Kido, or the demon arts, is the school of magic taught to shinigami to aid
them in their duties. Kido is cast through the use of complex hand
sytmbols and incantation.
Kido is split into three schools: Hdo - the destructive arts - Bakudo -
this binding arts - and the healing arts. Hdo and Bakudo coonsistt of 99
spells, each with their own name and number. Healing spells, however,
have neither a name nor an incantation.
Casting Kido
To cast a Kido spell, the shinigami has to spend Spirirtual Energy Points
(or SEP) from their pool. the cost of each level of spell is shown in table 1.
All Kido is cast spontaniously,with no need for preperation, so long as the
shinigami has enough SEP to cast it.
All Hdo and Bakudo spells have both a somatic and a vocal component
(incantation and hand seals) and unless otherwise stated, casting a
Hado/Bakudo spell is a full round action that provokes an atack of
oportunity. It is possible to cast a Kido spell without the incantation etc,
but it comes at a cost. Casting like this is a standard action that does not
provoke an attack of oportunity, but the spell is cast at 1/2 caster level.
Healing spells are designed for speed and efficiency. these have no
incantations or hand seals, and are cast as a standard action at full caster
level.
There are also unclassified spells. the exact casting details, time and cost
are given in the spell description
Augmenting Incantations
as well as the standard way of casting kido spells, it is possible to
enhance them by spending extra SEP, such as metakido feats etc. A
shinigami can spend an number of extra SEP equal to their caster level on
each spell as augmentations. A warrior shinigami can only spend 1/2 their
caster level on augmentations.
Incantationless Kido can also be augmented, but every shinigami except
for a Kido Shinigami must pay twice as many points per augmentation on
an incantationless Kido spell (unless it was made incantationless through
feats/augmentation/zankaputo abilities etc)
optional rule: Included in some of the Kido spells is a boosted version. if
you want Kido in your game to be more highly powered, then any
shinigami can cast the boosted version of the spells they know for an
extra 4 SEP. spells cast like this take a full round action, and then a
standard action.
If you want Kido in you're game to be much more powerful, consider
having the listed standard effect be the effect for skipping the incantation
instead of 1/2 caster level, and the boosted version to be the effect of
speaking the full incantation.
Maintaining a spell
some spells can be maintained, for the cost listed. the spell stays in effect
until it is negated by an outside force, the shinigami stops paying to
maintain it, or they cast another spell. in addition, whenever a shinigami
takes damage, they must pass a dc (10 + level of spell maintaiend +
number of rounds maintained) concentration test or the spell ends.
Kido Feats
Twin Incantation
Metakido
The shinigami channels two spells together at once, mixing the
incantations and hand symbols. not only is this effective, it is also very
hard to counter due to being unable to precicely determine the spell being
cast.
the caster uses 2 spells as a standard action, rather than one. Both spells
are cast as if the caster skipped the incantation. The caster chooses which
order the spells take effect, and both spells must have the same
target(s). this costs as much as casting the two spells together, + an
extra 4 SEP for each spell (though it only counts as 4 points of
augmentation, and the cost is not increased further because the spell is
being cast without the incantation).
In addition, due to the mixed nature of the spell and seals, the dc to
identify the spell is increased by 10
examples: Mixing Hado 12: fushibi with any other Hado spell will produce
a very large bang, or mixing Tszuiri raiden with a Bakudo to trap the
victim will not only bind them, but increase the damage and stun the
target temporarily
Merged Incantations
Metakido
prerequisites: Twin Incantation, level 7 kido
This is an improved version of the twin incantation method. it creates not
a half effect from each spell, but their full effect.
This functions as the twin Kido metakido feat above, however, both spells
are cast at full power (and can be boosted together for a 1.5 round
casting if that rule is in use). this costs an extra 10 SEP per spell (though
it only counts as 10 sep for the maximum augmentation limit)
False incantations
Metakido
The shinigami has become addept at masking their spell behind incorrect
incantations, false hand symbols and - in some cases - even using simple
conversation as the incantation.
this costs 2 extra SEP for any spell that does not have a reflex save, and
an extra 3 SEP for every spell that does. the DC to detect the spell being
cast is increased by 10, and the DC of any reflex save is increased by 2.
this can only be used on a spell cast with the incantation.
