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Kidou / Gintou Submission Thread

Penta Gonfalon - Bakudou #95 8000 kidou

A magic pentagon appears around the target with the pointed end at the top. Mystical symbols are written into the lines of the pentagon.

Five lines are drawn from the pentagon onto the target. One for each limb and the head. The lines will pull the target tight, preventing them from moving. The pulling will cause the body to straighten up and be unable to react to attacks, therefore they receive one extra wound level of damage from any attacks while trapped.

This spell is adaptable to things with more than five limbs but the name must be changed and the person casting it must know the proper numeric prefix. For example, ennea gonfalon (9) for an octopus (8 for arms 1 for head). A lesser amount than the amount of limbs can be used but all the limbs won't be trapped and the target won't receive extra damage.

Incantation: At high noon the sound will boom, and I will start racing for the land we call home. I stuck my flag in the ground, screaming and shouting, "I've never felt so proud, love! We are free from eternal serfdom, I'm going to bring you home my light!" Bakudou number ninety five, <numeral prefix> Gonfalon.

Okay, so the incantation are song lyrics. All credits to it to Sonata Arctica
 
Again, I'm not sure if I can let these actually be used without a gatekeeper spell, I have to defer to Will on that, so consider these approvals pending the creation of a variant of Togitate or Kyuuzou Maou. If Will says you don't need one of those, consider these kidou usable.

Yes and no. There needs to be a gatekeeper, but Shunkaji can be that.

Shunkaji is the equivalent of 2 or 3 feat spells mixed together, and then Adauchishi is nearly worthy of a feat on its own. Generally speaking, the concept is sound, but there's very little structure to Idaten as it is. Oh, and you were probably trying for "intrinsic."

Here's my proposal (take note that if the feat requires 5k kidou, clearly the spells would require at least that much)
:

Shunkaji (Flash Incantation) - Idaten #65, 5000 Kidou to Learn

Description: Imbuing the intrinsic properties of kidou with the staple technique of all hohou practitioners, Shunkaji allows Idaten users to emanate these properties with motion. Paying 2% reiatsu per round active, users of Shunkaji are capable of casting spells while mid-shunpo. Spells cast in this manner are considered bypassed, unleashed with little to no warning from unexpected angles.

The spell can be cast from any point in the path of a single shunpo, allowing skilled practitioners to cast from one direction and then attack from another. Casting during Shunkaji takes the place of two normal shunpo uses in addition to using one of the caster's spells for that round.

Kouhou Rankiryuu (Wake Turbulence) - Idaten #70, 5000 Kidou to Learn

Description: While under the effects of Shunkaji, the Idaten practitioner can enact Kouhou Rankiryuu. Rather than firing a hadou from within their shunpo, the user is able to imbue that hadou into the wake of their own passing, for an additional 10% of the spell's cost. For as long as Shunkaji remains active, Kouhou Rankiryuu allows the user to emanate the properties of the chosen hadou, unleashing a wave of destruction that follows their path, spreading out up to 3m wide.

Kouhou Rankiryuu takes the place of two normal shunpo uses in addition to using one of the caster's spells for that round, and is usable with spells up to two slots. The Idaten practitioner can maintain the same spell for additional rounds by paying 50% of the spell's cost, but casting a new spell requires the full cost + 10%. Ending Shunkaji cancels Kouhou Rankiryuu.

Adauchishi (Vengeful Corpse) - Idaten #99, 7500 Kidou

Description: The pinnacle of hohou is to produce the elusive Utsusemi, a movement fast enough to leave behind a semi-physical shell to deceive opponents. Idaten, however, takes this deceitful ability and turns it into a devastating trap.

While Shunkaji is active, the practitioner can substitute Adauchishi in place of Utsusemi. Adauchishi augments the high-class Hohou technique with kidou energy, allowing the user to escape a deadly situation and turn it around on their attacker. The skill is highly straining and must be used wisely. The user launches themselves into several different Shunpo simultaneously, accelerating the user so quickly that it leaves behind a 'skin' which the attacker will see taking the hit that was meant for the user.

