
Bleach extreme
ZANPAKUTOU
''The Zanpakutou, it's unique shape and abilities are defined by it's Soul Reaper.
A Soul Reaper is able to harness the power of the Zanpakutou by learning its
name and forming a synergistic union. The Zanpakutou is born with its
Soul Reaper and dies with its Soul Reaper; that is the existence of a Zanpakutou.''
The Shinigami gains their Zanpakutou when they graduate from the academy (central institute of spiritual art). Each Shinigami has their own unique Zanpakutou, and it reflects from the owner's personality and power. The Zanpakutou has two levels of release.
Shi-kai (Initial Release): which will increase the user's attack power. But in order to do so, they must learn the Zanpakutou's name, abilities and its cooperation. To activate your shi-kai release you must use a Standard action and active until voluntary deactivation (swift action) or lost of consciousness.
Bankai: Can be achieved starting at lv 9. It will have a SPP power cost to activate and to maintain, until voluntary deactivation (swift action) or lost of consciousness. There are two types - one creates an ability or enhances the Shikai ability which may alter appearance.
Zanpakutou Types
Each zanpakutou has two types which governs its abilities. Here are the types that will be used as themes for creating ability sets for people to use when constructing their zanpakutou.

Zanpakutou Abilities
Barrier type
"If I didn't have this bloodmist shield, you'd have taken off at least one arm..." -Urahaha Kisuke, Former 12th Division Captain
Armor/Shield:
Standard action/
Activate: Cost 2 SA to activate and 1 SA to maintain
This causes your zapakutou to encase you in a invisible suit of armor, shield of your choosing. The armor gives you a +1 bonus to your Spirit Pressure and saves. You may still fight with your Zanpakutou while using this ability. Cost 2 SA to activate and 1 SA to maintain You can stop the effect at will.
Enhanced Armor/Shield
Standard action
Cost :10 SA to activate and 5 SA to maintain
This requires the Armor/Shield barrier ability. It increases armor/shield bonus equal that of your zanpakutou’s upgrade level. Can stop the effect at will or if unconsious.
Defensive Surge
Immediate reaction
Activate: 5
In response to an attack, you may gain +4 to your Spiritual Pressure against that attack. And stacks with your other abilities. SA cost to
Greater Defensive Surge
Immediate reaction
Activate: 5
This requires Defensive Surge. Your Defensive Surge lasts until the end of your next turn. And stacks with your other abilities. SA cost to
Swift Reflexes
Immediate reaction
Activate: 5
In response to an attack that requires a reflex save, you may gain +4 to your reflex save against that attack. This ability may be taken multiple times, each time adds +4 to the save bonus. And stacks with your other abilities.
Greater Swift Reflexes
Immediate reaction
This requires Swift Reflexes. Your Swift Reflexes lasts until the end of your next turn.
Indomitable Will:
Immediate reaction
Activate: 5
In response to an attack that requires a will save, you may gain +4 to your will save against that attack. This ability may be taken multiple times, each time adds +4 to the save bonus. . And stacks with your other abilities.
Greater Indomitable Will
Immediate reaction
This requires Indomitable Will. Your Indomitable Will lasts until the end of your next turn.
Mighty Constitution:
Immediate reaction
Activate: 5
In response to an attack that requires constitution save, you may gain +4 to your fortitude save against that attack. This ability may be taken multiple times, each time adds +4 to the save bonus. . And stacks with your other abilities.
Greater Mighty Constitution
Immediate reaction
This requires Mighty Constitution. Your Mighty Constitution lasts until the end of your next turn.
True Defense
Standard action
Activate:10
This requires 3 Barrier Type abilities. It allows you to take an extra immediate reaction each turn, but only if the immediate action is used for a barrier ability.
Protective
Immediate reaction
Activate:10
This requires 3 Barrier Type abilities. This ability gives an ally (within 5 feet) a +4 to any saving throw until the end of his next turn.
Blood type
Blood-type zanpakutou drain and make use of the wielder and/or the target’s vitality to unleash devastating attacks.
Wounding
Wen your zanpakutou deals damage it also deals 1 point of Fortitude damage (untill the end of combat) in addition to his normal damage.
Greater Wounding
Prerequisite: Wounding
Your Zanpakutou now deals 1D4 points of Fortitude damage (untill the end of combat).
Blade of Blood
Increases your zanpakutou damage by 2d4. As a move action, you may increase it by an additional 2d6 for the next attack by sacrificing 1 point of Fortitude until your next extended rest. There is no limit to the amount of time that you use this power for the same attack.
Improved Blade of Blood
Prerequisite: Blade of Blood. Augment your Blade of blood die to D6 instead of D4.
Vampiric Strike
Minor action
Activate: 20
You may regain Fortitude points (up to your original stat) equal to the upgrade level of your zanpakutou. The effect last until the end of your next turn.
Greater Vampiric Strike
Prerequisite: Vampiric Strike.
Minor action
Your Vampiric Strike now make you regain Fortitude points (up to your original stat) equal to 2D4. The effect last until the end of your turn.
Vital Defense
Immediate reaction
Activate: 5
You may sacrifice your own SE to protect yourself from harm. You may increase your SP or one of your saving throws by +1 for every 3 hit points you spend in this manner. All effects last for the duration of the turn in which they are activated.
Drain Life
Activate: 10
You may make a single ranged touch attack against reflex with a range of 25 ft.+5 for every zanpakutou upgrade level. If you hit, drain SE from the target equal to your zanpakutou damage die (ex:1d8). This ability may be taken multiple times, multiplying the damage drain (ex: x2,x4,x8) .
Pain Release
Prerequisite: Drain Life and 3 Blood Type abilities
Standard action to activate it and last until the end of the battle
Activate: 20
Instead of regainin the SE by your Drain life power you may store them in your zanpakutou and release it as an attack. You can store up to 25 points of damage by upgrade level of your zanpakutou. As Standard action you may make a single touch attack against SP that deals the complete amount of stored HP in damage upon hitting. If you fail to hit, the stored hit points are not wasted. Damage is stored for one day.
Greater Pain Release
Prerequisite: Pain Release and 5 Blood Type abilities.
You can now control how much damage your Pain Release deals.
Pain Switch
Prerequisite: Wounding and zanpakutou upgrade level 5
You can now choose to deal 1 point of Strength damage in addition to your zanpakutou damage instead of Fortitude damage.
Greater Pain Switch
Prerequisite: Pain Switch and zanpakutou upgrade level 10.
Move action
Activate: 30
Your zanpakutou now deals 1 damage of Fortitude and Strenght in addition to its normal attack for the rest of the encounter . Sa points to
Darkness Type
"No matter how skilled you are, the tinge of fear created from suddenly losing all light will prevent you from capturing me.” --Tousen Kaname, Former 9th Division Captain
Darkness-type zanpakutou can shroud targets in inky darkness and obscure their senses.
Darkvision
Standard action
Activate: 5
Grants Darkvision on the wielder. The wielder can deactivate power as a free action.
Bestow Darkvision
Prerequisite: Darkvision
Standard action
Activate: 10
This allows you to give Darkvision to you and your allies in a close burst of 5ft by zanpakutou upgrade level. The people affected by this darkvision power can deactivate it at as a free action.
Swift Darkvisions
Prerequisite: Bestow Darkvision
This allows you to use Darkvision or Bestow Darkvision power as a minor action.
Darkness
Standard action
Activate: 10/5 to maintain
The zanpakutou emits a darkness that obscures everything within a 5ft radius per zanpakutou upgrade level around the user ( supernatural light still work inside). You may activate or negate the ability as a free action. You may see in your own darkness. The effect lasts until the start of your next turn. You may sustain the Darkness power as a minor action.
Bestow Darkness
Prerequisite: Darkness
Standard action.
Activate: 10
It allows you to bestow your Darkness effect on an unwilling or willing target. Make a basic range reflex attack on the target and if successful it’s now shrouded in darkness for 1 round/zanpakutou upgrade level. They may make a save at the end of their turn to negate the effect.
Swift Bestow Darkness
Prerequisite: Bestow Darkness.
Activate: 5
This allows you to use your Bestow Darkness power as a minort action.
Cloud Vision
Standard action
You create a black film over a target’s eyes, blinding them. Make a basic range reflex attack against the target, if successful the target is now blinded. Save end.
Swift Cloud Vision
Prerequisite: Cloud Vision to take.
You may use your Cloud Vision power as a swift action.
Sleep
Standard action
Activate: 10
You put the target to sleep. Make a Will basic attack and if the attack hits, the target is asleep (Helpless and the target can’t move or attack), save end.
Dark Shadows
Prerequisite: 3 darkness ability and Darkness.
Allows you to make basic range attacks inside your Darkness ability at no penality.
Bump in the Night
Prerequisite: Dark Shadows and zanpakto level 3.
Your Darkness type abilities attacks now deals an additional damage of 1d8 inside your Darkness ability per time you take this ability.
Greater Bump in the Night
Prerequisite: Bump in the Night and zanpakto level 10.
Your Darkness type abilities now deals the additional damage even outside your Darkness ability
Fire type
"All things of this world, turn to ashes. Ryuujin Jakka!" --Yamamoto-Genryuusai Shigekuni, 1st Division Commander-General
Fire-type zanpakutou employ blazing heat and scorching flame to devastate their targets.
