
Combat
By: Jacobbill
Zanjutsu
"Art of the Sword" - Zanjutsu is the ability to weild the zanpakutou (lit. Soul Cutting Sword; frequently abrevieated to "Soul Cutter"), a shinigami's weapon, and a measure of his/her power and ability. It is everything regarding how well you fight with the zanpakutou, including both offense and defense. The higher this is, the more creative you can apply the usages of your zanpakutou to situations and fights. Power of the abilities comes from Sipiritual Pressure. High Zanjutsu also means you can read your opponents' sword movements.
Zanjustu affects Spiritual Pressure usage when sword abilities are being used. If one has a high Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is relatively small. If one has a low Zanjutsu, the amount of Spiritual Pressure used to produce the zanpakutou's ability is large.
Initially similar to a katana, it is a living spirit, tied in to the shinigami that carries it. In addition to its basic form, each zanpakutō has two enhanced forms: shikai ("first release"), and bankai ("full release"), in which the shape of the sword varies radically to suit additional needs. Senior shinigami must master the initial release, and only the strongest of the shinigami - usually captains and above - are able to use bankai.
Hakuda
"Hand to Hand" - This is hand to hand combat, and like Zanjutsu, the actual strength of the attacks is from Spiritual Pressure. The higher Hakuda is, the more elaborate your martial arts are in combat. Note, if you have a zanpakutou that is a claw, glove, etc., it is recommended you practice this. High Hakuda also means you can read your opponents' Hakuda movements.
Hakuda affects Spiritual Pressure usage when hand to hand abilities are being used. If one has a high Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is relatively small. If one has a low Hakuda, the amount of Spiritual Pressure used to produce the hand to hand ability is large.
Hohou�
"Footwork" - Hohou determines your level of shyunpo, as in how fast it will be, but the distance traveled is determined by SP. Hohou will also determine how quick your Zanjutsu and Hakuda are, and your reaction time in general.
Hohou affects Spiritual Pressure. If Hohou is high, the amount of Spiritual Pressure used in shyunpo is much less than if Hohou is low.
Kidou
The Demon Arts (kidou) are a type of combat or healing sorcery used by shinigami. Kido spells are divided into two major groups: blast spells (attacks) and binding spells (spells to restrain or involves restraining someone). It is possible that more groups exist which were not yet revealed. To perform a Kido, one must call out incantations for the spell, similar to releasing a zanpakutou. For example, "Sprinkled on the bones of the beast! Pointy tower, red crystal, steel cartwheels. Move and make wind. Stop and make calm. The sound of warring spears fills the empty castle. Blast spell sixty-three: Raikouhou!" (Raikouhou means "thunder roar cannon"). Those with high Kidou can attain Incantation Bypass, able to complete the most powerful spells with a simple chant of its name. Even experienced captains cannot bypass a level 90 spell successfully. The higher the number, the more powerful the spell.
The power in Kidou attacks is based on both how high the Kidou stat is and how high one's Spiritual Pressure is.
Of special note is the Demon Art called Flash Steps (shunpo). Shunpo corresponds to a "haste" or "boost" skill, allowing a Shinigami to move his body within a certain distance at hyperspeed. Yoruichi, the ex-special forces commander, earned the title of "Goddess of Flash" due to her mastery of the skill to the point of appearing to be in multiple places at once.
Spiritual Pressure
Spiritual pressure is the measure of a Shinigami's spiritual power and vitality. The higher one's spiritual pressure is, the more amount of energy they have to use in attacks and the more blows they can take in battle before falling. Those with immense spiritual pressure supposedly cannot even be cut by the blade of a zanpakutou.
Connection
Connection is the bond between a Shinigami and it's zanpakutou. It also acts as a marker for new levels in power.
Kidou List
I'll update the list when new kidou is added, and I'll try to make up chants for spells that don't have them. Unless, the person who made them wants to make one.
IT WOULD HELP IF WHEN YOU MAKE KIDOU, YOU DON'T FORGET TO ADD THE INCANTATION OR COST PART. THANKS.
Spell Classes
Low Class (#1-39)
These spells are the weakest and easiest spells to use. They are not quite as damaging as higher level spells, however their cost is much lower and they can usually be used many times without tiring out the user. They are also the simplest of all the spell classes, so their effects will usually be temporary with a low range of effect.
