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A book giving the list of Kido Spells for Bleach d20.

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Published by crappygamer336699, 2021-01-19 09:16:30

Bleach d20 Classless Kido Book

A book giving the list of Kido Spells for Bleach d20.

Keywords: bleach d20 classless kido book

Big book of Kido

The Big Book
Of Kido’s

By Ted

33 feats 1 of 155

Big book of Kido

This book

This book aims to flesh out the normally vague and undefined spell casting that is
suggested in the base rules in the bleach classless book. Most of this book doesn’t work
with base book rules on spell casting, so its suggested to use the rules that are found in this
book to make it work.

Kido

Kido, or the demon arts, is the school of magic taught to spellcaster to aid them in
their duties. Kido is cast through the use of complex hand symbols and incantation.

Kido is split into three schools: Hado - the destructive arts - Bakudo - the binding arts
- and Reido - healing arts. Hado, Bakudo and Reido consist of 99 spells, each with their own
name and number.

Kido is primarily dictated by the Spellcraft Check which is featured here as torn and
modified from the base Bleach D20 book.

Spellcraft (INT) Trained Only
Use this skill to identify spells as they are cast or spells already in place.

Spellcraft DC Task
15 + kido bracket
-- Identify a Kido being cast. (You must see or hear the
Kido’s verbal or somatic components.) No action required.
No retry.

20 + kido bracket -- Identify a Kido that’s already in place and in effect. You
must be able to see or detect the effects of the Kido. No
action required. No retry.

20 + kido bracket -- Identify materials created or shaped by Kido, such as
noting that an iron wall is the result of a wall of iron spell. No
action required. No retry.

25 + kido bracket -- After rolling a saving throw against a Kido targeted on you,
determine what that Kido was. No action required. No retry.

20 -- Identify whether a Nutrition Tablet or Super Nutrition
Tablet is real or fake

30 or higher -- Understand a strange or unique magical effect, such as
the effects of a magic stream. Time required varies. No retry.

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Check: You can identify spells and magic effects. The DCs for Spellcraft checks relating to
various tasks are summarized on the table above.

**Bypass Incantation: Spellcraft may be used to attempt to bypass an incantation when
casting Kido. The skill check DC is 15 + the Kido’s spell level. If the check succeeds, you
cast the spell as an action, but your caster level is divided by three for determining spell
effects and all damage and DC is reduced by 50%. If the check fails, the spell fizzles and
Reiatsu is wasted. On a natural 1’ the spell may backfire causing you to take the full effects
of the Kido attempting to be cast.
A creature with Eishohaki may still attempt to cast in this way.

Action: Varies, as noted above.
Special: A character with the Skill Affinity feat may be able to gain a +2 to this skill
Try Again: See above..

Casting Kido

To cast a Kido, the Spellcaster must spend Reiatsu from their pool equal to the
casting cost as shown in the table below. Next you may opt to pay the boosted price which is
found in the boost section of the spell. Finally add in any other price costs that may be
affecting your spell

All Kido have both a somatic and a vocal component (hand seals and incantations)
and unless otherwise stated, casting a Hado/ Bakudo/Reido spell is a full round action that
provokes an attack of opportunity.

If you have Eishohaki on one of your spells you may cast that spell as is listed on the
spell itself, as long as it has a listed Eishohaki casting time.

Spell Level Casting Cost
1-9 25
75
10-19 150
20-29 225
30-39 300
40-49 375
50-59* 450
60-69 525
70-79 600
80-89 675
90-99

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Big book of Kido Casting Cost
See spell descriptor for the cost of these spells.
Spell Level
Special

**Riado 54 has a bonus +50 base cost equal +50/person in the area of effect.

Boosting Incantations

You may change the damaging type of a spell by paying half the total Reiatsu price of
the Hado being cast. You must choose what damage type your changing the spell to before
the spell is cast and any resolution is finalized.

As well as the standard way of casting Kido spells, it is possible to enhance them
further by spending extra Reiatsu as noted in a boosted descriptor.

You may use the boost descriptor of a Kido a number of times equal to your
spellcasting modifier.

Maintaining a spell

Some spells can be maintained noted by the concentration tag in the duration
portion of the spell below. A concentration Kido must be reinforced each round by paying
half the total spell cost again. The spell stays in effect until it is negated by an outside force,
the spellcaster stops paying to maintain it, or they cast another spell. In addition, whenever
a spellcaster takes damage, they must pass a concentration check Dc (10 + level of spell
maintained + number of rounds the spell has been maintained) or the spell ends.

Spell Resistance

Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells
may also grant spell resistance.)

To affect a creature that has spell resistance, a spellcaster must make a caster level check
(1d20 + the casters level) that is at least equal to the creature’s spell resistance. (The
defender’s spell resistance is like a special Armor that applies against magical attacks.) If
the caster fails the check, the spell doesn’t affect the creature. The entity that possesses
the spell resistance does not have to do anything special to use its spell resistance. The
creature need not even be aware of the threat for its spell resistance to operate.

Only spells and spell-like abilities are subject to spell resistance. Extraordinary and
supernatural abilities (including enhancement bonuses on magic weapons) are not. A
creature can have some abilities that are subject to spell resistance and some that are not.
Even some spells ignore spell resistance; see When Spell Resistance Applies, below.

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A creature can voluntarily lower its spell resistance. Doing so is a standard action that does
not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down
until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s
spell resistance automatically returns unless the creature intentionally keeps it down (also a
standard action that does not provoke an attack of opportunity).

A creature’s spell resistance never interferes with its own spells, items, or abilities.

A creature with spell resistance cannot impart this power to others by touching them or
standing in their midst. Only the rarest of creatures and a few magic items and spells may
have the ability to bestow spell resistance upon another.

Spell resistance does not stack. It overlaps taking the greater of the two options.

When to apply Spell resistance

Each spell includes an entry that indicates whether spell resistance applies to the spell. In
general, whether spell resistance applies depends on what the spell does:

Targeted Spells
Spell resistance applies if the spell is a targeted spell aimed at the creature. Some
individually targeted spells can be directed at several creatures simultaneously. In such
cases, a creature’s spell resistance applies only to the portion of the spell actually targeted
at that creature. If several different resistant creatures are subjected to such a spell, each
checks its spell resistance separately.

Area Spells
Spell resistance applies if the resistant creature is within the spell’s area. It protects the
resistant creature without affecting the spell itself.

Effect Spells
Most effect spells summon or create something and are not subject to spell resistance.
Sometimes, however, spell resistance applies to effect spells, usually to those that act upon
a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that’s already been cast. Check spell
resistance when the creature is first affected by the spell.

Check spell resistance only once for any particular casting of a spell or use of a spell-like
ability. If the spell resistance fails the first time, it fails each time the creature encounters
that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it
always succeeds. If the creature has voluntarily lowered its spell resistance and is then
subjected to a spell, the creature still has a single chance to resist that spell later, when its
spell resistance is up.

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Spell resistance has no effect unless the energy created or released by the spell actually
goes to work on the resistant creature’s mind or body. If the spell acts on anything else and
the creature is affected as a consequence, no roll is required. Creatures can be harmed by a
spell without being directly affected.

Spell resistance does not apply if an effect fools the creature’s senses or reveals something
about the creature.

Magic actually has to be working for spell resistance to apply. Spells that have
instantaneous durations, but lasting results aren’t subject to spell resistance unless the
resistant creature is exposed to the spell the instant it is cast.

When in doubt about whether a spell’s effect is direct or indirect, consider the spell’s type:

•Abjuration
The target creature must be harmed, changed, or restricted in some manner for spell
resistance to apply. Perception changes aren’t subject to spell resistance.
Abjurations that block or negate attacks are not subject to an attacker’s spell resistance—it
is the protected creature that is affected by the spell (becoming immune or resistant to the
attack).

•Conjuration
These spells are usually not subject to spell resistance unless the spell conjures some form
of energy. Spells that summon creatures or produce effects that function like creatures are
not subject to spell resistance.

•Divination
These spells do not affect creatures directly and are not subject to spell resistance, even
though what they reveal about a creature might be very damaging.

•Enchantment
Since enchantment spells affect creatures’ minds, they are typically subject to spell
resistance.

•Evocation
If an evocation spell deals damage to the creature, it has a direct effect. If the spell
damages something else, it has an indirect effect.

•Illusion
These spells are almost never subject to spell resistance. Illusions that entail a direct attack
are exceptions.

•Necromancy
Most of these spells alter the target creature’s life force and are subject to spell resistance.
Unusual necromancy spells that don’t affect other creatures directly are not subject to spell
resistance.

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•Transmutation
These spells are subject to spell resistance if they transform the target creature.
Transmutation spells are not subject to spell resistance if they are targeted on a point in
space instead of on a creature. Some transmutations make objects harmful (or more
harmful), such as magic stone. Even these spells are not generally subject to spell
resistance because they affect the objects, not the creatures against which the objects are
used. Spell resistance works against magic stone only if the creature with spell resistance is
holding the stones when the cleric casts magic stone on them.

Successful Spell Resistance
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant
creature, but it never removes a magical effect from another creature or negates a spell’s
effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance
allows the resistant creature to ignore any effect the spell might have. The magic continues
to affect others normally.

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Helpful Terms

Caster; This refers to you
Spellscore; the number that governs your Reiatsu and Spell modifier, usually defaults to
Charisma but can be changed when you take Spellcaster.
Spellcasting modifier; This is the modifier that comes from your spellscore
Caster bracket; This is the highest level Kido bracket you possess.
Kido Grade Bracket; The level of the spell 1-9
Bakudo; The Passive/ Defensive Spells
Hado; The Offensive spells
Reido; The Support/ Healing spells
Save Dc; The save DC against a Kido is (15 + 1/2 the casters Level + Kido Grade Bracket
(Kido level) + Requisite Modifier)

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Kido Feats spells and gain an extra +1 per 5 ranks
above 1 you have in Spellcraft.
Spellcaster: [Kido, Reiatsu]
Prerequisites: Knowledge (Kido Lore) 4+ Enlightened: [Kido, Reiatsu]
Ranks, Spellcraft 4+ Ranks Prerequisites: Spellscore 13+
Special Prerequisites: Benefit: Your Spellscore is treated as 4
– Shinigami, Quincy, or Oni first level higher for acquiring Kido and determining
any spell orientated effect.
or Special: This may be taken multiple times.
– Superhuman, Fullbringer and Bounto, Each time it is taken, add 2 to your virtual
spellscore modifier.
Any Shinkoukenjun Race or
Awakened Zanpakutou third level Kido Focus: [Kido, Reiatsu]
Prerequisites: Spellcaster
or Benefit: Choose one Kido discipline Hado,
– Hollow and Soulcaster, Solar, Gaian Bakudo, or Reido, your level is assumed to
be 2 higher for the purpose of gaining spells
and Lunar fifth level. from the chosen discipline only.
Benefit: When you take this feat, you begin Special: This may be taken multiple times.
casting Kido of the Hado/Bakudo/Reido Each time it is taken, choose another
spell list from grade 1. The number of Kido discipline you have not already chosen.
you gain per grade is equal to your
spellscore modifier, which is chosen upon Improved Kido Focus: [Kido, Reiatsu]
selecting this feat from amongst your Mental Prerequisites: Spellcaster, Kido Focus
Statistics but is normally charisma. Benefit: Choose one Kido discipline chosen
with Kido focus. You gain an extra number of
You gain an access to an additional spells equal to your spell score modifier,
Kido grade bracket every second level after from the chosen discipline only. This acts
taking this feat. retroactively.
Special: This may be taken multiple times.
This counts as 3 Reiatsu Feats Each time it is taken, choose another
instead of 1. discipline

Special: If you possess the spiritually aware Efficient Demon Magic: [Kido, Reiatsu]
feat and no other racial feat, your effective Prerequisites: Spellcaster, Enlightened,
character level for taking this feat is Spellscore 21+
considered 2 higher for when you gain Benefits: All Reiatsu Costs of Kido’s cast by
access to Kido grades. If you have the the user are reduced by 10% (Round up)
spiritually aware feat and no racial feat, you
may take this feat at first level. Improved Efficient Demon Magic: [Kido,
Reiatsu]
-If you have Oldblood for a race, and Prerequisites: Spellcaster, Enlightened,
a Racial feat. Use the more beneficial of the Spellscore 23+, Efficient Demon Magic
two for acquiring the Spellcaster feat. Benefit: All Reiatsu Costs of Kido cast by the
user are reduced by 25% (Round up). This
Improved Spellcaster: [Kido, Reiatsu]
Prerequisites: Spiritually Aware, Knowledge
(Kido Lore) 6+ Ranks, Spellcraft 6+ Ranks,
Spellcaster
Benefit: You gain a +1d6 bonus on all
damaging spells and gain +1d6 per 5 ranks
above 1 you have in Spellcraft. You also gain
a +1 bonus on all saving throw Dc's for your