Fire Blade
Swift action
You can change the form of the zanpakutou’s blade into fire, causing it to inflict fire damage. Flame Blade may still be used in conjunction with
Fire Blade.
Flame Form
This changes the form of one of the zanpakutou’s attacks, changing it to fire. For example, Projectile-based Zanpakutou will now do fire damage, whereas Summon-based Zanpakutou will gain the Fire subtype and do fire damage. Flame Blade may still be used in conjunction with
Flame Form.
Flame Burst
Move action
Activate:5/2 maintain
This allows you to charge your zanpakutou with roaring flame, creating an aura of fire around it that burns your foes. you can charge your zanpakutou with flame, giving it an additional 2d4 fire damage.
Greater Flame Blade
Prerequisite: Flame Blade.
Move action
Activate: 10/5 maintain
You can grant your Flame Blade ability an additional 2d4 fire damage for a total of 4d6.
Superior Flame Blade
Prerequisite: Flame Blade and Greater Flame Blade
Activate: 15/10 maintain
As a move action you can grant your Flame Blade ability an additional 2d4 fire damage for a total of 6d4.
Swift Flame Blade
Prerequisite: Flame Blade.
It allows you to manifest your Flame Blade as a Swift Action.
Fire Shield
Standard Action.
The effects of this shield are always as the Warm Fire Shield. Character level is equivalent to caster level for purposes of extra damage. This can be taken multiple times, each expands the fire shield in increments of a 5-foot burst (three times increases it to a 10-foot burst, four times to a 15-foot burst, and so on). Anybody standing within the fire shield takes the damage automatically. Alternately, taking this skill multiple times can allow the Fire Shield to set whatever ground it touches ablaze. Advancing the Fire Shield in this manner functions identically to the igniting touch ability.
Swift Fire Shield
Prerequisite: Fire Shield. Taking it again allows you to manifest your Fire Shield as a Swift Action.
Fire Adaptation
Every time you take this ability, you gain 10 resistance to fire or cold, to a maximum of 30 for each after taking this ability six times. This ability cannot be used with the Twin Zanpakutou Mastery feat, and it overlaps (does not stack) with resistances from the Cold Adaptation zanpakutou ability.
Cauterize Wounds
Standard action
This allows you to cauterize your wounds with your fire, preventing you from bleeding.It allows you to convert 2d6+level points of damage. You may take this ability multiple times, each one increases the amount of damage converted by 1d6, to a maximum of 10d6.
Oxyacetylene Flame
Prerequisite: Superior Flame Blade and Zanpakutou upgrade level 10
Activate: 30 (+5 for each time taken)/20 (+5 for each time taken) maintain
Your Flame Blade ability die damage go up (from d4 to d6). You can take this ability more than once up to d12 and each time augmenting the Zanpakutou upgrade.
Inferno
Prerequisite: Fire shield and Zanpakutou upgrade level 10.
Activate: 30
Creates burst of seering flames that deals 1d6 damage per character level. Attack each target in the burst. They must make a Reflex save against a melee attack. If the attack hits the target they have ongoing 10 fire damage save end.
General weapon type
"This is what I meant by 'don't misjudge.' My Houzukimaru ain't just a spear."
-Madarame Ikkaku, 11th Division 3rd seat
Weapon-type zanpakutou acquire abilities based around combat and combat prowess.
Ability Increase
Increase one of your ability scores by +2 while your zanpakutou is released. This ability may be taken multiple times, its effects stack if necessary.
Speed
This gives you an additional 5 feet to base land movement speed while your zanpakutou is released. It may be taken multiple times, its effects stack.
Skillfull
This ability gives you +5 to skill checks for a specific skill while your zanpakutou is released. It may be taken multiple times, its effects stack when necessary.
Awareness
You gain +4 to Soul Search skill while your Shikai is active. You always know which way is North. You may take this ability multiple times; its effects stack.
Improved Awareness
Prerequisite: requires Awareness and zanpakutou upgrade level 5 . You gain +4 to Initiative checks. You may take this ability multiple times; its effects stack.
Perfect Awareness
Prerequisite: Superior Awareness. You see all things as they truly are; you can see through normal and kidou base darkness, through concealment due to kidou, through illusions effects, kidou meant to conceal something from view (such as invisibility kidou), and similar effects. You cannot see through solid objects or natural concealment (such as fog or tall grass). For the purpose of other zanpakutou abilities, you make a Soul Search roll against their Bluff or Shinigami level check (whichever is higher).
Increased Reach
This improves the reach of a weapon by 5 feet. You still threaten the area adjacent to you when you take this ability.
Increased Mass
This increases your weapon size up. This ability may be taken multiple times.
Increased Damage
This increases the damage of your zanpakutou by one step (1d6 to 1d8, 1d8 to 1d10, 1d10 to 2d6, and so on). This ability may be taken multiple times.
Refined Technique
Each time you take this ability, you may exchange one previously gained ability for another. You must meet the prerequisites for the new ability, and any abilities which currently require the old ability as a prerequisite are lost without refund.
Change the Source
Your Zanpakutou can be changed from a weapon of brute force to a precise scalpel or a function of mathematical accuracy. Choose an ability score; your Zanpakutou now functions as though that ability score were your Strength for the purpose of attack and damage modifiers and Shikai/Bankai abilities dependent on Strength. This ability can be taken three times; once for normal melee attacks, once for Summons, and once for Projectile attacks.
Attack Type Specialist
Choose Will, Reflex, or Fortitude. Attacks made with Shikai/Bankai abilities requiring a save may be changed to require the save chosen. This choice is permanent, made for all your abilities when gaining this ability or for any ability gained when you gain it. You may take this ability multiple times; each time selecting a new save option.
Ice type
"Sode no Shirayuki doesn't simply freeze the ground. Everything within this circle, both Earth and Sky, is within Sode no Shirayuki's frozen domain!"--Kuchiki Rukia, 13th Division
Ice-type zanpakutou utilize bitter frost to freeze their targets, lowering their defenses and allowing them to shatter their foes.
Ice Blade
This changes the form of the zanpakutou’s blade into ice, causing it to inflict cold damage. Frost Blade may still be used in conjunction with Ice Blade.
Ice Form
This changes the form of one of the zanpakutou’s attacks, changing it to cold. For example, Projectile-based Zanpakutou will now do cold damage, whereas Summon-based Zanpakutou will gain the Cold subtype and do cold damage. Frost Blade may still be used in conjunction with Ice Form.
Frost Blade
Move action
Activate: 5/2 maintain
This allows you to charge your zanpakutou with bitter frost, creating a chill aura around it that freezes your foes. As a move-equivalent action, you can charge your zanpakutou with cold, giving it an additional 2d4 cold damage.
Greater Frost Blade
Activate: 10/5 maintain
This requires Frost Blade to take. It grants an additional 2d4 cold damage when manifesting Frost Blade, for a total of 4d6.
Superior Frost Blade
Activate: 15/maintain 10
This requires Frost Blade and Greater Frost Blade to take. It grants an additional 2d4 cold damage when manifesting Greater Frost Blade, for a total of 6d4.
Swift Frost Blade
Prerequisite: Frost Blade
It allows you to manifest your Frost Blade as a Swift Action.
Freezing Blow
Prerequisite: Superior Frost Blade and Zanpakutou upgrade level 10.
Activate: 30/maintain 20
Your Frost Blade ability die damage go up (from d4 to d6). You can take this ability more than once up to d12 and each time augmenting the Zanpakutou upgrade level by 5.
Fire Shield: Standard Action. The effects of this shield are always as the Warm Fire Shield. Character level is equivalent to caster level for purposes of extra damage. This can be taken multiple times, each expands the fire shield in increments of a 5-foot burst (three times increases it to a 10-foot burst, four times to a 15-foot burst, and so on). Anybody standing within the fire shield takes the damage automatically. Alternately, taking this skill multiple times can allow the Fire Shield to set whatever ground it touches ablaze. Advancing the Fire Shield in this manner functions identically to the igniting touch ability.
Cauterize Wounds: This allows you to cauterize your wounds with your fire, preventing you from bleeding. As a standard action, it allows you to convert 2d6+level points of damage. You may take this ability multiple times, each one increases the amount of damage converted by 1d6, to a maximum of 10d6.
Inferno: Prerequisite: Fire shield and Zanpakutou upgrade level 10. Creates burst of seering flames that deals 1d6 damage per character level. Attack each target in the burst. They must make a Reflex save against a melee attack. If the attack hits the target they have ongoing 10 fire damage save end. SA cost to activate: 30
Requires either Ice Blade or Frost Blade. Your zanpakutou gains the properties of a wounding weapon, but instead of constitution damage it deals dexterity or strength damage instead. This ability may be taken twice, it allows you to choose which damage type is dealt whenever you strike.
Greater Freezing Blow: Requires Freezing Blow. Ice from your zanpakutou clings to your opponent; when struck, he must make a Fortitude save or become fatigued. 2 points of fire damage per Ice ability you possess cures this fatigue.
Superior Freezing Blow: Upgrades the fatigue to exhaustion.
Perfect Freezing Blow: This requires Freezing Blow, Improved Freezing Blow, Greater Freezing Blow and four other Ice abilities. As a full-round action, you can make a single attack that, if successful, provokes a Fortitude Save. If the Fortitude save is failed, the opponent is frozen in ice and petrified until they take fire damage equal to 5 per Ice ability you possess or the effect is dispelled or healed as normal. If the Fortitude save is successful, they must make a Reflex save or be paralyzed for one round. This ability may be taken multiple times. Each time increases the DC of both saves by 2.
