Post by A_Shadow_of_Life on Feb 2, 2013 1:59:31 GMT -5
Earth;
Petrification:
Requires: Manipulate Earth Earthgrip, Double Earthgrip, 3 other Earth abilities.
This functions as the Perfect Freezing Blow ability from Ice, but requires 5 Sonic damage per Earth ability, instead of fire.
Generic;
Elemental Merge:
Requires: One or more powers from two different elemental types.
The elements chosen are merged into a new single type, when a creature is hit by this new element, the damage they take is the one they are weakest against. This may be taken multiple times, merging more elements into one, or new ones.
Healing;
Overcharge:
Prerequisite: Healing Attack
Benefit: If the target of your healing attack is at full hit points, you may begin granting them bonus temporary hit points that stack with themselves. You may grant a target no more temporary hit points than their maximum total hit points.
Special: Your Healing Attack now deals damage against targets healed from negative energy.
Lethal Overcharge:
Prerequisite: Overcharge
Benefit: You may as a swift action, force the positive energy you've instilled in a target to begin to become painful and try to make the victim erupt in a burst of positive energy. The target must make a fortitude save every round as long as they have temporary hit points equal to their maximum total hit points or more, if they fail this save they die as their body explodes. The DC is Spellscore modifier based.
Special: This may be taken 2 additional times. The second time, the target only needs 75% of their maximum total hit points in temporary hit points before they must save or die. The third time, the target needs only half of their maximum total hit points in temporary hit points before they must save or die.
Healing Burst:
Prerequisite: Lethal Overcharge
Benefit: When an opponent dies from Lethal Overcharge, they erupt in a burst of positive energy, healing everyone within 20 ft an amount equal to half their temporary bonus hit points upon death.
Special: This may be taken multiple times, each time increases the range by 10 ft.
Healing Form:
Benefit: This changes the form of one of the Zanpakutou’s attacks, changing it to positive energy. For example, Projectile-based Zanpakutou will now do positive energy damage, whereas Summon-based Zanpakutou will gain the positive energy subtype and do positive energy damage. Healing Blade may still be used in conjunction with Holy Form.
Restoring Blade:
Benefit: As a move action, you may cause your to Zanpakuto deal an additional 2d6 positive energy damage.
Greater Restoring Blade:
Prerequisite: Restoring Blade
Benefit: Your restoring blade now deals an additional 4d6 positive energy damage.
Superior Restoring Blade:
Prerequisite: Greater Restoring Blade
Benefit: Your restoring blade now deals an additional 6d6 positive energy damage.
Swift Restoring Blade:
Prerequisite: Restoring Blade
Benefit: You may now activate Restoring blade as a swift action.
Holy;
Heavenly Rift:
Prerequisite: Holy Form or Holy Blade
Benefit: You can open a portal to a Heavenly subdimension, as a full round action. Bringing forth an angelic being that functions as a Golem of Rank 1. You keep your Zanpakuto. This angel lasts for 3 + Spellscore modifier rounds.
Special: The first time this Angel is summoned you assign shikai abilities. Further summoning produces the same angel.
Superior Heavenly Rift:
Prerequisite: Heavenly Rift
Benefit: This functions as Heavenly Rift, except you may summon a new angel, functioning as a Rank 3 Golem. This angel lasts for 3 + Spellscore modifier rounds.
Special: The first time this Angel is summoned you assign shikai abilities. Further summoning produces the same angel.
Angelic Host:
Prerequisite: Superior Heavenly Rift
Benefit: You may summon one additional angel when using either Heavenly Rift.
Special: This may be taken up to 3 times.
Halo:
Prerequisite: Aura of Benevolence
Benefit: While your Zanpakuto is released you have golden Halo, that deals [BW] in Holy damage every time an opponent hits you.
Heavenly Smite:
Prerequisite: Holy Blade, Halo
Benefit: One per day per 4 character levels, you may declare a target to the subject of a smite effect. You gain a bonus to attack rolls equal to your spell score modifier, a bonus to weapon damage rolls equal to your character level, and a Deflection bonus to defense equal to your spellscore modifier. These bonuses last for the rest of the encounter. The bonus damage is Holy.
Blade of Holy Fire:
Benefit: Your Zanpakuto deals an extra 1d6 Fire damage, and an extra 1d6 Holy damage.
Greater Blade of Holy Fire:
Prerequisite: Blade of Holy Fire
Benefit: Your Zanpakuto now deals an extra 2d6 Fire damage, and an extra 2d6 Holy damage.
Superior Blade of Holy Fire:
Prerequisite: Greater Blade of Holy Fire
Benefit: Your Zanpakuto now deals an extra 3d6 Fire damage, and an extra 3d6 Holy damage.
Wind;
Wounding Whispers:
Requires: Blades of Wind or Hurricane Blade.
As a Standard action the wielder can invoke a aura of swirling, slashing winds that slice into anyone coming into contact with the wielder. Anyone striking the wielder with a Natural Weapon or a Non-Reach weapon automatically takes BW force damage. This ability lasts until dismissed as a swift action. This ability may be take multiple times, each time you may upgrade the range of the Wounding Whispers by a 5' radius.
Shunko;
Gain an enhancement bonus to your Unarmed Strikes equal to your spellscore modifier. Gain +2d6 Force damage to your Unarmed Strikes.
