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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

and can cast spells and attack you with A flying creature cannot flap its
ranged weapons. If you move closer to an wings, and a swimming creature cannot
affected creature, nothing happens. The continue swimming. This causes the
creature is not forced back. The creature is expected consequences.
free to make melee attacks against you if
you come within reach. If a repelled Special: This spell can be cast on a target
creature moves away from you and then currently affected by another Bakudo spell
tries to turn back toward you, it cannot using Eishohaki without penalties.
move any closer if it is still within the spell’s
area. Boosted: For every extra 80 Reiatsu spent
on this spell, the target must make another
Boosted: For an extra 80 Reiatsu spent on Will save to negate the effects of this spell.
this spell, you may increase the Will save
Dc by +2. Bakudo 62: Hyapporankan (Hundred-step
Rail Perch)
Bakudo 61: Rikujōkōrō (Six Rods Prison of [Conjuring]
Light) Normal Casting Time: Full round Action
[Conjuring] Incantation: Unkown
Normal Casting Time: Full round Action Level: Bakudo 06
Incantation: “Carriage of Thunder. Bridge of Save: reflex negates
a spinning wheel. With light, divide this into Spell resistance: no
six“ Range: Medium (100 ft + 5* caster level)
Level: Bakudo 6 Target: Line/cone
Save: will negates Duration: 1 minute/level
Spell resistance: yes Eishohaki casting time: standard
Range: Medium (100ft + 10 * caster level) Reiatsu Cost: 450
Target: One creature
Duration: 1 minute/level Effect: A long rod formed of energy is
Eishohaki casting time: standard thrown towards the target before it erupts
Reiatsu Cost: 450 into numerous other short rods. These rods
speed forward, impaling and propelling
Effect: The practitioner points his/her index everything in their path and pinning them
finger at the target generating a spark of down.
yellow energy. That energy summons six
thin but wide beams of light that slam into When used this spell starts as a
a target's midsection, holding them in single rod that can be thrown 15ft in a
place. The target is then unable to move strait or arcing path, after that distance, the
any part of their body, including the parts rod explodes into a shower of smaller bars
that were not struck by the beams that hit every creature in a 25ft cone.

On a failed save the victim is Each creature in the cone must pass
paralyzed and is unable to move any part of a reflex save or be caught in the spell.
its body or take any action, but it can still Creatures caught are propelled backwards
speak. A victim is allowed a further save to the maximum range of the spell, or until
each and every minute (10 rounds) to they hit something that would reasonably
break free of the binding, or each round if it stop them. Size has no effect on the power
suffered damage since the last round. of this spell.

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If the creature caught in this, hits as though they were escaping a grapple,
another creature or object, both suffers with the chains having an effective strength
1d6 points of damage for each 5 feet it has of 15 + the casters level. The chains count
moved, to a maximum of 10d6 as a medium creature for this purpose.

Creatures affected by the spell are The chains slowly tighten around
paralyzed, though they can still speak. Each their victims, so long as the caster wills it.
round, a creature may attempt a strength This is a constrict attack that deals damage
check (Dc 15 + caster level ), or an escape equal to the caster level + rounds
artist check (Dc 20 + caster level). The constricted, to each entangled creature.
binds can also be destroyed, they have a
resilience equal to the spellcaster’s caster The chains may be broken, however
level (minimum 6) and 20 HP. Each there is a risk. The chain has a hardness
creature must be freed from the spell equal to spellcaster’s caster level
independently. (minimum 6) and 20 hp. All links of chain
after the break (calculated from the central
Boosted: For every extra 80 Reiatsu spent target) fall inert, but those before the break
on this spell, you may create an additional remain active. There is a chance that the
rod you may throw as a part of this spell. constantly shifting chains manage to snare
(This is the same rod generated when you and entangle the attacker as well. If attack
first cast this spell.) was made at close range the attacker must
make a reflex save before making the
Bakudo 63: Sajō Sabaku (Chainlink Chain attack on a failed save the attacker is
Bonds) entangled in the chains as well.
[Conjuring]
Normal Casting Time: Full round Action Due to the moving nature of the
Incantation: Unknown chains, all attacks made from over 30 ft
Level: Bakudo 6 away have a 50% chance of hitting the
Save: reflex negates creature entangled instead.
Spell resistance: no
Range: Medium (100 ft + 5* caster level) The caster may choose to keep hold
Target: One or many. All targets must be of a link of the chain. If his link of chain is
within 30 ft of each other broken, however, all other links of the chain
Duration: 1 minute/level go inert. The chain conducts electricity and
Eishohaki casting time: standard cannot be damaged by it.
Reiatsu Cost: 450
Boosted: For an extra 80 Reiatsu spent on
Effect: The practitioner gestures towards this spell, when the chain is broken by
their intended target or targets, and damage both sections of the chain continue
numerous links of heavy chains burst forth, to be animated.
that wrap around the intended target or
targets and begin to constrict. Bakudo 64: Kouseimei Kawa (Antilife Shell)
[Abjuration]
Each victim is entitled to a reflex Normal Casting Time: 1 round taking effect
save to attempt to escape the effect. If they at the beginning of your next turn.
fail, then they are grappled and stunned for Incantation:
one round by the spell. Each round, the Level: Bakudo 6
victims of the spell can attempt to escape it Save: none
Spell resistance: yes
Range: Personal

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Targets: 10-ft.-radius emanation, centered damage per level (maximum 15d6), with a
on you Reflex save for half damage.
Duration: 10 min./level (D)
Eishohaki casting time: N/a If you evoke the barrier so that it
Reiatsu Cost: 450 appears where creatures are, each creature
takes damage as if passing through the
Effect: You bring into being a mobile, wall. Each such creature can avoid the wall
hemispherical energy field centered on you (ending up on the side of its choice) and
that prevents the entrance of most types of thus take no damage by making a
living creatures. successful Reflex save.

The effect locks out animals, A blade barrier provides cover (+4
aberrations, dragons, fey, giants, bonus to defense, +2 bonus on Reflex
humanoids, magical beasts, monstrous saves) against attacks that are made
humanoids, oozes, plants, and vermin, at through it.
the maximum range of the sphere but
constructs, elementals, outsiders, or Boosted: For every extra 80 Reiatsu spent
undead can freely cross the barriers on this spell, you may increase the duration
threshold. by one step. Minutes to Hours to Days

Boosted: For an extra 80 Reiatsu spent on Bakudo 66: Teppeki (Wall of Iron)
this spell, you may have creatures that are [Conjuring]
affected by this spell take 1d6 points of Normal Casting Time: Full round Action
damage per your level if they attempt to Incantation:
pass into the sphere. Level: Bakudo 6
Save: See text
Bakudo 65: Burēdo Shōheki (Barrier of the Spell resistance: no
Blades) Range: medium (100 ft. + 10 ft./level)
[Evocation, Force] Targets: iron wall whose area is up to one
Normal Casting Time: Full round Action 5-ft. square/ level, see text
Incantation: Duration: instantaneous
Level: Bakudo 6 Eishohaki casting time: standard
Save: Reflex for half Reiatsu Cost: 450
Spell resistance: yes
Range: Medium (100 ft. + 10 ft./level) Effect: You cause a flat, vertical iron wall to
Targets: Wall of whirling blades up to 20 ft. spring into being. The wall inserts itself into
long/ level, or a ringed wall of whirling any surrounding nonliving material if its
blades with a radius of up to 5 ft. per two area is sufficient to do so. The wall cannot
levels; either form 20 ft. high be conjured so that it occupies the same
Duration: 1 min./level space as a creature or another object. It
Eishohaki casting time: standard must always be a flat plane, though you can
Reiatsu Cost: 450 shape its edges to fit the available space.

Effect: An immobile, vertical curtain of A wall of iron is 1 inch thick per four
whirling blades shaped out of pure force caster levels. You can double the wall’s
springs into existence. Any creature passing area by halving its thickness. Each 5-foot
through the wall takes 1d6 points of square of the wall has 30 hit points per
inch of thickness and hardness 10. A
section of wall whose hit points drop to 0 is

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breached. If a creature tries to break and the subject so that all of its wounds are
through the wall with a single attack, the DC transferred to you. The subject gains a +1
for the Strength check is 25 + 2 per inch of deflection bonus to AC and a +1 resistance
thickness. bonus on saves as well.

If you desire, the wall can be created Forms of harm that do not involve
vertically resting on a flat surface but not hit points, such as charm effects,
attached to the surface, so that it can be temporary ability damage, level draining,
tipped over to fall on and crush creatures and death effects, are not affected. If the
beneath it. The wall is 50% likely to tip in subject suffers a reduction of hit points
either direction if left un-pushed. Creatures from a lowered Constitution score, the
can push the wall in one direction rather reduction is not split with you because it is
than letting it fall randomly. A creature must not hit point damage.
make a DC 40 Strength check to push the
wall over. Creatures with room to flee the If you and the subject of the spell
falling wall may do so by making successful move out of range of each other, the spell
Reflex saves. Any Large or smaller creature ends.
that fails takes 10d6 points of Untyped
damage while fleeing from the wall. The Boosted: For every extra 80 Reiatsu spent
wall cannot crush Huge and larger on this spell, you may increase the bonus
creatures. granted by this spell by +2.

Like any iron wall, this wall is subject Bakudo 68: Tanma Otoshi (Time-Out Drop)
to rust, perforation, and other natural [Enchantment, Mind Altering]
phenomena. Iron created by this spell is not Normal Casting Time: Full round Action
suitable for use in the creation of other Incantation:
objects and cannot be sold. Level: Bakudo 6
Save: Will negates
Boosted: For an extra 80 Reiatsu spent on Spell resistance: no
this spell, you may create this wall Range: touch
suspended in the air at a height of 30ft Targets: Creature touched
after which the wall immediately falls. Duration: Instantaneous/ See text
Eishohaki casting time: standard
Bakudo 67: Shībrown Sonota (Shield Other) Reiatsu Cost: 450
[Abjuration]
Normal Casting Time: Full round Action Effect: As the practitioner holds the palm of
Incantation: their hand over the victim's face, white light
Level: Bakudo 6 emanates from their hand, disorientating
Save: Will negates the victim and knocking them unconscious
Spell resistance: yes
Range: Close (25 ft. + 5 ft./2 levels) The target of this spell must succeed
Targets: One creature a will save or be rendered unconscious for
Duration: 1 hour/level a number of rounds equal to the
Eishohaki casting time: standard spellcasters level x3. This is magical sleep
Reiatsu Cost: 450 and the target cannot be roused till the
effect of the spell wears off, or a Reido of a
Effect: This spell wards the subject and higher level is used to rouse the target.
creates a mystic connection between you

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Boosted: For every extra 80 Reiatsu spent Save: Will negates
on this spell, you may increase rounds to Spell resistance: no
minutes to hours to days. Range: touch
Targets: See text
Bakudo 69: Koshinawa Sokubaku (Leashed Duration: instantaneous
Shackles) Eishohaki casting time: standard
[Evocation, Force] Reiatsu Cost: 525
Normal Casting Time: Full round Action
Incantation: Effect: This spell is a defensive illusion
Level: Bakudo 6 breaking spell. Reaching out the spell
Save: Reflex negates caster grips at thin air and moves his hand
Spell resistance: yes stripping away a swath of light blue/violet
Range: medium (100 ft. +10 ft./level) light. Any illusion within a radius of 30ft of
Targets: 1 creature the caster must make a Will save (Using the
Duration: 1 minute/ level casters Will save), on a fail the illusion is
Eishohaki casting time: standard broken and instantly dispelled.
Reiatsu Cost: 450
Boosted: For every extra 90 Reiatsu spent
Effect: You create shackles of force that on this spell, you may increase the Will save
attach to the target’s limbs. You designate Dc by +2
an object or location within 30 feet of the
target for the shackles to anchor Bakudo 71: Jiba (Magnetic Field)
themselves to; this must be the ground, a [Abjuration]
wall, or a sturdy structure for the anchoring Normal Casting Time: Full round Action
to occur. Incantation:
Level: Bakudo 7
The target is entangled and cannot Save: Reflex negates
move more than 30 feet from the anchor Spell resistance: yes
point of the spell. The shackle itself cannot Range: 30 ft.
be attacked (though it can be dispelled), Targets: 30-ft.-radius emanation
but if the object or area it is attached to is Duration: Concentration up to 1 round/2
broken, the target is free to move away levels
(though it is still entangled). Eishohaki casting time: standard
Reiatsu Cost: 525
Boosted: For an extra 80 Reiatsu spent on
this spell, if a target attempts to escape the Effect: You create a spherical magnetic
shackles they must make a fortitude save, field that surrounds you to a range of 30
if they fail they become exhausted for 1d10 feet and follows you for the duration of the
minutes. spell.

Bakudo 70: Noren Mekuri (Curtain Unattended metal objects in range—
Stripping) including weapons, armor, and anything
[Abjuration] made primarily out of metal—are pulled
Normal Casting Time: Full round Action violently toward you, stopping just short of
Incantation: your space and falling harmlessly to the
Level: Bakudo 7 ground. Objects secured to a nonmetallic
fixture remain where they are unless a

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forceful tug would be enough to detach Effect: You create a massive rampart of
them. Loose objects weighing more than hard-packed earth and stone 5 feet thick.
500 pounds are not affected. If the The rampart cannot be conjured so that it
magnetic field would cause a dangerous occupies the same space as another
metal object such as a sword or anvil to creature or object. Each 5-foot-wide section
intersect a square occupied by a creature, of the rampart has hardness 0 and 180 hit
that creature must succeed at a Reflex points. A section of the rampart whose hit
save or take damage as if from an points drop to 0 is breached. If a creature
improvised weapon of the object’s size (or tries to break through the rampart with a
smaller or larger, at the GM’s discretion). single attack, the DC for the Strength check
is 60. A creature can climb over the
A creature in the area wearing metal rampart with a DC 20 Climb check.
armor, wielding a metal weapon, or holding
a metal object must succeed at a Reflex Boosted: For an extra 90 Reiatsu spent on
save or be dragged 5 feet closer to you in a this spell, you may have the rampart gain a
straight line. A creature can drop a metal hardness equal to your level.
object it’s holding as a free action to avoid
the effect if it’s not wearing metal armor; a Bakudo 73: Tozanshō (Inverse Mountain
creature being dragged by its shield can Crystal)
loosen it as a move action and drop it as a [Conjuring]
free action. Creatures made entirely or Normal Casting Time: Full round Action
mostly of metal take a –2 penalty on their Incantation: Unknown
Reflex saves. Creatures that fail their saves Level: Bakudo 7
by 5 or more are pulled an additional 5 feet Save: reflex negates
closer for every increment of 5 by which Spell resistance: no
they failed their saves. Range: Short (400 ft + 10* caster level)
Target: Cone (see below)
Boosted: For every extra 90 Reiatsu spent Duration: Concentration up to 1
on this spell, you may increase the radius Minute/level
by 5ft, or you may increase the number of Eishohaki casting time: standard
feet people are dragged closer to you. Reiatsu Cost: 525

Bakudo 72: Jōheki (Rampart) Effect: The caster ignites a single point of
[Conjuration, Earth] light, which then splits and forms into a
Normal Casting Time: Full round Action pyramid shape. The pyramid is mostly used
Incantation: for defense, but it can also be used to trap
Level: Bakudo 7 a target, or to hold something in place.
Save: none
Spell resistance: yes/no Designate a starting point
Range: medium (100 ft. + 10 ft./level) somewhere within range. From that point
Targets: 10-ft.-high earthen wall, in a line down, a four sided pyramid is created with
up to 10 ft. long/2 levels, or a circle with a height equal to caster level * 5 ft. this
radius of up to 3 ft. + 1 ft./level them forms into four solid walls, with 50 hp
Duration: instantaneous and a hardness equal to caster level
Eishohaki casting time: standard (minimum 7). The created pyramid repairs
Reiatsu Cost: 525 any damage that has been done to it on

