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Kidou / Gintou Submission Thread

Two new Shunko spells
Akuma no Yousai (Demon's Fortress) - Shunko # 70 2500 Kidou

Description: The user focuses their pressurized kidou energy into an alternate form from that of Kyuuzou Maou. This potential energy for destructive purposes is instead used to protect the user. While this form is just as volatile as its kin, it may be held for two rounds with an additional round every 5,000 kidou up to a max of 6 rounds. Akuma no Yousai must be released willfully, if nothing can be done before the power expires the volatile energy surges through the user causing massive internal damage. While it will not explode out like Kyuuzou Maou, it does cause massive pain to the user, whereas the level of the pain is equal to the remaining reiryoka of the spell. Additionally, if not properly released, the further drawbacks show an inability to use any spells for two rounds as due to destabilized reiatsu.


For each round Akuma no Yousai is active, 10% of the users Kidou stat is turned into a protective layer over their skin akin to a barrier. Each turn the barrier grows in strength by an additional 10% of the user’s Kidou.

One Skunko spell can be used each round that Akuma no yousai is active.


Akuma no Pāji (Demonic Purge) - Shunko # 71 2000 Kidou



Description: While Akuma no Yousai is active, a Shunko practitioner can focus the raw energy of the protective barrier into a single, close-ranged, attack which must be delivered physically. The barrier is immediately drained of its current strength, as the attack makes contact with the opponent the energy from the barrier is transferred to the intended victim. While nothing happens immediately,, the energy will be stored within them for two rounds. During their infection by Akuma no Pāji, if the victim spends more reiatsu in a single turn than the strength of the energy planted inside of them, Akuma no Pāji immediately detonates to causing massive damage to their nervous system and stunning them for a round, while interrupting the action that caused the energy to explode.

This effect can only be placed on a single foe as Akuma no Yousai is ended as soon as the effect is put into place. Akuma no Yousai cannot be reactivated within two turns of using Akuma no Pāji.
 
Sanseiu (Acid Rain)- Hadou #79, 4500 Kidou

Description: An elemental kidou, Sanseiu transforms the natural phenomenon into something more deadlier than it already is.

Upon the start of the incantation, a dark grey sky forms overhead in a 50m radius area, with bolts of lightning contained within. Upon finishing the incantation, it opens itself up, unleashing a heavy downpour of acid rain within its vicinity, harming everything it touches. While the corrosive acid already does much damage, its real power lies in the rain's immense density and pressure that batters upon everything, making it literally impossible to stand against its unforgiving power, forcing everything into submission. However, for those who do resist, nature has its own punishment for the insolence: for every movement made within Sanseiu's range, a large bolt of lightning strikes down towards the source of movement, with larger and more numerous bolts heading towards those who moves too much or too fast.

Sanseiu will remain active for four rounds before dissipating.

Incantation: Trial of thunder, wonder of winds! The storm which bears the wrath of Gaia! Rage and calamity, punish the insolent and silence those who remain! Hadou number 79, Sanseiu!

I kinda wanna give you crap about "more deadlier" because "FAR MORE SUPERIOR", but you're cute so you get a pass today. The kidou doesn't, though. DENIED. Here's what happened, dearie: you tried to do like five things at once. When you try to do five things at once, you just simply can't do any of them well. The separate and distinct attacks we have here are a watered-down White Lightning Maelstrom, an admittedly kinda awesome acid attack, a suppressing fire ability and Thundering Purring. You're throwin literally everything even slightly thematically appropriate into the hopper and just kinda hoping something sticks. That's not really what kidou's all about. Most kidou do one thing and do it well, or have one extension, or that sort of thing. This is just a mess. Narow down your focus: do you want acid rain or lightning? Do you want to suppress or assault? Once those questions are answered, come on back for round two.

Bluthunde | Blood Hound
Cost: 5 Tubes
Description: Almost as inhuman as the hollows that the quincy fight, Bluthunde works by placing five tubes on the ground in front of the caster, who then proceeds to smear a drop of blood on each of the tubes. The blood reacts, boiling the liquid within and popping the tubes. The boiling liquid bubbles up, creating a red spectral dog. Each dog is identical to the others in its set of five, but each set is unique to the caster.

Upon being summoned, the dogs immediately single out targets, each one finding their own prey then going straight after them, bypassing any barriers or obstacles that are less than 2,000 reiatsu in strength. Once they reach their target, each hound attempts to viciously maul it, biting and tearing at its body until it is destroyed.
Woahboy do we need to DENY this for some dozen problems. Because as it stands, the dogs can overcome 10,000 points of barier if they focus on a single target. Pretty intense, even for a five-tuber. There are a lot of ways to address this which is why I'm punting it back to you;; you can reduce their power, add a comment on how they cannot assault the same target, things like that. Even still, making 10,000 points of rei constructs is pretty op - no other gintou or kidou comes close to that level of power. I don't even think kais do that. And given that I have the two construct-based releases that I've seen in combat, I can say that with a lot of confidence. Since a Quincy can only use one five-tube spell a battle this can be pretty powerful, but not this powerful.
On top of that, this doesn't really suit the School of Blast Area that well. I'm not sure where it would go, but personally it feels kind of Direct Fire to me. And you can't just lolnope barriers. I don't know if that's what you meant by 'bypassing', but that's how I read it. So, long story short, this needs some major revamping before I'll look it over again.