Kido Focus
Prerequisites: able to cast spells of the chosen discipline
Choose one kido discipline (Hdo, Bakudo, Healing), Your caster level is
assumed to be 1 higher for the purpose of casting spells from the chosen
discipline
Kido Dedication
Prerequisites: Kido focus with the chosen school
You can cast spells of the selected school without the incantation at your
full caster level, instead of half caster level.
Restorative Bindings
Metakido
Prerequisites: Kido focus (healing)
When you use a Bakudo, you can choose to make it so anyone inside the
spell gains fast healing equal to 1 + the highest level of healing spell you
can cast. this increases the number of powerpoints needed for the spell
by 2. This costs an Aditional 2 SEP
Destructive Bindings
Metakido
Prerequisites: Kido focus (Hdo)
When you use a Bakudo, you can choose to make it so anyone inside the
spell suffers untyped damage each round equal to 1 + the highest level of
Hdo you can cast. This costs an aditional 2 SEP
Kido strike
Metakido
Prerequisites: Able to cast spells
Whenever you make a melee attack, you can choose to use this ability.
You can bind one touch range/single target kido spell you know into part
of the attack. If the attack hits, the targets suffers the effect of the spell
as well as the attack. this consumes your swift action for the turn, and
costs an aditional 4 sep. this cost is not increased because the spell is
cast incantationless.
Spells
Bakudo
Bakudo 01: Sai (block)
[force, creation]
level shinigami 1
incantation unknown
range Medium (100 ft + 10 * caster level)
target: Unlimited; see below
casting time standard
duration 10 minute per caster level
save: strength/escape artist
spell resistance no
effect: the caster points at their target, causing their arms to be locked
behind their back by a rush of force.
the target is unable to ake use of their arms until they break free of the
bind, though they can still perform any action that does not require use of
their arms.
breaking the bind is either an escape artist test (at dc + 5) or strength
test that can be performed as soon as the spell is cast, and then each
further round as a move equivelant action.
alternitavely, the caster may target multiple foes with this spell. the save
dc and duration is split equally (rounding up) between each victim
Bakudo 04: Hainawa (Crawling Rope)
[light, creation]
level shinigami 1
incantation unknown
range medium (100 ft + 10 * caster level)
target: single
casting time standard
duration 10 minute per caster level
save: relfex negates; see below
spell resistance no
effect: A stream of golden rope extends from the casters fingers and
surounds the victim, preventing them from moving or acting. The target
may take a reflex save to avoid the rope. If they fail, then the victim
is Stunned for a number of rounds equal to the caster's caster level. if
they pass the reflex save, they are instead entangled.
Escaping from the ropes is a standard action that requires either a
strenght test, or a dc+5 escape artist test.
the rope is both flamabble (though this does not destroy it) and conducts
eletricity
effect: a clear disk of force forms somewhere, protecting the target. this
disk repels anything that strikes it, and temporarily paralyzes them.
the target of the spell gains a +4 shield bonus to AC and +4 spell
resistance, though they gain no penalties for using a sheild (and still gain
the bonus even if they have no free hands).
In addition, when the shield is struck by a close combat attack, the attack
must pass a will save or be stunned for 1 round, and knocked back 10 ft.
Bakudo 09: Geki (strike)
Incantation: "Disintegrate, you black dog of Rondanini!! Look upon
yourself with horror and then claw out your own throat!"
[Conjuration
Level: Shinigami 1
Casting time: Standard
Range: 30 ft
Target one creature
duration: sustained; see text
Saving throw: Yes, reflex negates
spell resistance: No
Effect: the caster draws a symbol in the air, which glows briefly with
bright red light. The light then surrounds the caster and the target,
locking them in place, in a battle of wills to maintain or break the shield
As soon as the spell is cast, the target of the spell can make a reflex save.
If they succeed, nothing happens. If they fail, then they are stunned the
next round, and maybe for longer. Each round after the first, the Target
and the caster make an opposed strength test; if the victim wins, the
spell ends and they are free; otherwise, they are immobilized for another
round. The caster can choose whether to use their strength or caster level
for this test.
