Zanpakuto Water Type

When a water ability specifies an amount of water necessary for its use, it requires that amount of water to be within long range (400 ft + 40ft per character level) and not be being manipulated or controlled for a different purpose. EG: bob the shinigami attempts to use water prison warder when he has 10ft of water to work with. Because of this he can use 5ft to target one medium or smaller creature, the other 5ft for another target Even if he has the SEP, he cannot target another creature as he has run out of water.

When cubes are mentioned, it means a 5ft cube of water. The water does not need to be in a cube shape, that's just the amount it needs…

Unless an ability specified it creates water, it does not. Even though stream mentions a jet of water, thewater used for it vanishes immediately, other than leaving the target humorously soaked.

Water Generation
Prerequisite: None
Activation Cost: 1 SEP per 5ft cube
As a standard action that provokes an attack of opportunity, you may use your spiritual power to generate water in 5 ft cubes. This water forms anywhere within 400ft + 40ft per character level, and may be generated at several points in range, split as you so desire. The water generated is fresh, clean water suitable to drink.
Special: This ability may be taken multiple times, each time increase the number of 5ft cubes per SEP by one

Improved Water Generation
Prerequisites: None
Activation Cost: N/A
Your water generation generates an additional 5ft cube of water per SEP spent
Special: This ability may be taken multiple times. The effects stack.

Deity's Deluge
Prerequisites: Water Generation, Control Water, Specialized
Activation Cost: 10 SEP.
When using Water Generation, the shinigami may choose to use this ability variant instead. Using Deity's Deluge is a full round action that provokes an attack of opportunity. The shinigami generates a sphere of water, centered on themselves, with a diamiter equal to 100ft + character level *10ft. The sphere created does not follow the laws of gravity, and remains perfectly in place and in the same shape, unless modified by some outside force.
The water is otherwise identical to that created through Water Generation

Instantaneous Water Generation
Prerequisite: Water Generation
Activation Cost: Water Generation +2
You may use Water Generation as a Swift Action.

Control Water
Prerequisite: None
Activation Cost: 3 SEP
As a standard action you may use Control Water or Control Current as spell-like abilities, using your character level as the caster level.

Efficient Water use
Prerequisite: Control Water
Activation Cost: N/A
Your Water abilities that require a certain amount of water to use require 1/2 as many 5ft cubes as normal, rounded up.
Special: This ability may be taken multiple times, each time dreceases the cost by a further ½.

Vortex
Prerequisite: Control Water
Activation Cost: 4 SEP.
You may grapple a creature within 60ft of either yourself, or a body of water at least 10ft squared total, with whirling water. This functions as a normal grapple (including pinning etc), except you use your Reiatsu Modifier in place of your strength, your effective size is based on the amount of water used (see below), and your opponent cannot attempt to grapple/pin you back unlesss you are within their normal grapple range.
Your size for the purpose of vortex depends on how much water is available to use within range of the target. No water and the vortex counts as a grapple from a medium character, 40ft (8 5ft cubes) and the grapple counts as Large, 27 cubes and the grapple counts as Huge, 64 cubes and the grapple counts as Gargantuan, and 216 and the grapple counts as Colossal.
Maintaining Vortex requires you to concentrate on it. There is no cost to maintain a Vortex
Special: This ability may be taken multiple times, each time you get either +3 on all grapple rolls made with Vortex, or increase the +15ft range

Mass Vortex
Prerequisites: Vortex, 5 other water abilities
Activation Cost: As vortex per target/ 1 SEP per target per round
You may, as a full round action, use your Vortex ability against any number of valid targets in range. When used in this manner, you roll a single grapple check, which is applied to each victim. Maintaining a Mass Vortex requires a full round action.

Vortex Fangs
Prerequisites: Vortex or Water Prison, 3 other water abilities
Activation Cost As ability enhanced + 1 SEP/1 SEP per round
When you use Vortex or Water Prison, , if the victim fails their reflex save or looses the grapple test they suffer force damage equal to your base zanpakuto damage + zanpakuto enhancement bonus + reiatsu modifier. Each round they remain grappled/trapped in the water prison, they suffer the damage again.