Damage: Low-level spells aren�t very damaging and most of the time will not kill an opponent unless they are severely weaker than you or they are already near death. Many low-level spells are used to slowly whittle away at your opponent, or temporarily stun them. When used properly most low-level spells can be damaging to the area of the body they strike, almost making that part unusable.
Area of Effect and Durability: Most low-level spells do not have very large areas of effect, and most of the ones that do are support spells with very weak overall effects. Also, depending on the power and the skill of the user, most low-level spells will only last a few seconds before dissipating.
Healing: Most healing spells of these levels are mainly used to heal minor wounds while still in the heat of battle. The usually effect small areas and have slow regeneration speeds. They are usually more efficient when one doesn�t have much time to spare.
Mid Class (#40-59)
Mid class spells are the most balanced efficiency and power wise. They aren�t as damaging as high level spells. However, they can do considerable amounts of damage without tiring out the user as much as a high level spell would. They cannot be used as many times as low-level spells could be used without tiring out the user. The effects of mid-class spells aren�t as simple as lower class ones, so they involve some level of concentration. Their effects last longer and have greater effect areas.
Damage: Mid class spells can do considerable amounts of damage without tiring out the user. If used properly they have a decent chance of killing or incapacitating an opponent with one or two direct shots. Mid-level spells are usually used to do a decent level of damage to one�s opponent without tiring one�s self out too much or to take out a group of weaker enemies all at once.
Area of Effect and Durability: Most mid-level spells have decent areas of effect, whether for attack or support. The support spells are also more elaborate than those of low-level spells and allow greater manipulation of one�s spiritual energy. Unlike most low-level spells, mid-level ones can last for long stretches of times. Most stronger mid levels usually only last for a few seconds to about a minute.
Healing: Mid-level spells are the most efficient because they have the ability to heal both minor and major injuring without draining too much of one�s energy. They usually can effect large sections of the body or more than one person at a time, and they can even heal large gashes and broken bones in a good amount of time.
High Class (#60-99)
High class spells are the strongest and hardest spells to learn and use. Their power is great, usually allowing one to kill or incapacitate one or more persons in one incantation. Because they are so strong, most people will only be able to cast them once or twice before they tire themselves out. Because of their difficulty to complete and cost, most high-level spells are only used by skilled kidou users or as a desperation act.
Damage: High class spells are the most powerful of all spells and therefore the most damaging. They can kill and incapacitate in one blow, and they usually can hit more than one person at a time. Because of this, most (if not all) high-level spells are only used in serious battles and are usually barred from use in friendly competitions.
Area of Effect and Durability: Most high-level spells have giant areas of effect, some actually being able to envelop a small battlefield. Because these are the highest levels of kidou, these spells allow near perfect manipulation of one�s energy for support spells, allowing the person to pull off many elaborate moves. High level spells can last very long, some taking days to dissipate and others remaining on the battlefield long after a battle has ended. However, like all other classes, the strongest ones will only last for about a few seconds to a few minutes.
Healing: High class healing is the best around, and also the most taxing. These spells allow almost instant healing and can even regenerate lost limbs if possible. There are some so powerful that they can even bring a person back from the brink of death. However, only the most skilled shinigami even know of their existence.
Blasting Spells (Hadou)
#1: Sudden Impact
Releases a blast of air from the hands of the user.
#2: Beniikazuchi (Crimson Thunder)
"Under the celestial ruby, shall my voice roar like a thunder.
Blasting spell, the second: Beniikazuchi!! "
A beam of deep red lightning is blasted from the user's pointing finger towards the enemy. It's intention is to make so much noise that breaks the enemy orientation. Its strike is not very strong but the impact can make superficial bruises. It's a good hadou for iniciants.
#3: Kuukuu no Akuryoku (Grip of the Void)
"The brilliant flame extinguished!
Tear away the veil of skin, infuse the essence of the beyond!
Blasting spell, the third: Kuukuu no Akuryoku!"
This art creates a short-lived bubble of nothingness around its target, causing weak spirits to explode. Stronger beings are not affected at all.
#4: White Lightning
Focusing a concentrated amount of spiritual power at the index and middle fingers, the spell releases this energy is a then coherent beam that easily strikes through most targets.
#8: Kutsuunomaru (Circle of Pain)
"The eye of the great dragon!
Come before me, seeker of torment, lord of endings!
Cast thy sight and pass thy judgement!
Blasting spell, the seventh: Kutsuunomaru!
