Post by Admin on Aug 6, 2021 14:34:41 GMT -8
Kido, Ginto, Cero, and Bala
Each race has its own version of spellcasting. Shinigami have Kido, which is structured, categorized, and regimented. Quincy have Ginto, which is versatile and creative. Hollowbreed have Cero, and the subtype of Bala, which can only be described as many flavors of destruction. Human spells are as diverse as the stars, and listing them would be an impossible task, though it isn't unheard of for a mortal to learn the spells of other races. Below are lists of spells in each spellcasting type, though players are free to create their own. This is simply a repository for existing spells, though some have been reclassified to fit our definitions, and others have been removed for redundancy reasons. Fear not, you can use any and all spells from Bleach, though spells on this list must be named as you see them below.
Kido
Ordered from number 1 to 99. As the number of the spell rises, more skill is required to cast the spell, and the destructive or restorative power of the spell increases in turn. All spells require an incantation to cast, and some require specific hand or body movements. Casters of particular talent have learned to unleash certain spells without incantations or movements, though the result is never as strong.
Some kido have been dubbed too dangerous for general use and have been outlawed, classified as Forbidden Kido. It is a grave crime to cast any forbidden kido, regardless of the situation.
Hado
A destructive branch of Kido, though creative minds may tweak a spell to achieve more versatile results, Hado is an offensive school of magic and requires strict discipline to wield without hurting oneself or losing control of the spell.
Hado #1: Sho
A pulse of kinetic force is pushed from the casters hand or finger. As it is the most basic Kido, and the first every Shinigami learns, it's incantation is all but forgotten and almost never used.
Hado #4: Byakurai
A lightning bolt expelled from the casters palm or finger, used most commonly by the 6th division in similar fashion to a stun gun, though more powerful practitioners are able to employ the spell lethally.
Hado #11: Tsuzuri Raiden
A current of lethal electricity is ran through any object, shocking all who touch it while leaving the caster unscathed. A developed deviation of Byakurai.
Hado #12: Fushibi
An invisible mine is placed, which detonates when in proximity of a predetermined target, resulting in an explosion. While lethal at close range, it only takes a distance of a few feet to escape injury, as the spells primary focus is obfuscation and surprise attacks.
Hado #20: Hyoga Seiran
A wall of ice surges from the casters hand, freezing anything that comes into contact with it and obscuring the caster behind it.
Hado #25: Gaki Rekko
A plethora of green energy shards explodes from the casters fingers, wide enough to surround a small group of people. While contact with a shard isn't lethal, the spell is designed to hurt just enough to discourage leaving the center of the "cage."
Hado #31: Shakkaho
An orb of fire is generated and then unleashed in the direction the caster gestures. The size and strength of the orb directly correlates with the skill and power of the caster, and is the most commonly used Hado spell due to it's simplicity and ease of use.
Hado #32: Okasen
Using the zanpakuto as a catalyst, an orb of golden spiritual energy is gathered behind the blade and unleashed, allowing it to spread along the edge and shoot out in a grand arc. The spell may be cast with a flat palm instead of a sword, though the effect is significantly diminished.
Hado #33: Sokatsui
Blue fire is unleashed from the casters fingertips and cascades, growing into a wall of flame. A deviation of Shakkaho, typically used for large groups of opponents.
Hado #54: Haien
The most sophisticated version of Shakkaho. Flaming purple energy is gathered into a small fist-sized ball and launched at an opponent, the small size combined with the monumental destructive power serving to cause as much destruction as possible unto a single target, leaving the surrounding area free of casualties. Most often used for quickly and cleanly dispatching smaller, weaker opponents with a single spell.
Hado #57: Daicho Tenyo
Levitates surrounding objects or debris, allowing the caster to move or shoot then in any direction they wish. This spell is typically used to counter opposing multi-projectile attacks.
Hado #58: Tenran
Using the zanpakuto as a catalyst, the caster spins it in mid air, creating a tornado of wind. Used mainly by the 6th Division for crowd control without inflicting injury.
Hado #63: Raikoho
A lethal version of Byakurai, an orb of lightning is collected in the casters palm, the caster then touches an opponent and unleashes the lightning within their body.