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bonus overwrites, and does not stack with, Fast Talking Eishohaki: [Kido, Reiatsu]
Efficient Demon Magic. Prerequisites: Spellcaster, Spellcraft 9+
Ranks, Eishohaki
Eishohaki: [Kido, Reiatsu] Benefit: You may choose one of your Kido
Prerequisites: Spellcraft 8+ Ranks, that you have selected with Eishohaki. You
Spellcaster can use its full powered version while still
Benefit: Upon selecting this feat, pick a skipping its incantation.
number of Kido you already know equal to
half your spellscore modifier (Minimum of 1). When you use a Kido that you have
You may skip the Normal Casting Time and selected with this feat you may cast the spell
use the Eishohaki casting time as listed on using the Eishohaki casting time but you do
the spell for these Kido. not reduce the spell effects by 25%, you may
also add your spellcasting modifier to either
If you use the Eishohaki casting time, the attack roll, the damage, or the spells Dc.
you may not use the boosted effect and you This selection is made when you select this
must reduce all damage and save Dc’s of feat and cannot be changed at a later time.
the selected spells by 25%.
You may also use the boosted effect
Casting the spells selected with this of the spell. When using Fast Talking
feat still provokes an attack of opportunity. Eishohaki.
Special: You may take this feat multiple
You may still choose to use the times, each time you do apply it to a
normal casting time for the spell if you wish, different Kido that you have Eishohaki on.
doing so does not impose the 25% penalty
on the spell. Counter-Kido: [Kido, Reiatsu]
Special: This feat may be taken more than Prerequisites: Knowledge (Kido) 8+ Ranks,
once; each time you select another Kido you Spellcraft 8+ Ranks, Eishohaki, Spellcaster
know equal to one half your spellscore Benefit: On your turn you may ready an
modifier. action to attempt to negate an opponent's
Kido.
Improved Eishohaki: [Kido, Reiatsu]
Prerequisites: Spellcraft 11+ Ranks, To negate a Kido, you must first
Eishohaki, Spellcaster successfully identify the Kido being cast with
Benefit: Upon selecting this feat, you pick a a successful Spellcraft check (15 + kido
number of Kido you already have Eishohaki bracket), you must then use a Kido of at
on equal to 1/2 your spellscore modifier least one level higher than or equal to the
(Minimum of 1). You may now cast these Kido you are attempting to counter. It must
Kido’s as a one action faster. be from the same Kido type as the spell
being cast (IE Bakudo vs Bakudo or Hado vs
Full round actions become Standard Hado, Reido vs Reido).
actions. Standard actions become swift. When the counter Kido is of the same level;
Swift actions become free actions.
When attempting to negate a Bakudo
You no longer impose the 25% or Reido using a Bakudo or Reido of an
penalty from Eishohaki. Casting spells equal level, you must make opposed Will
selected with this feat still provokes an Saves, on a success the spell is countered.
attack of opportunity
Special: This feat may be taken more than When attempting to negate a Hado
once; each time you select more Kido you using a Hado of an equal level, the damage
know equal to one half your spellscore that your Hado would deal is subtracted
modifier, or you may select spells already
selected with this feat.

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from the Kido being cast to a minimum of 0 Special: You may take this feat any number
anything not reduced you still take. of times. Each time you take this feat add an
Special: You may use this feat in conjunction extra concentration spell to the number of
with Kido of Opportunity, so you do not have spells you may maintain at any given time.
to waste your action preparing the counter.
Kido Shaping: [Kido, Reiatsu]
Kido of Opportunity: [Kido, Reiatsu] Prerequisites: Spellcraft 12+ Ranks,
Prerequisites: Spellcraft 12+ Ranks, Eishohaki, Kido Focus, Spellcaster
Eishohaki, Spellcaster, Kido Focus Benefit: When using a Kido with an “area of
Benefit: You may pick one of the Kido from effect”, you can designate any number of 5
your Kido Focus list that you have Eishohaki foot squares within the “area of effect”,
on. You may make attacks of opportunities equal to 1/2 of your spellscore modifier
with the selected Kido. This spell has a (Minimum of 1). Those 5 foot squares are
threat range equal to its normal casting unaffected when the Kido is cast.
range.
Special: You may take this feat multiple Delayed Incantation: [Kido, Reiatsu]
times; each time you may pick another spell Prerequisites: Spellcraft 12+ Ranks,
from your Kido focus list that has Eishohaki Eishohaki, Spellcaster
on it to make attacks of opportunity with. Benefit: When using a Kido whose effect
This attack of opportunity does not provoke lingers or that can be maintained through
any attack of opportunity for spellcasting. concentration, you can recite its incantation
in the following round to renew the spells
Double Incantation: [Kido, Reiatsu] duration as a free action on your round. This
Prerequisites: Spellcraft 9+ Ranks, gives you a new duration of the spell equal
Eishohaki, Spellcaster to its original duration as if you had cast the
Benefit: With this feat, you may cast 2 Kido spell again. You do not expend any Reiatsu
that you have Eishohaki on, as part of the on this action except for any Reiatsu
same action. You cannot skip the expended that may be needed to maintain
incantations for them, the 2 spells being the duration.
cast are cast Using the normal casting time.
You pay the full amount for the first Kido and Countdown Spell: [Kido, Reiatsu]
half the amount for the second. In addition, Prerequisites: Spellcaster, Spellcraft 8+
due to the mixed nature of the spell and Ranks
seals, the Dc to identify the spell is Benefit: As a swift action after casting a spell
increased by +10 you may not boost either you know before its effects are resolved; you
of the spells. may choose to have the spell resolve after a
number of rounds elapse instead. You may
Half-assed Concentration: [Kido, Reiatsu] choose to have the spell trigger a number of
Prerequisites: Spellcaster, Concentration 9+ rounds later equal to your spellscore
Ranks, Spellcraft 6+ Ranks modifier.
Benefit: You may cast an additional
concentration spell without ending the effect False Incantation: [Kido, Reiatsu]
of a previous concentration spell. You still Prerequisites: Knowledge (Kido) 8+ Ranks,
must make all associated concentration Spellcraft 8+ Ranks, Spellcaster
checks for each spell whenever you normally Benefit: The spellcaster has become adept
would make a concentration check. at masking their spell behind incorrect
incantations, false hand symbols and in

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some cases even using simple conversation Weapon attack 9+ ranks
as the incantation. Benefit: Whenever you make a melee attack
with a weapon, you may use this ability. You
You may pay an additional 50 may choose to cast one touch spell or a
Reiatsu, if you do raise the spot Dc to notice single target Kido spell, that you have
the spell being cast by +10. This also chosen with Eishohaki as part of the attack.
consequently raises the Dc of any reflex If the attack hits, the target suffers the
save by +2. This feat cannot be used with effect of the spell as well as the normal
spells while using Eishohaki. damage of the weapon attack.

Restorative Bindings: [Kido, Reiatsu] Spells cast in this way consumes your
Prerequisites: Kido Focus(Reido), swift action and are always cast incantation
Spellcaster less and lose any secondary area of effect
Benefit: Whenever a caster casts a Bakudo, they would normally have had and may not
they can choose to cast it in such a way so be boosted.
anyone affected by the spell gains fast
healing equal to 1 + the highest level of Using spells in this manner costs an
Reido spell the caster possess. This additional 40 Reiatsu in addition to the
increases the amount of Reiatsu needed for spells normal cost.
the spell by 30.
Kido Strike Onslaught: [Kido, Reiatsu]
Destructive Bindings: [Kido, Reiatsu] Prerequisites: Spellcaster, Kido Strike,
Prerequisites: Spellcaster, Kido Focus(Hado) Weapon attack 13+ ranks
Benefit: When a caster casts a Bakudo, they Benefit: You may now cast any spell you
may choose to cast it in such a way so have knowledge of as part of a weapon
anyone affected by the spell suffers untyped attack as if it were cast using Eishohaki.
damage each round they are affected by the
Bakudo equal to 1 + the highest level Hado Each creature struck this round by a
spell the caster possess This increases the weapon enhanced by Kido Strike Onslaught
amount of Reiatsu needed for the spell by suffers the effects of the spell, as well as all
20. damage from the weapon attack itself.

Improved Destructive Bindings: [Kido, Spells cast in this way are always
Reiatsu] cast incantation less and lose any area of
Prerequisites: Spellcaster, Destructive effect they would normally have had, and
Bindings may not be boosted
Benefit: The caster may cause the damage
dealt by destructive bindings to become Spells cast in this manner cost an
equal to 1d6 untyped damage + 1d6 additional 70 Reiatsu.
untyped damage per level of the highest
level Hado you can cast. Origin Spells: [Kido, Reiatsu]
Example: if you possess Hado 82 in your Prerequisites: Spellcaster, Spellcraft 6+
spell list you may have your Bakudo spells Ranks
deal 9d6 untyped damage to an affected Benefit: You may as a swift action designate
enemy. a spot no farther then 30ft from yourself.
The next spell you cast is cast from the
Kido Strike: [Kido, Reiatsu] designated spot as if you were in that space
Prerequisites: Spellcaster, Eishohaki, rather than being cast from your person.
This does not change the spell in any other
way.

Seismic Spells: [Kido, Reiatsu]

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Prerequisites: Spellcaster, Spellcraft 11+ In such an event, a spell with an
Ranks instantaneous duration is cast using this
Benefit: Whenever you cast a Hado spell of feat, at the start of your next turn the spell is
the 3rd bracket or above you may spend a cast again targeting the same 5ft square or
swift action to use this feat to cast the spell group of squares as the original casting. The
as if you had empowered it. All creatures spell deals the same damage as when you
excluding the caster in an 80ft radius cast the spell the first time though new
centered on the caster must make a reflex saves if necessary are made against this
save, Dc (20+ your level+ your spellscore new damage.
mod) or fall prone when the spell is cast as
the very earth trembles as the spell is “Lines, Blasts, Cones, and Spheres”
resolved. do not move once cast, they remain in the
same place they were originally cast on.
Well Versed Spell Casting: [Kido, Reiatsu]
Prerequisites: Spellcaster, Spellcraft 4+ The normal rules for concentrating on
Ranks a spell applies to all spells cast using this
Benefit: At the beginning of each day after a feat.
long rest you may take an hour of time and Special: You may take this feat any number
change your active spell list, exchanging of times. Each time increase the duration of
spells on a one for one basis, as long as you all concentration spells by 1 round.
normally qualify for the spell. Ex.(The second time you take this feat a
concentration spell that lasts for 1 round will
When changing out a spell you may now last 2 rounds.)
do so only as long as you meet the normal
level requirements, therefore you can Piercing Spell: [Kido, Reiatsu]
change any spell you possess for another Prerequisites: Spellcaster, Spellcraft 4+
spell of an equal level or less then the Ranks
removed spell. Benefit: You ignore 5 points of Resistance
Example: If you had 2 level 1 spells and 4 (Elemental or otherwise) a creature may
second level spells, you could exchange your possess when hit by one of your spells. If
2 level 1 spells for 2 other level 1 spells but this would surpass the creatures resistance
not anything higher or you may change your you may begin to reduce the creatures Dr for
4 level 2 spells for 4 others of level two or the next round, by attempting a Spellcraft
lower. check Dc (10+ Enemy level+ The Enemies
Dr) if you succeed, you reduce the
Time Ticker: [Kido, Reiatsu] opponents Dr by any remaining points after
Prerequisites: Spellcaster, Concentration 6+ the resistance reduction.
Ranks, Spellcraft 4+ Ranks Special: You may take this feat multiple
Benefit: You may now cast any spell as if it times each time increase the ignored points
were a concentration spell. As a swift action by 5 points.
your next spell cast, if that spell does not
have a concentration time listed in the Siphoning Spells: [Kido, Reiatsu]
duration gains a duration of “1 round per Prerequisites: Spellcaster, Spellcraft 7+
1/2 your level”. This can even be applied to Ranks
spells that have a duration of instantaneous, Benefit: Whenever you deal damage with a
such as Hado 31. spell you can exert an extra 30 Reiatsu, if
you do you can gain health equal to 1/3 the
damage dealt.

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Special: This can be taken three times to To do this you must pay the normal
each time increasing the amount of health cost of the spell as if you cast the spell
gained by 1/3 of the damage. normally, then pay half the cost of the next
level spell you are increasing the spell up to.
Elementary Affinity: [Kido, Reiatsu]
Prerequisites: Spellcaster, Spellcraft 4+ This can be done up to the maximum
Ranks spell bracket you can cast from. Spells that
Benefit: All Kido’s you cast are cast as if you are Up Cast use the new brackets save Dc
had changed the elemental type of the spell and increases the base damage of the spell
using the rules for boosting; to a single type by 1 dice size.
chosen when you take this feat.
Distilled Spell Liquid: [Kido, Reiatsu]
This spell boost no longer costs half Prerequisites: Spellcaster, Spellcraft 5+
the original spells cost to change the type, Ranks
and all spells you cast are automatically Benefit: You can force a spell into a refined
changed to deal the chosen damage type. liquid state, this stores the spell in a single
Example: you cast Hado 31 normally a fire 8oz cups worth of space.
type spell, with this feat you chose acid, now
Hado 31 can only be cast as an acid typed This refining process takes a number
spell) of minutes to preform equal to the spells
level.
Hard Evasion: [Kido, Reiatsu]
Prerequisites: Spellcaster, Spellcraft 6+ This liquid has all the effects the spell
Ranks would normally have, this includes any
Benefit: You can raise the save Dc of a boosted effects and only takes effect when
number of spells equal to 1/2 your spell drank or otherwise consumed.
casting modifier (Min 1). You may raise the
Dc of the selected spells by +2, this has the The center or target of the spell is
inverse effect of reducing any damage done always considered to be the one consuming
by the spell by -2. the liquid.
Special: You may take this feat multiple
times each time choosing new spells or an This liquid lasts a number of days
already chosen spell. equal to your spell casting modifier, after
which the spell liquid becomes a colorless
Distance casting: [Kido, Reiatsu] milky grey liquid with no special properties
Prerequisites: Spellcaster, that slightly tastes of burnt toast and bile.
Benefit: You may add an extra 30ft to the
range of your spells. This can increase the Explosive Spell Liquid: [Kido, Reiatsu]
distance of range personal spells out to a Prerequisites: Spellcaster, Distilled Spell
range of 30ft. Liquid, Spellcraft 13+ Ranks
Special: This feat can be taken multiple Benefit: You may create a special thrown
times; each time increase the max distance weapon with a range of 20ft/30ft with a 10ft
by 30ft. splash radius.

Up cast: [Kido, Reiatsu] A creature targeted by this weapon
Prerequisites: Spellcaster, who succeeded their defense against this
Benefit: You may cast your spells as if they ranged attack causes the weapon to travel
were a spell level higher than they are. past the target splashing behind the target
in one of the six spaces behind the target.

