Name | Normal effects | Quick-cast effects | Boosted effects |
Bakudo 02: Tamashii Maki No Uchigawa | Costs 25 reiatsu. Creates veil covering a 20ft burst. All melee attacks made within the veil have a 20% chance to miss. Any ranged attack either within the veil or targetting someone within from outside have a 50% chance to miss. Duration is 1 minute/level | Normal cost, normal effects, duration is divided by 3. | Costs +20 reiatsu. Can be cast on a specific target to have the veil move with them. Good for making a ranged enemy less effective. |
Bakudo 06: Kaisatsuguchi | Costs 25 Reiatsu. Gives +2 armour mod to defence for 1 hour per level. | Normal cost, normal effects, duration is divided by 3. | Costs +var reiatsu. For each 20 reiatsu spent to boost this Kido it gives +1 armour for the duration. No cap.
Example: 125 reiatsu spent gives +7 mod for 1 hour per level. |
Bakudo 09: Geki | Costs 25 Reiatsu. Target must make a reflex saving throw to avoid your gaze. If they fail, they're locked in place until either they win an opposed Will check or you run out of reiatsu. You can't move either during this spell. Maintaining the kido requires 13 reiatsu every 6 seconds (per turn) | Normal cost, Halves the reflex DC to avoid your gaze. Normal maintain cost. | Cost: +Var. For each 20 reiatsu spent, increase the reflex save's DC by 2. Normal maintain cost. |
Bakudo 10: Hōrin | Costs 75 reiatsu.
The caster creates a line of golden rope that shoots from their fingertips.
The user can direct the rope of light towards their target and can steer it to avoid obstacles. They can also set up the rope as a trip-wire or trap.
Anyone who touches the rope is
snared and the rope wraps about them so long as they stay within range of the caster/rope's location.
This rope does not impair movement or actions of the caster and is as strong as a length of fine steel chain and can be used
to pull targets. Targets connected by the rope can communicate through it like a telepathic bond.
A creature that is ensnared by the
rope is entangled and immobile for as long as they remain bound in the rope. A victim is allowed to attempt to escape from the rope every 1d4 rounds. This is done by making a Will save. On a success the rope slackens enough to allow movement. Asecond successful Will save completely disengages the victim from the rope. A victim is always considered willing to be moved with the rope.
The caster generates an additional
rope for every 4 levels they possess, up to a maximum of 4 as level 13.
It lasts for one minute/level | Normal cost. DC to resist the rope is halved, duration is divided by 3. Normal cost | Cost: +30 reiatsu. The rope sheds bright light like a torch. |
Bakudo 16: Denkieidō Shīrudo | Costs 75 Reiatsu. Creates a shield that gives you +2 defence. The bonus is also applied against incorporial touch attacks.
At any time as a free action you can detonate the shield so it does 1d6 electric damage to all targets within a 5ft burst of you, including yourself. Lasts as long as you pay the maintaince cost of 38 reiatsu per turn or until one minute/level has passed. | Same cost. Effect is the same, damage from the explosion is halved, max duration is divided by 3. | Cost +30 reiatsu (And plus 15 per turn). When a creature misses an attack against you while the shield is deployed they take 1d6 electric damage + 1d6 for each 4 they missed you by.
Example: If their attack was 20 and your defence was 28, they'd take 3d6 damage. |
Bakudo 07: Sankaku | Costs 75 Reiatsu.
This spell creates a shimmering,
magical field around the touched creature
that averts attacks. The spell grants the
subject a +1 deflection bonus to defense,
with an additional +1 to the bonus for every
4 levels you have (max +5)
It lasts for one minute/level | Normal cost, effects act as if your level were divided by 3, duration is divided by 3. | Cost +30 reiatsu. For each time you pay the cost, you can give someone else the shield too. |
Bakudo 11: Suna no Naka ni Kaku | Costs 75 Reiatsu.
You draw a glowing crimson line in
the ground. Creatures in the area of effect,
begin to glow with a faint reddish outline,
while this spell persists you may attempt a
number of additional attacks of opportunity
per round equal to your spellcasting ability
score modifier against these marked
creatures, although this does not allow you
to make more than one attack against a
single creature per action.