Hado #88: Hiryu Gekizoku Shinten Raiho
A hado spell eerily similar to a Hollowbreeds Cero, the caster holds out their palm and from it bursts a great beam of wild spiritual energy. Great skill is required to ensure the attack does not go rogue, and as such only master Kido users are permitted to cast it.
Bakudo
Kido that is designed to seal something, whether it be a persons movement, or to lock something away, is called Bakudo, and is the favored school of those who prefer to fight less lethally, though creative minds have managed to combine the destructive force of Hado, with the restrictive energy of Bakudo.
Bakudo #1: Sai
By connecting to points of spiritual energy the caster is able to lock a persons limbs together. Stronger spellcasters are able to employ this spell on whole groups of individuals.
Bakudo #4: Hainawa
Generates a rope of energy that slithers around a target, sealing the movement of the entire body at once.
Bakudo #9: Horin
An advanced version of Hainawa, the caster generates a crimson lasso that encircles an opponent and binds their movement. The other end of the lasso remains within the hand of the caster, allowing them to move and reposition their target. The lasso can be attached to anyone or anything, allowing the caster to tether a target to a specific person or object.
Bakudo #26: Kyokko
The spiritual and physical existence of the caster or a chosen target is hidden by sealing both within a thin layer dimension. The spell can be easily dispelled by simply touching the area where it was cast, but only skilled casters would be able to detect the presence of the spell itself.
Bakudo #30: Shitotsu Sansen
Three triangular shards are formed, each one shooting at the casters chosen target and pinning them, either to the ground or to an object at three points; both arms, and the waist.
Bakudo #62: Hyapporankan
Designed for use in tight environments, this spell generates dozens of purple energy rods which fly at the target at startling speeds. If even one of these rods manages to hit the target it will pin them to the nearest surface.
Bakudo #73: Tozansho
The caster generates a pyramid barrier of blue energy, either around themselves for protection, or around an enemy to contain them.
Bakudo #81: Danku
A transluscent barrier is erected in front of the caster, capable of holding anything that passes through it, whether physical or spiritual, in stasis.
Kaido
Spells designed to protect and heal make up the roster of the Kaido spells. Many consider the spells weaker than Hado and Bakudo, though magic over life and death can be deep and frightening.
Kaido #1: Seki
The caster generates a small blue orb of kinetic force that explodes when struck with sufficient impact, repelling whatever struck it without harming the caster or the attacker.
Kaido #2: Reiki
By holding their palm on, or above, a wounded individual the caster restores the wounded targets reiatsu. Once reiatsu is restored, excess restoration supplements the natural healing factor of the physical body, allowing the caster to heal even the deepest of wounds in mere moments. This spell is capable of healing even unseen injuries of the soul itself, though such procedures are usually more invasive and require considerable time. It is possible, with considerable skill, to regenerate lost limbs with this spell.
Kaido #5: Sekienton
The caster shoots a small red orb of energy, which explodes into a cloud of crimson mist when it strikes something solid. Neither the explosion, nor the mist, is harmful, as the spell is designed to obscure an opponents vision and allow the caster and any allies to escape and regroup.
Kaido #37: Tsuriboshi
A goopy energy ball is created in mid-air, from which six sticky tendrils shoot out to attach to anything nearby, stretching the ball out to form a cushion useful for catching falling allies.
Kaido #39: Enkosen
An advanced form of Seki, meant for direct engagement. The user swiftly generates a shield of condensed spiritual energy on their forearm, useful for quickly blocking incoming attacks and launching a counter-offensive.
Kaido #58: Kakushitsuijaku
Using some kind of writing utensil, the caster draws a circle, once the incantation has been spoken the caster generates a series of numbers within the circle that correlate to the longitude and latitude of a specific entity or object within the same world. The caster knows only the coordinates.
Kaido #77: Tenteikura
A red box, the size of a microwave is generated within a nearby surface. From the box red angular lines begin to snake outwards. The caster must then draw, using any substance, a series of angular patterns across their arms so that they might connect to the newly created network. This ritual turns the caster into a telepathic amplifier allowing them or anyone in their immediate vicinity, to contact an ally or allies within several miles.