Ice Adaptation: Every time you take this ability, you gain 10 resistance to either cold or fire, to a maximum of 30 for each after taking this ability six times. This ability cannot be used with the Twin Zanpakutou Mastery feat, and it overlaps (does not stack) with resistances from the Fire Adaptation zanpakutou ability, but not with other magic items.
Snow Storm: This creates a constant effect of Snow in a 10-foot burst centered on you while your zanpakutou is released. Taking this ability an additional time allows you to increase the ferocity of the snow, upgrading Snow to Heavy Snow, Heavy Snow to a Snowstorm and Snowstorm to a Blizzard. Snow begins to build on the ground after 2 rounds for regular snow, but only takes 1 round with heavy snow or higher. The snow lasts on the ground for 2 rounds after you’ve moved out of the area, plus an additional 1 round per level of Snow Storm (Heavy Snow lasts for 3, Snowstorm lasts for 4, and Blizzard lasts for 5), although the counter resets whenever you move back into the area. Instead of adding a new weather effect, you may increase the burst by 10 feet each time you take this ability or you may increase the amount of rounds the snow effect lingers by 2.
Seal Wounds: This allows you to seal your wounds with your ice, preventing you from bleeding. As a standard action, it allows you to convert 2d6 points of damage into nonlethal damage. You may take this ability multiple times, each one increases the amount of damage converted by 1d6, to a maximum of 10d6.
Kidou type
"Please keep this a secret from the Captain and Ikkaku... I don't want them to hate me."--Ayasegawa Yumichika, 11th Divison 5th Seat
Kidou-type zanpakutou allow you to channel your kidou through your zanpakutou to devastating effects.
"My Zanpakutou, Hisagomaru, heals the wounds of anyone it touches." --Yamada Hanatarou, 4th Division 7th Seat
Healing-type zanpakutou enhance the properties of your healing Kidou. Favored by the 4th division, they allow for greater recovery of injuries at a faster rate.
Improved Power
This ability increases the amount of healing your spells give. Every time you take this ability, add another 1d8 to all cure spells.
Increased Proficiency
This ability increases your proficiency with Kidou. Your Kidou level is considered 1 higher for all Kidou spells you know. You may take this ability multiple times, its effects stack.
Ranged Healing
This ability allows you to deliver healing spells at range. This ability allows you to deliver your healing spell as a ranged touch from 5 feet per Zanpakutou upgrade.
Healing Aura
This requires three other healing abilities to take. It creates a soft aura around you that hastens the knitting of wounds. Any ally within a 5-foot burst centered on you gains Fast Healing 10. This ability may be taken multiple times, each successive time either increases the distance by 5 feet or the power of the Fast Healing by 5. SA cost to activate: 15 SA cost to maintain:10
Healing Attack
This ability channels positive energy directly through your Zanpakutou. When attacking, you instead heal your target for the amount of damage you would instead deal.
Pain Release
Standard action
Prerequisite: Healing Attack and 3 Kidou Type abilities
It allows you to store up damage healed through using the Healing Attack ability and release it in one attack. You can store up to 25 points of damage in your Zanpakutou, as a standard action you may make a single attack that does just the stored damage upon hitting. If you fail to hit, the attack is wasted and more must be stored up. You do not have to release all of the damage at once, you may release as much as you desire when using the attack. You may take this ability multiple times; each time increases the limit by 25.
Spell Range
Prerequisite: Improved Proficiency and 2 Kidou type abilities. It increases the range increment of your Kidou spells. You may take this ability multiple times, each time increasing the range.
Spell Blast
Activate: 5 per Kido level
This allows you to convert a spell into a blast of spiritual energy as a full-round action that does 1d6 force damage per character level, to a maximum of the spell level multiplied by 2. This can be executed as a ranged touch attack.
Kidou Boost
Prerequisite: Spell Blast
Each time it is taken, it increases Spell Blast damage by 1d6 and your effective caster level when using Spell Blast by 1. This is a net 2d6 damage boost, unless your effective Shinigami level is higher then the maximum allowable by the spell converted.
Spell Explosion
Prerequisite: Spell Blast and 3 Kidou Type abilities
It allows you to turn your Spell Blast into an explosive burst that targets a 5-foot radius spread within range. Instead of making a ranged touch attack, all those within the blast radius must make a reflex save miss for half damage. This can be taken multiple times, each time increase the radius by 5.
Elemental Kidou
This allows you to choose an energy type of your Kidou, either fire, cold, acid, electricity, or sonic, and change the damage type to that. You may take this ability multiple times; each time allows you to choose a different energy type.
Incantation
Prerequisite: Zanpakutou level 7
This ability allows you to use your Zanpakutou to aid in your incanting. It reduces the casting time of a Kidou spell from a full-round action to a standard action. You may take this ability twice, the second time allows you to cast a standard action Kidou as a swift action.
Lightning type
"All of the waves, become my shield! All of the lightning, become my sword! Sougyo noKotowari!" --Ukitake Juushirou, 13 Divison Captain
Lightning-type Zanpakutou employ fierce bolts of lightning to strike down their foes.
Lightning Blade
This changes the form of the Zanpakutou’s blade into lightning, causing it to inflict lightning damage. Crackling Blade may still be used in conjunction with Lightning Blade.
Lightning Form
This changes the form of one of the Zanpakutou’s attacks, changing it to lightning. For example, Projectile-based Zanpakutou will now do lightning damage, whereas Summon-based Zanpakutou will gain the Lightning subtype and do lightning damage. Crackling Blade may still be used in conjunction with Lightning Form.
Crackling Blade
This allows you to charge your Zanpakutou with crackling lightning, creating lightning bolts that electrocute your foes. As a move-equivalent action, you can charge your Zanpakutou with lightning, giving it an additional 2d4 lightning damage. This effect lasts until you release your hold on your Zanpakutou or reseal it.
Greater Crackling Blade
This requires Crackling Blade to take. It grants an additional 2d4 lightning damage when manifesting Crackling Blade, for a total of 4d4.
Superior Crackling Blade
This requires Crackling Blade and Greater Crackling Blade to take. It grants an additional 2d6 lightning damage when manifesting Greater Crackling Blade, for a total of 6d4.
Swift Crackling Blade
This requires Crackling Blade to take. It allows you to manifest your Crackling Blade as a Swift Action.
Lightning Bolt
This allows you to launch a Lightning Bolt from your Zanpakutou at will as a Full-Round Action. It does your Zanpakutou’s damage, but otherwise functions identically to the Lightning Bolt spell. The reflex save DC for half damage is 10+1/2 character level+constitution modifier. This does not gain the benefits of your strength modifier to damage, but it does gain the benefits of Crackling Blade.
Arcing Bolt: This requires Lightning Bolt to take. It allows your Lightning Bolt ability to function as if it were the Chain Lightning spell, jumping from target to target. Its damage remains the same.
Thunderstorm
This ability summons a ferocious thunderstorm around you. It grants the effects of a Thunderstorm centered on you that extends in outwards a five-foot burst. Unlike with a standard Thunderstorm, a lightning bolt strikes every round on a randomly chosen square within the radius. You may take this ability multiple times, each time gives either an extra lightning bolt every round or extends the radius by 5 feet.
Lightning Adaptation
Every time you take this ability, you gain 10 resistance to lightning, to a maximum of 50 for each after taking this ability five times.
Deflect Bolt
Your Zanpakutou gains the ability to deflect Lightning Bolts as per the Deflect Arrow feat. You can take this ability multiple times; it allows an extra deflection each round.
Reflect Bolt: This requires Deflect Bolt. It allows you to reflect a Lightning Bolt back at its caster. It can be used as many times as you can use the Deflect Bolt.
Redirect Bolt
This requires Deflect and Reflect Bolt. It allows you to reflect a Lightning Bolt away from you and towards a target of your choice. It can be used as many times as you can use Deflect Bolt.
Empower Bolt
This requires Deflect Bolt and Reflect Bolt or Lightning Bolt. It grants an extra 1d6 damage when either of the abilities is used. This can be taken multiple times, its effects stack.
Stunning Strike
This ability can be once per round. It functions identically to the Stunning Fist ability, with the Fortitude Save using your Constitution modifier instead of your Wisdom Modifier.
Supercharge
This requires Lightning Adaptation and three other Lightning abilities. As a full-round action, you can summon lightning bolts to energize yourself; for each time you've taken Lightning Adaptation, you gain a +10 bonus to speed, Fast Healing +1, and +1d6 electrical damage to your Zanpakutou attacks. This state lasts for one round per Lightning Adaptation ability. In addition, you are cured of fatigue and exhaustion. Multiple Supercharges do not stack.
Black Cloud Duelist
Prerequisite: Thunderstorm, Lightning Bolt, and Lightning Adaptation
As long as Thunderstorm is active, or you are in the area of a natural thunderstorm, you may choose for lightning to strike you instead of striking randomly. If you do so, you may make a Lightning Bolt attack as a free action for each time you are struck (a natural thunderstorm can only strike once per turn).
