These are Kido and Hex created in Squad Five and other squads may only have them if they come here to train them. They will be divided in a combined letter number way. If a spell has italicized lettering under it, it has an incantation.

S Grade Kido - Captain Only

A - Captain and Lt.

B - All Lt. and Officer

C - Everyone

S Kido/Hex
(Forbidden)

Golem III: Creates a titanic golem, this is a forbidden kido. The user brings a small mountain worth of material to life, the cost is all their reiatsu goes into it and it's somewhat of a last stand move. This is an extremely dangerous kido.

Martyr's Blade: A blade of unimaginable beauty comes down from the sky and pierces through the users chest. The user will bleed outm not blood, their very soul, for five posts until they're done in the fight, this blade increases power ten fold and is only used for a final shot.

Jikanteishi (時間停止, Temporal Stasis) — A forbidden spell used by Tessai along with Spatial Displacement. It is a spell that halts time in a specific area.

Kūkanten'i (空間転位, Spatial Displacement) — A forbidden spell used by Tessai with Temporal Stasis to teleport a specified portion of space from one point to another, transporting even other active Kidō spells.


A Kido/Hex
(High Level)

Golem Creation II: Creates a golem made of the surrounding material, it is hardened by reiatsu and somewhat larger.

Shield of Regret: This is a spell that lifts a shield infront of the user. If an enemy is to make contact with it, it immediately lurches out and surrounds the attacker in a sphere of kido with reflective edges. The shield can only be escaped with physical force.

Hollow Bait: The user squeezes their palm forming a seed with their own power, it is thrown somewhere in the area and it will attract Hollow up to Menos Grande. The Hollow do not serve the user and attack all they see.

Soul Shatter: The user purposely breaks their zanpakuto doubling both their kido energy and and physical attributes by two and three respectively. The blade will eventually fix itself, but this will take time.

Beserker's Wrath: The user's pain receptors turn off and replace all feeling to pleasure. This move also strengthens the muscles of the body giving signifiently greater strength and speed. Any shielding is lost even if part of the zanpakuto release if it's on the physical body.

Divide and Conquer: If in a situation with multiple enemies, the risk of to many enemies, or unfavorable terrain, this spell opens a rift in space taking you and one enemy into it. The terrain is simple, a concrete box about the size of a soccer field. It lasts ten post unless the user is defeated or decides to exit the kido.

Ethereal Mimic: Two swords of kido energy are controlled by the mind of the user and his or her movements. One attack and they shatter, they're twice as sharp as the average zanpakuto though.

Vengeance: Kido spell shards infuse into the blood and push it through faster. This spell makes all reflexes faster and thinking clearly to the point dodging becomes second nature.

Face Change: This cloaking spell is rather hard to achieve and use, and at times it can even be very dangerous to keep active for too long. Normally a cloaking spell would make you invisible, or just nearly impossible to sense, where this one changes your face completely, making even the most skilled of captains think you are another person, as long as you can act like them good enough. This spells makes one change their shape, often during the cast it sends the caster into some pain as their physical appearance is forced into change, and this follows with their voice box, and in some rare instances, their personality can change as well. A big key about this spell is that it also changes the caster's reiatsu signature. The reason this spell is dangerous is because the longer someone stays in one form the more painful it can be to get out of it, while also the harder it can become to want to leave it.

Ninshin (Pregnancy): On finishing the incantation, the opponent is trapped in an illusion of being pregnant. Their senses become attuned to that of a heavily pregnant mother, as well as they feeling lethargic and their speed is slowed for 3 posts. This spell is particularly effective on men as the baby bump is double that what it is than if a woman was hit by the same spell. This means that, in a fight, a man's speed will decrease by 50% whereas; a woman's will decrease by only 25%.
"By the throes of incestuous sheets, rise with the guilt of your crime."

B Kido/Hex
(Medium Level)

Golem Creation I: A small golem is created from the surrounding materials seemingly brought to life by kido. It is nothing more than a puppet.

Shadow Conceal: The user will stab his or her Zanpakuto into the opponents shadow. This will make the enemy unable to move their feet, but leave you without a zanpakuto. This phrase must be uttered for it to take affect.
"So it seems your eternal stalker has given you up... it will seek freedom in impalement."

String of Connection: This kido puts and special tendril between anything you own, especially the zanpakuto, and you. This is not used for fancy tricks or anything, it just brings said objects straight to your hand on a straight path.

Knife Dance: Twelve knives of yellow energy form around the user, they swirl around serving as a shield until thrown. They fly wherever thrown, but do not follow. Everytime you are hit while they are swirling, one goes away.

Elemental Calling: Four spheres of elements of Fire, Ice, Lighting, and Air. The user can control each one independently, when an orb makes contact it explodes into that element.

Chikyū (Earth): This is a fairly simple bakudo spell. It works by using the incantation; "Ye lord, former of dirt and ash, from the earth rise and shroud this form," The effect is that of the earth seeming to rise from the ground, creating a barrier around the user. This barrier lasts 1 post in which it forms an impenetrable shield, made from dense dirt particles, around the user.

