Post by Traumatizer on Nov 12, 2013 4:52:07 GMT -5
Here is an easier to read lay out of the Kido stuff. It will be in a series of multi posts because a group member pointed out that reading it in one huge arse post was annoying to say the least.
Spellcaster[Reiatsu Feat(Noticed in Darkness and Starlight it beacme just one]
Prerequisites: Non Quincy, Spirtualy aware(racial or feat) Must of been taught Kido by someone who knows Kido.
Benefit: After taking this feat you learn one of the Kido spells and one more per two levels. The cost of each Kido is 5x their number. To be able to learn a Kido you must have its Kido bracket(Kido number divided by ten round down) INT mod. The save DC's(If they allow for saves) for each Kido is 10+ your level+ Kido Bracket+ INT mod. You may choose anyone of the Mental Stats to be your Reiatsu Score stat instead of just charisma by default.
Note: The reason I made it INT mod was because Shinigami use Kido in a way more akin to Wizards from DnD. The reason why I have Reiatsu scrore as a replacement to spellscore is becuase in the Quincy version of Spellcaster uses WIS for their abilities like Sprenger, also because my STR is 48 is a piss poor excuse for said characters spells having a higher DC.
Here are some the numbered bakudo I have re-written. The format will be Kido number and name, then a description of said Kido, Incantion if I remebered to add it(only for those who have had their incantations recited) and then in game effect.
Bakudō # 1. Sai (塞, Restrain)
Description: The practitioner, pointing his/her index and middle fingers at the intended target(s), causes the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.
Effect: Casting Sai is a standard action and it immobilizes the target for INT modifier max of three. If cast as a full round action then you may affect as many targets equal to your INT modifier. Will save yes, Strength check to break free yes.
Bakudō # 4. Hainawa (這縄, Crawling Rope)
Description: Binds enemies with a Reishi rope to stop their movement. The practitioner generates a crackling yellow energy rope within his/her hand(s) and throws it toward the opponent. The energy entangles itself around the opponent's arms and body, immobilizing them.
Effect: As sai except their is no duration cap and immobilizes them. Reflex save instead of Will save, Strenght check yes.
Bakudō # 8. Seki (斥, Repulse)
Description: The practitioner generates an orb of light blue energy, which not only blocks attacks, but repels whatever strikes it.
Effect: As mage shield except for one round per INT modifier if cast as a standard action and one round a level if cast as a full round action.
Bakudō # 9. Geki (撃, Strike)
Descrpition: The practitioner, drawing the symbols of the spell in the air, causes his/her entire body to permeate a red energy. The same red energy, engulfing the body of the target, causes complete paralysis.
Incantation: Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!" ("自壊せよロンダニーニの黒犬!! 一読し・焼き払い・自ら喉を掻き切るがいい!", "Jikai seyo, rondaniini no kuro inu! Ichidoku shi, yaki harai, mizukara nodo o kaki kiru ga ii")
Effect: Casting Geki as standard action causes the first person to attack them to be paralyzed for speelscore modifier multiplier in rounds. If cast as full round action Geki affect all who attack the caster. Fortitude save Yes.
Bakudō # 9. Hōrin (崩輪, Disintegrating Circle)
Descrpition: The practitioner, using the index and middle fingers, generates an orange hued tendril with spiraling yellow patterns which, ensnaring the opponent as the tendril wraps around their body, immobilizes them. The end of it remains in the hands of the user, allowing them to control the path of the tendril before and after capture. The Kidō can connect with another one of itself, if both have captured a target, and bind them together.
Effect: Casting horin as a standard action will only create one tendril and to link or swing Horin is a free action. Casting Horin as a Fullround action creates INT mod in tendrils. You may only have your INT modifier in horin tendrils at once. Reflex save yes, Strength Check to break free yes.
Bakudō # 21. Sekienton (赤煙遁, Red Smoke Escape)
Descrpition: As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing a quick getaway.
Effect: Casting sekienton as a standard action creates a burst of smoke granting concealment in a radius equal to your INT mod in squares and lasts for three rounds. If cast as a full round action the smoke grants total concealment and lasts five rounds.
#26. Kyokkō (曲光, Bent Light)
Descrpition: Hides the physical form and Reiatsu of the caster by bending light.
Effect: Functions as the muda ability except that it can only effect the caster. Casting this kido as a standard action causes the effect to last for your INT mod of minutes, if cast as a full round action then it lasts for level plus INT modifier in minutes.
