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Posted: Tue Sep 29, 2009 10:40 pm
[Everything that you'll read here was made by Zalian. A former member of Coral Star Shinigami. Credits to him. ^^] Attention to all Coral Star Shinigami members! This is a notice before you begin reading this system. Know that you are NOT, under any circumstances, permitted to use any form of Kido spells UNTIL you have thoroughly examined this system and follow the instructions well.
Contributed by The Seireitei Elite Warning Conditions 1: Please do not modify any part of this system. To make changes please notify the creator, [Zalian].
2: Please don't reproduce this system for other guilds without permission from the creator. _____________________________________ Do not read this until you have properly, and thoroughly examined the second post. Once you have done so, you may then examine this post. Examine it thoroughly well, as you would do the same for the second post.Today, I have been given the approval to creating a new system, in which consists in a new power, different than that of a Zanpakuto. This is a newly added ability, in which most Soul Reapers should take into consideration. As what we have been through, so far, we are progressing through so much, creating unique Zanpakuto abilities and powers alike. From making such uniquely different weapons to creating unheard of abilities, we are still lacking the one power that most Soul Reapers tend to forget to use in battle. That power is known as Kido.
What good is a Soul Reaper if all he/she does is rely ONLY on a Zanpakuto's ability? What were to happen if the Zanpakuto was temporarily separated from the user? The answer lies within the ability to use spells. Without them, an individual's defeat is more than ensured. That is why I believe we should acknowledge the ways of how we learn to use spells the most. So I have decided that I will help create a system based on the rank of spells. I will soon be setting up a proper list of how it will work accordingly by ranks. By doing so, this will create modivation within every individual, to striving to obtain new spells, thus, becoming stronger and more powerful with not just the Zanpakuto, but also with spell incantations.
If those of you wish to comment, or share any of your thoughts to this idea, please do not hesitate to post. I will take any of your opinions/thoughts to consideration and validate to your insights. You are also more than welcome to offer your compliments, if you have any to this newly created system. ^_^ I welcome all inputs with open arms. If anyone wishes to discuss about this new system, or if there seems to be anything that troubles you, please be sure to inform me first and I will do what I can to settle it in a most civilized manner. I will soon be posting up the new system list. From there, you must examine it thoroughly and follow the instructed rules that are applied within the system. Kido List System From what I have gathered together, I have created two sets of spells, listed separately, that all members will soon get to use. It will all depend on the rank. Not only that, but to earn such spells, along with ranks, it requires great devotion, loyalty, cooperation, and patience. Prove yourself that you are worthy to rise to higher ranks. By doing so, you will properly earn new ranks and obtain new spells along the way and become much stronger by not only from your Zanpakuto, but also your spells. Some spells will be optional, but only to some certain ranks. ((~Updated Change~ This list will no longer need to be examined, due to confusion problems. This list of spells will be put together with the rest of the Kido spells on the second post. However, the rest of the information is still crucially important for you to read this post, in order to have you understand how the system works.))Bakudō: Binding Kido Spells
1. 塞, Sai (Restrain) — Locks a target's arms in place behind their back. 4. 這縄, Hainawa (Crawling Rope) — An energy rope entangles a target's arms. 9. 撃, Geki (Strike) — Engulfs a target in red light, completely paralyzing them. 61. 六杖光牢, Rikujōkōrō (Six Rods Prison of Light) — Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place. 75. 五柱鉄貫, Gochūtekkan (Quintet of 1 kan Iron Pillars) — Summons five incredibly tall and thick pillars to pin a target to the ground. 81. 斷空, Danku (Splitting Void) — Creates an energy barrier in the form of a rectangular wall. According to some information, based on its power, it is capable of stopping destructive spells up to #89.
