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The Complete Zanpakutou
The Complete Zanpakutou
Here we intend to rectify some choices we made at the beginning of the system's rewrite. We intend to go,
sometimes from the ground up, back to the drawing board on the Zanpakutou and it's system.
We here at the Bleach d20 Classless project would like to apologize that this took SO long... With a combination
of life, writer's block and missed deadlines, we managed to push a Halloween release to an April one. Please
note that this shouldn't happen too often in the future, as we here at the Bleach d20 Classless project strive to
make this game better every day.
Note: This is meant to replace the old Zanpakutou system in the core book, the basic feats stay the same
(Shikai, Bankai, etc), having already been either rewritten, or passing the mustard test, but the Shikai, Bankai,
Epic Shikai and Epic Bankai Abilities in the books are gone and replaced by these.
Feats
The following feats supplement all others
Combination Feats
A character can possess multiple Combination Feats as long as they meet the prerequisites for all of them.
Beyond their ability to make their damage become both types, a character possessing multiple Combination
feats must choose one to be used when multiple would be triggered.
Other Feats
FAMILIAL ZANPAKUTOU [ZANPAKUTOU, REIATSU]
Prerequisites: 1st Level Only
Benefit: Instead of having a Zanpakutou of your own, your family has a Family Zanpakutou that they have passed down
through the ages. It is more powerful than a normal Zanpakutou and gains abilities faster. The catch is, you don't know what
it does, and you have no choice about it's abilities. Your GM grants all abilities to your Zanpakutou. You may use the abilities
on your Zanpakutou's released state by following the steps in this feat. In recompense, you gain abilities faster. You gain 2
abilities per type when this feat is taken, choose those types now. You gain three types. You then gain a Zanpakutou ability at
every odd level thereafter and every level divisible by 4. To activate your Zanpakutou you must make an Ego Check against
the spirit to convince it to activate. You must make this check, even if you cannot fail Ego checks against your Zanpakutou. In
this instance you can fail. This takes a full-round action instead of normal. The release still lasts till the end of combat, and
can still be activated once per day per level. A failed ego check does not mean a wasted usage. Instead of multiplying your
Reiatsu by 2 when you activate this Zanpakutou, you multiply it by 3. This feat counts as Shikai for prerequisites.
When you gain this feat, and at the appropriate levels, you define the extra abilities granted from high affection
once. Once chosen, they cannot be changed without reatraining. Whenever you would be granted new abilities
at the specified levels (Once per 2 Levels, Once per 3 Levels, Once per 4 Levels and Once per 5 Levels).
Choose each one and permanently add that to your growing list. You may release Shijo no Hajimekai once per
day per level for an entire encounter. See below for how to raise affection ratings. While you are in Shujo no
Hajimeikai, multiply your Reiatsu by 2. This is a Tier 1 Release.
Special: Should the Possessing Spirit's Affection Level reach 0, each day, there is a 5% chance that the Spirit
will leave the sword, forcing the loss of this feat, and forcing the Shinigami in question to retrain this feat for
another. They cannot take any other Tier 1 Release feat with this retrained feat, and can take any OTHER Tier 1
Release feat you meet the prerequisites for after at least one week of retraining. If you somehow manage to get
your Spirit to return to the Sword, you can reactivate your Hajimekai by raising it's Affection Rating to 1 or higher
before it decides to leave again. Should you do so, your Tier 1 Release is lost and becomes Shujo no Hajimekai
again.
Definitions:
• Temporary: Temporary Effects last 1d4+1 Days
• Permanent: Permanent Effects are forever. Positive Permanent and Temporary effects can negate
Negative Permanent gains. Temporary effects only negate negative gains so long as they last however.
• Trading one for the Other:You can change Temporary Effects into permanent effects if you garner
enough Temporary Points to move the Affection Rating up 1 stage or down 1 stage. Doing so with
Temporary Points makes half the garnered Temporary Points permanent.
• Truebond: The hallmark of the seventh stage of Affection, only seen in those with the closest bonds with
their others, Truebonds are unique in that they effect the user as well. The Truebond is activated as soon
as it's reached (IE: You activate Ein'nitomonikai and have a 6 Affection Rating already). Once activated,
you gain several effects: You gain a Bonus to All your statistics equal to your Possessing Entity's
Charisma Modifier, Your weapon cannot be sundered while Truebond is activated and lastly, your
Possessing Spirit has a chance to Manifest beside you to fight by your side. Each round you are in
battle, roll a % dice. On a 20 or less, your Spirit asks to Join you in combat. Should you say yes, they do
so. Should you say no, they lose 10 Temporary Affection Points. If this drops them out of Truebond, the
effects of it end immediately.
• Leaving Spiritual Residue: Once you have a Possessing Spirit, you may leave a portion of your
consciousness inside your inner world with your Possessing Spirit to interact with. This is a free action,
done while in your Inner World with your Possessing Spirit. Once per day, you receive the memories of
your Spiritual Residue's activities within your inner world. Also, for each day you leave Spiritual Residue
within your Inner World, you and your other gain 2 Affection Points. Spiritual Residue lasts 1 week + 1
week per 3 Character Levels. It will alert you 24 hours before it fades to allow you to place another
Spiritual Residue within your Inner World. You can only place one Spiritual Residue within your inner
world at a time, and placing a second disperses the first, though the new one has all the memories of the
old.
• Exorcising your Possessing Spirit: You can attempt to restore your old relationship with your
Zanpakutou, or rid your Zanpakutou of a Possessing Spirit by beginning a exorcism. Doing so requires a
Knowledge (Theology and Philosophy) check with a DC equal to your Zanpakutou's Ego Score (Which is
the same, but calculated with the Possessing Entity's Mental Statistics) Passing that, you must make a
series of Ego checks against the Possessing Entity (Whether or not you can fail them has no bearing on
this check. You CAN fail this). If you make 5 Successes before you make 4 Failures, the Possessing
Spirit leaves and your Hajimekai is lost, returning to a normal Shikai. Should you fail this ritual, enact the
penalty below. Should you attempt to recontact the Possessing Spirit, enact the penalty below.
• Spirits Leaving of their own Accord: If your affection rating reaches 0, your Possessing Spirit may
choose to leave of their own accord. Should the Possessing Spirit's Affection Level reach 0, each day,
there is a 5% chance that the Spirit will leave the sword, forcing the loss of this feat, and forcing the
Shinigami in question to retrain this feat for another. They cannot take any other Tier 1 Release feat with
this retrained feat, and can take any OTHER Tier 1 Release feat you meet the prerequisites for after at
least one week of retraining. If you somehow manage to get your Spirit to return to the Sword, you can
reactivate your Hajimekai by raising it's Affection Rating to 1 or higher before it decides to leave again.
Should you do so, your Tier 1 Release is lost and becomes Shujo no Hajimekai again.
TABLE: SHUJO NO HAJIMEKAI AFFECTION GAINS AND LOSSESS
Player Action Affection Change Permanence
Player rude to Possessing Spirit -(5) Temporary
Player constantly rude to Zanpakutou Spirit. (5 or more times in 7 interactions) -(5) Permanent
Player is outright hostile to Possessing Spirit without provocation -(10) Temporary
Player is consistently hostile to Possessing Spirit (5 or more times in 7 interactions) -(10) Permanent
Player is Friendly to Possessing Spirit +(5) Temporary
Player is consistently friendly to Possessing Spirit (5 or more times in 7 interactions) +(10) Permanent
Player makes a successful Diplomacy Check vs Possessing Spirit +1 per Result Temporary
Player makes several successful Diplomacy Checks (5 or more) vs Possessing Spirit +1 per highest Permanent
result
Player takes advantage of Possessing Spirit in a bad way -(20) Temporary
Player takes advantage of Possessing Spirit in a bad way more than once. (5 or more -(20) Permanent
times in 7 interactions)
Player makes inroads to be friendly with a character the Possessing Spirit hates -(10) Temporary
Player becomes romantically involved with character the Possessing Spirit hates -(10) Permanent
Player becomes romantically involved with the Possessing Spirit or professes their +(15) Permanent
love for the spirit.
Player attempts to leave a portion of their spirit behind to accompany the Possessing +(20) Permanent
Spirit regardless of time.
Player outright denies romantic involvement with the Possessing Spirit or professes -(15) Permanent
their hatred/fear of the spirit
Player actively attempts to exorcise the Possessing Spirit from their Zanpakutou -(20) Permanent
Special: This feat counts as any release feat of the noted tier (See Above Table) or lower for feats and prerequisites.
As noted in the prerequisites, it is exclusive any other Release Feat. Bond Levels 7 and Above only gain benefits once
you hit Epic Levels. You can still achieve them, but they won't take effect till then. Once you've reached Bond Level 10
(As long as you're above level 21), your Zanpakutou's Reaction becomes “True Bonded” When this happens, you and
your Zanpakutou Spirit merge and are one. You, at this point, may rewrite your Tamashi no Shugokai completely with
the following changes
• Your Zanpakutou becomes “Conceptual” meaning you think of a concept that your Zanpakutou epitomizes.
• You still gain the benefits of Affection Level 9, but may rewrite your Tamashi no Shugokai as if you no longer
were restricted to types. Your Tamashi no Shugokai counts as all types for type prerequisites.
• You gain the Statistic Bonuses and Hollow Growth Power Progression of Affection 9 + 1 Stat Point / 3 Levels
and 1 Hollow Growth Power per 6 Levels.
PRESTIGE PATHS
The following prestige paths supplement all the others.
Seeker of Shukai
Prerequisites:
Feats: Bankai, Shinigami
Special: You and your Bankai spirit are separated from each other and must work together to defeat a creature
forged of your fears; if you fail to work together with your Zanpakutou you can’t beat the creature.
2 – Bonus Feat
3 – TENKAI [PRESTIGE]
Once per day for the rest of the encounter you may enter Tenkai in this state you may use your highest stat as if
all your stats were that stat. (I.e. If you have a 30 strength as your highest stat you may use it to make skill
checks, defense rolls,)
4 – Bonus Feat
5 – SHUKAI [PRESTIGE]
You have learned how to push your Zanpakutou to a release beyond Bankai. You must release this form from
your Bankai for one round plus spellscore mod per day as a full round action. In this form both you and your
sword change form to reflect your true power. To define this release figure what best defines your Zanpakutou
(i.e. a type or theme) you
then choose an amount of
shikai picks equal to your
shikai from any type that
fit that theme and gain
your spellscore in points
to add abilities from the
50% fullbring chart to
define an attack you may
use in this form that costs
10 Reiatsu per point in
your spellscore. Add your
spellscore as a bonus to
all rolls you make in this
form you also gain
damage mitigation equal
to your spellscore.