On a success or fail the potion then
takes effect following the rules of the spell
as well as any outlined in Distilled Spell
Liquid.

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Prerequisites: Spellcaster,
[Kido, Reiatsu] Benefit:
Prerequisites: Spellcaster, Special:
Benefit:
Special: [Kido, Reiatsu]
Prerequisites: Spellcaster,
[Kido, Reiatsu] Benefit:
Prerequisites: Spellcaster, Special
Benefit:
Special:

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Prestige Classes

I don’t claim any originality about putting these prestige classes in this book, I’ve just
tweaked a few of the abilities to make them a bit more to my own liking and to fit more with
the flow of the rest of the book. And as a part of the Kido consolidation effort I’ve placed
them in here.
All credit goes to the original author of the abilities.
~Ted

5th Division Kido Master

While the Kido Corps use Kido almost exclusively to fight their battles, there are some that
use Kido as a fluid part of a style of combat. This is exemplified in the teachings of Souske
Aizen before his betrayal of soul society. He taught that while good martial skills are an
asset, they are nothing without good Kido skills to back them up. This lesson was learned
most harshly by those that became outcasts in soul society 100 years ago.

Prerequisites: Kido Artist, Zanjutsu Master, Weapon Attack 6+ ranks, Fortitude and Will 6+
Ranks

For each level taken in this path, choose one of the following effects. These count as
Prestige Feats and you may only take five levels of this path. Each ability taken from this
path counts as a Reiatsu Feat and is a supernatural ability.

-Kido Mastery
Choose a number of Kido equal to your Spellscore modifier. When fully incanting (casting
them without using Eishohaki) these Kido, your level is considered 5 higher than normal.
Once per day per point of spellscore modifier, you may multiply all numerical values of these
Kido by one and a half when fully incanting (casting them without using Eishohaki) these
Kido. This may be taken multiple times, choose different Kido each time

-Kido Presence
Choose a number of Kido equal to your Spellscore modifier. When casting these Kido within
melee range, you do not provoke an attack of opportunity from opponents. This can be
taken multiple times, choose different Kido each time.

-Kido Spring Attack
Choose a number of Kido equal to your intelligence modifier. When casting these Kido, you
may move before and after the casting as long as you do not exceed your maximum land
speed for the round. You do not provoke attacks of opportunity for these Kido when moving
through threatened squares. This can be taken multiple times, choose different Kido each
time.

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-Kido Fortitude
When using a Kido for a purpose other than its intended purpose, you add +5 to the
Spellcraft roll. In addition, should you still fail the check, you take 1/2 the resulting damage.

-Kido Advancement
You may take Kido from a grade your spellscore modifier higher than normal. Also, for
purposes of the save DC of your Kido’s, increase it by 4.

-Kido Focus
You add a +2 bonus to all save DC's of your Kido’s. This may be taken multiple times. Each
extra time taken adds an additional +1 bonus to all save DC's.

-Kido Tie Off
With this ability, you can keep a Kido that you have cast with a duration of concentration in
effect indefinitely without having to hold it. The Kido simply continues to function until you
release it, regardless of what you do or where you are. To release the Kido, you must be able
to see it.
A tied off Kido will eventually unravel and end. The duration of a tied off Kido is a number of
rounds equal to your level minus the grade bracket of the Kido.

-Kido Concentration
While concentrating on a Kido you already have cast, you may cast a second Kido. The first
Kido remains in effect. Attempting to cast a second Kido requires a concentration check
against a DC 15. If the check is failed you cannot cast the second Kido without releasing the
first. This can be taken multiple times to cast an additional Kido each time.

-Kido Binding Expert
When an opponent would break free of your Bakudo, you may make a Will save as if
defending against a Kido of that grade binding spell. If you pass the will save it remains in
place. If it fails, they break free of the effect and you lose Reiatsu as if you tried to use the
Bakudo again.

-Kido Blasting Mastery
For Kido that do not have the volley keyword, you may pay one third of the Reiatsu cost of
the spell again to effect multiple targets, up to one per three character levels.

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Kido Corps

There is currently little information on the Kido Corps, except that it takes students from the
Shinigami Academy that excel in demon arts and that its operations are executed in
absolute secrecy.
The main mission of the Kido Corps is marshaling the borders of the known spiritual realms,
making sure no being or other extraordinary phenomenon enter or leave the dimension of
the Soul society uncontrolled. They are also often sent on scouting missions to the new or
unknown demi-planes that often pops up in the spiritual void between the realms.
The Kido Corps is also responsible for opening the Senkaimon between the human world
and Soul Society.

Prerequisites:
Feat: Shinigami, Kido Artist, Kentate, Knowledge (Kido) 10+ ranks, Spellcraft 10+ ranks,
Concentration 10+ ranks

Special: The feats detailed below are considered Reiatsu feats.

1- ITEM OF POWER [PRESTIGE]
You gain an item called an Item of Power. This item of power counts as a Zanpakutou for
qualifying for feats that are activated using your Reiatsu (Such as Kentate and Kido Artist),
but no other Zanpakutou Feats. Your Item of Power appears in any fashion you wish it to
appear that can be worn from a necklace, placed on a belt or held in the hand. Your Item of
Power is not a weapon, but grants a bonus to your Spell Damage equal to +1d6 at 6 ranks in
Spellcraft, +2d6 at 11 ranks of Spellcraft and +3d6 at 16 ranks in Spellcraft, etc.

2- Any one Reiatsu feat

3- HANKI [PRESTIGE]
Benefit: This technique nullifies an opponent's supernatural (Kido, Cero, Elemental Release
damage...) attack by hitting them with a perfectly opposite surge of energy. The Kido Corp
must spend 10 Reiatsu per d6 of damage or per 10 Reiatsu spent he wants to fend off. He
must guess the correct amount or can make a Spellcraft check (DC 10+ 1 per 10 needed
Reiatsu). If his bid is superior to the attacker's damage dice or spent Reiatsu, he has
successfully nullified the attack. This is a supernatural ability.

4- Any one Reiatsu feat

5- TRUE KIDO MASTERY [PRESTIGE]
You gain 2 Kido Mastery abilities from the Squad 5 Kido Master prestige path. These are
supernatural abilities.

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Battlecaster

Some casters can take their powers to the extreme. These casters are a force of nature
when in battle, doing things with spells others can't imagine.

Prerequisites: Spellcaster, Spellcraft 8+ ranks

1 – WARRIOR MAGE [PRESTIGE]
Benefit: Your ability to cast in combat increases. You gain a +4 deflection bonus to defense
rolls to avoid attacks of opportunity. Also, when casting a Kido, you may add your Spellscore
modifier to damage. This is an extraordinary ability.

2 – Bonus Feat

3 – EXPANDED KNOWLEDGE [PRESTIGE]
Benefit: Your spellscore is considered 4 higher than normal when calculating Reiatsu. You
also gain the 2 new Kidos per grade you can access including grades in the future that
would be gained. This is an extraordinary ability.

4 – Bonus Feat

5 – MAGICAL AVENGER [PRESTIGE]
Benefit: Once per day per point of spellscore modifier you may use any Kido you know
without its incantation while retaining its full power. This is a supernatural ability.
Special: This feat counts as Eishohaki for feat prerequisites and abilities.

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Zanpakutou Type

Kido Type Tweaked

I don’t claim any originality about putting this Zanpakutou type in this book, I’ve just tweaked
a few of the abilities to make them a bit more to my own liking and to fit more with the flow
of the rest of the book. And as a part of the Kido consolidation effort I’ve placed them in
here.
All credit goes to the original author of the abilities.
~Ted

~The Kido Blast section~
I didn’t change much in this particular section as they didn’t involve spells as much as I

thought it would have but I’ve tweaked it ever so much to make it a bit more succinct with
my introspective of the system.
~Ted

Kido Blast [Kido]
Prerequisites: None
Ability: As a standard action you may fire a blast of Reiatsu at your opponent in close range
(25 feet + 5 feet/2 levels) To do this you must pay 25 Reiatsu for every 1d6 damage your
Kido Blast would deal to a maximum of 1d6 per character level. Moon Blast effects the total
Reiatsu spent to fire the blast, not each 1d6 of damage.
Special: You may take this ability multiple times. Each time you do increase the level cap by
2.

Kido Range [Kido]
Prerequisites: Kido Blast
Ability: Increase the Range of Kido Blast to Medium
Special: You may take this a second time to increase the range to Long.

Kido Explosion [Kido]
Prerequisites: Kido Blast
Ability: It allows you to turn your Kido Blast into an explosive burst that targets a 20-foot
radius spread within range. Instead of making a ranged touch attack, all those within the
blast radius must make a Spellscore Based reflex save for half damage.
Special: This can be taken multiple times, each time either increases the save DC by 1 or
the radius by 5ft.

Kido Line [Kido]
Prerequisites: Kido Blast
Ability: This lets you unleash your Kido Blast in a line starting from you of up to 120 feet.
Instead of making a ranged touch attack, all those within the blast radius must make a
spellscore based reflex save for half damage.
Special: You can take this multiple times. Each time adds 30 feet to the range of the line or
increases the Save DC by 1.

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Kido Cylinder [Kido]
Prerequisites: Kido Blast
Ability: This allows you to turn your Kido Blast into a magical cylinder that targets a 20-foot
radius spread within range and extends upward for 40 feet. Instead of making a ranged
touch attack, all those within the blast radius must make a Spellscore based reflex save for
half damage.
Special: This can be taken multiple times, each time either increases the save DC by 1 or
the radius by 5 or the height by 10 feet.

Kido Cone [Kido]
Prerequisites: Kido Blast
Ability: This lets you unleash your Kido Blast as a 60-foot cone. Instead of making a ranged
touch attack, all those within the blast radius must make a Spellscore Based reflex save for
half damage.
Special: This can be taken multiple times, each time adds 10 feet to the range of the cone
or increases the save DC by 1.

Elemental Blast [Kido]
Prerequisites: Kido Blast
Ability: This allows you to choose one energy type from the following list (Acid, Cold,
Electricity, Fire, Force, Negative Energy, Psychic, Sonic or Water). Your Kido blast is of that
element instead of normal.
Special: You may take this multiple times to choose another element each time. You may
shift between elements as a swift action

Moon Blast [Kido]
Prerequisites: Kido Blast
Ability: Reduce the amount of Reiatsu used to fire a Kido Blast by 20 to a minimum of 10.
Special: This may be taken multiple times. Each time it's taken increase the reduction by 20.

Moon Power [Kido]
Prerequisites: Kido Blast
Ability: Increase the damage of any Kido Blast you fire by 2d6 this does not increase the cost
of Kido Blast.
Special: You may take this ability multiple times. Each time it is taken increase the damage
of any Kido Blast you fire by 2d6.

Unhindered Kido Blast [Kido]
Prerequisites: Kido Blast
Ability: You may fire an additional Kido Blast in a round.
Special: You may take this multiple times. Each time increase the number of Kido Blasts in
round you can make by 1.

Kido Mine [Kido]
Prerequisites: Kido Blast, Kido Explosion

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Ability: You may as a full-round action, charge a 5 ft square with the power of your Kido
Blast, expending any Reiatsu Rating as required by Kido Blast at the time you activate this
ability, as well as making any decisions for the Kido Blast at this time (What Spell shapes or
Elemental energy types for example). Any character that enters the Square of the Kido Mine
triggers the Kido Blast, and it functions as normal, originating from the Kido Mine's square.
Kido Mines persist for 1 hour or until triggered.

Greater Kido Mine [Kido]
Prerequisites: Kido Blast, Kido Explosion, Kido Mine
Ability: Your Kido Mines now persist for 1 hour per character level.

Kido Web [Kido]
Prerequisites: Kido Blast, Kido Explosion, Kido Mine
Ability: You may as a full-round action, form a Kido Web over an area, forming a trigger for an
advanced form of Kido Mine. Upon activating this ability, choose a 5 ft square, originating in
this 5 ft square is a 20 ft radius, and at the edges of this radius are the triggers. Any being
that comes into contact with these invisible web strands activates the Kido Mine, creating a
20 ft burst radius from the edges of the web, those within the original Kido Web are
unharmed.

~The Spell Related Section~
These are the Kido type abilities that are more pertinent to the information contained

within this tomb of knowledge. I have made changes where was needed to not give the Kido
type that unfair of an advantage.
~Ted

Kido Storing [Kido]
Prerequisites: None
Ability: This allows the Zanpakutou wielder to store one Kido they know into their
Zanpakutou and deliver that Kido during an attack. Storing a Kido takes a full round action
that triggers an attack of opportunity. If a subsequent attack hits, the attacker may trigger
the Kido. The spell goes off effecting the target or area of effect as normal.
Any prerequisites of the Kido must be met, such as sacrifice.
You may use this ability once per encounter
Special: You may take this ability multiple times to increase the number of times per
encounter that you can use this ability by 1.

Counter-Kido-ing [Kido]
Prerequisites: Kido Storing
Ability: When you have a stored Kido from Kido Storing in your Zanpakutou, you may, instead
of making an attack, hold the action to make an immediate action to counter any one Kido
cast at you of a level equal to or lower than the Kido stored in your zanpakutou regardless of
the type of Kido (Bakudo or Hado). This uses up the Kido as if you had used it. You may only
use this as many times as you can use Kido Storing.
Special: You may take this multiple times. Each time increase the number of Kido that can
be stored in the Zanpakutou by 1.

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Incanting [Kido]
Prerequisites: None
Ability: This ability lets you cast a number of Kido up to your Spellscore Modifier (Chosen
when this ability is taken) one step faster than the Normal casting time. Times over 1 minute
are not affected. 1 minute becomes 1 Full-Round which becomes a Standard action which
becomes a Move action which becomes a Swift Action which becomes an Immediate Action.
Special: You may take this multiple times. Each time select another set of Kido equal to your
Spellscore Modifier.