Forbidden Kido
Kaido #21: Hakufuku
Intended for us as anaesthesia, this spell creates illusions of cherry blossoms which lull the target to sleep and steals any memories of the medical procedure that follows. Due to abuse of the memory stealing aspect of this spell it has been forbidden, and a weaker version of the spell, named Inemuri, was developed in it's place. Inemuri has the same effects, without memory stealing.
Hado #90: Kurohitsugi
A gargantuan black box surrounds the opponent and blades of white pierce every inch of it, eviscerating any entities contained within. The spell is forbidden due it's indiscriminatory nature, as anybody trapped in the box, friend or foe, is likely to perish. Additionally, casting the spell with an incantation is powerful enough to contort space and time.
Hado #96: Itto Kaso
By using their own body as a catalyst, the caster unleashes the entire stock of their spiritual energy in a devastating explosion that pierces the ground in the shape of a fiery katanas tip. Since the spell requires the death of its caster, resulting in an uncontrollable explosion, the spell is forbidden.
Hado #99: Goryutenmetsu
From beneath the caster a great earthquake erupts, and great fiery dragons of spiritual energy emerge to destroy the unfortunate soul that they've been unleashed upon. The spell requires more spiritual power than any one caster is capable of, needing to feed on the reiryoku of those around it. So great is this hunger that it can sap enough energy to kill even the greatest of souls, and it's for this reason the spell is forbidden.
Bakudo #99: Bankin
The caster thrusts their fingers into the ground, releasing tendrils of fabric-like spiritual energy that cover the target from head to toe. The caster then throws spiritually charged needles to pucture key pressure points in the targets body and further limit movement. Finally a giant cube of energy is dropped on top of the target and strapped down by black ropes, that are in turn held to the floor by a series of huge metal weights. Since the spell is almost impossible to break, from both within and without, even through the casters own efforts, the spell has been forbidden. A weaker, and accepted version of the spell, known only as Kin, was developed instead, employing only the metal weights and black ropes.
Kaido #89: Jikanteishi
Flattening their palms together, the caster pulls them apart, allowing a transluscent green box to fill the space between them. This box continues to grow until it fills the surrounding area. Everything inside this zone becomes frozen in time.
Kaido #70: Sentan Hakuja
A long strip of cloth is spun around the target, or targets, tightening around them with each coil. As it touches their body a white flash bursts to blind onlookers, and anybody within the coiling fabric is teleported away.
Ginto
Quincy condense their spiritual energy into liquid form and pour it into small cannisters that they then use to fuel their miriad of trap-like spells. The power of these spells is secondary to their versatility, designed to be useful in many situations and aid the Quincy no matter the enemy or surroundings. As such, these spells are not listed in order of strength, as their power is determined by the way in which they ar used.
Heizen
Four ginto tubes form a square that can be placed on any surface, or suspended in mid air. Any object that enters this square can be sliced, as if by a guillotine. There is no maximum size for this ginto spell, though the larger the square the more spiritual power is required to maintain and trigger it and the less likely it is to succeed.
Gritz
A single ginto tube is thrown at the enemy, which expands upon contact to form a large iron-maiden-like prison emblazoned with the cross of the Quincy that fired it. The prison is meant to trap and restrain opponents.
Verlockung
The liquid energy inside a ginto tube is cultivated and prepared, akin to milk turning to cheese, into a tablet of solid reishi. When crushed this reishi dissipates, attracting Hollowbreed to the location.
Wolke
A ginto tube is expended to create a burst of kinetic force that can cushion a fall or shield against an attack.
Sprenger
Perhaps the most elaborate spell in the Ginto arsenal, yet no doubt the most destructive. The caster places a ginto tube on the ground, and surrounds it with five Seele Schneider to create a pentagon seal. The size of this seal can be as small or large as needed, though the bigger it is the more spiritual energy it requires to maintain. Should an enemy step within this seal the spell will detonate, gripping their body with spiritual energy and unleashing any and all collected reishi into a gargantuan pillar of destructive energy around the target.
Ransotengai
By using the spiritual energy contained within ginto tubes the caster can form strings of reishi that attach themselves to the casters limbs. These strings can be pulled telepathically, allowing the Quincy to continue fighting even when their physical form has lost the strength to go on, or is paralyzed. This technique was originally created to allow elderly Quincy to fight.