This art creates a shining circle of yellow around the feets of the target, destroying very weak spirits instantly, causing great pain to spirits up to lower medium power and causing light discomfort to anything stronger.
#20: Burn
"Take from the heart!
Stop their calm!
Flames arise.
Blasting spell, the twentieth: Burn!"
Allows user to interlace energy into an item for the purpose of creating a flame. The flame is hottest about two millimetres from the object. Energy is constanly drained from the user to keep the flames burning. The flames can not be put out by conventunal methods. The user would likely pass out if this were kept up for more than an hour.
#27: Breaking Palm
"Forbidden hand formed of the soul, strike with the might of a titan.
With this power allow me to obliterate all that stands before me, reducing it to rubble.
Raw energy given shape.
Blasting spell, the twenty-seventh: Breaking Palm."
A direct kidou attack, this move must be done at point blank range. The user of this attack focuses kidou energy into one of their hands, the entire hand soon becoming covered in the energy. The energy is constant, and will stay as long as the person wills it to. This technique gives the hand a great destructive force, allowing it to punch holes in walls and greatly increase that person's striking power - to the point of being able to fracture or break bone. The power of the fist becomes stronger the longer the person keeps the energy concentrated, the energy becoming more taxing to keep it going. The largest cost is in between successful strikes when the energy has to renew itself. In stronger shinigami this technique can even allow them to destroy large structures without a zanpakutou.
#29: Chuujou / Assatsu
Level One -
"The dwarves rage, fighting against the travesty that has ravaged this land.
Punishing the wrong and restoring order.
Blasting spell, the twenty-ninth: Chuujou."
The user of the spell puts their middle and index finger together and forces them to the ground. The earth in front of the target then shoots out at a 45-degree angle, a thick block of hard rock slamming into them.
Level Two -
"The dwarves rage, fighting against the travesty that has ravaged this land.
Punishing the wrong and restoring order.
Blasting spell, the twenty-ninth: Assatsu."
Assatsu is basically the same as Chuujou. However, instead of one, four blocks are shot out. The blocks surround the target on each side; they then all collide into the person. This technique is very powerful and can case broken bones and damaged organs if it hits the body, Temporarily crippling if it hits the leg, and instant death if it hits the head.
#31: Amber Cannon
Attacks target with a blast of fire.
#33: Blue Fire Fall
"Dominator! Mask of flesh and blood.
All living beings.
Fluttering.
That which has the name Human!
Truth and temperance.
Slightly embed your claws into the walls of innocent dreams!"
One of the stronger, but more frequently used, Arts by Captains. Blue Fire Fall could be seen as the upgraded version of Blasting Spell #31. The effect of Art #33 is to fire projectiles of blue flame at the target which result in large explosions as well as bursts of bright light capable of blinding said target.
#35: Tenken (Sword of Heaven)
This spell is about as big and flashy as they come below the sixties. Meaning, of course, that if you use it, everyone knows where you are. Worse, it can be easy to dodge, if you recognize that it�s coming. But if you don�t� This spell summons a straight long sword, about eight feet long, made of pure Kido that falls from the sky and pierces the spell�s target through. It takes one or two seconds from the time the incantation is complete for the sword to cross the space from heaven to earth (depending on how much the target moves.) The sword is capable of �homing� on its target, but it can�t track more than fifty feet away from its original target point. The sword can easily be shaken by Shyunpo, dodging just before impact, or just by running into a building (not so much a dodge, but it prevents the person getting hit.) A person failing to dodge, on the other hand, is skewered like Mongolian barbeque.
#37: Thousand Burst
A ball of energy is focused in the palm of the hand. When released the ball travels a very small distance before exploding into a thousand small spheres of spirit energy, spreading out as they travel. In a modern context it is most similar to the blast from a shotgun loaded with 00 buckshot, and can easily overwhelm a target through by spreading out the contact area of between the spheres and the target. Maximum effective range is no greater then 30 metres before the spheres become too diluted to do much damage.
#38: Altar
"Screaming earth rushes from the ground.
Striking down all those who stand in its way.
Mother Nature�s fury made real.
The frightening power revealed.
Blasting spell, the thirty-eigth: Altar!"
The user 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, shredding them. It starts out with four javelins, however two javelins are added for every additional level used. Each javelin appears ten feet from the target, they are all about one yard in length and four inches in thickness.