Master of Shikai
Prerequisites:
Feats: Shinigami, and any two Variable Release, Alternate Release, or Sacrifice Release
Special: Exclusive any Tier 2 or Higher Release
2 – Bonus Feat
4 – Bonus Feat
2 - Bonus Feat
4 - Bonus Feat
2 - Bonus Feat
3 - Bonus Feat
Prerequisites:
Feats: Shinigami, Sealed, Familial Zanpakutou
Skills: Weapon Attack 9+ Ranks
Special: Exclusive Unleashed
2 - Bonus Feat
4 - Bonus Feat
Prerequisites:
Feats: Talented, Savant, (Martial Study or Spellcaster), Prodigy, Doll Training Shikai and/or Doll Training Bankai
Skills: Weapon Attack 11+, Unarmed Strike 11+, Knowledge (Kido Lore) 11+, Knowledge (Martial Lore) 11+,
Spellcraft 11+
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Shinigami, Oldblood (Hollow), Tenkan no Shikai,
Kansei Hen'yo
Skills: Zanpakutou's Attack Skill 10+ Ranks
Special: 2[BW] Zanpakutou Damage, Charisma 15+
2 - Bonus Feat
4 - Bonus Feat
Roll 2d6+8 for each of the following when creating a Zanpakutou. Intelligence, Wisdom, Charisma. Add the
modifiers together and then add 1 per shikai ability gained by the Zanpakutou + Character Level, that is the
Zanpakutou's Ego score. When a personality conflict occurs, the possessor must make a Will saving throw (DC
= item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for
one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the
character, and so on). Should an item gain dominance, it resists the character’s desires and demands
concessions such as any of the following:
In extreme circumstances, the item can resort to even harsher measures, such as the following acts:
• Force its possessor into combat.
• Refuse to strike opponents.
• Strike at its wielder or her associates.
• Force its possessor to surrender to an opponent.
• Cause itself to drop from the character’s grasp.
Sealed Zanpakutou do not incur Ego Checks. Zanpakutou are not Magical Items.
The only release that looks at Shikai Picks that incurs Ego Checks is Zanpakutou. Other releases that gain
Shikai Picks do not incur Ego Checks
You cannot release Shikai while in Bankai. If you release Bankai your Shikai shuts off.
Zanpakutou Abilities: As your Zanpakutou progresses in strength, you may select various abilities for it, starting
with 1 ability per type when you first attain shikai. In addition to this, your Zanpakutou's shape changes to reflect
its release. This shape change may be purely cosmetic, or may actually give it enhanced capabilities (see
Weapon type below). Shape can also change the damage type from Slashing to either Bludgeoning or Piercing,
but this does not require any advancement in the weapon type, it is still functionally more or less the same.
When taking an ability, you may not take the same function of an ability more than 1/3 your effective character
level, rounded up no matter what race you are that takes shikai abilities.
When designing your Zanpakutou, you may specify a flaw in your Zanpakutou. Should you do so, you gain extra
shikai abilities based on the severity of the flaw. Work with your GM to find applicable flaws. A minor flaw nets 1
Shikai Pick, a medium flaw nets 2 Shikai Picks and a Major Flaw nets 3 Shikai Picks.
Examples of flaws include:
• Having to use your Reiatsu to power your abilities.
• Touching the blade makes the toucher immune to it's power.
• The target must see you release your release to be effected at all.
• Your area effect abilities have a minimum range and cannot effect adjacent targets.
• You and your Zanpakutou share HP.
• Your Zanpakutou does less damage than normal.
• Your Zanpakutou cannot tell friend from foe.
• Your not Shielded from your Zanpakutou Abilities.
• Limited Uses per Day (Abilities from it, not the Release itself)
• Reduced Timer (All durations of abilities are reduced)
• Increased Release Action (Releasing your Zanpakutou takes more time than nomral)
• Zanpakutou may turn itself on at will without your consent.
Flaws in your Shikai do not carry over to your Bankai. You may specify a flaw for your Bankai as well, using the
formula presented above.
You can have more than one flaw on your Zanpakutou, each flaw you have above the first grants 1 less Shikai
Ability than the it should (Minimum 0 net gained)
Increases in [BW] damage from shikai abilities for constantly released Zanpakutou don't count towards Feat
Prerequisites.
If you have any ability that summons a creature, the Summons cannot summon any other creature through any
means. (IE Terra Cotta Army, Summon Golem, Summoning Type, Etc.)
If something notates that it is non-lethal damage, it doesn't matter what element you change it to, it is still non-
lethal damage. If something denotes [BW] damage, it means your Zanpakutou's [BW].
If you have two Zanpakutou from different sources (Not Twin Zanpakutou Mastery), Shikai and Bankai apply
equally to each Zanpakutou, but each is built independently from each other and must be released separately.
If something says it cannot be sealed, and something else specifically states that it seals your release, your
release is sealed and becomes your base weapon once again. One example is "War Form". Another is
"Sacrificial Release"
JUMP [AERIAL]
Prerequisites: Leap Attack, Dex 20+, Concentration
Ability: When using Leap Attack, instead of the normal range, you may make a Jump
Check. Your result equals the distance you may make the attack at. If you use use
Leap Attack on an Airborne target, they take half again as much damage from the
attack.
Special: if you have Improved or Superior Hawk Swoop, you may add their range to
your final distance.
HIGH JUMP [AERIAL]
Prerequisites: Leap Attack, Dex 20+, Jump
Ability: When using Leap Attack, you may choose to stay Airborne for 2 rounds. Doing so instantly ends your
turn, but while Airborne in this manner, you gain a bonus of 3+1 per 2 aerial type abilites you have to defense
and reflex saves. If an ability would knock you prone while under this effect, you instantly fall to the ground,
taking falling damage. (Your height is equal to Jump check result's distance, regardless of how far you actually
Jump.) After the timer is up, you you make an instant Leap Attack on one target within your range, increasing
your damage from the attack one size per 2 rounds spent Airborne. You may not take any actions while Airborne.
Special: you may take this ability multiple times. each time you take it, you may increase the time you can
remain Airborne by 2 rounds, reduce the damage increase to one size per round Airborne, or to enable you to
end your Jump early as an immediate action and attack that round with your current damage.
HIGHWIND [AERIAL]
Prerequisites: Leap Attack, Dex 24+, Jump Boost
Ability: When using a full-attack Action with Leap Attack, you may use your full number of attacks on that target,
or spread the attacks amongst others within your Leap Attack range.
BARRIER TYPE
PROTECTIVE [BARRIER]
Prerequisites: None
Abilities: Gain a +2 bonus to one Saving Throw
Special: May be taken multiple times. Each time gain a +2 bonus to One Saving Throw
SHIELDING [BARRIER]
Prerequisites: None
Ability: Gain a +2 bonus to Defense
Special: May be taken multiple times. Each time gain a +2 bonus to defense
WALL [BARRIER]
Prerequisites: None
Ability: This allows the zanpakutou to create a 40-foot long, 10-foot high, 5-foot thick wall which can be placed
anywhere within 100 feet of the wielder as a standard action, dealing its Zanpakutou damage to all within the
area or who attempt to pass through it. Everyone in the area may make a constitution based reflex save for half
damage. The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers,
although it can be dismissed voluntarily as a free action.
Special: This can be taken multiple times; it increases either the length of the wall by 20 feet, the duration by 3
rounds the width of the wall by 5 feet, or the height by 10 feet.
CAGE [BARRIER]
Prerequisites: Wall
Ability: Your Zanpakutou can create a cage around the chosen target, instead of a straight wall. this cage has all
the properties of your wall (material, damage, width etc) save it's height and length are as specified below.
the cage forms around the chosen target as a cage that is 10 feet long, 10 feet deep and 10 feet high. if the cage
is used against a creature larger than this, then it fails. the action is still consumed. You may only have one wall
or cage active at one time.
Special: You may take this ability multiple times. Each time increases the length, height and depth by 5 feet.
BLOOD TYPE
WOUNDING [BLOOD]
Prerequisites: None
Ability: Your zanpakutou gains the properties of a wounding weapon. Deals 1 point of Constitution damage.
Special: You may choose this multiple times. Each time it is chosen increase the Constitution Damage one step
(1 becomes 1d2, 1d2 becomes 1d3, 1d3 becomes 1d4 etc, Maximum 1d8)
BONE TYPE
COURAGE TYPE
METTLE [COURAGE]
Prerequisites: 5 other Courage Type Abilities
Ability: While your Zanpakutou is released, you are more resistant to supernatural effects. If you make a
Fortitude or Will saving throw versus an effect that has a lesser effect on a successful save (such as Fortitude
Half, or Will Partial), you instead negate the effect. If you are unconscious or asleep you do not gain the benefits
of this ability.
Special: You may take this multiple times. Each time it is you gain a +2 bonus on Fortitude and Will Saves
PERSEVERANCE [COURAGE]
Prerequisites: None
Ability: When you take damage as a result as a physical attack, you gain your spellscore modifier as a bonus to
your damage reduction on the next round of combat. If you are hit by an energy attack, you instead gain your
spellscore modifier x 5 as resistance to that energy type on the next round of combat. These bonuses last till the
end of your next turn. Taking damage once again will reset this timer. If you are damaged by both energy and
physical damage in the same attack, you must choose which bonus to gain. You only gain the bonus if you
actually take damage from an attack. Damage stopped by your Damage Reduction or Energy Resistances do
not count towards this ability.
Special: You may take this multiple times to increase the gained Damage Reduction by 2 or the gained
resistance by 1 multiplier
DARKNESS TYPE
DARKVISION [DARKNESS]
Prerequisites: None
Ability: Gain Darkvision 60ft. Darkvision allows you to see in no light conditions and is only black and white. Also
pierce one level of the Darkness ability.
Special: You may take this multiple times. Each time it is taken increase your Darkvision's distance by 30ft, or
increase the level of Darkness you can see through.