However, holding the foe like this comes at a price. The energy surrounds
the caster as well, locking them in place. As long as they sustain the spell,
they too are immobilized.
Effect the caster creates a line of golden rope that shoots from her
fingertips in much the same manner as Hainawa, but more focused. The
user can direct the rope of light towards their target, and can seer it to
avoid obstacles. They can also set up the rope as a trip-wire or trap.
Anyone touched by the ropes is caught, and the rope connects to them so
long as they stay within range of the caster/rope location. This rope does
not impair movement or action, but it does shed the same amount of light
as a torch. The rope is as strong as a length of fine steel chain, and can
be used to pull willing targets. Targets connected by the rope can
communicate through it like a telepathic bond
In addition to that effect, the rope can also be used to capture and
restrain the victim. If the caster wills it, they must make a will save each
round the rope stays connected to them, or be fascinated for 1d4 rounds.
Two consecutively successful will saves causes the rope to detach. A
fascinated victim is always considered willing to be moved with the rope.
The caster generates an additional rope for every 4 caster levels they
possess, up to a maximum of 4 as caster level 13.
the practitioner raises their hand, and a sphere of red mist forms in it.
They then thow this orb to the ground at their feet, where it explodes into
a cloud of blinding smoke. It is stationary once created. The Mist obscures
all sight, including darkvision, beyond 5 feet. A creature 5 feet away has
total concealment. The caster always knows where the smoke ends.
A moderate wind (11+ mph), such as from a gust of wind spell, disperses
the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1
round. A fireball, flame strike, or similar spell burns away the fog in the
explosive or fiery spells area. A wall of fire burns away the fog in the area
into which it deals damage.
effect the caster uses their powers to bend light around the chosen
object into veil that conceals it from sight, but also distorts any reitsu.
the target is invisible until he attacks another creature. In addition, the
target gains a +10 circumstance bonus to their suppress reistu skill
thanks to the cloak's effect
Forming a golden triangle with one's finger, it shoots three beams of light
that pin the target to one place on a surface, slamming into his or her
body in three places in a shape of an equilateral triangle.
The subject must pass a reflex save or be paralysed and held in place by
the beams of light, and pushed away from the caster to the maximum
range of the spell, or until they hit another creature or object that could
reasonably stop them. If they hit an object, the creature suffers 1d6
bludgeoning damage for each 10ft they moved, to a minimum of 1d6
A trapped creature must pass either a dc 10+caster level strength test, or
a dc15 + caster level escape artist test to escape, which takes a standard
action. The binds can also be damaged; they have a resilience of caster
level (minimum 3) and 20 hit points
sorry bout the last post - I can edit them to use whatever system you
want if my hP system offends you
oh, and some more spells and feats and such things:
The caster ignites a single point of light, which then splits and forms into
a pyramid shape. The pyramid is mostly used for defence, but it can also
be used to trap a target, or to hold something in place.
Designate a starting point somewhere within range. From that point
upwards, an inverted pyramid is created with a height equal to caster
level * 5 ft. this them forms into four solid walls, with 50 hp and a
resilience equal to caster level (minimum 7). The created pyramid repairs
any damage to itself in each of the caster's turn, until the duration ends.
The inner walls are much more fragile, and have half that resilience and
HP
the walls are transparent, and anyone can see through them (with a
minor blue-ish tinge), though they stop all projectile attacks that strike
them and does not destroy them. Sound travels feely through the walls
The casters clasps their hands together as if praying, and five small orbs
of light form and circle them. As the caster raises their hands above their
head, the lights form a spinning halo, before dispersing. When the caster
slams their hands down, and the lights form into 5 incredibly large Iron
Pillars, linked together by lengths of chain.
The caster selects where the 5 Pillars come down. No one pillar can be
more than 10 feet from another Pillar. Each Pillar is 5 feet wide, 5 feet
long, and Caster level * 5 feet high. A creature is a square a Pillar comes
down in can take a reflex save to avoid being hit by the pillar. A creature
that fails this reflex save suffers 6d6 bludgeoning damage and is knocked
down. They are unable to get up or move until they can get the pillar off
of them/turn intangible/teleport etc. They suffer a further 6d6
bludgeoning damage a round.
