needed throughout the battle without using additional spell slots. However the spell itself can only be cast once per battle.
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58. Kakushitsuijaku (摑趾追雀, Trace-Catching Pursuit Sparrows) Kakushitsuijaku heightens the practitioner's senses and awareness to seize a target. The practitioner draws a circle, with the appropriate symbols set apart in four quadrants upon the ground, using a black powder. When they place their palms down under the circle to activate the spell, the circle glows with a blue light as the symbols within the circle are animated, causing various numbers to appear within until the specific set is found. The number set correlates to longitude and latitude
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60. Noren Mekuri (暖簾捲り, "Curtain Stripping") A spell that is capable of stripping away illusionary effects. The spell is activated by the practitioner extending his/hers hand, appearing as though the practitioner is gripping thin air before stripping away the spell that is in effect. As the practitioner strips away the technique, it creates a light blue and violet aura around the object that its gradually coming into view. This only works if the practitioner stripping away spells or tricks made by someone of a lower power level than they are.
61. Rikujōkōrō (六杖光牢, Six-Staff Light Prison) Summons six thin, wide beams of light that attempt to slam into a target's midsection, holding them in place. The target is then unable to move any part of their body including the parts that were not struck by the beams. This of course does not completely immobilize someone of higher power level then the caster. While this does immobilize and is not easily dodged, the caster may also only hold this spell for two posts. The point of this kido is surprise, only those with extensive knowledge on this spell would be able to recognize that they should move immediately.
62. Hyapporankan (百歩欄干, Hundred-Step Rail Parch) A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile for 2 posts. This can be countered by most shielding bakudo. Dodging this spell is not easy and it would take someone of very high power level to gather the strength and speed to do so.
63. Sajō Sabaku (鎖条鎖縛, Chainlink Chain Bond(s)) Raising his/her palm up to the target, the practitioner closes his/her hand into a fist and calls forth yellow energy, taking a form of very thick rope, which binds the upper body of the target, and physical strength alone is not enough to break free of this. Caster must be in physical contact with the opponent in order for this to guarantee its effects. Otherwise it is a simple matter of dodging. The binding effect lasts for three posts. Or use this when you need sexy times
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65. Shōgekiha (衝撃波 Shock wave) The Practitioner raises they hands above their head chanting “Zeus, lend me your strength, Bakudo number 65, Shōgekiha.” A bolt of lightning hits their hand. Instead of shocking them though, it spreads the shock out to 5 feet around them. If an opponent is caught in it, they get a slight shock that would feel like they were being tased
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67. Shibireyubi (しびれ指, "Numbing Finger") A binding spell that causes complete physical paralysis in a victim by placing a finger in the the center of the forehead as the practitioner is doing that, a ball of white energy flashes once. The victim who is completely paralyzed, is still aware of everything that is happening around them and is still conscious. If the person is standing, they will immediately fall, and be unable to catch themselves in anyway. Again, the caster must have direct physical contact to the exact spot on the forehead in order to cast this successfully. This spell may not work in combination with Hado #6, as they will cancel each other out. Because we decide how the force works yo.The paralysis only lasts for one post, however, if the target was standing, they would have a sizeable head injury depending on how tall they are The bigger they are, the harder they fall
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70. Hakufuku (白伏, White Crawl) The practitioner makes the target see purple cherry blossom petals falling around them. The target's vision becomes blurry and the spell muddles the consciousness of its target and losing physical strength, causing them to blackout over a period of 5 posts. This technique is classified as a Binding spell. This only is most efficient against people of lower power level, the stronger the person is, the more resistant they may become to the black out. Kido Cool Down does not begin until after five opponent posts. That means seven posts without casting any kido is required after this spell.
71. Enerugīsetto (エネルギーセット, Energy Set) This spell works in tandem with Bakudo 72.This spell places what one might call a “Waypoint.” The location of this spell is marked by runes in a circle on the ground (it must be set on the ground). There may only be one of these marks place at all times. It lasts until the user has decided to change the way point location. This is a one way portal. There is no cool down and this spell takes no time or consequence to cast.
72. Basho Tensō (場所転送, Location Transfer) This spell uses the Waypoint area from Bakudo #71, and transports the practitioner there. This acts as an incredibly long shunpo, although it can be used to travel through walls and doors without harm. You may not be in a different dimension (IE: Cannot travel from World of the Living to Soul Society). This is a one way portal and you cannot Transfer back to the place that you came from. This has a cool down of twenty self posts.
73. Tozanshō (倒山晶, Inverse Mountain Crystal) As the spell ignites at a single point, blue energy extends upward to four points and forms an inverted pyramid, which solidifies into a barrier around the caster. The spell is usable around other already active spells. It can be used to trap others inside of it . It can not take hits of people of higher reiatsu level then they are.