#42: Uchuu no Shinjitsu (Truth of the Universe)
"The blackness of a man's heart, the pureness of a newborn's soul!
Breathe in the archangel's wisdom, look through the eye of worlds!
Shed your ignorance and behold!
Blasting spell, the forty-second: Uchuu no Shinjitsu!"
This art destroys not the body, but the mind of its victim, overloading its senses with a massive torrent of information streaming in much too quickly.
#47: Dead Air
"God of the wind, release your strength.
Call forth the calm before the storm.
Blasting spell, the forty-seventh: Dead Air."
A lot of air is compressed to the size of a golf ball in the palm of the hand. This heavily compressed air is thrown at the opponent. When the ball makes contact or when the user detonates the sphere, the released air acts like a vacuum blade. Fifteen metres range. Any further requires more energy to keep the air concentrated.
#48: Burst Stream
"The power of the raging sea lies within me, the savage power twisting and turning as it pleads to be let free.
The monstrous force aching to corrode everything before it.
Blasting spell, the forty-eigth: Burst Stream."
The user of this spell gathers energy into their hands. The energy then calls upon the elements of water, causing a spherical ball of liquid to form between the users palms. The energy is then shot out with a great burst of strength. A small (one foot) screw-like whirlpool shoots from the orb blasting right at the target. The whirlpools lasting time varies on level. Beginners can only hold it for ten to fifteen seconds, but higher ups can hold it for up to one minute. Higher-level shinigami can use this technique with one hand and can even control the whirlpools direction. Even higher-level shinigami can create whirlpools so strong that anything nearby will be caught in them.
#49: Ikijigoku (Hell on Earth)
"By the fires of Gehenna, burning bright!
The claw from the beyond, tearing away the light of existence!
Blasting spell, the forty-ninth: Ikijigoku!"
This destructive art incinerates the moisture inside and outside of the target, boiling it alive. It is neither nice to watch nor easy to cast, draining its user quite a bit but can destroy most hollows up to the Menos-Medio class.
#52: Bakuhatsu no Chakudan (Detonating Impact)
"The Great Destroyer, Chained Dragon of Chaos!
Dance to the sound of thunder, ride on the winds of the rising storm!
Race the bolt of lightning, rend, tear asunder, erase!
Blasting spell, the fifty-second: Bakuhatsu no Chakudan!"
Similar to the first blasting spell, Sudden Impact, this releases a blast of air from the hands of the caster, but instead of the 'normal' one, this one is huge in comparison and is supercharged with spirit energy, detonating on impact, thus the name. It uses a lot of strength to cast it.
#53: Big Hammer
"Swirling winds lend me your power and crush my opponent beneath your fury!
Blasting spell, the fifty-third: Big Hammer!"
A large hammer appears in the air as a manifestation of the user's spiritual pressure and smashes the opponent to the ground.
#60: Chaining Blast
"Fury of the vindictive spirits, punishing the wicked and bringing forth only sorrow.
Hacking away at all that is beautiful until oblivion is the only thing that reminds.
Feeding off what once stood strong.
Blasting spell, the sixtieth: Chaining Blast."
The user shoots a ball of light through their opponent, the light does not hurt the opponent at first however. From that ball, five points of light are created behind the target and strung together by a string of kidou energy. The first ball acts as a guiding point for the attack. The first ball explodes, knocking the target into the other points which then explode on contact with the target.
#63: Raikouhou (Thunder Roar Canon)
"Bone of the beasts
Sentou
Kenshou
Koutetsu
no-sharin
Move and become a wind.
Stop and become the sky.
The piercing tune spreads through the land!
Blast spell sixty-three: Raikouhou!"
Unleashes a massively charged amount of spiritual energy from one palm; able to knock down one of the Gate Guardians out cold.
#65: Burning Spirit
"The black wind howls, the rising serpent strikes, stirring up the winds of the world.
The sun burns red, the striking serpent rises singing the earth with its misdeeds.
Blasting spell, the sixty-fifth: Burning Spirit."
The user creates a massive tornado of whirling fire that consumes and destroys everything inside.
#67: Chain Reaction
"Destruction of the grounds below, crumbling earth envelop all below.
Springing power, destroy everything that has been chosen.
Blasting spell, the sixty-seventh: Chain Reaction."