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each of the caster's turn, until the duration abilities, but they have a Hardness of 30
ends. The walls from the inside of the and a number of hit points equal to 20 per
pyramid are much more fragile, and have caster level. Contact with a sphere of
half that resilience and HP. annihilation or rod of cancellation instantly
destroys field of force.
The walls are transparent, and
anyone can see through them (with a minor Alternatively:
Yellowish tinge), all ranged shots made Barred Cage: This version of the
against a target inside of the pyramid
instantly fail. Sound travels feely through spell produces a 20-foot cube made of
the walls bands of force (similar to field of force) for
bars. The bands are a half-inch wide, with
Boosted: For every extra 90 Reiatsu spent half-inch gaps between them. Any creature
on this spell, you may increase the amount capable of passing through such a small
of Hp the pyramid possesses by 20. space can escape; others are confined
within the barred cage. You can’t attack a
Bakudo 74: Chikaranoba (Field of Force) creature in a barred cage with a weapon
[Evocation] unless the weapon can fit between the
Normal Casting Time: Full round Action gaps. Even against such weapons
Incantation: (including arrows and similar ranged
Level: Bakudo 7 attacks), a creature in the barred cage has
Save: reflex negates cover. All spells and breath weapons can
Spell resistance: no pass through the gaps in the bars.
Range: close (25 ft. + 5 ft./2 levels)
Targets: barred cage (20-ft. cube) or Windowless Cell: This version of the
windowless cell (10-ft. cube) spell produces a 10-foot cube with no way
Duration: 1 round/level in and no way out. Solid walls of force form
Eishohaki casting time: standard its six sides.
Reiatsu Cost: 525
Boosted: For every extra 90 Reiatsu spent
Effect: This spell creates an immobile, on this spell, you may increase the size of
invisible cubical prison composed of either the cage or cell by 5ft.
bars of force or solid walls of force (your
choice). Bakudo 75: Gochū Tekkan (Five Post Iron
Weights)
Creatures within the area are caught [Conjuring]
and contained unless they are too big to fit Normal Casting Time: Full round Action
inside, in which case the spell automatically Incantation: Unknown
fails. Teleportation and other forms of Level: Bakudo 7
astral travel provide a means of escape, but Save: reflex negates
the force walls or bars extend into the Spell resistance: no
Ethereal Plane, blocking ethereal travel. Range: Long (400 ft + 10* caster level)
Target: One Create/area (see below)
Like a wall of force, field of force Duration: See description
resists dispelling magic. The walls of field of Eishohaki casting time: standard
force can be damaged by spells as normal, Reiatsu Cost: 525
except for disintegrate, which automatically
destroys it. The walls of field of force can be
damaged by weapons and supernatural

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Effect: The casters clasps their hands stunned for 1 round after failing their reflex
together as if praying, and five small orbs of save.
light form and circle them. As the caster
raises their hands above their head, the Bakudo 76: Majutsu Ken (Mage’s Sword)
lights form a spinning halo, before [Evocation, Force]
dispersing, when the caster slams their Normal Casting Time: Full round Action
hands down, and the light form into 5 Incantation:
incredibly large Iron Pillars, linked together Level: Bakudo 7
by lengths of chain. Save: none
Spell resistance: yes
The caster selects where the 5 Range: close (25 ft. + 5 ft./2 levels)
Pillars come down. No one pillar can be Targets: one sword
more than 10 feet from another Pillar. Each Duration: 1 round/ level
Pillar is 10 feet wide, 10 feet long, and 1/2 Eishohaki casting time: standard
level * 5 feet high. A creature in a square a Reiatsu Cost: 525
Pillar comes down in, can make a reflex
save to avoid being hit by the pillar. Effect: This spell brings into being a
shimmering, sword-like plane of force. The
A creature that fails this reflex save sword strikes at any opponent within its
suffers 6d6 bludgeoning damage and is range, as you desire, starting in the round
knocked prone. The creature may attempt a that you cast the spell. The sword attacks
Strength check Dc (15+ the casters level+ its designated target once each round on
1 per round they have been pinned bellow your turn. Its attack bonus is equal to your
the pillars) to remove the pillar from level + Spellcasting modifier with an
themselves as an action. They suffer a additional +3 enhancement bonus.
further 6d6 bludgeoning damage a round.
As a force effect, it can strike
The crushing pressure of these ethereal and incorporeal creatures. It deals
posts is enough that they can break 4d6+3 points of force damage, with a
through objects with a hardness lower than threat range of 19–20 and a critical
or equal to their hardness without slowing multiplier of ×2.
down.
The sword always strikes from your
Alternatively, this spell can be used direction. It does not get a bonus for
to create 5 thinner 1ft. wide and 1ft. long flanking or the help action. If the sword
and 1/2 level*5ft high, targeted pillars on goes beyond the spell range from you, goes
one specific target. This target must make a out of your sight, or you are not directing it,
reflex save be knocked prone, and pinned it returns to you and hovers.
in place, and suffer 10d6 bludgeoning
damage, and another 10d6 each turn until Each round after the first, you can
they can free themselves. use a standard action to switch the sword
to a new target. If you do not, the sword
These poles have a hardness equal continues to attack the previous round’s
to 10 + spellcaster’s caster level, and 50 target.
Hp each. If used against a single target,
they work together as a single object with The sword cannot be attacked or
hardness of 20 + caster level, with 75 hp. harmed by physical attacks, but a spell of a
higher level affects it. The sword has a
These poles last until the caster defense bonus of +13.
dismisses them or they are destroyed.

Boosted: For an extra 90 Reiatsu spent on
this spell, the target of Bakudo 75 is

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If an attacked creature has spell with their spiritual pressure. They can also
resistance, the resistance is checked the seclude certain areas.
first time mage’s sword strikes it. If the
sword is successfully resisted, the spell is Alternatively, the spell can be used
dispelled. If not, the sword has its normal to forge a telepathic bond with creatures
full effect on that creature for the duration that the caster is familiar with the spiritual
of the spell. pressure of. This link can be forged with 1
other creature, and another creature per 2
Boosted: For every extra 90 Reiatsu spent caster levels.
on this spell, you may increase the damage
done by 1d6 force damage. This spell effects an area of 1000ft,
plus 100 ft per caster level.
Bakudo 77: Tenteikūra (Heavenly Charged
Sky Net) Special: This spell cannot be cast by
[Evocation] skipping the incantation; it must be cast
Normal Casting Time: 10 minutes using its full time
Incantation: "Black and white net. Twenty-
two bridges, sixty-six crowns and belts. Boosted: This spell is incapable of being
Footprints, distant thunder, sharp peak, boosted.
engulfing land, hidden in the night, sea of
clouds, blue line. Form a circle and fly Bakudo 78: Hanzei Fushime (Spell Turning)
though the heavens." [Abjuration]
Level: Bakudo 7 Normal Casting Time: Full round Action
Save: Will (harmless) Incantation:
Spell resistance: no (harmless) Level: Bakudo 7
Range: Extreme (see below) Save: none
Target: Burst Spell resistance: no
Duration: Instant Range: Personal
Eishohaki casting time: N/a Targets: Self
Reiatsu Cost: 525 Duration: until expended or 10 min./level
Eishohaki casting time: standard
Effect: The practitioner draws the symbols Reiatsu Cost: 525
of the incantation on their arms, hands and
the surrounding area whilst chanting. At the Effect: Spells and spell-like abilities that
climax of the incantation, the practitioner target you are turned back upon the original
thrusts their hands ahead of them, where a caster. The spell turns only spells that have
mirror of light forms. you as a target. Area effects and area spells
are not affected. Spell turning also fails to
This spell allows the caster to stop touch range spells. From seven to ten
instantly send a telepathic message to (1d2+5) spell levels are affected by the
every creature in range with an intelligence turning. The exact number is rolled secretly.
greater than 3. This message can be of any
length, and the caster can also transmit any When you are targeted by a spell of
image reflected in the mirror. The caster higher level than the amount of Bakudo 78
can choose to exclude people in the vicinity you have left, that spell is partially turned.
from hearing so long as they are familiar Subtract the amount of spell turning left
from the spell level of the incoming spell,
then divide the result by the spell level of

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the incoming spell to see what fraction of target is entirely surrounded, a ninth void
the effect gets through. forms in the center, sealing their fate.

For damaging spells, you and the The target is entitled to a reflex save
caster each take a fraction of the damage. to avoid the effects of this spell. If the
target fails their save, then they are
For non-damaging spells, each of captured by the intense gravity of the spell.
you has a proportional chance to be the They are unable to perform any actions or
one who is affected. move whatsoever until the spell ends, other
than talk. Creatures trapped inside and
If you and a spellcasting attacker those outside cannot see through the
are both warded by spell turning effects in accompanying darkness this spell provides.
operation, a resonating field is created. Roll
randomly to determine the result. For every hour they remain trapped
in the spells effect they take a number of
01-70—Spell drains away without effect. d6 of crushing damage equal to 1/2 the
71-80—Spell affects both of you equally at casters level. After taking damage from this
full effect. spell the target may attempt a Fortitude
81-97—Both turning effects are rendered save to escape the gravity.
nonfunctional for 1d4 minutes.
98-100—Both of you go through a rift into Boosted: For every extra 90 Reiatsu spent
another plane. on this spell, you may increase the Dc of
the save by +3.
Boosted: For every extra 90 Reiatsu spent
on this spell, you may increase the amount Bakudo 80: Meikyuu (Maze)
of potential turning by one dice size. (This [Conjuration]
may allow you to turn back spells of higher Normal Casting Time: Full round Action
level than this Bakudo would normally be Incantation:
able to turn.) Level: Bakudo 8
Save: none
Bakudo 79: Kuy Shibari (Nine-Daylight Spell resistance: No
Bonds) Range: close (25 ft. + 5 ft./2 levels)
[Conjuration, Darkness] Targets: 80 ft cube
Normal Casting Time: Full round Action Duration: See text
Incantation: Unknown Eishohaki casting time: standard
Level: Bakudo 7 Reiatsu Cost: 600
Save: See text
Spell resistance: yes Effect: You raise a large maze that engulfs
Range: Medium (100 ft + caster level * 10 all creatures in the affected area. Each
ft round on its turn, a creature may attempt a
Target: 15ft cube DC 20 Intelligence check to escape the
Duration: 1 hour/level labyrinth as a full-round action. If none of
Eishohaki casting time: standard the subject’s escape, the maze disappears
Reiatsu Cost: 525 after 10 minutes, freeing all the subjects.

Effect: As the practitioner completes the Spells and abilities that move a
hand seals, eight large wells of endless creature within a plane, such as teleport
darkness form around the target. When the and dimension door, do not help a creature
escape a Bakudo 80, although a plane shift

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spell allows it to exit to whatever plane is shunpo/shunko; the creature merely hits
designated in that spell. the wall at a very high speed, taking 1d6
bludgeoning for every 5ft they would have
Boosted: For every extra 100 Reiatsu spent moved beyond the wall.
on this spell, you may have Bakudo 80 last
longer, from minutes to hours to days to Any activated tier 1 release or
years. transformation from a character with an
effective level of 15 or less is also unable to
Bakudo 81: Dankū (Severing Void) pass through the wall, as are any effects of
[Conjuration] these Weapons or transformations might
Normal Casting Time: Full round Action generate (such as a prismatic
Incantation: Unknown sphere/created water etc).
Level: Bakudo 8
Save: See Text Any tier 2 release or transformation
Spell resistance: no are both powerful enough to pass through
Range: Close (30 ft + caster level * 5) the wall but are subject to the following
Target: wall whose area is 5-ft. square/ effect.
level and 1 inch thick
Duration: 1 round/level The creature who is using the tier 2
Eishohaki casting time: standard or higher release or transformation or using
Reiatsu Cost: 600 an ability with a sustained duration must
make a Will or Fortitude save, on a failed
Effect: The caster conjures a transparent save the target loses half of the remaining
wall of force whose surface area is 5-ft. timer of the release.
square/ level and 1 inch thick, with a six-
pointed star in the center. The wall only After; blocking a spell, spell like
stops spiritual energy; physical matter may ability, or Reiatsu based effect; dealing any
pass straight through it. However, to damage; or draining half the release timer
spiritual energy, the wall is entirely solid, of a tier 2 release or transformation the
and almost impossible to overcome. wall shatters to pieces.

Any Kido of 8th level or lower, or any Special: This spell can be cast as an attack
effect that uses 100 or less Reiatsu of opportunity. It counts as using the Full
(including dispelling attempts) is prevented Round action for the next turn unless this
entirely by the wall. spell has Eishohaki on it, in which the spell
consumes the normal action time granted
A creature who attacked the wall by Eishohaki.
with a spell, or spell like ability of 9th level
or higher, or other Reiatsu based ability that Boosted: For every extra 100 Reiatsu spent
consumes more than 100 Reiatsu is on this spell, the wall may survive another
subject to make a Will save or have its spell, spell like ability, or Reiatsu based
effect severely weakened. On a failed save effect, deal another amount of damage, or
any damage that would have been dealt or drain another half of a tier 2 release or
any affect is instantly negated while on a transformation.
success the creature only deals 1/4 the
normal damage or half the effect. Bakudo 82: Buyou Kabe (Dancing Walls)
[Conjuration, Illusion]
The wall also stops any Reiatsu Normal Casting Time: Full round Action
assisted movement, such as Flashstep, Incantation:
Level: Bakudo 8

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Save: none save to avoid the barrier from encasing
Spell resistance: no their heads.
Range: touch
Targets: Creature touched The next round the spellcaster
Duration: 6 rounds brings the palms of his/her hands together,
Eishohaki casting time: standard the Spellcaster emits a shockwave of
Reiatsu Cost: 600 Reiatsu from them, turning the barriers red
before falling away from the targets bodies,
Effect: The spellcaster creates 4 walls The targets must make a Fortitude save or
around the target of this spell. The walls the spell decapitates the victim instantly
exist between 5ft from the target or as far killing them.
as 25ft from the target. The walls occupy a
15ft long 20ft high and 5ft thick area on Boosted: For every extra 100 Reiatsu spent
each side of the target. The spellcaster may on this spell, you may increase one of the
pass through the walls at will, but to all save Dc’s by +4.
other creatures the walls are real. They
have an apparent hardness of 5 and 6 hp. Bakudo 84: Roppō Fūjin (Hexagon Seal
The walls move with the creature they are Array)
cast on. [Abjuration]
Normal Casting Time: Full round Action
Boosted: For an extra 100 Reiatsu spent on Incantation:
this spell, you may make the walls invisible Level: Bakudo 8
to other creatures outside of the target of Save: Reflex negates
the spell. Spell resistance: no
Range: medium (100ft + character level *
Bakudo 83: Sutandingu Obēshon (Standing 10ft)
Ovation) Targets: See text
[Abjuration] Duration: Instantaneous
Normal Casting Time: 2 full round actions Eishohaki casting time: standard
Incantation: Reiatsu Cost: 600
Level: Bakudo 8
Save: Reflex negates/ Fortitude negates Effect: The spellcaster creates a 3-
Spell resistance: no dimensional, 15ft horizontal and 15ft
Range: medium (100ft + character level * vertical cross-shaped green barrier around
10ft) an opponent, sealing them inside on a
Targets: 1 creature/2 levels, no two can be failed reflex save.
more than 30ft apart
Duration: Instantaneous As a standard action the spellcaster
Eishohaki casting time: 1 full round action may decrease the size of the barrier till it is
Reiatsu Cost: 600 a 5ft cube While trapped inside of the
cross-shaped barrier the creature is
Effect: The spellcaster snaps his fingers immune to damage and cannot move
several times, creating a blue, cuboid beyond the bounds of the box. Each round
barrier around the heads of several the victim may make an escape artist check
creatures. The targets may make a reflex to attempt to escape form the shrinking
box. Each round the escape artist check Dc
increases by +5.