Immediately upon impact the core of kidou energy within the skin will roar to life, creating a vacuum which draws in all nearby reiatsu-based abilities as well as physical matter within a 10m radius. This prevents the victim from escaping the radius via normal movement, and halves the distance traveled via shunpo or similar techniques.

This technique costs 7,500 reiatsu and exhausts all of the user's Kidou and Shunpo attempts for that round, adding 6,000 to the user's Hohou for one dodge. The skin and the vortex persist for one round before dissipating.
 
I haven't really read through this submission thread, but unless plenty of Bakudou spells haven't been updated, I was surprised by the lack of high-level bakudou that actually bind the opponent.


Strappado - Bakudou #88, 5700 Kidou

A binding technique that resonates with the 18th century Russian torture device with the shared name. Two black metal pillars rise from the ground with a perpendicular bar that bridges the two pillars together. From the center of the bar, a metal chain whips out and grabs the target's hands behind their back. A moment later, the chains pull upward, lifting the opponent up high above the ground. As the victim rises, spears rise from the ground, daring the target to plunge onto its sharps tips.

The pull against gravity will cause intense pain and possible dislocation of the arms. While the technique shows no external injuries, the full weight of the victim's body is merely supported by their arms and internally rotated shoulder sockets. This may cause shoulder dislocation, nerve, tendon, ligament damage, and possibly long-term paralysis.

Incantation: Traitorous filth! Shame and sin shall suspend you over abyssal hell. Hang like bait for the devil's dog. Submit or you shall die here! Bakudou #88, Strappado.
 
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Against my better judgment, here we go again.

Penta Gonfalon - Bakudou #95 8000 kidou

A magic pentagon appears around the target with the pointed end at the top. Mystical symbols are written into the lines of the pentagon.

Five lines are drawn from the pentagon onto the target. One for each limb and the head. The lines will pull the target tight, preventing them from moving. The pulling will cause the body to straighten up and be unable to react to attacks, therefore they receive one extra wound level of damage from any attacks while trapped.

This spell is adaptable to things with more than five limbs but the name must be changed and the person casting it must know the proper numeric prefix. For example, ennea gonfalon (9) for an octopus (8 for arms 1 for head). A lesser amount than the amount of limbs can be used but all the limbs won't be trapped and the target won't receive extra damage.

Incantation: At high noon the sound will boom, and I will start racing for the land we call home. I stuck my flag in the ground, screaming and shouting, "I've never felt so proud, love! We are free from eternal serfdom, I'm going to bring you home my light!" Bakudou number ninety five, <numeral prefix> Gonfalon.

Okay, so the incantation are song lyrics. All credits to it to Sonata Arctica

Honestly, I'm not completely sold on the incantation, but that's another matter entirely.
I don't have much problem with this, especially in light of the fact that, as the post I'm about to quote from Lil accurately points out, not many high-level bindings actually bind. However, whereas most bindings have a certain decay rate, I think I ought to limit this one to a single round, since it essentially totally immobilizes and disable the target, which even for a Rank 95 is a tad excessive if it were a lingering effect. With that qualification, it is
APPROVED, though there is a question about the cosmetics that is bothering me: if, say, I'm binding the spider with Ennea Gonfalon, is it still a pentagon shape?

I haven't really read through this submission thread, but unless plenty of Bakudou spells haven't been updated, I was surprised by the lack of high-level bakudou that actually bind the opponent.


Strappado - Bakudou #88, 5700 Kidou

A binding technique that resonates with the 18th century Russian torture device with the shared name. Two black metal pillars rise from the ground with a perpendicular bar that bridges the two pillars together. From the center of the bar, a metal chain whips out and grabs the target's hands behind their back. A moment later, the chains pull upward, lifting the opponent up high above the ground. As the victim rises, spears rise from the ground, daring the target to plunge onto its sharps tips.