Water Prison
Prerequisite: Vortex, Create Water
Activation Cost: 5 SEP
As a standard action you may target a creature within close range. The target must pass a Reflex save (DC 10+1/2 character level + Reiatsu Modifier) or be engulfed in a sphere of water. Treat this as the Resilient Sphere spell except it has a diameter equal to the target's space. The victim is able to breath within the sphere.
The prison remains so long as you successfully concentrate on it. Maintaining the prison is a full round action each turn. The sphere can only be maintained so long as the water in use remains.
Requires 1 cube for Medium or smaller, 8 cubes for Large creatures, 27 cubes for Huge, 64 cubes for Gargantuan, and 216 cubes for Collosal

Water Prison Warden
Prerequisite: Water Prison, Specialized
Activation Cost: As Water Prison per target / 3 SEP per target per turn.
As a full round action, you may target as many creatures as you wish with water prison, however you must have enough water cubes and must pay for each prison seperetely. No Water prison may be more than 30ft away from any other water prison.

Stream
Prerequisite: Control Water
Activation Cost: 2 SEP
You may create a pressurized stream of water that stems from your Zanpakuto. The stream is considered to be a bull rush attack against an opponent, but uses your reiatsu modifier in place your strength bonus. Also, you do not have to move, the Stream attacks in a 60 ft. line and bulrushes anybody in its path.
Special: May be taken multiple times, each time either increases the range by 15 ft, gives +2 to the bull rush check, or allows you to deal your base zanpakuto damage + bonus enhancement + Reiatsu Modifier bonus to everyone in the line, with a reflex save for half damage.

Aqua Shell
Prerequisite: Water Prison
Activation Cost: 4 SEP
You may surround yourself or a willing target in a bubble of water that perfectly encompases them, as a move action. This Allows the target to use their swim speed as a fly speed with perfect manueverability. The bubble moves with the target and lasts until you dismiss it or you seal your zanpakuto. The target, and anyone you see as an ally, can breathe within the bubble – any other creature cannot.
Special: This ability may be taken multiple times, each time you may increase the radius of the bubble by 5ft.

Water Clone
Prerequisite: Water Generation, Superior Animate Water
Activation Cost: 9 SEP
You create an clone made of water, which shares your ability scores, personality, class levels, skills, feats, and memories, as a full-round action.
It carry the same as you do (but only have mundane versions of any magic gear), and they cannot cast kido or use any zanpakuto ability that requires an action to use.
It will follow any directions you give it and the clone persists for 1 minute.
If a clone is slain, it disappears and you take 10 points of damage.
At the end of the duration, the clone disappears without dealing damage to you. When a clone disappears you regain any unspent SEP it had.
The clone has 10hp and take damage as normal in combat. The clones use your SEP pool. The clones have the water subtype and gain Fast Healing 2 when at least waist deep in water.
Requires 1 cube for Medium or smaller, 8 cubes for Large creatures, 27 cubes for Huge, 64 cubes for Gargantuan, and 216 cubes for Collosal
Special: This ability may be taken multiple times, each time the clone gains 10hp and lasts an additional minute.

MultiClone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +3 SEP per additional clone
When using water clone, you may create any number of water clones

Tidal Surge
Prerequisite: Stream
Activation Cost: 2 SEP
As a standard action you may create a cone of water with length equal to 1/2 the length of your Stream's line. Those within the cone are overrun, and may not attempt to avoid you. This is done as a standard overrun except there is no size limit and you use your Reiatsu modifier in place of your strength.

Improved Tidal Surge
Prerequisites: Tidal Surge, 2 other water abilities
Activation Cost: As Tidal Surge/Stream
When using Tidal Surge, you may choose to bullrush the targets instead of overruning them. When using Stream, you may choose to overrun the targets, rather than bullrush them.

Riptide
Prerequisite: Improved Tidal Surge
Activation Cost: Tidal Surge/Stream+2 SEP
When you use Tidal Surge or Stream, all targets hit are subject to both a bullrush and an overrun. The order is up to you.

Bloody Stream
Prerequisites: Stream, 2 other water abilities
Activation Cost: As Stream/Tidal Surge + 3 SEP
Whenever you use Riptide or Tidal Surge, you may choose to have all targets in range suffer 3d6 force damage. Victims are entitled to a reflex save (DC 10 + character level + reiatsu modifier) for half damage. Any victim that was overran or bullrushed automatically fails the reflex save
Special: You may take this ability multiple times. Each time increases the damage by 2D6 or the save DC by 2

Undersea Knight
Prerequisite: None
Activation Cost: N/A
You gain the the ability to breath water as well as air and gain a swim speed equal to your land speed.
Special: May be taken multiple times, each time increase the swim speed multiplier by one.

