Types of Kidou:
Hadou (Path of Destruction): Utilizes kidou energy to directly damage an opponent.
Bakudou (Path of Binding): A more general category consisting of spells used to deter an opponent in various ways, such as binding, disorientation, barriers, and tracking spells. Many bakudou also cause damage as a secondary effect.
Chiyudou (Path of Healing): A special subset of kidou that enables a user to manipulate energy in order to cure ailments and heal wounds. This is unique to those who have the Fourth Division technique.
Kindou (Path of Forbidden Words): An exclusive and highly dangerous set of kidou, the Way of Forbidden Words is open for training only to those have have attained 10,000 Kidou.
Equipping Kidou:
The number associated with a Kidou indicates the level of skill and power required to cast it.
Additionally, the user's kidou stat must be greater than the cost of a spell in order to equip it.
Shinigami and Vizards have 3 slots by default, and a new slot is gained for every 500 points in the Kidou stat.
For example:
(Kidou stat - # of available slots)
0 - 3
500 - 4
1000 - 5
1500 - 6
2000 - 7
2500 - 8
3000 - 9
3500 - 10
Depending on the level of a spell, it may require multiple slots to equip:
Kidou between 1 - 30 occupy 1 slot
Kidou between 31 - 50 occupy 2 slots
Kidou between 51 - 70 occupy 3 slots
Kidou between 71 - 90 occupy 4 slots
Kidou 91+ occupy 5 slots
Extensions do not require additional slots.
Using Kidou:
Most kidou are cast from the hands by reciting an incantation, but some may differ - pay attention to any special movements or rituals which may be mentioned in the spell's description.
As a general rule, only one spell should be cast per turn in a battle unless a special technique is being used. Reciting an incantation takes time, so be realistic - an opponent who isn't otherwise occupied may be able to interrupt before the spell is completed.
Kidou spells are cast by draining an amount equal to the cost of the spell from the user's reiatsu.
The quantity of Reiatsu a player has available to spend on Kidou is determined by their Kidou stat multiplied by 1.5. For example, a shinigami with a kidou stat of 1,500 may cast 2,250 points worth of spells.
Damage Calculation:
Overall, common sense should be used in determining the amount of damage caused by a spell. A target's ability to dodge should also be determined by circumstances - a high hohou stat is not a free ticket to dodge.
The level of a spell, its function and physical attributes, the caster's reiatsu and kidou stat, and the strength of an opponent all factor into how much damage a spell can cause. Even a low level Hadou can be powerful in the right hands.
Bindings and Barriers
Both bindings and barriers are going to degrade over time. This will affect how easy they are to break. This applies to all forms of bindings and barriers, not just kidou.
Simply put, the effects are at 100% during their first turn. At the end of each turn, its strength is reduced by 25% of its total cost. The resulting strength is how much must be beaten to break the effect.
Examples:
Bindings:
Saju Sabaku (Winding Binding Chains) - Bakudou #63, 1200 Kidou
During the first round, the binding has the full strength of 1200 reiatsu. This is too strong for Banshisei or Keshisaru (without extension) to break, and would cost 2400 to break with Fuubi.
At the end of the round, its strength drops 25% (300), and during the following round it has a strength of 900 reiatsu. This can be broken by Banshisei (with extension) or Keshisaru, and only costs 1800 to break with Fuubi.
Barriers:
Kyoumon (Mirror Door) - Bakudou #76, 3400 Kidou
During the first round, the barrier has the full strength of 3400 reiatsu. At the end of that round, its strength is reduced by 25% of its max (850).
The following round, it can only block a maximum of 2550.
Any damage dealt to the barrier reduces this amount accordingly. Damage dealt to a barrier will reduce its duration accordingly. If someone were to deal 75% (2550) in damage to Kyoumon in the first round, it would then disappear at the end of the first round.
This not only gives barriers and bindings a duration, but makes them easier to break as time passes. It is thus more important to time these abilities wisely instead of keeping them always active.
Some spells or abilities may have different durations. Rikujoukourou, for instance, will lose only 1/6th of its strength each round. If not otherwise stated, the default is 25% per round. Certain barriers, like Dankuu or Tangent, do not persist round after round. They will have their full strength for the round they are active and then are gone.
Range and Duration:
If not otherwise specified in the description, the ranges on spells are as follows:
Kidou (1-30) (radius): 5m radius
Kidou (31-50) (radius): 10m radius
Kidou (51-70) (radius): 15m radius
Kidou (71-90) (radius): 20m radius
Kidou (91+) (radius): 25m radius
Kidou (1-30) (AoE): 3m diameter
Kidou (31-50) (AoE): 5m diameter
Kidou (51-70) (AoE): 10m diameter
Kidou (71-90) (AoE): 15m diameter
Kidou (91+) (AoE): 20m diameter
Kidou (1-30) (direct): 15m line
Kidou (31-50) (direct): 20m line
Kidou (51-70) (direct): 25m line
Kidou (71-90) (direct): 30m line
Kidou (91+) (direct): 35m line
Spread effects, like Kamaitachi, will have 1/2 the direct range for distance, and 1/4 for spread.
If not otherwise specified, durations will be the following:
Barriers: Lose 1/4 max strength each round.
Kidou Techs
[nobr]- Eishouhaki[/nobr]
[nobr]- Eishou Tekkin[/nobr]
[nobr]- Jumon Kaiki[/nobr]
[nobr]- Koujutsu Eishou[/nobr]
[nobr]- Jumon Zoukyuu[/nobr]
Hadou (Path of Destruction): Utilizes kidou energy to directly damage an opponent.