Hadō: Destructive Kido Spells
1. 衝, Shō (Thrust) — Pushes the target away from the caster. 4. 白雷, Byakurai (White Lightning) — Fires a concentrated bolt of lightning from the caster's forefinger. 31. 赤火砲, Shakkahō (Shot of Red Fire) — Fires a ball of red energy at a target. 33. 蒼火墜, Sōkatsui (Blue Fire, Crash Down) — Fires a burst of blue spiritual energy at a target in a similar manner to 31, but over a wider area and with more power. 54. 廃炎, Haien (Abolishing Flames) — Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact. 63. 雷吼炮, Raikōhō (Thunder Roar Cannon) — Fires a massive wave of yellow energy at a target. 63. 双蓮蒼火墜, Sōren Sōkatsui (Twin Lotus Blue Fire, Crash Down) — Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety.If any of you know some spells, that happen to be missing, and that are not listed into here, please inform me first and I will see if I can add them into the list. I have cut off some spells, that reaches to levels beyond the list above, for pruposes that require discussing with all captains, if we hold a meeting soon. I will not get into details or explain why for the time being. Now let us begin the ranked list of spells. This will accrodingly set the proper list from soldier, to officer, to lieutenant, and finally to captains. Most of these spells will somewhat be your auto default settings (Mostly to soldiers). Anything up to Lieutenants or over, will possibly be optional. The maximum limit amount of spells will consist on the rank. Soldiers: For soldiers, you are required to only possess up to 3 spells at maximum. Two Bakudō spells and one Hadō spell. From Bakudō, you are not to have anything higher than 4. From Hadō, you can only possess Shō (Thrust).
Officers: For officers, you are able to possess up to 6 spells at maximum. Three Bakudō spells and Three Hadō spells. From Bakudō, you are not to have anything higher than 9. From Hadō, You are not to have anything over 31.
Lieutenants: For Lieutenants, you are able to possess up to 8 spells at maximum. Four Bakudō spells and four Hadō spells. From Bakudō, you are not to have anything higher than 61. From Hadō, You are not to have anything over 33.
Captains: For Captains, you are able to possess all spells, on both lists.Now as for how they should be used, here is where I will explain. There is a certain limit, as to how many times you can use these spells, depending on rank. For soldiers, they are only able to execute a spell once for each. After that, they can no longer use them, in battle, with an opponent, or a created villain perhaps (if ever there should be one).
For officers, they are able to execute some low level kido spells twice, and their maximum level kido spell once. For Bakudō, you can use spell 1-4 twice. As for 9, you can only use once. For Hadō, you can use spell 1-4 twice as well. As for 31, you can only use once.
For Lieutenants, they are able to execute some low level kido spells three times, some mid level twice, and maximum level kido spell would be once. For Bakudō, you can use spell 1-4 three times and 9 twice. As for 61, you can only use once. For Hadō, you can use spell 1-4 three times and 31 twice. As for 33, you can only use once.
For Captains, they are able to execute some low level kido spells as many times as they choose, some mid level three times, mid high level twice, and maximum level once. For Bakudō, you can use spell 1-4 infinitely, 9-61 three times, 75 twice, and 81 once. For Hadō, you can use spell 1-4 infinitely, 31-33 three times, 63 1st version twice, and 54-63 second version once.Now that we have properly set all spells accordingly to their required ranks, I will now ask that those of you, who wish to add these spells to your abilities, please eddit them in your character info, if you have one. This spell system is optional, whether you would want your character to possess these abilities or not (in case your character isn't much a spell liker. Lol). If you truly wish for your character to posess these spells, you must first create a character info, which is required for all members to have, if you wish to further part take in sparring, training, or battle RP threads. If you do not have one, as of yet, I suggest you create one first, if you wish to add in your spells as well.