DARKNESS [DARKNESS]
Prerequisites: None
Ability: You create a 20ft area of inky darkness that obscures all vision. Anyone within the darkness that does
not have the Darkvision ability, has a 50% miss chance provided they can even locate their opponent. Using this
ability cancels out one level of the Illumination Zanpakutou Ability.
Special: This ability may be taken multiple times. Each time it is taken either increase the area by 10ft or
increase the level of Illumination countered by this ability.
DARKNESS OF THE MIND [DARKNESS]
Prerequisites: Darkness
Ability: Your Darkness deadens another of the five senses available to a character. When this is chosen, choose
an additional sense besides sight. While your darkness is manifested, all targets within must make a will saving
throw (Constitution Based) or lose the chosen sense.
Special: You may chose this for each of the four remaining senses. Targets within your darkness make saves for
each sense that is blocked besides sight.
SLEEP [DARKNESS]
Prerequisites: None
Ability: You form a 30 foot cone in front of you. All beings of your level or lower within the cone must make a
Constitution based Fortitude save, or fall asleep, falling where they are, and sleeping till they are awakened.
Special: You may take this multiple times. Each time it is taken either increase the DC by 1, or the level of
opponents you can effect by 1.
NIGHTMARE [DARKNESS]
Prerequisites: Sleep and 3 other Darkness type abilities
Ability: You can stir the minds of their sleeping victims into vicious dreams, infused with enough spiritual energy
to make every dreamt cut and bruise real enough to kill. Victim of your deep sleep suffer 1d10 damage at the
start of each round, so long as they remain asleep. This damage does not wake the subject of the ability.
Special: This ability may be taken multiple times. Each time increases the damage by 1d10, To a max of 4d10.
CLOAK OF SHADOWS [DARKNESS]
Prerequisites: 2 Darkness Abilities
Ability: As a move action as long as your character is within 10 feet of a shadow other than his own he can gain
a +2 deflection bonus to defense rolls and opponents take a 10% miss chance. The ability lasts until dismissed
or the zanpakutou is sealed or by an illumination effect taken 4 times or more.
Special: You can take the ability up to 4 times each time increases the miss chance by 10% and the bonus to
Defense by 1. It can also be taken multiple times to counter illumination's ability to counter this by 1 time taken.
DISTORTION TYPE
DISTORTION [DISTORTION]
Prerequisites: None
Ability: This allows you to gain further abilities from the distortion type Zanpakutou list and gives you a +2 bonus
on Defense and Reflex Saves.
Special: You may take this multiple times. Each time it is, gain an additional +1 bonus to Defense and Reflex
Save
MICROCOSM [DISTORTION]
Prerequisites: Distortion
Ability: As a standard action, target a single creature within close range they must make a will save. If they fail
the subject sprawls limply, drooling and mewling and eventually dies of thirst and starvation without care. The
subject lives within it's own made up world until the time of it's actual death. The creature is considered helpless
for all effects. An effect that removes Feeblemindedness removes this effect on the target.
Special: You may take this ability multiple times. Each time you may select an additional target for your
Microcosm
DRAGONSHAPE [DRAGON]
Prerequisites: None
Ability: You gain the ability to take the form of a dragon. You remain medium sized, and gain a +4 to Strength,
Constitution and Charisma. You gain 2 claws and 1 bite attack that deal 1d6 Damage + 1d6 damage per 5 ranks
you have in Unarmed Strike above 1. Claw attacks are secondary attacks. While you are in Dragonshape your
Zanpakutou is unusable.
Special: You may take this multiple times. Each time it is taken you gain an additional +2 to Strength, Dexterity
and Constitution when transformed or increase your claw damage one size category (Maximum 2d6[BW])
DRAGONTYPE [DRAGON]
Prerequisites: None
Ability: While your Zanpakutou is released you gain the Dragon Type
Special: You may take this a second time. If you do, this works even when your Zanpakutou is sealed
BLINDSENSE [DRAGON]
Prerequisites: Dragonshape
Ability: While you are in your Dragonshape you gain Blindsense out to 30 feet.
Special: You may take this multiple times to increase your Blindsense by 10 feet each time
EARTHQUAKE [EARTH]
Prerequisites: Shattering Strike, Manipulate Earth and Move Earth
Ability: When you use earthquake, an intense but highly localized tremor rips the ground in an 80 foot spread.
The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts
for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must
make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake
affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake depends
on the nature of the terrain where it is used.
Cave, Cavern, or Tunnel
The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in
(Reflex DC Constitution based) and pinning that creature beneath the rubble (see below). An earthquake cast on
the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs
Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any
creature in the path takes 8d6 points of bludgeoning damage (Reflex DC Constitution Based) and is pinned
beneath the rubble (see below).
Open Ground
Each creature standing in the area must make a Constitution Based Reflex save or fall down. Fissures open in
the earth, and every creature on the ground has a 25% chance to fall into one (Constitution Based Reflex Save
to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure
Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or
masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this
damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing
structure takes 8d6 points of bludgeoning damage (Constitution Based Reflex save) and is pinned beneath the
rubble (see below).
River, Lake, or Marsh
Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy
marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures.
Each creature in the area must make a Constitution Based Reflex save or sink down in the mud and quicksand.
At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning
those caught in the mud.
Pinned beneath Rubble
Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned
character falls unconscious, he or she must make a DC 15 Constitution check each round or take 1d6 points of
lethal damage each minute thereafter until freed or dead.
You are never effected by your own Earthquake
Special: You may take this multiple times to either increase the area of the effect by 20feet or increase the
damage dealt by being pinned by 1d6.
EARTHGRIP [EARTH]
Prerequisites: None
Ability: You bring forth an arm of pure earthen materials from the earth, mud, grass or sand around you. The
arm itself must be within close range (25ft + 10ft/2 levels) and must target a creature. The arm itself is medium
sized when created and automatically makes a grapple check that does not provoke an attack of opportunity
against the target. The arm itself has a strength of 18. If a target is successfully grappled, the arm attempts to pin
the target on the next round. If the target is successfully pinned, they take 1d6 + Strength Modifier damage every
round until released. The arm lasts for as long as your Zanpakutou is released or until you release the victim.
Special: You may take this multiple times to increase the size of the hand by 1 size category to a maximum of
colossal, allow it to be created from stone or increase the damage it deals by 2d6.
ELEMENTAL TYPE
Special: You cannot have any Blade, Form, Adaptation, Faith or Blessing ability while you possess this type
other than the ones provided by this type.
EXPLOSIVE TYPE
FRAGMENTATION [EXPLOSIVE]
Prerequisites: Boom Blade
Ability: On a successful hit, a small round ball drops from the point of contact. Half a second later it explodes
dealing 2d6 Ballistic damage, no save, within a 10 foot radius. This damage overcomes damage
reduction/mitigation. This also prompts a DC (15 + Level + The Number of Explosive Abilities you have) Reflex
Save or the target takes 2 Bleed Damage per round for 1d6+1 rounds.
Special: You may take this multiple times. Each time increase the number of balls that drop by 1. Multiple
instances of Bleed Damage from this effect stack and refresh the duration.
LIL'BOY [EXPLOSIVE]
Prerequisites: Fat Man, 5 other Explosive Type abilities
Ability: Instead of doubling your [BW]'s for Fat Man, triple them.
I.C.B.M. [EXPLOSIVE]
Prerequisites: Fat Man, 9 other Explosive Type abilities
Ability: You gain the ability to fire off your Fat Man explosion at a range of sight. Anywhere you can see, you can
let loose with the Fat Man or Lil'Boy abilities provided you have line of effect to the targeted area. If you fire at an
area that is farther than your normal Fat Man maximum range, it takes full round to explode instead of a
standard action.
SELF-DESTRUCT [EXPLOSIVE]
Prerequisites: None
Ability: You gain the ability to explode in a 30 foot burst centered on you, dealing twice your Zanpakutou's
damage as ballistic damage to all within the burst. This deals one quarter of the damage you dealt back to you.
Reflex save for half is DC (15 + Level + The Number of Explosion abilities you possess)
DEHYDRATE [FAMINE]
Prerequisites: None
Ability: You squeeze the water out of a target. As a standard action, the target, a being withing medium range
(100ft + 10 feet per character level), is subjected to a Fortitude save (Wisdom based) or suffer 1d4 points of
constitution damage.
Special: You may take this multiple times. Each time it is taken increase the DC by 1.
CONSUMPTION [FAMINE]
Prerequisites: Dehydrate
Ability: You may absorb the constitution damage you deal with Dehydrate to heal your own constitution damage
on a 2 for 1 basis (Therefore if you damage 4 points of constitution of a target, you heal 2 points of constitution)
Special: You may take this ability a second time to increase the healing to a 1:1 basis
GENERIC TYPE
Special: These abilities are available to all Zanpakutou regardless of type. You cannot have a specialized
Generic Type Zanpakutou.
SPEED [GENERIC]
Prerequisites: None
Ability: You gain +10ft Land Speed while your Zanpakutou is released
Special: You can take this multiple times. It's effect stacks
FLIGHT [GENERIC]
Prerequisites: None
Ability: This gives you the ability to fly at your normal speed with average maneuverability while your
zanpakutou is released. While not in combat, you gain an overland fly speed equal to your Swim Ranks x10
Miles Per Hour
Special: You may take this ability multiple times. Each time increases your maneuverability by one step (Max
Perfect) or increases your overland modifier by another x10.
AWARENESS [GENERIC]
Prerequisites: None
Ability: You gain a +4 bonus to Spot, Listen and Sense Motive. You always know which way is North while your
Zanpakutou is released.
Special: You may take this multiple times. The bonuses stack.
GROWTH [GENERIC]
Prerequisites: None
Ability: You have the ability to grow one size category gaining all the size penalties and bonuses as normal as a
standard action. It takes a standard action to grow. Your base damage increases as follows (1d6, 1d8, 1d10,
2d6, 2d8, 2d10, 4d6, 4d8). You do not have to grow to your maximum size when using this ability. If there is
insufficient room to grow to the size you wish to grow to, you automatically attempt to burst the structure. Should
you fail, you return to the closest size category to which would fit comfortably in the area you have occupied.
This cannot be used in conjunction with Shrink and if you do shrink (Whether it is to your normal size or with the
Shrink option). You lose all bonuses granted by this ability and improved growth.
Special: This may be taken multiple times to increase the size you can grow to by one size category.