The user of this spell injects their kidou energy into the ground, they then direct it to the target(s) of their choice. Once the kidou is under them, it creates a marking around whatever limb it touches. The energy then shoots up from the ground, and if it marked someone it will even follow after them. The kidou can even be manipulated to be used in traps, or even to destroy the earth beneath your opponent and cause them to fall.
#72: Burst Geyser
"Raging demons of the flames scorch and char the land.
Blister the earth and turn all life to ash.
With your temporal pools of fire, melt away all that is righteous.
Blasting spell, the seventy-second: Burst Geyser."
Four flaming geysers of lava and magma begin to shoot forth from the ground. The geysers start to twist and turn, creating four powerful whirlpools. The flaming whirlpools then start to converge, moving in on the target and trapping them in a single, gigantic whirlpool of fire.
#88: Hiryugekizokushintenraiho
"Hiryugekizokushintenraiho!"
Fires a gigantic electricity blast of spiritual energy resulting in an truly enormous explosion, the ultimate lightening-based hadou.
#90: Kurohitsugi (Black Coffin)
"Blasting spell, the ninetieth: Kurohitsugi."
Creates a large box of black spirit energy, encasing the target within, whereupon immense pressure is placed upon the unfortunate victim. Think of it as if one were placed into a coffin, and then stabbed repeatedly over and over with swords, while being crushed.
#96: Dark Hole
"The pain of man, given form.
The true power of nothingness made real.
The hopes and dreams of mankind, the future, in their destruction lays my power.
Blasting spell, the ninety-sixth: Dark Hole."
A forbidden kidou art. The user of this spell creates a ball of kidou energy in their hand. The hand is propelled outward, the ball then imploding on itself. The ball then explodes into a giant whirlpool, becoming a vacuum. This spell sucks in everything around it, reducing anything caught in it to ashes. When used by a beginner it can suck up anything, even the user themselves. But if used by a master they can control the targets that become affected. The ball is only about six inches in length, when it implodes its span is about ten meters.
Binding Spells (Bakudou)
#1: Sai
"Sai!"
The first, and weakest, of the binding spells. No incantation is needed other than its name, and it is activated with a cross-slash of the Shinigami's pointer and middle fingers. From the torso up is the area that is paralysed, but if used on those with high-spiritual power, it is near worthless.
#2: Kabe (Wall)
"A fragment of the labyrinth eternal!
Arise from the ground and bar the way!
Binding spell, the second: Kabe!"
This spell erects a wall of spiritual energy in front of its target. It is neither high nor wide though, so most spirits, Hollows and Shinigami are just able to jump over it or go around it.
#4: Hainawa (crawling rope)
"Hainawa!"
An energy rope made of the user's reiatsu entangles the target.
#8: Seal of Patience
When invoked, the seal creates a white mark on the casters right palm. When this mark is touched to a living being, the mark is transferred to it's body and turns black. From that moment, the flesh touched by the mark becomes rooted to that location in space, relative to the earth. What this means is that the part of the body that bears the mark cannot be moved from that location without being forcefully removed from the body. And even if that is done, it will continue to float there until the spell is released. While it's low rank is due to the extremely low amount of spiritual power required to activate, the spell itself is actually quite complicated and difficult to pull off properly. For this reason, most Shingami pass it up for other sealing spells that are just as effective for far less hassle.
#9: Geki
"Disintegrate, Black Dog of Rondanini.
Look upon yourself and burn!
Devour your own throat!
Binding spell, the ninth: Geki!"
The user draws with his or her hand a red light ideogram in the air that vanishes as the cast begins. The bakudou binds the enemy with a red pressure, causing pain and muscle contraction. The torture of the pain is frequently used for making the oponnent give up the battle without no more blood spilt. The spell can be broken easily if the target has higher spiritual pressure than the caster.
#13: Earthern Maw
"Ensnaring sands, fleeting winds, bind yourself to my enemy.
And cease his movements.
Binding spell, the thirteenth: Earthern Maw."
Creates incredibly strong tendrils of dirt that spring from the ground and ensnare the arms and legs of the opponent. Because the nature of the tendrils is somewhat tricky, the caster must be close to the target. Five metres is the maximum range. Otherwise the strength won't be sufficient to hold the opponent.
#16: Ryuusa (Quicksand)
"The paws of the earth, lash out full of greed!
Become like water, drown the fly swimming in honey!
Binding spell, the sixteenth: Ryuusa!"
This art effectively anchors the victims feet to the earth, denying any movement. It can be broken with enough strength, though.