And again, if any of you happen to know any other spells, from Bleach, that is not listed in the post, please PM it to me and I will see if it is acceptional to use. If I approve of it, I will be sure to add it onto the list. By doing so, this will also allow many of the Lieutenants, Captains, and possibly the officers to be able to select multiple new spells. However, depending on the number of new spells added, you will also have to exchange one of your listed spells, in order to obtain a new one. That is all I have for today....PHEW! ^_^'; That was quite a lot of work. Well, everyone, I really hope you all do enjoy the new spell system, take great care and make good use of them. Most of all, use them WISELY, my friends. mrgreen Hehehehehehehehe. GAWD I'm tired now. My brain huuuuurrrrts! Lol. XD Additional Kido SpellsAlright. Now that we have the new additional list of new kido spells eddited on the second post, we can now set up an additional number of kido spells for almost all ranks. Possibly, we may be able to give additional kido spells for soldiers as well. All in all, this will totally change the old number of kido spells, listed above, going beyond the limit of what it used to be required. Now let's begin... Soldiers: Soldiers are now able to possess up to 6 Kido spells. Two new additional Hado spells and 1 additional Bakudo spell. The additional kido spells are #2-3 Hado, and one Bakudo spell #2. This is a soldier's default kido spell setting. It cannot be changed and there is no exchange option for this rank. Officers: Officers are now able to possess up to 11 kido spells. Two additional Hado spells and four additional Bakudo spells. The additional Kido spells are #2-20 Hado, and #2-8 Bakudo spells. This is an officer's default kido spell setting. However, unlike the rule that applies to soldiers, officers are allowed to select different kido spells, listed on the additional kido list. I have not yet listed the ranks for each individual spell, but I will be doing so soon. That way, the officers will be able to define which is part of their rank and which is not. Lieutenants: Lieutenants are now able to possess up to 18 kido spells. Four additional Hado spells and three additional Bakudo spells. As usual, this is a default setting for lieutenants. However, different from an officer's, and due to the limit break of Hado, Lieutenants are now able to possess spells, beyond the limit of #33. The maximum limit of a Lieutenant's Hado spell is now #52. From 38 up to 52 are the list of spells, that are of a Lieutenant's highest level selection. And also, they are able to only possess two high level spells. As for the list of medium level spells they go from #27 to 38. All in all, this will be explained a lot more simpler, when I present Ranked Spell List. So anyway, the additional Kido spells are #35-42 Hado and #28-50 Bakudo spells. This is the new default settings for all Lieutenants' kido spells. Captains: Captains are still able to possess all the kido spells (which in total, is 13), from the old list. However, they are not allowed to possess ALL of the additional kido spells. I will get into better details later, but for now, I will givie out the number of how many new additional kido spells are offered to captains. Three additional Hado spells and two additional Bakudo spells (20 in total). The additional Kido spells are #53-65 Hado spells and #78-89 Bakudo spells (also with the additional of spells #13-16). This is the new default settings for all Captains. Now that we have created the proper default settings, for all ranks, I will also be adding in a more simple list, for those of you, who may not specifically understand this. Once I create the list, for each rank, you will then be able to really see your defaulted kido spell setting. Soldier Default Setting~Hado~ #1: Shō (Thrust)=Lowest 3x of use #2: Beniikazuchi (Crimson Thunder)=Medium 2x of use #3: Kuukuu no Akuryoku (Grip of the Void)=Maximum 1x of use ~Bakudo~ #1: Sai (Restrain)=Lowest 3x of use #2: Kabe (Wall)=Medium 2x of use #4: Hainawa (Crawling Rope)=Maximum 1x of use Officer Default Setting~Hado~ #1: Shō (Thrust)=Lowest 3x of use #2: Beniikazuchi (Crimson Thunder)=Lowest 3x of use #3: Kuukuu no Akuryoku (Grip of the Void)=Lowest 3x of use #4: Byakurai (White Lightning)=Lowest 3x of use #8: Kutsuunomaru (Circle of Pain)=Medium 2x of use #20: Burn=Medium 2x of use #31: Shakkahō (Shot of Red Fire)=Maximum 1x of use ~Bakudo~ #1: Sai (Restrain)=Lowest 3x of use #2: Kabe (Wall)=Lowest 3x of use #8: Seal of Patience=Medium 2x of use #9: Geki (Strike)=Maximum 1x of use Lieutenent Default Setting~Hado~ #1: Shō (Thrust)=Lowest - 3x of use #4: Byakurai (White Lightning)=Lowest 3x of use #8: Kutsuunomaru (Circle of Pain)=Lowest 3x of use #20: Burn=Lowest 3x of use #31: Shakkahō (Shot of Red Fire)=Medium 2x of use #33: Sōkatsui (Blue Fire, Crash Down)=Medium 2x of use #35: Tenken (Sword of Heaven)=Medium 2x of use #37: Thousand Burst=Medium 2x of use #38: Altar=Medium 2x of use #42: Uchuu no Shinjitsu (Truth of the Universe)=Maximum 1x of use #47: Dead Air=Maximum 1x of use ~Bakudo~ #1: Sai (Restrain)=Lowest 3x of use #4: Hainawa (Crawling Rope)=Lowest 3x of use #9: Geki (Strike)=Lowest 3x of use #28: Anchor=Medium 2x of use #45: Beast Fang=Medium 2x of use #50: Sokubaku (Shackles)=Medium 2x of use #61: Rikujōkōrō (Six Rods Prison of Light)=Maximum 1x of use Captain Default Setting~Hado~ #1: Shō (Thrust)=Lowest 3x of use #4: Byakurai (White Lightning)=Lowest 3x of use #31: Shakkahō (Shot of Red Fire)=Lowest 3x of use #33: Sōkatsui (Blue Fire, Crash Down)Lowest 3x of use #53: Big Hammer=Medium 2x of use #54: Haien (Abolishing Flames)=Medium 2x of use #60: Chaining Blast=Medium 2x of use #63 Raikōhō (Thunder Roar Cannon)=Medium 2x of use #63 version 2: Sōren Sōkatsui (Twin Lotus Blue Fire, Crash Down)=Maximum 1x of use #65: Burning Spirit=Maximum 1x of use ~Bakudo~ #1: Sai (Restrain)=Lowest 3x of use #4: Hainawa (Crawling Rope)=Lowest 3x of use #9: Geki (Strike)=Lowest 3x of use #13: Earthern Maw=Lowest 3x of use #16: Ryuusa (Quicksand)=Lowest 3x of use #61: Rikujōkōrō (Six Rods Prison of Light)=Medium 2x of use #75: Gochūtekkan (Quintet of 1 kan Iron Pillars)=Medium 2x of use #78: 1000 Knives Torture=Medium 2x of use #81: Danku (Splitting Void)=Maximum 1x of use #89: Kouchinomaru (Circle of Confinement)=Maximum 1x of use I hope this information is more accurate, for those of you, who needed a more specific description of the default Kido spell rank settings. Now let us finally move on to how every kido spell works, by each rank (mainly Officers, Lieutenants and Captains). I will list down all the kido spells for each rank, which does not mean they are defaulted into the rank, but shows what are available to exchange. Here, I will be presenting all of the available Kido spells, for each rank.~Kido Rank List~Hado Officer Rank#1: Shō (Thrust) #2: Beniikazuchi (Crimson Thunder) #3: Kuukuu no Akuryoku (Grip of the Void) #8: Kutsuunomaru (Circle of Pain) #20: Burn #27: Breaking Palm #29: Chuujou / Assatsu #31: Shakkahō (Shot of Red Fire) Bakudo Officer Rank #1: Sai (Restrain)=Low. #2: Kabe (Wall)=Low #8: Seal of Patience=Med. #9: Geki (Strike)=Max Hado Lieutenant Rank#1: Shō (Thrust)=Low #2: Beniikazuchi (Crimson Thunder)=Low #3: Kuukuu no Akuryoku (Grip of the Void)=Low #4: Byakurai (White Lightning)=Low #8: Kutsuunomaru (Circle of Pain)=Low #20: Burn=Low #27: Breaking Palm=Low #29: Chuujou / Assatsu=Med. #31: Shakkahō (Shot of Red Fire)=Med. #33: Sōkatsui (Blue Fire, Crash Down)=Med. #35: Tenken (Sword of Heaven)=Med. #37: Thousand Burst=Med. #38: Altar=Med. #42: Uchuu no Shinjitsu (Truth of the Universe)=Max #47: Dead Air=Max #48: Burst Stream=Max #49: Ikijigoku (Hell on Earth)=Max #52: Bakuhatsu no Chakudan (Detonating Impact)=Max Bakudo Lieutenant Rank#1: Sai (Restrain)=Low #2: Kabe (Wall)=Low #4: Hainawa (Crawling Rope)=Low #8: Seal of Patience=Low #9: Geki (Strike)=Low #13: Earthern Maw=Low #16: Ryuusa (Quicksand)=Med #25: Betobetokenwonuku (Sticky Draw)=Med. #28: Anchor=Med. #39: Enkosen (Circular Shield)=Med. <- New#45: Beast Fang=Med. #50: Sokubaku (Shackles)=Med. #61: Rikujōkōrō (Six Rods Prison of Light)=Max #62: Hyapporankan (Hundred Stepped Rails)=Max<- New#63: Sajō Sabaku (Chainlike Desert)=Max <- NewHado Captain Rank#1: Shō (Thrust)=Low #2: Beniikazuchi (Crimson Thunder)=Low #3: Kuukuu no Akuryoku (Grip of the Void)=Low #4: Byakurai (White Lightning)=Low #8: Kutsuunomaru (Circle of Pain)=Low #20: Burn=Low #27: Breaking Palm=Low #29: Chuujou / Assatsu=Low #31: Shakkahō (Shot of Red Fire)=Low #33: Sōkatsui (Blue Fire, Crash Down)Low #35: Tenken (Sword of Heaven)=Med. #37: Thousand Burst=Med. #38: Altar=Med. #42: Uchuu no Shinjitsu (Truth of the Universe)=Med. #47: Dead Air=Med. #48: Burst Stream=Med. #49: Ikijigoku (Hell on Earth)=Med. #52: Bakuhatsu no Chakudan (Detonating Impact)=Med. #53: Big Hammer=Med. #54: Haien (Abolishing Flames)=Med. #58: Tenran (Orchid Sky)=Med. <- New#60: Chaining Blast=Med. #63 Raikōhō (Thunder Roar Cannon)=Med. #63 version 2: Sōren Sōkatsui (Twin Lotus Blue Fire, Crash Down)=Max #65: Burning Spirit=Max #67: Chain Reaction=Max #72: Burst Geyser=Max Bakudo Captain Rank#1: Sai (Restrain)=Low #2: Kabe (Wall)=Low #4: Hainawa (Crawling Rope)=Low #8: Seal of Patience #9: Geki (Strike)=Low #13: Earthern Maw=Low #16: Ryuusa (Quicksand)=Low #25: Betobetokenwonuku (Sticky Draw)=Low #28: Anchor=Med. #45: Beast Fang=Med. #50: Sokubaku (Shackles)=Med. #61: Rikujōkōrō (Six Rods Prison of Light)=Med. #75: Gochūtekkan (Quintet of 1 kan Iron Pillars)=Med. #78: 1000 Knives Torture=Med. #81: Danku (Splitting Void)=Max #89: Kouchinomaru (Circle of Confinement)=Max Please note, that the list above is not a default setting, for members to possess. Rather, these are lists of available Kido spells. In other words, for each rank, it shows what Kido spells you are allowed to select and exchange for one of your current spells, that is defaulted into your list; therefore allowing you to customize your very own list of selected Kido spells. Remember, for each rank you are limited to the number that has been given to you, depending what rank you are. Now I will finally present the ~Rank Kido Exchange System~ It is not HUGE or anything. So don't worry. It is a pretty short system and easy to understand and use to your advantage. ~Rank Kido Exchange System ((Updated: Kido Trade Up System) wink ~((A new update has been made, due to Ivy-chan's and Rei's help and inspirational idea. So I decided to make a small change that I believe is much better than the previous one. As you saw from above this paragraph, it is called the Kido Trade Up System. What this does is allow you to trade certain level kido spells for one level higher above those kido spells. This is a most efficient trading system that does not exceed the boundaries of the number limit. And as long as the individual does not cross the limit of his kido rank level, then this system is perfect. It does not give them extra Kido spells, nor does it go over their limited level rank, as long as they go by the list of kido spells, that are available to them.))Low Level Kido ExchangeTo buy a new spell, from a list of the low level, from your designated Kido Rank List, you must exchange a Kido spell, from your defaulted list, and must match its equal level. Due to the new update, you must now follow the Trade Up System at all times. So let me show you how this works. As you are able to trade a low level Kido for another low level Kido, you may also trade two low level Kido spells for one medium level Kido spell. As long as it is listed within your available rank kido spell list, then you can get one. The same goes for getting a maximum level kido spell. If you trade four low level kido spells, you are able to get one maximum level kido spell. Medium Level Kido ExchangeTo buy a new spell, from a list of the medium level, from your designated Kido Rank List, you must exchange a Kido spell, from your defaulted list, and must match its equal level. Due to the update of the system, you are to follow the new rules that apply within this new system. Now, you are able to trade two mediums for one maximum level kido spell, as long as it is listed within your ranked kido available list. Maximum Level Kido ExchangeTo buy a new spell, from a list of the maximum level, from your designated Kido Rank List, you must exchange a Kido spell, from your defaulted list, and must match its equal level. Since there is nothing higher than the maximum level, it mostly depends on your rank. Mainly, if you are a Lieutenant or Captain, there is a few selections of other Maximum spells. Remember to follow the rule and can only exchange one maximum a for new Kido spell, equal to that level. Due to the update of the new Trade Up System, there is no longer a trade down system. So no more trading medium for two low level kido spells, trading a maximum for two mediums or three low level kido spells. That system no longer exists, nor was it very efficient to how everything works. The new Trade Up System is how the rule will work much better than the previous. And since there is nothing higher than maximum level there is nothing to use the Trade Up System for this level. Now that were done with that part, it's almost about time to wrap this up. As for the remaining spells, that have not yet been posted, I will be listing them