It lasts for one round/level | Normal cost, normal effects, duration is divided by 3. | Cost: +30 reiatsu. For each time you pay the cost you can make 1 more AoO above what this spell would normally allow. |
Bakudo 20: Yokuatsu-teki Taikutsu | Cost: 150 Reiatsu
You fill your target with boredom.The target loses all interest in its currenttask and must make a Will save against the spell's effect in order to perform its next action. If the target fails, it takes no action that round. The boredom lasts until the duration expires or the target breaks thespell's effect with a successful Will save. | Normal cost. DC to resist the spell is halved, duration is divided by 3. | Cost: +40 Reiatsu. A target that fails the save is so bored they leave the combat entirely (Gives half EXP, though that might change depending on the situation) |
Bakudo 24: Taiyō o Osoreru | Cost: 150 Reiatsu
Each target that fails its saving throwgains light blindness, Creatures with lightblindness are blinded for 1 round if exposed to bright light, such as sunlight or a spell of level 2 or higher that emits light or similar light source. Such creatures are then dazzled as long as they remain in areas of bright light.If you cast this spell in the presence of bright light, any target that fails its saveis blinded immediately, and dazzled starting at the beginning of its first turn. | Normal cost. DC to resist the spell is halved, duration is divided by 3. | Cost: +40 Reiatsu. The duration of this spell becomes days/level instead of rounds/level |
Bakudo 26: Kyokkō | Cost: 150 Reiatsu
The caster uses their powers to bendlight around the chosen object in a veil that conceals it from sight, but also distorts any Reiatsu.The target is invisible until he attacks another creature. In addition, the target gains a +10 circumstance bonus to suppress their Reiatsu thanks to the cloak's effect.
Duration:
Concentration up to 1
minute/caster level | Normal cost, normal effects, duration is divided by 3. | Cost: +40 Reiatsu. The spell also perfectly conceals your reiatsu instead of just giving a bonus. |
Bakudo 28: Tekase Zetsuboo Shimasu | Cost: 150 Reiatsu
The spellcaster draws upon the targets own self-doubt and worries to restrict their actions and slow their movement. If the victim fails their save,then they suffer a -4 penalty on all attack,damage, and all saves.
Can be cast on large groups at the same time | Normal cost. DC to resist the spell is halved, duration is divided by 3. | Cost: +40 Reiatsu. for each time it's paid, the penalty increases by 1 |
Bakudo 14: Shin'iki | Cost: 75 Reiatsu
Any opponent attempting to strike orotherwise directly attack the warded creature, even with a targeted spell, mustattempt a Will save. If the attackersucceeds, the opponent can make theattack normally and is unaffected by that casting of this spell.If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell doesnot prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act.
Concentration spell. | Normal cost. DC to resist the spell is halved, duration is divided by 3. | For every extra 30 Reiatsu spenton this spell, you may increase the spells save Dc by +1. |
Bakudo 17: Shikonomitate | Cost: 75 Reiatsu
A magical field appears around you,glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows,rays, and other ranged attacks. Each ranged shot directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects ofconcealment). Other attacks that simply work at a distance are not affected. | Normal cost, normal effects, duration is divided by 3. | For every extra 30 Reiatsu spenton this spell, you may increase the misschance by 1%. |
Bakudo 19: Nami Shīrudo | Cost: 75
You create a rushing torrent of water
in the rough outline of a shield. The water
protects you from one physical or fire
attacks, granting you Dr/Electric and fire
resistance equal to half the casters level
(minimum 1) on that attack. Once the spell
has reduced the damage of one attack
against you, it is discharged. Only lasts 1 round | Normal cost, DR becomes caster level divided by 6. | For every extra 30 Reiatsu spenton this spell, you may have the shieldremain for an extra round before it breaks |
Bakudo 01: Sai | Cost: 25
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 make use of
their arms until they break free of the
bindings, though they can still perform any
action that does not require use of their
arms.
To break the binds the target must
make either an escape artist check (Dc 10+the casters level) or strength check (Dc 5 + the casters level), the target may make this
save when the spell is cast, then again
each subsequent round as a move action. | Normal Cost, Duration is greatly reduced and it's relatively easier to break free | For every extra 20 Reiatsu spent
on this spell, the caster may target an
additional foe with this spell. The save dc
and duration is divided equally (rounding
up) between each victim
|
Bakudo 03: Han no Shokei Shimasu | Cost: 25
The spellcaster brings her hands
together and bows her head in solemn
judgement. The act completed, they raise
their blade to mark the guilty, who is then
enshrouded in a malevolent red light.