#25: Betobetokenwonuku (Sticky Draw)
"Hades!
Unleash your charges!
Zombies erupt from the underworld and manifest!
Groan into my foe�s sheath and cling to the soul of their slayer.
Let go on pain of death!
Binding spell, the twenty-fifth: Betobetokenwonuku!"
Freezes the sword in the sheath. If not already drawn out, the opponent won't be able to pull the zanpakutou out of the sheath for at least half a minute, depending on the level of the user.
#28: Anchor
"The titans curse the chosen, forcing them to carry their great burden.
Bind and restrain, O� demon�s chain.
The sinister blight renewed once again.
Binding spell, the twenty-eighth: Anchor."
The user of this kidou shoots their energy out in the form of a thick strap. The strap wraps around the target's torso, and then an energy spike shoots from it. The spike is connected to the strap and will shoot out, dragging the trapped victim with it. The spike will either drag the victim back about twenty feet or burrow them into whatever hits it before then. When that spike hits something (or burrows into the ground), three more spikes will shoot out in all directions. The spikes will bind the victim in their spot. They will then dissipate after twenty seconds, and can only be broken by someone of moderately higher spiritual energy than the user.
#30: Triple Piercing Beak Beam
"Binding spell the thirtieth: Triple Piercing Beak Beam"
Energy swirls around the user forming a triangle in front of the caster with triangular spikes at each of the three points, then the spikes are launched, pinning the target to whatever is behind at the wrists and abdomen.
#45: Beast Fang
"The moon glows red, the wolf baring its teeth.
Eclipsing shadows of death enveloping its unlucky victims and carrying them on to the underworld.
Binding spell, the forty-fifth: Beast Fang."
The user raises their hand, clinching their fingers like fangs. A large red jaw (about five feet large) then shoots from that fist, fangs formed from pure kidou energy. The fangs then latch onto the target, trapping them in its grasp and biting down on them harder and harder until the spell dissipates about twenty seconds later.
#50: Sokubaku (Shackles)
"Come forth from the between!
Lords of the eight directions, take the gift bestowed by thy benevolence away!
Let anger swell in thy chest and let this worm writhe without hope!
Binding spell, the fiftieth: Sokubaku!"
This demon art denies any and all movement of the targets arms and feets, binding them together at the back of the target's back.
#53: Asamoya (Morning Mist)
"Cover our lands, enter our bodies and bring serenity to light through the turmoil of darkness.
Binding spell, the fifty-third: Asamoya."
Asamoya diffuses a caster's energy into general waves (as opposed to a linear beam, like most kidou) and enters an opponent's body through their pores. In doing so, Asamoya strengthen's the caster's reiatsu in such a way that the mere presence of foreign reiatsu in the opponent's body causes nearly all of the basic life processes (e.g., breathing, seeing, moving) to slow; and allows the caster to control or concentrate their reiatsu into a specific location (e.g., the arms or legs) to particularly bind that area into non-movement. This is a rather slow-working spell, and therefore may not be particularily effective in battle. It takes no more than one minute to become effective (dependent on the caster/opponent reiatsu difference), and remains effective for a maximum of two minutes. To cast this, the user needs to be within a five foot radius of the opponent, and hold their palms up toward the opponent.
#61: Rikujyoukourou
This spell is a highly upgraded version of the first binding spell, so much so that the confinement can be seen by the naked eye, though it is not completely coherent, seen more so as six wide beams of light that impact and bind the intended target.
#62: Hyapporankan
"Hyapporankan!"
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.
#75: Gochuutekkan (Five pillar iron brace)
"Wall of iron sand, pagoda of priestly form, shimmering fireflies of iron, fill until the silent end."
Five massive pillars fall and seal the target's whole body at each of the five limbs.
#78: 1000 Knives Torture
"Send my opponent to an early grave.
Make my hatred steel, strong enough to pierce the very soul of my nemesis.
Binding spell, the seventy-eigth: 1000 Knives Torture!"
Heavy cloths of kidou wrap around the target, forming into an iron sarcophagus. The user then clinches their fist and one thousand small knives of energy start to levitate around the sarcophagus. Since this was used as interrogation tactic in the old days, the user can control the when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free.
#89: Kouchinomaru (Circle of Confinement)
"The eternal gates, block the way!
Deny thy gift and twist the ground!
Grasp firmly, lock yourself and never let go!