SHRINKING [GENERIC]
Prerequisites: None
Ability: You have the ability to shrink one size category gaining all the size penalties and bonuses as normal as
a standard action. It takes a standard action to shrink. This cannot be used in conjunction with Growth and if you
do grow (Whether it is to your normal size or with the Growth option). You lose all bonuses granted by this ability
and improved shrinking.
Special: This may be taken multiple times to decrease the size you can grow by one size category.
IMPROVED SHRINKING [GENERIC]
Prerequisites: Shrinking
Ability: When you shrink, you gain a +2 bonus to Strength, Dexterity and Constitution.
Special: You may take this multiple times, it's effects stacks
ADAPTATION [GENERIC]
Prerequisites: None
Ability: Choose one naturally occurring environment (such as underwater, in lava, space). You can survive in
that environment while your Zanpakutou is released.
Special: You may take this multiple times to gain a new naturally occurring environment each time.
ELASTICITY [GENERIC]
Prerequisites: None
Ability: You may stretch your limbs out 100feet per time you take this. You take a -2 penalty to strength every 20
feet you stretch your limbs. You actively threaten out to 10 feet.
Special: You may take this multiple times to increase the length you can stretch your limbs by 100 feet and the
area you threaten by 5 feet. Each time you take this you gain a +2 on grapple checks and escape artist checks
to escape being grappled or bound.
PENETRATING [GENERIC]
Prerequisites: Any Shikai ability that requires a save.
Ability: All your DCs are raised by 1 for your Zanpakutou.
Special: You may take this multiple times. It's effects stack.
GAMES TYPE
GAMES [GAMES]
Prerequisites: None
Ability: This enables the usage of the demon skills below. The zanpakutou will announce out loud the game
being played and once announced, the user and their opponent are bound by the game itself. The game effects
the user and one opponent. Each game must be taken separately. While your Zanpakutou is released you gain a
+2 bonus on Weapon Attack and Defense rolls.
Special: You may take this multiple times to add additional +2 bonuses to the Weapon Attack and Defense Rolls
PULL [GRAVITY]
Prerequisites: None
Ability: This ability targets one individual or item. You pull the object in question towards yourself at a speed of
10 feet per round per level. You may move 100lbs of material. Attended objects and conscious individuals are
entitled to a will save (constitution based) to resist. If you move a target into blocking terrain, they take damage
as if they fell the distance.
Special: You may take this ability multiple times which doubles the weight you can pull each time you take this
ability (2 takings is 200lbs, 3 takings is 400lbs, 4 takings is 800lbs, etc).
PUSH [GRAVITY]
Prerequisites: None
Ability: This ability functions exactly like Pull but instead pushes the target. If your victim hits an object on the
way to the outer edge of your push, they take falling damage as if they fell the distance. If the falling damage is
sufficient to meet the break DC of the barrier, you push the target through it and the target continues on.
Special: You may take this ability multiple times which doubles the weight you can pull each time you take this
ability (2 takings is 200lbs, 3 takings is 400lbs, 4 takings is 800lbs, etc)
CRUSH [GRAVITY]
Prerequisites: None
Ability: This ability allows the user to deal their weapon damage at a range of medium (100ft + 10 feet per
level). The damage is considered blunt, and this damage is non directional so shielding kido, shields, and other
such direction based objects are useless. The first attack the target is considered flat footed. Crush damage
overcomes damage reduction.
Special: This ability may be taken more than once and adds 1d8 to crush damage each time it is taken.
THROW [GRAVITY]
Prerequisites: Push or Pull
Ability: This touch attack will fling the target up to an equal distance as your push/pull distance. Then the
creature falls on the end of the round before their turn begins. Damage is taken according to fall damage unless
the target has some way of halting their fall before their action.
Special: You can take this multiple times. Each time increases the distance by 5ft per round per level.
HEALING TYPE
REGENERATION [HEALING]
Prerequisites: 2 other Healing Type abilities
Ability: You may regenerate lost limbs as a Full-Round action. You may only regenerate one limb pe turn. This
removes the Ability Drain/Damage of the removed limb. This also heals broken limbs in a Standard Action. Only
one broken limb at a time however.
Special: You may take this multiple times. Each time increase the speed the limbs are regenerated by 1, or
increase the number of removed/broken limbs that can be repaired at a time by 1.
ICE TYPE
KIDOU TYPE
COUNTERKIDOING [KIDOU]
Prerequisites: Kido Storing
Ability: When you store the kido from Kido Storing into your Zanpakutou, you may, instead of making an attack,
take an immediate action to counter any one kido cast at you of a level lower than the kido stored in your
zanpakutou regardless of the type of kido (Bakudo or Hado). This uses up the kido as if you had used it. You
may only use this as many times as you can use Kido Storing.
Special: You may take this multiple times. Each time increase the number of Kido that can be stored in the
Zanpakutou by 1.
INCANTING [KIDOU]
Prerequisites: None
Ability: This ability lets you cast a number of Kido up to your Spellscore Modifier (Chosen when this ability is
taken) one step faster than the printed attack speed. Times over 1 minute are not effected. 1 minute becomes 1
Full-Round which becomes a Standard action which becomes a Move action which becomes a Swift Action
which becomes an Immediate Action.
Special: You may take this multiple times. Each time select another set of Kido equal to your Spellscore
Modifier.
ILLUMINATION [LIGHT]
Prerequisites: None
Ability: The Zanpakutou can shine with a brilliant light, illuminating the area around it in a 20 foot area with 20
feet of dim light as a move action. Shutting this off is a Free action.
Special: This ability may be taken multiple times, each time allows it to dispel one step of the Darkness
Zanpakutou ability and increases the level of full illumination and dim illumination by 10. You may activate or
suppress this ability as a free action.
SUNSWORD [LIGHT]
Prerequisites: Illumination, Bend Light, Improved Bend Light, Shining Laser, Brilliant Energy
Ability: Add your Shining Laser base damage to your Zanpakutou as bonus damage. This overcomes Damage
Reduction/Mitigation.
LIGHTNING TYPE
THUNDERSTORM [LIGHTNING]
Prerequisites: None
Ability: You may summon a thunderstorm above you in a five foot radius. It fires one of your lightning bolts every
round, but targets one creature within the burst randomly. The lightningstorm lasts for 1 round per lefvel.
Special: You may take this ability multiple times, each time gives either an extra lightning bolt every round or
extends the radius by 5 feet.
SUPERCHARGE [LIGHTNING]
Prerequisites: Lightning Adaptation, 3 other Lightning Type Abilities
Ability: As a full-round action, you can summon lightning bolts to energize yourself; for each time you've taken
Lightning Adaptation, you gain a +10 bonus to speed, Fast Healing +1, and +1d6 electrical damage to your
zanpakutou attacks. This state lasts for one round per Lightning Adaptation ability. In addition, you are cured of
fatigue and exhaustion. Multiple Supercharges do not stack.
Special: You may take this multiple times. Each time incrase the bonus granted by 10, 1 and 1d6 respectively.
MARTIAL TYPE
IAIJUTSU [MARTIAL]
Prerequisites: None
Ability: As a standard action you may imbue your Zanpakutou with Reiatsu and strike as part of the same
action. To do this you pay 10 Reiatsu for every 1d6 damage your Iaijutsu would deal to a maximum of 1d6 per
character level. In addition, you may draw and sheath your Zanpakutou as a free action. Shin-Zantetsuken
effects the total Reiatsu spent, not each 1d6 of damage.
ZANTETSUKEN [MARTIAL]
Prerequisites: Iaijutsu
Ability: Your effective character level for Iaijutsu increase by 1, and the damage you deal increases by 2d6.
Special: You may take this ability multiple times. It's effects stack.
SHIN-ZANTETSUKEN [MARTIAL]
Prerequisites: Iaijutsu
Ability: Reduce the total cost of your Iaijutsu attack by 20
Special: You can take this ability multiple times. It's effects stack to a minimum of 10 Reiatsu Spent
METAL TYPE
MIND TYPE
SLEEP [MIND]
Prerequisites: None
Ability: You form a 30 foot cone in front of you. All beings of your level or lower within the cone must make a
Constitution based Fortitude save, or fall asleep, falling where they are, and sleeping till they are awakened.
Special: You may take this multiple times. Each time it is taken either increase the DC by 1, or the level of
opponents you can effect by 1.
CHARM [MIND]
Prerequisites: None
Ability: As a standard action, you may force a target humanoid within close range (25ft +5ft/2 levels) to make a
will save. Those with the Bizzare Hollow Growth power, or any other type but the base is immune to this ability. If
they fail, they view everything you say and do in the best possible light.
Special: You may take this multiple times. Each time increase your effective level for range by 2.
INSANITY [MIND]
Prerequisites: Lesser Insanity
Ability: Your Lesser Insanity now lasts for 1 round per level.
Special: You may take this multiple times. Each time increase the length of time by 1 round.
MIRROR TYPE
ASSIMILATION [MIRROR]
Prerequisites: None
Ability: From now on, when gaining a Shikai Ability at the end of an encounter from leveling, or by storing shikai
picks for later for level up, When subjected to an ability for the stored ones, or at the end of an encounter from
leveling, you can spend said shikai pick to gain a shikai ability that was used on you in the last encounter. You
need to meet all prerequisites for it except for type (For example, A Death Type ability that requires 6 other Death
Type ability now requires 6 other Shikai Picks). You cannot store more than 1/3 of your level in Shikai Picks in
this method.
OPPRESSION TYPE
CONTAGION [PESTILENCE]
Prerequisites: None
Ability: You may target one creature within melee range as a standard action. If Injured by your attack, they are
subject to a fortitude save (constitution based) or contract one of the following diseases:
Disease Type Incubation Period Initial Damage Secondary Damage
Anthrax See Text 1d2 days 1 Con 1d4 Con
Small pox See Text 2d4 days 1 Str and 1 Con 1d2 Str and 1d2 Con
Pneumonia See Text 1d4 days 1 Str 1d3 Str and 1d3 Con
Hantavirus See Text 1 day 1d2 Str 1d2 Str and 1d2 Con
Necrotizing faciitis See Text 1d6 days 1 Con 1d3 Con
West Nile virus See Text 1d4 days 1 Dex and 1 Con 1d2 Dex and 1d2 Con
Salmonellosis See Text 1 day 1 Str and 1 Dex 1 Str and 1d3 Dex
Roll 1d8 to determine what disease is contracted. If an 8 is rolled 2 diseases are contracted, ignore future rolls of
8. the DC of the diseases in question are equal to 15 + Character Level + Constitution Modifier to resist and is
always contracted on Injury.
