Zanpakuto Light Type

Illumination
Prerequisites: None
Activation Cost: none

The Zanpakuto shines with brilliant light, illuminating the area around it as per the effects of the Daylight spell. This ability may be taken multiple times, each time allows it to dispel one step of magical darkness (i.e. darkness, deeper darkness,and the Darkness Zanpakuto ability) and increases the level of full illumination and dim illumination by 10. You may activate or suppress this ability as a free action.

Blinding Illumination
Prerequisites: Illumination, Blinding Flash, two other light type abilities.
Activation Cost: 3 SEP.

The shinigami coats one object they touch in impossibly bright light, causing all those who look upon it to avert their eyes or be temporarily blinded. As a standard action, the object touched emits light as Illumination except that any creature within the full illumination projected by the object must pass a reflex save, as the same DC as the shinigami's blinding flash, or be blinded for that round. Creatures within the dim illumination must pass a reflex save or be Dazzled for one round.

Blinding Flash
Prerequisites: None
Activation Cost: 2 SEP

Your sword gains the ability to create a brilliant flash of light targeting all squares you naturally threaten as a standard action. Those within range must succeed a reflex save (DC 10+1/2 character level+dexterity modifier) or be blinded for 1 round/character level. You may take this ability multiple times, each time either increasing the save DC by 2 or increasing the range by 5 feet, effectively making it a burst effect centred on you. Creatures without sight are unaffected

Improved Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: As Blinding Flash + 3 SEP.
The user may use their Blinding Flash ability as part of a standard attack action. They cannot use this ability during a full attack, though it can be used as part of a charge.

Greater Blinding Flash
Prerequisites: BaB 6+ or Flurry of blows, Blinding Flash, Improved Blinding Flash
Activation Cost: No Change
You may use your Blinding Flash as part of a full attack action or a Flurry of Blows, or any other action where you strike an enemy with your zanpakuto. You may only unleash a single flash this way.

Superior Blinding Flash
Prerequisites: Blinding Flash
Activation Cost: Flash cost + 2
Whenever you use your Blinding Flash ability, you may use this ability as well. In addition to being blinded, the victim of your Blinding Flash is also stunned for 1 round if they fail their reflex save.

Intense Flash
Prerequisites: Blinding Flash
Activation Cost: Flash Cost + 1
Whenever you use Blinding Flash or Blinding Illumination, you may increase the cost to add a Dazzle effect. Any creature that passes their save is dazzled for 1 round, and any creature that fails is dazzled for 1d3 rounds after the blindness fades.

Reactive Flash
Prerequisites: Blinding Flash
Activation Cost: 3 SEP
Whenever you are struck by a melee attack, You may use your blinding flash as an imidiate action. This is done after the attack is resolved

Faerie Fire:
Prerequisites: Illumination
Activation Cost: None
This functions exactly as the 1st level Druid Spell, except that it can bestow any colour you desire upon the target. It can be taken multiple times, each time increases the target burst by 5 feet, the duration by 1 minute, or allows it to dispel higher level darkness effects.

Dancing Lights:
Prerequisites: Illumination
Activation Cost: 1 per light created
This ability requires a Standard Action and functions as the 0-level spell, except that their duration is equivalent to 1 minute/level. Furthermore, the individual light globes may be up to 50 feet apart from each other, as well as move 100 feet per round.
In addition, the super-charged lights can damage anybody who enters or begins their turn on the same square as them for 1d6 damage unless the target makes a successful reflex save (DC 10+1/2 character level+dexterity modifier) for half damage. Up to 20 lights can occupy one square at a time. You can create 4 lights per use
You may take this ability multiple times, each time allows you to:

  • Increase the movement speed of each light by 25 feet
  • Increase the maximum distance between the lights by 50 ft
  • Increase the reflex DC by 2
  • create another light per use

Brilliant Energy
Prerequisites: Illumination, one other light ability.
Activation Cost: 2 SEP
As a swift action, you can either give your zanpakuto the Brilliant Energy weapon enhancement, or to remove this ability. This does not count against your weapon's maximum number of enhancements.
You can take this ability multiple times. Each time allows your weapon to effect a type of enemy or item it normally could not (undead, constructs etc)

Sunsword
Prerequisites: Shining Laser, Brilliant Energy
Activation Cost: As shining laser per attack
As long as your brilliant energy ability is active, you can choose to add your Shining Laser damage as bonus damage on your first Zanpakuto attack each round. If you have Improved Shining laser, you can enhance any number of attacks (see Improved Shining laser).
This lasts until you deactivate Brilliant Energy, or seal your Zanpakuto.