Legend of the Storm
Prerequisite: Black Cloud Duelist
Whenever you are struck by lightning from Thunderstorm or a natural thunderstorm, you may forfeit Black Cloud Duelist's benefits to instead teleport to any square within the storm's radius and your line of sight and your line of effect, and immediately make a zanpakutou attack. This attack gains the benefits of abilities such as Crackling Blade, and gains the damage bonus from Empower Bolt, if any.
Empower Bolt
Prerequisite: Black Cloud Duelist
It grants an extra 1d6 damage to Lightning Bolts used through Black Cloud Duelist.
Oppression style
Oppression-type Zanpakutou make use of a Shinigami’s Reiatsu aura to manipulate other targets in a number of different ways, from lowering a stats to choking an opponent with pure Reiatsu.
Special
Requires: intimidate rank 6
Target: A target is anyone within the area of effect whom must make an opposed Reiatsu check or level check (whichever is higher) VS the Reiatsu skill check of the user. The oppressive Reiatsu aura has an area of effect equal to a 5ft. radius per level of the Shinigami. Should someone in the area of effect beat the Reiatsu check vs. oppressive Reiatsu he may not be affected again from the same type of attack until either the battle is over or the target leaves the affected area and re-enters (IE. if you target a stat and their AC. they make one save but not the other. Then only one is suppressed by the given value. If the target leaves the affected area and then returns a new check must be made.) Under NO circumstances may a suppression effect EVER remain if the target leaves the affected area or the oppression is shut down. If the user is stunned, knocked unconscious, brought below 0 HP or level drained, the suppress effect ends. The user may choose to not be affected by his own aura. However this does not protect him from a oppression aura of another Shinigami. No effect from oppression aura may be lethal. Even if a target is reduced to negative con the target is just incapacitated, and will regain their con or other stat once the oppression has passed.
Soften armor
-2 SP to the armor class of any target within the area of affect. This affects only the ARMOR value and will not affect a target that has no armor. Likewise if the target only has an armor bonus of +1 with a dex bonus of +2, the target would lose only 1 pt of SP. this ability may be taken a total of 5 times to a total of -10 armor. Soften armor works against their Natural, class bonus SP, since that SP is from the natural hardening of their Reiatsu, and you're dampening theirs with your own.
Suppress ability
-2 to a chosen stat. You must choose this once for each stat you wish to effect. You may choose from strength, dexterity, constitution, intelligence, wisdom, charisma. If you wish to suppress: -4str -8dex -10con you must take this ability 11 times. This ability may be taken any number of times, its effects stack.
Suppress kido
Prerequisite: 1 suppression ability to take, this ability will render 5 pts of spell points unusable. the points are not spent but are simply unable to be used without a concentration check of character level + con score. this ability may be taken twice. Its effects stack.
Suppress movement
Prerequisite: 2 suppression ability to take, this ability will suppress 10 ft of movement. This will also affect shunpo. However this will not fully stop anyone. No matter the conditions, even if the user suppress 100 ft of movement. a target is always able to make a 5 ft step. This ability may be taken multiple times and the effects stack.
Improved oppressive intimidation
Oppressive aura perfection
Prerequisite: 4 suppression abilities to take
This ability suppresses the air in the area. All targets in area instantly begin to suffocate. This ability will also affect the user of this ability; the user has no choice to resist his own ability. Suffocation will halt at the point of sleep. This ability is still under the limitation that no suppress ability may be lethal
Selective Oppression aura
Prerequisite: This requires Oppression aura to take. The user can select to leave one target per level out of the oppression, thus leaving them to act normally in the aura.
Greater oppressive aura perfection
Prerequisite: Oppressive aura perfection to take, as above save that the user may now target only a single person per five HD within his area of affect. At level 5, he can target 1 person, at level 10 he can target 2 people, 15 lets him hit 3 and 20 gets 4. This includes non-shinigami levels, as long as Intimidate stays a class skill.
Poison type
"To strip movement from the four limbs of whatever it cuts... that is the power of my Ashisogi Jizou."--Kurotsuchi Mayuri, 12th Division Captain
Poison-type zanpakutou excrete and make use of poisons based around the shinigami’s own body and constitution. They use the poisons to cripple or even kill their targets.
Excrete Poison
Move action
The zanpakutou excretes a poison that coats the blade. The poison is injury based, and is expended after the first hit. The poison does one point of ability damage as initial damage and 1d2 points of ability damage as secondary damage. The type of ability damage is specified at the time this zanpakutou ability is taken. The wielder of the zanpakutou cannot be poisoned accidentally, the poison is derived from their body and they are completely immune to its effect. The Fortitude Save DC for the poison is 10+1/2 wielder’s HD+Constitution modfier. This ability may be taken multiple times, each time it gives the zanpakutou the ability to excrete a different poison that damages a different ability score. You may not excrete the same poison again until the poison has been completely used up, whether or not the poison was successful.
Increased Potency: This requires the Excrete Poison ability to take.It increases the potency of the poison excreted by the zanpakutou. It can either increase the Fortitude Save DC by 2, or it can increase the damage type of both initial and secondary damage by one step (1 to 1d2, 1d2 to 1d3, 1d3 to 1d4, 1d4 to 1d6, and so on). This only applies to one type of poison, if the Excrete Poison ability has been taken more than once you must choose which poison it applies to.
Strange Toxin: This requires the Excrete Poison ability to take. The poisons your blade secretes have unusual effects; each time you take this ability, you can either change the save required to Reflex or Will or add an additional effect to your poison. This effect can be fatigue, dazing, the shaken condition, or the sickened condition. Such an effect requires an additional Fortitude save to resist. These effects do not stack with themselves or each other on the same poison type (so your Dex poison could sicken and your Strength poison could fatigue, but you couldn't have an Int poison that dazes and fatigues). They last for one round each.
Improved Strange Toxin: This requires Excrete Poison and Strange Toxin. Each time you take this ability, you upgrade one of the effects of Strange Toxin. Fatigue becomes exhaustion, dazed becomes stunned, shaken becomes frightened, and sickened becomes nauseated. You could also choose to remove the second save (so one save determines all) or improve its DC by 2.
Greater Strange Toxin: This requires Strange Toxin to be taken for both Reflex and Will save options. Whenever an opponent is struck by your poisoned Zanpakutou, he must immediately make a Fortitude save or suffer its effects (as standard). In the next round, he must make a Reflex save or suffer its effects again. In the next round, he must make a Will save or suffer its effects again.
Evil Poison: This requires Strange Toxin to be taken for both Reflex and Will save options and Excrete Poison for all six ability scores. As a full-round action, you may make a single poisoned attack that deals 1d6 points of damage to every ability score and paralyzes an enemy for one round. This effect requires a Fort, Ref, and Will Save toavoid. This ability can be taken multiple times. Each time taken either increases the DC of all saves by 2, the damage by 1d6, or the paralysis duration by one round.
Murderous Flower of Eden: This requires Evil Poison and Superior Venom Cloud. Evil Poison may be used with Venom Cloud.
Swift Coat
Prerequisite: Excrete Pois
It allows you to excrete a coat of poison on your zanpakutou faster. You may coat your zanpakutou with poison as a swift action. This applies to any poisons you can use.
Lingering Poison
Prerequisite: Excrete Poison
The coats of poison your zanpakutou excretes last longer than normal. The poison coat lasts for an additional successful attack. This ability may be taken multiple times; each time it is taken it increases the amount of successful attacks the poison coat lasts for by one. This ability only applies to one type of poison, if the Excrete Poison ability has been taken more than once you must choose which poison it applies to.
Change Poison Derivation
Prerequisite: Excrete Poison
It changes the ability score the DC of your poison is set to. This functions for all poisons you can excrete.
Change Poison Function
Prerequisite: Excrete Poison
It allows you to change the type of saving throw required by a poison to either Reflex or Will (Reflex-based poisons use excessive coats of potent poison where trying to turn aside as much of the blade as possible is far more effective than trying to resist it, and Will-based poisons attack the mind itself, and thus can be thrown off through sheer force of will). This ability only applies to one type of poison, if the Excrete Poison ability has been taken more than once you must choose which poison it applies to.
Versatile Poison
Prerequisite: Excrete Poison
It allows you to excrete poison that is contracted by another method, either ingestion or contact. Each time you take this ability, you may choose another method of contraction. Each time you materialize your poison, you may select the contraction method it will use, and it applies to all of your poisons. Also, you may remove the poison from your blade and apply it to another object, if so desired.
Inhaled Poison
Prerequisite: Excrete Poison and Versatile Poison
It allows the poison you materialize to instead linger in the air for one round, affecting anyone adjacent to you.
Poison Cloud
Prerequisite: Excrete Poison, Versatile Poison and Inhaled Poison
It allows you to either extend the cloud of poison by 5 feet when using the Inhaled Poison ability or to extend the duration for one round each time it is taken.
Virulence
Prerequisite: Excrete Poison
It increases the potency of one kind of poison the zanpakutou can create. Either the save DC increases by 2, or the die goes up by one size. This ability can be taken multiple times.
Improved Virulence
Prerequisite: Virulence
You may combine two types of ability damage you can use with Excrete Poison into one poison. Each time this ability is taken, you may combine one additional type of poison. All poisons combined use the lowest die type and the lowest save of any poison combined; the die type, however, is improved by one size for each poison combined, and the save is increased by +2 per combined poison. You may choose not to combine poisons when poisoning your blade.