Jägerauge | Hunter’s Eye
Cost: 1 Tube
Description: The first Gintou taught to most quincy children. By drawing the liquid within the gintou over their eyes, a quincy is able to enhance their vision, Giving them the ability to visually see any reiatsu sources within 30 meters. This ability works for 5 turns or until turned off.

So, Quincy Mage Eye? Yeah, I can get behind that. APPROVED.


Geistwandeln | Ghost Walk
Cost: 4 Tubes
Description: By dousing themselves with the liquid from this gintou, quincy’s can temporarily become a deadly unseen predator, gaining almost complete invisiblity for the next two turns. This invisibility, however, is precarious, and ends immediately if the quincy uses any sort of reiatsu, even from their Shuuhaku.
Quincy should be capitalized, and pluralized "Quincies". But that's not really your problem. You balanced the effect pretty well with a limitation and time limit and I'd almost guess you used already-approved bakudou as a basis for comparison here. That's cool. APPROVED for doing things like they should be done. Provided I haven't accidentally approved two at the same cost, which I might've just now because I haven't updated the list in a few weeks.


Traumwicklung | Dream Coil
Cost: 4 Tubes
Description: One of the strongest gintou available to quincy, Traumwicklung works by smashing all five gintou tubes in a tight cluster on the ground. From the impacted area, purple snares come out, latching onto the leg of any enemy within 10 meters. The affected enemies will find themselves unable to move further than 10 meters away from the center of the affected area. This ability lasts for 3 turns, and is counted as being a binding that costs 2000 reiatsu.

So, I read half of a line and am just saying this right now: RESUBMIT. Your cost says four tubes and your description says five. Which is it?

Schmetterling Schlinge | Butterfly Snare
Cost: 1 tube
Description: After a mountainous Quincy tribe dealt with yearly swarms of airborne Hollows, this spell emerged as an effective counter to both aerial menaces and large groups. This spell is applied by breaking, then subsequently attaching the tube to an arrow about to be fired. After either hitting a target or reaching a distance of 20 m, a net will emerge from the tip of the arrow. With an impressive spread of 8 meters, this net is effective at containing and slowing highly mobile enemies. This binding is numerically worth 500 reiatsu and has a duration of two turns.

APPROVED, though I'm not sure breaking it and then attaching it to an arrow makes sense, I'm going to reccomend you ask me to change that to just attacking it to the arrow or just breaking it over the arrow, not both.

Große Cocken | Grand Bell
Cost: 3 Tubes
Description: Gigantic bell is formed over the head of the opponent and falls over them, leaving them trapped. From the top of the bell, a large clapper shoots through the middle, aiming to hit the opponent within. Even if the opponent is not struck by it, the clapper lets off an extremely loud ring upon impacting the ground that disorients the opponent.
Quincy gintou should be related to the concept of hunting. What kind of crappy hunter DROPS A BELL on their prey? No, DENIED and generations of Quincy huntsmen thank me for that one. >.>

EDIT:
Also want to ask for a change in response to the new Level 1 Barricade gintou. Simply doubling the range on Cloud and make it 2 gintou instead of one.

Wolke | Cloud
Cost: 2 Tube
Description: One of the most basic and widely used Gintou. After breaking the tube, Wolke causes the immediate area, within a 10m radius, to become filled with a thick fog of reishi which lasts for three turns.
Y'know, I ought to forgo Staff Bonus for making that mistake. But I'm doing way too many other things today to deny myself my points. Fixing my mistake is APPROVED WIH CHANGES, though. I'm actually revising Buckler to two tues in consultation with Will and a minor gintou revamp I plan to roll out tomorrow.
 
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Lawl, it looks like you misunderstood one part but... xD I added stuff to clarify that up. n___n



Sanseiu (Acid Rain)- Hadou #79, 3500 Kidou

Description: An elemental kidou, Sanseiu transforms the natural phenomenon into something more deadlier than it already is.

Upon the start of the incantation, a dark grey sky forms overhead in a 50m radius area, with bolts of lightning contained within. Upon finishing the incantation, the sky opens itself up, unleashing the heavy downpour of acid rain within its vicinity, harming everything the rain touches, while the bolts of lightning are remain in abeyance within the grey skies. While the corrosive acid already does much damage, its real power lies in the rain's immense density and pressure that batters upon everything, making it literally impossible to stand against its unforgiving power, forcing everything into submission.

Sanseiu will remain active for four rounds before dissipating.

Incantation: Trial of thunder, wonder of winds! The storm which bears the wrath of Gaia! Hadou number 79, Sanseiu!


Extension: Saihen (Second Calamity) - 2000 kidou

However, for those who do resist, nature has its own punishment for the insolence: for every movement made within Sanseiu's range, a large bolt of lightning strikes down towards the source of movement, with larger and more numerous bolts heading towards those who moves too much or too fast.