The target may make a will save. If
they fail, then they become illuminated.
They glow with as much light as a torch,
and thus cannot benefit from abilities such
as invisibility, blink, or other similar effects,
nor can they hide. | Normal Cost, Reduced range and duration | For every extra 20 Reiatsu spent
on this spell, you may target 1 additional
creature or object.
|
Bakudo 21: Sekienton | Cost: 150
The Spellcaster raises their hand,
and a sphere of red mist forms in it. They
then throw 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 further than 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 spell's area. A
wall of fire burns away the fog in the area
into which it deals damage.
| Burst is smaller and doesn't last as long | For an extra 40 Reiatsu spent on
this spell, you may prime the cloud with
Reiatsu so that in 3 rounds the cloud
explodes dealing 1d6 +1d6 per the casters
level (Max of 5d6) fire damage to every
creature caught in the cloud.
|
Bakudo 30: Shitotsu Sansen | Cost: 225
Forming a triangle with one's finger,
the spellcaster 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 succeed on a
reflex save or become trapped 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 strength check (Dc 10+ caster level), or
an escape artist Check (Dc 15 + caster
level) to escape, either of which take a
standard action. The binds can also be
damaged; they have a resilience of 1/2 the
casters level (minimum 3) and 20 hit points | Much easier to escape and it neither pushes back as far or lasts as long. | For every extra 50 Reiatsu spent
on this spell, you may increase the Dc to
escape by +1.
|
Bakudo 31: Yokote Tsukamaidori Wana | Cost: 225
This spell creates an invisible magic
field that does not stop weapons (whether
manufactured or natural) from moving
toward you but impedes their motion when
they are retracted. When you are hit with a melee attack, you must attempt a grapple
check using your caster level against your
opponent's Escape Artist check. If you
succeed, your opponent's weapon or body
part becomes caught in the field. If your
check fails, your opponent may retract its
weapon.
If your opponent's melee weapon
becomes trapped in the field, the opponent
may release the weapon and move away
from you. If your opponent attacked with a
part of its body (such as a fist, a horn, a tail,
etc.) or attacked with a weapon but refuses
to release it, your opponent gains the
grappled condition. Because you are not
using any part of your body to maintain
control over your opponent, you do not gain
the grappled condition.
Once an opponent's weapon is
snared, you may attempt a new grapple
check using your level against the ensnared
opponent's Escape Artist check on each of
your subsequent turns to maintain the
grapple. This is a standard action, during
which you may make any of the usual
grappling actions, but if you choose to pin
the opponent, you gain the grappled
condition as well. On your opponent's turn,
it may try to retract its weapon or limb by
attempting an Escape Artist check, the DC
of which is equal to the spell's saving throw.
While blade snare is active, you may
make melee attacks and cast spells as
normal, though you may not make ranged
weapon attacks; the magical field thwarts
such attacks.
You may not snare more than one
limb or weapon in the field at a time. If you
already have an opponent's weapon or limb
stuck in the field and you are hit by a
second melee attack, you must choose
which weapon or limb to snare. The other
limb or weapon becomes unaffected by the
spell. | Doesn't last as long, easier to escape, etc. | For every extra 50 Reiatsu
spent on this spell, you may add another
weapon to the maximum number of
weapons you may capture at once.
|
Bakudo 32: Kaze no Koa | Cost: 225
You shroud a creature in a whirling
screen of strong, howling winds.
The subject cannot be checked or
blown away by strong winds or windstorms
of lesser strength (whether natural or
magically created), and ranged shots made
against the subject take a -4 penalty.
Other creatures of size medium or
less must succeed on a Fortitude save to
successfully make touch attacks or weapon
attacks made against the subject while in
melee. A failure knocks the attacker prone
and pushes it 5 feet away from the subject
+5ft per level of the caster. This movement
can pass through the squares of other
creatures without affecting them and does
not provoke attacks of opportunity, but the
creature takes 3d6 points of nonlethal
damage, plus 1d6 if the creature strikes a
solid object that blocks its movement. | Reduced duration and knockback distance | For every extra 50 Reiatsu spenton this spell, you may increase the size ofthe creature that is affected by the winds |
Bakudo 35: Mahō Juban | Cost: 225
You imbue a suit of armor or a shield
with an enhancement bonus of +1 per four
caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts
as armor that grants no defense bonus for
the purpose of this spell. | Reduced Duration | For every extra 50 Reiatsu spent
on this spell, you may increase the
Enhancement bonus granted by this spell
by +1.
|
Bakudo 37: Tsuriboshi | Cost: 225
The practitioner creates an orb of
spiritual energy, which erupts in a number
of springs that latch on to the surrounding
area, creating a web or net that is used
primarily to catch.
When cast, it creates a net of The net is a solid object made of
light and provides a stable footing for
creatures to stand on. Due to the design of
the net, the caster may decide if creatures
falling onto it suffer falling damage. The
caster can also decide what can pass
through the net, and what cannot.
The net has a resilience equal to
caster level (minimum of 3, maximum of
10) and 20 hp. Due to the springy design of
the net, its resilience is doubled against
bludgeoning damage. When casting the
spell, the caster can choose to sacrifice
area to increase the resistance, at a rate of
5 hp and 1 resilience per 5 feet sacrificed.
The caster is automatically aware of
every creature touching the net if the net
falls on a creature, it functions like a web
spell, except the net retains its normal
resilience and hp.
| The web is much weaker and the duration is reduced | For an extra 50 Reiatsu spent on
this spell, whenever another creature
touches the Webbing created by Bakudo 37
you may decide if they treat the area as
difficult terrain that reduces the creatures
speed to 5ft a turn.
spiritual energy with a total area of 5ft per
level vertically or horizontally. At least two
sides of the net must be in contact with a
solid object, or the net will fall uselessly to
the ground (see below)
|
Bakudo 38: Hakufuku | Cost: 225 (And it's a touch spell)
The spellcaster makes eye contact
with a creature it can see as the illusion of
purple cherry blossoms begin to fall around
them, the victim must make a will save or
their vision begins to blur and become
unfocused, gains a 25% miss chance
against anything beyond 5 ft.
The second round the target must
make a Will save or their consciousness
becomes muddled, disoriented, and
confused. The creature may only take 1
action or movement action on their next
turn. If the creature takes a move action
they move in sporadic ways similar to the
confusion status This is done by the
creature rolling 1d8, this determines the
path the creature must move in this round.
Count around the character going
clockwise, with one being the direction the
Spellcaster is in.
On the third round, the target must
make one last Will save. If the target fails it
blacks out and becomes incapacitated for
1d6 hours, later awakening with an unclear
memory of what occurred.
note: If the creature passes any of the will
saves at any point the spell immediately
ends. | The will save is weaker? That's really the only downside. | For every extra 50 Reiatsu spent
on this spell, you may skip one round of the
spell starting with round one and ending on
round three. (Ex. You may spend 50 Reiatsu
to skip round one allowing for only round 2
and three to occur or you pay 150 extra
Reiatsu to have round three immediately
take effect.) |
Bakudo 39: Enkōsen | Cost: 225
The practitioner raises their hand or
weapon before them, twirling it round as a
sparks of dull yellow light form. This
becomes a circular shield that dulls an
enemy's strikes, protecting the user.
This spell creates a shield of energy
that protects the user. Pick a direction, the
shield increases the users defense by their
caster level (maximum 10), and grants
concealment +5% per caster level
(maximum 50%) from all attacks from that
direction
The shield is also designed to
neutralize energy-based attacks of the
same intensity or less. The shield protects
from level 3 or lower Kido from the chosen
direction. It also negates 5d6 damage from
an area effect (line/cone/burst), and any
secondary effects. If the effect is entirely
negated, then it's progression stops past
the caster (though a burst/cone will
continue spreading, save for a direct line
from the user to the shield will be
unaffected) if the shield is used to block an
attack like this, it does not provide the
defense/concealment bonus this turn as its
energy is used negating the area attack | Special: This spell can be cast incantation
less as an attack of opportunity. It counts
as using the Full Round action for the next
turn unless this spell has Eishohaki on it, in
which the spell consumes the normal
action time granted by Eishohaki.
| For every extra 50 Reiatsu spent
on this spell, you may produce another
barrier around yourself granting you the
same benefits as the primary shield. You
may do this until each direction is covered
|