Venom Cloud
Full-round action
Prerequisite: Excrete Poison
You may exude a cloud of one of your available poisons that affects all adjacent opponents. This may be taken multiple times, each time increasing the radius by five feet.
Rapid Venom Cloud
Prerequisite: Venom Cloud
Each time taken, this reduces the time needed to use Venom Cloud, first to standard, then move, then swift action.
Improved Venom Cloud
Prerequisite: Venom Cloud
Your venom cloud lingers for one round after being exuded. Each time this ability is taken lets it linger for another round.
Greater Venom Cloud
Prerequisite: Venom Cloud and Rapid Venom Cloud to have been taken three times.
Your Venom Cloud is permanent and may be dismissed as a free action.
Superior Venom Cloud
Prerequisite: Venom Cloud and Greater Virulence.
Your Venom Cloud may now use any combined poison you have access to, and Superior Virulence applies.
Sonic type
Sonic-type zanpakutou employ sounds to confuse, deafen, and defeat their foes.
Sonic Blade: This causes the form of the zanpakutou’s to vibrate with sonic energy, causing it to inflict sonic damage. Sound Blade may still be used in conjunction with Sonic Blade.
Sonic Form: This changes the form of one of the zanpakutou’s attacks, causing it to vibrate with sonic energy. For example, Projectile-based Zanpakutou will now do sonic damage, whereas Summon-based Zanpakutou will gain the Sonic subtype and do sonic damage. Sound Blade may still be used in conjunction with Sonic Form.
Sound Blade: This causes your zanpakutou to emanate deafening sonic force. As a move-equivalent action, you begin the emanation, giving it an additional 2d6 sonic damage. This effect lasts until you release your hold on your zanpakutou or reseal it.
Greater Sound Blade: This requires Sound Blade to take. It grants an additional 2d6 sonic damage when manifesting Sound Blade, for a total of 4d6.
Superior Sound Blade: This requires Sound Blade and Greater Sound Blade to take. It grants an additional 2d6 sonic damage when manifesting
Greater Sound Blade, for a total of 6d6. Swift Sound Blade: This requires Sound Blade to take. It allows you to manifest your Sound Blade as a Swift Action.
Sonic Adaptation: Every time you take this ability, you gain 10 resistance to sonic, to a maximum of 50 for each after taking this ability five times.
Deafening Strike: This requires either Sonic Blade or Sound Blade. When you deal sonic damage with your attack, your target must make a fortitude save DC 10+1/2 character level+constitution modifier or become deafened for 1 round/character level. You may take this ability multiple times; each time increases the DC by 1.
Sound Burst: This spell functions identically to the 2nd level spell, except that it instead does 2d6 damage and allows a reflex save (DC 10+1/2 character level+constitution modifier) for half damage. The fortitude save is calculated the same way as the reflex save. You may take this ability multiple times, each time either increases the damage by 2d6, increases the radius by 5 feet, or increases the save DC by 1. Modify
Sound Burst: This requires Sound Burst to take. It allows you to change your Sound Burst into a 30 ft. cone or a 60 foot line each time you take the ability. You decide which shape you wish to use when utilizing the Sound Burst. Every 5-foot increase you have with Sound Burst counts as a 10-foot increase for a cone and 15- foot increase for a line.
Sculpted Sound: This spell functions identically to the 3rd level spell, except that you may only target one object or person. You may take this ability multiple times, each time allows another target.
Create Sound: You can create sound where there is none, creating sound from any source to the approximate volume of 80 decibels (roughly equivalent of a busy street). You may take this ability every time, each time either increases the amount of sounds you can make by one (the decibel level must be split amongst all sounds made) or allows you to increase the decibel level you can produce by 40 (90 decibels roughly equivalent to a motorcycle 25 feet away or a stereo system, 100 decibels an industrial noise, 110 decibels a rock band, 120 decibels a plane at take-off 200 feet away, 130 a military jet at take-off 50 feet away, 140 decibels the threshold of pain). Should the noise level reach 140 decibels, it does 1d6 damage to all within hearing range besides yourself. Each additional 10 decibels increases this damage by 1d6. In cases of splitting the decibels between different sounds, it is possible to produce fainter sounds (70 roughly equivalent to the interior of a department store, 60 a standard conversation, 50 a quiet automobile at low speed, 40 inside a city dwelling, 30 inside a country dwelling, 20 rustle of leaves or whispering, 10 barely audible).
Overwhelming Sound: This requires a sonic ability that does damage. It allows you to exchange lethal damage for twice the amount of d6's in nonlethal damage.
Summoning type
"If I can't hold my sword and run, then I just won't hold it."--Matsumoto Rangiku, 10th Division Lieutenant
Summoning-type zanpakutou change form into a powerful monster that attacks your foes at your command.
Summon
Your zanpakutou takes the form of a medium or small-sized animal that you specify at the time this ability is taken. It gains all of the attacks and abilities of the animal whose form it takes. The amount of damage it does for its primary attack is equal to the amount of damage your zanpakutou does, and its other attacks retain their normal damage. Its total hit points are 1/5 of your current hit point dice at the time of the manifestation (rounded up), but make use of its own constitution modifier. Its ability scores are equal to the creature’s normal ability scores. Summon is destroyed, it can simply be summoned again during your next action. A Summon may be dismissed as a free action. No ability score may be 1.5 times your own ability score at time of summon, if the base creature’s ability score is greater, it is capped at the maximum.
Summon Swarm
Prerequisite: Summon
This ability counts as the Summon ability for purposes of taking other Summon-based abilities. It allows your zanpakutou to take on the form of a swarm instead of a singular creature.
Greater Summon
Prerequisite: Summon
Your zanpakutou may take on the form of a creature either 1 size larger or smaller than normal, gaining all benefits and penalties as normal. Alternately, it can become a magical beast, aberration, humanoid, construct, fey, outsider, giant, ooze, plant, undead or vermin. The form it takes is simply the base; it gains none of the special abilities or attacks. This ability may be taken multiple times; it allows larger sizes or different subtypes.
Increased Toughness
Prerequisite: Summon
This increases the hit dice total of your summon by one step each time it is taken. The first time makes it . of your hit dice rounded down, the second time makes it 1/3, and the last time brings it to .. This ability may be taken no more than 3 times.
Extra Attack
Prerequisite: Summon
Your zanpakutou gains another attack. This attack is considered to be a secondary attack, its damage is one step below the summon’s primary attack (if the primary attack does 2d8 damage, it does 2d6 damage). This ability may be taken multiple times, each time it is taken it gives another attack. Every two extra attacks decrease the damage by another increment, so if the second and third attacks do 2d6 damage, the forth and fifth will do 1d10 damage, the sixth and seventh will do 1d8 damage, and so on. The second and third attacks gain the full strength bonus to damage, all attacks thereafter gain . strength bonus to damage. These attacks may be specified as any kind.
Increased Mobility
Prerequisite: Summon
It increases the summon’s base land speed by 10 feet and base flight speed by 20 (if applicable).
Burrowing
Prerequisite: Summon
It gives the summon the ability to burrow at . its base land speed.
Perfect Burrowing
Prerequisite: Summon and Burrowing ability to take. It allows the summon to burrow at its base land speed.
Flight
Prerequisite: Summon
Your summon gains the ability to take to the air gaining a fly speed of 60 feet with average maneuverability. You may take thisability multiple times, each time gives it an extra 10 feet of movement speed and increases its maneuverability by one step.
Retain Blade
Prerequisite: Summon
This allows you to retain a sealed version of your zanpakutou while your summon is manifest. You may attack with it as normal. If you have the Constant Release feat, you gain all of the benefits of the basic form of the zanpakutou but no others.
Improved Retain Blade
Prerequisite: Summon and Retain Blade
It allows you to use all of your shikai abilities not directly related to your Summon while using the Retain Blade ability.
Empowered Summon
Prerequisite: Summon
This ability allows you to increase any of the ability scores of your summon by +4. This ability may be taken multiple times, its effects stack whenever necessary. This allows it to exceed the ability score limit.
Focused Summon
Prerequisite: Summon and Empowered Summon
This ability allows you to increase any one of the ability scores of your summon by +4 or its natural armor by +2. This ability may be taken multiple times, its effects stack.
Magic Fang
Prerequisite: Summon
It allows you to increase the enchantment level of any one of the summon’s attacks by +1. This can be taken multiple times, its abilities stack whenever necessary. The enhancement bonus of any of the summon’s attacks cannot exceed the enhancement bonus of your zanpakutou.
Share Abilities
Prerequisite: Summon
It allows a summon to make use of any zanpakutou abilities you have that might be applicable, such as most Projectile-type abilities and most element-type abilities. If you have taken Improved Retain Blade, you must decide when the summon manifests which shikai abilities it is using.
Those abilities you may not use on your retained zanpakutou so long as the summon remains manifested.
Improved Reiatsu
Prerequisite: Summon
Your summon either gains use of your Zanpakutou abilities as though it was the wielder and its primary natural attack was the Zanpakutou or gains your Zanpakutou's enhancement bonus to all its natural attacks. When using Zanpakutou abilities with its primary natural attack, it cannot use secondary attacks.
Greater Reiatsu
Prerequisite: Summon and Improved Reiatsu
Your summon can use both of the abilites of Improved Reiatsu, and basic abilities such as Frost Blade or Ranged Form apply to all of its attacks. GM discretion applies as to what is a basic ability.