The pull against gravity will cause intense pain and possible dislocation of the arms. While the technique shows no external injuries, the full weight of the victim's body is merely supported by their arms and internally rotated shoulder sockets. This may cause shoulder dislocation, nerve, tendon, ligament damage, and possibly long-term paralysis.

Incantation: Traitorous filth! Shame and sin shall suspend you over abyssal hell. Hang like bait for the devil's dog. Submit or you shall die here! Bakudou #88, Strappado.

Permanent paralysis does seem a bit severe, but in a universe with the Fourth Division and Cerberus, I imagine that is less debilitating than it sounds. So too, I imagine, would this spell be subject to the same sort of etiquette involved with indefinitely debilitating a character. I'm just gonna call this one APPROVED with that understanding.
 
Just adding an extension to Strappado.

Extension: Rack, 2000 Kidou. While the target is suspended, a cement weight is added to the opponent's legs, making the torture process even more painful.

Incantation: Shatter the limbs. Listen to the pop of snapped bones, ligaments, cartilage. Thou shall know torture! Bakudou #88 part two, Rack.
 
if, say, I'm binding the spider with Ennea Gonfalon, is it still a pentagon shape?

It takes on whatever shape said by the incanter. So in that case, it will have 9 sides.

And if the spell only lasts for one turn, then I want to add that it can only be disabled by the one it is cast on. Someone else cannot damage the binding.
 
And if the spell only lasts for one turn, then I want to add that it can only be disabled by the one it is cast on. Someone else cannot damage the binding.

APPROVED AS AMENDED.
Just adding an extension to Strappado.


Extension: Rack, 2000 Kidou. While the target is suspended, a cement weight is added to the opponent's legs, making the torture process even more painful.


Incantation: Shatter the limbs. Listen to the pop of snapped bones, ligaments, cartilage. Thou shall know torture! Bakudou #88 part two, Rack.

Pretty costly, but its also a fairly devastating addition. Its been said a lot lately that not all kidou need extensions and not all extensions are good ones, but this one seems both well-placed and well-made. Though a rock with 2K rei pumping through it would seem a rather odd entity on its own, in this setting its quite worth making. APPROVED. Sorry I didn't notice this at first.
 
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So I hear we like extensions

Infinite Chains, Bakudou #91, 2000 Kidou

Creates a chain that will wrap around the target from chest to legs.

Incantation: You are free to bow before me.


Extension 1, ∞ Chains?, 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Infinite Chain is on the target.

Incantation: You are free to prostrate before me.


Extension 2, ∞ Chains!, 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 1 is on the target. At least one turn must have passed from the original casting before this is usable.

Incantation: You are free to give me everything.


Extension 3, ∞ Chains', 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 2 is on the target. At least one turn must have passed from the original casting before this is usable.

Incantation: You are free to worship me.


Extension 4, ∞ Chains², 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 3 is on the target. At least two turns must have passed from the original casting before this is usable.

Incantation: You are free to sacrifice yourself to me.


Extension A, ∞ Chains* 2000 x Amount of chain layers on the target
Shoots off the chains everywhere starting from the original targets with a range of ten meters. The chains will wrap themselves around anything they reach in the same amount of layers as there was on the target and at full strength. Can be used as long as any level of Infinite Chains is on the target. Using this prevents any further extension from being used.

Incantation: You are free to spread my glory.
 
So I hear we like extensions

Did you hear that? I invite you to read this:


An extension is meant to enhance something of the original spell. Some are extreme, like Kin and Bankin, but others change the properties of the spells. You have to consider what an extension does carefully, and recall that extensions can be cast in the same round.

[...]

Extensions are not meant to be on every spell, and will be reviewed more carefully, so make sure that they are reasonable to cast in a single turn.

But, hey, I'm here and you're here, so let's have a look-see shall we?

Infinite Chains, Bakudou #91, 2000 Kidou

Creates a chain that will wrap around the target from chest to legs.

Incantation: You are free to bow before me.


Extension 1, ∞ Chains?, 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Infinite Chain is on the target.

Incantation: You are free to prostrate before me.