The supreme prison, the ender of pathways!
Binding spell, the eighty-ninth: Kouchinomaru!"
Basically, this spell erects a spherical barrier of immense strength around the target, denying any form of movement outside of it and even dissipating most attacks up to a medium power level.
#99: Restraint
Stage One - "Kin", signified by banded shackles that tie the target's arms to each other. This only paralyses their upper body, but these shackles are much more stronger and durable than that of the first binding spell . However, when used, the shackles will only remain in place while the one who used said art is holding the hand seal that they used to activate it.
Stage Two - "Bankin", demolishes a target entrapped by Kin with a single massive block of kidou.
Healing Spells (Chiyudo)
#2: Amatsubu (Rain Drop)
"As a breath of air, as a ray of sun, as a beam of flame, and as a bit of earth.
Flow within this body to wash away all that may harm it.
Healing spell, the second: Amatsubu."
A concentrated spell, able to heal mildly deep wounds, with a limitation of six centimetres in depth and two centimeters in length. Concentration is based on the level of spirit pressure used to power this spell, where the healing effects can be distributed within a two inch radius of the wound.
#5: Antidote
"Cleanse the soul and body with the waters of life.
Healing spell, the fifth: Antidote."
A basic medic incantation against poisons. Will have three different effects depending on the strength of the poison. If it is a low level poison, the ailments will be completly cured and poison removed. If medium level, the poison is stopped for a extended period of time, but not removed. If it is a high level poison, the poison is slowed down, but not stoped. The spell must touch the infected area.
#25: Bandaidification
"Wrap this heart in the warmth of those who wish it to heal, and protect it against the cold who wish it to fail.
Healing spell, the twenty-fifth: Bandaidification."
This is an extraordinarily slow working spell. Casting this spell wraps invisible "bandaids" of spirit pressure around a target, encasing the target in somewhat of a shell. (The more a target moves, the less effective the spell becomes.) Externally, the bandaids defend from about 10% of further damage by attacks. (This is done not by preventing the attack itself, but by reducing the damage that is felt within the shell.) Internally, the shell begins to heal wounds at a rate of 1% for every minute the bandaids are in place. Overall, the spell cannot be held for more than one full hour. (A full 60% recovery would mean that the target didn't move at all. Even slight movement within the shell will reduce its healing properties.) To cast the spell, one must be within five feet of the target, and the spell will complete its shell formation in five seconds. Visible strands of spirit energy will emerge slowly from the caster's palms and extend towards the recipient.
#55: Great Barrier
"Shell of the great guardian, blessing of the gods above.
Give me the strength to block the tyrant's blows, to resist all that wishes to harm me.
Healing spell, the fifty-fifth: Great Barrier."
When this spell is cast, a perfect sphere surrounds the user. The sphere takes the user's spiritual energy and turns it into a solid translucent shell of energy. The shell by itself can take a great deal of damage. It can take up to four powered hits from someone of equal or slightly greater strength than the user. And it can take at least two powered shots from someone of greater strength. The bubble itself is stationary and last for about two minutes or until the user steps out of it. However, the user of the spell can keep pouring energy into the bubble to sustain it, but they must concentrate only on the bubble while doing it and it can become draining after a while. While inside the shell, the user cannot attack.
Support Spells (Bougyoudo)
#3: Blue Mist
"Remove me from sight, blind their eyes.
Do not allow this foe to hit their mark.
Support spell, the third: Blue Mist."
Covers a ten foot area with a thick blanket of blue mist, which centers on the target. Making it near impossible to see normally. It only lasts for ten seconds.
#22: Bikan (Beautiful Sight)
"As storm clouds fade, as fog flows away, and as the sun once returns, grant true sight in the eyes of those who wish to see.
Support spell, the twenty-second: Bikan."
A flexible spell, designed to sharpen the vision of those it is cast upon, by enabling the recipient to "see" speed. Bikan increases the ability to see by up to 10% depending on spirit pressure. So for example, casting the spell while fighting a speedy opponent would mean that would the caster would "see" the opponent moving only at normal speed. Flexibility is given to the duration of the spell effect and the number of those it can be used on. The maximum time limit of the spell is thirty seconds (meaning the effect can only be used on one recipient), and the maximum number of recipients is three (meaning the maximum time on each is ten seconds.)
#25: Bansoukou
"Make my flesh adhesive, and bind my soul to stone.