Incantation: Rage and calamity, punish the insolent and silence those who remain. Hadou number 79 part two, Saihen!​
 
Two new Shunko spells
Akuma no Yousai (Demon's Fortress) - Shunko # 70 2500 Kidou

Description: The user focuses their pressurized kidou energy into an alternate form from that of Kyuuzou Maou. This potential energy for destructive purposes is instead used to protect the user. While this form is just as volatile as its kin, it may be held for two rounds with an additional round every 5,000 kidou up to a max of 6 rounds. Akuma no Yousai must be released willfully, if nothing can be done before the power expires the volatile energy surges through the user causing massive internal damage. While it will not explode out like Kyuuzou Maou, it does cause massive pain to the user, whereas the level of the pain is equal to the remaining reiryoka of the spell. Additionally, if not properly released, the further drawbacks show an inability to use any spells for two rounds as due to destabilized reiatsu.


For each round Akuma no Yousai is active, 10% of the users Kidou stat is turned into a protective layer over their skin akin to a barrier. Each turn the barrier grows in strength by an additional 10% of the user’s Kidou.

One Skunko spell can be used each round that Akuma no yousai is active.

This one is denied. While it seems like it's just a defensive variation of Kyuuzou Maou, it's actually significantly more powerful.

+10% to an attacking stat increases the skill 10%, but the raw/base strength by about 1%.

Right away, doing 10% as a barrier is about 10x as strong, but it also eschews the normal limits of barriers by growing stronger, not weaker, over time.


Akuma no Pāji (Demonic Purge) - Shunko # 71 2000 Kidou



Description: While Akuma no Yousai is active, a Shunko practitioner can focus the raw energy of the protective barrier into a single, close-ranged, attack which must be delivered physically. The barrier is immediately drained of its current strength, as the attack makes contact with the opponent the energy from the barrier is transferred to the intended victim. While nothing happens immediately,, the energy will be stored within them for two rounds. During their infection by Akuma no Pāji, if the victim spends more reiatsu in a single turn than the strength of the energy planted inside of them, Akuma no Pāji immediately detonates to causing massive damage to their nervous system and stunning them for a round, while interrupting the action that caused the energy to explode.

This effect can only be placed on a single foe as Akuma no Yousai is ended as soon as the effect is put into place. Akuma no Yousai cannot be reactivated within two turns of using Akuma no Pāji.

Denied. It's not really valid without Akuma no Yousai anyway. This could work, given its own cost (not tied to another ability) similar to the energy blast. It's a good deterrent against enemy's using big attacks.
 
Opinion in Concurrence:
I supported this DENIAL but have something to add to Will's remarks. I consulted Hiren on the purpose and theme of Shunko as a feat and was told that the idea behind the school is to exist in a high-risk, high-reward state. The problem with a barrier ability is it kind of breaks the 'high-risk' notion of shunko, seeming profoundly unnatural in the school. This isn't to say a shunko barrier cannot exist, but it takes a lot of work to create a high-risk barrier, and Fortress falls far short of being able to walk that tenuous line. Without its gatekeeper, Purge has no functionality and must therefore be DENIED as well. Though I would caution against just submitting Purge as an independent ability, a slight 'remastering' of it might be successful on its own. Because so many factors go into the review of Style-school Kidou, though, I can't say it would or wouldn't be approved before it happens.


Lawl, it looks like you misunderstood one part but... xD I added stuff to clarify that up. n___n



Sanseiu (Acid Rain)- Hadou #79, 3500 Kidou

Description: An elemental kidou, Sanseiu transforms the natural phenomenon into something more deadlier than it already is.

Upon the start of the incantation, a dark grey sky forms overhead in a 50m radius area, with bolts of lightning contained within. Upon finishing the incantation, the sky opens itself up, unleashing the heavy downpour of acid rain within its vicinity, harming everything the rain touches, while the bolts of lightning are remain in abeyance within the grey skies. While the corrosive acid already does much damage, its real power lies in the rain's immense density and pressure that batters upon everything, making it literally impossible to stand against its unforgiving power, forcing everything into submission.

Sanseiu will remain active for four rounds before dissipating.

Incantation: Trial of thunder, wonder of winds! The storm which bears the wrath of Gaia! Hadou number 79, Sanseiu!
Extension: Saihen (Second Calamity) - 2000 kidou

However, for those who do resist, nature has its own punishment for the insolence: for every movement made within Sanseiu's range, a large bolt of lightning strikes down towards the source of movement, with larger and more numerous bolts heading towards those who moves too much or too fast.

Incantation: Rage and calamity, punish the insolent and silence those who remain. Hadou number 79 part two, Saihen!​

Sorry for the wait, I wanted to get yours and Bob's at the same time and needed to bring in people to discuss Bob's. But your kidou is APPROVED. Presented as a thematically bonded kidou and extension, these effects work far better than trying to do it all at once. Let those who seek to author extensions for abilities take not that this extension is a separate, new effect but matched to the original spell thematically. It also means you have to pay each time you want to use the lightning-strike, making each lightning strike worthy of such a strong ability. If Will swoops in, however, and limits this to one use of the extension per casting of the original spell, I'll support that decision, because I admit to being on the fence about it myself.
 
imdrunk

Schranke | Lenken (Impinge) | (5 Tubes)

Description: The user throws 5 tubes anywhere, calling out the school and spell name. The spirit particles is these tubes are of an extremely-powerful negative charge which pulls in all Reiatsu-based techniques (including Cero and both categories of Kidou) up to twice the cost of Lenken directly to the points which the tubes have been spilled. Additionally, the tubes can be thrown on an opponent, effectively creating a beacon for their own attacks or others whose attacks are in range of Lenken’s effect.