King Under the Sea
Prerequisite: Order of Atlantis
Activation Cost:N/A
While submerged in water, You gain the full benefits of Freedom of Movement. In addition you may speak with creatures of the aquatic or water subtypes as if you shared a language.

Order of Atlantis
Prerequisite: Undersea Knight
Activation Cost: N/A
You gain the benefits of a freedom of movement spell as it pertains to aquatic combat. Also any cover a creature would for being in water is not applied against your attacks/actions/etc.

Animate Water
Prerequisite: None
Activation Cost: 3 SEP
As a full round action that provokes an attack of opportunity, you may animate the water around you as a weapon. Target a number of 5ft squares of water within 100ft + 10ft per character level, up to twice the maximum number of attacks you could make in a full attack action. Each square deals 2d6 force damage to a creature within or adjacent to the square. Victims are entitled to a reflex save (DC 10 + ½ character level + reiatsu modifier) for half damage, unless they are fully submersed in water, in which case they fail automatically. If a victim suffers numerous hits, you may choose to have them make a single save against the combined damage, or save against each hit separately.
Special: May be taken multiple times, each time increase the maximum number of 5ft squares you can animate by 1, or the range by 20ft.

Superior Animate Water
Prerequisite: Animate Water
Activation Cost: As Animate Water + 2
The Damage of your Animate water is increased by 2d6 per square.
Special: This ability may be taken multiiple times. The effects stack

Lance of the Ocean's Depths
Prerequisites: Animate Water, Specialized
Activation Cost: 16 SEP
As a full round action, you may each square of water within range of your Animate Water ability. This is identical to your animate water ability, save the animated water can only damage a creature in its own square.

Sea Step
Prerequisite: None
Activation Cost: None
This ability functions identically to the 3rd level Cleric spell, except it allows you to choose whether or not you immediately move towards the surface while submerged. If you choose to remain underwater, you may walk through the water as if you were walking on land, and may step through the water as if under the affect of the Air Walk spell and walking through air. This does not allow you to breath underwater if you cannot already do so. This effect is constantly active, and lasts until you reseal your Zanpakuto.

Deepsea Pressure
Prerequisite: Control Water
Activation Cost: Control Water
You may use Control Water to cause water within 80ft to treat its depth as 100ft deeper until your zanpakuto is sealed.
Special: May be taken multiple times, each time allows you to increase the effective depth by 100ft.

Explosive Water Wave
Prerequisite: Riptide, Aqua Shell
Activation Cost: As Riptide + 2
You may use Riptide as a burst with a radius equal to that of the cone.

Bestow Knighthood
Prerequisite: Undersea Knight
Activation Cost: 3 SEP
As a swift action, the Shinigami can share her Undersea Knight ability with all her allies within 100ft. This lasts until she chooses to end it, or she seals her Zanpakuto.

Crushing Wave
Prerequisites
: None
Activation Cost: 1 sep
As a move equivalent action, you can coat your zanpakuto in rapidy moving water that deals an additional 2d4 points of force damage. This lasts until you let go of your zanpakuto, or reseal it, or until the end of the battle.

Improved Crushing Wave
Prerequisites: None
Activation Cost: 2 sep
The bonus damage from Crushing Wave becomes 4d4 force damage, instead of 2d4.

Greater Crushing Wave
Prerequisites: None
Activation Cost: 3 sep
The bonus damage from Crushing Wave becomes 6d4 force damage, instead of 4d4.

Swift Crushing Wave
Prerequisites: Crushing Wave
Activation Cost: as corrosive blade
You can coat your zanpakuto in water (see Crushing Wave) as a swift or immediate action instead of a move-equivalent action.

Create Mist
Prerequisite: None
Activation Cost: As Water Generation
As Water Generation except you may instead create a 10ft cube of mist in place of each 5ft cube of water.
The mist obscures all sight, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind disperses the fog in 4 rounds. A strong wind disperses the fog in 1 round. An area fire effect burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
The mist can be used in water as an ink cloud.
You may dismiss the cloud at any time.
The mist lasts until you seal your shikai or until it is dispersed.