Kirchenlied: Sankt Zwinger
Multiple ginto tubes are placed in a circle, the caster then draws multiple roman numerals in the air using the liquid inside a ginto tube. Upon completion of this ritual a barrier the same side as the ginto circle is created, with the crosses of the casters ancestors lining the barrier. Only Quincy may cross this barrier. Should a Hollowbreed attempt to breach it the energy crosses will lash out and attempt to eviscerate it. Any other race trying to cross this barrier will simply find themselves unable to do so.
Cero & Bala
While Hollowbreed have advanced little in the ways of finesse when it comes to spellcasting, it can be said that their development of their devastating attacks has been turned into an art of violence. What it lacks in versatility, it makes up for in power, or, in the case of the Bala, speed. Hollowbreed spells have no numbered designations, though this list is ordered from least to most powerful in accordance with the rest of the spell catalogue.
Cero
The destructive power of the cero is on par with mid to high level spells in other categories, though the trade-off for this is a lack of versatility. So far most Hollow have been content with discovering new ways to create as much desolation as possible, though the fledgling results of other schools of thought have begun to crop up.
Cero Cornea
A small cero, gathered in the eyeball for concealment, and fired from the pupil. While it's destructive power is limited, it's use is mainly in destroying cover and flushing out enemies.
Cero Metralleta
By collecting multiple smaller cero the caster is able to rapid fire a weaker version of the attack, allowing for increased precision and tactical use.
Cero Mirada
A more lethal version of Cero Cornea, the caster collects spiritual energy within both of their eyeballs before unleashing it. Both beams grow as they travel, fusing together if given enough distance, to form a cero that's almost on par with Inicio Cero. The color of this cero is almost always reflective of the casters eyes.
Inicio Cero
Usually called simply "Cero," this is the most basic form of the cero, and is known by all Hollowbreed. By haphazardly collecting spiritual energy, usually within the mouth, a Hollowbreed is able to unleash it in an undiscriminatory beam of eviscerating power.
Cero Doble
Usually employed against other Hollowbreed, the caster uses the spiritual energy of an enemies cero to fuel their own, effectively doubling the strength of their own Inicio Cero.
Gran Rey Cero
By mixing their blood with the collected spiritual energy the caster is able to fire a Cero that is multiple times more powerful than the regular cero. This power is unstable, however, and is likely to spin and arc wildly as it flies toward its target. Collateral damage is expected, and sometimes desired, when using this Cero. Additionally, it's color is unique to its caster.
Cero Oscuras
Black energy is collected in an orb roughly the size of a ping pong ball before it bursts forth in a great dense beam. The power of this cero is so great that usually only Vasto Lorde and released Arrancar are capable of firing it without destroying themselves. This cero is also forbidden within Las Noches, as it is strong enough to destroy the great castle. To fire one, even within the vicinity of the castle, is to invoke the wrath of all within it.
Cero Medica
An incredibly rare form of cero, akin to a genetic mutation, that heals rather than destroys. Very few Hollowbreed possess this spell, as it isn't a learnable ability, and those that do are unable to use any other cero.
Bala
Because it lacks the devastating power of the Cero, most Hollowbreed shy away from development of the Bala, and as a result there aren't many variations of the spell. Despite this, almost all Hollowbreed use Bala for it's versatile worth, being nearly 20 times faster than even a Cero Metralleta in it's most basic form. Bala, additionally, employ kinetic force, where Cero do not. Hollowbreed have crudely described the spell as "a long range punch."
Bala Salva
Employing the same logic as Cero Metralleta, the caster rapid fires Bala at their target. While no single Bala in the barrage will be lethal, the combined assault is enough to suppress, or even kill, the target should enough of them hit their mark. Death by a thousand cuts, as it were.
Bala
The caster encases their fist with a kinetic barrier and, upon punching the air, launches it at blinding speeds toward their target. Because of the relative ease with which the barrier can be created, Bala can be fired more frequently than Cero.
Bala Nudillo
By holding the Bala around their fist the caster can save firing it until their knuckles makes contact with the enemy, releasing the Bala in a shockwave that ripples throughout the enemies body.