Any tube that lands at least 5 meters away from any other tube functions independently, only being able to absorb double the cost of an individual tube. Any number of tubes that are within 5 meters of one another function conjointly. Regardless, for the spell to work, all 5 tubes must be used at once.
 
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imdrunk

Schranke | Lenken (Impinge) | (5 Tubes)

Description: The user throws 5 tubes anywhere, calling out the school and spell name. The spirit particles is these tubes are of an extremely-powerful negative charge which pulls in all Reiatsu-based techniques (including Cero and both categories of Kidou) up to twice the cost of Lenken directly to the points which the tubes have been spilled. Additionally, the tubes can be thrown on an opponent, effectively creating a beacon for their own attacks or others whose attacks are in range of Lenken’s effect.

Any tube that lands at least 5 meters away from any other tube functions independently, only being able to absorb double the cost of an individual tube. Any number of tubes that are within 5 meters of one another function conjointly. Regardless, for the spell to work, all 5 tubes must be used at once.

Tubes don't have costs. You need to specify the strength and the reiatsu requirement to use it.

Gintou should be subbed in the following format:

Pappen | Glue
Cost: 2 Tubes
Description: Commonly used as a trap, the two tubes are poured on the ground. Creatures, even those of spiritual ability, who step on the charged gintou become stuck on it, like reishi flypaper. For the purposes of overcoming this inhibitor, it has the effectiveness of a binding kidou of 1200 reiatsu. The tubes required for this can cover an area up to one square meter for ten minutes or until it is overcome by a victim.

Requirements: 3,000 Reiatsu


Umspulen | Recall

Cost: 5 Tubes
Description: Pouring the contents of 4 charged Gintou tubes onto the ground creating a mark location for the remainder of a collab. If within 50m the Quincy can use the fifth tube to warp to the marked location. No other actions may be used that turn and after a warp the mark ends. Only one Umspulen mark may be present at a time.

Requirements: 8,000 Reiatsu
 
So I went and had a look at Gintou and found a mess. We had spells sharing the same number of tubes, and un-updated page, out of date mechanics (I'm talking about the required rei to access a particular Gintou) and spells that just generally didn't feel like they had a hunter's edge to 'em. Let's see if we can't fix that.

One school at a time.

Gerade (School of Direct Fire): The study of spells that use precision and concentrated force.

Hohlen Traum | Hollow Dream - 300 Kidou
Cost: 1 Tube
Description: By pouring the condensed reishi over their forehead, a Quincy may imbue a concussive force onto a single arrow. If that arrow hits a spiritually aware being it will explode with just enough force to make them stumble back 1 meter. It also serves to temporarily hinder the targets thinking, making recalling details over the last several seconds difficult or painful. This often gives off the a feeling of disorientation, causing a person to feel dazed and confused for two rounds but still capable of defending themselves and fighting. If somewhat sloppy.

Abwehr | Repel - 490 Kidou
Cost: 2 Tubes
Description: Those around an Abwehr spell will find themselves thrown back 5 meters opposite of the area of breaking.

Hornisse | Hornet - 1,600 Kidou
Cost: 3 Tubes
Description: When a Quincy pours the liquid from three tubes into the air, a dense cloud of specially barbed spirit particles is released. This cloud will then proceed to seek out the nearest spiritual signal that is not the user. The spirit particles will harass the target in the same manner angry hornets would, repeatedly stinging them with the barbs. The spirit particles can only be dissipated prematurely through area of effect attacks or by releasing large amounts of reiatsu. This effect lasts for 2 turns.


Here we have a clear updated list of the first school: Gerade. I went back and followed up on previous submissions and tweaked them a bit in the hopes that I'm catching the feel and getting the right direction you folks in staff want to see them. Additionally, I've added comparable kidou costs so other players can gauge how strong spells are supposed to be.

Something I kept in mind while finding comparable spells or techniques to associate with these are a few things:
1) Quincy only have a grand total of 25 spells to choose from.
2) Quincy cannot empower their spells like shinigami can.

While a Q can drop any of these, the sad fact is that's all they will ever get. Which means these spell have got to count.
 
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So I went and had a look at Gintou and found a mess. We had spells sharing the same number of tubes, and un-updated page, out of date mechanics (I'm talking about the required rei to access a particular Gintou) and spells that just generally didn't feel like they had a hunter's edge to 'em. Let's see if we can't fix that.

One school at a time.

Gerade (School of Direct Fire): The study of spells that use precision and concentrated force.

Hohlen Traum | Hollow Dream - 300 Kidou
Cost: 1 Tube
Description: By pouring the condensed reishi over their forehead, a Quincy may imbue a concussive force onto a single arrow. If that arrow hits a spiritually aware being it will explode with just enough force to make them stumble back 1 meter. It also serves to temporarily hinder the targets thinking, making recalling details over the last several seconds difficult or painful. This often gives off the a feeling of disorientation, causing a person to feel dazed and confused for two rounds but still capable of defending themselves and fighting. If somewhat sloppy.