Extension 2, ∞ Chains!, 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 1 is on the target. At least one turn must have passed from the original casting before this is usable.

Incantation: You are free to give me everything.


Extension 3, ∞ Chains', 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 2 is on the target. At least one turn must have passed from the original casting before this is usable.

Incantation: You are free to worship me.


Extension 4, ∞ Chains², 2000
Creates another chain. This counts as a separate binding and must be broken seperately. Can be used as long as Extenion 3 is on the target. At least two turns must have passed from the original casting before this is usable.

Incantation: You are free to sacrifice yourself to me.


Extension A, ∞ Chains* 2000 x Amount of chain layers on the target
Shoots off the chains everywhere starting from the original targets with a range of ten meters. The chains will wrap themselves around anything they reach in the same amount of layers as there was on the target and at full strength. Can be used as long as any level of Infinite Chains is on the target. Using this prevents any further extension from being used.

Incantation: You are free to spread my glory.

Well, here we are again. It's always such a pleasure. Remember when you submitted kidou twice? Oh, how we laughed and laughed - except I wasn't laughing, Under the circumstances I'm being shockingly nice.

You want your DENIAL, take it. That's what I'm counting on. I used to want Staff Bonus, now I only want you gone.

A more professional response is to say: no more than one extension per spell barring extenuating circumstances; extensions are expected to all be cast in one turn, good luck cramming all that into one turn; there's no reason all these extensions couldn't just be one spell; you didn't write up the incantations properly; my Portal reference was plenty witty, you just don't appreciate it; the cost-benefit of this spell is wildly shall we say, ridiculous; seriously, five extensions?; the extensions amount to multicast rather than enhancement; and since extensions must be used the same turn as the initial spell, zero turns can pass before an extension is usable.

But you and I both know that that rationale is putting way too much thought into this denial.
 
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Agreed, but one thing to note:

... and since extensions must be used the same turn as the initial spell, ...


Can be used in the same turn. It's not required. As long as the spell is still active, it can be... extended.

It's the poor man's double-cast.
 
Can be used in the same turn. It's not required. As long as the spell is still active, it can be... extended.

It's the poor man's double-cast.

Fair point, but since they -can- be used on the same turn, the whole "X turns must pass" thing still doesn't sit right with me.
 
K, so I know I'm not a shini BUT this has been bothering me for ages. So, Sandals of Hermes kind of seems like a ridiculously lame kidou. It pretty much just gives 350 hohou which is kind of not useful at all after a certain point. Plus, considering everyone else pretty much got rid of stat buffs, why is this random kidou give a lackluster stat buff? My proposed change, think Legend of Zelda Hover Boots.

Old
Old:
Sandals of Hermes - Bakudou #33, 350 Kidou

Description: Hermes possessed sandals that enabled him to fly or glide across the ground. This kidou is based off of those legendary sandals. The winds will gather underneath the user's feet as the incantation is spoken. The winds will then form a sphere under each foot which allows the user to move on the ground as if they were skating.

While active, it gives the user the ability to hover for short periods of time. That is to say when running off objects or jumping, they can move forward at the height for a few seconds before falling once more. Furthermore, it reduces the strain on the users legs during elongated periods of running, increasing their general endurance. This kidou lasts for three turns before it must be casted again to refresh the effect.

Incantation: I don the wings of Hermes and evade the armies that rise against me! Bakudou #33, Sandals of Hermes.


Sandals of Hermes - Bakudou #33, 350 Kidou

Description:
Hermes possessed sandals that enabled him to fly or glide across the ground. This kidou is based off of those legendary sandals. The winds will gather underneath the user's feet as the incantation is spoken. The winds will then form a sphere under each foot which allows the user to move on the ground as if they were skating.

While active, it gives the user the ability to hover for short periods of time. That is to say when running off objects or jumping, they can move forward at the height for a few seconds before falling once more. Furthermore, it reduces the strain on the users legs during elongated periods of running, increasing their general endurance. This kidou lasts for three turns before it must be casted again to refresh the effect.​

Incantation: Soar thine wings of the messenger and evade the downfall of nations! Bakudou #33, Sandals of Hermes.
 