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The next round after reaching the 5ft Spell resistance: no
cube the spell caster may expend another Range: Close (30 ft + caster level * 5)
standard action to force the creature Targets: A wall with a radius of 70ft
trapped inside to make a Fortitude save or Duration: 1 hour/level
be crushed as the box shrinks to Eishohaki casting time: standard
nothingness. Reiatsu Cost: 600

Boosted: For every extra 100 Reiatsu spent Effect: A barrier appears and takes the
on this spell, you may increase the Escape shape of a watermill. Its inner section can
artist check by +4. be opened up like a set of fangs as a
standard action, allowing one to attack
Bakudo 85: Ryūbi no Jōmon (The Gate of through the barrier.
Dragon Tail)
[Abjuration] The barrier has a hardness equal to
Normal Casting Time: Full round Action the casters level x2 and an Hp equal to
Incantation: 1/4th the spellcasters total Hp +50.
Level: Bakudo 8
Save: none Boosted: For an extra 100 Reiatsu spent on
Spell resistance: no this spell, you may increase the Hp and
Range: Close (30 ft + caster level * 5) Hardness of the Barrier by 25%.
Targets: 30ft box
Duration: 1 hour/level Bakudo 87: Kigai no Jōmon (The Gate of
Eishohaki casting time: standard Turtle Shell)
Reiatsu Cost: 600 [Abjuration]
Normal Casting Time: Full round Action
Effect: As this spell is cast it creates over a Incantation:
dozen pillars, which are arranged by hand Level: Bakudo 8
gestures, making them form a gigantic Save: none
shield or door-like barrier between the Spell resistance: no
caster and the opponent. Range: Close (30 ft + caster level * 5)
Targets: A wall 70ft by 70ft
The barrier has a hardness equal to Duration: 1 hour/level
the casters level x2 and an Hp equal to Eishohaki casting time: standard
1/4th the spellcasters total Hp +50. Reiatsu Cost: 600

Boosted: For an extra 100 Reiatsu spent on Effect: Creates a barrier by combining many
this spell, you may increase the Hp and small hexagons to form a honeycomb-like
Hardness of the Barrier by 25%. structure. The wall has a Hardness equal to
the casters level x2, and an Hp equal to
Bakudo 86: Kokō no Jōmon (The Gate of 1/4th the spell casters total Hp +50.
Tiger Fang)
[Abjuration] The barrier is a two dimensional wall
Normal Casting Time: Full round Action that blocks all attacks from either side of
Incantation: the wall. Although being two dimensional it
Level: Bakudo 8 has all the qualities of a wall that occupies
Save: none a 5ft area.

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Boosted: For an extra 100 Reiatsu spent on Effect: You must first cast Ryūbi no Jōmon,
this spell, you may increase the Hp and Kokō no Jōmon, Kigai no Jōmon, and
Hardness of the Barrier by 25%. Hōyoku no Jōmon. Once this spell is cast
you create a 70ft box comprising the 4
Bakudo 88: Hōyoku no Jōmon (The Gate of other Bakudo spells around the target. The
Phoenix Wings) box has a Hardness equal to the casters
[Abjuration] level x10, and an Hp equal to half the
Normal Casting Time: Full round Action spellcasters total Hp x5.
Incantation:
Level: Bakudo 8 Boosted: For an extra 100 Reiatsu spent on
Save: none this spell, you may increase the Hp and
Spell resistance: no Hardness of the Barrier by 50%
Range: Close (30 ft + caster level * 5)
Targets: A disk with a radius of 70ft Bakudo 90: Shisō Kekkai (Quad Burial
Duration: 1 hour/level Barrier)
Eishohaki casting time: standard [Abjuration]
Reiatsu Cost: 600 Normal Casting Time: See text
Incantation:
Effect: This barrier is created from an Level: Bakudo 9 (Forbidden)
obelisk and many planks combining to form Save: See text
a sort of lampshade, resembling folding Spell resistance: no
wings and a crude bird's head/body the Range: close (25 + 5ft per 2 caster levels)
barrier covers an area of 70ft . Hōyoku no Targets: 1 creature
Jōmon has a hardness equal to the casters Duration: See text
level x2 and an Hp equal to 1/4th the Eishohaki casting time: N/a
spellcasters total Hp +50. Reiatsu Cost: 675

Boosted: For an extra 100 Reiatsu spent on Effect: When you cast the first part of this
this spell, you may increase the Hp and spell, 4 Halberds are created and are a
Hardness of the Barrier by 25%. critical part of the second half of this spell.
The Halberds deal 1d10 damage and have
Bakudo 89: Shijū no Saimon (The Gate of a reach of 10ft and have a x3 critical hit
Four Beasts) chance. These Halberds have a thrown
[Abjuration] range of 45ft. Creating the Halberds is a full
Normal Casting Time: Full round Action round action.
Incantation:
Level: Bakudo 8 To begin the second part of this
Save: None spell, the target must be struck with all four
Spell resistance: no Halberds. When struck they a-fix
Range: Close (30 ft + caster level * 5) themselves to the target’s arms and legs by
Targets: 70ft cube a yellow stream of Reiatsu. The target may
Duration: 1 Day/level make a Strength check (Dc 15 +2/caster
Eishohaki casting time: standard level) to escape these bonds.
Reiatsu Cost: 600
The spellcaster then invokes the
second part of this spell, raising the target
into the air where they must make a will

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save. On a fail the target is locked into a If the caster knows the target’s name and
black coffin-like box with chains wrapping some facts about its life, the target takes a
around it. -4 penalty on its save.

The Halberds then impale the victim Boosted: This spell is incapable of being
and box all at once completing the Spell. boosted.
The victim is dealt no damage but placed in
a suspended state, although he is fully Bakudo 92: Kodoku Hako (The Box of
aware of the world around him and Solitude)
continues to age as normal. The second [Abjuration]
part of this spell takes 3 rounds of Normal Casting Time: Full round Action
concentration. Incantation:
Level: Bakudo 9 (Forbidden)
The victim may be freed from the Save: Reflex negates, Will for half
box by breaking the spell, this is usually Spell resistance: yes
done by reciting a specific phrase or Range: medium (100 ft + 10 ft * caster
preforming a specific action. This is decided level)
by the Dm upon casting. The spellcaster is Targets: One creature, 25ft box
fully aware of the release conditions. Duration: 3 minutes/level
Eishohaki casting time: standard
Special: This spell cannot be cast by Reiatsu Cost: 675
skipping the incantation; it must be cast
using its full time Effect: You target one creature you can see,
and that creature must make a reflex save.
Boosted: This spell is incapable of being On a fail they become encased in a
boosted. transparent box. Inside of the box
everything is a solid white with no
Bakudo 91: Kinko (Imprisonment) difference between roof, wall, and floor.
[Abjuration]
Normal Casting Time: Full round Action The creature must make a Will save
Incantation: after each minute. If they fail they take 1d4
Level: Bakudo 9 (Forbidden) points of Wisdom damage. With a 5%
Save: Will negates, see text chance of going insane.
Spell resistance: yes
Range: Touch The creature inside the box cannot
Targets: creature touched see out of the box. Those outside of the box
Duration: instantaneous can see the creature inside with no
Eishohaki casting time: standard problem.
Reiatsu Cost: 675
Boosted: This spell is incapable of being
Effect: When you cast Bakudo 91 and touch boosted.
a creature, it is entombed in a state of
suspended animation in a small sphere far Bakudo 93: Sanchicchai Furusu (Three
beneath the surface of the ground with no Little Homes)
sign that the ground holds the prison. The [Conjuration]
subject remains there unless a powerful Normal Casting Time: 1 round taking effect
spell or force is used to locate where the at the beginning of your next turn.
imprisonment took place.

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Incantation: Boosted: This spell is incapable of being
Level: Bakudo 9 (Forbidden) boosted.
Save: Fortitude, See text
Spell resistance: no Bakudo 94: Kokoro Keimusho (Prison of
Range: Close (30 ft + caster level * 5) the Mind)
Targets: 3 creatures none of which can be [Enchantment, Mind Altering]
more than 30ft apart Normal Casting Time: Full round Action
Duration: Concentration of 3 rounds Incantation:
Eishohaki casting time: N/a Level: Bakudo 9 (Forbidden)
Reiatsu Cost: 675 Save: Will Negates
Spell resistance: yes
Effect: You designate 3 creatures and they Range: Touch
are surrounded by 10ft boxes. Each Targets: Creature touched
creature must make a Fortitude save on Duration: 1 day/ level
each of the three rounds of the duration of Eishohaki casting time: standard
this spell. All three creature’s loose Reiatsu Cost: 675
awareness of the world outside of the
boxes. But are fully aware of the other three Effect: The spellcaster reaches out towards
creatures. the target and before the caster touches
the creatures a burst of energy pulses out
The first round the first creature to of the casters palm blinding the target. The
fail its Fortitude save bursts into flames creature must make a Will save, on a fail
inside the box taking 10d6 of fire damage the target falls comatose on the ground a
and remaining on fire. If more than one prisoner in its own body for the duration of
creature fails its save choose one to suffer the spell. If they pass their save, their vision
this effect. The box around the victim then clears, and are confused for 1 round.
disappears from the sights of those still
trapped. The victim is then returned to Boosted: This spell is incapable of being
normal senses. boosted.

In the second round the first Bakudo 95: Daishonin Wariate (Scribe's
creature to fail is impaled by sharp blades Binding)
that manifest and launch themselves [Transmutation]
through the box dealing 10d8 piercing Normal Casting Time: Full round Action
damage. If more than one creature fails its Incantation:
save choose one to suffer this effect. The Level: Bakudo 9 (Forbidden)
box around the victim then disappears from Save: Will negates
the sights of those still trapped. The victim Spell resistance: yes/no
is then returned to normal senses. Range: close (25 ft. + 5 ft./2 levels)
Targets: creature touched
In the third round, the last creature Duration: Permanent
has all its senses assaulted by nightmare Eishohaki casting time: standard
visions that abruptly end. When the visions Reiatsu Cost: 675
end the creature believes it has escaped
the box, and immediately falls to the ground Effect: This spell binds a single creature
comatose forever trapped in its own mind.

Should a creature succeed all three
of its saves, the box safely disappears from
around them and they are free.

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into a prepared book, sustaining it in Boosted: This spell is incapable of being
suspended animation and filling the book boosted.
with its experience’s and knowledge.
Bakudo 96: Meikyuu Kyoukinosata
The tome weighs 10 pounds and Shikuhakku (Maze of Madness and
has one page for every day of the subject’s Suffering)
life up to being subjected to this spell. The [Conjuration]
cover and binding transform to reflect the Normal Casting Time: Full round Action
subject’s appearance, interests, and tastes. Incantation:
Level: Bakudo 9 (Forbidden)
Every thought and memory— Save: Will for partial, see below
including those the target may have Spell resistance: yes
forgotten long ago—are perfectly Range: close (25 ft. + 5 ft./2 levels)
transcribed within the enchanted pages, Targets: One creature
penned in excruciating detail in the Duration: See text
language that the creature was thinking or Eishohaki casting time: standard
speaking in when the event occurred. If a Reiatsu Cost: 675
memory includes dialogue in a language
the subject didn’t understand that dialogue Effect: You banish the subject into an extra-
is reproduced phonetically and must be dimensional labyrinth. Each round on its
translated by a reader who knows that turn, it may attempt a DC 22 Intelligence
language. check to escape the labyrinth as a full-
round action, the creature is trapped in the
Any alterations to a subject’s maze until it either successfully saves or an
memories—such as by a Reido 85 spell— outside force rescues the creature usually
appear in a subtly different script; a done by reciting a specific phrase or
successful DC 35 Linguistics check is preforming a specific action. This is decided
needed to identify this. by the Dm upon casting. The spellcaster is
fully aware of the release conditions.
Spells that modify or remove text
also affect the target’s memory if the spell Each round a creature remains in
persists after its release. Reido 85 can be the maze a different effect occurs
used to repair any changes to its original depending on which section of the maze it
state, or alter the accounts recorded within is in. Roll on the following table each time
the book. the creature attempts an Intelligence check
to escape the maze to see which part of the
A creature imprisoned by Bakudo 95 maze it wanders through; if a creature
automatically fails any saving throws doesn’t attempt an Intelligence check, it
against effects to change or modify its stays in the same section and suffers that
memories. section’s effects. Any conditions or damage
taken persist for the listed duration even if
A target bound by this spell can be the creature exits the maze before then,
freed by only a, miracle, or wish. Any form but conditions don’t stack with themselves.
of shape alteration spell or ability only
restores the target’s normal form for 24
hours. Scribe’s binding makes the
imprisoning tome supernaturally durable
(hardness 20, 10 hp per HD the imprisoned
creature had). Destroying the tome
immediately slays the creature imprisoned
within.

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d% Maze Section Oasis of Respite: Whether it appears
1-20 Circus as a beautiful glade, a perfumed palace, or
21-40 a literal desert oasis, this section of the
41-60 Haunted Forest maze is supernaturally peaceful, especially
61-80 Hellscape in comparison to the rest of the maze. The
81-100 creature must succeed at a Will save or
Oasis of respite become fascinated for 1 round. The
Strange City creature can’t attempt to escape the maze
while fascinated. A creature that fails three
Circus: The creature finds itself in a consecutive saving throws to this
nightmarish circus of giant beasts, garishly fascination enters a state of lethargy and
painted faces, and hideous, mocking gives up ever escaping the maze, remaining
laughter. The creature must succeed at a in this area until the spell is broken by an
Will save or gain a lesser madness. The outside force.
save uses the madness’s normal DC.
Strange City: The creature journeys
Haunted Forest: The creature travels through a city of cyclopean architecture
through a dark forest of grasping trees under a sky of indescribable color and
while shadowy beasts prowl at the edge of numerous stars. The creature must
its vision. The creature must succeed at a succeed at a Will save or take 2d4 points of
Will save or become frightened for 2d4 Wisdom damage.
rounds. This is a fear effect. A frightened
creature can still attempt Intelligence Special: This spell cannot be cast by
checks to escape the maze, but it takes skipping the incantation; it must be cast
3d6 points of slashing and piercing damage using its full time
from the trees’ branches.
Boosted: This spell is incapable of being
Hellscape: The creature navigates a boosted.
landscape of fire and stone walls carved
with diabolical faces while the cries of the Bakudo 97: Kūkanten’i (Spatial
damned echo in the air. The creature must Displacement)
succeed at a Will save or become paralyzed [Transmutation, Space]
by fear and potential torment for 1 round. Normal Casting Time: Full round Action
This is a fear effect. The creature can’t Incantation:
attempt to escape the maze while Level: Bakudo 9 (Forbidden)
paralyzed, and if it fails three consecutive Save: Will negates, See text
saving throws against this paralysis, the Spell resistance: no
hellscape delivers a coup de grace, dealing Range: Close (30 ft + caster level * 5)
the creature 4d6 points of fire damage. The Targets: 40ft cube
creature must succeed at a Fortitude save Duration: Instantaneous
(DC = 10 + the damage dealt) or die. A Eishohaki casting time: standard
creature that survives the coup de grace Reiatsu Cost: 675
escapes from the paralysis as well.
Effect: You may designate a cube of space
no bigger than 40ft by 40ft. Everything
inside the cube is transported to a location

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that you designate upon the casting of this complete stop. Exiting the cube causes you
spell. to become completely stopped as well.
Creatures may attempt a Will save to resist
being moved by the spell. If they pass they While the time stop is in effect, the
are simply left in the spot they were when creatures outside the cube are invulnerable
the spell was cast. to your attacks and spells; you cannot
target such creatures with any attack or
Boosted: This spell is incapable of being spell.
boosted.
You cannot move or harm items
Bakudo 98: Jikanteishi (Time suspension) held, carried, or worn by a creature stuck
[Transmutation, Time] outside the cube but you can affect any
Normal Casting Time: Full round Action item that is not in another creature’s
Incantation: possession.
Level: Bakudo 9 (Forbidden)
Save: none Boosted: This spell is incapable of being
Spell resistance: no boosted.
Range: Close (30 ft + caster level * 5)
Targets: selected creatures within 15ft of Bakudo 99: Bankin (Great Seal)
each other [Conjuration]
Duration: 1d6+1 rounds (apparent time); Normal Casting Time: 3 total rounds, 1
see text round each part (see below)
Eishohaki casting time: standard Incantation: "First Song - Halting wrap"
Reiatsu Cost: 675 "Second Song - Hundred Serial Bolts"
"Final Song - Full Ban Great Mount”
Effect: This spell seems to make time cease Level: Bakudo 9 (Forbiden)
to flow for everyone inside a 30ft by 30ft Save: special (see below)
cube. Spell resistance: special (see below)
Range: Long (100 ft + caster level * 20
In combat everything inside the cube Target: One or multiple targets. Each target
comes to a complete stop. Entering the must be within 30 feet of each other
cube causes you to become completely Duration: Special (see below)
stopped as well. Eishohaki casting time: N/a
Reiatsu Cost: 675 per part
While Bakudo 98 is in effect, the
creatures inside the cube are invulnerable Effect: This unique spell is the most potent
to your attacks and spells; you cannot of all the sealing arts. This spell consists of
target such creatures with any attack or three parts, each of which is cast as a
spell. separate spell, and each must be cast in
order. Any special effects applied to one
You cannot move or harm items part of the spell must be applied to the
held, carried, or worn by a creature stuck in other two parts.
the cube but you can affect any item that is
not in another creature’s possession. If, for any reason, the caster takes
any action other than continuing the spell,
Alternatively: You may have the contents of or fails to cast one part, they cannot cast
the cube be the normal time flow, leaving the next part without starting the process
the outside world stopped. In combat again. See below for the in depth look at
everything outside the cube comes to a each step of the spell.