Petrification:
Requires: Manipulate Earth Earthgrip, Double Earthgrip, 3 other Earth abilities.
This functions as the Perfect Freezing Blow ability from Ice, but requires 5 Sonic damage per Earth ability, instead of fire.
Generic;
Elemental Merge:
Requires: One or more powers from two different elemental types.
The elements chosen are merged into a new single type, when a creature is hit by this new element, the damage they take is the one they are weakest against. This may be taken multiple times, merging more elements into one, or new ones.
Healing;
Overcharge:
Prerequisite: Healing Attack
Benefit: If the target of your healing attack is at full hit points, you may begin granting them bonus temporary hit points that stack with themselves. You may grant a target no more temporary hit points than their maximum total hit points.
Special: Your Healing Attack now deals damage against targets healed from negative energy.
Lethal Overcharge:
Prerequisite: Overcharge
Benefit: You may as a swift action, force the positive energy you've instilled in a target to begin to become painful and try to make the victim erupt in a burst of positive energy. The target must make a fortitude save every round as long as they have temporary hit points equal to their maximum total hit points or more, if they fail this save they die as their body explodes. The DC is Spellscore modifier based.
Special: This may be taken 2 additional times. The second time, the target only needs 75% of their maximum total hit points in temporary hit points before they must save or die. The third time, the target needs only half of their maximum total hit points in temporary hit points before they must save or die.
Healing Burst:
Prerequisite: Lethal Overcharge
Benefit: When an opponent dies from Lethal Overcharge, they erupt in a burst of positive energy, healing everyone within 20 ft an amount equal to half their temporary bonus hit points upon death.
Special: This may be taken multiple times, each time increases the range by 10 ft.
Healing Form:
Benefit: This changes the form of one of the Zanpakutou’s attacks, changing it to positive energy. For example, Projectile-based Zanpakutou will now do positive energy damage, whereas Summon-based Zanpakutou will gain the positive energy subtype and do positive energy damage. Healing Blade may still be used in conjunction with Holy Form.
Restoring Blade:
Benefit: As a move action, you may cause your to Zanpakuto deal an additional 2d6 positive energy damage.
Greater Restoring Blade:
Prerequisite: Restoring Blade
Benefit: Your restoring blade now deals an additional 4d6 positive energy damage.
Superior Restoring Blade:
Prerequisite: Greater Restoring Blade
Benefit: Your restoring blade now deals an additional 6d6 positive energy damage.
Swift Restoring Blade:
Prerequisite: Restoring Blade
Benefit: You may now activate Restoring blade as a swift action.
Holy;
Heavenly Rift:
Prerequisite: Holy Form or Holy Blade
Benefit: You can open a portal to a Heavenly subdimension, as a full round action. Bringing forth an angelic being that functions as a Golem of Rank 1. You keep your Zanpakuto. This angel lasts for 3 + Spellscore modifier rounds.
Special: The first time this Angel is summoned you assign shikai abilities. Further summoning produces the same angel.
Superior Heavenly Rift:
Prerequisite: Heavenly Rift
Benefit: This functions as Heavenly Rift, except you may summon a new angel, functioning as a Rank 3 Golem. This angel lasts for 3 + Spellscore modifier rounds.
Special: The first time this Angel is summoned you assign shikai abilities. Further summoning produces the same angel.
Angelic Host:
Prerequisite: Superior Heavenly Rift
Benefit: You may summon one additional angel when using either Heavenly Rift.
Special: This may be taken up to 3 times.
Halo:
Prerequisite: Aura of Benevolence
Benefit: While your Zanpakuto is released you have golden Halo, that deals [BW] in Holy damage every time an opponent hits you.
Heavenly Smite:
Prerequisite: Holy Blade, Halo
Benefit: One per day per 4 character levels, you may declare a target to the subject of a smite effect. You gain a bonus to attack rolls equal to your spell score modifier, a bonus to weapon damage rolls equal to your character level, and a Deflection bonus to defense equal to your spellscore modifier. These bonuses last for the rest of the encounter. The bonus damage is Holy.
Blade of Holy Fire:
Benefit: Your Zanpakuto deals an extra 1d6 Fire damage, and an extra 1d6 Holy damage.
Greater Blade of Holy Fire:
Prerequisite: Blade of Holy Fire
Benefit: Your Zanpakuto now deals an extra 2d6 Fire damage, and an extra 2d6 Holy damage.
Superior Blade of Holy Fire:
Prerequisite: Greater Blade of Holy Fire
Benefit: Your Zanpakuto now deals an extra 3d6 Fire damage, and an extra 3d6 Holy damage.
Wind;
Wounding Whispers:
Requires: Blades of Wind or Hurricane Blade.
As a Standard action the wielder can invoke a aura of swirling, slashing winds that slice into anyone coming into contact with the wielder. Anyone striking the wielder with a Natural Weapon or a Non-Reach weapon automatically takes BW force damage. This ability lasts until dismissed as a swift action. This ability may be take multiple times, each time you may upgrade the range of the Wounding Whispers by a 5' radius.
Shunko;
Gain an enhancement bonus to your Unarmed Strikes equal to your spellscore modifier. Gain +2d6 Force damage to your Unarmed Strikes.