Each race has its own version of spellcasting. Shinigami have Kido, which is structured, categorized, and regimented. Quincy have Ginto, which is versatile and creative. Hollowbreed have Cero, and the subtype of Bala, which can only be described as many flavors of destruction. Human spells are as diverse as the stars, and listing them would be an impossible task, though it isn't unheard of for a mortal to learn the spells of other races. Below are lists of spells in each spellcasting type, though players are free to create their own. This is simply a repository for existing spells, though some have been reclassified to fit our definitions, and others have been removed for redundancy reasons. Fear not, you can use any and all spells from Bleach, though spells on this list must be named as you see them below.
Kido
Ordered from number 1 to 99. As the number of the spell rises, more skill is required to cast the spell, and the destructive or restorative power of the spell increases in turn. All spells require an incantation to cast, and some require specific hand or body movements. Casters of particular talent have learned to unleash certain spells without incantations or movements, though the result is never as strong.
Some kido have been dubbed too dangerous for general use and have been outlawed, classified as Forbidden Kido. It is a grave crime to cast any forbidden kido, regardless of the situation.
Hado
A destructive branch of Kido, though creative minds may tweak a spell to achieve more versatile results, Hado is an offensive school of magic and requires strict discipline to wield without hurting oneself or losing control of the spell.
Hado #1: Sho
A pulse of kinetic force is pushed from the casters hand or finger. As it is the most basic Kido, and the first every Shinigami learns, it's incantation is all but forgotten and almost never used.
Hado #4: Byakurai
A lightning bolt expelled from the casters palm or finger, used most commonly by the 6th division in similar fashion to a stun gun, though more powerful practitioners are able to employ the spell lethally.
Hado #11: Tsuzuri Raiden
A current of lethal electricity is ran through any object, shocking all who touch it while leaving the caster unscathed. A developed deviation of Byakurai.
Hado #12: Fushibi
An invisible mine is placed, which detonates when in proximity of a predetermined target, resulting in an explosion. While lethal at close range, it only takes a distance of a few feet to escape injury, as the spells primary focus is obfuscation and surprise attacks.
Hado #20: Hyoga Seiran
A wall of ice surges from the casters hand, freezing anything that comes into contact with it and obscuring the caster behind it.
Hado #25: Gaki Rekko
A plethora of green energy shards explodes from the casters fingers, wide enough to surround a small group of people. While contact with a shard isn't lethal, the spell is designed to hurt just enough to discourage leaving the center of the "cage."
Hado #31: Shakkaho
An orb of fire is generated and then unleashed in the direction the caster gestures. The size and strength of the orb directly correlates with the skill and power of the caster, and is the most commonly used Hado spell due to it's simplicity and ease of use.
Hado #32: Okasen
Using the zanpakuto as a catalyst, an orb of golden spiritual energy is gathered behind the blade and unleashed, allowing it to spread along the edge and shoot out in a grand arc. The spell may be cast with a flat palm instead of a sword, though the effect is significantly diminished.
Hado #33: Sokatsui
Blue fire is unleashed from the casters fingertips and cascades, growing into a wall of flame. A deviation of Shakkaho, typically used for large groups of opponents.
Hado #54: Haien
The most sophisticated version of Shakkaho. Flaming purple energy is gathered into a small fist-sized ball and launched at an opponent, the small size combined with the monumental destructive power serving to cause as much destruction as possible unto a single target, leaving the surrounding area free of casualties. Most often used for quickly and cleanly dispatching smaller, weaker opponents with a single spell.
Hado #57: Daicho Tenyo
Levitates surrounding objects or debris, allowing the caster to move or shoot then in any direction they wish. This spell is typically used to counter opposing multi-projectile attacks.
Hado #58: Tenran
Using the zanpakuto as a catalyst, the caster spins it in mid air, creating a tornado of wind. Used mainly by the 6th Division for crowd control without inflicting injury.
Hado #63: Raikoho
A lethal version of Byakurai, an orb of lightning is collected in the casters palm, the caster then touches an opponent and unleashes the lightning within their body.
