Water Type

'''WATER TYPE'''

 "But Kyouka Suigetsu is a flower water-type Zanpakuto that uses diffused reflection in mist and flowing water to confuse enemies and create war between comrades... isn't that what you told me, Captain Aizen?" --Kotetsu Isane, 4th Division Lieutenant

Water-Type zanpakutou have several abilities. Some use the power of mirage and deceit to confuse their foes, while others utilize the untamed fury of water to devastate their enemies.

Water Walk: 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 zanpakutou.

Bestow Water Walk: This allows you to bestow Water Walk on your allies. Bestowing Water Walk is a Standard Action that does not provoke an attack of opportunity, and it lasts for 1 round/character level.

Swift Bestow Water Walk: This requires Bestow Water Walk to take. It allows you to Bestow Water Breathing as a swift action.

Create Water: This ability functions identically to the 0-level Cleric spell, but it instead allows you to create 5 cubic feet of water (approximately 24 gallons) as a standard action. You may take this ability multiple times; each time increases the amount of water you can create by 5 cubic feet.

Swift Create Water: This requires Create Water to take. It allows you to use the Create Water ability as a Swift Action.

Control Water: This functions identically to the 4th level Druid spell, except that it affects a 100 ft. by 100 ft. area. You may take this ability multiple times; each time increases the affected area by 50 feet. It takes a standard action to manifest this ability.

Animate Water: This requires Control Water to take. It allows you to attack with water in the area. If there is at least 5 cubic feet of water, you can attack with it. The target takes 2d6 water damage unless succeed a reflex save (Dexterity Based), in which case they take ½ damage. This ability allows you to attack 1 square per 5 cubic feet of water, to a maximum of 4 squares. You may take this ability multiple times, each time allows you to make use of 2 additional cubic squares of water. Also, when using this ability, you may combine the water used into one attack for an additional 2d6 water damage. If this function is used, however many cubic feet of water you combine cannot be used to attack other squares. You cannot combine more than ½ the total number of squares you may normally attack in this fashion.

Stream: This requires Control Water to take. It allows you to create a pressurized stream that stems from your zanpakutou. The stream is considered to be a bull rush attack against an opponent, but uses ½ your character level in place your strength bonus. Also, you do not have to move, the Stream attacks in a 90 ft. line and bulrushes anybody in its path. This can be used to bullrush through walls. You may take this ability multiple times, each time gives you 15 extra feet or +2 to the bull rush check.

Whirlpool: This requires Control Water and two other abilities to take. It allows you to create a whirlpool around yourself, but aside from its difference in form functions identically to the 8th level spell Whirlwind. A whirlpool is created as a Standard Action. You may take this multiple times, each time allows it to effect creatures one size category larger or increases the initial damage by 2d6 and the damage taken while suspended by 1d8.

Crushing Wave: This allows you to use water to crush your target. As a move-equivalent action, you can sheathe your zanpakutou in water, giving it an additional 2d6 water damage. This effect lasts until you release your hold on your zanpakutou or reseal it.

Greater Crushing Wave: This requires Crushing Wave to take. It grants an additional 2d6 water damage when manifesting Crushing Wave, for a total of 4d6.

Superior Crushing Wave: This requires Crushing Wave and Greater Crushing Wave to take. It grants an additional 2d6 water damage when manifesting Greater Crushing Wave, for a total of 6d6.

Swift Crushing Wave: This requires Crushing Wave to take. It allows you to manifest your Crushing Wave as a Swift Action.

Water Blade: This changes the form of the zanpakutou’s blade into condensed and solidified Water, causing it to inflict Water damage. Crushing Waves may still be used in conjunction with Water Blade.

Water Form: This changes the form of the zanpakutou’s attacks, changing them to condensed and solidified Water. For example, Projectile-based Zanpakutou will now do Water damage, whereas Summon-based Zanpakutou will gain the Water subtype and do Water damage. Crushing Wave may still be used in conjunction with Water Form.

Water Adaptation: Every time you take this ability, you gain 10 resistance to water, to a maximum of 50 for each after taking this ability five times. This ability cannot be used with the Twin Zanpakutou Mastery feat, but can be with other magic items.

Mirage: This ability functions exactly like the 1st level spell Silent Image, except that it can create a single image of up to 50 foot by 50 foot space. It is manifested as a standard action. You may take this ability multiple times, each time allows you to increase the range by 50 feet and make one additional image or allows you to add the ability to give the illusions sound, smell, thermal illusion, tactile sense, the ability to move the images around, or to gain +2 to the save DC to disbelieve. Targets gain a will save to disbelieve (DC 10+character level+wisdom modifier) as they interact with the illusions. Each added sense gives you +1 to the DC. Directing an image requires concentration. Improved Mirage: This ability adds minor sounds but not recognizable speech, adding +2 to the Will save DC to disbelieve your Mirage. Greater Mirage: This ability adds sound, smell, and heat details, adding +2 to the Will save DC to disbelieve your Mirage. Perfect Mirage: This ability allows you to set programmed scripts for your illusions of reasonable complexity (five rounds worth of actions per point of your Intelligence modifier), including your mirror images, adding +2 to the Will save to disbelieve your Mirage. Enhanced Mirage: This requires the Mirage ability to take. It allows you to direct an additional image while concentrating. You may take this ability multiple times, each time allows you to direct an additional image and adds +2 to the save DC against Mirage. Deadly Mirage: This requires the Mirage ability and two other water abilities to take. It allows the illusions created by Mirage to become partially real, dealing damage to the target who believes. A target that fails to disbelieve takes 2d6 damage from any attack launched by a Mirage. This ability may be taken multiple times; each time either gives an additional 1d6 to damage (to a maximum of 5d6) or allows you to attack with one other Mirage at a time. Each time this ability is taken, the Mirage becomes more real, starting at 10% and gaining an additional 10% whenever the ability is taken again. The Mirages cannot become more than 80% real. Mirages disbelieved only do a percentage of damage equal to how real they are.