K, so I know I'm not a shini BUT this has been bothering me for ages. So, Sandals of Hermes kind of seems like a ridiculously lame kidou. It pretty much just gives 350 hohou which is kind of not useful at all after a certain point. Plus, considering everyone else pretty much got rid of stat buffs, why is this random kidou give a lackluster stat buff? My proposed change, think Legend of Zelda Hover Boots.

Old
Old:
Sandals of Hermes - Bakudou #33, 350 Kidou

Description: Hermes possessed sandals that enabled him to fly or glide across the ground. This kidou is based off of those legendary sandals. The winds will gather underneath the user's feet as the incantation is spoken. The winds will then form a sphere under each foot which allows the user to move on the ground as if they were skating.

While active, it gives the user the ability to hover for short periods of time. That is to say when running off objects or jumping, they can move forward at the height for a few seconds before falling once more. Furthermore, it reduces the strain on the users legs during elongated periods of running, increasing their general endurance. This kidou lasts for three turns before it must be casted again to refresh the effect.

Incantation: I don the wings of Hermes and evade the armies that rise against me! Bakudou #33, Sandals of Hermes.


Sandals of Hermes - Bakudou #33, 350 Kidou

Description:
Hermes possessed sandals that enabled him to fly or glide across the ground. This kidou is based off of those legendary sandals. The winds will gather underneath the user's feet as the incantation is spoken. The winds will then form a sphere under each foot which allows the user to move on the ground as if they were skating.

While active, it gives the user the ability to hover for short periods of time. That is to say when running off objects or jumping, they can move forward at the height for a few seconds before falling once more. Furthermore, it reduces the strain on the users legs during elongated periods of running, increasing their general endurance. This kidou lasts for three turns before it must be casted again to refresh the effect.​

Incantation: Soar thine wings of the messenger and evade the downfall of nations! Bakudou #33, Sandals of Hermes.

First, I want to say that I enjoy how the "Old" version of the spell was accidentally the exact same as the proposed version.

That notwithstanding, my first reaction was to find a way to address the concerns with Sandals of Hermes without completely changing its effect, seeing if there was a way to do so for the better part of a day, I decided that there probably wasn't, and anything that came close seemed to me to be more Idanten area. I don't really relish the notion of altering a kidou that people have equipped, but I can't reconcile the desire to leave a kidou out there with the fact that this one simply does not grant a significant ability upon its use. Its supposed to be a buff, but a transfer of 350 points to Hohou, while useful in a very narrow set of conditions, could be augmented.

I'm not sure I completely buy the notion that it isn't useful, but I will buy the idea that it can become more useful, and to that end I'm allowing the revision. The new version of the kidou is useful, balanced well and provides a more versatile buff. I'm going to call it
APPROVED, and that'll be that.


For posterity, the ACTUAL old version

Sandals of Hermes - Bakudou #33, 350 Kidou
Description
: Hermes possessed sandals that enabled him to fly or glide across the ground. This kidou is based off of those legendary sandals. The winds will gather underneath the user's feet as the incantation is spoken. The winds will then form a sphere under each foot which allows the user to move on the ground as if they were skating.

While active, the user's speed is increased to the user's Hohou + 350. This lasts for three rounds.

Incantation: I don the wings of Hermes and evade the armies that rise against me! Bakudou #33, Sandals of Hermes.

 
trying my luck with an extension.

(original kidou)


Gorogoro (Thundering Purring) - Bakudou #48, 800 Kidou

Description: Upon casting, a swarm of cat-shaped balls of lightning rain out of the sky around the targeted area. The cats thrum with power, making a distinct purring noise audible from several feet away. While not sapient, the lightning cats react to movement, immediately pouncing at anything that moves too much or too quickly, friend or foe. The cats will remain where they are for two rounds after being cast before dissipating -- staying still or moving very slowly may spare a person from attack. The kidou can be continued by paying the cost again. Each does 5% of the total damage, although most will usually swarm the same target.

