ShinigamiAll about Kido:
- Spoiler:
Kidō is the technique that Shinigami use to focus their Spiritual Energy into a wide variety of magic spells that can serve many purposes, such as healing, defense, or combat.
Each spell is graded on a scale from 1 to 99, the latter being the most powerful and the most difficult to perform. The scale is a measure of difficulty, as there can be multiple spells which share the same level. To use Kidō, a Shinigami must recite the specific incantation for the spell, which is often long and requires a few seconds to speak.
This weakness can be negated by Shinigami capable of using Eishōhaki (詠唱破棄, lit. "Incantation Abandonment"), a technique that releases Kidō without a spirit chant. While it decreases the time needed to release the Kidō, it drastically weakens the spell. While anyone well versed in Kidō can use this technique, it is most effective when done by a skilled practitioner, otherwise the spell could utterly fail (ie: the spell explodes in the user's face). The most skilled experts are capable of using this technique to amazing effect.
Another method of circumventing the necessity of uttering an incantation for a Kidō is something called Kōjutsu Eishō (後述詠唱, lit. "Later Mention Incantation"), where the incantation is recited after initiating the spell to power it up.
The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami.
There are three main types of Kidō: binding spells, destruction spells, and healing spells.
- Bakudō (縛道, lit. "Way of Binding"): These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Kidō Barriers & Seals.
- Hadō (破道, lit. "Way of Destruction"): These are offensive spells which harm an enemy or cause damage to objects.
- Healing spells: These do not have known names, numbers, or incantations to cast, and simply heal the target. As the user holds his/her hands above the patient's wounds, his/her palms glow with green spiritual energy to facilitate healing. The mechanics of this healing technique involves the replenishment of the patient's Reiatsu first, then using the body's Reiatsu with the healer's Reiatsu in order to heal the patient's body
Though Kidō is commonly used by Shinigami in combat, it has several weaknesses that make it difficult to use for that purpose. All of the spells have fairly long incantations and require concentration; because of this, the person using the Kidō leaves themselves open to attack during the duration of the incantation.
In addition, if an opponent is familiar with Kidō, there is the possibility of them identifying the spell by its incantation before it can even be used. However, highly skilled Kidō users can use various techniques to counter these weaknesses, such as Eishōhaki, Kōjutsu Eishō and Nijū Eishō (二重詠唱, lit. "Double Incantation"), which involves mixing the incantations of two or more Kidō spells together to save time and confuse ones' opponent.
A rarer use of Kidō is mixing various spells (such as Bakudō and Hadō together) for unique effects, which is the mark of a skilled user.
Kidō is commonly seen used in instances of surprise attacks, rather then all-out assaults, being most effective when one's opponent doesn't see it coming. Kidō is also usable with just the spell name and no incantation or spell number.
The list below and levels of Reiyoku/Reiatsu Combat Determine what the maximum level of kido you can learn.
No Skill: No kido
Practitioner: -10
Expert: -5
Master: No limitation added.
1-19 = Academy Shinigami Level
20-39 = Unseated level
40-59 = Seated Level
60-79 = Vice Captain Level
80-99 = Captain level
The SE (stat Equivlant for Kido [also the base of most systems] is stated here aswell as in otehr topics)
1-9 SE is .5
10-19 SE is 1
20-29 SE is 1.5
30-39 SE is 2
40-49 SE is 2.5
50-59 SE is 3
60-69 SE is 3.5
70-79 SE is 4
80-89 SE is 4.5
90-99 SE is 5
Without an Incantation the SE is cut by half.
SHIKAI
The shikai a first release can be obtain by any seated officer or above through there application's. The other require a 2k training. The SE (stat Equivlant) for Shikai is 1, equivlant to a kido level 10-19, but this increase the SE of three combat skills.
BANKAI
Bankai Vice captains and captains can gain bankai through there application. 4th seath and 3rd seat may train 2.5K words to achive Bankai. The SE (stat Equivlant) for Bankai is 2, equivlant to a kido level 30-39, but this increase the SE of three combat skills.
