STUFF! stuff from heaven (or my laptop, which is almost as good, and involves far less knee pains)
Hado 2:Itami (Pain)[Evocation]Incantation: unknown
Level: Hádo 1
Range: Touch
Targets: 1 creature
Duration: instant
Casting time: standard
Save: fortitude partial
spell resistance: yes
The Shinigami channels spiritual energy into the palm of her hand, before thrusting it directly into the victim, filling their body with wracking pains.
This is a touch attack. The victim suffers 1d8 damage, + 1 per caster level to a maximum of +5, with a fortitude save for half damage. If the creature fails it's save, then it is stunned for 1 round due to the pain.
Hado 3:Yaburimasu (Rip)[Evocation]Incantation: unknown
Level: Hádo 1
Range: medium (100 ft + caster level * 10)
Targets: 1 creature or object
Duration: instant
Casting time: standard
Save: no
spell resistance: yes
The Shinigami imbues her blade with rampant spiritual energy, and raises it above her head. With a shot, she brings the blade down and watches as the cut in the air is mimmiced on her victim
Yaburimasu is resolved as a single melee attack against the chosen victim, save that the target can be anywhere within the spell's range. This attack deals damage equal to the shinigami's base zanpakuto damage, plus her Rietsu modifier. Due to the nature of the attack, it ignores hardness and damage reduction.
Hado 5:Kageyari (Shadow Lance)[Evocation, darkness]Incantation: unknown
Level: Hádo 1
Range: close (30 ft + caster level * 5 ft)
Targets: 5 ft line
Duration: instant
Casting time: standard
Save: reflex/half
spell resistance: yes
The shinigami beckons imperiously, and the very shadows from the ground surge towards that point, forming needle-sharp blades that pierce the skin of those in their path. Every creature in the path of the shadows suffers 1d4 force damage per caster level, to a maximum of 5d4 damage.
Hado 6:Han no Shokei Shimasu (Mark of Execution) [Evocation]Incantation: unknown
Level: Hádo 1
Range: close (30 ft + caster level * 5 ft)
Targets: 1 creature
Duration: 1 minute/level
Casting time: standard
Save: will negates
spell resistance: yes
The shinigami brings her hands together and bows her head in solemn judgement. The act completed, they raise their blade to mark the guilty, who is then enshrouded in a malevolent red light.
The target is entitled a will save. If they fail, then they are illuminated. They glow with as much light as a torch, and thus cannot benefit from abilities such as invisibility, blink or other similar effects, nor can they hide.
Hado 7:Muchi De Hi O Tsukemasu (whip of flames)[Evocation, Fire]Incantation: unknown
Level: Hádo 1
Range: Close (30 ft + caster level * 5)
Targets: 1 creature
Duration: instant
Casting time: standard
Save: no
spell resistance: yes
the shinigami raises her blade above her head, and then swings it, like flicking a whip. From the tip of the blade emits a curling serpent of fire, that lashes the her foes before fading away in a wisp of smoke.
The shinigami fires one ray per caster level, to a maximum of 5 rays. Each ray is a ranged touch attack that deals 1d6 fire damage.
Hado 9:Tsukisashimasu (Thrust)[Evocation]Incantation: unknown
Level: Hádo 1
Range: Personal
Targets: Self
Duration: 1 minute/level
Casting time: standard
Save: will negates (harmless)
spell resistance: yes (harmless)
The shinigami let her spirit and her blade's intertwine, causing an sheath of free-flowing spiritual energy to form around the blade, that lashes out whenever she swings the blade.
The shinigami's zanpakuto's reach is increased by 5 feet. Unlike most of other reach weapons, she is still capable of striking adjacent foes. This cannot be applied to a weapon that already possess the reach property.
Hado 10:Moroha (Double Edged Blade)[Evocation]Incantation: unknown
Level: Hádo 1
Range: Personal
Targets: Self
Duration: 1 minute/level
Casting time: standard
Save: will negates (harmless)
spell resistance: yes (harmless)
The shinigami slowly runs her blade across her skin, letting it draw blood. As the blood touches the steel, she lets her spiritual energy flow through the open wound, increasing her might at the cost of her life energy.
The shinigami reduces her health by an amount of her choice. For the duration of the spell, her weapons made with her zanpakuto have an enhancement to hit and damage equal to ½ the health sacrificed. Whilst this spell is active, she cannot recover the HP she sacrificed.
And, because everyone loves Kido feats (or I do at least
) have some more
Kido Strike Onslaught [Kido, Metakido]Prerequisites: Kido Strike, BaB 6+
You can use a swift action to cast any spell you know whilst making any melee attack, and channel it through your weapon. Each creature struck by the attack suffers the effects of the spell, even if you hit more creatures than the spell can normally target, as well as all damage from the attack itself. Spells cast in this way are always cast incantationless, and loose any area of effect they would have had.
Spells cast in this manner cost an additional 6 sep, which is not increased because the spell was cast incantationless.
Energy Adaptation [Kido, Metakido]Prerequisites: able to cast 3rd level Kido
When casting a spell that deals energy damage, you may change that energy damage to a different type. For example, you could change Hádo 31 from fire to cold damage. It is possible to change the energy type to an unusual one, such as Sonic or Positive/Negative Energy, but doing so reduces the size of each dice used by 1 (from d6 to d4, d4 to d3).
The caster can also choose to mix damage types in a spell. Each damage type must deal an equal number of dice in damage
Casting a spell in this manner costs an additional SEP.