Hado #88: Hiryu Gekizoku Shinten Raiho
A hado spell eerily similar to a Hollowbreeds Cero, the caster holds out their palm and from it bursts a great beam of wild spiritual energy. Great skill is required to ensure the attack does not go rogue, and as such only master Kido users are permitted to cast it.
Bakudo
Kido that is designed to seal something, whether it be a persons movement, or to lock something away, is called Bakudo, and is the favored school of those who prefer to fight less lethally, though creative minds have managed to combine the destructive force of Hado, with the restrictive energy of Bakudo.
Bakudo #1: Sai
By connecting to points of spiritual energy the caster is able to lock a persons limbs together. Stronger spellcasters are able to employ this spell on whole groups of individuals.
Bakudo #4: Hainawa
Generates a rope of energy that slithers around a target, sealing the movement of the entire body at once.
Bakudo #9: Horin
An advanced version of Hainawa, the caster generates a crimson lasso that encircles an opponent and binds their movement. The other end of the lasso remains within the hand of the caster, allowing them to move and reposition their target. The lasso can be attached to anyone or anything, allowing the caster to tether a target to a specific person or object.
Bakudo #26: Kyokko
The spiritual and physical existence of the caster or a chosen target is hidden by sealing both within a thin layer dimension. The spell can be easily dispelled by simply touching the area where it was cast, but only skilled casters would be able to detect the presence of the spell itself.
Bakudo #30: Shitotsu Sansen
Three triangular shards are formed, each one shooting at the casters chosen target and pinning them, either to the ground or to an object at three points; both arms, and the waist.
Bakudo #62: Hyapporankan
Designed for use in tight environments, this spell generates dozens of purple energy rods which fly at the target at startling speeds. If even one of these rods manages to hit the target it will pin them to the nearest surface.
Bakudo #73: Tozansho
The caster generates a pyramid barrier of blue energy, either around themselves for protection, or around an enemy to contain them.
Bakudo #81: Danku
A transluscent barrier is erected in front of the caster, capable of holding anything that passes through it, whether physical or spiritual, in stasis.
Kaido
Spells designed to protect and heal make up the roster of the Kaido spells. Many consider the spells weaker than Hado and Bakudo, though magic over life and death can be deep and frightening.
Kaido #1: Seki
The caster generates a small blue orb of kinetic force that explodes when struck with sufficient impact, repelling whatever struck it without harming the caster or the attacker.
Kaido #2: Reiki
By holding their palm on, or above, a wounded individual the caster restores the wounded targets reiatsu. Once reiatsu is restored, excess restoration supplements the natural healing factor of the physical body, allowing the caster to heal even the deepest of wounds in mere moments. This spell is capable of healing even unseen injuries of the soul itself, though such procedures are usually more invasive and require considerable time. It is possible, with considerable skill, to regenerate lost limbs with this spell.
Kaido #5: Sekienton
The caster shoots a small red orb of energy, which explodes into a cloud of crimson mist when it strikes something solid. Neither the explosion, nor the mist, is harmful, as the spell is designed to obscure an opponents vision and allow the caster and any allies to escape and regroup.
Kaido #37: Tsuriboshi
A goopy energy ball is created in mid-air, from which six sticky tendrils shoot out to attach to anything nearby, stretching the ball out to form a cushion useful for catching falling allies.
Kaido #39: Enkosen
An advanced form of Seki, meant for direct engagement. The user swiftly generates a shield of condensed spiritual energy on their forearm, useful for quickly blocking incoming attacks and launching a counter-offensive.
Kaido #58: Kakushitsuijaku
Using some kind of writing utensil, the caster draws a circle, once the incantation has been spoken the caster generates a series of numbers within the circle that correlate to the longitude and latitude of a specific entity or object within the same world. The caster knows only the coordinates.
Kaido #77: Tenteikura
A red box, the size of a microwave is generated within a nearby surface. From the box red angular lines begin to snake outwards. The caster must then draw, using any substance, a series of angular patterns across their arms so that they might connect to the newly created network. This ritual turns the caster into a telepathic amplifier allowing them or anyone in their immediate vicinity, to contact an ally or allies within several miles.