ArrancarCero
Normal Cero is measured like Kido. A cero's power is measured by rank rather than level. There is also a -20 on the measure on the scale. This prevents Academy Level Arrancar from using cero. A cero fired without a charge is limited to -10 on the kido scale. Cero can be fired 1 time for full charges. An uncharged Cero can be fired 1 time, and at Captain level 2 times. The cool down for Cero uncharged is one post, for charged, two posts.
Reiyoku/Reiatsu manipulation combat skill limits cero.
No Skill- No cero
Practitioner -10
Expert -5
Master no added limitation
Academy Level-no cero
Unseated Level-1-19
Seated Level-20-39
Lueitenat Level-40-59
Captain Level-60-79
The SE of cero is the same as kido, and so is everything else >> Bala
Bala's kido measurement is 1/20 of the stronges cero useable to a character. This is normally qualified in kido 1-9, making it .5 in SE. Bala Can be fired with 3 second intervoles between them. A Captain Level may fire 20 before the one post cooldown. For a LT level it's 15, for a Seated 10 an Unseated 5. academy level arrancar cannot use cero.
Gran Cero/Gran Ray Cero
Can be only used by Espada members, Vasto Lorde hollows, Captain level Vizard because it is similar to cero in all but one way. There is no -20 limitation on Cero, letting it be as strong as a level 99 kido. The cool down for Gran Ray Cero is two posts uncharged, and three posts charged.
SE is 5, unless uncharge 4.5, or lower level of Reiyoku/Reiatsu Combat Skill.
Cero Oscuras
Can be only used by top 4 Espada or Vasto Lorde hollows Captain level Vizard because it has a super strong effect. It is the same level of power as Gran Ray Cero, but it's range and lasting effect are several times greater.
SE is 5, unless uncharged 4.5, or lower level of Reiyoku/Reiatsu Combat Skill.
Ressurection
SE 2, afecting 3 areas of combat. This is available to all arrancar. To learn this you need a 2.5K training topic.
Range, Color, and Effects vary per Character.
Fullbringer Opening Form- This is the opening power, and the stage of unlocking a peice of what was hidden. 1K traning fo any Level of Human. (Free upon registration) SE is .5 affecting 2 combat areas.
Transcending Form-This is the nearly fullfilled power of Fullbring. It is close to Shikai. 2K Traning for Any Unseated to Captain Level Human. (or Upon registration for Unseated to Captain level.) SE is 1 affecting 2 combat areas.
Final Form-This is the full power of an ability is close to Bankai, with all the full power of the Fullbring available. 2.5K Training for any Vice Captain to Captain level Human. (or Upon registration for Captain and Lt level.) SE is 2 afecting 3 combat areas.
QuincyQuincy Arrow
The strength of a Quincy arrow is the same as that of the zanpakuto of a Shinigami during sealed state, with the same level of Weapon Combat Skill.
Quincy Glove
When the glove a quincy is taken off for the first time, this increases the maximum power of their arrows untill the end of the topic, spacifically when they stop using their bow. All SE counts when the glove is taken off, are double, but only for attacks and abilities having to do with Weapon Combat Skill. The lose their Quincy powers at that time, and become normal humans. If their history qualifies, they may become Fullbringers but never reach Lueitenat level or higher with their Fullbring. The leader of the Quincy, has the power to restore the lost powers to a Quincy (not fullbringers) and grant them Lueitenat level power, until the leader position is taken over by said Quincy. The leader cannot have a glove, nor can the Lueitenat.
Unique Items
Quincy carry unique items that affect real and reiyoku world. These items varry in power, but act like kido. To use these, one can either choose a haduko of bakudo kido that, if they were a shinigami, could use as an item ability. The limitation is that only 5 items may be on a person at a time.
BountDoll
The strength of a Bount Doll is the same as that of the zanpakuto of a Shinigami during sealed state, with the same level of Weapon Combat Skill. Academy Level Bount Don't have dolls
Weapon Form
A doll's weapon form like Bankai for Captain level bount, and Shikai Level for Lueitenat to unseated level bount.
Soul Eating ability
Bount servive only because they are vampire to souls. A bount must be a vampire and suck the blood(soul) out of a reiyoku barring being to live. This temporarily boots their SE for one combat area. If this is from a captain level character, it affects two combat areas.