PLANT TYPE
ENTANGLE [PLANT]
Prerequisites: Create Vegetation
Ability: You may activate this while you have creatures standing within your Vegetation. All creatures must make
a Wisdom based Reflex save or become immobilized. This never effects you. Targets may attempt a Escape
Artist or Strength Check to get out of this effect on subsequent rounds. These checks are Strength Based.
Special: You may take this multiple times. Each time increase the DC of this ability by 1.
VICIOUS VINES [PLANT]
Prerequisites: Create Vegetation, Entangle
Ability: This creates a field of vines that spring up from your vegetation. This creates a 20 foot burst around the
user. All targets within the burst save the user must make a grapple check versus the vines or be grappled. The
grapple check of the vines is equal to your ranks in Weapon Attack + 4 for a strength score of 18. The vines last
for 1 round/character level before they must be manifested again.
Special: You may take this multiple times. Each time you do, increase the area by 5 feet or the strength of the
vines by +4.
BARKSKIN [PLANT]
Prerequisites: None
Ability: You gain a +2 bonus to your Natural Armor and Damage Reduction while this effect is activated.
Activating this ability is a swift action.
Special: This may be taken multiple times. Each time increase the bonus by 2.
BRAMBLES [PLANT]
Prerequisites: Wooden Sword
Ability: Your weapon sprouts deadly thorns all over as a move action, changing it's damage type from
Bludgeoning to Bludgeoning and Piercing and deals +1[BW] damage
Special: You may take this multiple times. Each time increase the bonus damage by 1[BW] to a maximum of
4[BW] at non-epic levels.
PHOTOSYNTHESIS [PLANT]
Prerequisites: Create Vegetation
Ability: While in an area of vegetation (Including those created by Create Vegetation), you gain Fast Healing 3
Specialty: You may take this multiple times. Each time increase the Fast Healing by 3.
QUILL BLAST [PLANT]
Prerequisites: Wooden Sword, Brambles
Ability: As a standard action, all creatures in a 20 foot burst are hit by a number of quills based on their size. (4
if Medium or small +4 per size category above medium. 2 of Tiny, 1 if Diminutive, 0 if Fine). Creatures being
effected by this ability may make a Dexterity based Reflex save to halve the number of quills they are hit with
(Minimum 0). Each quill deals 2[BW] that ignores Damage Reduction/Mitigation and imposes a -1 penalty to all
d20 rolls. You may use this ability multiple times to impose larger penalties. The maximum penalty that can be
imposed is -10.
Special: You may take this multiple times. Each time increase the damage of each quill by 1[BW] or the max
penalty cap by -5.
COCOON [PLANT]
Prerequisites: Create Vegetation, Photosynthesis, Entangle, Vicious Vines, Wall of Thorns, Seed The Earth,
Improved Seed the Earth
Ability: The user activates this as a full round action, and it surrounded by a cocoon for 5 rounds. During this
time, the users damage mitigation of all sorts is doubled against everything besides fire. Once the five rounds is
over, the user exits the cocoon fully healed. This may only be used once per battle. In a forest area or an area
water dominant, it takes only 3 rounds.
Special: This may be taken multiple times, each time after the first allows you to use Cocoon one more time per
battle.
POISON TYPE
ANTIDOTE [POISON]
Prerequisites: Excrete Poison, Any one other Poison Ability
Ability: You may eliminate from someone's system by touch, as a swift action, any Poison you can create, even
multiple different poisons at once. This can be done at any time during the poison's duration, but once done, the
poison cannot return unless another dose is administered. Once removed all effects of that poison, status
effects, ability damage and level loss are reversed and cured.
Special: You may pick this ability multiple times. Each time you do, the target gains a +2 bonus on all saves vs
disease and poisons. This bonus lasts for 1 round per poison type ability you possess.
REMEDY [POISON]
Prerequisites: Excrete Poison, Antidote, Any one other Poison Ability
Ability: You may now attempt to remove poisons caused by others, including other Poison Type users. To
remove a Poison from someone's system that is not from the Poison Type, including your own system, you must
prick the target's skin (Causing 1 HP of damage, ignoring all forms of damage reduction/mitigation) as a swift
action. Once done, you may make the Fortitude save for the poison in the person's stead with a bonus to the
save equal to the number of Poison Abilities you have. Should you succeed, the poison is removed as if you had
used the Antidote ability. To remove a Poison from another Poison Type user, you prick the target's skin as
above, and make an Ego Check versus the offending Zanpakutou. Effects that force passing Ego checks do not
work on this check. If you succeed, the poison is neutralized.
PRIMAL TYPE
WERE-FORM [PRIMAL]
Prerequisites: Animal Form, One other Primal Type ability.
Ability: You may assume a hybrid form with one of your animal forms as a move action. You are either small,
medium or large when in this form (if the animal in question is tiny or smaller you are small, if they are medium or
large you are medium, if they are huge, gargantuan or colossal you are large while in were form. Do not adjust
statistics for size.)While in that form you gain a bonus to all physical statistics equal to the number of Primal Type
abilities you have. You also gain two claw attacks dealing 1d6 damage + 1d6 damage per 5 ranks of unarmed
attack you have, as well as a bite attack that deals 1d8 damage + 1d8 damage per 5 ranks of unarmed attack
you have. The claw attacks are your secondary attack. While in your were-form, you lose your Zanpakutou as it
melds into your new form. At the end of your form it appears in your hand.
PROJECTILE TYPE
LINE [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 100-foot line as a standard action, dealing its normal damage
to all in range. Everyone in range may make a reflex save (Intelligence Based) for half damage.
Special: This may be taken multiple times; it increases the length of the line by 50 feet every time it is taken.
CONE [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 60-foot cone as a standard action, dealing its normal damage
to all in range. Everyone in range may make a reflex save (Intelligence Based) for half damage.
Special: This may be taken multiple times; it increases the length of the Cone by 30 feet every time it is taken.
BURST [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to attack in a 20-foot burst centered on the wielder as a standard action,
dealing its normal damage to all in range. Everyone in range may make a reflex save (Intelligence Based) for
half damage.
Special: This may be taken multiple times. Each time it is taken it increases the size of the burst by 10 feet.
WALL [PROJECTILE]
Prerequisites: None
Ability: This allows the zanpakutou to create a 50-foot long, 5-foot thick wall which can be placed anywhere
within a medium range increment of the wielder as a standard action, dealing its normal damage to all in range
or who attempt to pass through it. Everyone in range may make a reflex save (Intelligence Based) for half
damage. The wall lasts for 3 rounds, and the zanpakutou may not be used during the time the wall lingers,
although it can be dismissed voluntarily as a free action.
Special: This may be taken multiple times; it increases either the length of the wall by 25 feet, the width of the
wall by 5 feet, or the duration by 1 round every time it is taken. You do not gain your strength bonus when
attacking in this fashion.
EMANATION [PROJECTILE]
Prerequisites: Burst or Two other Projectile Type abilities
Ability: This allows the zanpakutou to attack in a 20-foot emanation centered on the wielder as a standard
action, dealing its normal damage to all in range. Everyone in range may make a reflex save (Intelligence Based)
for half damage. The emanation lingers for 3 rounds, and the zanpakutou may not be used during the time the
emanation lingers, although it can be dismissed voluntarily as a free action.
Special: This can be taken multiple times. Each time it increases the emanation by 5 feet or the lingering effect
by 1 round.
CYLINDER [PROJECTILE]
Prerequisites: Burst or Two other Projectile Type abilities
Ability: This allows the zanpakutou to attack in a 20-foot, 40-foot tall cylinder on any point within a short range
increment as a standard action, dealing its normal damage to all in range. Everyone in range may make a reflex
save (Intelligence based) for half damage.
Special: This may be taken multiple times; it either increases the range increment to medium and then long or
increases the range by 5 feet or the height by 10 feet.
SHAPING [PROJECTILE]
Prerequisites: Three other Projectile Type abilities
Ability: This allows the wielder to alter the area and effects of any of the following abilities: Cone, Burst,
Emanation, or Cylinder. The alteration consists of creating spaces within the ability’s area or effect that are not
subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, abilities shaped in
this way have a minimum dimension of 5 feet.
PRUDENCE TYPE
PRUDENCE [PRUDENCE]
Prerequisites: None
Ability: As long as you are not outnumbered, you gain +1[BW] untyped damage to all attacks and a +2 to
Defense, Fortitude, Reflex and Will. You cannot have Prudence and Bravery at the same time
Special: You may take this ability multiple times. Each time incrase the [BW] by 1 and the bonus on d20 rolls by
+2 to a maximum of +4[BW] and +8 before Epic Levels.
BRAVERY [PRUDENCE]
Prerequisites: None
Ability: As long as you are outnumbered, you gain +1[BW] untyped damage to all attacks and a +2 to Defense,
Fortitude, Reflex and Will. You cannot have Prudence and Bravery at the same time
Special: You may take this ability multiple times. Each time incrase the [BW] by 1 and the bonus on d20 rolls by
+2 to a maximum of +4[BW] and +8 before Epic Levels.
VIRTUE [PRUDENCE]
Prerequisites: None
Ability: You may surrender your damage reduction for a time to heal your allies. For every 2 damage reduction
sacrificed, you may heal a target 1d6 damage. The damage reduction sacrifice lasts for 1d4+1 rounds.
Special: You may take this multiple times. Each time increase the healing by +1d6 per 2 damage reduction
sacrificed.
RADIATION TYPE
MINI-BOMBS [RADIATION]
Prerequisites: None
Ability: You may launch a miniature nuclear bomb from the tip of your Zanpakutou as a standard action. This
bomb deals your Zanpakutou's full damage to a single target within medium range.
Special: You may take this multiple times to gain the ability to launch an additional bomb during your standard
action or to make the bombs go to long range. You cannot create more mini bombs than you could make attacks
in a round.
GREATER MINI-BOMBS [RADIATION]
Prerequisites: Mini-Bombs 2x
Ability: You may target all enemies within 30 feet of you with your Mini Bombs as a Full-Round action. Roll
attack once and apply it versus all defense rolls.
Special: You may take this multiple times to increase the area by 10 feet each time.