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Casting this spell drains the casters have a hardness equal to twice casters
current Reiatsu to 0, regardless of any level, and hp equal to 5 * caster level.
reductions, Feats, or normal remaining
Reiatsu. Even if you would normally have an The wraps are immune to, and
unlimited Reiatsu pool, it immediately conduct, energy damage of any kind.
becomes 0. You still recover it in the normal
way These wraps are permanent and last
until they are destroyed, or the spell caster
Special: This spell cannot be cast by dismisses them.
skipping the incantation; it must be cast
using its full time -Second Song: Hundred serial Bolts:
Effect: The caster claps their hands
Boosted: This spell is incapable of being together, and numerous razor sharp blades
boosted. form in the air around the victims, before
flying unrelentingly towards the wrappings.
-First Song: Halting wrap: Here, they impale the victim’s body,
Effect: The caster buries their fingers deep rendering it inert and useless, as well as
into the ground, suffusing it with spiritual riddled with holes.
energy, which burst forth in coils of white
rope that twine around the intended target. Each creature fully entangled by the
After entangling the target, numerous metal 1st song is impaled by these flying knives,
pegs descend from the sky to pin these digging deep to strike at the body's
threads tight to the ground, preventing pressure points. They suffer 6d6 piercing
escape. Each target is entitled to a reflex damage, as well as 3d6 strength and
save to try and avoid the ropes. dexterity damage.

If they are successful, then they are They are entitled to a fortitude save
entangled for 1d4 + 1 rounds; otherwise, to reduce the piercing damage by half, and
they are entirely immobilized and unable to the ability damage to 2d6. A creature that
take any actions, other than attempt to fails the save of First song and Second
break the ropes. This is done with a song also has it's Reiatsu flow sealed; it is
strength check (Dc 20 + the casters level) unable to use any Reiatsu based effect for
that takes a full round action. The twisting 3d6 hours.
ropes slowly grow tighter and tighter as
time passes, causing constrict damage A creature that was merely
equal to the casters level, and increasing entangled by the ropes suffers the 6d6
their escape DC by 2 for each round. After 5 piercing damage but are entitled to either a
rounds, the victim also starts to suffocate. reflex or fortitude save for half, whichever is
higher. They suffer no ability damage.
Each round a victim is not entangled
by these wraps, they must make another -Third Song: Full ban, great mount:
reflex save, with -2 to the Dc for each round Effect: To end the spell, the caster raises
since the spell was cast, or be fully their hands above their head, and a vast
captured as if they had failed the first reflex stone pillar forms above each captive,
save. which then slams down on the victim,
before alighting with spiritual energy and
Someone unaffected by the wraps forming the final seal.
can attempt to cut them. This however
requires a slashing weapon. The wraps Each creature that failed the saves
of First song and Second song and
subsequently had its Reiatsu sealed by the

33 feats 70 of 155

Big book of Kido Boosted: For every extra 500 Reiatsu spent
on this spell, you may increase the range
second song, and that is disabled by the the spell reaches out by your caster level
first song, is forced to take a Will save, with x3.
the DC increased by 1 for every 100
Reiatsu the caster has remaining in their For every extra 1000 Reiatsu spent
pool. If a target fails, they are sealed on this spell, you may increase the time
completely by the spell. They are frozen in from rounds to minutes
time, and completely severed from the rest
of existence. The method to unseal them is For an extra 2000 .Reiatsu spent on
up to your DM but is known to you. this spell, you may remove a single target
Kido’s effect.
Because this fragment of the spell
warps space/time, it is highly forbidden by
soul society.

Special: Divine Spell 71 of 155

To unlock this Kido a notable feat must be
attained, and someone must have found a
way to teach you this spell.

Bakudo 100: Kami no Zettai-tekina Keikai
(Absolute guard of the gods)
[Special Abjuration]
Normal Casting Time: 10 minutes
Incantation: Let the grace of the heavenly
dragon fall upon you.
Level: Special
Save: None
Spell resistance: no
Range: touch
Targets: See text
Duration: See Text
Eishohaki casting time: N/a
Reiatsu cost: 1500

Effect: The spell caster reaches out with a
free hand gesturing to all creatures within
an area equal to the spellcasters caster
level x10 miles. All creatures in the
designated area are protected from all
incoming damage types (Fire, Ice, Lightning,
Etc.), mind influencing effects (Illusions,
Enchantments), and regular damage
(Bludgeoning, Piercing, Slashing). For a
number of rounds equal to your
Spellcaster’s, Caster level x10.

33 feats

Big book of Kido

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Destructive arts [Evocation]
Normal Casting Time: Full round Action
Hado Incantation: unknown
Level: Hado 1
Hado 01: Sho (Clash) Save: fortitude partial
[Evocation, Force] Spell resistance: yes
Normal Casting Time: Full round Action Range: Touch
Incantation: unknown Targets: 1 creature
Level: Hado 1 Duration: instant
Save: no Eishohaki casting time: standard
Spell resistance: no Reiatsu Cost: 25
Range: medium (100 ft + 10 ft * caster
level) Effect: The Spellcaster channels spiritual
Targets: 1 object energy into the palm of her hand, before
Duration: instant thrusting it directly into the victim, filling
Eishohaki casting time: standard their body with wracking pains.
Reiatsu Cost: 25
The victim of this spell suffers 1d8
Effect: A beam of force shoots out of the damage, + 1 per level to a maximum of +5,
caster’s fingers, forcing the target away the victim may make a fortitude save for
from the spellcaster. This spell creates a half damage. If the creature fails it's save,
burst of force that the user can manipulate then it is also stunned for 1 round due to
for a number of purposes. The wave of the pain.
force has an effective strength of 10 + the
casters level + spellcasting modifier. Boosted: For every extra 20 Reiatsu spent
on this spell, you may make one extra touch
When used against an object/willing attack with this spell.
creature, this works like pushing/pulling or
lifting something normally, any save made Hado 3: Yaburimasu (Rip)
uses the strength listed above instead of [Evocation]
the caster’s strength score, and it can be Normal Casting Time: Full round Action
done at range. if the user chose to lift the Incantation: unknown
target, then they can choose to maintain Level: Hado 1
the spell for an extra 10 Reiatsu per turn. Save: no
Spell resistance: yes
This spell can also be used to make Range: medium (100 ft + [caster level *
a ranged bullrush with the beam of force 10] )
working like a medium sized creature. The Targets: 1 creature or object
target is knocked either directly away from Duration: instant
the caster, or directly towards them. The Eishohaki casting time: standard
victim moves 5 ft for every point they failed Reiatsu Cost: 25
the opposed strength check by.
Effect: The Spellcaster imbues her blade
Boosted: For every extra 20 Reiatsu spent with rampant spiritual energy and raises it
on this spell, the caster may use this spell above her head. With a shout, she brings
on another target. the blade down and watches as the cut in
the air is mimicked on her victim
Hado 2: Itami (Pain)

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Hado 3 is resolved as a single melee A single target cannot take damage
attack against the chosen victim, save that from a single arc more than once.
the target can be anywhere within the
spell's range. This attack deals damage Hado 5: Kageyari (Shadow Lance)
equal to the spellcaster's weapons normal [Evocation, Darkness]
Bw, plus her spellcasting modifier. Due to Normal Casting Time: Full round Action
the magical nature of the attack, it ignores Incantation: unknown
hardness and damage reduction. Level: Hado 1
Save: reflex/half
Boosted: For every extra 20 Reiatsu spent Spell resistance: yes
on this spell, you may add 1 Bw to the Range: close (30 ft + caster level * 5 ft)
damage of this spell, up to a number of Bw Targets: 5 ft line
equal to your own. Duration: instant
Eishohaki casting time: standard
Hado 04: Byakurai (White Thunder) Reiatsu Cost: 25
[Evocation, Electricity]
Normal Casting Time: Full round Action Effect: The spellcaster beckons imperiously,
Incantation: unknown and the very shadows from the ground
Level: Hado 1 surge towards that point, forming needle-
Save: reflex\half sharp blades that pierce the skin of those
Spell resistance: yes in their path. Every creature in the path of
Range 20ft/level the shadows suffers 1d4 force damage per
Targets: line caster level, to a maximum of 5d4 damage.
Duration: instant
Eishohaki casting time: standard Boosted: For every extra 20 Reiatsu spent
Reiatsu Cost: 25 on this spell, you may increase the line of
effect by 5ft.
Effect: The caster shoots a bolt of white
lightning from their fingertip as a powerful Hado 6: Tsurugi O Nukimasu (Draw the
line of pure electricity shoots from the Blade)
caster's fingertips, dealing 1d6 lightning [Conjuration]
damage per the spellcaster’s caster level, Normal Casting Time: Full round Action
to a maximum of 5d6, and a range of 20 Incantation: unknown
feet per spellcaster’s caster level Level: Hado 1
Save: None
Boosted: For an extra 20 Reiatsu spent on Spell resistance: No
this spell, any creature within 10 ft of a Range: Personal
creature caught in the line of effect must Targets: Self
make a reflex save with a Dc reduced by 2 Duration: instant
per person the arc hits and deals 1d6 less Eishohaki casting time: standard
damage to a min of 1 damage. This bolt will Reiatsu Cost: 25
continue to arc until there are no more
targets within 10 ft of the last victim struck Effect: The Spellcaster brings their hand to
by an arc, the save DC falls below 10, or the an empty sheath and draws their hand free
damage becomes 1. exactly as if they were drawing a blade. As

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they do so, the weapon that originally Fortitude save on a successful hit, on a fail
resided in the sheath materializes in their the target is ignited and must spend an
hand. action to put itself out or suffer 1d6 fire
damage at the start of each of its turns.
Boosted: For an extra 20 Reiatsu spent on
this spell, the spell caster summons an Hado 08: Shakujin (Magic Stone)
ethereal blade if this spell would normally [Transmutation]
fail to summon a weapon. This weapon Normal Casting Time: Full round Action
always deals 1d4-2 [Bw] force damage and Incantation: unknown
gains 1d4-2 [Bw] Force damage per 5 ranks Level: Hado 1
in spell craft you possess. Save: Will negates (harmless, object)
Spell resistance: yes
Note: A Shinigami casting this spell on their Range: Touch
zanpakutou summons it in its sealed form. Targets: Up to three stones touched
-If the blade was in an anti-magic field, this Duration: 30 minutes or until discharged
spell fails. Eishohaki casting time: standard
-If the blade is in someone else's Reiatsu Cost: 25
possession, then this spell fails.
Effect: You transmute as many as three
Hado 7: Muchi De Hi O Tsukemasu (Whip of pebbles, which can be no larger than sling
Flames) bullets, so that they strike with great force
[Evocation, Fire] when thrown or slung.
Normal Casting Time: Full round Action
Incantation: unknown If hurled, they have a range
Level: Hado 1 increment of 20 feet. If slung, treat them as
Save: no sling bullets (range increment 50 feet). The
Spell resistance: yes spell gives them a +1 enhancement bonus
Range: Close (30 ft + caster level * 5) on attack and damage rolls. The user of the
Targets: 1 creature stones makes attacks as normal.
Duration: instant
Eishohaki casting time: standard Each stone that hits deals 1d6+1
Reiatsu Cost: 25 points of damage, or 2d6+2 points against
creatures with the undead trait.
Effect: The spellcaster raises her blade
above her head, and then swings it, like Boosted: For every extra 20 Reiatsu spent
flicking a whip. From the tip of the blade on this spell, you may imbue an extra stone
emits a curling serpent of fire, that lashes with magic.
her foes before fading away in a wisp of
smoke. Hado 9: Tsukisashimasu (Thrust)
[Evocation]
The spellcaster fires one ray at the Normal Casting Time: Full round Action
target per level, to a maximum of 5 rays. Incantation: unknown
Each ray is a ranged touch attack that deals Level: Hado 1
1d6 fire damage. Save: will negates (harmless)
Spell resistance: yes (harmless)
Boosted: For an extra 20 Reiatsu spent on Range: Personal
this spell, you may make the target make a Targets: Self

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Duration: 1 minute/level active, she cannot recover the HP she
Eishohaki casting time: standard sacrificed.
Reiatsu Cost: 25
Boosted: For an extra 30 Reiatsu spent on
Effect: The spellcaster lets her spirit and this spell, you may treat the extra damage
her weapon intertwine, causing a sheath of generated by this spell as elemental
free-flowing spiritual energy to form around damage of your choise.
the weapon, that lashes out whenever she
swings it. Hado 11: Tsuzuri Raiden (Bound Lightning)
[Evocation, Lightning]
The spellcaster's grants their Normal Casting Time: Full round Action
weapon a +5ft reach increment. Unlike Incantation: unknown
other weapons with reach, she is still Level: Hado 1
capable of striking adjacent foes. This Save: reflex/half (if able to escape surface)
cannot be applied to a weapon that already Spell resistance: no
possess the reach property. Range: touch
Targets: 1 creature
Boosted: For every extra 20 Reiatsu spent Duration: instant
on this spell, you may increase the reach Eishohaki casting time: standard
quality by +5ft. Reiatsu Cost: 75

Hado 10: Moroha (Double Edged Blade) Effect: The spellcaster channels a highly
[Evocation] potent lightning shock through their touch,
Normal Casting Time: Full round Action which leaps and arcs to numerous foes.
Incantation: unknown
Level: Hado 1 The spellcaster makes a touch
Save: will negates (harmless) attack against any enemy within range
Spell resistance: yes (harmless) (including their weapon if they so choose).
Range: Personal
Targets: Self If used against an enemy, this ability
Duration: 1 minute/level deals 1d6 + 1 lightning damage per the
Eishohaki casting time: standard casters level, to a maximum of 5d6 + 5. So
Reiatsu Cost: 75 long as whatever is touched could
reasonably channel electricity, everything
Effect: The spellcaster slowly runs her else in contact with the item or enemy
weapon across her skin, letting it draw takes 1d4 damage per the casters level to
blood. As the blood touches the weapon, a maximum of 5d4, though they can
she lets her spiritual energy flow through attempt to avoid this damage with a
the open wound, increasing her might at successful reflex save (Dc 10 + caster level
the cost of her life energy. + cha modifier) so long as they could easily
get away from the source of the shock.
The spellcaster reduces her health
by any amount of their choice. For the The damage dealt is considered
duration of the spell, her attacks made with empowered if the target is wearing metal
the weapon that drew the blood have an armor or is grappled/entangled by whatever
enhancement to hit and damage equal to the spellcaster touched originally.
half the health sacrificed. Whilst this spell is
Boosted: For an extra 30 Reiatsu spent on
this spell, a creature damaged by Hado 11