Improved Toughness
Your summon's health improves by 1/5. It gains +1 natural armor and one good save. Its Constitution improves by +2. This ability may be taken multiple times, each time increasing all effects.
Improved Mobility
Prerequisite: Summon and increased mobility
This increases the summon’s base land speed by 30 feet, gives it a fly speed equal to its base land speed or gives it a burrow speed equal to 1/2 its base speed. This ability may be taken multiple times and its effects stack. Greater Mobility: This improves the summon's existing fly speed to twice its base land speed, improves its burrow speed to its land speed, or gives it a +1 dodge bonus to AC per 30 feet of land speed it possesses. This ability may be taken multiple times. Its effects do not stack.
Size Alteration
Prerequisite: Summon
Each time this ability is taken, your summon either increases or decreases one size category. Each increase adds +2 strength, -2 dex, -1 attack and SP, and 5 feet of reach. Each decrease reverses the process (although Small characters still have 5 feet of reach). Natural weapon damage scales as appropriate. Summons cannot become larger then Colossal or smaller then Fine.
Reduced Reiatsu
Prerequisite: 5 Summon type ability
Each time you take this ability the cost of maintaining your summon is cut in 1/5 from the original maintain cost. Can be taken multiple times upt to 5/5. You still need to spend the activate cost.
Water type
"But Kyouka Suigetsu is a flower water-type Zanpakuto that uses diffused reflection in mist and flowing water to confuse enemies and create war between comrades... isn't that what you told me, Captain Aizen?" --Kotetsu Isane, 4th Division Lieutenant
Water-Type zanpakutou have several abilities. Some use the power of mirage and deceit to confuse their foes, while others utilize the untamed fury of water to devastate their enemies.
Water Breathing
This functions identically to the 3rd level Wizard spell, but lasts as long as your zanpakutou is released and can affect only you.
Bestow Water Breathing
Prerequisite: Water breathing
This allows you to bestow Water Breathing on your allies. Bestowing Water Breathing is a Standard Action that does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou.
Swift Bestow Water Breathing
Prerequisite: Bestow Water Breathing
It allows you to use the Bestow Water Breathing ability as a swift action.
Water Walk
This ability functions identically to the 3rd level Cleric spell, except it allows you to choose whether or not you immediately move towards the surface while submerged. If you choose to remain underwater, you may walk through the water as if you were walking on land, and may step through the water as if under the affect of the Air Walk spell and walking through air. This does not allow you to breath underwater if you cannot already do so. This effect is constantly active, and lasts until you reseal your zanpakutou.
Bestow Water Walk
Prerequisite: Water walk
This allows you to use Water Walk on your allies. Bestowing Water Walk is a Standard Action that does not provoke an attack of opportunity, and it lasts for 1 round/character level.
Swift Bestow Water Walk
Prerequisite: Bestow Water Walk
It allows you to Bestow Water walk as a swift action.
Create Water
This ability functions identically to the 0-level Cleric spell, but it instead allows you to create 5 cubic feet of water (approximately 24 gallons) as a standard action. You may take this ability multiple times; each time increases the amount of water you can create by 5 cubic feet.
Swift Create Water
Prerequisite: Create water
This requires Create Water to take. It allows you to use the Create Water ability as a Swift Action.
Control Water
This functions identically to the 4th level Druid spell, except that it affects a 100 ft. by 100 ft. area. You may take this ability multiple times; each time increases the affected area by 50 feet. It takes a standard action to manifest this ability.
Animate Water
Prerequisite: Control Water to take. It allows you to attack with water in the area. If there is at least 5 cubic feet of water, you can attack with it. The target takes 2d6 damage unless succeed a reflex save (DC 10+1/2 character level+dexterity modifier), in which case they take . damage. This ability allows you to attack 1 square per 5 cubic feet of water, to a maximum of 4 squares. You may take this ability multiple times, each time allows you to make use of 2 additional cubic feet of water. Also, when using this ability, you may combine the water used into one attack for an additional 2d6 damage. If this function is used, however many cubic feet of water you combine cannot be used to attack other squares. You cannot combine more than . the total number of squares you may normally attack in this fashion.
Stream
Prerequisite: Control Water
It allows you to create a pressurized stream that stems from your zanpakutou. The stream is considered to be a bull rush attack against an opponent, but uses . your character level in place your strength bonus. Also, you do not have to move, the Stream attacks in a 90 ft. line and bulrushes anybody in its path. This can be used to bullrush through walls. You may take this ability multiple times, each time gives you 15 extra feet or +2 to the bull rush check.
Whirlpool
Prerequisite: Control Water and two other water abilities
It allows you to create a whirlpool around yourself, but aside from its difference in form functions identically to the 8th level spell Whirlwind. A whirlpool is created as a Standard Action. You may take this multiple times, each time allows it to effect creatures one size category larger or increases the initial damage by 2d6 and the damage taken while suspended by 1d8.
Crushing Wave
Prerequisite:
This allows you to use water to crush your target. As a move-equivalent action, you can sheathe your zanpakutou in water, giving it an additional 2d4 damage. This effect lasts until you release your hold on your zanpakutou or reseal it.
Greater Crushing Wave
This requires Crushing Wave to take. It grants an additional 2d4 damage when manifesting Crushing Wave, for a total of 4d4.
Superior Crushing Wave
This requires Crushing Wave and Greater Crushing Wave to take. It grants an additional 2d4 damage when manifesting Greater Crushing Wave, for a total of 6d4.
Swift Crushing Wave
This requires Crushing Wave to take. It allows you to manifest your Crushing Wave as a Swift Action.
Mirage
This ability functions exactly like the 1st level spell Silent Image, except that it can create a single image of up to 50 foot by 50 foot space. It is manifested as a standard action. You may take this ability multiple times, each time allows you to increase the range by 50 feet and make one additional image or allows you to add the ability to give the illusions sound, smell, thermal illusion, tactile sense, the ability to move the images around, or to gain +2 to the save DC to disbelieve. Targets gain a will save to disbelieve (DC 10+character level+wisdom modifier) as they interact with the illusions. Each added sense gives you +1 to the DC. Directing an image requires concentration.
Improved Mirage
Prerequisite: Mirage
This ability adds minor sounds but not recognizable speech, adding +2 to the Will save DC to disbelieve.
Greater Mirage
Prerequisite: Improved mirage
This ability add sound, smell, and heat details, adding +2 to the Will save DC to disbelieve.
Superior Mirage
Prerequisite: Greater mirage
This ability allow the images to mimic you, separating to individual squares but otherwise realistically copying your actions. Observers cannot be sure which is you; as part of this effect you may make a single five-foot step before the illusions appear. Creating mirror images this way is a full-round action.
Perfect Mirage
Prerequisite: Superiror mirage
This ability allows you to set programmed scripts for your illusions of reasonable complexity (five rounds worth of actions per point of your Intelligence modifier), including your mirror images, adding +2 to the Will save to disbelieve.
Enhanced Mirage
Prerequisite: Mirage
It allows you to direct an additional image while concentrating. You may take this ability multiple times, each time allows you to direct an additional image and adds +2 to the save DC against Mirage.
Deadly Mirage
Prerequisite: Mirage and two other water abilities
It allows the illusions created by Mirage to become partially real, dealing damage to the target who believes. A target that fails to disbelieve takes 2d6 damage from any attack launched by a Mirage. This ability may be taken multiple times; each time either gives an additional 2d6 to damage or allows you to attack with one other Mirage at a time. Each time this ability is taken, the Mirage becomes more real, starting at 10% and gaining an additional 10% whenever the ability is taken again. The Mirages cannot become more than 80% real. Mirages disbelieved only do a percentage of damage equal to how real
they are.
Blending Waves
Prerequisite: Mirage
It allows you to conceal yourself in illusions, making yourself appear invisible as a standard action. This invisibility is cancelled the moment you attack, or after a number of rounds equal to your level, whichever happens first. This ability may be taken multiple times. Each time increases the amount of times you may attack before your invisibility is broken by 1, and increases the level of invisibility, making it harder for things like the True Sight ability to penetrate.
Enhanced Focus
Prerequisite: Mirage
It allows you to direct an additional image while concentrating. You may take this ability multiple times, each time allows you to direct an additional image.
Blurred Reality
Prerequisite: Mirage and two other water abilities
It allows the illusions created by Mirage to become partially real, dealing damage to the target who believes. A target that fails to disbelieve takes 2d6 damage from any attack launched by a Mirage. This ability may be taken multiple times each time either gives an additional 2d6 to damage or allows you to attack with one other Mirage at a time. Each time this ability is taken, the Mirage becomes more real, starting at 10% and gaining an additional 10% whenever the ability is taken again. The Mirages cannot become more than 80% real. Mirages disbelieved only do a percentage of damage equal to how real they are.
Blending Waves
Prerequisite: Three Mirage abilities
It allows you to conceal yourself in illusions, making yourself appear invisible as a standard action. This invisibility is cancelled the moment you attack, or after a number of rounds equal to your level, whichever happens first. This ability may be taken multiple times. Each time increases the amount of times you may attack before your invisibility is broken by 1, and increases the level of invisibility, making it harder for things like the True Sight ability to penetrate.
Undersea Knight
This ability allows you to breathe water as easily as air. You also gain a swim speed equal to your land speed. This ability can be taken multiple times; each time increases your swim speed multiplier by 1.