Forbidden Kido
Kaido #21: Hakufuku
Intended for us as anaesthesia, this spell creates illusions of cherry blossoms which lull the target to sleep and steals any memories of the medical procedure that follows. Due to abuse of the memory stealing aspect of this spell it has been forbidden, and a weaker version of the spell, named Inemuri, was developed in it's place. Inemuri has the same effects, without memory stealing.
Hado #90: Kurohitsugi
A gargantuan black box surrounds the opponent and blades of white pierce every inch of it, eviscerating any entities contained within. The spell is forbidden due it's indiscriminatory nature, as anybody trapped in the box, friend or foe, is likely to perish. Additionally, casting the spell with an incantation is powerful enough to contort space and time.
Hado #96: Itto Kaso
By using their own body as a catalyst, the caster unleashes the entire stock of their spiritual energy in a devastating explosion that pierces the ground in the shape of a fiery katanas tip. Since the spell requires the death of its caster, resulting in an uncontrollable explosion, the spell is forbidden.
Hado #99: Goryutenmetsu
From beneath the caster a great earthquake erupts, and great fiery dragons of spiritual energy emerge to destroy the unfortunate soul that they've been unleashed upon. The spell requires more spiritual power than any one caster is capable of, needing to feed on the reiryoku of those around it. So great is this hunger that it can sap enough energy to kill even the greatest of souls, and it's for this reason the spell is forbidden.
Bakudo #99: Bankin
The caster thrusts their fingers into the ground, releasing tendrils of fabric-like spiritual energy that cover the target from head to toe. The caster then throws spiritually charged needles to pucture key pressure points in the targets body and further limit movement. Finally a giant cube of energy is dropped on top of the target and strapped down by black ropes, that are in turn held to the floor by a series of huge metal weights. Since the spell is almost impossible to break, from both within and without, even through the casters own efforts, the spell has been forbidden. A weaker, and accepted version of the spell, known only as Kin, was developed instead, employing only the metal weights and black ropes.
Kaido #89: Jikanteishi
Flattening their palms together, the caster pulls them apart, allowing a transluscent green box to fill the space between them. This box continues to grow until it fills the surrounding area. Everything inside this zone becomes frozen in time.
Kaido #70: Sentan Hakuja
A long strip of cloth is spun around the target, or targets, tightening around them with each coil. As it touches their body a white flash bursts to blind onlookers, and anybody within the coiling fabric is teleported away.
Ginto
Quincy condense their spiritual energy into liquid form and pour it into small cannisters that they then use to fuel their miriad of trap-like spells. The power of these spells is secondary to their versatility, designed to be useful in many situations and aid the Quincy no matter the enemy or surroundings. As such, these spells are not listed in order of strength, as their power is determined by the way in which they ar used.
Heizen
Four ginto tubes form a square that can be placed on any surface, or suspended in mid air. Any object that enters this square can be sliced, as if by a guillotine. There is no maximum size for this ginto spell, though the larger the square the more spiritual power is required to maintain and trigger it and the less likely it is to succeed.
Gritz
A single ginto tube is thrown at the enemy, which expands upon contact to form a large iron-maiden-like prison emblazoned with the cross of the Quincy that fired it. The prison is meant to trap and restrain opponents.
Verlockung
The liquid energy inside a ginto tube is cultivated and prepared, akin to milk turning to cheese, into a tablet of solid reishi. When crushed this reishi dissipates, attracting Hollowbreed to the location.
Wolke
A ginto tube is expended to create a burst of kinetic force that can cushion a fall or shield against an attack.
Sprenger
Perhaps the most elaborate spell in the Ginto arsenal, yet no doubt the most destructive. The caster places a ginto tube on the ground, and surrounds it with five Seele Schneider to create a pentagon seal. The size of this seal can be as small or large as needed, though the bigger it is the more spiritual energy it requires to maintain. Should an enemy step within this seal the spell will detonate, gripping their body with spiritual energy and unleashing any and all collected reishi into a gargantuan pillar of destructive energy around the target.
Ransotengai
By using the spiritual energy contained within ginto tubes the caster can form strings of reishi that attach themselves to the casters limbs. These strings can be pulled telepathically, allowing the Quincy to continue fighting even when their physical form has lost the strength to go on, or is paralyzed. This technique was originally created to allow elderly Quincy to fight.