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75. Gochūtekkan (五柱鉄貫, Five-Post Iron Weights) Summons five incredibly tall and thick pillars which are connected to each other by chains out of the sky directly above a target. This spell is used to force a target to the ground and pin them down for four posts. However, because of their size, they make a large shadow above the target before they slam down, making it obvious and easy to dodge.
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77. Tenteikūra (天挺空羅, Heavenly Void Net) Transmits one's voice to a large number of people simultaneously, often utilized during large-scale battles. Tenteikūra is primarily used for communication. The practitioner draws symbols upon his/her arms, hands, and the ground using a black powder or their own blood Holding his/her palms out in front of themselves, the practitioner generates a glowing rectangular box and performs various hand movements to create various root-like extensions in the air, which connect to the glowing rectangle. Placing his/her hands up to the rectangle, the practitioner activates the spell, causing the root-like extensions to glow and create a network extending out from the rectangle. The spell transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the practitioner must draw specific markings on their arms, which are animated by the spell, to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster
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81. Dankū (断空, Severing Void) A defensive wall is created to protect against an enemy's attack.[1] The practitioner creates a translucent barrier in the form of a large rectangular wall. This spell is able to block up to Hado #89
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83. Shadow Dance (シャドーダンス Shadōdansu): When this is activated every one in the battle ground, excluding the practitioner and those who can see in the dark, can only see 5 feet around them. The area itself seems unnaturally dark and foggy so not even the slightest hint of sun radiates through. It can be broken by any ability that produces a large amount of light. However if the light source is fire based doing so the fog combustion like a gas and produces a high heat burst that could potentially burn anyone within it's range. If the fog is not dissipated by force it will last for five posts.
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85. Runa no taihō (ルナ大砲, Lunar Cannon) A powerful silver light based reiatsu is channeled into both hands and unleashed in a powerful beam-like energy wave goes to an Ally. When it hits them, it heals a singular of their large wounds. When used under sunlight its power is half as effective. It can only be used once per battle. So...So... tell them to not get hurt again or their screwed. tell them to not get hurt again or their screwed.
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87. Fū Yubiwa (封 指輪 Sealing Rings) - Bakudou #(whatever it changes to), Description: Practitioner evokes the name of the spell, and shoots a ball of yellow light at an opponent. Three yellow rings form around the target's body should the ball of yellow light hit anywhere on the opponent's body. One around the upper body, one around the lower body, and one around the legs. The rings close in on the target, temporary binding them, and placing a hard squeeze on them at the same time. This binding only lasts for three posts, however the opponent is fully incapacitated if landed properly, by binding the hands and arms to the body, and the legs shut. Some bakudo or kido can be cast from this position to defend or counter. This can be dodged as the ball of energy is visible as they are projecting towards an opponent, and can only move in a straight line once fired off.
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97. Gēto (門, Gate) A door is placed on any flat surface, and allows you to pass through to the other side simply by opening the door.
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99. Kin (禁, Seal) Ties the target's arms on the back in addition to wrapping the spiritual fabric around the entire body, and continues to pin the target with spiritual fabric stacked to the ground around the target with several iron shafts in an "X" shape.
100. Bankin (卍禁, Great Seal) This spell covers the target from head to toe with spiritual fabric (First Song), stabs them with numerous metal bolts (Second Song), and then smashes them with an immense metal cube (Final Song). This spell is only cast on the most dangerous criminals in the Seireitei. Very few are able to cast this spell correctly, and it requires both Central 46’s approval along with the Soul King’s approval (Approval of Cen 46. And Soul King must be Role played). This spell is operated by bringing into materialization a persons spirit ribbon. That ribbon is ‘attacked’ by the casters own spiritual power and manipulated to do its bidding. (Vast Level Spell Only) (Generally this spell is used on permanently banned members characters. Even if they aren’t criminals, we will find a reason.)
101. Pressure Containment (圧力封じ込め Atsuryoku Fūjikome) (VAST ONLY) The practitioner who has this spell is generally one of very high power. When getting into a fight with another person of their level, spirit pressure usually becomes dangerous for everyone around them, including their own allies. By clapping their hands then placing them in their heart and citing the name of this spell, a barrier made of their own pressure formulates in a circler domed barrier 150 feet around them and their enemy. This barrier does NOT keep others out, and does not prevent anyone from leaving the area. This barrier simply contains both of the spirit pressures of the practitioner and their enemies spiritual pressure within the specific area for the duration of 15 posts.
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Shiro Wandering Soul Captain
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