Generic Type

Ability Increase: Increase one of your ability scores by +4 while your zanpakutou is released. This ability may be taken multiple times, its effects stack if necessary. For Constantly released Zanpakutou, this bonus must be activated as a swift action, and lasts until the end of the current encounter.

Speed: This gives you an additional +10 to base land movement speed while your zanpakutou is released. It may be taken multiple times, its effects stack.

Improved Speed: This requires Speed. Each time you take this ability, your Flash Step gains a +5 bonus.

Greater Speed: This requires Improved Speed. As an immediate action, you may make a DC 10 Flash Step check to gain a +1 bonus to AC checks for one full round. This stacks with the Aid Another use of Flash Step. For each 5 points you defeat the DC by add another +1 to the AC rolls for that round.

Superior Speed: This requires Greater Speed. As an immediate Action you may make a DC 15 Flash Step check to gain a +1 bonus to attack rolls that round. For every 5 you beat the DC by add another +1 to the attack rolls for that round.

Perfect Speed: This requires Superior Speed. As an immediate action, you may make a DC 25 Flash Step check to gain the benefits of both Greater Speed and Superior Speed. For each 5 you beat the DC by add another +1 to both AC and Attack for that round.

Skillful: This ability gives you +10 to skill checks for a specific non base skill. It may be taken multiple times, it's effects do not stack, but are applied to a different skill each time. This only takes effect while your Zanpakutou is released.

Improved Skillful Requires Skillful to take. This ability gives you a +10 bonus to all non base skill checks for a particular ability score. You must choose the ability score when you choose this ability. This takes effect only while your zanpakutou is released. If this would stack with Skillful, it instead overlaps.

Change Attack Form: Change the required saving throw of any one ability. The ability’s manifestation changes to reflect this.

True Sight: This allows you to pierce veil and illusion-type abilities and the deflect light abilities of the light type, seeing what is truly there. This ability may be taken multiple times, each time makes it stronger (to determine the level of illusion vs. the level of true sight, compare the amount of times the user of the illusion has taken the Mirage ability or related abilities against how many times you have taken the True Sight ability. The one who has taken their respective ability more trumps the other.)

Flight: This gives you the ability to fly at your normal speed with average maneuverability while your zanpakutou is released. You may take this ability multiple times, each time increases your maneuverability by one step.

Power or Speed: At your option, your Zanpakutou attacks have either +1 to hit and -2 to damage or +1 to damage and -2 to hit. When making multiple attacks, you can apply one or the other to all your attacks; you may not pick and choose. This ability may be taken multiple times; each time increases your ability to trade by +1/-2.

Spirit Blast: You can make a ranged touch attack within 50 feet that deals 2d8 damage. Each time you take this ability, the damage increases by 2d8 or the range increases by 30. Improved Spirit Blast: This requires the Spirit Blast ability. Each time you take this ability, your Spirit Blast gains +1 to hit and +2 damage per dice of damage dealt (IE if your Spirit Blast deals 4d8 damage, it would now deal 4d8+8). Rapid Spirit Blast: This requires the Spirit Blast ability. As a full round action, you may make one additional Spirit Blast, up to a maximum of your full attack. This ability may be taken multiple times; each time allows an additional Spirit Blast up to your maximum attacks in a round.

Greater Spirit Blast Requires Spirit Blast, Rapid spirit blast taken at least twice. When using rapid spirit blast, you can instead choose to combine all of the blasts into one great burst of spiritual energy. This blast has +1 to hit for each blast sacrificed, and causes damage equal to the combined damage of the spirit blasts

Spirit Blade Reuiqires Spirit Blast and four other generic abilities to take. When making an attack with your Zanpakuto, you can channel a spirit blast or greater spirit blast into the first strike you make in that round. If the attack hits, then the target is also struck by the spirit blast. When making a full attack action with your zanpakuto, you can channel either the above abilities into the first strike, or a rapid spirit blast into each attack.

Spirit Wave Requires Spirit Blast and two other generic abilites to take. When using spirit blast, you can use the attack as a cone with 1/2 the range. The victim is entitled to a reflex save for half damage. Special: This can be used with rapid spirit blast or greater spirit blast.

Change the Source: Your Zanpakutou can be changed from a weapon of brute force to a precise scalpel or a function of mathematical accuracy. Choose an ability score; your Zanpakutou now functions as though that ability score were your Strength for the purpose of attack and damage modifiers and Shikai/Bankai abilities dependent on Strength. This ability can be taken three times; once for normal melee attacks, once for Summons, and once for Projectile attacks.

Change Reiatsu Source: This ability allows you change the statistic used to determine saving throws of your abilities from Constitution to any of your choice. It similarly changes the statistic used for a Summon's abilities.