Kido Enhancer [Kido]
Prerequisites: None
Ability: Increase the DC of all your Kido by 2
Special: This may be taken multiple times. Each time increase the DC of your Kido by 2.

Kido Manipulator [Kido]
Prerequisites: Kido Enhancer, 2 other Kido Abilities.
Ability: This ability allows the user to change one of the following for an extra 50 Reiatsu to
the base cost of the Kido:
A line enhanced in this way can be changed to a cone with a length equal to 1⁄2 the lines
base length or a burst with a radius equal to 1/4 the lines base length
A Cone enhanced in this way can be changed to either a line with a length equal to twice the
cones base length, or a burst with 1⁄2 the cones base length
A burst enhanced this way can be changed to either a Line with a length equal to radius * 4,
or a cone with a length of radius * 2
Note: Round to the nearest 5ft square

Kido Timewarp [Kido]
Prerequisites: 3 other Kido Type abilities
Ability: The user can manipulate the ebb and flow of a Kido's duration. She can apply this to
any Kido she casts with a duration greater than instant. The Shinigami can reduce the
duration of the spell to increase the effectiveness, at a rate of 20% of duration for 10% of
effectiveness (or 20% effectiveness for +10% duration when extending the duration.)

Expanded Kido Practice [Kido]
Prerequisites: Must be able to cast 3rd level Kido
Ability: The Shinigami increases the highest level of Kido spell available to her by 1. She may
learn spells of this new level with any spell she learns, though she may only use them whilst
in Shikai
Special: This may be taken multiple times to increase your Kido level by an additional 1.

Expanded Kido Knowledge [Kido]
Prerequisites: Spellcaster Feat
Ability: The Shinigami knows an additional Kido of any level she can cast while her
Zanpakutou is released. Special: This ability may be selected multiple times. The effects
stack.

Drain Reiatsu [Kido]

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Prerequisites: None
Ability: You may make a single ranged touch attack with a range of 25 ft.+5 for every 2 levels
you possess. If you hit, drain 50 Reiatsu from the target.
Special: This ability may be taken multiple times. Each time it is taken increase the drained
Reiatsu by 50 or increase the range one step (Max Long).

*New

*Drain Kido [Kido]
Prerequisites: Drain Reiatsu
Ability: You may make a single ranged touch attack with a range of 25 ft.+5 for every 2 levels
you possess. If you hit, the target loses an amount of Reiatsu equal to his highest level Kido
the target can use.

Epic Kido Type

EPIC Augmentation [Kido]
Prerequisites: 9 Kido Type abilities
Ability: You may cast any Kido you know two steps faster than normal. This overlaps
Incanting.

EPIC Spell Blast [Kido]
Prerequisites: Kido Blast
Ability: Your Kido Blast's damage is empowered by spending an additional 100 Reiatsu.
Special: You may take this multiple times. each time decrease the additional Reiatsu
expenditure by 10 to a minimum of 10.

EPIC Shaping [Kido]
Prerequisites: Any Kido Shape
Ability: You may exclude a five foot area from the effect of your spell shape effect.
Special: You may take this multiple times to gain an additional five foot area to exclude from
the area of effect of your spell effects.

EPIC Kido Emanation [Kido]
Prerequisites: Any 2 Kido Shapes, Kido Blast
Ability: You may produce an emanation effect instead of your normal spell blast. The
emanation extends 20 feet from you and deals your full spell blast damage for three rounds
to anyone inside or entering the spell emanation.
Special: You may take this multiple times to extend the emanation by 10 feet or the length
of time the Emanation lasts by 1 round

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Bankai Ability

Kido Enhance [Bankai]
Prerequisites: Spellcaster Feat
Ability: Once per encounter, you may cast a Kido one step faster than normal.
Special: This ability may be taken multiple times; each time gives you another use per
encounter.

Epic Bankai abilities

EPIC Automatic Kido [Bankai]
Prerequisites: None
Ability: At the beginning of the day you designate one Kido you know as your Automatic Kido.
While you have your Bankai active, you can activate that Kido as a free action at full power
without spending Reiatsu. This occurs once per day per point of spellscore modifier.
Special: You may take this multiple times. Each time increase the number of times you may
cast your Automatic Kido by 1.

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Spells Save: None
Spell resistance: No
Defensive/ Restraining arts Range: 20ft
Targets: 20ft burst
Bakudo Duration: 1 min./level
Eishohaki casting time: standard
Bakudo 01: Sai (Block) Reiatsu Cost: 25
[Conjuration, Force]
Normal Casting Time: Full round Action Effect: The Spellcaster utters a short prayer
Incantation: unknown and causes the air to become filled with a
Level Bakudo 1 thick veil of spiritual energy, obscuring
Save: Strength/ Escape artist (See text) sight. This veil obscures all sight for more
Spell resistance: no than 5ft away and gives partial
Range Medium (100 ft + 10 * caster level) concealment (20%) to all sight within 5ft.
Target: Single Creatures further away have 50%
Duration 10 minutes per caster level concealment instead.
Eishohaki casting time: standard Note: The veil is stationary once created.
Reiatsu Cost: 25
Boosted: For an extra 20 Reiatsu spent on
Effect: The caster points at their target, this spell, you may target a single object or
causing their arms to be locked behind creature you can see they may make a
their back by a rush of force. reflex save, on a failed save the veil
becomes centered on the target.
The target is unable to make use of
their arms until they break free of the Bakudo 03: Han no Shokei Shimasu (Mark
bindings, though they can still perform any of Execution)
action that does not require use of their [Evocation]
arms. Normal Casting Time: Full round Action
Incantation: unknown
To break the binds the target must Level: Bakudo 1
make either an escape artist check (Dc 10+ Save: will negates
the casters level) or strength check (Dc 5 + Spell resistance: yes
the casters level), the target may make this Range: close (30 ft + caster level * 5 ft)
save when the spell is cast, then again Targets: 1 creature
each subsequent round as a move action. Duration: 1 minute/level
Eishohaki casting time: standard
Boosted: For every extra 20 Reiatsu spent Reiatsu Cost: 25
on this spell, the caster may target an
additional foe with this spell. The save dc Effect: The spellcaster brings her hands
and duration is divided equally (rounding together and bows her head in solemn
up) between each victim judgement. The act completed, they raise
their blade to mark the guilty, who is then
Bakudo 02: Tamashii Maki No Uchigawa enshrouded in a malevolent red light.
(Spirit Veil)
[Conjuration] The target may make a will save. If
Normal Casting Time: Full round Action they fail, then they become illuminated.
Incantation: unknown They glow with as much light as a torch,
Level: Bakudo 1

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and thus cannot benefit from abilities such Incantation: unknown
as invisibility, blink, or other similar effects, Level: Bakudo 1
nor can they hide. Save: None
Spell resistance: No
Boosted: For every extra 20 Reiatsu spent Range: Touch
on this spell, you may target 1 additional Targets: Object Touched
creature or object. Duration: 10 min/level
Eishohaki casting time: standard
Bakudo 04: Hainawa (Crawling Rope) Reiatsu Cost: 25
[Conjuration, Light]
Normal Casting Time: Full round Action Effect: The spellcaster claps her hands
Incantation: unknown together, creating a sphere of blinding light,
Level Bakudo 1 which surrounds an object she touches,
Save: reflex negates amplifying the brightness to almost
Spell resistance: no unbearable levels.
Range medium (100 ft + 10 * caster level)
Target: single The touched object emits
Eishohaki casting time: standard supernatural white light in a 30ft radius,
Duration: 10 minute per caster level that overcomes all magical darkness of a
Reiatsu Cost: 25 lower level, and can be used to counter
darkness of an equal level. The first time
Effect: A stream of golden rope extends anyone looks at this lit object, they must
from the casters fingers and surrounds the succeed a Fortitude save or be blinded for
victim, preventing them from moving or 2d4 rounds. After that, anyone within the
acting. The target may take a reflex save to radius (friend of foe) suffer a -1 penalty to
avoid the rope. If they fail, then the victim is hit.
Stunned for a number of rounds equal to
the caster level. if they pass the reflex save, Boosted: For an extra 20 Reiatsu spent on
they are instead entangled. this spell, you may cause this light to flicker
for a number of rounds equal your spell
Escaping from the ropes is a casting modifier. Each round it flickers
standard action that requires a Strength imposes the Fortitude save on anyone with
check, or an Escape Artist check. The rope in 30ft on a failed the creature is blinded
is both flammable (though this does not for 2d4 rounds.
destroy it) and conducts electricity
Bakudo 06: Kaisatsuguchi (Barrier)
Boosted: For an extra 20 Reiatsu spent on [Aberration, Force]
this spell, the rope generated by Hainawa Normal Casting Time: Full round Action
wraps the target and knots itself on the Incantation: unknown
target. This imposes a -5 on the Strength Level: Bakudo 1
check or escape artist check. And requires Save: Yes (harmless)
two successful checks to escape. Spell resistance: Yes (harmless)
Range: Personal
Bakudo 05: Mabushii (Radiance) Targets: Personal
[Evocation] Duration: 1 hour/level
Normal Casting Time: Full round Action Eishohaki casting time: standard
Reiatsu Cost: 25

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Effect: The spellcaster steels themselves, Level Bakudo 1
as a suit of ethereal, ghostly armor forms Save: no (harmless)
over their body, offering a measure of Spell resistance: yes (harmless)
protection without hindering their Range: medium
movements. Target: single
Duration: 1 minute per caster level
The spellcaster receives a +2 armor Eishohaki casting time: standard
bonus to defense so long as this spell Reiatsu Cost: 25
remain in effect. Due to its incorporeal
nature, this suit of armor does not impede Effect: A clear disk of force forms
his movement, nor have an armor check somewhere on the targets body, protecting
penalty. the target. This disk repels anything that
strikes it, and temporarily paralyzes the
Boosted: For every extra 20 Reiatsu spent attacker.
on this spell, you may increase the defense
bonus granted by this armor by +1. The target of the spell gains a +2
shield bonus to Defense and 4 universal
Bakudo 07: Sankaku (Shield of Faith) resistance, though they gain no penalties
[Abjuration] for using a shield (and still gain the bonus
Normal Casting Time: Full round Action even if they have no free hands).
Incantation:
Level: Bakudo 1 In addition, when the target is struck
Save: Will negates (harmless) by a weapon attack or unarmed strike, the
Spell resistance: yes attacker must succeed a Will save or be
Range: Touch stunned for 1 round, and knocked back 10
Targets: Creature touched ft.
Duration: 1 min./level
Eishohaki casting time: standard Boosted: For every extra 20 Reiatsu spent
Reiatsu Cost: 75 on this spell, you may increase the shield
bonus by +1 or you may increase the
Effect: This spell creates a shimmering, Universal resistance by +2.
magical field around the touched creature
that averts attacks. The spell grants the Bakudo 09: Geki (Strike)
subject a +1 deflection bonus to defense, [Conjuration]
with an additional +1 to the bonus for every Normal Casting Time: Full round Action
4 levels you have (max +5) Incantation: "Disintegrate, you black dog of
Rondanini!! Look upon yourself with horror
Boosted: For every extra 30 Reiatsu spent and then claw out your own throat!"
on this spell, you may target another Level: Bakudo 1
creature with this spell. Saving throw: Yes, Reflex negates
Spell resistance: No
Bakudo 08: Seki (Repulsion) Range: 30 ft
[Evocation, Force] Target one creature
Normal Casting Time: Full round Action Duration: Concentration; see text
Incantation: unknown Eishohaki casting time: Standard
Reiatsu Cost: 25

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Effect: The caster draws a symbol in the air, to avoid obstacles. They can also set up the
which glows briefly with a bright red light. rope as a trip-wire or trap.
The light then surrounds the caster and the
target locking them in place, in a battle of Anyone who touches the rope is
wills to maintain or break the shield snared and the rope wraps about them so
long as they stay within range of the caster/
As soon as the spell is cast, the rope’s location.
target of the spell can make a Reflex save if
they succeed, nothing happens. If they fail, This rope does not impair movement
they are stunned the next round. Each or actions of the caster and is as strong as
round after the first, the Target and the a length of fine steel chain and can be used
spell caster must make opposing Will to pull targets. Targets connected by the
checks; If the victim wins, the spell ends, rope can communicate through it like a
and they are free. If the victim fails, they are telepathic bond.
stunned for another round. The target can
choose whether to use their strength or A creature that is ensnared by the
level for this test. rope is entangled and immobile for as long
as they remain bound in the rope. A victim
However, holding the foe like this is allowed to attempt to escape from the
comes at a price. The energy surrounds the rope every 1d4 rounds. This is done by
caster as well, locking them in place. As making a Will save. On a success the rope
long as the caster maintains concentration slackens enough to allow movement. A
on the spell, they too are immobilized. second successful Will save completely
disengages the victim from the rope. A
Boosted: For every extra 20 Reiatsu spent victim is always considered willing to be
on this spell, you may increase the Dc of moved with the rope.
this spell by +2
The caster generates an additional
Bakudo 10: Hōrin (Disintegrating Circle) rope for every 4 caster levels they possess,
[Conjuration, Mind Affecting] up to a maximum of 4 as caster level 13.
Normal Casting Time: Full round Action
Incantation: Unknown Boosted: For an extra 30 Reiatsu spent on
Level: Bakudo 1 this spell, you may make it emit a bright
Saving throw: Yes, will reduces effect light on par with a bright torch, shedding
Spell resistance: Yes bright light within 20ft of the rope and dim
Range: medium (100 ft + caster level * light for an additional 15ft.
10ft )
Target: one creature Bakudo 11: Suna no Naka ni Kaku
Duration: 1 minute/caster level (Drawing in the Sand)
Eishohaki casting time: Standard [Abjuration]
Reiatsu Cost: 75 Normal Casting Time: Full round Action
Incantation:
Effect: The caster creates a line of golden Level: Bakudo 1
rope that shoots from their fingertips in Save: none
much the same manner as Hainawa, but Spell resistance: no
more focused. The user can direct the rope Range: 5 ft
of light towards their target and can steer it Targets: 5-ft. burst centered on you
Duration: 1 round/level
Eishohaki casting time: standard
Reiatsu Cost: 75