Shelter: This spells causes the caster to need to take a meditation pose quickly while it causes the ground beneath them to bend around the wielder, often creating a tunnel beneath them in which it's exit is a small layer of earth that they can easily break through. The spell can also be used with clouds, or water, causing the water of them to spin quickly to make it difficult to pass through, while also making one easy access escape. These are not the best to use for long term protection even for a captain, they are mainly meant for a quick protection and to get the upper hand as well.

Jaws of the Earth: summons up two mounds of earth on either side of the target with rows of spikes pointed at the targer, the mounds then converge on the target and slam shut like a set of jaws and then sink back into the ground.

Puppeteer: The user in an instant makes a clone of reiatsu and is in a hidden place. The clone's actions are all under the user's control, but the clone itself may not use any zanpakuto attacks or kido. It takes the appearance, and can still slash with a blade or anything else physical though. The opponent has no way of differentiating the two unless an ability grants access.

C Kido/Hex
(Low Level)

Reiatsu blade: Reiatsu is pushed into a sharp point at the edge of your sword. This is unseen and simply elongates the blade.

Grasp of the Elements: The user focuses reiatsu into their hands and thinks of one of the four basic elements (Water, Air, Fire, Earth) and their hands will be covered in the substance and can shoot it out. This only lasts for eight posts. A zanpakuto may not be held in a hand using this spell, but a person can use it on one hand and continue controlling an element with the other.

Ant's Anatomy: Reiatsu flows through the arms and enables the user to pick up, block force, and swing things many times their own weight. The larger your character, the more you can pick up x5. 100lb Character = 500lb

Shrapnel Skin: Doesn't provide any armor, but it covers the body head to toe in a thin layer of reiatsu. When an opponent hits the user, it splinters towards the impact. This technique is almost never fatal unless a lucky shot the the neck is given, it still hurts though, a lot.

Beacon: If an enemy is attacking someone else with anything except a physical attack (this mean energy, projectiles, ect.), the user can take the hit for them by drawing the attack to themselves. This is an experimental kido, roll a dice 1-100. If it lands 1-70, full damage. 71-89, twice the damage because of the attack and the kido reversed on you, 90-100 no damage. (This can be any level of attack, so long as you know there's a 90% chance of you getting hurt.)

Animal Spirit: This little creature isn't very useful for fighting, but can be summoned with no cost to reiatsu. It is simply a creature born of your reiatsu that at best, will help you focus your kido. The one thing is can do exceptionally well though, is be a launcher of kido.
Example: Have the animal run behind your enemy while you use a hado spell, it will shoot from the animal towards the enemy.

Earth Guardian: takes the hardest minerals in the ground and fuses them in to a wall in front of the caster

Water Vulcan: Gathers the water from the air into a ball in front of the caster's hand.After that the caster can fire small water drops from it at the target at high pressure until the water is used up.

Ice Box: A large box is summoned behind the user releasing a freezing mist and gale force winds.

Break: This spell is known for its quick uses for a quick distraction, to even a small field of damage. In total this attack is known for causing a quick break in the ground, or buildings. The caster must either touch their hand first to their forehead, using their index and middle finger and then touch the same fingers to the ground. As long as they have seen the spot at least once, or know where it is located, a small explosion will happen, leaving the cracked ground or space where it has happened, but it only breaks the field while causing enemies near it to fly off, or just take pain from the pieces launched from it.

Palm Shocking: Calling upon the caster to make the hand sign for lightning, the caster cannot hold their zanpakuto in the hand in use, most of the time it is best not to have your zanpakuto out at all while using this. The spell increases one arm's movement speed as if it were in a constant shunpo like movement, leaving hardly an image about it, while giving it electrical power that surges out of it to harm the opponent. But if a wielder uses an electrical ranged spell the caster of Palm Shock is in danger because it will draw in the lighting right towards them, and double to damage, but it will also double to power of Palm Shocking, if they still have control of their hand, often they won't after this. The spell lasts for 3 of the casters posts, and has a cool down of 5 after the spell ends.

Afrit Call: This spell can be called upon by any caster. The Afrit is a creature in demonic lore that is above that in power of a Djinni. These creatures have the ability to see through all cloaking abilities, are able to shoot out 4, 5, 6, 7 plasma shots (depending on rank), and poses claws so powerful that they can break through a wall like it were tissue. The Afrits are no bigger than 3 feet tall, and posses strange eyes that can follow the movement of any rank, but are only twice as fast as their caster, and only as powerful as their caster. These creatures are dangerous, to say the least.
For each rank the Afrit only lasts for a maximum of 6 of the caster's turns.
Soldiers get completely drained of their casting abilities during the summon, and during a 10 post cool down. Officers lose about 80% of their spell casting abilities during the use of the Afrit, leaving them to only minimum spell casting uses, with an 9 post cool down. Lieutenants lose about 70% of their casting abilities, leaving them to minimum spell castings for a moment, with an 8 post cool down. Captains are left with a 60% reduction in spell casting, leaving them to a some what moderate use of spells, with a 7 post cool down.