Bestow upon to me the reptile�s birthright.
Support spell, the twenty-fifth: Bansoukou."
A thick padding of spiritons gathers at the users hands and feet. While this spell is active, the user gains the ability to latch onto wall by pressing up against them with said appendages. The compression even allows the user to run on vertical structures with ease.
#28: Harinezumi
"Bless my flesh with nature's armour.
Pierce my captor and irritate the flesh.
Support spell, the twenty-eighth: Harinezumi."
Stage One - A kidou that is used when one is trapped by their opponent in a physical attack. The user's spiritual pressure converges, and then explodes out of the user in multiple directions, stabbing anyone within breathing range of the user with sharp energy spines. The spikes are only a few inches long, but can be very annoying and painful. The spikes will also break off and dig into the victim.
Stage Two - By clasping their hands together and chanting the word "Yammarashi" the user of this spell can cause the spikes caught in their victim to explode. This spell can even be cast when the spikes are still in the user, but that would be more for a kamikaze attack.
#30: Banshiissei
"The captured begs for freedom, selling their souls for a chance to escape.
The cornered man forcing his last hand.
Support spell, the thirtieth: Banshiissei."
A binding art removal spell. The user chants the spell and concentrates. This focuses a greater amount of energy out of the user to push away and nullify a binding spell. Since there are many different types of binding, there is no set rate. It takes about three to ten seconds depending on how much the spell has formed and how powerful it is (the more powerful binding taking at least ten or more seconds to break). So, the effects are not instant and any damage that occurs from the spell itself stays. When the binding is released however, a bright flash is released, allowing the user to escape. However, the flash only lasts for a few seconds itself.
#35: Collapse
"Reveal to me my hidden foe.
Break through their defenses and seal away their power.
Support spell, the thirty-fifth: Collapse."
When a barrier is formed from kidou, the user of this spell can counter it. The spell shoots out a spear like projectile, the projectile then breaks through the barrier and negates it. This bow�s energy then scatters around in a ten metre radius, and shoots out strange runic symbols into the air. The seals keep the same spell from being cast within thirty seconds of this spells activation while the user is in the field. Also, the spell has to hit the barrier, or else it won�t know what it�s negating.
#46: Control Doll
"Finesse of a god, hand of a puppeteer.
Give me power over all that lives and breathes.
Grant me the will to make and break the dreams which I see fit.
Support spell, the forty-sixth: Control Doll."
A technique that includes two different variations that can be used at any time. The first ability is simple. Using their own energy, the wielder has the ability to form a doll that looks just like them. The doll looks, talks, and even smells like the user of the spell. This makes it extremely hard to tell the difference between the user and the doll. The doll itself lasts for about ten minutes and can be used for anything from a decoy to an espionage tool. However, the doll lacks zanpakutou and kidou abilities, so it cannot stand combat too long since it�s spirit pressure is only 10% that of the caster's. One surprise the doll has is that it has a binding spell imprinted on its body. So, when it is destroyed, the energy put into the spell will displace and reform around the person who attacked it. Temporarily binding them for about fifteen seconds.
#56: Area of Silence
"Like a key turning a lock the air closes around us until no sound can be made!
Support spell, the fifty-sixth: Area of Silence."
Has a certain probability of temporarily inhibiting the use of magic by everyone within fifteen metres of the caster. The caster's spiritual pressure or kidou (whichever is higher) is measured against the higher of the targeted peoples'. If it succeeds then everyone in the sphere is forbidden from using kidou. The barrier lasts for one minute or two depending on the level of skill of the user.
Shyunpa
A high level feat requiring a large amount of Spiritual Pressure, Shyunpa is an ultra-high-speed movement most commonly utilized by Captain Level Shinigami, and seems almost like a "Teleport" between one place and another. This, as a rule of thumb, has a maximum distance of about 50 paces at a time, though there is said to be an improved version of it out there somewhere that has no such limit...
Shyunpo
This is the higher form of the Shyunpa feat that most Vice-Captain level and higher Shinigami use to combat the Hirenkyakyu of the Quincy. Using this technique, the Shinigami can materialize from one area and rematerialize in another area. The basic Shyunpa technique only allows the Shinigami to "warp" themself to an area only a few paces away. But the Shyunpo is capable of allowing higher lengths of warping as well as allowing the user to carry someone and warp them along with their own body. If mastered, this skill is quite formidable and useful in battle.