below. Please note that they WILL have their own level differences and will apply to different ranks. However, they are NOT defaulted into your spell list, that I have already listed for all ranks. So if you truly wish to obtain these spells, you must do the same thing, as the rules apply in the ~Rank Kido Exchange System~ You must do the same exact exchanging method. Now, let's get this finally over with and put these Kido goodies on the market. Hehehe. pirate Chiyudo (Healing Spells) #2: Amatsubu (Rain Drop)=Low - For all ranks #5: Antidote=Low - For all ranks #25: Bandaidification=Med. - Only for officers and above #55: Great Barrier=Max - Only for Lieutenants and above (Mainly, these would most likely be for a healing squad, but I will allow it to be available to all) Now let's move on... Bougyoudo (Support Spells) #3: Blue Mist=Low - For all ranks. #22: Bikan (Beautiful Sight)=Med. - Only for officers and above. #25: Bansoukou=Med. - Only for officers and above. #28: Harinezumi (for both stages)=Med. - Only for officers and above. #30: Banshiissei=Med. - Only for lieutenants and above. #35: Collapse=Med. - Only for lieutenants and above. #46: Control Doll=Max - Only for lieutenants and above. #56: Area of Silence=Max Only for captains. It looks like were just about done here. ^_^ Please note again that both of these healing and supporting Kido spells are not defaulted within your list, in which I have already created for each rank. If you do not know your default setting, I suggest you please re-examine it again and keep it to good memory. If any of you wish to obtain any one of these healing/supporting Kido spells, just do the same exchanging rule, as I applied for all the others. Follow these rules well and do not create a flaw, within your profile. I, especially will be sure to thoroughly examine each of your profiles, to see if you have done so correctly.
If you do not wish to have any spells, that is alright. It is not a requirement. But if you do wish to have Kido spells, please start off with the default setting of your rank. From there, you can freely customize your own setting, to which ever unique list of spells, you want. That is all, everyone. ^^ Hope you like this whole new system and I thank captain Aizen-sama greatly, for sending these new additional Kido spells. If it wasn't for him, I woulnd't have updated this new optional system. It is a great success! ^_^ Woot!~Created by Zalian, Captain of Squad 13 (Seireitei Elite) & Squad 5 [Bleach 98]~
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Posted: Mon Dec 14, 2009 7:52 pm
Warning Conditions 1: Please do not modify any part of this system. To make changes please notify the creator, [Zalian].
2: Please don't reproduce this system for other guilds without permission from the creator. _____________________________________ Additional Kido Spells
From what I have gathered together, I have now set up a new additional list of Kido spells, thanks to captain Aizen-sama's helpful information on more spells. This will also change some default settings to some of the ranked members, along with the limit of spells they possess. In addition, this will also allow some individuals (mainly officers, lieutenants and captains) to be able to add new spells, to their collection. Furthermore, this also gives them the opportunity to exchange certain Kido spells, that matches the particular rank. This process is called the ~Rank Kido Exchange System~ I know I know! XD Lol. What's with me and adding system with almost everything? I can't really answer that myself, but it seems to suit my taste of how I do things accordingly, so don't ask. Lol. Anyway, let's continue. This new system consists of exchanging particular spells ranked with both sides. Meaning the spell needs to match the requirement of a ranked member and the other ranked spell as well. To put things in a more simplest term, let's put this into an example...
Say I was to go and exchange one of my defaulted spells, from my list, for a new spell, from the additional list. Let's say I was to choose Hado #31, which from a lieutenant's rank, I am able to use this spell twice. Now I have to choose a particular new spell that properly matches that rank, with the exact same turns. However, I can also resort to exchanging this spell for TWO other new spells, yet, they would need to be of a lower ranked spell. What this means is that the lower ranked spells would be the ones, which allow me to use 3 times.
At first, you might think that these spells are exchanged by its number of turns, as points, but no. That is not how it is done. As I said before, the spell is exchanged by it's rank only (which I will be creating soon). If I was to plan on getting a spell higher than the rank my current spell is, I cannot exchange it, due to the difference of rank. But let's say I was to exchange a certain spell, that only allows me to use once (putting Hado #33 for example), which would be considered as my highest ranked spell, it would need to match that rank, in order for the exchange to work. This also means if I was to trade it for any other lower ranked spells, I can get two spells, from a medium rank, or THREE spells lower from medium rank. See where I am getting here? All in all, this system will accordingly set a new rule, for all members to follow and use to a proper order. If you still do not fully understand any of what I have explained, please do not hesitate to PM me, and I will do what I can to help. Now let's begin with the new additional kido spells. ^_^ Then, we will work on the new ~Rank Kido Exchange System~ The New Additional Kido Spell ListHadō: Destructive Kido Spells1. 衝, Shō (Thrust) — Pushes the target away from the caster. 2. Beniikazuchi (Crimson Thunder) - 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 it breaks the enemy's orientation. Its strike is not very strong but the impact can make superficial bruises. It's a good hado for iniciants. 4. 白雷, Byakurai (White Lightning) — Fires a concentrated bolt of lightning from the caster's forefinger. 3. Kuukuu no Akuryoku (Grip of the Void) - This art creates a short-live bubble of nothingness around its target, causing weak spirits to explode. Stronger beings are not affected at all. 8. Kutsuunomaru (Circle of Pain) - 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 - Allows user to interlace energy into an item for the purpose of creating a flame. The flame is hottest about two millimeters 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 - 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 - 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 - 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. 赤火砲, Shakkahō (Shot of Red Fire) — Fires a ball of red energy at a target. 33. 蒼火墜, Sōkatsui (Blue Fire, Crash Down) — Fires a burst of blue spiritual energy at a target in a similar manner to 31, but over a wider area and with more power. 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 Shunpo, 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 100 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 - 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) - 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 - 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 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) - 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) - 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 - A large hammer appears in the air as a manifestation of the user's spiritual pressure and smashes the opponent to the ground. 54. 廃炎, Haien (Abolishing Flames) — Fires a blast of purple spiritual energy that will incinerate a target completely when it makes contact. 60. 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. 雷吼炮, Raikōhō (Thunder Roar Cannon) — Fires a massive wave of yellow energy at a target. 63. 双蓮蒼火墜, Sōren Sōkatsui (Twin Lotus Blue Fire, Crash Down) — Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety. 65. Burning Spirit - The user creates a massive tornado of whirling fire that consumes and destroys everything inside. 67. 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 - 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. Bakudō: Binding Kido spells1. 塞, Sai (Restrain) — Locks a target's arms in place behind their back. 2. Kabe (Wall) - 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. 這縄, Hainawa (Crawling Rope) — An energy rope entangles a target's arms. 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. 撃, Geki (Strike) — Engulfs a target in red light, completely paralyzing them. 13. 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) - 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) - 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 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. 45. 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) - 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. 58. Kakushitsuijyaku (Grasp of the Chasing Sparrow) - When the caster inscribes a symbol upon the ground, the targets' locations and movements can be identified. 61. 六杖光牢, Rikujōkōrō (Six Rods Prison of Light) — Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place. 75. 五柱鉄貫, Gochūtekkan (Quintet of 1 kan Iron Pillars) — Summons five incredibly tall and thick pillars to pin a target to the ground. 77. Tenteikuura (Soaring Net of the Heavens) - When the caster inscribes a symbol in the air and chants the incantation, telepathic communication with any or all people that the caster or his/her comrades have encountered is possible. 78. 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 them when the knives are plunged into the coffin. However, the longer they wait the easier it is for the person to break free. 81. 斷空, Danku (Splitting Void) — Creates an energy barrier in the form of a rectangular wall. According to some information, based on its power, it is capable of stopping destructive spells up to #89. 89. Kouchinomaru (Circle of Confinement) - 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. Chiyudo (Healing Spells)2. Amatsubu (Rain Drop) - 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 - 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 - 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 - 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. Bougyoudo (Support Spells) 3. 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) - 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 - 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: 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 - 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 - When a barrier is formed from kido, 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 meter 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 - 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 kido 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 - 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 kido (whichever is higher) is measured against the higher of the targeted peoples'. If it succeeds then everyone in the sphere is forbidden from using kido. The barrier lasts for one minute or two depending on the level of skill of the user. Now that I have finished putting in the new additional list, I will soon be creating the ~Rank Kido Exchange System~ on the first post, where the original default kido spell list is posted. So please keep your eyes open for any new posts soon. Most likely, I will be sure to make a new post, announcing that the preparations are complete.~Created by Zalian, Captain of Squad 13 (Seireitei Elite) & Squad 5 [Bleach 98]~
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Posted: Mon Dec 14, 2009 7:53 pm
This one was posted two months ago, which these spells are also newly added into the Kido System. Warning Conditions 1: Please do not modify any part of this system. To make changes please notify the creator, [Zalian].