Abwehr | Repel - 490 Kidou
Cost: 2 Tubes
Description: Those around an Abwehr spell will find themselves thrown back 5 meters opposite of the area of breaking.

Hornisse | Hornet - 1,600 Kidou
Cost: 3 Tubes
Description: When a Quincy pours the liquid from three tubes into the air, a dense cloud of specially barbed spirit particles is released. This cloud will then proceed to seek out the nearest spiritual signal that is not the user. The spirit particles will harass the target in the same manner angry hornets would, repeatedly stinging them with the barbs. The spirit particles can only be dissipated prematurely through area of effect attacks or by releasing large amounts of reiatsu. This effect lasts for 2 turns.


Here we have a clear updated list of the first school: Gerade. I went back and followed up on previous submissions and tweaked them a bit in the hopes that I'm catching the feel and getting the right direction you folks in staff want to see them. Additionally, I've added comparable kidou costs so other players can gauge how strong spells are supposed to be.

Something I kept in mind while finding comparable spells or techniques to associate with these are a few things:
1) Quincy only have a grand total of 25 spells to choose from.
2) Quincy cannot empower their spells like shinigami can.

While a Q can drop any of these, the sad fact is that's all they will ever get. Which means these spell have got to count.

Remember, these should be written with reiatsu requirements (see my previous post). For instance, Abwehr has a current reiatsu requirement of 2000 reiatsu. That requirement should be at least the minimum to naturally have enough tubes (not counting market-bought tubes):

1-tube = <1000
2-tube = 2000
3-tube = 4000
4-tube = 6000
5-tube = 8000+

Remember that although Qs only have 25 spells to choose from, they all have access to any approved Gintou at any time. They're limited in how many they can cast, but don't have to 'equip' specific spells ahead of time. The strength of the gintou needs to be written into the description when appropriate, and roughly equivalent to a same-slot kidou (ie, 3-tube gintou should be roughly equiv to 3-slot kidou).

Not doing actual reviews right now, just setting guidelines.
 
I'm gonna step in here while Katie is on her vacation.


Ketch and Hare - As both Will and Katie mentioned before, your Gintou submissions do not have all the required information. As of right now, both those submissions are void.

If you want us to look over your submissions for review, please include the required information and re-post.
 
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I've been busy so I haven't had time to do much of anything, to include adding the update. But since I've got some now, why don't I just put this here.

Gerade
(School of Direct Fire): The study of spells that use precision and concentrated force.

Hohlen Traum | Hollow Dream - 300 Kidou
Cost: 1 Tube
Description: By pouring the condensed reishi over their forehead, a Quincy may imbue a concussive force onto a single arrow. If that arrow hits a spiritually aware being it will explode with just enough force to make them stumble back 1 meter. It also serves to temporarily hinder the targets thinking, making recalling details over the last several seconds difficult or painful. This often gives off the a feeling of disorientation, causing a person to feel dazed and confused for two rounds but still capable of defending themselves and fighting. If somewhat sloppy.

Requirements: 500 reiatsu


Abwehr | Repel - 490 Kidou
Cost: 2 Tubes
Description: Those around an Abwehr spell will find themselves thrown back 5 meters opposite of the area of breaking.

Requirements: 2,000 reiatsu

Hornisse | Hornet - 1,600 Kidou
Cost: 3 Tubes
Description: When a Quincy pours the liquid from three tubes into the air, a dense cloud of specially barbed spirit particles is released. This cloud will then proceed to seek out the nearest spiritual signal that is not the user. The spirit particles will harass the target in the same manner angry hornets would, repeatedly stinging them with the barbs. The spirit particles can only be dissipated prematurely through area of effect attacks or by releasing large amounts of reiatsu. This effect lasts for 2 turns.


Requirements: 4,000 reiatsu
 
I just had an idea, so let's see what you think. Replace:

One Hundred Wooden Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 wooden arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m.

Incantation: The arrows that fell a hero. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Wooden Arrows.

With:

One Hundred Steel Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 steel arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m. These arrows persist for three rounds. No more than five arrows may pierce the same target. The arrows can be pulled out normally.

Incantation: The arrows that fell a king. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Steel Arrows.
 
I just had an idea, so let's see what you think. Replace:

One Hundred Wooden Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 wooden arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m.

Incantation: The arrows that fell a hero. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Wooden Arrows.

With:

One Hundred Steel Arrows - Hadou #44, 600 Kidou

Description: When the incantation is finished, the user summons 100 steel arrows out of thin air. These arrows are then fired at a high velocity like a bullet. Only 100 arrows may form per cast. Arrows may be summoned from your general location and have a range of 10m. These arrows persist for three rounds. No more than five arrows may pierce the same target. The arrows can be pulled out normally.

Incantation: The arrows that fell a king. Falling sun. Mourn, precious moon, for the withering earth. Hadou #44, One Hundred Steel Arrows.