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Big book of Kido Hado 13: Sakibimasu (Scream)
[Evocation, Sonic]
must succeed a fortitude save or be Normal Casting Time: Full round Action
paralyzed for 1 round, and stunned for 1 Incantation: unknown
round per the spellcasters casting modifier Level: Hado 1
Save: fortitude partial
Hado 12: Fushibi (Lain Fire/ Ambush Flare) Spell resistance: yes
[Evocation, Fire] Range: Personal
Normal Casting Time: Full round Action Targets: 10ft burst
Incantation: unknown Duration: instant
Level: Hado 1 Eishohaki casting time: standard
Save: Reflex for half Reiatsu Cost: 75
Spell resistance: no
Range close (30 + (1/2 caster level * 5) Effect: The Spellcaster draws in spiritual
feet) power, using it to amplify her words until
Target single creature or 5ft square they are loud enough to split eardrums.
Duration: 1 round/Level Every creature in the burst, other than the
Eishohaki casting time: standard spellcaster herself, suffers 2d6 sonic
Reiatsu Cost: 75 damage, and is shaken and deafened for
1d4 rounds. A successful save negates the
Effect: The caster creates a sphere of shaken and deafened condition.
energy that latches onto the victim or the
area around them. This sphere reacts to Boosted: For every extra 30 Reiatsu spent
Reiatsu and explodes violently when any is on this spell, to you may increase the
sensed around it. damage of this spell by 1d6 sonic damage
to a maximum of 5d6.
The caster makes a ranged touch
attack against a chosen target. If Hado 14: Teiden (Blackout)
successful, the sphere of energy attaches [Evocation, Darkness]
to it, ready to blow. If the victim is hit by Normal Casting Time: Full round Action
another Kido spell before Hado 12 Incantation: unknown
dissipates, then it explodes, dealing 1d6 Level: Hado 1
fire damage per the casters level, to a Save: None
maximum of 5d6, to all creatures in a 10ft Spell resistance: No
radius around the sphere. Range: Touch
Targets: Object Touched
There is a small chance that the Duration: 10 minute per caster level
flare will activate when a victim utilizes Eishohaki casting time: standard
Reiatsu to perform any act within 5ft of the Reiatsu Cost: 75
sphere. Whenever Reiatsu is used, the
creature must pass a suppress Reiatsu Effect: The Spellcaster places her hand on
bluff check Dc (equal to 1/2 the Reiatsu an object and slowly draws back, pulling the
used) or provoke the explosion. light from the air and leaving darkness in
her wake.
Boosted: For every extra 30 Reiatsu spent
on this spell, the blast radius is increased This spell causes an object to
by 20ft and the damage is increased by radiate shadowy illumination out to a 20-
1d6 fire damage.

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foot radius. All creatures in the area gain She gains no size modifiers (neither
concealment (20% miss chance). Even penalties nor bonuses) on this trip attempt,
creatures that can normally see in such nor the benefits of any ability that boosts
conditions (such as with darkvision or low- trip attempts, such as the Improved Trip
light vision) have the miss chance in an feat.
area shrouded in magical darkness.
Boosted: For every extra 30 Reiatsu spent
Normal lights (torches, candles, on this spell, you may increase the cone’s
lanterns, and so forth) are incapable of size by 5ft or you may increase the trip
brightening the area, as are light spells of check by +1.
lower level. Higher level light spells are not
affected by Hado 14. Hado 16: Shiro Hibana (White Fire Spark)
[Evocation, Fire]
If Hado 14 is cast on a small object Normal Casting Time: Full round Action
that is then placed inside or under a Incantation: unknown
lightproof covering, the spell’s effect is Level: Hado 1
blocked until the covering is removed. Save: Reflex Partial
Spell resistance: yes
Hado 14 counters or dispels any Range: Short (25ft + 5ft per 2 character
light spell of an equal or lower spell level. levels)
Targets: 5ft burst
Boosted: For an extra 30 Reiatsu spent on Duration: instant
this spell, you may have creatures that Eishohaki casting time: standard
enter or begins its turn in the shadows Reiatsu Cost: 75
must make a Fortitude save, on a fail the
creature takes 1d4 points of poison Effect: The Spellcaster conjures a spark of
damage per level to a max of 5d4 points of spiritual fire at the edge of her weapon or
damage. finger, and gestures towards her chosen
target. The spark swiftly flies towards her
Hado 15: Wakitachimasu (Surge) chosen victim, before bursting into a
[Evocation] brilliant white flash.
Normal Casting Time: Full round Action
Incantation: unknown The spell deals 2d6 fire damage per
Level: Hado 1 spellcaster’s caster level (max 5d6) and
Save: Reflex Negates ignites anything flammable. The victim(s)
Spell resistance: yes are entitled for a reflex save for half
Range: Personal damage. Putting out an ignited object is a
Targets: Cone full round action.
Duration: instant
Eishohaki casting time: standard Boosted: For every extra 30 Reiatsu spent
Reiatsu Cost: 75 on this spell, you may increase the burst
range by 5ft.
Effect: The Spellcaster sweeps her weapon
in a low arc, and a wave of pressure erupts Hado 17: Karite (Reaper)
from the blade, disrupting the footing of [Evocation, Darkness]
every foe in a 15 ft cone. She may make a Normal Casting Time: Full round Action
single trip check against every creature that
failed it's save, using her level in place of
her strength modifier for this attempt.

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Incantation: unknown speeds from the hilt to tip, before spearing
Level: Hado 1 her target. This is a ranged touch attack
Save: will (harmless) that deals 1d4 force damage per the
Spell resistance: yes (harmless) casters level (max 5d6)
Range: Touch
Targets: 1 creature/2 levels (max 5) Boosted: For an extra 30 Reiatsu spent on
Duration: concentration up to 1 this spell, a target that is successfully
minute/level struck must make a Fortitude save, on a fail
Eishohaki casting time: standard it is pushed 5ft per 3 it failed the check by.
Reiatsu Cost: 75
Hado 19: Konran (Confusion)
Effect: The Spellcaster wraps the blades of [Enchantment, Mind Affecting]
her allies in a shroud of darkness that licks Normal Casting Time: Full round Action
out when swung, drawing blood from those Incantation: unknown
surrounding her victim as she swings. Level: Hado 1
Save: Will Negates
Whenever the character makes a Spell resistance: yes
successful melee attack, she can attempt a Range: close (25 + 5ft per 2 caster levels)
single, second attack against any enemy Targets: 1 creature/2 levels, no two can be
with in her reach, this attack is made at the more than 30ft apart
same ranks and deals half the weapons Duration: Instant
original base damage with no strength Eishohaki casting time: standard
bonus, enhancement bonuses, etc. as Reiatsu Cost: 75
Hado 17 reaches out and mimic the first
slice. Effect: The Spellcaster lets emits a burst of
Reiatsu, muddling her victim's mind and
Boosted: For every extra 30 Reiatsu spent perception, causing them to act irrationally.
on this spell, you may allow your allies to The Victim(s) are confused for 1d4 rounds
make one extra attack following the same on a failed will save.
rules as the first.
Boosted: For every extra 30 Reiatsu spent
Hado 18: Yumi Shiteimasu (Shining Arrow) on this spell, you may increase the dice size
[Evocation, Light] that determines the number of rounds by
Normal Casting Time: Full round Action one size.
Incantation: unknown
Level: Hado 1 Hado 20: Sansei Boruto Dageki (Acid bolt
Save: None burning strike)
Spell resistance: yes [Conjuration, Acid]
Range: medium (100ft + character level * Normal Casting Time: Full round Action
10ft) Incantation:
Targets: 1 creature Level: Hado 2
Duration: instant Save: none
Eishohaki casting time: standard Spell resistance: no
Reiatsu Cost: 75 Range: long (400 ft. + 40 ft./level)
Targets: One target
Effect: The Spellcaster points her blade at
her chosen foe, and a bolt of spiritual light

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Duration: 1 round/three levels Improved Trip does not affect this spell in
Eishohaki casting time: standard any way.
Reiatsu Cost: 150
Though the earthquake is small and
Effect: A bolt of acid springs from your hand focused on the ground, if the area is
and speeds towards its target. You must particularly unstable, the spell might cause
succeed on a ranged touch attack to hit items to topple, stones to shake loose from
your target. The bolt deals 2d4 points of the walls or ceiling, and so on at the GM’s
acid damage with no splash radius. discretion.

For every three levels you possess, Boosted: For every extra 40 Reiatsu spent
the acid lasts for one round, and deals on this spell, you may increase your trip
another 2d4 points of damage. attempt by +1.

Boosted: For an extra 40 Reiatsu spent on Hado 22: Enjou Ketsueki (Blazing blood
this spell, you may have the victim of this burst)
spell take the damage again at the [Transmutation, Fire]
beginning of each of its turns for a number Normal Casting Time: Full round Action
of rounds equal to half your level. Incantation:
Level: Hado 2
Hado 21: Shintendouchi Odoru (Shaking Save: Fortitude negates
Earth Dance) Spell resistance: yes
[Transmutation, Earth] Range: touched
Normal Casting Time: Full round Action Targets: creature touched
Incantation: Duration: 1 round/level
Level: Hado 2 Eishohaki casting time: standard
Save: none Reiatsu Cost: 150
Spell resistance: yes
Range: 30 ft Effect: The target gains a 5ft. aura that
Targets: 30ft cone causes the blood of creatures in that area
Duration: Instantaneous to ignite upon contact with air. Any creature
Eishohaki casting time: standard (including the spell’s target) within the aura
Reiatsu Cost: 150 that takes at least 5 points of piercing,
slashing, or bleed damage from a single
Effect: You create a minor earthquake that attack automatically creates a spray of
can trip creatures. The spellcaster may burning blood.
attempt a single trip check against every
creature in the area. If your check equals or The spray strikes a creature in a
exceeds a creature’s check, that creature is randomly determined square adjacent to
knocked prone. the injured creature. The spray deals 1d6
points of fire damage to that creature, and
This trip attack does not provoke an 1 point of splash damage to all creatures
attack of opportunity (though you do within 5 feet of the spray’s target, including
provoke one for casting the spell as the target of this spell.
normal), nor are you knocked prone if you
fail the check by 10 or more. Unlike with a A single creature can only create
regular trip attack, you can trip any creature one spray of burning blood per round.
touching the ground, regardless of size. Creatures that do not have blood (including

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oozes and most constructs and undead) do Boosted: For every extra 40 Reiatsu spent
not create blood sprays when attacked. on this spell, you may increase the size of
the sphere by 1 size category.
Boosted: For every extra 40 Reiatsu spent
on this spell, you may increase the sprays Hado 24: Nagareboshi Niwakaame
damage by 1d6 and the splash damage by (Shooting Star Shower)
1 point. [Evocation]
Normal Casting Time: Full round Action
Hado 23: Raimei no Arashi (Thundering Incantation: ”From above, you fall. From
Pursuit Storm) below, you descend. Gather, oh points of
[Evocation, Electricity] light, and disperse those before me
Normal Casting Time: Full round Action Level: Hado 2
Incantation: Save: None (see below)
Level: Hado 2 Spell Resistance: Yes
Save: reflex negates Range: Medium (100ft + 10ft per caster
Spell resistance: yes level)
Range: medium (100 ft. + 10 ft./level) Target(s): 1 creature
Targets: 5-ft.-diameter sphere Duration: 1 round per character level
Duration: Concentration up to 1 round/level Eishohaki casting time: standard
Eishohaki casting time: standard Reiatsu Cost: 150
Reiatsu Cost: 150
Effect: The Spellcaster gestures to the sky
Effect: A crackling, spherical storm cloud above, where several orbs of light flare into
flies in whichever direction you point and life, merging into a sphere of destructive
deals electricity damage to those it strikes. energy, before seeking out and chasing the
It has a fly speed of 20 feet with perfect Spellcaster’s foes.
maneuverability. If it enters a space that
contains a creature, the storm stops The Spellcaster creates two balls of
moving for the round and deals 3d6 points light that deals 2d6 damage of an energy
of electricity damage to that creature, type of her choice each. This ball then
though a successful Reflex save negates makes a ranged touch attack against the
that damage. It provides concealment (20% spellcaster’s target, using the spellcaster’s
miss chance) to anything within it, and its ranks in ranged shot, except replacing their
flickering light illuminates the same area a dexterity modifier with her spellcasting
candle would. modifier. If the attack misses, then it is
attempted again in the next round, until the
The sphere moves as long as you spell either hits or the spell duration ends.
actively direct it (as a move action for you);
otherwise, it stays at rest and crackles with Boosted: For every extra 40 Reiatsu spent
lightning. It can be moved by wind effects on this spell, you may create another
and counts as a Small creature for the sphere of energy. The new orb can target
purpose of determining how winds affect it. either the same creature or another valid
The sphere has no physical substance and target within its range.
cannot exert any force on corporeal
creatures or objects. It disperses if it Hado 25: Kaminari Wakitachimasu
exceeds the spell’s range. (Thunder Surge)

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[Evocation, Electricity] Spell Resistance: Yes
Normal Casting Time: Full round Action Range: Touch
Incantation: “Cloak of storms, gather round. Target(s): 1 creature
Spear of Justice, fly forth Duration: 1 round/level
Level: Hado 2 Eishohaki casting time: standard
Save: Reflex for half Reiatsu Cost: 150
Spell Resistance: Yes
Range: Personal Effect: The Spellcaster creates a sleeve of
Target(s): 30ft Line spiritual energy and then imparts it on the
Duration: Instant foe with a tender caress. Upon the targets
Eishohaki casting time: standard body form symbols of pain and agony that
Reiatsu Cost: 150 burn away at their life.

Effect: The Spellcaster surrounds herself in The victim is marked with symbols
a veil of crackling electricity, gathering it that cause intense agonizing pain, inflicting
around her before launching herself 2d8 necrotic damage when the spell is first
forwards using the cloak as propulsion. used and an additional 1d8 each round for
the spell’s duration. At the beginning of the
This spell is cast as a line attack, victims turn, they are entitled to another will
with a width of 5ft. Each creature caught in save to end the spells effect.
the line takes 3d6 lightning damage and is
knocked prone on a failed Reflex save. The Boosted: For every extra 40 Reiatsu spent
Spellcaster moves to the end of the line on this spell, the initial and secondary
after this attack Is complete (or the nearest damage is increased by 1d8 (to a max of
empty space following the path of the 10d8) and the save Dc increases by 1
attack)
Hado 27: Shintai Kagami Mon (Body Mirror
The spellcaster does not provoke Gate)
attacks of opportunity from this movement [Evocation]
from enemies caught in the line of effect, Normal Casting Time: Full round Action
but she does from any others she moves Incantation: Time, linked. Space, Reflected.
past. If she is tripped/stopped from moving As I feel you, you feel me. As you cut me,
in any way, the caster is placed prone in her you cut yourself.
target square at the end of the movement, Level: Hado 2
but still completes the movement. Save: Fortitude negates
Spell Resistance: Yes
Boosted: For every extra 40 Reiatsu spent Range: Close (25 ft + 5ft per two levels)
on this spell, the spellcaster moves an extra Target(s): 1 creature
5ft and increases the damage by 2d6 and Duration: 1 round/level
the save Dc by 1. Eishohaki casting time: standard
Reiatsu Cost: 150
Hado 26: Shinboru Kurushimi (Emblem of
Agony) Effect: The spellcaster creates a connection
[Necromancy] between himself and the target, reflecting
Normal Casting Time: Full round Action anything that hits his body onto the
Incantation: Unknown creature he is linked to. Whilst the spell
Level: Hado 2 persists, so long as the target is within this
Save: Will negates

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spells range, the spellcaster suffers half Note: that this spell does not grant an
damage from any attack that deals HP actual gaze attack. Foes and allies are not
damage, and the target suffers the other in danger of catching on fire simply by
half. meeting your gaze.