Kirchenlied: Sankt Zwinger
Multiple ginto tubes are placed in a circle, the caster then draws multiple roman numerals in the air using the liquid inside a ginto tube. Upon completion of this ritual a barrier the same side as the ginto circle is created, with the crosses of the casters ancestors lining the barrier. Only Quincy may cross this barrier. Should a Hollowbreed attempt to breach it the energy crosses will lash out and attempt to eviscerate it. Any other race trying to cross this barrier will simply find themselves unable to do so.
Cero & Bala
While Hollowbreed have advanced little in the ways of finesse when it comes to spellcasting, it can be said that their development of their devastating attacks has been turned into an art of violence. What it lacks in versatility, it makes up for in power, or, in the case of the Bala, speed. Hollowbreed spells have no numbered designations, though this list is ordered from least to most powerful in accordance with the rest of the spell catalogue.
Cero
The destructive power of the cero is on par with mid to high level spells in other categories, though the trade-off for this is a lack of versatility. So far most Hollow have been content with discovering new ways to create as much desolation as possible, though the fledgling results of other schools of thought have begun to crop up.
Cero Cornea
A small cero, gathered in the eyeball for concealment, and fired from the pupil. While it's destructive power is limited, it's use is mainly in destroying cover and flushing out enemies.
Cero Metralleta
By collecting multiple smaller cero the caster is able to rapid fire a weaker version of the attack, allowing for increased precision and tactical use.
Cero Mirada
A more lethal version of Cero Cornea, the caster collects spiritual energy within both of their eyeballs before unleashing it. Both beams grow as they travel, fusing together if given enough distance, to form a cero that's almost on par with Inicio Cero. The color of this cero is almost always reflective of the casters eyes.
Inicio Cero
Usually called simply "Cero," this is the most basic form of the cero, and is known by all Hollowbreed. By haphazardly collecting spiritual energy, usually within the mouth, a Hollowbreed is able to unleash it in an undiscriminatory beam of eviscerating power.
Cero Doble
Usually employed against other Hollowbreed, the caster uses the spiritual energy of an enemies cero to fuel their own, effectively doubling the strength of their own Inicio Cero.
Gran Rey Cero
By mixing their blood with the collected spiritual energy the caster is able to fire a Cero that is multiple times more powerful than the regular cero. This power is unstable, however, and is likely to spin and arc wildly as it flies toward its target. Collateral damage is expected, and sometimes desired, when using this Cero. Additionally, it's color is unique to its caster.
Cero Oscuras
Black energy is collected in an orb roughly the size of a ping pong ball before it bursts forth in a great dense beam. The power of this cero is so great that usually only Vasto Lorde and released Arrancar are capable of firing it without destroying themselves. This cero is also forbidden within Las Noches, as it is strong enough to destroy the great castle. To fire one, even within the vicinity of the castle, is to invoke the wrath of all within it.
Cero Medica
An incredibly rare form of cero, akin to a genetic mutation, that heals rather than destroys. Very few Hollowbreed possess this spell, as it isn't a learnable ability, and those that do are unable to use any other cero.
Bala
Because it lacks the devastating power of the Cero, most Hollowbreed shy away from development of the Bala, and as a result there aren't many variations of the spell. Despite this, almost all Hollowbreed use Bala for it's versatile worth, being nearly 20 times faster than even a Cero Metralleta in it's most basic form. Bala, additionally, employ kinetic force, where Cero do not. Hollowbreed have crudely described the spell as "a long range punch."
Bala Salva
Employing the same logic as Cero Metralleta, the caster rapid fires Bala at their target. While no single Bala in the barrage will be lethal, the combined assault is enough to suppress, or even kill, the target should enough of them hit their mark. Death by a thousand cuts, as it were.
Bala
The caster encases their fist with a kinetic barrier and, upon punching the air, launches it at blinding speeds toward their target. Because of the relative ease with which the barrier can be created, Bala can be fired more frequently than Cero.
Bala Nudillo
By holding the Bala around their fist the caster can save firing it until their knuckles makes contact with the enemy, releasing the Bala in a shockwave that ripples throughout the enemies body.