Bleach RPG Forum

Where Soul Society Comes Alive!
 
HomeFAQSearchRegisterMemberlistLog in

Share | 
 

 07a. Way of Binding Spells

Go down 
AuthorMessage
General Yamamoto
Captain-Commander, 1st Division
avatar

Weapon : Ryuujin Jakka

Stats:
HP:
2790/2790  (2790/2790)

PostSubject: 07a. Way of Binding Spells   Wed 12 Aug 2009, 3:06 am

1 Restrain
Target is IMMOBILIZED for KL*(3) turns. If that target's Effective ATT is ever greater than 20, or its STR is ever greater than your MIND, the spell immediately ends.

3 Keikatsu
Heal KL*(6) WOUNDS from any player in your group. This spell does not cost any HP to cast.

4 Crawling Rope
Target is IMMOBILIZED for KL*(3) turns. If that target's Effective ATT is ever greater than 25, or its STR is ever greater than your MIND, the spell immediately ends.

8 Repulse
Prevent up to (KL*(5) + Effective MIND) WOUNDS from any player in your group this turn. This spell does not cost any HP to cast.

9 Strike
Target is IMMOBILIZED for KL*(3) turns. If that target's Effective DEF is ever greater than 30, or its MIND is greater than yours, the spell immediately ends.

10 Restore
Roll Special KL(*3)d6. Heal that many WOUNDS from any target. This spell does not cost any HP to cast.

11 Purify
Remove POISON status from any target. That target may not be POISONED for the next KL*(5) turns.

12 Ambush Flare
All opponents with an Effective MIND lower than yours are DAZZLED for KL*(3) turns. You may only cast this spell during the first turn of combat, or if you have STEALTH.

13 Reverse Demon
Roll Special KL*(3)d4, and add your Effective MIND. If this number is greater than the target's Effective MIND, all Kidou spells cast by that player this turn are nullified.

14 Warm Touch
Heal an amount of WOUNDS equal to your Effective MIND from a single target. This spell only costs 3 HP to cast.

15 Weaken
Target rolls 1 fewer ATTACK or DEFENSE die (choose when spell is cast) for KL*(3) turns. You may not cast this spell again on the same target until it wears off.

16 Eighth Story
Roll Special KL*(3)d10, and add your Effective MIND. Any FLYING creature with an Effective DEF lower than this number that you are in combat with loses flying for 3 turns. Any FLYING creature who did NOT attack last turn also takes 6 damage.

17 Elven Woodskin
Your Effective MIND is added to one target's Effective DEF for Special KL*(3)d4 turns. You may not cast this spell again until it wears off.

18 Speed
Target gains AGILITY for KL*(5) turns. You may not cast this spell again on the same target until it wears off.

19 Hell Butterfly I
You conjure a Hell Butterfly. This Butterfly may only be used for travel between Earth and Soul Society without going through the Dangai, and not for communication. This spell costs only 5 HP and does not require an incantation to cast. You do not need to spend any LP to learn this spell - All players learn this spell automatically at Level 19.

20 Recover
Remove POISON, BLIND, or CONFUSION from any target. That player may not be affected by POISON, BLIND, or CONFUSION for KL*(5) turns.

21 Red Smoke
All opponents become BLIND for KL*(3) turns, and may not RESIST this effect. Any ally who does not retreat from combat this turn (including yourself) also becomes BLIND for KL*(3) turns, and may not RESIST this effect. You may cast Way of Binding 21 and retreat from combat in the same turn.

22 Dispel
Cancel all positive status changes and effects of kidou spells on one target.

24 Hate's Madness
One target becomes BERSERK for Special KL*(3)d4 turns. This spell does not affect any target that is already BERSERK.

26 Curving Light
One target becomes invisible and gains STEALTH for KL*(5) turns.

27 Breath of Life
Heal (Special KL*(3)d8 + Effective MIND) WOUNDS from any target. This spell only costs 10 HP to cast.

28 Rain of Life
Heal an amount of WOUNDS from all allies equal to your Effective MIND. This spell only costs 12 HP to cast.

30 Triple Beak
Target is IMMOBILIZED for KL*(3) + Special 1d6 turns. This spell creates 3 spikes of light, each one keyed to one STAT. If a character's Effective STAT (for example, Effective ATT) is ever higher than yours, the spike keyed to that STAT shatters. If all 3 spikes are shattered, the spell ends.

31 Kidou Sink
Negate all Kidou spells of #30 or lower that would have affected you this turn. You heal one WOUND for each level # of the negated spell(s).