Bakudō # 30. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
Descrpition: The practitioner, generating a burst of crackling yellow energy in his/her palm, uses that energy to draw an inverted yellow triangle, which generates solidified energy in the shape of triangles from its three points. The triangles, firing, hit the intended target and pin him/her against a nearby surface, slamming into his or her body in three places in the shape of a perfect triangle and immobilizing them.
Effect: Casting Shiotsu Sansen as a standard action will firstly bind the target if they fail the reflex save secondly this will push back the target 60 feet if they failed the reflex save and if they slammed into an object they take damage as if they had fallen 60ft and thirdly if they are slammed into an object they are immobilised for three rounds. Casting Shitotso Sanzen as a full round increases the duration of the immobilization by your INT modifier in rounds and they don't have to be slammed into an object to be immobilised. Reflex Save Yes, Strength Check to break free Yes.
Bakudō # 37. Tsuriboshi (吊星, Suspending Star)
Descrpition: Tsuriboshi is primarily used to catch. The spell creates a ball of blue energy that fires out six "ropes" from its center. The "ropes" attach themselves to any sturdy nearby object and the energy in the center solidifies into a flat elastic-like cushion. The spell can stop falling objects similar to a safety net.
Effect: Casting Tsuriboshi as a standard action will have the ropes attach to objects within 30ft and casting it as a full round action will have them latch on to objects within 90ft. If a target is caught in the ball they cannot fall any lower and they take no damage, if some one tries to fly through they can not do so unless they either do 30 points of damage or beat a strength check with a DC of 30.
Bakudō # 39. Enkōsen (円閘扇, Round Lock Fan)
Description: Enkōsen is primarily used for defense. The practitioner can use either both hands or his/her Zanpakutō in a blocking motion. The spell generates a dull yellow energy, which takes the form of a large spinning disk of condensed reiatsu, in front of the practitioner, blocking an opponent's attack.
Effect: Casting Enkosen as a standard action creates a 10-foot high, 5-foot thick wall in front of the caster which can block any attack
that does 40 or less damage, however should the attck do more than forty damage the wall is broken and the caster takes the full damage of the attack. Casting Enkosen as a full round action creates a 10-foot high, 5-foot thick wall which can bloock any attcack that does 100 damage or less, should the wall be broken the caster takes the damage of the attack minus 100. Enkosen only lasts one round or one attack whichever comes first.
Spellcaster[Reiatsu Feat(Noticed in Darkness and Starlight it beacme just one]
Prerequisites: Non Quincy, Spirtualy aware(racial or feat) Must of been taught Kido by someone who knows Kido.
Benefit: After taking this feat you learn one of the Kido spells and one more per two levels. The cost of each Kido is 5x their number. To be able to learn a Kido you must have its Kido bracket(Kido number divided by ten round down) INT mod. The save DC's(If they allow for saves) for each Kido is 10+ your level+ Kido Bracket+ INT mod. You may choose anyone of the Mental Stats to be your Reiatsu Score stat instead of just charisma by default.
Note: The reason I made it INT mod was because Shinigami use Kido in a way more akin to Wizards from DnD. The reason why I have Reiatsu scrore as a replacement to spellscore is becuase in the Quincy version of Spellcaster uses WIS for their abilities like Sprenger, also because my STR is 48 is a piss poor excuse for said characters spells having a higher DC.
Here are some the numbered bakudo I have re-written. The format will be Kido number and name, then a description of said Kido, Incantion if I remebered to add it(only for those who have had their incantations recited) and then in game effect.
Bakudō # 1. Sai (塞, Restrain)
Description: The practitioner, pointing his/her index and middle fingers at the intended target(s), causes the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people.
Effect: Casting Sai is a standard action and it immobilizes the target for INT modifier max of three. If cast as a full round action then you may affect as many targets equal to your INT modifier. Will save yes, Strength check to break free yes.
Bakudō # 4. Hainawa (這縄, Crawling Rope)
Description: Binds enemies with a Reishi rope to stop their movement. The practitioner generates a crackling yellow energy rope within his/her hand(s) and throws it toward the opponent. The energy entangles itself around the opponent's arms and body, immobilizing them.
Effect: As sai except their is no duration cap and immobilizes them. Reflex save instead of Will save, Strenght check yes.
Bakudō # 8. Seki (斥, Repulse)
Description: The practitioner generates an orb of light blue energy, which not only blocks attacks, but repels whatever strikes it.
Effect: As mage shield except for one round per INT modifier if cast as a standard action and one round a level if cast as a full round action.