Incantation: The skies break open and thunder pours down. Tremble and see the sparks lunge. Bakudou #48, Gorogoro.



Extension: Gorogoro Unaru (Thundering growl), 800 Kidou

Description: The extension of this spell infuses the cats with even more Reiatsu, thus resulting in them to change shape in addition of becoming more powerful. Instead of cats the lightning is now formed as small wolfs approximately twice the size of the previous appearance. All other rules of Gorogoro still apply.

Incantation: Thunder forms lightning to growl in the night. Rip through your opponents with mighty fangs. Bakudou #48 part two, Gorogoro Unaru
 
trying my luck with an extension.

(original kidou)


Gorogoro (Thundering Purring) - Bakudou #48, 800 Kidou

Description: Upon casting, a swarm of cat-shaped balls of lightning rain out of the sky around the targeted area. The cats thrum with power, making a distinct purring noise audible from several feet away. While not sapient, the lightning cats react to movement, immediately pouncing at anything that moves too much or too quickly, friend or foe. The cats will remain where they are for two rounds after being cast before dissipating -- staying still or moving very slowly may spare a person from attack. The kidou can be continued by paying the cost again. Each does 5% of the total damage, although most will usually swarm the same target.

Incantation: The skies break open and thunder pours down. Tremble and see the sparks lunge. Bakudou #48, Gorogoro.



Extension: Gorogoro Unaru (Thundering growl), 800 Kidou

Description: The extension of this spell infuses the cats with even more Reiatsu, thus resulting in them to change shape in addition of becoming more powerful. Instead of cats the lightning is now formed as small wolfs approximately twice the size of the previous appearance. All other rules of Gorogoro still apply.

Incantation: Thunder forms lightning to growl in the night. Rip through your opponents with mighty fangs. Bakudou #48 part two, Gorogoro Unaru

Denied on the grounds that Gorogoro stops being hilarious when it turns into wolves.
 
IT MUST BE DONE.

Gorogoro (Thundering Purring) - Bakudou #48, 800 Kidou

Description: Upon casting, a swarm of cat-shaped balls of lightning rain out of the sky around the targeted area. The cats thrum with power, making a distinct purring noise audible from several feet away. While not sapient, the lightning cats react to movement, immediately pouncing at anything that moves too much or too quickly, friend or foe. The cats will remain where they are for two rounds after being cast before dissipating -- staying still or moving very slowly may spare a person from attack. The kidou can be continued by paying the cost again. Each does 5% of the total damage, although most will usually swarm the same target.

Incantation: Nyan nyan, nyan nyan, ni hao nyan. Goujasu Derishasu Dekaruchaa! Bakudou #48, Gorogoro.
 
Next try:

Extension: Gorogoro Niji (Thundering rainbow), 800 Kidou

Description: The extension of this spell infuses the cats with even more Reiatsu, thus resulting in them to become more powerful. Each Cat leaves a rainbow trail behind when it jumps around. The maximum length of the trail is 1m and it vanishes on contact or when the cat itself vanishes. As soon as someone touches these trails the electricity stored in it jumps over, causing the muscles to numb. For the next turn, the enemy needs to pay 200 more reiatsu to perform a shunpolike spell. All other rules of Gorogoro still apply.

Incantation: Thunder forms lightning to shine in the night. Sparkle through your opponents with mighty electricity. Bakudou #48 part two, Gorogoro Niji
 
IT MUST BE DONE.

Gorogoro (Thundering Purring) - Bakudou #48, 800 Kidou

Description: Upon casting, a swarm of cat-shaped balls of lightning rain out of the sky around the targeted area. The cats thrum with power, making a distinct purring noise audible from several feet away. While not sapient, the lightning cats react to movement, immediately pouncing at anything that moves too much or too quickly, friend or foe. The cats will remain where they are for two rounds after being cast before dissipating -- staying still or moving very slowly may spare a person from attack. The kidou can be continued by paying the cost again. Each does 5% of the total damage, although most will usually swarm the same target.