I would say that this is one of those moments where kidou review is more art than science, particularly where compared to other areas of submission. In principle I like this, particularly the limitation of five arrows striking per target - applying the ideas of other similar kidou is definitely a great way to appeal to my sensibilities. I'm a little iffier on the way the arrows persist, but given the way the current one is, its debatable if they already do (I would argue yes). Where I have a problem is that Hundred Wooden Arrows is actually equipped by a number of people. With a lot of things I've green-lit its modified largely unused or underused spells. This one is widely loved, so modifying it needs to be done with a lot of consideration.

This is a clearer and more defined version of Hundred Wooden Arrows, that's for sure. Ambiguity is removed and mechanics are made less unwieldy, and I think this is something that would be a wise GM Review, but you didn't take this to that desk, you brought it to mine. I'd like to
APPROVE WITH CHANGES, leaving the trappings and names of Hundred Wooden Arrows, but adding the persistence and the strike limit. If that doesn't work for you, come back and I'll make the harder call on approving or denying it outright.

I've been busy so I haven't had time to do much of anything, to include adding the update. But since I've got some now, why don't I just put this here.

Gerade
(School of Direct Fire): The study of spells that use precision and concentrated force.

Hohlen Traum | Hollow Dream - 300 Kidou
Cost: 1 Tube
Description: By pouring the condensed reishi over their forehead, a Quincy may imbue a concussive force onto a single arrow. If that arrow hits a spiritually aware being it will explode with just enough force to make them stumble back 1 meter. It also serves to temporarily hinder the targets thinking, making recalling details over the last several seconds difficult or painful. This often gives off the a feeling of disorientation, causing a person to feel dazed and confused for two rounds but still capable of defending themselves and fighting. If somewhat sloppy.

Requirements: 500 reiatsu


Abwehr | Repel - 490 Kidou
Cost: 2 Tubes
Description: Those around an Abwehr spell will find themselves thrown back 5 meters opposite of the area of breaking.

Requirements: 2,000 reiatsu

Hornisse | Hornet - 1,600 Kidou
Cost: 3 Tubes
Description: When a Quincy pours the liquid from three tubes into the air, a dense cloud of specially barbed spirit particles is released. This cloud will then proceed to seek out the nearest spiritual signal that is not the user. The spirit particles will harass the target in the same manner angry hornets would, repeatedly stinging them with the barbs. The spirit particles can only be dissipated prematurely through area of effect attacks or by releasing large amounts of reiatsu. This effect lasts for 2 turns.


Requirements: 4,000 reiatsu

Since Will didn't correct this, I'm presuming the kidou costs are reflecting a change in policy I missed. If I'm wrong about this, I'll revise.

Holhen Traum: So you're going for two things here: mini-Abwher and Quincy-Chikan. I'm confused as to why this is trying to do so much in one gintou, particularly when one of this things it does is already covered.
RESIBMIT might be our best bet here, not because this is inherently bad, but I think by focusing simply on the memory effect, both it and the school overall could be made stronger. With such a limited selection of spells, duplication of effort is very problematic, and this would without a doubt put Abwher on a short list for replacement.

Abwher:
APPROVED because it is.

Hornisse - Given the school,
APPROVED with the understanding that it is a single-target spell.
 
Sprengen(School of Blast Areas): Spells that affect a wider area.

Sprengen Verwirrung | Blast Confusion
Cost: 1 Tube
Description: By flinging the contents of their gintou tubes into the air in front of them, the caster is able to cause the spirit particles between the tubes to vibrate at such a high frequency that they produce an almost inaudible whine. The noise induces minimal sensory disorientation and equates to 110 reiatsu.

Requirements: 100 Reiatsu

Knöchel Esser | Ankle Biter
Cost: 2 Tubes
Description: Designed for close quarter combat, Knöchel Esser effectively functions as a reishi tripwire. By opening two Knöchel Esser tubes and binding them together briefly, a thin, barely visible strand of spirit particles forms that can be stretched out to 2.5 meters. These tubes can then be attached to surfaces or the ground, reishi wire intact. When the tubes have been attached to a surface, the wire becomes armed. Anything that breaks the wire (which is quite fragile) will set off a small, but concentrated and devastating explosion equal to 400 reiatsu of about 5 meters in diameter.

Requirements: 3,000 Reiatsu

Höllenschlund | Jaws of Hell
Cost: 3 Tubes
Description: This Gintou calls forth a large dome composed entirely of white fire to consume opponents whole. The tubes are placed in equally to form a triangle around a 10 meter area, but will not activate until the Quincy sets it off. Once an enemy (or enemies) has walked within the spell’s area of effect, the Quincy may trigger the spell and cause the trapped prey to be housed within a solid burning triangular cage of 2,000 reiatsu for four turns. While inside the victims suffer from extreme heat conditions, and touching the walls incites 3rd degree burning.

Requirements: 4,000 Reiatsu

Sprengen Kollision | Blast Collision
Cost: 4 Tubes
Description: By again flinging the contents of their gintou tubes into the air before them, the user is able to excite the spirit particles between the tubes, so much so, that they begin to collide with each other and create a shockwave that explodes 20 meters in diameter in front of them for 4,150 reiatsu.

Requirements: 6,000 Reiatsu
 
Sprengen(School of Blast Areas): Spells that affect a wider area.