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Big book of Kido Bakudo 13: Maināna Teikō (Minor
Resistance to Harm)
Effect: You draw a glowing crimson line in [Abjuration]
the ground. Creatures in the area of effect, Normal Casting Time: Full round Action
begin to glow with a faint reddish outline, Incantation:
while this spell persists you may attempt a Level: Bakudo 1
number of additional attacks of opportunity Save: Will negates
per round equal to your spellcasting ability Spell resistance: yes
score modifier against these marked Range: touch
creatures, although this does not allow you Targets: creature touched
to make more than one attack against a Duration: 1 minute
single creature per action. Eishohaki casting time: standard
Reiatsu Cost: 75
Boosted: For every extra 30 Reiatsu spent
on this spell, you may make 1 extra attack Effect: You imbue the subject with magical
of opportunity per marked creature. energy that protects it from harm, granting
it a +1 resistance bonus on Fortitude saves.
Bakudo 12: Chikyū ni Nezashita (Root to
the Earth) Boosted: For an extra 30 Reiatsu spent on
[Transmutation] this spell, you can increase the resistance
Normal Casting Time: Full round Action bonus by your level.
Incantation:
Level: Bakudo 1 Bakudo 14: shin'iki (Sanctuary)
Save: Will negates [Abjuration]
Spell resistance: yes Normal Casting Time: Full round Action
Range: touch Incantation: —
Targets: creature touched Level: Bakudo 1
Duration: 1 minute Save: Will negates
Eishohaki casting time: standard Spell resistance: no
Reiatsu Cost: 75 Range: Touch
Targets: Creature touched
Effect: This spell strengthens the subject’s Duration: Concentration up to 1 round/level
connection to the ground, bolstering its Eishohaki casting time: standard
defense against combat maneuvers. The Reiatsu Cost: 75
target gains a +2 insight bonus to resist
being moved or tripped and a +2 Effect: Any opponent attempting to strike or
competence bonus on all balance checks otherwise directly attack the warded
made to balance or remain standing on creature, even with a targeted spell, must
earth, sand, stone, or a similar rocky attempt a Will save. If the attacker
substance. succeeds, the opponent can make the
attack normally and is unaffected by that
Boosted: For every extra 30 Reiatsu spent casting of this spell.
on this spell, you may increase the bonus
granted by +1. 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

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spell. Those not attempting to attack the Normal Casting Time: Full round Action
subject remain unaffected. This spell does Incantation:
not prevent the warded creature from being Level: Bakudo 1
attacked or affected by area or effect Save: none
spells. Spell resistance: no
Range: personal
The subject cannot attack without Targets: You
breaking the spell but may use non-attack Duration: Concentration up to 1
spells or otherwise act. minute/level
Eishohaki casting time: standard
Boosted: For every extra 30 Reiatsu spent Reiatsu Cost: 75
on this spell, you may increase the spells
save Dc by +1. Effect: This spell creates an invisible shield
that hovers in front of you. The disk
Bakudo 15: Heiwana Saiken (Peaceful provides a +2 shield bonus to defense. This
Bond Resist the Fight) bonus applies against incorporeal touch
[Abjuration] attacks as well.
Normal Casting Time: Full round Action
Incantation: At any time, as a free action, you
Level: Bakudo 1 may dismiss your shield, at which point it
Save: Will negates deals 1d6 points of electrical damage to all
Spell resistance: yes creatures within a 5-foot burst, including
Range: close (25 ft. + 5 ft./2 levels) you. A Reflex saving throw halves the
Targets: one sheathed or slung weapon damage.
Duration: 1 minute/level
Eishohaki casting time: standard Boosted: For an extra 30 Reiatsu spent on
Reiatsu Cost: 75 this spell, a creature that failed to hit you
for the duration of this spell is subject to
Effect: You lock a single weapon in place on take 1d6 electric damage +1d6 for every 4
its owner’s body, or within the weapon’s they failed to overcome your defense.
sheath or holster. Anyone who then tries to
draw the weapon must spend a standard Bakudo 17: Shikonomitate (Entropic
action and succeed on a Strength check to Shield)
do so. Attempting to draw this weapon [Abjuration]
provokes an attack of opportunity whether Normal Casting Time: Full round Action
the attempt succeeds or fails. Incantation:
Level: Bakudo 1
Boosted: For an extra 30 Reiatsu spent on Save: none
this spell, you may have the weapon fuse to Spell resistance: no
its sheath, so a Repair check is needed to Range: Personal
remove the weapon. The Dc of this repair Targets: Self
check is based on your Save Dc. Duration: 1 min./level (D)
Eishohaki casting time: standard
Bakudo 16: Denkieidō Shīrudo Reiatsu Cost: 75
(Electrocuting Shield)
[Abjuration] Effect: A magical field appears around you,
glowing with a chaotic blast of multicolored

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hues. This field deflects incoming arrows, Save: none
rays, and other ranged attacks. Each Spell resistance: no
ranged shot directed at you for which the Range: Personal
attacker must make an attack roll has a Targets: Self
20% miss chance (similar to the effects of Duration: 1 round or until discharged
concealment). Other attacks that simply Eishohaki casting time: standard
work at a distance are not affected. Reiatsu Cost: 75

Boosted: For every extra 30 Reiatsu spent Effect: You create a rushing torrent of water
on this spell, you may increase the miss in the rough outline of a shield. The water
chance by 1%. protects you from one physical or fire
attacks, granting you Dr/Electric and fire
Bakudo 18: Shibireyubi (Numbing Finger) resistance equal to half the casters level
[Enchantment, Mind Altering] (minimum 1) on that attack. Once the spell
Normal Casting Time: Full round Action has reduced the damage of one attack
Incantation: against you, it is discharged.
Level: Bakudo 1
Save: Will negates Boosted: For every extra 30 Reiatsu spent
Spell resistance: yes on this spell, you may have the shield
Range: touch remain for an extra round before it breaks.
Targets: Creature touched
Duration: Instantaneous Bakudo 20: Yokuatsu-teki Taikutsu
Eishohaki casting time: standard (Oppressive Boredom)
Reiatsu Cost: 75 [Enchantment]
Normal Casting Time: Full round Action
Effect: As the practitioner places a finger in Incantation:
front of the victim's face, a ball of white Level: Bakudo 2
energy flashes momentarily before the Save: Will negates
victim's eyes, the target must make a Will Spell resistance: yes
save or become immediately incapacitated. Range: close (25 ft. + 5 ft./2 levels)
Targets: One creature
The victim falls to the ground while Duration: 1 round/level or until broken
remaining conscious and aware of what is Eishohaki casting time: standard
going on around them for 1 round per the Reiatsu Cost: 150
spell casters caster level (5 rounds max)
Effect: You fill your target with boredom.
Boosted: For every extra 30 Reiatsu spent The target loses all interest in its current
on this spell, you may increase the save Dc task and must make a Will save against the
by +2. spell’s effect in order to perform its next
action. If the target fails, it takes no action
Bakudo 19: Nami Shīrudo (Wave Shield) that round. The boredom lasts until the
[Abjuration, Water] duration expires or the target breaks the
Normal Casting Time: Full round Action spell’s effect with a successful Will save.
Incantation: Waves become shields, tides
become their strength Boosted: For an extra 40 Reiatsu spent on
Level: Bakudo 1 this spell, a creature that fails its Will save

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becomes so bored it leaves combat Normal Casting Time: Full round Action
entirely. Incantation:
Level: Bakudo 2
Bakudo 21: Sekienton (Red Smoke Escape) Save: none
[Conjuration] Spell resistance: yes
Normal Casting Time: Full round Action Range: 20 ft
Incantation: Unknown (Smoke bomb!) Targets: 1 creature
Level: Bakudo 2 Duration: See text
Saving throw: No Eishohaki casting time: standard
Spell resistance: No Reiatsu Cost: 150
Range: Personal
Target: burst (cloud spreads 1/2 level * 5 ft Effect: You create a dark whip-shaped field
spherically) of energy that wraps around an enemy’s
Duration: 1 minute/caster level neck, leaving everything except his head
Eishohaki casting time: Standard paralyzed until you let go of the whip, the
Reiatsu Cost: 150 target exceeds the whips range, or it is
destroyed.
Effect: The Spellcaster raises their hand,
and a sphere of red mist forms in it. They You must make a ranged touch
then throw this orb to the ground at their attack with this spell. If you strike your
feet, where it explodes into a cloud of target, he takes a 1d6 penalty to his
blinding smoke. It is stationary once Strength, Dexterity, and Constitution each
created. The Mist obscures all sight, round. This penalty cannot reduce any
including darkvision, beyond 5 feet. A attribute to less than 1, and once any of
creature further than 5 feet away has total these attributes reaches 1 the target
concealment. The caster always knows collapses and his body, except his head,
where the smoke ends. becomes paralyzed.

A moderate wind (11+ mph), such While paralyzed in this way, the
as from a gust of wind spell, disperses the target retains full use of his senses,
fog in 4 rounds. A strong wind (21+ mph) including the ability to feel pain, and can
disperses the fog in 1 round. A fireball, speak (including casting spells with only
flame strike, or similar spell burns away the verbal components).
fog in the explosive or fiery spell’s area. A
wall of fire burns away the fog in the area The whip has a maximum length of
into which it deals damage. 20 feet, 15 hit points, and a hardness of 5.
The spell ends immediately if you let go of
Boosted: For an extra 40 Reiatsu spent on the whip, the target exceeds 20ft or it is
this spell, you may prime the cloud with destroyed. When the spell ends, all
Reiatsu so that in 3 rounds the cloud penalties the target took from this spell
explodes dealing 1d6 +1d6 per the casters also end.
level (Max of 5d6) fire damage to every
creature caught in the cloud. Boosted: For an extra 40 Reiatsu spent on
this spell, you may increase the dice size
Bakudo 22: Gunnyarataru (Limp Lash) from 1d6 to 1d8.
[Necromancy]
Bakudo 23: Chi no Yoroi (Blood Armor)
[Transmutation]
Normal Casting Time: Full round Action

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Incantation: a spell of level 2 or higher that emits light
Level: Bakudo 2 or similar light source. Such creatures are
Save: none then dazzled as long as they remain in
Spell resistance: no areas of bright light.
Range: Personal
Targets: Self If you cast this spell in the presence
Duration: 1 minute/ level of bright light, any target that fails its save
Eishohaki casting time: standard is blinded immediately, and dazzled starting
Reiatsu Cost: 150 at the beginning of its first turn.

Effect: Your blood becomes as hard as iron Boosted: For an extra 40 Reiatsu spent on
upon contact with air. Each time you take at this spell, you may make this condition
least 5 points of piercing or slashing remain for 1day/level instead of rounds.
damage, your armor gains a +1
enhancement bonus. An outfit of regular Bakudo 25: Niku Korikatamaru (Flesh-
clothing counts as armor that grants no curdle)
defense bonus for the purpose of this spell. [Transmutation]
This enhancement bonus stacks with itself, Normal Casting Time: Full round Action
but not with an existing enhancement Incantation:
bonus, to a maximum enhancement bonus Level: Bakudo 2
of +10. This spell has no effect while Save: Fortitude negates
underwater or in environments that lack air. Spell resistance: yes
Range: close (25 ft. + 5 ft./2 levels)
Boosted: For an extra 40 Reiatsu spent on Targets: 1 living creature
this spell, whenever you would gain the Duration: 1 round/level
enhancement bonus you also gain +1 Dm Eishohaki casting time: standard
to a maximum of +10 Dm Reiatsu Cost: 150

Bakudo 24: Taiyō o Osoreru (Fear the Sun) Effect: You warp the target creature’s flesh,
[Transmutation] discoloring it and causing it to become
Normal Casting Time: Full round Action misshapen and impairing its function.
Incantation: When you cast this spell, you must choose
Level: Bakudo 2 one of three types of effects to inflict on the
Save: Fortitude negates target—movement, attack, or defense.
Spell resistance: yes
Range: medium (100 ft. + 10 ft./level) Attack: One of the creature’s natural
Targets: up to one creature/level, no two of attacks takes a –2 penalty on attack and
which can be more than 30 ft. apart damage rolls, only scores a critical hit on a
Duration: 1 round/level natural 20, and only deals ×2 damage on a
Eishohaki casting time: standard confirmed critical hit.
Reiatsu Cost: 150
Defense: The creature’s natural
Effect: Each target that fails its saving throw armor bonus decreases by –4, to a
gains light blindness, Creatures with light minimum bonus of +0.
blindness are blinded for 1 round if
exposed to bright light, such as sunlight or Movement: One of the creature’s
movement speeds (chosen by you) is
halved.