Incantation: Nyan nyan, nyan nyan, ni hao nyan. Goujasu Derishasu Dekaruchaa! Bakudou #48, Gorogoro.

Amusing though it would be, I can't help but think the incant would work better with a spell named Dekaruchaa or something like that. Denied.

Next try:

Extension: Gorogoro Niji (Thundering rainbow), 800 Kidou

Description: The extension of this spell infuses the cats with even more Reiatsu, thus resulting in them to become more powerful. Each Cat leaves a rainbow trail behind when it jumps around. The maximum length of the trail is 1m and it vanishes on contact or when the cat itself vanishes. As soon as someone touches these trails the electricity stored in it jumps over, causing the muscles to numb. For the next turn, the enemy needs to pay 200 more reiatsu to perform a shunpolike spell. All other rules of Gorogoro still apply.

Incantation: Thunder forms lightning to shine in the night. Sparkle through your opponents with mighty electricity. Bakudou #48 part two, Gorogoro Niji

Nyancat would be a fitting addition to Gorogoro, but the spell effect itself is unclear. Is it doing up to 1600 reiatsu's worth of damage + debuff, is it trading the extra 800 for a debuff, does the debuff affect anybody hit by the attack (giving a best case scenario of 20 people impacted)?

I'm not even sure how useful the debuff would be.

Denied.
 
The damage is added to the already existing cats (so 1600 damage). Additionally, the debuff is there IF a person hits the trails. I changed the debuff to something similar, yet probably more powerful.


Let me rephrase the text for better understanding:


Extension: Gorogoro Niji (Thundering rainbow), 800 Kidou

Description: The extension of this spell infuses the cats with even more Reiatsu, thus resulting in them to become more powerful and doing twice the damage. Each Cat leaves a rainbow trail behind when it jumps around. The maximum length of the trail is 1m and it vanishes on contact or when the cat itself vanishes. Should someone touch these trails, the electricity stored in it jumps over, causing the muscles to numb. For the next turn, this persons shunpo/sonido uses are reduced by two (Speaking, only a person that could do 3 or more Shunpos a turn would be able to use 1 or more Shunpos). Even though a person could be hit by the trail multiple times per turn, the effect does not stack in one turn. However, should he hit a trail in his next turn, the debuff is activated again. All other rules of Gorogoro still apply.

Incantation: Thunder forms lightning to shine in the night. Sparkle through your opponents with mighty electricity. Bakudou #48 part two, Gorogoro Niji
 
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mk, so I've never submitted kidou before.

Compelling Rest - Chiyudou #99, 10,000 kidou

A reiatsu induced coma, this chiyudou is used as a last resort when a patient needs to be unconscious for surgery or healing to be performed. Often used on uncooperative patients and patients who are too strong to be put under by general anesthetics, the effects last for three turns and slowly wear off thereafter. Because of the strength it takes for this chiyudou to be implemented, the healer who uses it will feel the adverse effects of such a sudden drop of reiatsu, and another healer will be needed to be present in order to perform the surgery.

To use this chiyudou, the wielder places their hands on the target’s temples and speaks the incantation.

Incantation: “Slow the stream, goddess of the moon. Pull us under into enveloping depths. The air is thick, the wind is slow, fall into my arms. Chiyudo #99!”



The Walking Dead - Chiyudou #73, 2,400 kidou

If a target is near a point where they would lose consciousness, this spell gives them a temporary boost in adrenaline. The rush allows the target to remain conscious for three turns past their usual endurance limit. The spell can be applied well before that point to be activated when the target hits their limit, or it can be applied at the last moment for an instant effect. During these three turns, the target cannot take part in combat. Unless the target is healed sufficiently by the time the three turns are over, the target will immediately fall unconscious when the spell wears off.

The spellcaster traces the symbol for anywhere on the target’s body and speaks the incantation.

Incantation: “The dead tree stands, the body floats, the spirits of bones lock themselves away. Endure and stand. Chiyudo #73
 

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