CHEMOTHERAPY [RADIATION]
Prerequisites: None
Ability: You can cure ability damage caused by disease, including damage done by Radiation Sickness as a
standard action as a touch. By dropping someone's current hit points by their 25% of their maximum, you
instantly eradicate any disease in them and restore ability damage and drain caused by disease.
Special: This may be taken up to 5 extra times. Each time it is taken reduce the damage dealt to the target by
5%
SAINT TYPE
DUSKBLADE [SAINT]
Prerequisites: Sanguine Sword, One other Saint Type ability
Ability: As a full round action, make a Weapon Attack roll against a single target within short range
(25ft+5ft/2levels). If you hit you deal 2[BW] negative energy damage and deals the same damage x50 to their
Reiatsu Rating, restoring your Reiastu Rating by that much.
Special: You may take this multiple times. Each time increase the multiplier by 10
CRUSHING BLOW [SAINT]
Prerequisites: Sanguine Sword, Duskblade, One other Saint Type ability
Ability: As a full round action, make a Weapon Attack roll versus one target within medium range
(100ft+10ft/level). If you hit, the target must make a constitution based fortitude save, or be immobilized for
1d4+1 rounds.
Special: You may take this multiple times. Each time increase the DC of the Fortitude Save by 1.
NON-CHARGE [SAINT]
Prerequisites: Short Charge, 3 other Saint Type abilities
Ability: Your Saint Type attack abilities attack times are reduced to attack actions except for Magic Barrier
MEDIGUARD [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You heal 1/20th your maximum hit points.
Special: You may take this ability a second time to make the healing 1/10th.
ENTRENCH [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You gain a bonus to Defense and Damage
Reduction equal to the number of Saint Type abilities you possess.
VENDETTA [SAINT]
Prerequisites: None
Ability: You may activate this ability by taking a Total Defense action. You may make a counter attack against an
opponent that attacks you in combat after their attack has resolved.
REPRIEVE [SAINT]
Prerequisites: None
Ability: If your hit points are above 50%, you cannot be dropped below 1 hit point in one shot.
NIHIL [SAINT]
Prerequisites: None
Ability: At the start of an Initiative round, as an immediate action, you can activate this ability. All present
combatants in the initiative order including the user, cannot activate new abilities, change releases or forms, or
benefit from non passive abilities until the start of the next round.
SOL [SAINT]
Prerequisites: 2 other Saint Type abilities
Ability: As a Standard action, you may make a single melee attack against one enemy. If it hits, it does an
additional 1[BW] and you heal half the amount of damage dealt.
LUNA [SAINT]
Prerequisites: 2 other Saint Type abilities
Ability: As a Standard action, you may make a single melee attack against one enemy. If it hits, it does an
additional 1[BW] and ignores one half of their Damage Reduction/Mitigation.
ASTRA [SAINT]
Prerequisites: 6 other Saint Type abilities
Ability: As part of a full attack action, you may double the number of attacks you can make that round. If you do,
you attacks deal 2 less [BW] damage.
AETHER [SAINT]
Prerequisites: Luna, Sol, 7 other Saint Type abilities
Ability: As part of a full attack action, instead of making a normal number of attacks, you may make 2 attacks.
Both attacks deal an additional 3[BW], ignores half Damage Reduction/Mitigation, and heals you for half the
amount dealt.
SAND TYPE
SANDSTORM [SAND]
Prerequisites: Sand Manipulation
Ability: As a standard action, the character can cause sand to pelt all creatures in a 20' wide, 40' tall cylinder in
medium range, causing 3d6 damage and halving all land and flight speeds for 3 rounds. This ability uses twice
the characters weight in sand to use. Any character with the Sand's Embrace ability is immune to the effects of
this ability.
Special: This ability can be taken multiple times, either to increase the damage by 1d6, the duration by 1 round,
or the area by 5'x10'. It's effects stack.
EROSION [SAND]
Prerequisites: Sand Manipulation, One other Sand Type ability
Ability: This ability allows the character to turn a 5' square of dirt or mud into one body weight's worth of sand.
Special: This ability can be taken multiple times to increase the types of ground affected, adding clay and then
stone.
SONIC TYPE
MIMICRY [SONIC]
Prerequisites: None
Ability: You can mimic any sounds you have heard, including voices. This does not enable you to speak a
language you are unfamiliar with. To duplicate a specific person's voice, a user makes a Bluff check. A listener
familiar with the voice being imitated must succeed an opposed Sense Motive check to discern that the voice
isn't genuine.
Special: You may take this multiple times to gain a +2 on the Opposed Bluff Check each time.
SPACE TYPE
FARSIGHT [SPACE]
Prerequisites: None
Ability: As a standard action, you may gain the effects of Clairaudience/Clairvoyance spell.
Special: Each time you take this ability beyond the first, you may move the sensor 10ft per round per extra time
taken.
SPIDER TYPE
SPIDERMIND [SPIDER]
Prerequisites: None
Ability: You gain Vermin Traits while your Zanpakutou is released
Special: You may take this a second time. If you do, this ability works even when your Zanpakutou is sealed
SUMMONING TYPE
SUMMON [SUMMONING]
Prerequisites: None
Ability: Your Zanpakutou takes the form of a small, medium or large creature of your choice. The creature has
30 hit points + 10 hit points per your level. It's stats are 16's in all physical statistics modified for size and has the
following three scores for mental statistics split among your mental statistics 12, 11, 10. The summoned creature
deals your Zanpakutou damage with it's natural attacks, and it begins with one natural attack of your choice. It is
trained in 4 + Intelligence Modifier skills of your choice, is additionally always trained in Unarmed Strike, Defense
and Fortitude. Once you set it's skills they are set in stone. It has DR equal to yours.
Special: You may take this multiple times. Each time you may summon an additional creature, but to take this a
second time you must have the Retain Blade ability. Your Summon is considered a creature of your level for
feats/abilities/effects/etc.
BURROWING [SUMMONING]
Prerequisites: Summon
Ability: Choose one of your summons. It gains a burrow speed equal to half it's land speed.
Special: You may take this a second time to increase the burrow speed to equal it's land speed.
FLIGHT [SUMMONING]
Prerequisites: Summon
Ability: Choose one of your Summons. It gains a Flight Speed equal to it's land speed with Average
Maneuverability. in combat, and equal to it's Swim Modifier x10 MPH out of combat. If it's large enough to cover
multiple spaces, characters can ride the summons as long as you will the summon to remain out.
Special: You may take take this multiple times. Each time it increases the Maneuverability of your summon's
flight by 1 step (Max perfect)
TECHNOLOGICAL TYPE
TEMPERANCE TYPE
TEMPERANCE [TEMPERANCE]
Prerequisites: None
Ability: If you abstain from damaging any opponents for 1 round, you may grant an ally +2[BW] damage on
attacks for one round as an immediate action. Abstaining from damage means causing hit point damage or
lowering hit points in any way.
Special: This may be taken multiple times. Each time increase the damage granted by +1[BW] to a maximum of
5[BW] before epic levels.
IMPROVED TEMPERANCE [TEMPERANCE]
Prerequisites: Temperance
Ability: You may effect a second ally with Temperance.
Special: You may take this multiple times to grant this bonus to more allies on a one for one basis.
CHASTITY [TEMPERANCE]
Prerequisites: None
Ability: While you refrain from damaging foes, you may grant an ally +2 to Attack and Defense for one round as
an immediate action.
Special: You may take this multiple times to increase the bonus to attack and Defense rolls by +2.
PIETY [TEMPERANCE]
Prerequisites: Temperance
Ability: While you abstain from damaging opponents, you gain a +4 bonus do Defense and +4/- Damage
reduction.
Special: You may take this multiple times to add +2 to the Defense bonus or +1 to the Damage Reduction.
TIME TYPE
PRECOGNITION [TIME]
Prerequisites: None
Ability: The future is your open book, as such, you gain a small amount of insight to your opponent's next move.
You may add a +2 bonus to your Attacks, Damage, Saves or Skill Checks each round. You must choose each
round at the beginning of your turn.
Special: You may take this ability multiple times, gaining a +2 bonus to another ability.
WAR TYPE
RAGE [WAR]
Prerequisites: None
Ability: You may rage as the feat while your zanpakutou is released, and may rage a number of times per day
equal to your spellscore modifier regardless of how many times your release your Zanpakutou. This does not
use up a use of the Rage feat.
Special: This ability may be taken multiple times. Each time increase the number of times per day you may rage
by 1.
BLITZKRIEG [WAR]
Prerequisites: Kill Zone 3x, War Form, Greater War Form, Superior War Form
Ability: You may enter your War Form as a move action, and while in your War Form, you gain the ability to fly
at twice your base land speed with good maneuverability. If your War Form ends and you are still in the air, you
descend at a rate of 60 feet per round for your spell score modifier in rounds before you begin to fall
uncontrollably.
Special: This may be taken multiple times. Each time increase the time you descend slowly by 1 round.
MOTIVATION [WAR]
Prerequisites: None
Ability: While your Zanpakutou is active, you grant all allies within 30 feet of you a bonus on all checks involving
that statistic or core skills involving that statistic equal to your spellscore modifier. You are not treated as an ally
for this effect.
Special: You may take this multiple times to increase the area of this effect by 30 feet or to add another statistic
to your bonus.
WATER TYPE
STREAM [WATER]
Prerequisites: Create Water, Control Water
Ability: allows you to create a pressurized stream that stems from your zanpakutou. The stream is considered to
be a bull rush attack against an opponent, but uses ½ your character level in place your strength bonus. Also,
you do not have to move, the Stream attacks in a 90 ft. line and bulrushes anybody in its path. This can be used
to bullrush through walls.
Special: You may take this ability multiple times, each time gives you 15 extra feet or +2 to the bull rush check.
WHIRLPOOL [WATER]
Prerequisites: Create Water, Control Water, Animate Water
Ability: You can cause your telekinetically controlled water to make a grapple attempt against any opponent that
you are attacking. This is done using 1/2 your level as a bonus to the grapple check instead of your Strength
Modifier. You are not considered grappled when using this ability, but you must take a standard action each
round to concentrate and maintain the effect.
Special: You may take this multiple times. Each time either reduce the concentration time by 1 step (Minimum
Swift), or increase the Grapple check by +2.