Improved Undersea Knight
You may choose to walk through water as though walking on land, including over its surface. You may also move through water up and down as though on a solid ramp of any degree you wish; Balance checks may be necessary if you need to move steeply without swimming.
Bestow Undersea Knighthood
Prerequisite: Undersea knight
This allows you to bestow your Undersea Knight ability on your allies. Bestowing it is a Standard Action that does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou.
Swift Bestow Undersea Knighthood
Prerequisite: Bestow Undersea Knighthood
It allows you to use the Bestow Undersea Knighthood ability as a swift action.
Light type
"When my Nijigasumi shines, it melds together with all of the other light. Once released, there will be no shadows for you to hide in." --Ichinose Maki, former 11th Division officer
Light-type Zanpakutou can illuminate and bend light to their wielder’s will, using light either to confuse or overwhelm their targets.
Illumination
The zanpakutou shines with brilliant light, illuminating the area around it as per the effects of the Daylight spell, except that it does not dispel magical darkness. This ability may be taken multiple times, each time allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness, and the Darkness zanpakutou ability) and increases the level of full illumination and dim illumination by 10. You may activate or suppress this ability as a free action.
Blinding Flash
This allows you to create a brilliant flash of light targeting all squares you threaten as a standard action. Those within range must succeed a reflex save (DC 10+1/2 character level+dexterity modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increasing the save DC by 1 or increasing the range by 5 feet, effectively making it a burst effect centered on you.
Improved Blinding Flash
Prerequisite: Blinding Flash
It allows you to make a single attack against a target and use the Blinding Flash as part of the attack, in addition to dealing normal damage.
Greater Blinding Flash
Prerequisite: Improved Blinding Flash
It allows you to attack with Blinding Flash as part of a full-round attack action. A blinding flash will only be emitted on one attack, plus one for every time you have taken Greater Blinding Flash (so in order to use it with all four attacks on a full-round attack, Greater Blinding Flash must be taken three times). Time spent blinded by failing multiple saves from this ability overlaps (does not stack).
Superior Blinding Flash
Prerequisite: Greater Blinding Flash
It allows you to add the Blinding Flash's maximum radius achieved through the blinding flash ability whenever you use Blinding Flash as part of an attack action.
Bestow Illumination
This requires Illumination to take. It allows you to bestow your Illumination effect on an unattended or willing target as a swift action. The target shines with light for 1 round/character level. You may take this ability multiple times, each time increases the duration by five rounds or allows you to target either attended objects or unwilling targets. They are allowed a will save (DC 10+1/2 character level+wisdom modifier) to negate the effect.
Faerie Fire
This functions exactly as the 1st level Druid Spell, except that it can bestow any color you desire upon the target. It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel higher level darkness effects.
Dancing Lights
This ability requires a Standard Action and functions as the 0-level spell, except that their duration is equivalent to 1 minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as move 100 feet per round. You may take this ability multiple times, each time either increases the movement speed by 50 feet and the distance a light can be from another light by 25 feet or allows them to damage anybody who enters or begins their turn on the same square as them for 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+dexterity modifier) for half damage. Subsequent takings of this ability either increase the DC by 2 or increase the damage by 1d6. The amount of Dancing Lights you may have manifested is equal to your character level, but you cannot create more than 4 dancing lights every time you use this ability to manifest the dancing lights. Up to twenty dancing lights can occupy the same square, each one increases the save DC by 2. Treat the damage from each Dancing Light as one large source of damage (i.e. two 1d6 dancing lights in the same square are considered to be one source of 2d6 damage).
Brilliant Energy
This requires a Light abilities to take, one of which must be Illumination. It gives your zanpakutou the properties of a Brilliant Energy weapon. This ability may be taken several times, each time
allows the weapon to affect a creature type it cannot normally affect (undead, constructs and objects).
Light Trail
This requires Illumination and another Light ability to take. It allows your zanpakutou to leave a trail of light (as per the effects of a Light spell) in every square you move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you have already left. You may take this ability multiple times, each time either increases the illumination and dim illumination of the trail by 10 feet or causes the trail to deal 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+dexterity modifier) for half damage. Subsequent takings of this ability either increase the DC by 2 or increase the damage by 2d6. The light trail lingers in the air for 1 round/character level. You may also increase the duration of the trail by 5 rounds by taking the ability additional times.
Bend Light
This allows you to shape illumination that you produce, allowing you to change the areas of dim and bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any more light than that (although less light may be produced if desired). This ability may be taken twice, the second time allows you to bend and shape light not produced by your zanpakutou.
Improved Bend Light: This ability requires you to have taken Bend Light. It allows you to shape your zanpakutou's light (or any light if you've taken Bend Light twice) into a Minor Image. Taking it again upgrades the image to Major or increases the number of images you can form by one. This is a standard action.
Rapid Bend Light
You can Bend Light as a move action. Taking this ability lets you Bend Light as a swift action, but you cannot create Minor Images this way unless you could normally create Major Images.
Shining Laser
This requires Bend Light and Improved Bend Light, and allows you to bend and focus light into searing beams of power. As a standard action, you may focus any bright light you could Bend into a ranged touch attack dealing 2d6 damage. This ability can be taken multiple times; to allow you to turn light in a 5-foot radius centered on a target into a Shining Laser attack (increasing the radius by 5 feet each time) requiring a Reflex save for half, to increase the damage by 2d6, or to Bend Illumination into a line of Shining Laser damage whose length is equal to Illumination's normal bright light radius (Ref save for half).
Improved Shining Laser
This requires Shining Laser, Bend Light, Improved Bend Light, and two other Light abilities. As a full-round action, you may make as many attacks as your BAB or Flurry of Blows would normally allow with Shining Laser.
Sunsword: This requires Shining Laser and Brilliant Energy. You gain your Shining Laser damage as bonus damage on zanpakutou attacks.
Wind type
"The Flower God's cries, disheveled in the wind of flowers. Disheveled in Heaven's Winds, the Heavenly Demon laughs. Katen Kyoukotsu!" --Kyouraku Shunsui, 8th Division Captain
Wind-type zanpakutou utilize and control the winds to attack their enemies and protect themselves.
Wind Blade
This changes the form of your zanpakutou, into a blade of pure force, causing it to deal force damage. This may still be used in conjunction with
Hurricane Blade
Your zanpakutou’s damage decreases by one step with this ability.
Wind Form
This changes the form of one of the zanpakutou’s attacks, changing it to pure force. For example, Projectile-based Zanpakutou will now do force damage, whereas Summon-based Zanpakutou will gain the Force subtype and do force damage. Hurricane Blade may still be used in conjunction with Wind Form. Your zanpakutou’s damage decreases by one step when using this ability.
Hurricane Blade
This allows you to charge your zanpakutou with rippling force. As a move-equivalent action, you can charge your zanpakutou with force, giving it an additional 2d4 force damage. This effect lasts until you release your hold on your zanpakutou or reseal it.
Greater Hurricane Blade
This requires Hurricane Blade to take. It grants an additional 2d4 force damage when manifesting Hurricane Blade, for a total of 4d4.
Superior Hurricane Blade: This requires Hurricane Blade and Greater Hurricane Blade to take. It grants an additional 2d4 force damage when manifesting Greater Hurricane Blade, for a total of 6d4.
Swift Hurricane Blade
This requires Hurricane Blade to take. It allows you to manifest your Hurricane Blade as a Swift Action.
Control Wind
This allows you to control the wind around you as a standard action in a 40 ft. by 40 ft. radius cylinder for ten minutes. It may be taken multiple times, each time either gives increases the range by 10 feet in both directions, allows you to increase or decrease the wind by one speed increment (to a maximum increase or decrease of the amount of times this particular ability is taken. For example, if there are currently strong winds and you’ve invested two abilities into that particular ability, you can increase the speed by one increment per standard action, to a maximum of two increments, in this case a windstorm). Taking the ability also allows you to select one of the four wind patterns that you can mould the wind into, downdraft, updraft, rotation and blast. This ability remains active for as long as your zanpakutou is released.
Gust of Wind
As a standard action, you may create a strong gust of wind as per the 2nd level spell. This ability may be taken multiple times, each time either increases the range by 10 feet or increases the size limitations (treat Large creatures as medium for the effects of the wind). If the ability is used in such a way, the smallest increment (creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet) has both die rolls increased by one step. In this case, the increase goes to 1d6 and the step above has the 1d4 effect. Subsequent uses of the ability in this manner continue to increase the damage die steps in the same pattern.
Whispering Wind
As a standard action, this ability duplicates the effects of the 2nd level spell. It can be taken multiple times, each time either doubles the amount of words allowed, increases the radius spread by 5 feet, or increases the range by an extra mile. Base range is determined by your character level (1 mile per character level).
Air Walk
As a standard action, this ability duplicates the effect of the 4th level spell for as long as your zanpakutou is released, targeting yourself. It can be taken multiple times, each time allows you to resist the effects of wind one increment stronger than normal or to grant the ability to one extra person each time the ability is taken in such a manner. If it ends while you are still in the air you begin falling immediately.
Wind Wall
Upon releasing your shikai, this creates a wall of wind around you that can deflect breath, projectile, or otherwise air-based attacks away from you. You may take this ability multiple times, each time gives you a stacking 20% chance to deflect any such attack (this applies to projectiles, arrows, thrown weapons, and breath attacks equally). You may raise the deflection percentage beyond 100%.
Wind Walk
This requires two wind abilities to take. It allows you to assume a cloud like vapor form as per the Wind Walk spell as a Standard Action. Its effect lasts as long as your shikai is released, and if it ends while you
are still in the air you begin falling immediately. You may take this ability multiple times; each time allows you to bestow it upon one extra person.
Gaseous Form
This allows you to assume a Gaseous Form as a standard action for as long as your shikai is released. It otherwise functions identically to the 3rd level spell. You may take this ability multiple times, each time gives you an additional 5 feet of fly speed.
Whirlwind
This requires three wind abilities to take. It allows you to create a Whirlwind as per the 8th level spell as a Standard Action. You may take this multiple times, each time allows it to effect creatures one size category larger or increases the initial damage by 2d6 and the damage taken while suspended by 1d8.
Projection type
"The essence of Senbonzakura is that its several hundred millions of blades have no anglethey cannot reach, creating the perfect attack from all directions."--Kuchiki Byakuya, 6th Division Captain
Projectile-type zanpakutou acquire abilities based around attacking at range and distance and effecting large areas of enemies.
Ranged Form
This allows the zanpakutou to attack as a ranged weapon. When releasing, you may release your zanpakutou into its ranged form if desired. Switching between melee and ranged is a swift action that does not provoke an attack of opportunity. While in ranged form, your weapon no longer threatens any spaces. It can attack with a range increment of 90 feet, and functions off your attack bonus (although it uses dexterity instead of strength as it is a ranged attack). Its damage is lowered by one step (so a 1d6 becomes a 1d4), and it receives no additional benefit to damage beyond the zanpakutou’s natural weapon enhancement (although other projectile abilities can change this). You may make a full attack with your weapon in ranged form.
Improved Ranged Form
Requires Ranged Form. You use normal zanpakutou damage on ranged attacks and can apply your Dexterity to damage. Range increases by 30ft. Switching to ranged form does not provoke attacks of opportunity.
Greater Ranged Form
Requires Improved Ranged Form. You still threaten adjacement spaces and your range increases by 30 feet. Switching back to melee form does not provoke attacks of opportunity.
Superior Ranged Form
Requires Improved Ranged Form. You can threaten both adjacent spaces and one five-foot square within your first range increment. Opponents are aware they are threatened. Range increases by 30ft. Switching to ranged form is a swift action.
Perfect Ranged Form
Requires Superior Ranged Form. You can, instead of threatening adjacent spaces, threaten eight five-foot squares within your first range increment. Changing what spaces are threatened is a move action. Opponents are aware they are threatened. Range increases by 30ft. Switching back to melee form is a swift action.
Air Swordsman
This requires at least four Projectile abilities to take. As a full-round action, you can make a single projectile attack as though your opponent was flat-footed.
Improved Air Swordsman
This requires Air Swordsman. You can make a single Air Swordsman attack as a standard action.
Greater Air Swordsman
This requires Improved Air Swordsman. As a full-round action, you can make a full projectile attack as though your opponent was flat-footed.
Line
This allows the zanpakutou to attack in a 100-foot line as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 50 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Cone
This allows the zanpakutou to attack in a 60-foot cone as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 30 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Burst
This allows the zanpakutou to attack in a 20-foot burst centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It may be taken multiple times; it increases the range by 10 feet every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Wall
This allows the zanpakutou to create a 50-foot long, 5-foot thick wall which can be placed anywhere within a medium range increment of the wielder as a standard action, dealing its normal damage to all in range or who attempt to pass through it. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers, although it can be dismissed voluntarily as a free action. It can be taken multiple times; it increases either the length of the wall by 25 feet, the width of the wall by 5 feet, or the duration by 1 round every time it is taken. You do not gain your strength bonus when attacking in this fashion. You still retain the SP bonus from your zanpakutou while a wall is formed.
Emanation
This requires either the Burst ability or two Projectile abilities. This allows the zanpakutou to attack in a 20-foot emanation centered on the wielder as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. The emanation lingers for 3 rounds, and the zanpakutou may not be used during the time the emanation lingers, although it can be dismissed voluntarily as a free action. It can be taken multiple times; it increases the emanation by 5 feet or the lingering effect by 1 round every time it is taken. You do not gain your strength bonus when attacking in this fashion.
Cylinder
This requires either the Burst ability or two Projectile abilities. This allows the zanpakutou to attack in a 20-foot, 40-foot tall cylinder on any point within a shortrange increment as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Intelligence modifier) for half damage. It can be taken multiple times; it either increases the range increment to medium and then long or increases the range by 5 feet or the height by 10 feet. You do not gain your strength bonus when attacking in this fashion.
Shaping
This requires at least three Projectile abilities to take. It allows the wielder to alter the area and effects of any of the following abilities: Cone, Burst, Emanation, or Cylinder. The alteration consists of creating spaces within the ability’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, abilities shaped in this way have a minimum dimension of 5 feet.
Increased Mass
This requires at least one Projectile ability that is not change form. When using any of the area-effect Projectile abilities, increase the damage by 2d6. Also, this removes 10% of the chance any windbased defense has of blowing the projectile aside.
Mighty Projectile
This allows you to add your strength bonus to Projectile attacks.
Precise Projectile
This allows you to add your dexterity bonus to Projectile attacks.
Earth type
"Crush Them! Gegetsuburi!" --Oomaeda Marechiyo, 2nd Division Lieutenant
Earth-Type zanpakutou can excrete powerful acids and shatter the ground to create different effects.
Acid Form
This changes the form of one of the zanpakutou’s attacks, changing it to condensed and solidified acid. It now causes acid damage.
Corrosive Blade
This allows you to coat your zanpakutou with corrosive acid. As a move-equivalent action, you can coat your zanpakutou with acid, giving it an additional 2d6 acid damage. This effect lasts until you release your hold on your zanpakutou or reseal it. Minor action to sustain. SA cost to activate: ??? SA cost to maintain: ???
Greater Corrosive Blade
This requires Corrosive Blade to take. It grants an additional 2d6 acid damage when manifesting Corrosive Blade, for a total of 4d6.
Superior Corrosive Blade
This requires Corrosive Blade and Greater Corrosive Blade to take. It grants an additional 2d6 acid damage when manifesting Greater Corrosive Blade, for a total of 6d6.
Swift Corrosive Blade
This requires Corrosive Blade to take. It allows you to manifest your Sonic Blade as a Swift Action.
Acid Wave
This allows you to unleash a burst of acid in a 30 foot line that does 2d6 damage (reflex save DC 10+character level+constitution modifier for half damage) to all targets. Characters that take damage from the Acid Wave must make a second reflex save at -2 to avoid taking . the damage taken (2d6 damage means 1d6 additional damage) at the beginning of their next turn. This ability can be taken multiple times, each time either increases the strength of the Acid Wave by 2d6 or increases the duration of the extra damage by 1 round.
Acid Adaptation
Every time you take this ability, you gain 10 resistances to acid, to a maximum of 50 for each after taking this ability five times.
Shattering Strike: As a standard action, you can shatter an area of ground, making the terrain rough and hard to traverse. This ability shatters the earth in a 20 foot radius burst centered on you each time it is used. Passing through shattered earth requires a DC 10 balance check to avoid falling when moving through it. Shattering Strike may be taken multiple times, each time increases either the radius by 5 feet or the DC by 2.
Using Shattering Strike in the same area a successive time has no effect beyond the initial effect. You may pass through shattered earth uninhibited.
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Earthen Fortress
This requires Shattering Strike. When standing on earth, stone, rock, or worked surfaces such as cobblestone or flagstone streets, the square or square that you occupy raises up into a 5-foot pillar, causing the squares adjacent to it to buckle and have the same effects as earth effected by your Shattering Strike. You may take this ability multiple times, it either increases the height of the pillar by 5 feet or the radius effected by 5 feet. Every time you move, the pillar you were standing on sinks into the ground and another one rises up in its place. You may activate or suppress this ability as a free action.
Earthen Keep
This requires Shattering Strike and Earthen Fortress to take. The pillars you create with Earthen Fortress do not sink back into the ground after you move away, but instead remain until otherwise changed. You may activate or suppress this ability as a free action.
Manipulate Earth
This ability functions like the 2nd level spell Soften Earth and Stone, except that it also allows you to do the reverse, hardening the target as well. This ability may be taken multiple times, each time allows you to soften or harden a different aspect (stone/clay, wet earth/mud, dry earth/sand). Also, you may instead increase the amount of earth or stone you effect by 4 feet each time it is taken, or allow this ability to effect worked stone. Use your character level to determine caster level for determining range.
Move Earth
This ability requires Manipulate Earth to take. It functions much like the 6th level spell Move Earth, allowing the zanpakutou’s wielder to affect any aspect of the earth that they are allowed with the Manipulate Earth ability as per Move Earth’s spell description. The amount of time it takes to change the terrain remains unchanged. You may take this ability multiple times, each time allows you to effect earth 10 feet zanpakutou make use of raging winds to blow their foes away.Deeper than normal. Use your character level to determine caster level for determining range.
Earthquake
This requires Shattering Strike, Manipulate Earth and Move Earth to take. It functions as the 8th level spell earthquake. It can be taken multiple times, each time increases the radius by 5 feet. Use your character level to determine caster level for determining range.