Bakudou (Path of Binding): A more general category consisting of spells used to deter an opponent in various ways, such as binding, disorientation, barriers, and tracking spells. Many bakudou also cause damage as a secondary effect.
Chiyudou (Path of Healing): A special subset of kidou that enables a user to manipulate energy in order to cure ailments and heal wounds. This is unique to those who have the Fourth Division technique.
Kindou (Path of Forbidden Words): An exclusive and highly dangerous set of kidou, the Way of Forbidden Words is open for training only to those have have attained 10,000 Kidou.
Equipping Kidou:
The number associated with a Kidou indicates the level of skill and power required to cast it.
Additionally, the user's kidou stat must be greater than the cost of a spell in order to equip it.
Shinigami and Vizards have 3 slots by default, and a new slot is gained for every 500 points in the Kidou stat.
For example:
(Kidou stat - # of available slots)
0 - 3
500 - 4
1000 - 5
1500 - 6
2000 - 7
2500 - 8
3000 - 9
3500 - 10
Depending on the level of a spell, it may require multiple slots to equip:
Kidou between 1 - 30 occupy 1 slot
Kidou between 31 - 50 occupy 2 slots
Kidou between 51 - 70 occupy 3 slots
Kidou between 71 - 90 occupy 4 slots
Kidou 91+ occupy 5 slots
Extensions do not require additional slots.
Using Kidou:
Most kidou are cast from the hands by reciting an incantation, but some may differ - pay attention to any special movements or rituals which may be mentioned in the spell's description.
As a general rule, only one spell should be cast per turn in a battle unless a special technique is being used. Reciting an incantation takes time, so be realistic - an opponent who isn't otherwise occupied may be able to interrupt before the spell is completed.
Kidou spells are cast by draining an amount equal to the cost of the spell from the user's reiatsu.
The quantity of Reiatsu a player has available to spend on Kidou is determined by their Kidou stat multiplied by 1.5. For example, a shinigami with a kidou stat of 1,500 may cast 2,250 points worth of spells.
Damage Calculation:
Overall, common sense should be used in determining the amount of damage caused by a spell. A target's ability to dodge should also be determined by circumstances - a high hohou stat is not a free ticket to dodge.
The level of a spell, its function and physical attributes, the caster's reiatsu and kidou stat, and the strength of an opponent all factor into how much damage a spell can cause. Even a low level Hadou can be powerful in the right hands.
Bindings and Barriers
Both bindings and barriers are going to degrade over time. This will affect how easy they are to break. This applies to all forms of bindings and barriers, not just kidou.
Simply put, the effects are at 100% during their first turn. At the end of each turn, its strength is reduced by 25% of its total cost. The resulting strength is how much must be beaten to break the effect.
Examples:
Bindings:
Saju Sabaku (Winding Binding Chains) - Bakudou #63, 1200 Kidou
During the first round, the binding has the full strength of 1200 reiatsu. This is too strong for Banshisei or Keshisaru (without extension) to break, and would cost 2400 to break with Fuubi.
At the end of the round, its strength drops 25% (300), and during the following round it has a strength of 900 reiatsu. This can be broken by Banshisei (with extension) or Keshisaru, and only costs 1800 to break with Fuubi.
Barriers:
Kyoumon (Mirror Door) - Bakudou #76, 3400 Kidou
During the first round, the barrier has the full strength of 3400 reiatsu. At the end of that round, its strength is reduced by 25% of its max (850).
The following round, it can only block a maximum of 2550.
Any damage dealt to the barrier reduces this amount accordingly. Damage dealt to a barrier will reduce its duration accordingly. If someone were to deal 75% (2550) in damage to Kyoumon in the first round, it would then disappear at the end of the first round.
This not only gives barriers and bindings a duration, but makes them easier to break as time passes. It is thus more important to time these abilities wisely instead of keeping them always active.
Some spells or abilities may have different durations. Rikujoukourou, for instance, will lose only 1/6th of its strength each round. If not otherwise stated, the default is 25% per round. Certain barriers, like Dankuu or Tangent, do not persist round after round. They will have their full strength for the round they are active and then are gone.
Range and Duration:
If not otherwise specified in the description, the ranges on spells are as follows:
Kidou (1-30) (radius): 5m radius
Kidou (31-50) (radius): 10m radius
Kidou (51-70) (radius): 15m radius
Kidou (71-90) (radius): 20m radius
Kidou (91+) (radius): 25m radius
Kidou (1-30) (AoE): 3m diameter
Kidou (31-50) (AoE): 5m diameter
Kidou (51-70) (AoE): 10m diameter
Kidou (71-90) (AoE): 15m diameter
Kidou (91+) (AoE): 20m diameter
Kidou (1-30) (direct): 15m line
Kidou (31-50) (direct): 20m line
Kidou (51-70) (direct): 25m line
Kidou (71-90) (direct): 30m line
Kidou (91+) (direct): 35m line
Spread effects, like Kamaitachi, will have 1/2 the direct range for distance, and 1/4 for spread.
If not otherwise specified, durations will be the following:
Barriers: Lose 1/4 max strength each round.
Bindings: Lose 1/4 max strength each round.
Debuffs: 2 rounds
Buffs: 3 rounds
Kidou (other): 2 rounds
Kidou Techs
[nobr]- Eishouhaki[/nobr]
[nobr]- Eishou Tekkin[/nobr]
[nobr]- Jumon Kaiki[/nobr]
[nobr]- Koujutsu Eishou[/nobr]
[nobr]- Jumon Zoukyuu[/nobr]
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