Bakudō # 9. Geki (撃, Strike)
Descrpition: The practitioner, drawing the symbols of the spell in the air, causes his/her entire body to permeate a red energy. The same red energy, engulfing the body of the target, causes complete paralysis.
Incantation: Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!" ("自壊せよロンダニーニの黒犬!! 一読し・焼き払い・自ら喉を掻き切るがいい!", "Jikai seyo, rondaniini no kuro inu! Ichidoku shi, yaki harai, mizukara nodo o kaki kiru ga ii")
Effect: Casting Geki as standard action causes the first person to attack them to be paralyzed for speelscore modifier multiplier in rounds. If cast as full round action Geki affect all who attack the caster. Fortitude save Yes.
Bakudō # 9. Hōrin (崩輪, Disintegrating Circle)
Descrpition: The practitioner, using the index and middle fingers, generates an orange hued tendril with spiraling yellow patterns which, ensnaring the opponent as the tendril wraps around their body, immobilizes them. The end of it remains in the hands of the user, allowing them to control the path of the tendril before and after capture. The Kidō can connect with another one of itself, if both have captured a target, and bind them together.
Effect: Casting horin as a standard action will only create one tendril and to link or swing Horin is a free action. Casting Horin as a Fullround action creates INT mod in tendrils. You may only have your INT modifier in horin tendrils at once. Reflex save yes, Strength Check to break free yes.
Bakudō # 21. Sekienton (赤煙遁, Red Smoke Escape)
Descrpition: As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing a quick getaway.
Effect: Casting sekienton as a standard action creates a burst of smoke granting concealment in a radius equal to your INT mod in squares and lasts for three rounds. If cast as a full round action the smoke grants total concealment and lasts five rounds.
#26. Kyokkō (曲光, Bent Light)
Descrpition: Hides the physical form and Reiatsu of the caster by bending light.
Effect: Functions as the muda ability except that it can only effect the caster. Casting this kido as a standard action causes the effect to last for your INT mod of minutes, if cast as a full round action then it lasts for level plus INT modifier in minutes.
Bakudō # 30. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam)
Descrpition: The practitioner, generating a burst of crackling yellow energy in his/her palm, uses that energy to draw an inverted yellow triangle, which generates solidified energy in the shape of triangles from its three points. The triangles, firing, hit the intended target and pin him/her against a nearby surface, slamming into his or her body in three places in the shape of a perfect triangle and immobilizing them.
Effect: Casting Shiotsu Sansen as a standard action will firstly bind the target if they fail the reflex save secondly this will push back the target 60 feet if they failed the reflex save and if they slammed into an object they take damage as if they had fallen 60ft and thirdly if they are slammed into an object they are immobilised for three rounds. Casting Shitotso Sanzen as a full round increases the duration of the immobilization by your INT modifier in rounds and they don't have to be slammed into an object to be immobilised. Reflex Save Yes, Strength Check to break free Yes.
Bakudō # 37. Tsuriboshi (吊星, Suspending Star)
Descrpition: Tsuriboshi is primarily used to catch. The spell creates a ball of blue energy that fires out six "ropes" from its center. The "ropes" attach themselves to any sturdy nearby object and the energy in the center solidifies into a flat elastic-like cushion. The spell can stop falling objects similar to a safety net.
Effect: Casting Tsuriboshi as a standard action will have the ropes attach to objects within 30ft and casting it as a full round action will have them latch on to objects within 90ft. If a target is caught in the ball they cannot fall any lower and they take no damage, if some one tries to fly through they can not do so unless they either do 30 points of damage or beat a strength check with a DC of 30.
Bakudō # 39. Enkōsen (円閘扇, Round Lock Fan)
Description: Enkōsen is primarily used for defense. The practitioner can use either both hands or his/her Zanpakutō in a blocking motion. The spell generates a dull yellow energy, which takes the form of a large spinning disk of condensed reiatsu, in front of the practitioner, blocking an opponent's attack.
Effect: Casting Enkosen as a standard action creates a 10-foot high, 5-foot thick wall in front of the caster which can block any attack
that does 40 or less damage, however should the attck do more than forty damage the wall is broken and the caster takes the full damage of the attack. Casting Enkosen as a full round action creates a 10-foot high, 5-foot thick wall which can bloock any attcack that does 100 damage or less, should the wall be broken the caster takes the damage of the attack minus 100. Enkosen only lasts one round or one attack whichever comes first.