This does not affect hp loss from Boosted: For every extra 40 Reiatsu spent
something such as constitution damage, on this spell, you may increase the damage
nor the spellcaster paying HP by choice. by 1d6 damage. This also increases the
Only HP damage received from another amount of damage a creature takes while
source is split. on fire.

Boosted: For an extra 40 Reiatsu spent on Hado 29: Doukan Unasareru (Nightmare
this spell, the save Dc and the duration are Conduit)
increased by 1. [Transmutation]
Normal Casting Time: Full round Action
Hado 28: Yakikorosu Mesen (Burning Gaze) Incantation:
[Evocation, Fire] Level: Hado 2
Normal Casting Time: Full round Action Save: Will negates
Incantation: Spell resistance: yes
Level: Hado 2 Range: close (25 ft. + 5 ft./2 levels)
Save: Fortitude negates Targets: One creature
Spell resistance: yes Duration: 1 round/level
Range: Personal Eishohaki casting time: standard
Targets: Self Reiatsu Cost: 150
Duration: 1 round/level
Eishohaki casting time: standard Effect: If the target of this spell fails a Will
Reiatsu Cost: 150 save, he becomes outlined in faint
radiance, as if via a light or fire.
Effect: As a standard action as long as this
spell’s effects persist, you may direct your At any time before the conduit
burning gaze against a single creature or expires, you may cast another spell with an
object within 30 feet of your location. area effect of cone, cylinder, line, or sphere
Targeted creatures must succeed on a and use the subject of Hado 29 as the
Fortitude save or take 1d6 points of fire point of origin for that spell. Doing so ends
damage. Unattended objects do not get a Hado 29 immediately.
save. Creatures damaged by the spell must
make a Reflex save or catch fire. The target must be within close
range (25 feet + 5 feet/2 levels) in order for
Each round, a burning creature at you to use this conduit—if the target moves
the end of its turn may attempt a Reflex out of range, the spells effect persists but
save to quench the flames; failure results in cannot be utilized by you until you get back
another 1d6 points of fire damage. within range.

Flammable items worn by a creature Boosted: For every extra 40 Reiatsu spent
must also save or take the same damage on this spell, you may use the conduit an
as the creature. If a creature or object is extra time before the spell ends.
already on fire, it suffers no additional
effects from burning gaze.

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Hado 30: Hiya Kossetsu (Chilled Bone one of the most commonly taught and
Strike) employed Hado’s.
[Necromancy]
Normal Casting Time: Full round Action The user generates an orb of energy
Incantation: and launches it at the target. This orb deals
Level: Hado 3 1d6 damage per the casters level to a
Save: Fortitude for partial maximum of 10d6, to the target, and all
Spell resistance: yes foes within half the spellcaster’s caster
Range: touch level x5 ft. The damage dealt is half fire and
Targets: Creature struck half force.
Duration: Instantaneous
Eishohaki casting time: standard Anyone hit by the blast must
Reiatsu Cost: 225 succeed a fortitude save or be pushed back
10ft directly away from the blast.
Effect: At a touch from your hand, which
erupts with bright Reiatsu, disrupts the life The orb generates light much like a
force of living creatures. Each touch lantern for 1 round and can destroy objects
channels necrotic energy that deals 1d6 vulnerable to heat/force. The orb will
points of damage per the casters level. The explode prematurely if it comes into contact
touched creature also takes 1 point of with anything., or you fail to maintain
Strength damage unless it makes a concentration
successful Fortitude saving throw.
Boosted: For an extra 50 Reiatsu spent on
Boosted: For an extra 50 Reiatsu spent on this spell, you may cast this spell as a line
this spell, you may increase the Dc by +1. rather than a burst. You cast this spell as a
5ft wide 100ft long blast.
Hado 31: Shakkahō (Red Fire Cannon)
[Evocation, Fire/ Force] Hado 32: Ōkasen (Yellow Fire Clash)
Normal Casting Time: Full round Action [Evocation, Lightning]
Incantation: "Ye lord! Mask of blood and Normal Casting Time: Full round Action
flesh, all creation, flutter of wings, ye who Incantation: Unknown
bears the name of Man! Inferno and Level: Hado 3
pandemonium, the sea barrier surges, Save: reflex for half
march on to the south!" Spell resistance: yes
Level: Hado 3 Range: 120 ft line
Save: reflex for half Targets: Line/Cone
Spell resistance: yes Duration: instant
Range: medium Eishohaki casting time: standard
Target: single, 5ft x level burst Reiatsu Cost: 225
Duration: instant
Eishohaki casting time: standard Effect: The Spellcaster raises their hand or
Reiatsu Cost: 225 weapon, and a widening yellow orb is
formed. The orb then bursts forward into an
Effect: The caster generates a ball of energy arcing lightning bolt, much like Byakurai,
and launches it at the target. this spell is but more intensive

You release a powerful stroke of
electrical energy that deals 1d6 points of
electricity damage per the casters level
(maximum 10d6) to each creature within its

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area. This bolt begins at your fingertips and The spellcaster fires a ray of burning
rockets out 120ft in a straight line. light, and an additional ray for every 3
levels beyond 5th. Each ray is a ranged
Alternatively, you can choose to touch attack that deals 4d6 fire damage
channel the spell as a 60 foot cone. this and can be fired at any creature as long as
option requires the user to have access to a there is less then 5ft between them.
bladed weapon to direct the energy, so if
their weapon is out of their hand, or Alternatively, you may fire this spell
destroyed/ missing a blade in any way, you as a gout of flame in a 40ft cone originating
can only use this spell as a line from yourself. When fired in this way you do
not need to make an attack but instead all
The lightning bolt sets fire to creatures caught in the cone must succeed
combustibles and damages objects in its on a reflex save or take 4d6 fire damage
path. It can melt metals with a low melting increasing by 2d6 every 3 levels beyond 5th
point, such as lead, gold, copper, silver, or level.
bronze. If the damage caused to an
interposing barrier shatters or breaks Boosted: For every extra 50 Reiatsu spent
through it, the bolt continues beyond the on this spell, you may generate an
barrier. additional ray or increase the damage by
1d6 fire.
Boosted: For an extra 50 Reiatsu spent on
this spell, the damage of the spell is Hado 34: Inki ya Sekai (Gloom World Bolts)
increased by + 1 per the casters level to a [Conjuration, Shadow]
maximum of +12. In addition, the range of Normal Casting Time: Full round Action
the spell is increased by an extra 50% Incantation:
Level: Hado 3
Hado 33: Sōkatsui (Pale Fire Crash) Save: See text
[Evocation, Fire] Spell resistance: yes
Normal Casting Time: Full round Action Range: medium (100 ft. + 10 ft./level)
Incantation: "Ye lord! Mask of flesh and Targets: one or more bolts of energy
bone, flutter of wings, ye who bears the Duration: Instantaneous
name of Man! Truth and temperance, upon Eishohaki casting time: standard
this sinless wall of dreams unleash but Reiatsu Cost: 225
slightly the wrath of your claws."
Level: Hado 3 Effect: You fire one bolt of pure darkness,
Save: none plus one for every four levels beyond 5th (to
Spell resistance: yes a maximum of three bolts at 13th level) at
Range: medium (100 + 10 * caster level) the same or different targets. If aimed at
Targets: up to one per ray different targets all bolts must be aimed at
Duration: instant targets within 30 feet of each other. Each
Eishohaki casting time: standard bolt is resolved as a ranged touch attack.
Reiatsu Cost: 225
Each bolt deals 4d6 points of
Effect: The caster creates an attack similar damage to a living creature on a successful
in form to Hado 31, which then splits into a hit. Furthermore, the bolt’s energy spreads
number of smaller lines of brilliant energy over the skin of creature, possibly blinding
that crash into the target in a cascade of it for a short time. Any creature struck by a
flaming destruction.

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bolt must succeed at a Fortitude saving Reflex save halves the damage and
throw or become blinded for 1 round. prevents the trip attempt. The ice
dissipates after this attack resolves.
Boosted: For every extra 50 Reiatsu spent
on this spell, you generate an additional Boosted: For every extra 50 Reiatsu spent
bolt of energy. on this spell, you may increase the damage
generated by this spell by +1d6 piercing
Hado 35: Aisusupia (Ice Spear) and +1d6 cold.
[Conjuration, Ice]
Normal Casting Time: Full round Action Hado 36: Taichikougeki Hitofuki (Air Ground
Incantation: Blast)
Level: Hado 3 [Evocation, Air]
Save: Reflex for half Normal Casting Time: Full round Action
Spell resistance: no Incantation:
Range: close (25 ft. + 5ft./2 levels) Level: Hado 3
Targets: 1 ice spear/4 levels Save: Reflex partial
Duration: instantaneous Spell resistance: yes
Eishohaki casting time: standard Range: close (25 ft. + 5 ft./2 levels)
Reiatsu Cost: 225 Targets: One creature or object up to Large
size
Effect: Upon casting this spell, one or more Duration: Instantaneous
giant spears of ice lance up out of the Eishohaki casting time: standard
ground. Each stalagmite-like icicle fills a 5- Reiatsu Cost: 225
foot square and tapers to a height of 10
feet. You may cause a number of ice spears Effect: You create a powerful blast of air
equal to one spear for every four levels you capable of flinging an opponent upward. If
possess to burst from the ground when you the target fails its Reflex save, the force of
cast this spell. the air deals 2d6 points of bludgeoning
damage and hurls the target upward a
A creature that occupies a square number of feet equal to 5 × your level. If a
from which a spear extends (or that is solid object (such as a ceiling) is
within 10 feet of the ground below) takes encountered, the target strikes the object in
2d6 points of piercing damage and 2d6 the same manner as it would during a
points of cold damage per square— normal fall. After this blast of air ceases,
creatures that take up more than one the target falls (unless it was flying), taking
square can be hit by multiple spears if the falling damage as normal. A successful
caster is high enough level. save means the target takes half damage
from the air blast but is not moved by it.
The explosive growth can also trip
foes. When the spears erupt from the Boosted: For every extra 50 Reiatsu spent
ground, they make a trip check against any on this spell, you may increase the damage
target that take damage from the spears generated by the blast of air by +1d6
with a total bonus equal to your level plus bludgeoning.
your spellcasting modifier. Each additional
ice spear beyond the first that strikes a
single foe grants a +10 bonus to this trip
check. If the check succeeds, the ice
spears knock the foe prone. A successful

33 feats 86 of 155

Big book of Kido caster gains a +4 circumstance bonus on
Intimidate checks against the target.
Hado 37: Kugi Bakuha Randa (Battering
Spike Blast) Boosted: For every extra 50 Reiatsu spent
[Evocation, Force] on this spell, you may increase the damage
Normal Casting Time: Full round Action per round by 1d6 points of nonlethal.
Incantation:
Level: Hado 3 Hado 39: Tan'itsu no Tetsubun (Single Iron
Save: Reflex partial Stake)
Spell resistance: yes [Conjuration]
Range: close (25 ft. + 5 ft./2 levels) Normal Casting Time: Full round Action
Targets: one creature or unattended object Incantation:
Duration: instantaneous Level: Hado 3
Eishohaki casting time: standard Save: Fortitude partial
Reiatsu Cost: 225 Spell resistance: no
Range: close (25 ft. + 5 ft./2 levels)
Effect: You hurl a fist-sized ball of force Targets: One target
resembling a sphere of spikes to ram into a Duration: Instant/ 1round a level
designated creature or object. You must Eishohaki casting time: standard
succeed on a ranged touch attack to strike Reiatsu Cost: 225
your target. On a successful hit, you deal
1d6 points of force damage per two caster Effect: This spell creates a 1-foot-long spike
levels (maximum 10d6). of iron that you fling at your target as a
ranged touch attack. The stake deals 1d6
Boosted: For every extra 50 Reiatsu spent points of piercing damage for every 2 caster
on this spell, you may throw a second ball levels you have (maximum 10d6)
of force at a new target.
Additionally, if a creature with
Hado 38: Matsusupaiku (Pain Spike) DR/cold iron takes damage from this spell,
[Evocation, Pain] it is sickened for 1 round and must attempt
Normal Casting Time: Full round Action a Fortitude save. If it fails, for a number of
Incantation: rounds equal to your caster level, it must
Level: Hado 3 succeed at a concentration check (in
Save: Fortitude negates addition to any normally required
Spell resistance: yes concentration checks) to use any spells or
Range: close (25 ft. + 5 ft./2 levels) spell-like abilities it has—the DC of this
Targets: one living creature check is equal to 15 + the casters level. If
Duration: 1 round/level the creature fails this concentration check,
Eishohaki casting time: standard its spell is wasted.
Reiatsu Cost: 225
Boosted: For an extra 50 Reiatsu spent on
Effect: Pain strike racks the targeted this spell, you may have any creature hit by
creature with agony, inflicting 1d6 points of this spell make the secondary save even if
nonlethal damage per round for 1 round they don’t have Dr/cold iron.
per level (maximum 10 rounds).
Additionally, the affected creature is Hado 40: Tokeishinkan (Detonate)
sickened for the spell’s duration, and the

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[Evocation] Range: long (400 ft. + 40 ft./level)
Normal Casting Time: Full round Action Targets: Cylinder (20-ft. radius, 40 ft. high)
Incantation: Duration: 1 round/level
Level: Hado 4 Eishohaki casting time: standard
Save: Reflex for half Reiatsu Cost: 300
Spell resistance: yes
Range: Personal Effect: Great magical hailstones pound
Targets: 30-ft.-radius spread centered on down upon casting this spell, dealing 3d6
you points of bludgeoning damage and 2d6
Duration: 1 round, then instantaneous points of cold damage to every creature in
Eishohaki casting time: standard the area.
Reiatsu Cost: 300
This damage only occurs once when
Effect: You gesture and incantate words of the spell is cast. For the remaining duration
death and sacrifice, as you begin to glow of the spell, heavy snow, and sleet rains
with magical energies. One round after down in the area. Creatures inside this area
completing the casting of this spell, energy take a -4 penalty on Perception skill checks
explodes from your body. and the entire area is treated as difficult
terrain.
When this spell creates the
explosion of energy, choose one of the Boosted: For an extra 60 Reiatsu spent on
following four energy types: acid, cold, this spell, you may have the snow and cold
electricity, or fire. The explosion inflicts 1d8 generated by this spell inflict burns on a
points of damage of that energy type per creature caught in its effect, each round a
caster level (maximum 15d8) to all creature is in the area of effect it takes 2d6
creatures and unattended objects within 15 cold damage.
feet, and half that amount to targets past
15 feet but within 30 feet. Hado 42: Kyuuden (Ball Lightning)
[Evocation, Electricity]
You are immune to the damage Normal Casting Time: Full round Action
generated by this spell. Incantation:
Level: Hado 4
Boosted: For an extra 60 Reiatsu spent on Save: Reflex negates
this spell, you may change this spell to Spell resistance: yes
target a creature of range close (25 ft. + 5 Range: medium (100 ft. + 10 ft./level)
ft./2 levels) the target of this spell must Targets: two or more 5-ft.-diameter spheres
make a fortitude save or suffer the effects Duration: Concentration up to 1 round/level
as if this spell had been cast on them. The Eishohaki casting time: standard
target is likewise immune to the damage of Reiatsu Cost: 300
the spell as if it were you.
Effect: You create two globes of lightning
Hado 41: Hisame (Ice Storm) that fly in whichever direction you indicate.
[Evocation, Cold] For every 4 caster levels above 7th, you
Normal Casting Time: Full round Action create an additional globe of lightning (3
Incantation: globes at 11th, 4 globes at 15th, to the
Level: Hado 4 maximum of 5 globes at 19th). These
Save: none globes fly at a rate of 20 feet per round and
Spell resistance: yes

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have perfect maneuverability. Wind does equal to your caster level (maximum 15
not affect a flying sphere’s course. hours).