Prismatic Blade
Prerequisites: Sunsword, Prismatic Blast
Activation Cost: 7 sep per round.
As long as your brilliant energy ability is active, you can choose to active this ability as a free action. Until the start of your next turn, The first creature struck by one of your Melee attacks is also hit by a Prismatic Ray, save only 1d6 is rolled to determine the effect.

Light Trail
Prerequisites: Illumination, one other light ability
Activation Cost: None
your Zanpakuto gains the ability to leave a trail of light (as per the effects of a Light spell) in every square you move through. You may activate or suppress this ability as a free action, as well as dismiss the light trail you have already left. The light trail lingers in the air for 1 round/character level. You may take this ability multiple times, each time either increases the illumination and dim illumination of the trail by 10 feet, or increase the duration of the trail by 5 rounds by taking the ability additional times.

Improved Light Trail
Prerequisites: Illumination, Light Trail
Activation Cost: Varies (see below)
Your light trail changes from harmless light to a searing blanket of shining agony. Any creature that moves through, or starts their turn in, one of your light trails suffers 1d6 untyped energy damage per 2 SEP spent. The victim can make a dc (10 + ½ level + Reiatsu attribute) reflex save to halve the damage they suffer. They only suffer this damage once per turn regardless of how many times they move through the trial.
The trail only deals damage for the first round. After that, it functions as a normal light trail.
Special:This ability can be taken a second time. It increases the damage to 1d6 per SEP.

Bend Light **
Prerequisites:** Illumination
Activation Cost: None
This allows you to shape illumination that you produce, allowing you to change the areas of dim and bright illumination as well as designating areas within the light effect that receive no light. Light cannot be bent and shaped past the initial parameters, so 60 feet of bright light and 60 feet of dim light cannot produce any more light than that (although less light may be produced if desired). This ability may be taken twice, the second time allows you to bend and shape light not produced by your Zanpakuto.

Improved Bend Light
Prerequisites: Bend light, Illumination
Activation Cost: 3 SEP
This ability requires you to have taken Bend Light. It allows you to shape your Zanpakuto’s light (or any light if you've taken Bend Light twice) into a Minor Image. This ability can be taken a second type; it instead creates a Major Image. The caster level for these effects is assumed to be ½ caster level.

Greater Bend Light
Prerequisites: Bend light, Illumination, Improved Bend Light
Activation Cost: 3 per image
When you use your bend light ability, you can create an additional image. This ability may be taken multiple times. Each time allows you to create another image.

Blinding Ray
Prerequisites: Bend Light, Blinding Flash, two other light type abilities.
Activation Cost: 3 SEP.

The Shinigami focuses a beam of super bright light directly into their targets eyes. This is a ranged touch attack with a range of 100ft + 10ft per character level. If the attack hits, the target must pass a reflex save or be blinded, as Blinding Flash. Any ability that enhances blinding flash can be used to enhance this ability.

Blinding Burst
Prerequisites: Blinding Ray, five other light type abilities.
Activation Cost: 5 SEP.

The Shinigami focuses a beam of super bright light directly into their targets eyes. This is a ranged burst with a range of 100ft + 10ft per character level, and a radius equal to that of the shinigami's blinding flash. Every enemy caught in the burst is effected by the shinigami's Binding Flash abillity.

Rapid Bend Light
Prerequisites: Bend Light
Activation Cost: same as bend light + 1
You can Bend Light as a move action instead of a Standard Action. You cannot use this ability at the same time as Greater Bend Light.

Veil of Light
Prerequisites: Bend Light, two other light type abilities.
Activation Cost: 3 SEP

The shinigami's zanpakuto can be used to twist light around themselves, creating a reflective veil that renders them invisible to the naked eye. This functions as an invisibility spell, using your character level as the caster level.

Greater Veil of Light
Prerequisites: Veil of Light, three other light type abilities
Activation Cost: 7 SEP

The shinigami can create a much more effective veil. This functions as Greater Invisibility, using her character level as her caster level.

Curtain of Light
Prerequisites: Veil of Light, three other light type abilities
Activation Cost: 12 SEP

As Mass Invisibility. Caster level equal to shinigami level.