Awareness: You gain +4 to Spot, Listen, and Sense Motive. You always know which way is North. You may take this ability multiple times; its effects stack.

Improved Awareness: This requires Awareness. You gain +4 to Initiative checks. You may take this ability multiple times; its effects stack.

Greater Awareness: This requires Improved Awareness. You gain the benefits of Uncanny Dodge and Improved Uncanny Dodge.

Superior Awareness: This requires Greater Awareness. You gain the ability to use Discern Lies and Detect Thoughts at the same time by concentrating on a subject; they gain a Will save to resist, but do not become aware of this effect. You gain Blindsight out to 5 feet. This ability can be taken multiple times; each time either increases the Will save DC by +2 or the range of your Blindsight by 5 feet.

Perfect Awareness: This requires Superior Awareness. You see all things as they truly are; you can see through normal and magic darkness, through concealment due to magic, through illusions and shapechange effects, magic meant to conceal something from view (such as invisibility magic), and similar effects. You cannot see through solid objects or natural concealment (such as fog or tall grass). For the purpose of other zanpakutou abilities like Mirage, you make a Spot or Sense Motive check (whichever is higher) against their Bluff or caster level check (whichever is higher). Attack Type Specialist: Choose AC, Will, Reflex, or Fortitude. Attacks made with Shikai/Bankai abilities requiring a save may be changed to require the AC chosen. This choice is permanent, made for all your abilities when gaining this ability or for any ability gained when you gain it. You may take this ability multiple times; each time selecting a new skill. You may freely choose between the skills chosen.

Growth: You have the ability to grow one size category gaining all the size penalties and bonuses as normal as a standard action. This may be taken multiple times to increase the size you can grow to by one size category. It takes a standard action to grow. Your base damage increases as follows (1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 4d6, 4d8). You do not have to grow to your maximum size when using this ability. If there is insufficient room to grow to the size you wish to grow to, you automatically attempt to burst the structure. Should you fail, you return to the closest size category to which would fit comfortably in the area you have occupied. This cannot be used in conjunction with Shrink and if you do shrink (Whether it is to your normal size or with the Shrink option). You lose all bonuses granted by this ability and improved growth.

Improved Growth: Requires Growth taken at least once to take. When you grow, you gain a +2 bonus to Strength, Dexterity and Constitution. This may be taken multiple times, it's effects stack.

Greater Growth: Requires Improved Growth taken at least once to take. You may choose to grow just a limb instead of your whole body. Should you do that, your damage grows to it's appropriate size, but you only gain one half the benefits of the growth. This may be done as part of an attack.

Shrinking: You have the ability to shrink one size category gaining all the size penalties and bonuses as normal as a standard action. This may be taken multiple times to decrease the size you can grow by one size category. It takes a standard action to shrink. This cannot be used in conjunction with Growth and if you do grow (Whether it is to your normal size or with the Growth option). You lose all bonuses granted by this ability and improved shrinking.

Improved Shrinking: Requires Shrink at least once to take. When you shrink, you gain a +2 bonus to Strength, Dexterity and Constitution. This may be taken multiple times, it's effects stack.

Greater Shrinking: Requires Improved Shrink taken at least once to take. When you shrink you gain a +2 dodge bonus to AC per size category shrunk. This may be taken multiple times each time increasing the dodge bonus by +2..

Greater Grip: While your Zanpakutou is released, you grow two additional arms. These arms confer a +4 bonus to Strength when in use, and end in a pair of wicked claws with opposable thumbs. These arms are secondary limbs and may be used to make 2 claw attacks that deal 1d8 damage + 1d8 damage per 5 ranks in Unarmed Strike you have above 1. These attacks are made at -5 penalty. This may be taken multiple times to increase the arm growth by 2 each time and the bonus to strength by +2.

Alternate Form: You may take an alternate form when your Zanpakutou is released. This is done by rearranging your statistics at will. You may not increase a statistic more than 2x it's normal, and you can't more than half another statistic.

Adaptation: Choose one naturally occurring environment (such as underwater, in lava, space). You can survive in that environment while your Zanpakutou is released. You may take this multiple times to gain a new naturally occurring environment each time.

Elasticity: You may stretch your limbs out 100feet per time you take this. You take a -2 penalty to strength every 20 feet you stretch your limbs. You actively threaten out to 10 feet. You may take this multiple times to increase the length you can stretch your limbs by 100 feet and the area you threaten by 5 feet. Each time you take this you gain a +2 on grapple checks and escape artist checks to escape being grappled or bound.

Heightened Senses: Choose a sense, you gain a +4 bonus on checks to detect things with that sense. Alternatively, you may choose all your senses. You must take this a second time to gain any bonuses if you choose all senses. You may take this multiple times to gain an additional +4 bonus to checks.