If a globe enters a space with a Boosted: For an extra 60 Reiatsu spent on
creature, it stops moving for the round and this spell, you may increase the dice size to
deals 4d6 points of electricity damage to 1d6.
that creature, though a successful Reflex
save negates the damage. Creatures Hado 44: Sekkaika Sesshoku (Calcific
wearing metal armor take a -4 penalty on Touch)
this Saving Throw. [transmutation, Earth]
Normal Casting Time: Full round Action
Each globe moves as long as you Incantation:
actively direct it (it’s a move action for you Level: Hado 4
to direct all the spheres created by a single Save: Fortitude for partial
casting of this spell); otherwise they stay at Spell resistance yes
rest. These globes have no mass and Range: touch
cannot push aside unwilling creatures or Targets: Creature touched
move solid objects. A ball lightning globe Duration: Concentration up to 1 round/level
winks out if it exceeds the spell’s range. Eishohaki casting time: standard
Reiatsu Cost: 300
Boosted: For an extra 60 Reiatsu spent on
this spell, you may add 1d6 electric Effect: Your touch progressively transmutes
damage to the total damage the globe the substance of creatures you touch into
deals. stone. Once per round, you may deliver a
touch attack that inflicts 1d4 points of
Hado 43: Kyosei (Enervation) Dexterity damage and slows the target (as
[Necromancy] the spell) for 1 round. A successful
Normal Casting Time: Full round Action Fortitude save negates the slow effect but
Incantation: not the ability damage. A target reduced to
Level: Hado 4 0 Dexterity is petrified permanently.
Save: none
Spell resistance: yes Boosted: For an extra 60 Reiatsu spent on
Range: close (25 ft. + 5 ft./2 levels) this spell, you may increase the dice size to
Targets: ray of negative energy 1d6.
Duration: instantaneous
Eishohaki casting time: standard Hado 45: Kakō Funka (Pyrotechnic
Reiatsu Cost: 300 Eruption)
[Evocation, Fire]
Effect: You point your finger at a target and Normal Casting Time: Full round Action
fire a black ray of negative energy that Incantation:
suppresses the life force of any living Level: Hado 4
creature it strikes. You must make a ranged Save: Reflex half
touch attack to hit. If you hit, the subject Spell resistance: yes
gains 1d4 temporary negative levels (see Range: medium (100 ft. + 10 ft./level)
Special Abilities). Negative levels stack. Targets: One creature

Assuming the subject survives, it
regains lost levels after a number of hours

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Duration: See Text Effect: Hado 46 causes a fire to erupt into a
Eishohaki casting time: standard geyser of dazzlingly bright liquid flame. The
Reiatsu Cost: 300 spell uses one fire source as a catalyst,
which is immediately extinguished. A fire
Effect: The caster causes jets of flame to larger than a 20-foot cube is only partly
erupt from the ground and surround the extinguished. Magical fires are not
target. The target takes 1d6 points of extinguished, but a creature of the fire
damage per the casters level (maximum subtype used as the source takes 1 point of
15d6) unless it succeeds at a Reflex save damage per caster level (no Saving Throw).
for half damage. The blaze surrounds the
target for the duration of the spell, forcing The coruscating rain of fire fills a
the creature to attempt a new save each hemispherical burst with a radius of 60
round. feet. All creatures and objects in the area
take 5d6 points of fire damage plus 1d6
Each round, the damage dealt is every 2 levels beyond 7th and catch on fire.
reduced to half as many d6; the spell
expires when it would deal no damage. If Creatures who make successful
the target moves, the pyrotechnic eruption Reflex saves take half damage and don’t
follows, even if the target teleports. catch on fire. Creatures within 120 feet of
the original fire source are blinded for
Anyone attempting to touch the 1d4+1 rounds (Will negates).
target takes damage, using the same
amount of dice as the last time the target Boosted: For every extra 60 Reiatsu spent
attempted a save (Reflex half). A creature on this spell, you may have this spell gain a
can take the place of the target by bull duration of 1 round a level, during this time
rushing or grappling it and switching places. at the beginning of each of your turns the
The new creature then automatically takes spell is triggered again and creatures in the
the current round’s damage with no saving area of effect must make the save again.
throw and can begin to attempt Reflex
saves starting on its next turn. Hado 47: Shigokouchoku Kama (Rigor
Mortise)
Boosted: For every extra 60 Reiatsu spent [Transmutation]
on this spell, you may add 1 extra target to Normal Casting Time: Full round Action
the number of creatures this spell affects. Incantation:
Level: Hado 4
Hado 46: Hi ga Ochiru (Firefall) Save: Fortitude for partial
[Transmutation, Fire] Spell resistance: yes
Normal Casting Time: Full round Action Range: medium (100 ft. + 10 ft./level)
Incantation: Targets: One living creature
Level: Hado 4 Duration: instantaneous
Save: Will negates/ reflex negates Eishohaki casting time: standard
Spell resistance: no Reiatsu Cost: 300
Range: long (400 ft. + 40 ft./level)
Targets: one fire source, up to a 20-foot Effect: The joints of a creature affected by
cube this spell stiffen and swell, making
Duration: instantaneous movement painful and slow. The target
Eishohaki casting time: standard takes 1d6 points of nonlethal damage per
Reiatsu Cost: 300

33 feats 90 of 155

Big book of Kido Boosted: For an extra 60 Reiatsu spent on
this spell, you may increase the Damage
caster level. Additionally, the target takes a dealt by 1d6.
–4 penalty to Dexterity and its movement
speed decreases by 10 feet; these Hado 49: Haimatsukoori (Creeping Ice)
additional effects last for 1 minute per [Evocation, Ice]
caster level, though another creature can Normal Casting Time: Full round Action
spend 1 minute and attempt a DC 25 Heal Incantation:
check to end them early. A successful save Level: Hado 4
halves the nonlethal damage and negates Save: Reflex Negates
the penalty to Dexterity and movement. Spell resistance: yes
Range: medium (100 ft. + 10 ft./level)
Boosted: For every extra 60 Reiatsu spent Targets: anchored plane of ice, up to one
on this spell, you may increase the save Dc 10-ft. square/level
by +2. Duration: Concentration up to 10
minutes/level
Hado 48: Haretsu Sonikku Toukotsu Poppu Eishohaki casting time: standard
(Sonic Explosion Skull Popper) Reiatsu Cost: 300
[Evocation, Sonic]
Normal Casting Time: Full round Action Effect: This spell covers the floor, the
Incantation: ground, or some other calm horizontal
Level: Hado 4 surface with a sheet of growing ice. The
Save: Fortitude for partial/ Reflex negates initial sheet of ice cannot form in an area
Spell resistance: yes occupied by physical objects or creatures.
Range: 30 ft Its surface must be smooth and unbroken
Targets: cone burst when created. The ice is hard, strong, and
Duration: instantaneous opaque, and is 1 inch thick per caster level.
Eishohaki casting time: standard The ice is strong enough to support the
Reiatsu Cost: 300 weight of a typical horse, making it possible
for creatures to cross a body of water.
Effect: You emit an ear-splitting sonic
explosion that deafens and damages any Each 10-foot square of ice has 3 hit
creatures in its path. Any creature within points per inch of thickness. Creatures can
the area is deafened for 2d6 rounds and attack the ice automatically. A section of ice
takes 5d6 points of sonic damage. A whose hit points drop to 0 is destroyed,
successful save negates the deafness and leaving an area of ice chunks, slush, and
reduces the damage by half. snow that counts as difficult terrain. If a
creature tries to break through the ice with
Any exposed brittle or crystalline a single attack, the DC for the Strength
object or crystalline creature takes 1d6 check is 15 + your level.
points of sonic damage per caster level
(maximum 15d6). An affected creature is Each round on your turn, the sheet
allowed a Fortitude save to reduce the of ice grows 5 feet in all directions except
damage by half, and a creature holding toward you. This growth is rapid enough
fragile objects can negate damage to them that any creature in the area has to make a
with a successful Reflex save. This Kido reflex save to move out of the way or step
cannot penetrate a silenced area. onto the ice. If the growing ice completely
covers a creature’s square, the creature

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must choose whether it moves onto the the area and re-enters must attempt the
sheet of ice, is knocked prone on the sheet saving throw again, even if it succeeded at
of ice, or is bull rushed into an adjacent its initial save.
square.
Boosted: For an extra 70 Reiatsu spent on
Boosted: For an extra 60 Reiatsu spent on this spell, every other round a creature is in
this spell, you may have the sheets growth the area of effect they need to make
rate increase to 15ft a round. Fortitude save, on a fail they can’t take any
action and take 3d8 psychic damage.
Hado 50: Fukanna Kakudo (Impossible
Angles) Hado 51: Sansei Bakuhatsu (Acid Blast)
[Illusion] [Conjuration, Acid]
Normal Casting Time: Full round Action Normal Casting Time: Full round Action
Incantation: Incantation:
Level: Hado 5 Level: Hado 5
Save: Will negates Save: Reflex for partial
Spell resistance: yes Spell resistance: yes
Range: medium (100 ft. + 10 ft./level) Range: 60 ft.
Targets: contiguous area up to one 5-foot Targets: 60 ft. line/ 25 ft. Burst
cube/caster level Duration: instantaneous
Duration: Concentration up to 1 Eishohaki casting time: standard
minute/level Reiatsu Cost: 375
Eishohaki casting time: standard
Reiatsu Cost: 375 Effect: A blast of acid erupts from your
outstretched hands, dealing 1d6 points of
Effect: You cause the surrounding area to acid damage per the casters level
appear to distort. The angles and corners of (maximum 10d6) to each creature within its
the area subtly twist and contort, creating area. A creature may attempt a reflex save
unnatural and impossible shapes. Any to take half damage. This acid continues to
creature entering the area must succeed at burn for 1 round per the spellcasters caster
a Will save or become disoriented. level, dealing 1d6 points of acid damage
per two of the caster levels (maximum 7d6)
Disoriented characters treat the to any creature that failed its saving throw
area as difficult terrain and are sickened. In at the beginning of its tun. A creature may
addition, whenever a disoriented creature attempt a Fortitude save on its turn
uses an action to move (including taking a negating this additional damage on a
5-foot step if it can do so in difficult terrain), successful save.
roll 1d8 to see which direction it moves, roll
in a similar manner to determining where a At the end of the line the spell
splash weapon lands on a miss. On a 1, the erupts in a 25ft burst that covers anyone in
creature moves in its intended direction, range in Acid dealing 1d6 points of acid
with 2 through 8 rotating around the damage per two of the caster levels
creature’s starting square in a clockwise (maximum 7d6). These creatures are
direction. allowed the same save as above.

An affected creature can attempt a If the spell does not travel the full
new Will save each round to end the 60ft line the secondary burst does not
disoriented effect. A creature that leaves trigger.

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Boosted: For every extra 70 Reiatsu spent openings. It cannot penetrate liquids, nor
on this spell, you may increase the range of can it be cast while underwater.
the spell by +5ft, this may be applied to the
line effect or the burst effect. Boosted: For an extra 70 Reiatsu spent on
this spell, you may increase the constitution
Hado 52: Shi no Kiri (Fog of Death) damage to 1d6 instead of 1d4.
[Conjuration]
Normal Casting Time: Full round Action Hado 53: Tsumetai Kōn (Cone of Cold)
Incantation: [Evocation, Ice]
Level: Hado 5 Normal Casting Time: Full round Action
Save: Fortitude partial Incantation:
Spell resistance: no Level: Hado 5
Range: medium (100 ft. + 10 ft./level) Save: Reflex for half
Targets: cloud spreads in 20-ft. radius, 20 Spell resistance: yes
ft. high Range: 60 ft
Duration: 1 min./level Targets: cone burst
Eishohaki casting time: standard Duration: instantaneous
Reiatsu Cost: 375 Eishohaki casting time: standard
Reiatsu Cost: 375
Effect: This spell generates a bank of fog
that has vapors that are yellowish green Effect: Originating at your hand and
and poisonous. These vapors automatically extending outward in a cone. This Kido
kill any living creature level 3 or fewer (no drains heat from the area, dealing 1d6
save). A living creature level 4 to 6 is slain points of cold damage per the casters level
unless it succeeds on a Fortitude save. On (maximum 15d6).
a fail the creature takes 1d4 points of
Constitution damage on your turn each Boosted: For every extra 70 Reiatsu spent
round while in the cloud. on this spell, you may increase the range by
10ft.
A living creature level 7 or more
takes 1d4 points of Constitution damage on Hado 54: Haien (Abolishing flames)
your turn each round while in the cloud (a [Evocation, Fire]
successful Fortitude save halves this Normal Casting Time: Full round Action
damage). Holding one’s breath doesn’t Incantation: unknown
help, but creatures immune to poisons are Level:: Hado 5
unaffected by the spell. Save: fortitude for half
Spell resistance: yes
The fog moves away from you at a Range: medium (100 + 10 * caster level)
rate of 10 feet per round, rolling along the Targets: up to one per ray
surface of the ground. Duration: instant
Eishohaki casting time: standard
To figure out the cloud’s new spread Reiatsu Cost: 375
each round based on its new point of origin,
which is 10 feet farther away from the point Effect: The spellcaster fires an oblong blast
of origin where you cast the spell. of purple spiritual energy from his hand that

Because the vapors are heavier than
air, they sink to the lowest level of the land,
even pouring down into a den or sinkhole

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will incinerate a target completely when it On the round that this spell is cast,
makes contact. the target becomes fatigued.

An oblong gout of purple flame On the next round, as the blood
erupts from the caster’s hands. You must temperature begins to rise, causing the
make a successful ranged touch attack to target’s capillaries to burst, dealing 1d6
hit. Any creature struck by the ray takes points of Constitution damage to the target.
2d6 points of fire damage per the casters
level (to a maximum of 15d6). Any creature On the third and final round, the
reduced to 0 or fewer hit points by this spell target’s blood begins to boil; the spell deals
is incinerated entirely, leaving behind only a 1d6 points of damage per caster level (to a
pile of burnt ashes. maximum of 15d6), and—if the target is still
alive—the target becomes exhausted rather
Anything hit by the blast may make a than fatigued.
fortitude save to reduce the damage to half
When used against a non-living target, it Boosted: For every extra 70 Reiatsu spent
incinerates a 10 foot cube of flammable on this spell, you may increase the Dc of
material, regardless of the actual melting Hado 55 by +2
point
Hado 56: Hikan Shugi (Pessimism)
Boosted: For an extra 70 Reiatsu spent on [Enchantment, Mind Affecting]
this spell, then every creature within 5ft x Normal Casting Time: Full round Action
1/2 level is affected as well. When used Incantation:
against objects, this causes destruction in a Level: Hado 5
10 foot cube per 2 caster levels Save: Will negates
Spell resistance: yes
Hado 55: Futt no Chi (Boiling Blood) Range: close (25 ft. + 5 ft./2 levels)
[Necromancy] Targets: one creature
Normal Casting Time: Full round Action Duration: 1 hour/level
Incantation: Eishohaki casting time: standard
Level: Hado 5 Reiatsu Cost: 375
Save: Fortitude negates
Spell resistance: yes Effect: You erode the target’s confidence
Range: touch and instill a sense of despair.
Targets: one living creature This fear of failure manifests as a –2
Duration: 3 rounds penalty on attack rolls, saving throws,
Eishohaki casting time: standard ability checks, skill checks, and weapon
Reiatsu Cost: 375 damage rolls. Additionally, the target can’t
gain morale bonuses of any kind while the
Effect: The temperature of the target spell remains in effect.
creature’s blood (or other similar body fluid)
begins to rise over the next 3 rounds on the Anytime a creature affected by this
caster’s turn. Each round, starting with the spell attempts one of these actions for the
turn this spell is cast, the target creature duration it loses 2d6 of its maximum
makes a Fortitude save at the start of the health. This is not affected by resistance or
caster’s turn to resist that round’s effect. A mitigation.
successful save does not end the spell
effect but does prevent that round’s effect. No amount of achievement counters
the spell’s effects—the target simply

33 feats 94 of 155

Big book of Kido Each round, the target can delay
that round’s effects from occurring by
explains away positive events with a self- making a successful Fortitude save, but the
critical perspective. spell continues for 3 rounds, and each time
a target fails his Fortitude save, he moves
Certain events can solidify the one step further along the track to
character’s belief that it is doomed. suffocation.
Whenever the target rolls a natural 1 on an
attack roll or saving throw, fails an ability or This spell only affects living
skill check by more than 5, or takes creatures that must breathe. It is
additional damage as a result of a foe’s impossible to defeat the effects of this spell
confirmed critical hit, the penalty to roll by simply holding one’s breath-if the victim
imposed by pessimism becomes –3 for 1 fails the initial Saving Throw, as the air in
round. And loses 3d6 of its maximum his lungs is extracted.
health.
Boosted: For every extra 70 Reiatsu spent
This increased penalty doesn’t on this spell, you may increase the Dc of
stack, even if multiple catastrophes occur Hado 57 by +2.
on the same round.
Hado 58: Tenran (Sky Orchid)
Boosted: For every extra 70 Reiatsu spent [Evocation, Air]
on this spell, you may target one additional Normal Casting Time: Full round Action
creature with Hado 56. Incantation: Unknown
Level: Hado 5
Hado 57: Chissoku (Suffocation) Save: fortitude for reduced effect
[Necromancy] Spell resistance: yes
Normal Casting Time: Full round Action Range: cone
Incantation: Target: 50ft cone
Level: Hado 5 Duration: instant
Save: Fortitude for partial Eishohaki casting time: standard
Spell resistance: yes Reiatsu Cost: 375
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature Effect: The spellcaster generates a
Duration: 3 rounds widening hurricane from either their
Eishohaki casting time: standard weapon or their palm and unleash it in the
Reiatsu Cost: 375 direction of their choice.