Shining Laser
Prerequisites: Bend Light, Improved Bend Light
Activation Cost: 3 SEP.
As a standard action, you may focus any bright light you could Bend into a ranged touch attack (30 ft + 5ft per character level) dealing 3d8 untyped energy damage. This ability may not be used against a target in dim illumination or darkness
Special: This ability may be taken multiple times. Each time increases the save DC by 1.

Piercing Laser
Prerequisites: Shining Laser
Activation Cost: Shining Laser + 2 SEP
The shinigami's shining laser deals an extra 2d8 points of damage.

Penetrating Laser
Prerequisites: Shining Laser
Activation Cost: None

The shinigami's shining laser pierces through most substances without slowing. It ignores miss chance granted by cover/objects in the way. Miss chance from concealment etc still applies

Laser Flash
Prerequisites: Shining Laser
Activation Cost: As Shining Laser + 8

Once per turn, the shinigami may fire a shining laser as a free action.

Blinding Laser
Prerequisites: Shining Laser, blinding flash
Activation Cost: As Shining Laser + 1

When using shining laser, the shinigami may cause any target that could see the laser to also be effected by her blinding flash ability.

Improved Shining Laser
Prerequisites: BaB 6+ or Flurry of Blows, Shining Laser, three other light type abilities.
Activation Cost: As shining laser + 3 per attack made
As a full round action, you may fire a number of shining lasers equal to your number of attacks, or the number of attacks in your flurry of blows ability. Each of these lasers uses the same to hit modifiers as the respective attack.

Color Spray
Prerequisites: Dancing Lights
Activation Cost: 1 sep
The shinigami may use color spray as a spell like ability, with a save dc of 10 + ½ Level + Reiatsu modifier.

Improved Color Spray
Prerequisites: Color Spray.
Activation Cost: As Color Spray
When using your sword's color spray, the HD lists change too:
*5 HD lower then user: unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 round.
*4 HD lower of equal to HD: Blinded and Stunned for 1d4 rounds, then stunned for 1 round.
*Higher then HD: Stunned for 1 round.

Prismatic Blast
prerequisites: None
Activation cost: 9 SEP
Your Zanpakuto gains the ability to use Prismatic ray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu modifier)

Prismatic Spray:
Prerequisites: Prismatic Blast
Activation Cost: 13 sep
Your Zanpakuto gains the ability to use Prismatic Spray, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu modifier)

Prismatic Wall:
Prerequisites: Prismatic spray, 3 other light type abilities
Activation Cost: 15 sep
Your Zanpakuto gains the ability to use Prismatic Wall, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu modifier) You may only have one Prismatic wall or sphere activate at a time

Prismatic Sphere
Prerequisites: Prismatic wall, 5 other light type abilities, specialized
Activation Cost: 17 SEP
Your Zanpakuto gains the ability to use Prismatic sphere, as the spell of the same name. The save DC is equal to (10 + ½ character level + reitsu modifier). You may only have one Prismatic wall or sphere activate at a time

Prismatic Burst
Prerequisites: Prismatic Wall, specialized
Activation Cost: 15 SEP
Your Prismatic Sphere ruptures and bursts, the fragments striking everyone nearby with chaotic concequences. You can only use this ability if you have a Prismatic Sphere or wall. This is a standard action that provokes an attack of opportunity. If you control a prismatic wall, this attack is a line of the same width, If you control a Prismatic Sphere, this is a burst attack originating from the walls.
Prismatic Burst's range is equal to (½ caster level + the number of walls remaining) * 5 ft. each creature struck suffers the effect of a Prismatic Spray
Your prismatic sphere/wall is destroyed as a result of this ability

Improved Rainbow
Prerequisites: Colour spray
activation cost: none
Increase the save DC of your colour spray and prismatic spray (and subsequent) Zankaputo abilities by 2. this ability can be taken multiple times. It's effects stack

Lighteater
Prerequisites: specialised
activation cost: none

When using any light type zanpakuto ability, the shinigami can choose to consume 20ft of full illumination to pay for 1 SEP of the ability. Doing so changes the effected area to darkness.

Color Burst
Prerequisites: Colour spray, Specialized
activation cost: 13 SEP

The shinigami gains the ability to use Scintillating Pattern as the spell. the save DC is changed to 10 + 1/2 character level + reiatsu modifier.

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