Equestria's Greatest Warrior (Rewrite)
Character Statuses (Jan 6th)
Previous ChapterNext ChapterAuthor'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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