Effect: This Kido extracts the air from the Every creature in the cone suffers
target’s lungs, causing swift suffocation. 1d6 force damage per caster level to a
maximum of 15d6, and must pass a
The target can attempt to resist this Fortitude save, or be blown back 10 feet for
spell’s effects with a Fortitude save if he each size category they are below large.
succeeds, he is merely staggered for 1 Flying creatures, and those smaller than
round as he gasps for breath. If the target size small are far more susceptible to the
fails, he immediately begins to suffocate. strong winds and suffer 2d6 untyped
On the target’s next turn, he falls damage per the creature’s level. Creatures
unconscious and is reduced to 0 hit points. in flight, are at a disadvantage as they have
One round later, the target drops to -1 hit
points and is dying. One round after that,
the target dies.

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no way to brace themselves, and Hado 59: Hi Hebi (Fire Snake)
automatically fail their fortitude saves. [Evocation, Fire]
Normal Casting Time: Full round Action
In addition, a tiny or smaller creature Incantation:
on the ground is knocked down and rolled Level: Hado 5
1d4×10 feet, taking 1d4 points of Save: Reflex for half
nonlethal damage per 10 feet. If flying, a Spell resistance: yes
Tiny or smaller creature is blown back Range: 60 ft.
2d6×10 feet and takes 2d6 points of Targets: See text
nonlethal damage due to battering and Duration: instantaneous
buffeting. Eishohaki casting time: standard
Reiatsu Cost: 375
Small creatures are knocked prone
by the force of the wind, and a flying small Effect: You create a sinuous line of flames
creature is blown back 1d6×10 feet. that you may shape as desired. The fire
snake affects one 5-foot square per caster
Medium creatures are unable to level, and each square must be adjacent to
move forward against the force of the wind, the previous square, starting with you. The
and if flying is blown back 1d6×5 feet. fire snake may not extend beyond its
maximum range. Creatures in the path of
Hado 58 can’t move a creature the fire snake take 1d6 points of fire
beyond the limit of its range. damage per caster level (maximum 15d6).

The force of the gust automatically Boosted: For every extra 70 Reiatsu spent
extinguishes candles, torches, and similar on this spell, you may increase the width of
unprotected flames. It causes protected the flames by 5ft it still only travels 60ft.
flames, such as those of lanterns, to dance
wildly and has a 50% chance to extinguish Hado 60: Kinkin Sanahin (Cold Ice Strike)
those lights. [Evocation, Ice]
Normal Casting Time: Full round Action
In addition to the effects noted, Incantation:
Hado 58 can do anything that a sudden Level: Hado 6
blast of wind would be expected to do. It Save: Reflex for half
can create a stinging spray of sand or dust, Spell resistance: yes
fan a large fire, overturn delicate awnings Range: 30 ft
or hangings, heel over a small boat, and Targets: 30 ft. line
blow gases or vapors to the edge of its Duration: instantaneous
range. Eishohaki casting time: standard
Reiatsu Cost: 450
Creatures that pass the fortitude
save suffer half damage. Effect: You create a shredding flurry of ice
slivers, which blast from your hand in a line.
Boosted: For an extra 70 Reiatsu spent on The line deals 1d6 points of cold damage
this spell, the spellcaster can imbue the per the casters level (maximum 20d6).
winds with more power to allow the winds
to move of their own accord, After its
creation, the hurricane continues to move
forward from the last point of the cone until
the energy that created it dissipates. Each
round after firing it the wind moves 10ft in
a strait line for a number of rounds equal to
the amount of extra Reiatsu expended
during the casting.

33 feats 96 of 155

Big book of Kido Boosted: For every extra 80 Reiatsu spent
on this spell, you may add an extra +1d6 to
Boosted: For every extra 80 Reiatsu spent the damage generated per ray.
on this spell, you may increase the range of
the line by 5ft.

Hado 61: Honoo Densenbyou (Contagious Hado 62: Hyoukai Tamahyoujou (Freezing
Flame) Orb of Ice)
[Evocation, Fire] [Evocation, Ice]
Normal Casting Time: Full round Action Normal Casting Time: Full round Action
Incantation: Incantation:
Level: Hado 6 Level: Hado 6
Save: none Save: none; see text
Spell resistance: yes Spell resistance: yes/no
Range: close (25 ft. + 5 ft./2 levels) Range: long (400 ft. + 40 ft./level)
Targets: three or more rays Targets: See text
Duration: 3 rounds Duration: instantaneous/ 1 round/level
Eishohaki casting time: standard Eishohaki casting time: standard
Reiatsu Cost: 450 Reiatsu Cost: 450

Effect: You blast several enemies with Effect: Freezing sphere creates a frigid
beams of fire. You may fire three rays, plus globe of cold energy that streaks from your
one additional ray for every four levels fingertips to the location you select, where
beyond 11th (to a maximum of five rays at it explodes in a 40-foot-radius burst,
19th level). Each ray requires a ranged dealing 1d6 points of cold damage per
touch attack to hit and deals 4d6 points of caster level (maximum 20d6) to each
fire damage. creature in the area.

The rays may be fired at the same or If the freezing sphere strikes a body
different targets, but all rays must be aimed of water or a liquid that is principally water
at targets within 30 feet of each other and (not including water-based creatures), it
fired simultaneously. freezes the liquid to a depth of 6 inches in a
40-foot radius. This ice lasts for 1 round per
Every round on your turn, a new ray caster level. Creatures that were swimming
of fire launches from each creature who on the surface of a targeted body of water
took damage from the spell in the previous become trapped in the ice. Attempting to
round-these new rays attack as if you fired break free is a full-round action. A trapped
them, but their point of origin is the creature must make a DC 25 Strength
previous creature damaged. You can check or a DC 25 Escape Artist check to do
choose the new targets as a free action, all so.
of whom must be within close range (25 ft.
+ 5 ft./2 levels) of their new starting point. You can refrain from firing the globe
This contagion of flame continues for a after completing the spell if you wish. Treat
total of three rounds, a creature can be this as a touch spell for which you are
struck more than once by this spell over the holding the charge. You can hold the charge
course of these three rounds, although for as long as 1 round per level, at the end
never by a ray of fire that launches from of which time the freezing sphere bursts
itself. centered on you. Firing the globe in a later
round is a standard action.

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Boosted: For an extra 80 Reiatsu spent on radius equal to that of the blast radius and
this spell, any creature struck by the a height of 30ft + caster level x10.
explosion become entangled by ice and indirectly to incinerate the target. The
sleet for a number of rounds equal to your damage for the main target is increased by
spellcasting modifier as it wraps around 2d6 per level to a maximum of 80d6. In
their body. addition, due to the change in targeting
method, the range is changed to 30ft +
Hado 63: Raikōhō (Thunder Roar Sear) caster level x10.
[Evocation, Lightning]
Normal Casting Time: Full round Action Hado 64: Mugenjigoku Nessen Rihi Kado
Incantation: "Sprinkled on the bones of the (Hell Ray Gate of judgement)
beast! Sharp tower, red crystal, steel ring. [Evocation]
Move and become the wind, stop and Normal Casting Time: Full round Action
become the calm. The sound of warring Incantation:
spears fills the empty castle!" Level: Hado 6
Level: Hado 6 Save: none
Save: reflex for half Spell resistance: yes
Spell resistance: yes Range: close (25 ft. + 5 ft./2 levels)
Range: medium (100 ft + caster level x10) Targets: 1 creature
Target: 20 ft radius - spread Duration: instantaneous
Duration: instantaneous Eishohaki casting time: standard
Eishohaki casting time: standard Reiatsu Cost: 450
Reiatsu Cost: 450
Effect: A blast of hellfire blazes from your
Effect: The spellcaster generates a massive hands. The ray requires a ranged touch
amount of lightning in the palm of their attack to hit and deals 1d6 points of
hand, before launching it at their target, damage per caster level (maximum 20d6).
where it explodes with devastating effect. Half the damage is fire damage, but the
other half results directly from divine energy
Choose either an enemy in range, or and is therefore not subject to being
one point (both height and location). A bolt reduced by resistance or mitigation.
of energy streaks towards the target and
explodes when it reaches it or if it hits Any creature that is outright killed by
anything solid before it reaches the this spell must attempt a Will saving throw
intended target. as if they were alive; failure means the
creature’s soul is damned to Hell; As the
Anything that triggered the explosion gates of hell appear and drag the creatures
(The focal point of the spell) takes 2d6 soul in never to be seen again.
lightning damage per the casters level to a
maximum of 40d6. Everything else in the Boosted: For every extra 80 Reiatsu spent
radius of the blast suffers 1d6 lightning on this spell, you may increase the damage
damage per the casters level to a maximum by +1d6. Or increase the Will save Dc by
level of 20d6. +3.

Boosted: For an extra 80 Reiatsu spent on Hado 65: Yobuato Arishihi (Banshee’s
this spell, the spellcaster may instead Wailing Blast)
launch the lightning energy into the sky,
where it strikes down as a cylinder with a

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[Necromancy, Sonic] normally, creating just enough depth to
Normal Casting Time: Full round Action grasp it.
Incantation:
Level: Hado 6 Attacks made with the weapon are
Save: Reflex for half/ Will negates melee touch attacks that ignore all armor.
Spell resistance: yes Force effects, such as Bakudo 06 and
Range: 30 ft similar Bakudo spells that grant defense
Targets: cone burst bonuses or shield bonuses, still apply their
Duration: instantaneous/ 1 round/level defense bonus against attacks made with
Eishohaki casting time: standard Hado 66 Bludgeoning weapons used to
Reiatsu Cost: 450 make attacks with this spell deal half
damage and are treated as slashing
Effect: You create a cone of spectral energy weapons. If the weapon leaves your hand
resembling a screaming ghastly specter before the end of the spell, the effect ends.
that deals 1d4 points of damage per caster
level (maximum 20d4); a successful Reflex Boosted: For every extra 80 Reiatsu spent
save halves this damage. Any creature that on this spell, you may grant the weapon a
fails its Reflex save must succeed at a +2 to hit and to damage.
second Will save or become panicked for 1
round/level. Hado 67: Haneru (Decapitate)
[Evocation]
Boosted: For every extra 80 Reiatsu spent Normal Casting Time: Standard action
on this spell, you may increase the dice size Incantation:
of this spell by 1. Level: Hado 6
Save: Fortitude for partial
Hado 66: Ichijigen Awaseru (Dimensional Spell resistance: yes
Blade) Range: close (25 ft. + 5 ft./2 levels)
[Transmutation] Targets: One creature
Normal Casting Time: Standard action Duration: instantaneous
Incantation: Eishohaki casting time: Swift action
Level: Hado 6 Reiatsu Cost: 450
Save: none
Spell resistance: no Effect: You can cast this spell and if the
Range: personal target is attacked and successfully hit and
Targets: self damage is dealt by a slashing weapon,
Duration: 1 round resolve the rest of this spell.
Eishohaki casting time: Swift action
Reiatsu Cost: 450 If the target fails the Fortitude save
and has a discernible head, the attack
Effect: This spell gives you the power to turn deals an extra, 4d6 points of damage and
one melee weapon in your hand into a two- the critical multiplier of a critical hit
dimensional object with length and height increases by 1. If a critical hit then brings
but no width. A sword becomes a flat image the target to 0 hit points or fewer, the target
of a sword, a mace is reduced to a flat is instantly decapitated and dies unless it
outline, and so on. The magic of the spell can survive decapitation. Even on a
allows the weapon to be wielded by you successful saving throw, the critical hit
deals an extra 4d6 points of damage.

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Boosted: For every extra 80 Reiatsu spent all of a creature’s legs, it can only crawl at a
on this spell, you may raise the Fortitude speed of 5 feet each round.
save Dc by +2.
Wing: The creature loses access to
Hado 68: Suishinanimo (Wither and Rot) any fly speed that depends on its wings if
[Necromancy] even a single wing is withered.
Normal Casting Time: Full round Action
Incantation: Other Limbs: The creature loses any
Level: Hado 6 associated ability or weapon associated
Save: Fortitude negates with the now withered limb.
Spell resistance: yes
Range: touch Boosted: For every extra 80 Reiatsu spent
Targets: one living creature on this spell, you may have this spell affect
Duration: instantaneous an additional limb as if you had cast the
Eishohaki casting time: standard spell multiple times.
Reiatsu Cost: 450
Hado 69: Hakai Suru (Disintegrate)
Effect: You cause one limb of the target to [Transmutation]
shrivel and weaken. The target takes 2d6 Normal Casting Time: Full round Action
points of damage. These points are Incantation:
permanently lost until the target’s limb is Level: Hado 6
restored. You choose the limb affected by Save: Fortitude for partial
this spell. Spell resistance: yes
Range: medium (100 ft. + 10 ft./level)
This spell’s effects stack, until all a Targets: one creature
target’s arms and legs (or equivalent limbs) Duration: instantaneous
are withered. Eishohaki casting time: standard
Reiatsu Cost: 450
Arm: The target loses the use of the
chosen arm, which might affect what Effect: A thin, green ray springs from your
weapons and shields it can use. The pointing finger or weapon. You must make
creature must immediately drop all objects a successful ranged touch attack to hit.
held in the withered limb, though it can
shift a two-handed weapon it is holding in Any creature struck by the ray takes
both hands to a remaining arm as an 2d6 points of damage per caster level (to a
immediate action. Worn objects— gauntlets, maximum of 40d6). Any creature reduced
rings, and magic items in the wrist slot— to 0 or fewer hit points by this spell is
remain. This prevents the creature from entirely disintegrated, leaving behind only a
using two-weapon fighting, claw attacks trace of fine dust. A creature disintegrated
from that arm, and so on. If multiple in this manner leaves its equipment
castings of this spell wither all of a unaffected.
creature’s arms, it can’t manipulate objects
or cast spells. When used against an object, the
ray simply disintegrates as much as a 10-
Leg: The creature’s natural foot cube of nonliving matter. Thus, the
movement speeds are halved, except for spell disintegrates only part of any very
flying or other speeds that don’t involve its large object or structure targeted.
legs. If multiple castings of this spell wither
A creature or object that makes a
successful Fortitude save is partially
affected, taking only 5d6 points of damage.

33 feats 100 of 155


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