34 White Crawl
Anyone opponent with an Effective MIND lower than yours is IMMOBILIZED for KL*(3) turns.

35 Hell Butterfly II
You conjure a Hell Butterfly. This Butterfly may be used to carry a message of up to KL words as well as for travel. This spell costs only 15 HP and does not require an incantation to cast. You do not need to spend any LP to learn this spell - All players learn this spell automatically at Level 35. Any character with a MIND score higher than yours can see this Hell Butterfly and attempt to capture it. To attempt to capture a Hell Butterfly, make a standard roll. If the DODGE bonus from that roll is higher the the Butterfly's controller's KL, the Butterfly is captured and destroyed. If the capturer's MIND score is more than twice the Butterfly's controller's, the capturer hears the message the Butterfly is carrying before it is destroyed.

36 Nihilism
Target receives a penalty to STR, END, and MIND equal to KL*(6) for 1 turn. You may not cast this spell again on the same target until it wears off.

37 Suspended Star
Opponents with FLYING may not attack you or any of your allies that do not have FLYING (including you) for KL*(5) + Special 1d6 turns. You may not cast this spell again until it wears off.

38 Metallius
Your Effective MIND is added to the Effective DEF of all players in your group for KL*(6) turns. You may not cast this spell again until it wears off.

39 Arc Shield
No Kidou spell of #45 or lower has any effect on any ally for KL*(5) turns.

42 Eye of Gilgamesh
Choose one target. If that target's Effective MIND is lower than yours, you learn that player's base stats.

43 Distort Time
Target becomes SLOW for KL*(3) + Special 1d6 turns. Spell ends if target's Effective MIND is ever greater than yours.

46 Renew
Remove all WOUNDS from any target. This spell only costs 20 HP to cast.

49 Clean Circle
Cancel all negative and positive effects of kidou spells on all opponents and allies.

50 Aerial Fighting
You focus reiatsu beneath your feet, allowing you to fight in the air. You gain FLYING. This spell does not cost any HP (or require an incantation) to cast, but you lose 2 HP during each turn it remains in effect. You may dismiss this spell at the start of any turn, and you spend that turn landing back on your feet (and cannot make any other actions). You do not need to spend any LP to learn this spell - All players learn this spell automatically at Level 50.

53 Distort Mind
Target becomes CONFUSED for KL*(3) + Special 1d6 turns. Spell ends if target's Effective MIND is ever greater than yours.

57 Hell Butterfly III
You conjure a Hell Butterfly. In addition to all the effects of Hell Butterfly II, this Butterfly may also transmit your message loudly and clearly to all characters within a (KL*(5) x 50) metre radius. This spell costs only 30 HP and does not require an incantation to cast. You do not need to spend any LP to learn this spell - All players learn this spell automatically at Level 57.

58 Summon the Tracking Sparrows
You instantly learn the location of any target whose name you know, and that you have ever seen with your eyes. Spell fails if the target's Effective MIND is higher than yours.

61 Six Rods of Light
Target is IMMOBILIZED for Special KL*(3)d6 turns. This spell creates 6 bars of light. If target's Effective ATT or Effective MIND are ever higher than yours, one bar shatters. If all 6 bars shatter, the spell ends.

62 Hundred Steps Fence
You create a barrier wall, 100 feet long, that no opponent or ally with an Effective MIND lower than yours may cross. If an opponent or ally with an Effective MIND higher than yours crosses the barrier, or if you take any action other than maintaining the spell (which does not cost any additional HP), the spell immediately ends.

63 Bondage Stripe
Target is IMMOBILIZED for Special KL*(3)d6 turns. If target's STR and MIND are ever higher than yours (during the same turn), the spell immediately ends.

73 Falling Crystal
Target is IMMOBILIZED, immune to Kidou, and does not take any damage for Special KL*(3)d6 turns. If target RESISTS the IMMOBILIZATION, the spell ends.

75 Five Iron Pillars
Target is IMMOBILIZED for Special KL*(4)d8 turns. If target's STR is ever higher than twice your Effective MIND, the spell immediately ends.

77 Tenteikura
Transmit a telepathic message to up to KL targets. This spell lasts for 1 turn per 20 words spoken in the message, and you may not take any other actions until the spell ends.

81 Splitting Void
No Kidou spell of #89 or lower has any effect on any member of your group for KL*(6) turns.

83 Mercury Wings
One target of your choice may take two actions next turn.

88 Break Touch
One target is POISONED. That target is also SLOW, CONFUSED, and BLINDED for KL*(9) turns.

------------------------------------------------------------------------
<== 07. Kidou -=- 07a. Way of Binding Spells -=- 07b. Way of Destruction Spells ==>
Back to top Go down
View user profile http://bleachrpg.bbactif.com
 
07a. Way of Binding Spells
Back to top 
Page 1 of 1
 Similar topics
-
» Signature Spells
» Abigail- Starting Form and Spells
» Ice Make Magic and Spells
» DADA Lesson 1 - Basic Defensive Spells
» Binding Magic

Permissions in this forum:You cannot reply to topics in this forum
Bleach RPG Forum :: Welcome to the Bleach Role-Playing Game :: Council of 46-
Jump to: