Equestria's Greatest Warrior (Rewrite)

by ssjvegito

Character Statuses (Jan 6th)

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Author's Note

Yo everyone, I'm back with a new chapter and an updated and then slightly tweaked character sheet. I'm hoping to start my weekly schedule again, and I hope you guys don't mind that it took me a while to get into writing this story again. I had to reread my character sheets and it took a while to sort the info from it.

Anyways, you'll notice that the some of the gamer system has been tweaked too, I just made some small changes that won't effect much, so nothing really to worry about.

Other than that, I will try to have chapter 16 out by next Monday, hope you all enjoy the story as it moves forward.
K thx bu-bye,
GogetaSama


Character Statuses (Jan 6th)

Character Sheets

(David Harrison)Hikari

Hikari

Level:23

Exp:(1950/2400)

Race:Mix

(Saiyan, Human, Arcosian, Namekian)

(Alicorn,Visord)

(God:Immortal)

Super Saiyan God: God Lvl: 1

God Level goes from 1 - 10.

This level determines your strength in the realms of the Gods. A God of lvl 2-3 are minor Gods, lvl 4-7 are Gods, and lvl 8-9 are Major God. There is only one person of God Lvl 10, The OmniKing.

For reference, Buress the Destroyer is God Lvl: 7, while Whis is God Lvl: 8

A God Level: 1, is considered an Immortal but not a God.

Super Saiyan Blue: God lvl: 2

A form created by utilizing God Ki to activate Super Saiyan.

Power Level: 300,000,000

All Form Power levels are based off base Power Level.

Mastered Super Saiyan:18,000,000,000

(Base x 60)

Controlled Super Saiyan 2:45,000,000,000

(Base x 150)

Completed Super Saiyan 3:165,000,000,000

(Base x 550)

Full Power Super Saiyan 4:75,000,000,000,000

(Base x 250,000)

Further Transformations are rough estimates.

Tenseigan Chakra Cloak:566,000,000

(Base ÷ .53)

Wood Sage Mode:375,000,000

(Base ÷ .8)

Toad Sage Mode:326,000,000

(Base ÷ .92)

Valor:312,000,000

(Base ÷ .96)

Wisdom:300,000,000

(Doesn't change overall battle power)

Limit:340,000,000

(Base ÷ .88)

Master:375,000,000

(Base ÷ .8)

Final:422,,000,000

(Base ÷ .71)

Max Power:

Final Form, Tenseigan Chakra Cloak, Wood Sage Mode,Full Power Super Saiyan 4(Final+TCC+WSM x250,000)

= 340,750,000,000,000

At current power this form can be held for: 10 Seconds

Cannot stack Kaioken on Super Saiyan forms.

Super Saiyan God can't be stacked on.

Super Saiyan Blue can only be stacked with certain forms, not considered in Max Power calculations due to functioning of God Ki.

Rage:0%

Health:28,270 (Str+Pow x10)

Ki:23,315 (End+Arts+(½)Pow x10)

GKi:100(100 + [God Lvl x10,000])

Use of moves with God Ki increases their costs by x10 and then takes from God Ki. God Ki only usable when at a God Level, currently you are only able to utilize God Ki when it is Super Saiyan God form or Super Saiyan Blue.

Cha:18,140 (Str+Mind x10)

Rie:12,310 (Mind+Int+Wis x10)

Mp:8,080 (Mind+Int x10)

LMp:2,693 ((⅓)Mp)

Light Magic:

The ability to infused regular magic with the cleansing power of Light. Allows the user to affect Sun’s orbit and access to advanced magic.

Would be (½) Mp but reduced due to not being your Alicorn Specialty.

TMp:4,040 ((½)Mp)

Twilight Magic:

The ability to infuse your regular magic with the power of Balance. There can be not one without the other. Allows access to the orbit of the Sun and Moon, and to super tier magic.

CMp:2,020 ((¼)Mp)

Chaos Magic:

The ability to tap into the natural disorder of the universe and fuse it into your magic. Allows you to break all laws of magic, physics, common sense, etc. Just give then magic a goal and it will do the rest. Chaotically of course.

PKA:18,130 (Mind+Pow x10)

Psychic Kinetic Activity:
The power to exert your will on the world around you. This can go from simple telekinesis, to powers made by you, to even the creation of controlled black holes.

Ki Regen:445 Ki/min(Arts+Con)

GKi Regen:10 GKi/sec(God Lvl x10)

Chr Regen:658 Chr/min(Wis+Con)

Rie Regen:643 Rie/min(Int+Con)

Mp Regen:635 Mp/min(Mind+Con)

LMpr:211 LMp/min((⅓)Mpr)

TMpr:317 TMp/min((½)Mpr)

CMpr:159 Camp/min((¼)Mpr)

Str: 1,414

Pow: 1,413

Agi: 1,414

Spd: 1,416

End: 1,415

Mind:400

Int: 408

Wis: 423

Per: 420

Arts: 210

Con: 235

Chr: 80

Status Points:240

Weapons(usually used ones, can be different in certain situations.)

Quintuple Wield:

(Left Hand)Oathkeeper,(Right Hand)Oblivion,(Mouth)Two Become One(missing one side of guard),(Floating Above Right Shoulder)Decisive Pumpkin,(Floating Above Left Shoulder)Fenrir

Shuriken, Fuhma Shuriken, Kunai, Senbon, Explosive Notes

(Can be used by themselves or replace Keyblades in Quintuple Wield)

Hikari no Yami:

Not yet revealed

Zangetsu:

Multiple attacks, no clear power

Kyōka Suigetsu:

Ultimate Hypnosis

Ryūjin Jakka:

Incredible heat and control over the hottest of flames.

Buffs

Minor Namek Regeneration:

You can now regrow all body parts other than the head/brain and heart

Regrow limbs within 2 hours

Regrow organs within 6 hours

Can cut Regen time in half by focusing on regrowing the limb and/or organ

Arcosian's Innate Power:

Due to you being, even slightly, related to the Arcosian race, you get their Innate ability to use ki and their Innate power

+15 to all physical stats

+Ki usage gained

Saiyan Warrior Race:

Due to being at least 45% Saiyan and it being your dominant race, you gain all Saiyan traits and access to obtain the transformations belonging to the said race.

+5 to physical stats

Human's Strength of Will:

Due to being at least 45% Human, you gain human's minor survival instincts, emotionally affected power level, and rational thought processes

+10 to mental stats

Natural Ki User:

Due to learning about Ki from master you have become very adept at using Ki.

+Ki Skill: Ki Control

+ Stat Con(Control)

+10 Con

+2 to physical Stats

Fighting Adept:

Due to being taught by a master, you have become adept at fighting

+3 to physical stats

+Stat Arts

+5 Arts

Elemental Adept:

You have become an Elementalist with 7 controllable elements with a few months, you are extremely aware that this unheard of by other Elementalists.

+10 to Con

Avatar:

The Avatar, master of all four elements, protected of the physical and spiritual worlds and bridge between them.

Gained the ability to bend all elements known from Elementalist Buff.

Gained the ability to enter Avatar State:

A state the Avatar can enter to use knowledge and power from all previous Avatars.

+10 to all stats when in use

Alicorn:

You are now an Alicorn, this gives you access to special tier magic.

+10 to all stats

Debuffs

n/a

Neutral Buffs

Speed over Strength:

You have a naturally speed based build but you also have never (willingly) worked out in your life other than when forced to.

-5 Str but due to frequent forced exercise the penalty was lowered to -2 Str but also +3 speed and +2 Agi.

Transformations:

Mastered Super Saiyan:

A legendary form accessed through immense rage at both an enemy and oneself. Usually provides a x50 boost but due to Mastered status, provides x60

Controlled Super Saiyan 2:

A Super Saiyan that has ascended past a Super Saiyan. Normally provides a x100 boost to base but due to learning to control the power, provides x150

Completed Super Saiyan 3:

The third transformation of the Saiyans, despite the name this form can never be completed nor mastered. Normally provides a x500 but due to “Completing” it, provides x550

Full Power Super Saiyan 4:

A limit breaking form achieved by being both a Super Saiyan and being in control of the Great Ape transformation. Normally provides a x200,000 boost, but due to Full Power, provides x250,000

Super Saiyan God:

A godly form of a Saiyan achieved by having five pure-hearted Super Saiyan pour all of their power and feeling into one other Saiyan. This form can grants access to the God Ki power ranking system of 1-10. This form has no measurable increase to your power as it runs on God Ki.

Currently at God Level: 1 when transformed.

Super Saiyan Blue:
This is the power if God Ki infused with Super Saiyan, it has an undetermined boost due to the usage of God Ki.
Currently reached God Level: 2

Valor Form Transformation-

Transformation that enhances physical attributes, but you lose the ability to use magic while in use

+25 to physical stats while transformed

+15 to Arts while transformed

Negates use of Mana

Growth Ability- High Jump Lvl Max

Ability to jump higher the possible for you, increase jump height by 30% of your own jump

Wisdom Form Transformation-

Transformation that enhances mental attributes and magic use

+25 to mental stats while transformed

+50 Mpr/min

+15 Con while transformed

Growth Ability- Quick Run Lvl Max

A quick dash that leaves a slight blurry after image, good for dodging attacks.

Limit Form Transformation-

Transformation that gives you the abilities of your newest friend, Sora

+15 to all stats while transformed

+Ability to use Sora's Kingdom Hearts 2 skill set.

Growth Ability- Dodge Roll Lvl Max

Rolling now makes you invincible for less then a second but enough to dodge an attack.

Master Form:
A form that enhances all the powers of the user. Unlike Valor or Wisdom, it does not take away magic nor physical attacks. Instead, it combines them almost perfectly in balance.
+40 to all stats when in use

Growth Ability-Aerial Dodge lvl Max, allows a second jump in mid air in order to dodge attacks.

Final Form:

A form that maximizes the use of physical attacks and magic to its utmost power.

+60 to all stats when in use

Growth Ability-Glide lvl Max, this skill is allows the user to fly at an enhanced speed using air currents.

Visord Mask:Not yet used

Major Skills

Gamer's Mind:

Helps character think clearly, dampens unwanted emotions, and prevents all mental effects.

Gamer's Body:

Character's body now acts as a game character, meaning all physical damage it translated as health points. Bleeding illusion added for believable denial of this effect.

Fiction Adaptation:

Anything you have seen in your past life can be copied, if copied from a master of said technique, a boost to said skills level will occur.

Tenkaichi Mentor System:

The Tenkaichi Mentor System allows the character to choose a mentor from any universe you know of. Can learn skills, gain buffs, learn their style of fighting, and gain their unique powers.

To open the Mentor Menu, state “Mentorship

Current universes able to pick mentorship from:

Dragon Ball, Z, GT, Super, Xenoverse

Naruto, Shippuden, to Boruto

Bleach

The Gamer

Kingdom Hearts, in general

One Piece

Undertale, and various AUs

Elsword

Star Wars

Avatar

more available to learn from later.

Major God Ki:Unlocked

Gives you GKi and GKi Regen

Gains access to God Forms.

Byakugan:

The eyes of the Hyuga Clan, grants the ability to see the energy pathways of living creatures and the ability to see in 360°

Costs 5 Cha to activate, costs 1 Cha/min to keep active.

+20 Per

Tenseigan:

Evolved version of the Byakugan, improves on all uses of the Byakugan and gains a chakra cloak.

+40 Per

Costs 10 Cha/min when active

Chakra Cloak:

A green cloak of chakra is gained.

When in use:

+50 to all stats

Stackable with other types of Chakra Cloaks.

Rinne-Sharingan:

A mix of the Rinnegan and Sharingan that comes from awakening the Rinnegan while already having the Eternal Mangekyou Sharingan. User has all the abilities of the Sharingan and Eternal Mangekyou Sharingan and all abilities that come with it, along with having access to the Paths of the Rinnegan.

Stage 1 Sharingan: Able to see chakra and predict enemies moves.

Stage 2 Sharingan: Previous Stage power increase and the ability to use Sharingan Genjutsu.

Stage 3 Sharingan: previous stages powers increased and the ability to copy enemies moves, like Tai, Ken, Gen, and Ninjutsu.

Eternal Mangekyou Sharingan: prevents blindness from over use unlike Mangekyou Sharingan, also allows use of special Sharingan Techniques.

Susanoo:

Susanoo is a gigantic humanoid being made of the user's chakra that surrounds them and fights on their behalf. It is the most reliable ability available to those who have the Mangekyou Sharingan and is the rarest to achieve.

Amaterasu:

Amaterasu produces black flames at the focal point of the user's vision. In most situations, this makes Amaterasu impossible to avoid. However, if the target can move fast enough to prevent being focused on, Amaterasu will miss them when it's cast. Once created, it can continue burning for seven days and seven nights. The flames cannot be extinguished with water or any other reasonable methods; only the user can put the flames out. Amaterasu burns any material — other flames included — until nothing but ash remains.

Kamui:

Kamui is a powerful Mangekyou Sharingan dojutsu that creates a unique and specialised form of space time ninjutsu. It allows the user to achieve two very distinct, yet closely associated feats — teleportation and intangibility.
Kamui allows the user to transfer targets to and from another dimension, from which they are unable to escape. By absorbing their own body into this distortion, the user can teleport to virtually any location they desire.

Kotoamatsukami:

The technique allows the user to enter the mind of any individual within their field of view and manipulate them by giving them false experiences, making it seem as if they were doing things of their own free will. It is regarded as a genjutsu of the highest caliber, due to the victim being entirely unaware that they are being manipulated. Unlike most Sharingan-based genjutsu, Kotoamatsukami doesn't require eye contact, making it difficult if not impossible to know if the technique is being used on a victim unless a third party is present to see the Energy Pathway System of the victim.

Kagutsuchi:

Kagutsuchi is a technique which applies shape transformation to the black flames of Amaterasu, allowing the user to manipulate them at will.

Tsukuyomi:

Tsukuyomi requires eye contact to be performed, trapping the target within an illusion completely under the user's control. Itachi's prowess with the technique has allowed him to alter the perception of time with ease within the genjutsu to make a few seconds seem like many days as a means to torture the target. This results in the victim suffering psychological trauma that incapacitates them for a considerable period of time.

Izanagi:

An ability usable by owners of Mangekyou Sharingan. It allows the user to project their own reality onto the world, making their desires into reality.

Izanami:

Used to stop Izanagi users who get carried away with the use of Izanagi to escape their own actions, the Izanami forces the target to relive one moment over and over. It can be stopped if the Izanagi user rejects their projected illusion in favor of the true reality.

+50 Per

Drive Forms:

Due to nature of The Gamer, you do not need to absorb anyone to activate Drive forms.

Drive Gauge: 8

Futon Nature Release:

The ability to use the Narutoverse version of wind manipulation.

Raiton Nature Release:

The ability to use the Narutoverse version of lightning manipulation.

Katon Nature Release:

The ability to use the Narutoverse version of fire manipulation.

Suiton Nature Release:

The ability to use the Narutoverse version of water manipulation.

Doton Nature Release:

The ability to use the Narutoverse version of Earth manipulation.

Sage:

You have become a Sage, you currently have access to:

Toad

Wood

Sage Mode(s)

When in Toad Sage Mode:

+50 to physical Stats

+20 Con

+10 Arts

When in Wood Sage Mode:

+80 to physical stats when in use

+50 to Con when in use

+45 to Arts when in use

Skills

Ki Control:

The ability to control your ki to an adept level, unlocking the ability to create your own Ki techniques.

+5 Con

(Improved) Kaioken:

Lvl 15 (900/1600)

An improved version of North Kai's Kaioken Technique performed by Goku.

Has less backlash from use.

x2 no backlash towards you, but drains Stamina

x3 no backlash towards you, but drains Stamina

x5 -10 Health/sec

x10 -20 Health/sec

x20 -50 Health/sec

X50 -500 Health/sec

Kamehameha:

Lvl 20 (100/2100 )

A beam type attack created by Master Roshi through years of hard work.

Costs 15 Ki and 1 Ki/sec after initial fire.

Does 80 damage on impact, 40 every second it's hitting opponent

Bendable Kamehameha:

Lvl 15 (550/1600)

A slightly weaker version of the Kamehameha that uses the Ki not used for power to give more stability to the beam and enable bending to direct the beam

Costs 10 Ki and 2 Ki/sec after intial fire

Does 35 damage/sec when hitting an enemy.

Super Kamehameha:

Lvl 10 (500/1100)

A more powerful and focused version of the Kamehameha.

Costs 30 Ki and 5 Ki/sec after initial fire.

Does 100 damage on impact, 50 every second it's hitting opponent.

Big Bang Kamehameha:

Super Saiyan 4 Gogeta's choice of Ultimate Attack.

Focuses immense energy to one point making a condensed ball of Ki, the unleashes it in the direction of the enemy by forcing the energy to break through the shell of one side of the ball.

Costs 600 Ki to charge, 100 more to fire

Damage: 800 - 1000 depending on how the wave hits the enemy.

Final Shine:

Super Saiyan 4 Vegeta's ultimate attack. An upgraded version of Final Flash usually performed with one hand. Can be used with two for more cost and damage.

Cost: 1-hand = 200, 2-hands = 400, 50/sec after impact.

Damage: 1-hand = 350, 2-hands = 650, 150/sec after impact.

Turtle Hermit Fighting Style:

Lvl 50 Lvl (5000/5000) [u]Maxed

The Turtle School is a martial arts school founded by Master Roshi which presumably continues the teachings of Roshi's former sensei, Master Mutaito.

Master Roshi's Explanation-

“We must master the art of peace in addition to the art of war. We achieve victory by the art of war, victory is won through strategy, the strategy is derived from the art of peace. However if somebody evil threatens you or any other good innocent people with unethical force it is your duty to defend!”

+20 to physical stats

+10 to mental stats

+15 to Arts

+10 to Con

+New skill: Advanced Turtle Hermit Fighting Style

Advanced Turtle Hermit Fighting Style:

Lvl 50 (5000/5000) Maxed

Advanced moves from the style some created by Master Mutaito, some by Master Roshi, some by Goku.

+50 to physical stats

+30 to mental stats

+20 to Arts

+20 to Con

Master Level Turtle Hermit Fighting Style:
Lvl: 50 (5000/5000) Maxed
The most powerful moves of the Turtle Hermit Fighting Style are learned in this stage. This stage was only ever mastered once before, by Goku's grandfather, Gohan.

+100 to physical stats

+50 to mental stats

+40 to Arts

+40 to Con

Turtle School Ultimate Fist:

Lvl 10 (150/1100)

Master Roshi's rush attack combo, rush your opponent with a flurry of kicks and punches, up to 50, before ending with a double armed slam towards the ground.

Costs Ki usage for Flying

Does 10 damage per hit with combo and 25 with finisher

Super Meteor Combo:

Lvl 25 (1000/2600)

Combo used by Goku against Piccolo Jr. In the 23rd Martial Arts Tournament, rush your enemy from a crouch position and a distance of at least 1 meter and deal a flurry of hits, up to 26, before stunning them with a punch to the stomach, flying up 3 meters and launching a Kamehameha down at the enemy.

Deals 50 damage per hit, 55 for the stun hit, and damage for the Kamehameha

Costs upkeep for flying and Use of Super Kamehameha for 10 seconds.

Modified by Hikari to be more powerful.

Demon Turtle's Balanced Fighting Style
Lvl: 50 (5000/5000) Maxed
This is a balanced style created through the mixture of Turtle Hermit Fighting Style and Demon Clan Style. It can be worked upon but requires knowledge of the higher level Demon Clan Style.

Completed through learning the required skill.

+50 to physical stats

+50 to mental stats

+50 to Arts

+50 to Con

Demon Clan Style

Lvl 50 (5000/5000) Maxed

A at me of fighting used by Demon King Piccolo and his son Piccolo Jr. Focused on ruthless attacks towards their enemies.

+120 to Physical stats

+40 to Mental stats

+New Skill:

Advanced Demon Clan Style

Advanced Demon Clan Style

Advanced forms and moves created for the style by Piccolo Jr. as he increased in strength. Has the beginnings of a good defense, but has also improved attack power.

+150 Physical stats

+60 Mental stats

+New Skills:

Master Demon Clan Style

Master Demon Clan Style

Forms created by Piccolo Jr. after gaining significant power and fusing with Kami. Has a good defence, but once again, attack power has increased dramatically.

+200 Physical stats

+100 Mental stats

+50 Con

+50 Arts

Instantaneous Movement:

Supreme Kai's improved version of Instantaneous Transmission, it is not known which of these two came first, but it is believed the Yardrats recreated the technique as best they could from seeing the Supreme Kai use it.

Allow Transmission without the need to lock on to a Ki Signature and at much greater distances.

Kage Bunshin no Jutsu:

The ability to make a solid copy of yourself using pure chakra.

Clones memory is transferred to original upon “death.”

Rasengan:

Lvl 12(350/1300)

Spiraling Sphere, a ball of pure Chakra that swirls in all directions randomly. Has a drilling affect before exploding.

Costs 15 Cha minimum to create. No upkeep costs, can add more Cha in for greater damage

Damage: Minimum Cha = 60 damage

Odama Rasengan:

Lvl 7 (650/800)
Bigger, more destructive version of Rasengan
Costs 30 chakra minimum to create, can add more chakra for more damage.

Damage: minimum chakra = 80 damage

Futon: Rasengan:

Lvl 7 (650/800)

A Rasengan infused with futon Nature Transformation, creates thousands of little wind blades in the Rasengan that increases its overall deadliness.

Costs 50 Cha, you cannot use more Cha than necessary, or it may destabilize.

Damage: 150 on initial impact, 10 damage/sec touching enemy

Chidori:

Lvl 8 (650/900)

Lightning Blade, a failed attempt to add lightning chakra to the Rasengan, mainly an assassination jutsu. Has a powerful Piercing affect

Costs 15 minimum Cha to create, no upkeep costs.

Can add more Cha in for greater damage

An increase of +6 speed when in use

Damage: Minimum Cha = 50 damage

Keyblade Wielder:

Lvl 50 (500000/50000) Maxed

The ability to wield a Keyblade, at higher levels you get upgraded magic.

Current Magic:

Thundaga

Firaga

Crawling Firaga

Fission Firaga

Blizaga

Curaga

Magnera

Aeroga

Stopga

Dark Haze

Dark Firaga

Dark Shield

Quintuple Wielder:

Lvl 50 (5000/5000) Maxed

The ability to wield 5 weapons efficiently.

Strike Raid:

Lvl 15 (650/1600)

Throw your Keyblade at the enemy a maximum of 8 times and end it with a finishing throw enhanced with magic.

Costs 150 Mana

Damage 50 each hit with 80 for the finisher.

Ars Arcanum:

Lvl 10 (950/1100)

Aim at your enemy and strike him up to 15 times thendo a 5 hit finisher

Costs 100 Mana

Damage 45 each hit and 70 each finisher hit

Mana Manipulation:

Lvl 35 (1450/3600)

The ability to manipulate your Mana to create new skills or copy skills that use Mana.

Elementalist:

Lvl 15 (750/1600)

The power to control the elements of the universe.

Current elements controlled:

Fire

Water

Earth

Wind

Lightning

Wood

Metal

AP Round:

Lvl 17 (1450/1800)

Metal infused Spinning Mana Bullet, needs 2 seconds to get to maximum spin speed: 500 rev/sec

Costs 250 Mana to start up, 150 to get to maximum spin speed

Damage 200-350 depending on spin charge

Magical Telekinesis:

Lvl Max

Using magic, you impose your will on an object or person to move them through the air.

Costs:1 Mana/1 Newton of force/min

Teleportation:

Lvl 34 (2650/3500)

Using magic to move from one place to another. It is required to know the place you plan to teleport to

Cost: 10 Mana/Meter traveled

Hado:

Destructive Kido Techniques

Current known spells:

Hadou 1: Thrust (Shō)
-Pushes the target away from the caster.
Hadou 4: White/Pale Lightning (Byakurai)
-Fires a bolt of white lightning from the fingertip.
Modified Hadou 4: Heavy-Strike Pale Lightning (Jūgeki Byakurai)
-A modified version of Hado #4 - Byakurai. Red in color.
Hadou 11: Bound Lightning (Tsuzuri Raiden)
-Electric current flows through any object the user touches and is able to lead electricity, damaging any target that is in contact with the object the current runs through.

Hadou 12: Ambush Flare/Lain Fire (Fushibi)
-Momo Hinamori uses this spell in conjunction with Shot of Red Fire and a Kidō net that has entangled her opponents resulting in a large explosion around them all. Rangiku Matsumoto states that it is number 12, but does not specify whether it is a Destructive or a Binding Spell although from the name and effect, it is highly likely to be a Destructive spell.
Hadou 31: Red Flame Cannon/Shot of Red Fire (Shakkahō)
-Fires a ball of red energy at a target.
Hadou 32: Yellow Fire Flash (Ōkasen)
- Fires a wide arc of yellow energy at a target.
Hadou 33: Blue Fire, Crash Down! (Sōkatsui)
-Fires a wave of blue flames from one hand.
Hadou 48: Raging Light Fang (Gaki Rekkō)
-A spell that makes a circle of energy, before firing blasts of green light from its center in a cage-like formation.
Hadou 54: Abolishing Flames (Haien)
-Fires a blast of purple spiritual energy that will incinerate a target of low strength completely when it makes contact.
Hadou 58: Orchid Sky (Tenran)
-A widening tornado-like blast is fired towards the target.
Hadou 63: Thunder Roar Cannon (Raikouhou)
-Gathers yellow lightning at fingertips, then fires off as a bolt to pierce the target.
Hadou 73: Twin Lotus of Crashing Blue Fire/Twin Lotus Blue Fire, Crash Down (Sōren Sōkatsui)
-Essentially a doubled version of #33, this spell fires two shots of blue fire with greater potency than the single-shot variety.
Hadou 88: Flying Dragon-Striking Heaven-Shaking Thunder Cannon (Hiryu Gekizoku Shinten Raiho)
- Fires a gigantic blast of spiritual energy resulting in an truly enormous explosion.
Hadou 90: Black Coffin (Kurohitsugi)
-Forms a box of black energy around a target, which is then pierced by dozens of energy "spears", lacerating the one inside from head to toe.
Hadou 91: Thousand-Hand Bright Heaven Culling-Spear (Senjū Kōten Taihō)
- Summons several spears of light that are all fired towards the same focal point where the intended target resides. The culminating explosion is exceedingly devastating.
Hadou 96: Single Blade Cremation (Ittō Kasō)
- It is a spell that causes a huge pillar of fire to erupt from the ground in the shape of a katana's tip. It is implied to be a forbidden technique that can only be activated by using one's own body as a catalyst. Aizen calls it the spell of sacrifice.

Bakudou:

Sealing/Bonding Kido techniques

Current known spells:

Bakudou 1: Restrain (Sai)
-Locks a target's arms in place behind their back.
Bakudou 4: Crawling Rope (Hainawa)
-An energy rope entangles a target's arms.
Bakudou 8: Repulse (Seki)
-Creates a small shield on the forearm that briefly paralyzes and repels whatever hits it.
Bakudou 9: Strike (Geki)
-Engulfs a target in red light, completely paralyzing them.
Bakudou 9: Disintegrating Circle (Hōrin)
-Causes an orange hued tendril with spiraling yellow patterns to erupt from the users hand and attempts to trap a target. The end of it remains in the hands of the user allowing them to control the path of the tendril before and after capture. The kidou is able to connect with another one of itself if both have captured a target and bind them together.
Bakudou 21: Red Smoke Escape (Sekienton)
-Creates a blast upon activation and is used like a ninja's smoke bomb.
Bakudou 26: Curving Light (Kyakko)
-Conceals the user's spirit energy or other kidou using spiritual energy, presumably by bending light.
Bakudou 30: Beak-Piercing Triple Beam (Shtotsu Sansen)
-Shoots three beams of light that pin the target to one place on a surface, slamming into his/her body in three places in a shape of a perfect triangle.
Bakudou 37: Suspending Star (Tsuriboshi)
-Creates a star-shaped cushion of Spiritual Energy, which anchors it to nearby objects with "ropes" of spirit particles. It can stop falling objects, acting like a safety net.
Bakudou 39: Arc Shield (Enkosen)
-Summons a shield of condensed Reiatsu to block opponents' attacks.
Bakudou 44: Barrier (Sekisho)
-Creates a fast-forming wall against fairly strong attacks.
Bakudou 58: Grasp of the Chasing Sparrow (Kakushi Tsuijyaku)
-Tracks and locates any spiritual force the user focuses on. To activate it, the user must draw a circle on the ground, cut into four parts with a specific character in each. The incantation animates the circle, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude
Bakudou 61: Six Rods of Light Prison (Rikujōkōrō)
-Summons six thin, but wide, beams of light that slam into a target's midsection, holding them in place.
Bakudou 62: Hundred Steps Fence (Hyappo Rankan)
-A rod formed of energy is thrown towards the target before it disintegrates into numerous short rods which are used to pin the target to the surroundings and render them immobile.
Bakudou 63: Winding Binding Chains (Sajo Sabaku)
-Sends ropes of light from the user's fingers to wrap around the arms and torso of the target to restrain it by binding its arms to the torso.
Bakudou 73: Inverse Mountain Crystal (Tozanshō)
-Creates a pyramid-shaped barrier around the caster.
Bakudou 75: Quintet of Iron Pillars (Gochu Tekkan)
-Summons five incredibly tall and thick pillars which are connected to each other by chains to pin a target to the ground.
Bakudou 77: Soaring Net of the Heavens (Tentei Kuura)
-Transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.
Bakudou 78: Hexagonal Barrier/Million Shield (Millon Escudo)
-This spell creates a powerful proximity-activation barrier which can be placed upon any part of the body. It activates when an attack reaches the point where it is cast. When the attack hits the barrier, a hexagonal shape appears which can stand up to extremely powerful attacks.
Bakudou 79: Nine Sunlight Traps (Kuyō Shibari)
- Creates eight black holes that emit spiritual energy in the personal space surrounding the target, with a ninth black hole manifesting in the center of the target's chest.
Bakudou 81: Splitting Void (Danku)
- Creates an energy barrier in the form of a rectangular wall. According to Byakuya, it is capable of stopping destructive spells up to #89. This is seen also when Aizen uses it to block Tessai's hado #88.
Bakudou 99, Part One: Restrain (Kin)
-Wraps black cloth around the target and places gray slabs spaced along the cloth, can be wrapped around any part of the target.
Bakudou 99, Part Two: Ultimate Supression (Bankin)
-First Song, Constriction (Shiyuu) – Wraps opponent in cloth.
-Second Song, Hundred Bolts (Hyakurensan) – Pierces foe with iron bolts.
-Final Song, Ultimate Seal (Bankin Taihou) – Drops a gigantic stone block on foe.

Numberless/Non-Kido Spells:
Soul Burial (Konsō)
-Presses the base of a Zanpakuto hilt against the forehead of a soul to send it to the Soul Society.
Reverse Demon/Nullify (Hanki)
-User emits an amount of energy equal to the opponent's art to cancel it out.
White Crawl/Prostration (Hakufuku)
-Causes a target to lose consciousness.
Mirror Door/Gate (Kyoumon)
-A high class barrier that reflects attacks from the outside. However, it is easy to break from the inside

Celestia

Lvl: 500

Power Level:300,000,000

Ld(Leadership):210

The ability to lead, be it a village, an army, or a country. Starts at 10

Due to leadership grooming +100

Health:16,700(Str+Pow x10)

Magic: 18,200(Mind+Int x10)

Light Magic: 9,100((½)Magic)

Ki:19,600 (End+Arts+(½)Pow)

Str: 850

Pow:820

End:750

Spd:900

Agi:880

Mind:900

Int:920

Wis:950

Arts:800

Con:850

Chr:800

Buffs

Alicorn:

You are an Alicorn, this gives you access to special tier magic.

+10 to all stats

Bringer of the Sun:

You are the goddess of the sun, bringer of light, leader of your people.

+50 to all stats during the day.

+100 to Led.

Debuffs

Lone Leader:

Due to banishment of your sister, you are left alone to rule. You feel a crippling weight of duty.

-200 to mental stats

Unable to actively seek friendship

NEGATED: Forced friendship from another being has negated this Debuff, but will stay here until fully resolved.

FULLY NEGATED: Due to return of sister.

Luna:

Lvl 480

Led:160

Power Level:280,000,000

Health:16,300(Str+Pow x10)

Magic:17,600(Mind+Int x10)

Dark Magic:8,800((½)Magic)

Ki:19,000 (End+Arts+(½)Pow)

Str: 830

Pow:800

End:730

Spd:870

Agi:850

Mind:870

Int:890

Wis:930

Arts:770

Con:830

Chr:470

Buffs

Alicorn:

You are an Alicorn, this gives you access to special tier magic.

+10 to all stats

Bringer of the Moon:

You are the goddess of the moon, Darkener of the sky, leader of your people.

+50 to all stats during the night.

+100 to Led.

Debuffs

1000 Years = No Socializing:

You haven't seen another pony in years, let alone talked to a pony. You have no idea how to act in today's society.

-50 Led

-300 Chr

Negated due to time with modern ponies.

Twilight Sparkle

Lvl 9

Power Level:18,000

Health:400 (Str+Pow x10)

Magic:1,050 (Mind+Int x10)

Ki:540 (End+Arts+(½)Pow)

Str:23

Pow:17

End:21

Spd:24

Agi:27

Mind:55

Int:50

Wis:42

Arts:25

Con:34

Chr:10

Rarity

Lvl 6

Power Level: 10,000

Health:340 (Str+Pow x10)

Magic:560 (Mind+Int x10)

Ki:400 (End+Arts+(½)Pow)

Str:18

Pow:16

End:14

Spd:20

Agi:19

Mind:27

Int:29

Wis:23

Arts:18

Con:26

Chr:15

Rainbow Dash

Lvl 7

Power level:13,000

Health:480 (Str+Pow x10)

Magic:440 (passive use only)(Mind+Int x10)

Ki:570 (End+Arts+(½)Pow)

Str:26

Pow:22

End:21

Spd:35

Agi:32

Mind:23

Int:21

Wis:19

Arts:25

Con:18

Chr:11

AppleJack

Lvl 8

Power Level:15,000

Health:620 (Str+Pow x10)

Magic:460 (passive use only)(Mind+Int x10)

Ki:680 (End+Arts+(½)Pow)

Str:34

Pow:28

End:26

Spd:22

Agi:20

Mind:25

Int:21

Wis:20

Arts:28

Con:20

Chr:11

Pinkie Pie

Lvl 7

Power Level:12,000

Health:450 (Str+Pow x10)

Magic:470 (passive use only)(Mind+Int x10)

Ki:560 (End+Arts+(½)Pow)

Str:24

Pow:21

End:20

Spd:18

Agi:16

Mind:25

Int:22

Wis:21

Arts:26

Con:22

Chr:18

Per: ???

Fluttershy

Lvl 4

Power level:5,000

Angered:8,500

Health:270 (Str+Pow x10)

Magic:520 (passive use only)(Mind+Int x10)

Ki:400 (End+Arts+(½)Pow)

Str:15

Pow:12

End:16

Spd:18

Agi:17

Mind:28

Int:24

Wis:23

Arts:18

Con:20

Chr:20

Spike

Lvl 5

Power level 8,000

Health:420 (Str+Pow x10)

Ki:540 (End+Arts+(½)Pow)

Str:22

Pow:20

End:18

Spd:22

Agi:19

Mind:25

Int:22

Wis:20

Arts:26

Con:21

Chr:10

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