VORTEX [WATER]
Prerequisites: Create Water, Control Water
Ability: You may use a 5ft cube of water per size category of a creature to attempt to grapple it as a standard
action. The target must be within 60 feet of you. Use your Intelligence Modifier in place of your Strength Modifier.
You are not considered grappled while using this ability, but must take a move action to maintain the grapple.
Special: You may take this multiple times to add +2 to your Grapple Checks with this ability.
RIPTIDE [WATER]
Prerequisites: Create Water, Control Water, Stream
Ability: This functions as Tidal Surge, but is a 20foot radius burst centered on you.
Special: You may take this multiple times. Each time increase the burst by 20 feet.
MULTICLONE [WATER]
Prerequisites: Create Water, Control Water, Animate Water, Water Clone, 2 other Water Type abilities
Ability: You may create one more clone when using water clone.
Special: You may be taken multiple times each time you may create an additional clone.
SKILLED CLONE [WATER]
Prerequisites: Create Water, Control Water, Animate Water, Water Clone, 3 other Water Type abilities
Ability: Your clones may use any Zanpakutou ability you posses, with all the same restrictions. A clone's DCs
are 4 less than yours. Clones may not use Water Clone.
WEAPON TYPE
WIND TYPE
Finally, while in Bankai, your hp total and current hp doubles. The doubling results in temporary hit points and is
lost first but count towards your damage cap.
Unless it states otherwise a bankai ability gained through any means can only be applied to your bankai.
Bankai Abilities
TEMPO [BANKAI]
Prerequisites: None
Ability: Every turn, in combat, you gain +2 to damage, which stacks with itself, to a maximum of +20. This lasts
for the duration of your bankai.
Special: You may take this ability multiple times, each time increases the maximum by an additional +20.
POUNCE [BANKAI]
Prerequisites: None
Ability: You may make a full attack action on a charge.
VIOLENT WHIRLWIND [BANKAI]
Prerequisites: None
Ability: As part of a Whirlwind attack action, you may make a full attack against every target within range of the
Whirlwind attack. This cannot differentiate between friend and foe, if using this ability you must attack everyone
within range.
Special: You may take this multiple times. Each time increase the reach of your Whirlwind Attack by 5ft to a
maximum radius of 20ft.
AERIAL TYPE
ASSASSINATION TYPE
BLOOD TYPE
BONE TYPE
DARKNESS TYPE
DEATH TYPE
GRAVESTRIKE [DEATH]
Prerequisites: Wraith Touch, 9 other Death Type abilities
Ability: When you resolve an attack as a Touch Attack, you deal 3d6 extra Negative Energy damage per attack
you have left in that round (minimum 3d6)
EPIC CONSUMPTIVE FIELD [DEATH]
Prerequisites: Consumptive Field, Greater Consumptive Field, 6 other Death Type abilities
Ability: Your Consumptive Field triggers any time an being within 30 feet is reduced below 50% hit points.
DISTORTION TYPE
MACROCOSM [DISTORTION]
Prerequisites: 12 other Distortion Type abilities
Ability: You treat a 30 foot area around you as divinely morphic in nature. This means that you control
everything within that area that has no intelligence score. Beings with an intelligence score are not under your
control.
Special: You may take this multiple times to increase the area by 10 feet.
DRAGON TYPE
BLINDSIGHT [DRAGON]
Prerequisites: Dragonshape, Blindsense
Ability: While your Zanpakutou is released and you are in Dragonshape, you gain Blindsight out to a range of 30
feet. This replaces your Blindsense ability.
Special: This may be taken multiple times to gain +10 to the area your Blindsight works in.
EARTH TYPE
ELEMENTAL TYPE
EXPLOSIVE TYPE
FAMINE TYPE
FIRE TYPE
BURN [FIRE]
Prerequisites: 9 other Fire Type abilities
Ability: Your attacks deal 2 points of strength damage if they successfully deal fire damage to the target.
Special: You may take this multiple times. Each time increase the Strength Damage by 1.
PHOENIX REBIRTH [FIRE]
Prerequisites: Phoenix Fire, 4 other Fire Type abilities
Ability: While your Phoenix Fire is activated, and you die, you come back to life one round later with half your hit
points and Reiatsu. Your Phoenix Fire continues, but you can only use this once per activation of Phoenix Fire.
GENERIC TYPE
GRAVITY TYPE
HEALING TYPE
ICE TYPE
JUSTICE TYPE
KIDOU TYPE
LIGHT TYPE
DAYBREAK [LIGHT]
Prerequisites: 9 other Light Type abilities
Ability: You generate light so bright it hurts to look at. All creatures within 80 feet of you take 20d6 force damage
if they are looking at you when you unleash this attack. Closing their eyes halves the damage. Anyone that looks
at you while you unleash this attack is also blinded (no save) for 1d6+4 rounds.
Special: You may take this multiple times. Each time you take it either increase the area 20 feet or the damage
by 2d6.
LIGHTNING TYPE
METAL TYPE
MIND TYPE
MIRROR TYPE
OPPRESSION TYPE
PESTILENCE TYPE
PLANT TYPE
POISON TYPE
PRIMAL TYPE
PROJECTILE TYPE
PRUDENCE TYPE
ECLIPSE [SAINT]
Prerequisites: 12 other Saint Type abilities
Ability: At the start of your turn, once per encounter, you may designate three different non-epic Saint Type
attack abilities you possess on this release. Until the start of your next turn, when you perform a Saint Type
attack ability that ability gains the benefit of the three you designated.
Special: You may take this multiple times to gain multiple uses per encounter.
PARITY [SAINT]
Prerequisites: Nihil, 10 other Saint Type abilities
Ability: Once per encounter, when activating Nihil, you may choose for it's effects to either extend to passive
benefits other than from Racial Feats, or to exempt up to your Constitution Modifier in targets from the effects of
Nihil for that turn.
Special: You may take this multiple times to gain multiple uses per encounter.
SAND TYPE
SONIC TYPE
THUNDERCLAP [SONIC]
Prerequisites: 9 other Sonic Type abilities
Ability: You may, as an attack action, slam your hands together unleashing a massive thunderclap in an 80 foot
cone. All within the cone take your zanpakutou's full damage (including zanpakutou abilities) as sonic damage
and must make a fortitude save (Constitution Based) or be deafened for 2d6+4 rounds.
Special: You may take this multiple times to add 10 feet to the cone or the dc of the save by 1.
WHITE NOISE [SONIC]
Prerequisites: 12 other Sonic Type abilities
Ability: You may as an attack action filter out all noise in an area creating a zone of white noise. Any within the
area (20 feet), must make a fortitude save (Constitution Based) or be under Lesser Insanity's effects for 2d6+4
rounds.
Special: This may be taken multiple times. Each time it is taken increase the area by 10 feet or the DC by 1.
SPACE TYPE
FREEDOM [SPACE]
Prerequisites: 9 other Space Type abilities
Ability: You may act unhindered by terrain effects or any effect that immobilizes, restrains or hinders your
movement in any way while your Zanpakutou is released.
SPIDER TYPE
SUMMONING TYPE
TECHNOLOGICAL TYPE
TIME TYPE
WAR TYPE
WATER TYPE
TSUNAMI [WATER]
Prerequisites: 9 other Water Type abilities
Ability: You generate a massive wall of water that bullrushes targets dealing damage as it goes. The wall is fifty
feet long by twenty feet high when first created and moves at a rate of 30 feet per round. If it comes in contact
with any being it makes a bullrush check against them with a +40 bonus to the roll (1d20 + 40). Every 10 feet
that a creature is pushed deals 2d8 damage to that creature
Special: This may be taken multiple times each time increase one of the following: The height of the wall by 10
feet, the length of the wall by 20 feet, the bonus to the bullrush roll by 5 or the damage by 1d8.
WEAPON TYPE
WIND TYPE
BANISH [BANKAI]
Prerequisites: None
Ability: While your Bankai is active, you can attempt to banish one creature back to it's plane of origin as a
standard action (Example Hueco Mundo, The World of the Living or Soul Society). If they are already on that
plane of existence this ability does nothing. To banish the creature, you must make an opposed Will saving
throw. Should you win the opposed will saving throw, the creature is banished and cannot return to the plane
they were banished from for 24 hours.
REFLECTION [BANKAI]
Prerequisites: None
Ability: Once per round you can rebound a ranged attack back on it's user. This only occurs while your Bankai is
active. This does not rebound Lines, Cones or Bursts. It only rebounds Ranged Shot attacks.
Special: You may take this multiple times. Each time gains another use per round
RETRIBUTION [BANKAI]
Prerequisites: None
Ability: While your Bankai is active, when you are struck in melee combat, you may make an attack of
opportunity against the target that struck you. This does not grant extra attacks of opportunity, but you may make
more than one attack of opportunity against one victim at a time.
Special: You may take this multiple times. Each time increases the number of Attacks of Opportunity you can
make in a round by 2
RESURGENCE [BANKAI]
Prerequisites: None
Ability: While your Bankai is active; once per day, when you would be killed, you are returned to life at one half
your maximum hit points.
Special: You may take this multiple times to increase the number of times per day this occurs by one.
REFRESHING WIND [BANKAI]
Prerequisites: None
Ability: Once per day per point of Spellscore, but only once per encounter, while your Bankai is active, you may
regain one quarter of your maximum hit point value as a standard action. When you perform this standard action,
you also gain +2 to all defensive rolls (Defense, Fortitude, Reflex and Will) till the end of your next turn.
AUGMENTATION [BANKAI]
Prerequisites: None
Ability: Choose one ability that has daily uses that also has numerical values (Such as Rage). While your
Bankai is active, you gain double the numerical benefit from the abilities, and they last twice as long. If your
Bankai ends before the ability does, the ability also ends.
Special: This may be taken multiple times, each time applies to an additional ability.
Epic Feats
AWAKENED REIKAI [EPIC, AWAKENED ZANPAKUTOU SPIRIT]
Prerequisites: Perfect Awakened Bankai
Benefit: This is a lesser release than Murikai, but it lasts longer. For one minute per character level per day, you
may engage Reikai. Reikai is created by multiplying your original Shikai picks by two and a half and your original
bankai choices by one and a half You also can gain Shikai Abilities on a 2/3 Level basis and you can gain Bankai
Abilities on a 1 for 4 level basis. It takes a move action to activate Reikai from Bankai, and a full-round action to
activate it from Shikai. It takes a swift action to activate Murikai from Reikai. While using your Reikai, you also
gain bonuses to your Strength, Dexterity and Constitution equal to one half your original Shikai Picks including
those from feats. When you enter Reikai, multiply your Reiatsu Rating by 7 and double your hit points.