Sprengen Verwirrung | Blast Confusion
Cost: 1 Tube
Description: By flinging the contents of their gintou tubes into the air in front of them, the caster is able to cause the spirit particles between the tubes to vibrate at such a high frequency that they produce an almost inaudible whine. The noise induces minimal sensory disorientation and equates to 110 reiatsu.

Requirements: 100 Reiatsu

Knöchel Esser | Ankle Biter
Cost: 2 Tubes
Description: Designed for close quarter combat, Knöchel Esser effectively functions as a reishi tripwire. By opening two Knöchel Esser tubes and binding them together briefly, a thin, barely visible strand of spirit particles forms that can be stretched out to 2.5 meters. These tubes can then be attached to surfaces or the ground, reishi wire intact. When the tubes have been attached to a surface, the wire becomes armed. Anything that breaks the wire (which is quite fragile) will set off a small, but concentrated and devastating explosion equal to 400 reiatsu of about 5 meters in diameter.

Requirements: 3,000 Reiatsu

Höllenschlund | Jaws of Hell
Cost: 3 Tubes
Description: This Gintou calls forth a large dome composed entirely of white fire to consume opponents whole. The tubes are placed in equally to form a triangle around a 10 meter area, but will not activate until the Quincy sets it off. Once an enemy (or enemies) has walked within the spell’s area of effect, the Quincy may trigger the spell and cause the trapped prey to be housed within a solid burning triangular cage of 2,000 reiatsu for four turns. While inside the victims suffer from extreme heat conditions, and touching the walls incites 3rd degree burning.

Requirements: 4,000 Reiatsu

Sprengen Kollision | Blast Collision
Cost: 4 Tubes
Description: By again flinging the contents of their gintou tubes into the air before them, the user is able to excite the spirit particles between the tubes, so much so, that they begin to collide with each other and create a shockwave that explodes 20 meters in diameter in front of them for 4,150 reiatsu.

Requirements: 6,000 Reiatsu

All are APPROVED. Confusion is kinda a repurposed of the flashbang gintou, so that's fine. I was concerned about Ankle Bitter and Jaws of Hell at first, but it actually does fit with the hunting motif, as they make good traps laid in advance. Tougher to use but cool in their own right. Collision is powerful and remarkably impressive if used at the minimum reiatsu requirement, but I'm actually fine with it, so it's fine.
 
'sup. Got a few things I'd like to add? I'm not sure lol.

Extension for Dragon's Breath

Dragon's Roar - Hadou #17, 250 Kidou

Description: Dragon's Roar is a more powerful version of Dragon's Breath. By taking a deep breath, the user gathers energy in their lungs. When they exhale, the energy is propelled in a large wave of fire. Dragon's Roar stretches out for 6 yards instead of the 2, and its range grows larger the further it goes out, just like Dragon's Breath. Due to the requirement of taking a deep breath, Dragon's Roar cannot be used in quick succession, instead taking power over multiple uses.

Incantation: The Dragon exhales, inhales and roars, shaking even volcanoes. This power is in your soul, let it loose. Hadou #17, part two, Dragon's Roar!


Dragon's Breath

Dragon's Breath - Hadou #17, 125 Kidou

Description: After chanting the incantation, the user gathers kidou energy at their lungs. The energy is then forced out, changing into the form of fire once it leaves the body. The attack stretches out for about 2 yards, its range growing larger the farther out it goes. This attack can be used three times before the energy is exhausted, but it is half as strong with every use.

Incantation: Soaring red dog, drink the balm of flame. Into his eyes leaps the dragon's spark. Hadou #17, Dragon's Breath.


I'm not sure I can do this but here goes

Snowflake - Chiyudou #49, 625 Kidou
Description: Snowflake is a Chiyudou that doesn't work on external wounds, but the internal wounds. A laceration on an organ, a severed vein, whatever. By forming a snowflake the size of the user's pinky from the reiatsu used beginning this Kidou, the user guides the snowflake through an open wound and onto any internal wounds. Clear Sight is not required, but helps incredibly.

The snowflake will melt once placed onto a wound, the spiritual liquids slowly healing the wound. The snowflake also gives off a chilling sensation when melted, briefly numbing the wounded area.

Small internal wounds are healed in 2 turns, medium wounds are healed in 3, major wounds are healed in 5.

Incantation: From the winter sky, a gift to heal the wounded warrior's heart. Chiyudou #49, Snowflake.


=-=

Ivory Flame - Chiyudou #50, 650 Kidou
Description: Cauterization is a painful, but useful technique in combat when you have little time to apply healing techniques to your wounds. Ivory Flame helps do this task, though at a slight cost. By placing their hands over the offending wound, a searing hot white flame erupts from their palm and begins to burn any foreign substances - effectively sterilizing their wound - and begins to cauterize. Cauterization causes incredible pain, and thus this Kidou does not spare one from using it. Ivory Flame can effective cauterize any wound within 1 turn, at the cost of intense pain. The larger the wound, the worse the pain.

The wound is not healed, but simply cauterized. Unless inflicted with another wound, the sealed wound will not bleed or get infected by foreign reiatsu, toxins/poisons or filth.

Incantation: Bear the brunt of the flames of Hell and the heat of the sun. Fight on, young warrior. Chiyudou #50, Ivory Flame


=-=

Santo Incendio - Chiyudou #65, 1,000 Kidou
Description: Santo Incendio allows the user to stay in constant movement while their wounds heal, making this a perfect Kidou for mid-combat use. By placing their hand over their heart, an ethereal white flame envelops the user. The flames don't burn, but instead heal. Wounds are sterilized by the flames and cleansed of any foreign substances or filth, such as reiatsu or dirt. After sterilization, which takes 1 turn, the flames begin to heal.

Sterilization takes 1 turn, healing begins afterwards. Small wounds are healed in 2 turns, medium wounds are healed in 3 and major wounds are healed in 4.

Incantation: Holy fire, the sleeping cherubs dream of innocent dreams. Their passionate flames rage but do not harm. Embrace their warmth. Chiyudou #65, Santo Incendio!
 
'sup. Got a few things I'd like to add? I'm not sure lol.

Dragon's Roar - Hadou #17, 250 Kidou

Description: Dragon's Roar is a more powerful version of Dragon's Breath. By taking a deep breath, the user gathers energy in their lungs. When they exhale, the energy is propelled in a large wave of fire. Dragon's Roar stretches out for 6 yards instead of the 2, and its range grows larger the further it goes out, just like Dragon's Breath. Due to the requirement of taking a deep breath, Dragon's Roar cannot be used in quick succession, instead taking power over multiple uses.

Incantation: The Dragon exhales, inhales and roars, shaking even volcanoes. This power is in your soul, let it loose. Hadou #17, part two, Dragon's Roar!


Dragon's Breath

Dragon's Breath - Hadou #17, 125 Kidou

Description: After chanting the incantation, the user gathers kidou energy at their lungs. The energy is then forced out, changing into the form of fire once it leaves the body. The attack stretches out for about 2 yards, its range growing larger the farther out it goes. This attack can be used three times before the energy is exhausted, but it is half as strong with every use.

Incantation: Soaring red dog, drink the balm of flame. Into his eyes leaps the dragon's spark. Hadou #17, Dragon's Breath.

I'll handle the Chiyudou later this week, but I want to get this out of the way. It's DENIED, not on the merits of the extension but because of a bit of a misunderstanding. Extensions can't replace a spell, they are cast after the spell to enhance it in some fundamental way. They must, by definition, take place after the effect is cast. What you have is more like Shou/Daishou, which would be a new spell entirely placed later in the kidou progression, given the small enhancements possibly in the twenties or early thirties.
 
Skipping the Hemmen school and going in for the Verbessem.

Verbessem (School of Enhancement): Spells which support or empower their targets.

Jägerauge | Hunter’s Eye
Cost: 1 Tube
Description: The first ginkaihou taught to most quincy children. By dipping a finger using the liquid as ink, a quincy may use it to draw a small ritualistic circle over or around their eyes. This enchantment is able to enhance their vision, giving them the ability to visually see any reiatsu sources within 30 meters. This ability works for 5 turns or until turned off. If an enemy has the capability to dispel enchantments on a quincy, the necessary amount required to deactivate the enchantment is 500 reiatsu.

Requirements: 100 reiatsu

Essenz des Jägers | Essence of the Hunter
Cost: 2 Tubes
Description: The most painful of ginkaihou to execute, Essenz des Jägers requires a quincy to ingest two tubes of gintou. At the moment when a quincy drinks the liquid, they utilize their own reiatsu to activate latent properties of the silver which allow it to naturally break down and temporarily enhance their reaction.

For two turns all of the quincy’s stats are buffed by 500 reiatsu per tube for the sole purpose of reacting. Speed, strength, and power of a quincy’s naturally obtained abilities are not altered.

Requirements: 1,500 reiatsu

Geistwandeln |Ghost Walk
Cost: 3 Tubes
Description: By dousing the liquid of three gintou tubes over their head, a quincy can temporarily become an unseen predator, gaining almost complete invisibility for the next three turns. This invisibility, however, is precarious, ending if they activate any techniques, attack, or attempt to move too quickly. Additionally, if an enemy can locate the quincy through some other means that is not Reiatsu Noukan, they may forcibly eject a quincy from their invisibility through either brute force (i.e. hitting them) or by a technique.

Requirements: 2,350 reiatsu

Umspulen | Rewind
Cost: 4 Tubes
Description: Pouring the contents of three charged gintou tubes onto the ground creating a mark location for the remainder of a collab. If a quincy stays within 50 meters they can use the fourth tube to warp to the marked location by snapping it in half. If done, no other actions may be used that turn and after a warp the mark ends. Only one Umspulen mark may be present at a time.

Requirements: 3,100 reiatsu

Segen der Gaia | Blessing of Gaea
Cost: 5 Tubes
Description: This ginkaihou allows one to draw a small amount of energy from the Earth itself to repair a limited set of damage. A quincy must plant three tubes into the ground before hand and link them to the other two, and pouring the remaining two over a wound of their choice.

The buried tubes naturally draw regenerative energies to them, causing the land they’re buried in to wilt and die. These properties are transferred to the poured silver, reducing the severity of a wound by one level similarly to Superior Mend (small wounds take one turn to reduce to minor, medium wounds in two turns to make a small, and large wounds in three turns to make a medium).

Requirements: 5,000 reiatsu
 
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