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Boosted: For an extra 40 Reiatsu spent on Effect: This spell converts the momentum
this spell, you may make this condition and force from melee attacks made against
remain for 1day/level instead of rounds. the target of the spell, reflecting them back
upon the attacker’s weapon.
Bakudo 26: Kyokkō (Bent Light)
[Illusion(Glammer), Conjuration] After making a successful melee
Normal Casting Time: Full round Action attack against the target, an attacker must
Incantation: Unknown make a Fortitude saving throw for the
Level: Bakudo 2 weapon used. If the weapon fails the save,
Saving throw: will (harmless) it takes damage equal to the damage rolled
Spell resistance: No against the target. Creatures using natural
Range: touch attacks or unarmed strikes are unaffected
Target special; see below by this spell.
Duration: Concentration up to 1
minute/caster level Boosted: For an extra 40 Reiatsu spent on
Eishohaki casting time: Standard this spell, you may have the creatures
Reiatsu Cost: 150 weapon take x1.5 times the damage that
would have been dealt.
Effect: The caster uses their powers to bend
light around the chosen object in a veil that Bakudo 28: Tekase Zetsuboo Shimasu
conceals it from sight, but also distorts any (Shackles of Despair)
Reiatsu. [Mind Affecting]
Normal Casting Time: Full round Action
The target is invisible until he Incantation: Feel the weight of your crimes.
attacks another creature. In addition, the Be restrained by thine own heart.
target gains a +10 circumstance bonus to Level: Bakudo 2
suppress their Reiatsu thanks to the cloak's Save: will for half
effect. Spell Resistance: Yes
Range: Close (25 ft + 5ft per two levels)
Boosted: For an extra 40 Reiatsu spent on Target(s): 1 creature/caster level.
this spell, you may completely obfuscate Duration: 1 round/level
your Reiatsu and may not be sensed at all. Eishohaki casting time: standard
Reiatsu Cost: 150
Bakudo 27: Yoin Zankyou (Kinetic
Reverberation) effect: The spellcaster draws upon the
[Transmutation] targets own self-doubt and worries to
Normal Casting Time: Full round Action restrict their actions and slow their
Incantation: movement. If the victim fails their save,
Level: Bakudo 2 then they suffer a -4 penalty on all attack,
Save: Fortitude (Negates) damage, and all saves.
Spell resistance: yes/no
Range: touch Boosted: For each 40 extra Reiatsu spent
Targets: creature touched on the spell, the save dc and the penalty is
Duration: 1 round/level increased by 1
Eishohaki casting time: standard
Reiatsu Cost: 150

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Bakudo 29: Mawatadekubiwoshimeru (Silk Effect: Forming a triangle with one's finger,
to Steel) the spellcaster shoots three beams of light
[Transmutation] that pin the target to one place on a
Normal Casting Time: Full round Action surface, slamming into his or her body in
Incantation: three places in a shape of an equilateral
Level: Bakudo 2 triangle.
Save: none
Spell resistance: no The subject must succeed on a
Range: Touch reflex save or become trapped and held in
Targets: 1 Scarf place by the beams of light and pushed
Duration: Concentration up to 1 round/level away from the caster to the maximum
Eishohaki casting time: standard range of the spell, or until they hit another
Reiatsu Cost: 150 creature or object that could reasonably
stop them. If they hit an object, the creature
Effect: You imbue an ordinary scarf (or suffers 1d6 bludgeoning damage for each
similar piece of clothing) with the strength 10ft they moved, to a minimum of 1d6.
of steel without altering its weight or
flexibility. Each round on your turn, you can A trapped creature must pass either
decide to use the scarf to defend yourself a strength check (Dc 10+ caster level), or
(gaining a +2 shield bonus to your Armor an escape artist Check (Dc 15 + caster
Class) or to attack as if the scarf were a level) to escape, either of which take a
whip that deals 1d4 [Bw] Bludgeoning standard action. The binds can also be
damage +1d4 [Bw] Bludgeoning damage damaged; they have a resilience of 1/2 the
per 5 ranks in Weapon attack you possess.. casters level (minimum 3) and 20 hit points

Boosted: For an extra 40 Reiatsu spent on Boosted: For every extra 50 Reiatsu spent
this spell, you may increase the Defense on this spell, you may increase the Dc to
bonus granted by 1 and increase the escape by +1.
damage by 1 dice size
Bakudo 31: Yokote Tsukamaidori Wana
Bakudo 30: Shitotsu Sansen (Break-Thrust (Blade Grabbing Snare)
Tri-flash) [Abjuration]
[Conjuring] Normal Casting Time: Full round Action
Normal Casting Time: Full round Action Incantation:
Incantation: Unknown Level: Bakudo 3
Level: Bakudo 03 Save: none
Save: Reflex negates Spell resistance: no
Spell resistance: no Range: Personal
Range: Short (30 ft + caster level * 5) Targets: Self
Target: One creature within one size Duration: 1 round/level
category of the caster Eishohaki casting time: standard
Duration: 1 minute/level Reiatsu Cost: 225
Eishohaki casting time: standard
Reiatsu Cost: 225 Effect: 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

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melee attack, you must attempt a grapple weapon to the maximum number of
check using your caster level against your weapons you may capture at once.
opponent’s Escape Artist check. If you
succeed, your opponent’s weapon or body Bakudo 32: Kaze no Koa (Wind Core)
part becomes caught in the field. If your [Abjuration]
check fails, your opponent may retract its Normal Casting Time: Full round Action
weapon. Incantation:
Level: Bakudo 3
If your opponent’s melee weapon Save: none
becomes trapped in the field, the opponent Spell resistance: no
may release the weapon and move away Range: close (25 ft. + 5 ft./2 levels)
from you. If your opponent attacked with a Targets: 1 living creature
part of its body (such as a fist, a horn, a tail, Duration: 1 minute/level
etc.) or attacked with a weapon but refuses Eishohaki casting time: standard
to release it, your opponent gains the Reiatsu Cost: 225
grappled condition. Because you are not
using any part of your body to maintain Effect: You shroud a creature in a whirling
control over your opponent, you do not gain screen of strong, howling winds.
the grappled condition.
The subject cannot be checked or
Once an opponent’s weapon is blown away by strong winds or windstorms
snared, you may attempt a new grapple of lesser strength (whether natural or
check using your level against the ensnared magically created), and ranged shots made
opponent’s Escape Artist check on each of against the subject take a -4 penalty.
your subsequent turns to maintain the
grapple. This is a standard action, during Other creatures of size medium or
which you may make any of the usual less must succeed on a Fortitude save to
grappling actions, but if you choose to pin successfully make touch attacks or weapon
the opponent, you gain the grappled attacks made against the subject while in
condition as well. On your opponent’s turn, melee. A failure knocks the attacker prone
it may try to retract its weapon or limb by and pushes it 5 feet away from the subject
attempting an Escape Artist check, the DC +5ft per level of the caster. This movement
of which is equal to the spell’s saving throw. can pass through the squares of other
creatures without affecting them and does
While blade snare is active, you may not provoke attacks of opportunity, but the
make melee attacks and cast spells as creature takes 3d6 points of nonlethal
normal, though you may not make ranged damage, plus 1d6 if the creature strikes a
weapon attacks; the magical field thwarts solid object that blocks its movement.
such attacks.
Boosted: For every extra 50 Reiatsu spent
You may not snare more than one on this spell, you may increase the size of
limb or weapon in the field at a time. If you the creature that is affected by the winds.
already have an opponent’s weapon or limb
stuck in the field and you are hit by a Bakudo 33: Dakkaku Nankan (Ablative
second melee attack, you must choose Barrier)
which weapon or limb to snare. The other [Conjuring]
limb or weapon becomes unaffected by the Normal Casting Time: Full round Action
spell.

Boosted: For every extra 50 Reiatsu
spent on this spell, you may add another

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Incantation: is lined with wickedly sharp spikes along its
Level: Bakudo 3 bottom. You must create the pit on a
Save: Will negates horizontal surface of sufficient size. Since it
Spell resistance: no extends into another dimension, the pit has
Range: touch no weight and does not otherwise displace
Targets: creature touched the original underlying material. You can
Duration: 1 hour/level or until discharged create the pit in the deck of a ship as easily
Eishohaki casting time: standard as in a dungeon floor or the ground of a
Reiatsu Cost: 225 forest.

Effect: Invisible layers of solid force Any creature standing in the area
surround and protect the target, granting where you first conjured the pit must make
that target a +2 armor bonus to their a Reflex saving throw to jump to safety in
defense. Additionally, the first 5 points of the nearest open space. In addition, the
lethal damage the target takes from each edges of the pit are sloped, and any
attack are converted into nonlethal creature ending its turn on a square
damage. Against attacks that already deal adjacent to the pit must make a Reflex
nonlethal damage, the target gains DR 5/—. saving throw with a -2 bonus to avoid falling
Once this spell has converted 5 points of into it. Creatures subjected to an effect
damage to nonlethal damage per the caster intended to push them into the pit (such as
level (maximum 100 points), the spell is bull rush) do not get a saving throw to avoid
discharged. falling in if they are affected by the pushing
effect.,
Boosted: For an extra 50 Reiatsu spent on
this spell, you may add +1 to both the Creatures who fall into the pit take
defense and the first points of lethal falling damage as normal, plus 2d6 points
damage. of piercing damage from the spikes. Any
creature or object coming into contact with
Bakudo 34: Makibishi Otoshiana (Spiked the spikes along the walls, such as a
Pit) creature trying to climb out, with rope or
[Conjuration] other typical aids to climbing, takes 1d6
Normal Casting Time: Full round Action points of piercing damage each round they
Incantation: are in contact with the walls. For those
Level: Bakudo 3 willing to accept the damage incurred while
Save: reflex negates climbing, the pit’s walls have a Climb DC of
Spell resistance: no 20.
Range: medium (100 ft. + 10 ft./level)
Targets: 10-ft.-by-10-ft. hole, 10 ft. deep/2 Boosted: For every extra 50 Reiatsu spent
levels on this spell, you may increase the size of
Duration: 1 round + 1 round/level the pit generated by 5ft. (This is applied to
Eishohaki casting time: standard both length and width)
Reiatsu Cost: 225
Bakudo 35: (Magic Vestment)
Effect: You create a 10-foot-by-10-foot [Transmutation]
extra-dimensional hole with a depth of 10 Normal Casting Time: Full round Action
feet per two levels (maximum 50 feet) that Incantation:
Level: Bakudo 3
Save: Will negates

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Spell resistance: yes weapon passing through the wall has a
Range: Touch 30% miss chance. (A giant-thrown boulder,
Targets: Armor or shield touched a siege engine projectile, and other
Duration: 1 hour/level massive ranged weapons are not affected.)
Eishohaki casting time: standard
Reiatsu Cost: 225 Gases, most gaseous breath
weapons, and creatures in gaseous form
Effect: You imbue a suit of armor or a shield cannot pass through the wall (although it is
with an enhancement bonus of +1 per four no barrier to incorporeal creatures).
caster levels (maximum +5 at 20th level).
While the wall must be vertical, you
An outfit of regular clothing counts can shape it in any continuous path along
as armor that grants no defense bonus for the ground that you like. It is possible to
the purpose of this spell. create cylindrical or square wind walls to
enclose specific points.
Boosted: For every extra 50 Reiatsu spent
on this spell, you may increase the Boosted: For every extra 50 Reiatsu spent
Enhancement bonus granted by this spell on this spell, you may increase the size of
by +1. the creature that the wall doesn’t permit to
pass through. This increases the wind
Bakudo 36: Kaze no Kabe (Wall of Wind) speed substantially per size category
[Evocation, Air] increased.
Normal Casting Time: Full round Action
Incantation: Bakudo 37: Tsuriboshi (Hanging Star)
Level: Bakudo 3 [Conjuring]
Save: none, see text Normal Casting Time: Full round Action
Spell resistance: yes Incantation: Unknown
Range: medium (100 ft. + 10 ft./level) Level: Bakudo 3
Targets: wall up to 10 ft./level long and 5 Save: none (see below)
ft./level high Spell resistance: no
Duration: 1 round/level Range: Medium (100 ft + caster level * 10)
Eishohaki casting time: standard Target: Burst (caster level * 5 ft radius)
Reiatsu Cost: 225 Duration: 1 minute/level
Eishohaki casting time: standard
Effect: An invisible vertical curtain of wind Reiatsu Cost: 225
appears. It is 2 feet thick and of
considerable strength. It is a roaring blast Effect: The practitioner creates an orb of
sufficient to blow away any bird smaller spiritual energy, which erupts in a number
than an eagle, or tear papers and similar of springs that latch on to the surrounding
materials from unsuspecting hands. (A area, creating a web or net that is used
Reflex save allows a creature to maintain primarily to catch.
its grasp on an object.) Tiny and Small flying
creatures cannot pass through the barrier. When cast, it creates a net of
spiritual energy with a total area of 5ft per
Loose materials and cloth garments level vertically or horizontally. At least two
fly upward when caught in a wind wall. sides of the net must be in contact with a
Arrows and bolts are deflected upward and solid object, or the net will fall uselessly to
miss, while any other normal ranged the ground (see below)

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The net is a solid object made of unfocused, gains a 25% miss chance
light and provides a stable footing for against anything beyond 5 ft.
creatures to stand on. Due to the design of
the net, the caster may decide if creatures The second round the target must
falling onto it suffer falling damage. The make a Will save or their consciousness
caster can also decide what can pass becomes muddled, disoriented, and
through the net, and what cannot. confused. The creature may only take 1
action or movement action on their next
The net has a resilience equal to turn. If the creature takes a move action
caster level (minimum of 3, maximum of they move in sporadic ways similar to the
10) and 20 hp. Due to the springy design of confusion status This is done by the
the net, its resilience is doubled against creature rolling 1d8, this determines the
bludgeoning damage. When casting the path the creature must move in this round.
spell, the caster can choose to sacrifice Count around the character going
area to increase the resistance, at a rate of clockwise, with one being the direction the
5 hp and 1 resilience per 5 feet sacrificed. Spellcaster is in.

The caster is automatically aware of On the third round, the target must
every creature touching the net if the net make one last Will save. If the target fails it
falls on a creature, it functions like a web blacks out and becomes incapacitated for
spell, except the net retains its normal 1d6 hours, later awakening with an unclear
resilience and hp. memory of what occurred.