Awakened Reikai cannot be shut off by Sekki Sekki Stone.
• Perpetual Manifestation: This ability is gained as soon as you achieve Joki no Subetekai, and is free,
not requiring a pick. It is listed here because it is a Joki no Subetekai ability. Your Possessing Spirit may
manifest any time it wishes. It is built as a character of your level using your choice of races from the
following: Awakened Zanpakutou Spirit, Hollow or Spiritually Aware. They gain experience as you do.
Whenever your Spirit Manifests in combat, you and your Spirit gain a Morale Bonus to all d20 rolls equal
to one fifth of your Spirit's Ego Score. This bonus lasts for 1 round per Shikai Pick on your full power
Hajimekai (Not a 6 Affection one, a 3 Affection one). Once gained, Perpetual Manifestation works
regardless of Release Condition and even works if your Zanpakutou is Sealed, whether by you, or by
some forced event.
• Exceeded Returns: Requires one ability with a numerical benefit to take. Choose one other Joki no
Subetekai ability you have. All numerical abilities are multiplied by 1.5x. (Hive Mind for example would
work at a range of 75 miles instead of 50. Shared Feats would grant 1 feat every 4 levels, and then 1
feat every 8, etc.).
• Hive Mind: As long as you and your Possessing Spirit are within 50 miles of each other you are in
constant communication. If one is aware of a particular danger, both are. If one is not flat-footed, neither
of them are. Neither you nor your spirit is considered flanked unless both of them are.
• Shared Feats: As long as you and your Spirit are fighting along side each other, you gain 1 feat from
your Spirit per 4 Levels they possess that you qualify for, and they gain the same number of feats from
you that they qualify for.
• Shared Skills: As long as you and your Spirit are fighting along side each other, you have training in any
skill that your Spirit has trained and you do not and vice versa.
• Shared Life: As long as you and your Spirit are fighting along side each other, total your current and
maximum hit points together and use that as your total hit point current and maximum. When this pool
runs out however, you and your Spirit drop to -1 and stable (Or less depending on the damage, but it's
always the same amount below 0)
• Share Abilities: As long as you and your Spirit are fighting along side each other, you and/or your Spirit
may increase their effective Spellcasting/Manifesting/Initiator level by 1 by making a successful
Charisma Based Concentration Check. For every 5 you pass the DC by, increase the bonus effective
level by 1. This effective level does a few things. First, each effective level gained counts as a Reiatsu
feat. Secondly, you gain knowledge of any Spells/Powers/Maneuvers/Stances that your Spirit knows and
can use them. Your spirit gains the same from you.
• Lover's Domination: As long as you and your Spirit are fighting along side each other, both you and
your Spirit use the higher of your Attack Rolls, Defense Rolls and Saves. In addition, you gain a bonus
on all saves equal to your Spirit's Charisma Modifier, and your Spirit gains a bonus on all saves based
on yours.
• Beyond Friends: You know what direction your Spirit is in, and they know the direction you are in as
long as each of you is on the same plane of existance. Should one of you be on another plane, you may
make a Sense Motive Check with a DC equal to your Spirit' Ego Score, to determine exactly what plane
they're on. Your Spirit can do the same for you. By making a DC 50 Flash Step check you may travel to
your other, or your other may make the roll to travel to you, no matter the distance as long as they are on
the same plane. Add 20 to the DC to move between planes.
• Beyond Family: You know the exact condition of your other, and your other knows your exact condition
at all times. The information revealed is: Current HP, Current Reiatsu, Any Status Effects (Positive or
Negative) effecting the targeted, Their general mental state, what activity they are currently engaging in,
and if they are suffering from starvation, dehydration, disease (and what the disease is), poison (and
what the poison is) or charm. You nor your Spirit can be charmed in any fashion to act against the other.
• Beyond Lovers: You or your Spirit may sacrifice their own hit points to heal the other. For each Hit Point
of damage dealt to the giver, the healed receives 5 hit points. Neither you nor your Spirit can drive
yourselves below 0 hit points in this manner. When dealing damage to you or your spirit to activate this
healing, it overcome all forms of damage reduction, mitigation and resistance. Even if the ability says
otherwise.
• Pilfer Substance: While your other is manifested, you and your other's attacks deal 1 point of ability
damage per 10 points of damage done. The ability damaged is chosen at the beginning of combat and
cannot be changed. If you choose Constitution, increase the window to 1 point of ability damage per 20
damage dealt. For every 3 points of Ability damage dealt to one statistic, the dealer gains a +1 bonus to
that statistic for 1 round per level.
• Pilfer Heart: While your other is manifested, you and your other's attacks are considered to have the
Blood Type Shikai Pick “Vampiric Strike”
• Pilfer Soul: While your other is manifested, you and your other's attacks' damage x10 is returned to you
as Reiatsu Gain.
• Two Souls, One Heart: Requires all “Shared” abilities to take. During your Joki no Subetekai, you and
your Spirit may become one as an immediate action. While so joined, your name changes to reflect the
fusion. Also use the better of yours or your Spirit's statistics and then add a bonus to each statistic equal
to the modifier of the lower one. The fused being can use any feat, skill or ability either had, and has Hit
Points and Reiatsu equal to the combined totals of the two. This form lasts till the end of the Joki no
Subetekai, or for 1 round per (Level + New Constitution Modifier), whichever comes first. You may split
this over multiple uses.
• Beyond Death: Requires all “Beyond” abilities to take. As long as both you and your spirit are not dead,
neither truly is. At any time after one of you is killed, but the other still lives, but only outside of combat,
the living part of the pair may restore the dead member to life at full health, reiatsu and in perfect health
without any Status Effects occurring. This does not act as if they slept for 6 or more hours (Meaning daily
abilities and timers do not reset)
• The Perfect Team: Requires “Hivemind” and “Lover's Domination” to take. As long as your Spirit is
manifested, neither one of you can botch any roll, and once per turn, one of you may take a 20 on one
roll, regardless of whether it can be done or not, without increasing time taken. The second part of that
ability can only be used by one of the pair per round, not both. Taking a 20 in this fashion does not
trigger a critical hit or critical defense or critical save. Lastly, once per day each of you may maximize
one damage dealing ability or increase the DC of a non damaging offensive ability by the other's relevant
Statistic Modifier.
• Pilfer the Fourth Wall: Requires all other “Pilfer” abilities to take. Each attack you or your spirit makes
that deals damage (Must break Damage Reduction or Mitigation/Resistance to count) or causes a
successful secondary effect (The target fails the required save against the ability) grants both you and
your Spirit 10 experience points. You cannot gain more experience in a single 24 hour period than 100 x
(Level + Intelligence Modifier). Any excess experience beyond this total is lost.
• Gemini Paradox: Requires any 2 of the following Joki no Subetekai Abilities “Two Souls, One Heart”,
“Beyond Death”, “The Perfect Team” or “Pilfer the Fourth Wall” to take. This ability is active regardless of
your Zanpakutou's state (Sealed, in a lower release, etc). There is now no limit to the affection levels
that can be gained, but each new level costs 2x as much experience as the one before it. For each
Affection Level beyond 7 you gain you gain 2 Shikai Abilities, 1 Bankai Ability and a Bonus Feat. You still
gain Truebond for Level 7, though if you gain it through experience, it only activates when your
appropriate release is activated, and lasts for 1 minute after it's sealed. Should you start sliding down
Affection Levels, you lose benefits of those levels as they go down. You must make choices of abilities
and feats when you first attain the new levels, and they cannot be changed later even if you drop and re-
up the Affection Levels.
Epic Prestige Paths
The following Prestige Paths are available to those of 21 st level and above.
Kansei Iden-Gaku
The Iden-Gaku, like the Akira-Sei, have taken their genetics to the extreme. But instead of forging a contract for
power with the residual spirit of their hollow ancestor, they literally begin to fuse with the spirit and eventually
become something akin to a Shinigami version of an Arrancar.
Prerequisites:
Feats: Shinigami, Oldblood (Hollow), Tenkan no Shikai, Tenkan
no Bankai, Niju no Shinkai, Sosen Jitsugenkai, Kaizen Sa Reta
Sosen, Catharsis of Ancestry
Skills: Zanpakutou's Attack Skill 24+ Ranks
Special: 5[BW] Zanpakutou damage, 2,500+ Reiatsu, Charisma
24+
Class Specialty: Each feat in this tree counts as a Reiatsu Feat. When you
achieve the first feat in this tree, you no longer physically change for using your
“Tenkan no” line of release feats. You gain at least 1 minor or cosmetic feature
however that marks you as different from normal based on your Zanpakutou
Spirit or Hollow Ancestor.
2 – Bonus Feat
4 – Bonus Feat
Shikai: Slice, Yukkuri shinguru katto de shinimasu (Slowly Dying of a Single Cut)
1. Excrete Poison (Dexterity)
2. Swift Coat
3. Improved Virulence (Dexterity, 1d3)
4. Iaijutsu
5. Zantetsuken
6. Shin-Zantetsuken
7. Temporal Blade
8. Greater Temporal Blade
Draxredd: This is the guy that created the Classless Bleach d20 system
Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or created by
someone else. Feel free to use it as you see fit, as long as I get credit for it.
• A Total reformatting of the Zanpakutou System, including new abilities for many types, pruning
of abilities and a new method of acquiring power (dice have been mainly traded for [BW])
• 23 Feats of a new type: Combination
• 4 New Non-Epic Shinigami Release Styles
• Reikai for Awakened Zanpakutou
• 4 New Tier 3 Releases
• 2 New Tier 4 Releases
• A Tier 3 Release that gets actual abilities
• 6 New Zanpakutou Types (Explosive, Elemental, Martial, Mirror, Radiation, Aerial)
• 7 New Prestige Paths
• 21 New Epic Feats
• 1 New Epic Prestige Path
• 12 Pre-Generated Zanpakutou with Shinigami Histories to match
The Complete Zanpakutou is for use with the Bleach d20 Classless System
LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach anime and Manga
including mentions of the Soul Society, Shinigami and Soul Reapers, are used with fair use from Tite
Kubo, Shoen Jump Comics and anyone else I am forgetting to give credit to.