Zanjutsu / Reishi Weapon
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Beginner: +5 Attack Speed when attacking using your primary weapon
Basic: +5 Attack Strength when attacking using your primary weapon.
Intermediate: +10 additional Attack Speed when attacking using your primary weapon.
Advanced: +10 additional Attack Strength when attacking using your primary weapon.
Master: +20 additional Strength when attacking using your primary weapon.
Hakuda
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Beginner: +5 Defense when attacking without a weapon.
Basic: +5 Attack Speed when attacking without a weapon.
Intermediate: +5 Attack Strength when attacking without a weapon.
Advanced: +10 additional Defense when attacking without a weapon.
Master: +10 additional Strength when attacking without a weapon and +5 additional defense when attacking without a weapon.
Hohō, Shunpō, Sonído, Bringer's Light
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Beginner: Unlock Shunpō / Sonído / Bringer's Light and gain +10 Speed when utilizing your high speed movement.
Basic: +20 Speed when utilizing your high speed movement.
Intermediate: +35 speed when utilizing your high speed movement.
Advanced: +45 speed when utilizing your high speed movement. Shinigami unlock Utsusemi. Arrancar unlock Gremelos Sonído. Humans may choose one of the two.
Master: +60 speed when utilizing your high speed movement. Shinigami and Arrancar can unlock Senka.
Utsusemi: Creates a clone to take the hit of an attack, appearing to have taken damage. Used to fool the opponent and leave them open to an attack. Only those with the proper Hohō level can comprehend the existence of such a technique.
Gremelos Sonído: Creates up to five clones which act on their own. They may attack an opponent, but any Stat Checks and Skill Checks suffer a 2 Rank debuff. As soon as they are struck with any semblance of force, they disappear. Only those with the proper Hohō level can comprehend the existence of such a technique.
Senka: Requires Dominant Speed and Dominant Attacker to execute successfully. An attack in which the practitioner inserts their weapon into the Saketsu and Haketsu of an opponent, effectively removing the powers of an opponent. This is not permanent and will wear off at the end of a thread.
Cero and Bala
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Beginner: Unlock Cero and Bala.
Basic: Cero gain an additional +10 Spirit Strength. Bala gain an additional +10 Spirit Speed.
Intermediate: Cero gain an additional +10 Spirit Strength. Bala gain an additional +10 Spirit Speed.
Advanced: Cero gain an additional +5 Spirit Strength. Bala gain an additional +5 Spirit Speed.
Master: Cero gain an additional +5 Spirit Strength. Bala gain an additional +5 Spirit Speed.
Standard Cero – Operates at Spirit +10 Strength (doesn't include skill modifiers)
Gran Rey Cero – Reserved for Espada. Operates at Spirit +20 Strength (doesn't include skill modifiers)
Cero Oscuras – Requires Espada #1-4, must be in Resurreccion. Operates at Spirit +30 Strength (doesn't include skill modifiers)
Standard Bala – Operates at Spirit +10 Speed (doesn't include skill modifiers)
Gran Bala – Reserved for Espada. Operates at Spirit +20 Speed (doesn't include skill modifiers)
Bala Oscuras – Rquires Espada #1-4, must be in Resurreccion. Operates at Spirit +30 Speed (doesn't include skill modifiers)
Hierro
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Beginner: +5 Defense
Basic: +5 additional Defense
Intermediate: +5 additional Defense
Advanced: +5 additional Defense
Master: +10 additional Defense
Hadō
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Beginner: Can use Hadō #1-20, must use incantation.
Basic: Can use Hadō #1-20 without incantation. Can use Hadō #21-40, must use incantation.
Intermediate: Can use Hadō #21-40 without incantation. Can use Hadō #41-60, must use incantation.
Advanced: Can use Hadō #41-81 without incantation.
Master: Can use Hadō #81-99 without incantation.
Bakudō
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Beginner: Can use Bakudō #1-20, must use incantation.
Basic: Can use Bakudō #1-20 without incantation. Can use Hadō and Bakudō #21-40, must use incantation.
Intermediate: Can use Bakudō #21-40 without incantation. Can use Hadō and Bakudō #41-60, must use incantation.
Advanced: Can use Bakudō #41-81 without incantation.
Master: Can use Bakudō #81-99 without incantation.
*Using the Incantation when not required adds +10 Spirit Strength.
*If the incantation is unknown, you are eligible to say, “(character name) began speaking the Kidō's incantation.”
*Kidō incantations cannot be mumbled or whispered. It defeats the purpose of having an incantation. An incantation must be spoken loudly and clearly.
*Itto Kaso requires you to learn it in character, as it is a Forbidden Kidō. It requires Master Hadō. Similarly, the two remaining Forbidden Kidō require Master Bakudō and to learn the spell in character.
Kidō #1-20 operate at Spirit +5
Kidō #21-40 operate at Spirit +10
Kidō #41-60 operate at Spirit +20
Kidō #61-81 operate at Spirit +30
Kidō #81-99 operate at Spirit +35
Dominant Attacker when using Bakudō binds opponent for 4 rounds.
Superior Attacker when using Bakudō binds opponent for 3 rounds.
Advantaged attacker when using Bakudō binds opponent for 2 rounds.
Equivalent attacker when using Bakudō binds opponent for 1 round.
Advantaged Defender when using Bakudō binds, but can be broken with some effort.
Ginto
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Beginner: Gintō can be made that functions similar to level 1-20 Kidō.
Basic: Gintō can be made that functions similar to level 21-40 Kidō.
Intermediate: Gintō can be made that functions similar to level 41-60 Kidō.
Advanced: Gintō can be made that functions similar to level 61-81 Kidō.
Master: Gintō can be made that functions similar to level 81-99 Kidō.
*Gintō follow the same incantation rules as Kidō. An incantation is optional, though Gintō benefit from a +10 Spirit bonus if they do, though the incantation cannot be whispered or muttered; the incantation must be spoken clearly and loudly.