Boosted: For an extra 50 Reiatsu spent on Boosted: For every extra 50 Reiatsu spent
this spell, whenever another creature on this spell, you may skip one round of the
touches the Webbing created by Bakudo 37 spell starting with round one and ending on
you may decide if they treat the area as round three. (Ex. You may spend 50 Reiatsu
difficult terrain that reduces the creatures to skip round one allowing for only round 2
speed to 5ft a turn. and three to occur or you pay 150 extra
Reiatsu to have round three immediately
Bakudo 38: Hakufuku (White Crawl) take effect.)
[Illusion]
Normal Casting Time: Full round Action note: If the creature passes any of the will
Incantation: saves at any point the spell immediately
Level: Bakudo 3 ends.
Save: Will negates
Spell resistance: yes Bakudo 39: Enkōsen (Round Lock Fan)
Range: touch [Conjuring]
Targets: one creature Normal Casting Time: Full round Action
Duration: 3 rounds Incantation: Unknown
Eishohaki casting time: standard Level: Bakudo 03
Reiatsu Cost: 225 Save: none (harmless)
Spell resistance: no (harmless)
Effect: The spellcaster makes eye contact Range: Personal
with a creature it can see as the illusion of Target: Self
purple cherry blossoms begin to fall around Duration: 1 round
them, the victim must make a will save or Eishohaki casting time: standard
their vision begins to blur and become Reiatsu Cost: 225

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Effect: The practitioner raises their hand or Incantation:
weapon before them, twirling it round as a Level: Bakudo 4
sparks of dull yellow light form. This Save: Will negates
becomes a circular shield that dulls an Spell resistance: no
enemy’s strikes, protecting the user. Range: touch
Targets: Creature touched
This spell creates a shield of energy Duration: 1 hour/level
that protects the user. Pick a direction, the Eishohaki casting time: standard
shield increases the users defense by their Reiatsu Cost: 300
caster level (maximum 10), and grants
concealment +5% per caster level Effect: You ward the target’s mind against
(maximum 50%) from all attacks from that intrusion and influence while she is
direction unconscious. While sleeping, the target is
protected against divination and psychic
The shield is also designed to intrusion and gains spell resistance equal
neutralize energy-based attacks of the to 10 + your level; against mind-affecting
same intensity or less. The shield protects effects. In addition, the subject immediately
from level 3 or lower Kido from the chosen receives another saving throw (if one was
direction. It also negates 5d6 damage from allowed to begin with) against any spell or
an area effect (line/cone/burst), and any effect that would possess or exercise direct
secondary effects. If the effect is entirely mental control over the target. This
negated, then it's progression stops past functions in all respects like the second
the caster (though a burst/cone will property of protection from evil but it
continue spreading, save for a direct line applies regardless of the alignment of the
from the user to the shield will be creature or object that created the
unaffected) if the shield is used to block an possession or mental influence effect.
attack like this, it does not provide the
defense/concealment bonus this turn as its If the target is awake, instead of the
energy is used negating the area attack previous effects, the dream shield provides
a +4 bonus on saving throws against sleep
Special: This spell can be cast incantation effects.
less as an attack of opportunity. It counts
as using the Full Round action for the next The spell’s other effects are
turn unless this spell has Eishohaki on it, in suppressed while the target is awake.
which the spell consumes the normal
action time granted by Eishohaki. If the target falls asleep or is
otherwise rendered unconscious, the other
Boosted: For every extra 50 Reiatsu spent effects of the Bakudo 40 resume. Every 10
on this spell, you may produce another minutes spent awake consumes 1 hour of
barrier around yourself granting you the the Bakudo 40 duration.
same benefits as the primary shield. You
may do this until each direction is covered. Boosted: For every extra 60 Reiatsu spent
on this spell, increase the bonuses granted
by this spell by +1.

Bakudo 40: Yumetate (Dream Shield) Bakudo 41: Tsukurutsuiraku Rakuseki
[Abjuration] (Create Falling Block)
Normal Casting Time: Full round Action [Conjuration]
Normal Casting Time: Full round Action

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Big book of Kido Boosted: For an extra 60 Reiatsu spent on
this spell, you may have the blocks created
Incantation: by this spell become permanent fixtures in
Level: Bakudo 4 the world.
Save: reflex negates
Spell resistance: yes Bakudo 42: Funsai Zetsubō (Crushing
Range: medium (100 ft. + 10 ft./level) Despair)
Targets: See text, one spiked, falling block [Enchantment, Mind Affecting]
Duration: instantaneous Normal Casting Time: Full round Action
Eishohaki casting time: standard Incantation:
Reiatsu Cost: 300 Level: Bakudo 4
Save: Will negates
Effect: You conjure a large metal cube Spell resistance: yes
covered in sharp spikes. If you conjure the Range: 30 ft
block so that it appears in midair, it Targets: cone burst
immediately plummets downward onto all Duration: 1 min./level
creatures below it. Eishohaki casting time: standard
Reiatsu Cost: 300
When you cast this spell, you select
the size of the square area you wish it to Effect: An invisible cone of despair causes
affect. (much) great sadness in the subjects. Each
creature caught in the cone that fails its will
If you choose to create a deadfall save takes a -2 penalty per 2 of the casters
over a single 5-foot square, the block deals level on attack rolls, saving throws, ability
1d6 points of bludgeoning/Piercing checks, skill checks, and weapon damage
damage per the caster level (maximum rolls.
15d6) to each creature in the area. A
deadfall over a 10-foot square deals 1d6 Boosted: For every extra 60 Reiatsu spent
points of bludgeoning/Piercing damage per on this spell, you may increase the range of
2 of the caster levels (maximum 7d6), a the cone by 5ft.
deadfall over a 15-foot square deals 1d6
points of bludgeoning/Piercing damage per Reido 43: Hanapatsu gaichou (Repel
3 of the caster levels (maximum 5d6), and Vermin)
so on, to a maximum size of a 25-foot [Abjuration]
square. Normal Casting Time: Full round Action
Incantation:
Only creatures that are on the outer Level: Reido 4
edge of the area affected by a conjure Save: none
deadfall spell can attempt Reflex saves to Spell resistance: no
avoid the effect; creatures whose space Range: 10 ft.
does not touch the edge of the deadfall do Targets: 10-ft.-radius emanation centered
not receive a save. on you
Duration: 10 min./level
In order to deal damage, the Eishohaki casting time: standard
conjured deadfall must start at least 10 Reiatsu Cost: 300
feet above the tallest creature in the area
to be affected. A conjured deadfall is as tall
as it is wide, and the spell fails if you
attempt to conjure a deadfall in an area
already occupied by a creature or object
(including the ceiling).

33 feats 42 of 155

Big book of Kido damage blocked by 10%. If you increase it
beyond 100% a portion of the damage is
Effect: An invisible barrier holds back reflected back at the original caster. This
vermin. Vermin with a level less than one- reflected damage is equal to the
third your level cannot penetrate the percentage over 100. (You raise your
barrier. Bakudo 44 to 110 percent and you would
have taken 10 damage 1 damage would be
Vermin with a level of one-third your reflected at the original caster.)
level or more can penetrate the barrier if it
succeeds on a Will save. Even so, crossing Bakudo 45: Kyōmon (Mirror Gate)
the barrier deals the vermin 2d6 points of [Abjuration]
damage, and pressing against the barrier Normal Casting Time: Full round Action
causes pain, which deters most vermin. Incantation:
Level: Bakudo 4
Boosted: For an extra 60 Reiatsu spent on Save: Will negates
this spell, you may increase the radius of Spell resistance: no
the spell by 10ft. Range: Touch
Targets: A single touched doorway
Bakudo 44: Sekisho (Barrier) Duration: 1 hour/ 2 levels
[Abjuration] Eishohaki casting time: standard
Normal Casting Time: Full round Action Reiatsu Cost: 300
Incantation:
Level: Bakudo 4 Effect: The spellcaster erects a transparent
Save: none barrier in a single doorway. This spell keeps
Spell resistance: no people from entering or exiting the
Range: You doorway. When cast you must designate an
Targets: Self inside and an outside.
Duration: Instantaneous
Eishohaki casting time: standard When erect the outside portion of
Reiatsu Cost: 300 the barrier acts like an object with a
hardness of 10 and a Hp equal to the
Effect: The spell caster erects a barrier casters level.
against any instantaneous spell of level 4
or lower. The barrier blocks one damaging Creatures on the inside of the
spell before it breaks, blocking 50% of any barrier act as if the barrier had half the
damage dealt by the opposing spell. This hardness and half the Hp (minimum of
barrier cannot be dispelled due to the one). A creature inside may make a will
speed it appears at. save, and on a success the creature
considers the barrier as if it had no
Special: This spell can be cast incantation hardness and 1 Hp.
less as an attack of opportunity. It counts
as using the Full Round action for the next Boosted: For an extra 60 Reiatsu spent on
turn unless this spell has Eishohaki on it, in this spell, you may reinforce the hardness
which the spell consumes the normal of the outside portion of the barrier by 1/2
action time granted by Eishohaki. your level.

Boosted: For every extra 60 Reiatsu spent Bakudo 46: Nankan Bakufuu (Blast Barrier)
on this spell, you may increase the % of

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[Abjuration] [Transmutation]
Normal Casting Time: Full round Action Normal Casting Time: Full round Action
Incantation: Incantation:
Level: Bakudo 4 Level: Bakudo 4
Save: Reflex for half Save: none
Spell resistance: no Spell resistance: no
Range: close (25 ft. + 5ft./2 levels) Range: close (25 ft. + 5 ft./2 levels)
Targets: 1-ft.-thick wall up to 10 ft. high by Targets: one suit of armor
20 ft. wide Duration: 1 day/level or 1 hour/level; see
Duration: concentration, up to 1 round/2 text
levels Eishohaki casting time: standard
Eishohaki casting time: standard Reiatsu Cost: 300
Reiatsu Cost: 300
Effect: This spell endows a suit of armor
Effect: When you cast Bakudo 46, you with a singular purpose realized only after
cause a rippling wall of loose earth, mud, its wearer is rendered unconscious or is
snow, sand, or gravel to spring up in a killed; whenever the wearer of a suit of
designated space within the spell’s range. armor warded by Bakudo 47 is brought
below 0 hit points or otherwise rendered
This wall provides total cover to all unconscious (but not paralyzed or held) in
Large or smaller creatures and objects. The combat, the armor is immediately brought
energy that forms the wall’s matrix is to life as a Medium-sized animated object.
unstable, and you must concentrate to
maintain the wall’s shape. A blast barrier This animated suit of armor still
has a defense of +9, hardness 0, and 5 hit contains the unconscious (or dead) body of
points per the casters level. its former wearer and moves with a
shambling gait at a speed of 20 feet. This
When a blast barrier reaches 0 hit animated object has 10 Hp per the casters
points, or when you cease concentrating on level and, if the armor is made from metal,
maintaining it, the energies that maintain it has the metal animated object
the barrier’s shape fail with explosive extraordinary ability meaning, its hardness
results, sending sharp chunks of the increases to 10, and it gains a +2 increase
materials comprising the wall and magical to its natural armor. Mithril objects gain
energy out along both sides. hardness 15 plus a +4 increase to natural
armor. Adamantine objects gain hardness
Any creature that is adjacent to a 20 and receive a +6 increase to natural
blast barrier when it explodes takes 2d6 armor.
points of slashing damage and 1d6 points
of sonic damage per 3 of the caster’s levels Once animated, the armor remains
(maximum 6d6). A successful Reflex save standing (and stands if knocked prone,
halves the total damage done. Spell doing so without provoking attacks of
resistance applies as well. opportunity), and prevents the wearer of
the armor from being considered helpless.
Boosted: For an extra 60 Reiatsu spent on If an ally of the wearer is within range of the
this spell, whenever the wall is attacked you armor, she can direct it to move, though it
may have it deal 1d6 points of piercing refuses to go anywhere that requires a skill
damage per 3 of the caster’s levels. check.

Bakudo 47: H-fuku (Revenants Armor) If grappled or otherwise restrained,
it can attempt to break free with a Strength

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check equal to your level or an Escape Incantation:
artist check equal to 1 + your level + the Level: Bakudo 4
armor’s Strength modifier. If the armor’s Save: Will negates
wearer is reduced to dust, made conscious, Spell resistance: yes
or removed from the armor, the spell ends. Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Boosted: For an extra 60 Reiatsu spent on Duration: 1 day/ level
this spell, you may cast this spell on the Eishohaki casting time: standard
armor of an unwilling targets armor, they Reiatsu Cost: 300
may make a Fortitude save, on a failed
save they become an unwilling passenger Effect: You invoke feelings of a driving
in the armor. Following the normal rules malicious intent. The target’s malice is
mentioned above. directed at a second individual as
designated by you at the time of casting.
Bakudo 48: Inemuri (Forced Slumber) Thereafter, the target attempts to slander,
[Enchantment, Mind Altering] abuse, and even plot murder against the
Normal Casting Time: Full round Action target of its spite.
Incantation:
Level: Bakudo 4 This loathing is not overt, and the
Save: Will negates target’s actions against the object of its
Spell resistance: yes spite remain subtle and indirect. The
Range: touch enchanted target remains within its
Targets: creature touched financial and ethical means when acting
Duration: Instantaneous against the second individual, though the
Eishohaki casting time: standard malice toward this other person pushes the
Reiatsu Cost: 300 target to the limit of what it would do to a
hated individual.
Effect: As the Spellcaster holds their hand
in front of their targets face, the victim must Each day, the target takes 2 points
succeed on a will save or failing this their of Wisdom damage as the all-
pupils dilate several times before they fall encompassing spite dominates its
unconscious. thoughts. The target can only alleviate the
ability damage by acting upon the emotion
They are considered asleep and will and performing a spiteful act. Examples of
rest for 8 hours if uninterrupted. Another spiteful acts are spiking the target’s drink
creature may wake the target as normal. to make it an easier target for thugs,
damaging the target’s property, starting foul
Boosted: For every extra 60 Reiatsu spent rumors about the target, framing the target
on this spell, you may increase the Dc of for a crime, paying lepers or beggars to
the spell by +1 accost the target, extorting or blackmailing
the target, or arranging for others to
Bakudo 49: Ijiwarusupaiku (Malicious physically harm the target.
Spike)
[Enchantment] When the spell ends, the target
Normal Casting Time: Full round Action remembers the spiteful behavior, but not
the motivation for it.

Boosted: For an extra 60 Reiatsu spent on
this spell, you may increase the feelings to
murderous levels, after being afflicted by

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this spell for 3 days the target of the spell Duration: Concentration up to 1 round/
will begin to make attempts on the second level
individuals’ life. Eishohaki casting time: standard
Reiatsu Cost: 375
Bakudo 50: Kinko Kurayami (Darkness of
the Vault) Effect: You create four daggers of Reiatsu
[Abjuration] that take on a deadly sharpness as they
Normal Casting Time: Full round Action animate and spin around you, creating a 5-
Incantation: foot-radius emanation of spinning ghostly
Level: Bakudo 5 blades that moves with you. Any creature
Save: none that starts its turn within the area of the
Spell resistance: no spinning blades takes 1d4 points of
Range: close (25 ft. + 5 ft./2 levels) damage for every two levels (maximum
Targets: 30-ft.-radius emanation 10d4 at 20th level) and the damage
Duration: 24 Hours bypasses DR/silver.
Eishohaki casting time: standard
Reiatsu Cost: 375 While subject to this spell, you do
not provoke attacks of opportunity for
Effect: You ward an area’s shadows such casting spells. Your casting (even failing to
that light cannot penetrate them. cast defensively) still provokes attacks of
opportunity from creatures with feats that
The illumination level in the affected allow them to bypass magic.
area no longer changes when non-magical
light enters it. Any magical light effect must Boosted: For every extra 70 Reiatsu
succeed a level check (DC = 10 + your spent on this spell, you may create another
level) in order to change the light level animated blade. Adding 1d4 to the total
within the spell’s radius. Bakudo 50 has no damage dealt by this spell and increasing
effect on spells or effects that would make the emanation by 5ft.
the spell’s area darker.
Bakudo 52: Te o Midasu (Disrupting Hand)
Boosted: For an extra 70 Reiatsu spent on [Evocation]
this spell, you may have the level check to Normal Casting Time: Full round Action
illuminate the area be made with a -5 to the Incantation:
check. Level: Bakudo 5
Save: none
Bakudo 51: Tamahagane Hanawa (Wreath Spell resistance: yes
of Blades) Range: medium (100 ft. + 10 ft./level)
[Abjuration] Targets: 10-ft. hand
Normal Casting Time: Full round Action Duration: 1 round/ level
Incantation: Eishohaki casting time: standard
Level: Bakudo 5 Reiatsu Cost: 375
Save: none
Spell resistance: no Effect: A Large magic hand appears
Range: personal between you and one opponent. This
Targets: self floating, disembodied hand then moves to
remain between the two of you, regardless
of where you move or how the opponent

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tries to get around it, providing cover (+4 Spell resistance: yes
defense) for you against that opponent. Range: close (25 ft. + 5 ft./2 levels)
Nothing can fool the hand–it sticks with the Targets: 1 creature
selected opponent in spite of darkness, Duration: permanent until escaped
invisibility, polymorphing, or any other Eishohaki casting time: standard
attempt at hiding or disguise. The hand Reiatsu Cost: 375
does not pursue an opponent, however.
Effect: You cause a straitjacket to spring
An interposing hand is 10 feet long into existence to restrain the target
and about that wide with its fingers creature. You attempt a grapple check
outstretched. It has as many hit points as against the target’s Escape Artist check.
you do when you’re undamaged, and is Your grapple check for this check is equal
defense is +20 (-1 size, +11 natural). It to your level + 5 due to the straightjacket’s
takes damage as a normal creature, but Strength. This grapple check doesn’t
most magical effects that don’t cause provoke an attack of opportunity, and if it
damage do not affect it. succeeds, the target is restrained. This is
similar to the grappled condition, except the
The hand never provokes attacks of target is able to move at its normal speed,
opportunity from opponents. It cannot push the restraint doesn’t cause the target to
through a wall of force or enter an anti- require concentration checks to use
magic field, but it suffers the full effect of a abilities that require concentration,
prismatic wall or prismatic sphere. The however the target can’t take actions that
hand makes saving throws as its caster. require one or more hands or arms to
perform (including casting spells).
Any creature weighing 2,000 pounds
or less that tries to push past the hand is Once it has been restrained for 1
slowed to half its normal speed. The hand round, the target can attempt a new saving
cannot reduce the speed of a creature throw when saving against a magical effect
weighing more than 2,000 pounds, but it that would make it confused, curses it,
still affects the creature’s attacks. cause a fear effect, or cause a madness.
The caster chooses which effect the target
Directing the spell to a new target gets an extra save against. This extra save
can be done as a move action. occurs only once per casting of this spell.

A Spell of higher power then this can A creature can attempt to escape
dispel the hand. the straitjacket with a grapple check or
Escape Artist check, with a DC equal to 15
Boosted: For an extra 70 Reiatsu spent on + your level + your Intelligence, Wisdom, or
this spell, you may have the hand make Charisma modifier, whichever is highest.
attacks of opportunity against the chosen
target if they would normally trigger them. Boosted: For an extra 70 Reiatsu spent on
The hand deals 1d8 per the casters level this spell, you may have the strait jacket
and makes the attack with a +20 unarmed grant the target a bonus to defense equal
strike check. to your spellcasting modifier. Alternatively,
you may alter this to be a drain on their
Bakudo 53: Kousokui (Straitjacket) defense equal to your spellcasting modifier.
[Conjuration]
Normal Casting Time: Full round Action Bakudo 54: Ishigaki (Wall of Stone)
Incantation:
Level: Bakudo 5
Save: see text

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[Conjuration, Earth] hold the creatures. Creatures can avoid
Normal Casting Time: Full round Action entrapment with successful Reflex saves.
Incantation:
Level: Bakudo 5 Boosted: For an extra 70 Reiatsu spent on
Save: See text this spell, you may have the hardness of
Spell resistance: no the stone increase by your level.
Range: medium (100 ft. + 10 ft./level)
Targets: stone wall whose area is up to one Bakudo 55: Bijaku Shinri (Feeble mind)
5-ft. square/level [Enchantment]
Duration: instantaneous Normal Casting Time: Full round Action
Eishohaki casting time: standard Incantation:
Reiatsu Cost: 375 Level: Bakudo 5
Save: Will negates
Effect: This spell creates a wall of rock that Spell resistance: yes
merges into adjoining rock surfaces. The Range: medium (100 ft. + 10 ft./level)
wall of stone is 1 inch thick per four levels Targets: 1 Creature
and composed of up to one 5-foot square Duration: Instantaneous
per level. You can double the wall’s area by Eishohaki casting time: standard
halving its thickness. The wall cannot be Reiatsu Cost: 375
conjured so that it occupies the same
space as a creature or another object. Effect: The target creature’s Intelligence
and Charisma scores each drop to 1. The
You can create the wall of stone in affected creature is furthermore unable to
almost any shape you desire. The wall use Intelligence– or Charisma-based skills,
created need not be vertical, nor rest upon cast spells, understand language, or
any firm foundation; however, it must communicate coherently. Still, it knows who
merge with and be solidly supported by its friends are and can follow them and
existing stone. It can be used to bridge a even protect them. The subject remains in
chasm, for instance, or as a ramp. For this this state until a higher level healing spell is
use, if the span is more than 20 feet, the used to cancel the effect of the Bakudo 55.
wall must be arched and buttressed. This
requirement reduces the spell’s area by Boosted: For every extra 70 Reiatsu spent
half. The wall can be crudely shaped to on this spell, you may increase the save Dc
allow crenellations, battlements, and so by +1.
forth by likewise reducing the area.
Bakudo 56: Kiza Jikotousuki (Smug
Like any other stone wall, this one Narcissism)
can be destroyed by a disintegrate spell or [Enchantment]
by normal means such as breaking and Normal Casting Time: Full round Action
chipping. Each 5-foot square of the wall has Incantation:
hardness 8 and 15 hit points per inch of Level: Bakudo 5
thickness. A section of wall whose hit points Save: Will negates
drop to 0 is breached. If a creature tries to Spell resistance: yes
break through the wall with a single attack, Range: close (25 ft. + 5 ft./2 levels)
the DC for the Strength check is 20 + 2 per Targets: 1 Creature
inch of thickness.

It is possible, but difficult, to trap
mobile opponents within or under a wall of
stone, provided the wall is shaped so it can

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Duration: Instantaneous white light that blocks line of sight springs
Eishohaki casting time: standard into existence.
Reiatsu Cost: 375
The wall sheds bright light to a range
Effect: You cause your target to become of 60 feet in all directions. A creature
overwhelmed by its own importance, adjacent to the wall is blinded as long as it
talents, and attractiveness. The target remains adjacent plus an additional 1d4
cannot help but look at itself in every rounds thereafter—closing ones eyes or
reflective surface at every possible succeeding at a Fortitude save negates the
opportunity. In social situations, the target effect for 1 round. A creature that passes
always tries to comment about how through the wall is automatically blinded,
attractive it is or how ugly someone else is even if its eyes are closed.
by comparison.
Boosted: For an extra 70 Reiatsu spent on
The target remains constantly this spell, creatures that attempt to
distracted, always looking for a reflective transverse the wall must make a Fortitude
surface to gaze upon (such as a mirror, pool save, on a fail the creature is rebuffed and
of water, a polished shield, and so on). The can’t attempt to travel through the wall
distraction gives the target a –2 per the again this round.
casters level penalty on all skill checks. In
combat, the target worries about enemies Bakudo 58: Kakushitsuijaku (Summoning
damaging its appearance, and focuses on of the Tracking Sparrow)
defense rather than offense (casting [Conjuring, Divination]
defensive spells rather than offensive Normal Casting Time: 10 minutes
spells, using the fight defensively or total Incantation: "Heart of the south, eye of the
defense action, and so on). north, finger of the west, foot of the east,
arrive with the wind and depart with the
Boosted: For every extra 70 Reiatsu spent rain."
on this spell, you may target 1 additional Level: Bakudo 5
creature no two of which can be more then Save: will
20ft away from the last. Spell resistance: yes
Range: Personal
Bakudo 57: Hikari Kabe (Wall of Light) Target: Self
[Evocation, Light] Duration: Instant/Concentration
Normal Casting Time: Full round Action Eishohaki casting time: N/a
Incantation: Reiatsu Cost: 375
Level: Bakudo 5
Save: Fortitude for partial, see text Effect: Bakudo 58 is primarily used for
Spell resistance: yes tracking and locating a spiritual force the
Range: medium (100 ft. + 10 ft./level) user focuses on. The practitioner draws a
Targets: 10-ft.-high vertical sheet of light up circle with the appropriate symbols set
to 5 ft. long/level apart in four quadrants upon the ground
Duration: 1 minute/ level using a black powder. They then place their
Eishohaki casting time: standard hands palm down just under the circle to
Reiatsu Cost: 375 activate the spell. The circle glows with a
blue light as the symbols are animated
Effect: An immobile, blinding curtain of within the circle, causing various numbers

33 feats 49 of 155

Big book of Kido

to appear within until the specific set is Effect: You create a mobile cylinder of wind
found. encompassing every target of the spell and
protecting them as Bakudo 36, but not
This spell gives the exact interfering with them in any way. For
whereabouts of any target you know the example, arrows and bolts fired at the
spiritual pressure of well (known for a long targets are deflected upward and miss, but
time etc). If you are less familiar with the the targets’ own arrows or bolts pass
person, it requires a sense motive check DC through the wall as if it were not there.
(10 + target's bluff check). If all you know of
the person is a name, description or a brief A Large creature counts as 4
flash of spirit pressure then the DC is Medium creatures for the purpose of how
doubled. The target of the spell is allowed a many targets you can affect with the spell;
will save to detect they are being spied on. a Huge creature counts as 8, a Gargantuan
creature as 16, and a Colossal creature as
The caster of this spell can choose 32. This spell has no effect within the area
to concentrate on this spell. If so, the co- of a higher-level wind or weather spell.
ordinates constantly update so long as the
target stays on the same plane of Boosted: For every extra 70 Reiatsu spent
existence. They are allowed a further will on this spell, you may add one more
save every minute if they did not initially creature to the normal number of creatures
detect the scrying. you can target with this spell.

This spell cannot detect someone Bakudo 60: Sekiryoku (Repulsion)
actively suppressing their Reiatsu. [Abjuration]
Normal Casting Time: Full round Action
Special: This spell cannot be cast by Incantation:
skipping the incantation; it must be cast Level: Bakudo 6
using its full time. Save: Will negates
Spell resistance: yes/no
Boosted: For an extra 70 Reiatsu spent on Range: personal
this spell, you may track a target even if the Targets: up to 10-ft.-radius/level emanation
target or targets cross into a separate centered on you
dimension from the one this spell was cast Duration: 1 round/level
in. Eishohaki casting time: standard
Reiatsu Cost: 450
Bakudo 59: Akishou Fukiage (Fickle Winds)
[Transmutation] Effect: An invisible, mobile field surrounds
Normal Casting Time: Full round Action you and prevents creatures from
Incantation: approaching you. You decide how big the
Level: Bakudo 5 field is at the time of casting (to the limit
Save: none, see text your level allows). Any creature within or
Spell resistance: yes entering the field must attempt a will save.
Range: close (25 ft. + 5 ft./2 levels) If it fails, it becomes unable to move toward
Targets: one or more Medium you for the duration of the spell. Repelled
creatures/level, no two of which can be creatures’ actions are not otherwise
more than 30 ft. apart restricted. They can fight other creatures
Duration: 1 minute/level
Eishohaki casting time: standard
Reiatsu Cost: 375

33 feats 50 of 155


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