Elemental Control You have the ability to control the elemental power of your Zanpakutou with surprising accuracy. As a prerequisite of this ability you must have an elemental type zanpakutou or a Zanpakutou with the Light or Darkness type. You may control any element that is on your Zanpakutou within close range (25 feet + 5 feet per 2 levels). The maximum amount of controllable material is one five cubic foot square of material per time you take this ability. The element does not have to be present when you wish to use this ability if the element in question is able to be created in the environment you are in (IE If there are combustible materials around you can create and then control fire. If there is moisture in the air, or on the ground you can create and control water/ice.) While controlling your element you may also do tricks with these elements that require a concentration check with a DC set by the GM ranging from 0 for extremely simple tricks to 40 or above for highly complex tricks. An example of a simple trick would be sparking a fire on a highly combustible object.

Elements you control CAN cause damage if they would normally be able to. For example, setting someone's shohakusho on fire would cause normal damage for being on fire. Setting someone in a block of ice might induce suffocation. Creating a flash of light might cause blindness. Side effects of elemental control are at GM discretion and should be kept within reason.

Bonus Feat: Choose two non prestige feats you meet the prerequisites for. While your weapon is released, you benefit from those feats as if you had them as bonus feats. This may be taken multiple times, each time choose new feats. You may use feats garnered in this way to qualify for other feats through this ability. You cannot gain any Zanpakutou feat in this way. Other feats are at GM discretion. Choose wisely.

Spell-Like Ability The user's release gains a spell-like ability usable once per day per point of wisdom modifier. The spell level must be equal to 1/3 of the character level + INT bonus or lower. This ability can be selected multiple times, adding a use per day, or a new spell-like ability. Spell-like abilities are only available while your release is active.

Change Form: This physically changes a weapon into another form with special abilities. For example, it might take the form of a double-weapon, a reach weapon, two weapons, a lance, a spiked chain, etc. This gives it all of the properties of the weapon itself, including changing the damage type appropriately. This does not allow it to take the form of any ranged weapon, although it can gain some range via throwing type enhancements. This ability may be taken multiple times, each time gives it the form of a different weapon. Switching between forms (or back to a standard zanpakutou form) is a swift action that does not provoke an attack of opportunity.

Adaptive Attack Specialist Requires Attack type specialist for all three saves, four other generic type shikai abilities. This is a swift action that does not provoke an attack of opportunity. When using any shikai ability that allows a save, you may activate this ability. The save for the ability becomes the targets lowest save. You do not learn what save this is.

Penetrating Requires a shikai ability that allows a save. The save DC of all your Zanpakutou abilities is increased by 1. This ability can be taken multiple times. It's effects stack

Fused Strike Requires one ability from another list. Whenever the Shinigami uses an ability from another Zanpakutou type that targets an enemy, she may choose to use it as a melee attack through her Zanpakutou rather than its normal type of attack. If used in this way, it benefits from all advantages of the Zanpakutou. An area attack used in this manner loses all area effect. An ability that can hit multiple foes can hit as many foes as the Shinigami can make in a full attack (even if this is more). This does not change the action of the ability. This cannot be used on an ability that is already a Zanpakutou attack (non-Zanpakutou melee attacks are acceptable) This cannot be used with a whirlwind attack.

Greater Fused Strike Requires Fused Strike and 5 abilities from another list. When using an ability through Fused Strike, the Shinigami may use the ability a number of times up to the amount of attacks she could make in a full attack action. This is a full round action, or if the ability was already a full round action a full round + swift action. Otherwise, this functions identically to fused strike.

Improved Fused Strike This requires Fused Strike to take. You may take two different Zanpakutou abilities and combine their effects together. You decide which ability happens first, and which ability happens second. You decide which area is used if one or both of the abilities have an area. If only one ability has an area, use that area. You also decide which saving throw is used if there are two different saving throw types. You use the greater of the two attack numbers if one or both abilities have multiple attacks. You can't choose an ability that is required for another ability (IE You couldn't combine Wounding and Greater Wounding)

Ranged Form: This allows the zanpakutou to attack as a ranged weapon. When releasing, you may release your zanpakutou into its ranged form if desired. Switching between melee and ranged is a swift action that does not provoke an attack of opportunity. While in ranged form, your weapon no longer threatens any spaces. It can attack with a range increment of 90 feet, and functions off your weapon attack bonus (although it uses wisdom instead of strength as it is a ranged attack). Its damage is lowered by one step, and it receives no additional benefit to damage beyond the zanpakutou’s natural weapon enhancement if any (although other projectile abilities can change this). You may make a full attack with your weapon in ranged form.

Normal Form: Using this ability, you can change an elemental attack into an attack dealing the base damage of your Zanpakutou (Piercing, Bludgeoning or Slashing). This can be applied to any elemental ability (Example: You could turn your Flame Shield into a shield of slashing damage)