Blending Waves: This requires the Mirage ability to take. It allows you to conceal yourself in illusions, making yourself appear invisible as a standard action and you may also hide your reiatsu at the same time you use this ability.. This invisibility is canceled the moment you attack, or after a number of rounds equal to your level, whichever happens first. This ability may be taken multiple times. Each time increases the amount of times you may attack before your invisibility is broken by 1, and increases the level of invisibility, making it harder for things like the True Sight ability to penetrate.

Undersea Knight: This ability allows you to breathe water as easily as air. You also gain a swim speed equal to your land speed. This ability can be taken multiple times; each time increases your swim speed multiplier by 1. Improved Undersea Knight: You may choose to walk through water as though walking on land, including over its surface. You may also move through water up and down as though on a solid ramp of any degree you wish; Balance checks may be necessary if you need to move steeply without swimming.

Bestow Undersea Knighthood: This allows you to bestow your Undersea Knight ability on your allies. Bestowing it is a Standard Action that does not provoke an attack of opportunity, and it lasts until you reseal your zanpakutou. Swift Bestow Undersea Knighthood: This requires Bestow Undersea Knighthood to take. It allows you to use the Bestow Undersea Knighthood ability as a swift action.

Vortex: This ability requires Control water. It allows you to use a standard action to grapple a target within 60 feet with water, using a 5-foot cube of water per square they take up. The Grapple check is your level plus your Intelligence modifier. In order to maintain the grapple, you must make a concentration check.

Constricting Vortex: This ability requires Vortex. The target of your vortex takes 1[BW] water damage at the start of their turn while in your Vortex. You may take this multiple times to increase the number of [BW] by 1 to the maximum that your attack has.

Blessing of the Deep: This requires nine other Water Type abilities to take. Instead of taking damage from water, you heal from it on a three to one basis (IE if you were about to take 30 water damage, you would instead heal 10 points of hit point damage).

Water Prison This requires Create Water and Vortex to take. As a standard action you may target a creature within close range. The target must make a Reflex save (Intelligence Based) 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 prison lasts as long as you concentrate on it, and while you do that you may not move. 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

Efficient Water Prison This requires Water prison to take. Your Water Prison requires 1/2 as many cubes(minimum number of cubes equals number of 5ft squares in space) rounded up. May be taken multiple times, each time half the number of cubes needed again.

Water Prison Warden This requires Water Prison to take. You may target and concentrate on one extra creature with your Water Prison at a time, however you must have enough water cubes for each prison. No Water prison may be more than 30ft away from any other water prison. You may take this multiple times to increase the number of targets you can have and concentrate on by 1 each time.

Water Clone This requires Create Water and Animate Water to take. You create an clone made of water of you, which shares your ability scores, personality, character levels, skills, feats, and memories, as a full-round action. It carry the same gear as you do (but only has sealed versions of your weapons), and they cannot use any zanpakutou 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, returns to being a cube of water, 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 Reiatsu it had. The clone has 10hp and takes damage as normal in combat. When you create the clone you invest your Reiatsu into it (you choose how much it gets). The clones have the water subtype and gains Fast Healing 2 when at least waist deep in water. Creating the clone uses up as much water as a water prison for a creature of its size. Special: May be taken multiple times, each time the clone gains 10hp and lasts an additional minute.

MultiClone This requires Water Clone and two other Water Type abilities to take. You may create one more clone when using water clone. You may be taken multiple times each time you may create an additional clone.

Skilled Clone This requires Water Clone and three other Water Type abilities to take. Your clones may use any zanpakutou ability you posses, with all the same restrictions. A clone's DCs are 4 less than yours. Clones may not use Water Clone.

Tidal Surge This requires Stream to take. As a standard action you may create a cone of water with length equal to 1/2 the length of Stream's line. Those within the cone are overrun and they may not avoid. This is done as a standard overrun except there is no size limit and you use 1/2 your level in place of strength. May be taken a second time allowing you to bullrush instead of overrun with Tidal Surge and overrun with Stream.

Riptide This requires you to have taken Tidal Surge twice. When you use Tidal Surge or Stream, targets in the area are overrun then bullrushed. May be taken multiple times, each time causes those in the area to take 2d6 damage or increase the damage by 1d6. Targets may make a Reflex save for 1/2 damage.

Explosive Water Wave This requires Riptide to take. You may use Riptide as a burst with a radius equal to that of the cone.

Faith in the Waves Whenever the Shinigami water damage, she increases the result of each dice of damage by one. For example, 5d6 water damage would become 5d6+5 water damage if she has this ability.