Airy Water
Prerequisite: Create Mist
Activation Cost: None
You may use 10ft cubes of mist in place 5ft cubes of water for water abilities.
You may convert water to mist, and mist to water as a standard action with a 5ft cube of water equaling a 10ft cube of mist.

Dense Fog
Prerequisites: Water Generation or Create Mist
Activation Cost: F SEP
Your water and mist functions as if it were a more solid than liquid or gaseous..
Any Movement within water or mist created by you is reduced by 10ft to a minimum of 5ft ft per round, and all creatures take a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Dense Fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in Dense Fog.
Dense Fog is only dispersed by severe winds and fire.
Dense Fog affects all water and mist within a 20ft radius centered within close range of you.
Special: You may take this ability multiple times, each time the movement penalty increases by 10 or the attack roll penalty increases by 1.

Mirage
Prerequisite: None
Activation Cost: 1 SEP
This Ability functions as the Silent Image spell except the area and size of the image is a maximum of 50ft x 50ft x 50ft and the DC to disbelieve is 10 + 1/2 character level + Reiatsu modifier.
Special: You may take this ability multiple times, each time you increase one of the dimensions by 50.

Additional Image
Prerequisite: Mirage
Activation Cost: +1 SEP
You may create and control up to three images with Mirage.
Special: You may take this ability multiple times, each time you gain an additional image.

Greater Mirage
Prerequisite: Mirage
Activation Cost: 3 SEP
Your Mirage can duplicate the effect of Minor Image instead of Silent Image.
Special: You may take this ability three times. The second time your Mirage can duplicate Major Image and Activation Costs 2 SEP more than Mirage. The third time it gains olfactory and thermal components and include intelligible speech.

Water Clone
Prerequisite: Water Generation, Superior Animate Water
Activation Cost: 9 SEP
This ability functions as Project Image, however it uses water instead of shadow stuff and shunpo does not break line of effect.
Also any of your abilities may originate from the clone, not just kido.

MultiClone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +2 SEP/ additional clone
You may create one more clone when using water clone. You may direct all such clones with a single move action.
Special: You may be taken multiple times each time you may create an additional clone.

Deadly Mirage
Prerequisites: Mirage, 2 other water abilities.
Activation Cost: n/a
It allows the illusions created by Mirage to become partially real, dealing damage to targets that believe. A target that fails to disbelieve takes 2d6 damage from any attack launched by a Mirage. Mirages disbelieved only do a percentage of damage equal to how real they are, starting at 10%.
Special: This ability may be taken multiple times; each time either increases the damage by 2d6 or allows you to attack with an additional Mirage at a time. Each time this ability is taken, the Mirage becomes more real, gaining an additional 10% whenever the ability is taken again. The Mirages cannot become more than 80% real.

Scalding Waters
Prerequisites: Specialized (water) or 2 water abilities and Flame Blade
Activation Cost: 1 SEP
Your Water abilities deal your Flame Blade damage.
Special: Any ability that enhances flame blade also applies to your water abilities.

Glacial Waters
Prerequisites: Specialized (water) or 2 water abilities and Frost Blade
Activation Cost: 1 SEP
Your Water abilities deal your Frost Blade damage.
Special: Any ability that enhances frost blade also applies to your water abilities.

Conductive Current
Prerequisite: Specialized (water) or 2 water abilities and Crackling Blade
Activation Cost: 1 SEP
Your Water abilities deal your Crackling Blade damage.
Special: Any ability that enhances Crackling blade also applies to your water abilities.

Good Conductor
Prerequisite: Conductive Current, 2 lightning abilities
Activation Cost: +2 SEP
As a free action you may cause any target of your lightning abilities, or electrical effect take a -4 to AC and Saves if they were subject to one of your water abilities in the last 3 rounds.

BANKAI

Skilled Clone
Prerequisite: Water Clone, Specialized
Activation Cost: Water Clone +1 SEP/ skilled clone
Your clones may use any zanpakuto ability you posses, with all the same Activation Costs and restrictions. A clone's DCs are 4 less than yours.
Special: Clones may not use Water Clone or any ability with a duration other than instantaneous.

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