The crushing pressure of these posts is enough that they can break
through objects with a hardness lower than or equal to their resilience
without slowing down
Alternatively, this spell can be used to create 5 thinner, targeted spears
at one specific target. This target must make a reflex save be knocked
down, pinned in place, and suffer 10d6 bludgeoning damage, and another
10d6 each turn until they can free themselves.
These poles have a resilience equal to 10 + caster level, and 50 Hp each.
If used against a single target, they work together as a single object with
resilience of 20 + caster level, with 75 hp.
These poles last until the caster wishes to dispel them or they are
destroyed.
This unique spell is the most potent of all the sealing arts. This spell
consists of three parts, each of which is cast as a separate spell, and each
must be cast again in order. Any metakido applied to one part of the spell
must be applied to the other two parts.
If, for any reason, the caster takes any action other than continuing the
spell, or fails to cast one part, they cannot cast the next part without
starting the process again.
None of these spells can be cast without the handseals/incantations
normal This spell creates a burst of force that the user can manipulate
for a numer of purpouses. the wave of force has an effective strength of
10 + caster level + Kido stat.
when used against an object/willing creature, this works like
pushing/pulling or lifting something normally, save it uses the strength
listed above instead of the casters strength score, and it can be done at
range. if the user chose to lift the target, then they can choose to
maintain the spell for an extra SEP per turn.
this spell can also be used to make a ranged bullrush attack with the
beam of force working like a medum sized creature. The target is knocked
either directly away from the caster, or directly towards them. they move
5 ft for every point they failed the opposed strength test by.
Boosted the boosted version of the spell unleashes numerous lines of
force, as opposed to just one. they can target a number of
objects/creatures equal to 1/2 their caster level, to a maximum of 5
normal the shinigami makes a touch attack against any enemy in close
range, or automatically against anything in close range (including their
weapon if they so choose). If used against an enemy, this ability deals
1d6 + 1 lightning damage per caster level, to a maximum of 5d6 + 5. in
addition, so long as whatever is touched could reasonabily channel
electricity, everything else in contact with the item or enemy takes 1d4
damage per caster level to a maximum of 5d4, though they can attempt
to avoid this fully with a dc (10 + caster level + cha modifier) reflex save
so long as they could get away from the source of the shock. the damage
dealt is empowered if the target is wearing metal armour, or
grappled/entangeled by whatever the shinigami touched origionally
Boosted: the potency of the shock is increased enough to temporarily
paralyze the victim. anything that takes damage from Tsuzuri Raiden
must then pass a dc (10 + 1/2 caster level + cha modifier) fortitude save
or be paralyzed for one round, and stunned for 1/2 caster level rounds.
Creatures that pass the fortitude save are instead stunned for 1/4 caster
level rounds
normal: The catser makes a ranged touch attack against the chosen
target. if sucesfull, the sphere of energy attatches to them, ready to blow.
if the victim is hit by another Kido spell before the flare dissipates, then
the flare explodes, dealing d6 fire damage per caster level, to a maximum
of 5d6, to everyone in a 10 ft radius of the sphere. there is also a small
chance that the flare will activate when the victim utilizes spiritual energy.
whenever they'd use SEP, they must pass a suppres a reitsu test with a
DC euqal to 1/2 the SEP used, or provoke the explosion
boosted the boosted sphere has a much greater radius, increasing to 20
ft. in addition, the maximum damage raises to 6d6 as opposed to 5d6
normal: You release a powerful stroke of electrical energy that deals 1d6
points of electricity damage per caster level (maximum 10d6) to each
creature within its area. The bolt begins at your fingertips.
Alternativley, you can choose to channel the spell as a 60 foot cone. this
option requires the user to have access to their sword to direct the energy
, so if their zankaputo is out of their hand, or destoyed/missing the blade
in any way, you can only use this spell as a line
The lightning bolt sets fire to combustibles and damages objects in its
path. It can melt metals with a low melting point, such as lead, gold,
copper, silver, or bronze. If the damage caused to an interposing barrier
shatters or breaks through it, the bolt may continue beyond the barrier.