2: Please don't reproduce this system for other guilds without permission from the creator. _____________________________________ Zalian Great news, everyone! As an early holiday gift to you all, there are now four brand new Kido spells that will now be added into the Kido system. Three of them are Bakudo Spells and the fourth is a brand new Hado Spell. Those of you, who are high ranked enough to be able to use them, I congratulate you and do hope you all enjoy them.
New Bakudō Spells
New ~ 39. 円閘扇, Enkosen (Circular Shield) — Summons a shield of condensed reiatsu to block opponents' attacks.
New ~ 62. 百歩欄干, Hyapporankan (Hundred Stepped Rails) — 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.
New ~ 63. 鎖条鎖縛, Sajō Sabaku (Chainlike Desert) — The target is wrapped from the neck down in a thick chain.
New Hadō Spell
New ~ 58. 帝国点検, Tenran (Orchid Sky) — After suspending and spinning your Zanpakuto in a circle placed in front of yourself, a widening tornado-like blast is fired towards the target.
And there you have em, folks! ^_^ Now to rate them in ranks. Please be advised that these spells are not for EVERYONE. Only particular ranks.
Lieutenants ~ Bakudo 39. 円閘扇, Enkosen (Circular Shield)=Med.
Captains ~ Bakudo 39. 円閘扇, Enkosen (Circular Shield)=Med.
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Lieutenants ~ Bakudo 62. 百歩欄干, Hyapporankan (Hundred Stepped Rails)=Brand New Expansion Max level Spell
Captains ~ Bakudo 62. 百歩欄干, Hyapporankan (Hundred Stepped Rails)=Med.
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Lieutenants ~ Bakudo 63. 鎖条鎖縛, Sajō Sabaku (Chainlike Desert)=Brand New Expansion Max Level Spell
Captains ~ Bakudo 63. 鎖条鎖縛, Sajō Sabaku (Chainlike Desert)=Med.
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Captains ~ Hado 58. 帝国点検, Tenran (Orchid Sky)=Med. ~Created by Zalian, Captain of Squad 13 (Seireitei Elite) & Squad 5 [Bleach 98]~
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Posted: Mon Dec 14, 2009 7:54 pm
Contributed by The Seireitei Elite Warning Conditions 1: Please do not modify any part of this system. To make changes please notify the creator, [Zalian].
2: Please don't reproduce this system for other guilds without permission from the creator. _____________________________________ ~The Agility System~
As we all know, in many of the Bleach groups, clans, and guilds alike, we often see many individuals misuse a certain speed ability. That ability is known as Shunpo (flash-step). A technique that allows the user to move faster than the eye can follow. This fast agility technique is a most difficult one to perfect, for it mainly depends on the user and how much he/she masters it. In the original Bleach, there has been only one individual who has truly mastered it completely and is known to be the fastest Soul Reaper in all of Soul Society. That person is Youruichi. Furthermore, she is the one person who also developed two other powerful agility techniques, using Shunpo's atributes, that are most difficult to master more than anything (but we'll get to those later).
As I stated before, people so typically misunderstand Shunpo's true abilities, thus many people believe that they can have their character appear just about anywhere they see fit, which is really abusing the true nature of Shunpo. That being said, many ranks already believe they can easily obtain such a fearsome speed. Therefore, we captains decided to create a new system. A rule that will allow a more specific understanding about Shunpo and how it SHOULD be truly used and what rank it is truly meant for. So to start things off, I will be creating certain levels of speed for each rank. This will maintain a most efficient system within agility atributes accordingly. ~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 atributes, 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.
~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 afterimage 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 afterimage and not even know the very fact that it is nothing more but an afterimage. 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. In order to properly set these as your abilities, please be sure to put your ranked agility technique(s) either under or above the Kido System and make it into a new list. Also just simply put their titles, in which you see now, as the name of their ability. Please remember your rank and do not put a certain speed ability that is over your rank level. Thank you! ~Created by Zalian, Captain of Squad 13 (Seireitei Elite) & Squad 5 [Bleach 98]~
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