Boosted: The damage of the spell is increased to 1d6 + 1 per caster
level, and the maximum is increased to 1d12 + 12. in addition, the range
of the spell is increased by an extra 50%
normal: The caster fires a ray or burning light, and an additional ray for
every 3 levels beyound 5. Each ray is a ranged touch attack that deals
4d6 damage, increased to d6d versus undead.
Alternitavely, the blindingly bright ray can be used to light the shinigami's
path. The shinigami can choose to target any patch of darkness, as
opposed to a character. this functions like a daylight spell cast at the
specific location, though the duration is changed from 10 minutes per
level to rounds per level.
Boosted: The energy orb splits into a much greater arc of beams. An
aditional ray is added for every 2 levels over 5, as opposed to one every 3
levels
normal: An oblong of purple flame erupts from the casters hands. You
must make a successful ranged touch attack to hit. Any creature struck
by the ray takes 2d6 points of fire damage per caster level (to a
maximum of 30d6). Any creature reduced to 0 or fewer hit points by this
spell is incinerated entierly, leaving behind only a pile of burnt ashes.
Anything hit by the blast may make a fortitude save to reduce the
damage to 1/4
When used against a non-living target, it incinerates a 10 foot cube of
flamable material, regardless of the actual melting point
Boosted: The area of the blast is increased to a widening blast,
incinerating more victims. If the ray hits, then every creature within 5*
1/2 caster level feet is effected as well, and the save only reduces the
damage to 1/2. When used against objects, this causes destruction in a
10 foot cube per 2 caster levels
normal The practitioner raises their right arm foward and outstretched,
occasionally using their left hand to grip the right arm for extra support,
with the palm facing toward the target flat toward the opponent and fires
a gigantic beam of electrical and spiritual energy resulting in a truly
enormous explosion.
The caster chooses a direction, and the blast of energy extends in that
direction hitting anything in it's path. If the beam encounters an obstacle
larger than the radium of the beam, it stops unless it can destroy the
obstacle.
Anything hit by the beam suffers 1d6 + 2 damage per caster level, to a
maximum of of 20d6 + 24 damage. this damage is 1/2 lightning, and 1/2
spiritual. the target can take a reflex save to attempt to reduce the
damage to 1/2. the sheer force of the blast can leave the caster stunned,
and they must make a sucesfull dc 18 fortitude save or become stunned
for a round. failure by more than 5 means the caster is instead knocked
down
boosted the sheer destructive force of the beam becomes the stuff of
legends, eaisly capable of reducing anything in it's path to rubble.
the radius of the beam is increased to 40 ft, and the damage caused is
increased to 2d6 + 2 per level. the backforce of the boosted spell is
increased as well, however, increasing the DC of the fortitude save to 23.
normal due to the sheer power if this spell, it cannot be manifested fully
skipping the incantation except by the strongest of kido users.
If cast without the incantation, then a powerful torent of gravity pins the
target in place whilst a box of black energy forms around the victim. when
the box is complete, multiple spears of black energy form around the
target, before skewering the box and everything inside. this deals 2d6
damage per caster level, to a maximum damage of 40d6. When the coffin
fades, the victim must make a fortitude test to avoid being rendered
unconcious from the shock.
If cast with the full incantation, then the spell takes the form not of an
insubstantial black box, but a pilar of solid, physical energy . the box
encloses the target and prevents any movement from the victim. This
functions as the previous version, however, the victim is also locked
within the coffin. they continue to suffer 1d6 per caster level gravity
damage each round until they escape. characters in the coffin, and they
begin to suffocate aas the air within the coffin runs out. the coffin is an
object with a hardness of 5 and 50 hp.
Unclassified spells
Unclassified:Sentan Hakuja (Thousand-Coil White Snake)
[teleportation]
incantation: unknown
level: shinigami 5
save: will
spell reistance: yes
range: special
targets: special
duration: instant
casting time: standard
SEP cost: 10 + 1 per person teleported
effect: A coil of white rope springs from the casters wrist, before
wrapping itself around an area, slowly tighetening, when it closes, those
inside the rope vanish in a blinding white flash, to re-appear somewhere
else.
this spell effects the caster and every one within 1/4 caster level * 5 ft
that the caster wishes to effect. they are imediatly teleported, following
all the location rules of the spell of the same name.
victims can take a will save to resist being teleported, instead remaining
where they where before.