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ATTENTION: This page contains information and elements on Kidō that is no way tied to any existing official story or fan-made arcs. The content on this page is completely fan-made, with canon elements pulled for the War of Souls story arc. This arc deviates from the current Bleach storyline and as such exists within its own alternate universes.

Kidō (鬼道, "demon way" or "spirit way"; sometimes translated as Demon Arts; Viz "Soul Reaper's powers"; "Spells") is a form of Shinigami combat based on advanced spells. These spells are produced with strong Reiryoku and fall into two categories: Hadō for direct attacks, and Bakudō for battle support. It is one of the techniques in the Zankensoki, the group of Shinigami primary combat skills. Kidō spells are triggered by an incantation. Experienced users can trigger them without an incantation, though the effectiveness of the spell will be diminished.

The Kidō Corps is a branch of Soul Society's military which excels in the mastery of Kidō.

Kidō Mechanics

Each spell is graded on a scale from 1 to 99, the latter being the most powerful and the most difficult to perform. The scale is a measure of difficulty. To use Kidō, a Shinigami must recite the specific incantation for the spell, which is often long and requires a few seconds to speak.

The power of a spell relies on the power of the user, as even a low-level spell can be utterly devastating when utilized by a high-class Shinigami.

Kidō can be used for practical purposes as well. Renji Abarai has demonstrated a kidō spell can be used to light a dark hallway if the spell is tweaked in the right way, albeit with less power.

Kidō Classification

There are three main types of Kidō: binding spells, destruction spells, and healing spells.

  • Bakudō (縛道, lit. "Way of Binding"): Supplementary spells which can immobilize an enemy or have an effect besides a direct strike. They may seem subtle, but these spells can give their users a tactical advantage when used properly. These are a broad category of defensive spells which block/repel attacks or freezes enemies in place. This class of spells include Kidō Barriers & Seals.
    • Barriers: Focused spiritual energy formed into a solid form of energy. This energy can take on many shapes or colors as determined by the user. Barriers are protective in nature, and can be as simple as a barrier only protecting one direction or encompassing all sides of an area. Barriers can be used for containment, and some barriers can be used offensively. Barriers can mask spiritual pressure and can make one spiritually and physically invisible. The strength of a barrier is dependent upon the power of the user. Weak barriers are easily breakable, while strong ones can last for centuries. Barriers created by noble blood are said to be unbreakable by those of lesser status. Certain barriers can be placed beforehand and activated later, while others require certain artifacts and time to activate.
    • Seals: Somewhat similar to barriers, but far more powerful and require far more preparation to create. Seals can only be used by those of sufficient spiritual power being who are meant to hold the most powerful and/or dangerous artifacts or beings. Seals are usually hard to break.
  • Hadō (破道, lit. "Way of Destruction"): Offensive spells which inflict direct damage to the enemy. Their effectiveness differs depending on the user. It is said the effectiveness of the higher-ranked spells are beyond imagination.
  • Kaidou ("Healing Kidō"): These spells do not have known names, numbers, or incantations to cast, and simply heal the target. As the user holds his/her hands above the patient's wounds, his/her palms glow with green spiritual energy to facilitate healing. When one heals with regular healing kidō, they perform Reiatsu restoration first. By doing so, one can attempt to recover the physical body using the patient's restored reiatsu and the healer's external reiatsu. Therefore, restoring the reiatsu when the physical body is in a fully healed state is no trouble at all.

Forbidden Kidō

A form of classification for Kidō spells which are considered illegal by Soul Society. The use of such spells will commonly result in some form of lengthy imprisonment or worse. The Kidō spells which fall under this class are those which involve the manipulation of space and time and Kidō which sacrifices the self.

Incantation Classes

  • Eishōhaki (詠唱破棄, "Incantation Abandonment"): A class of Kidō Incantation where the Kidō practitioner forgoes using a spoken incantation at all. While it decreases the time needed to release the Kidō, it drastically weakens the spell. While anyone well versed in Kidō can use this technique, it is most effective when done by a skilled practitioner, otherwise the spell could utterly fail (i.e.: the spell explodes in the user's face). The most skilled experts are capable of using this technique to amazing effect.
  • Nijū Eishō (二重詠唱, "Twofold Incantation"): a class of Kidō Incantation where the Kidō practitioner mixes the incantations of two entirely separate Kidō spells together to save time and confuse their opponent at the same time.
  • Kōjutsu Eishō (後述詠唱, "Spoken-After Incantation"): A class of Kidō Incantation where the incantation is recited after initiating the spell in order to power it up. So far, only Hachigen Ushōda has been seen using this technique, in order to reinforce the nature of his Ryūbi no Jōmon during his fight against Baraggan Louisenbairn.

Kidō is commonly used in instances of surprise attacks, rather than all-out assaults, being most effective when one's opponent does not see it coming. Kidō is usable with just the spell name and no incantation or spell number.

Kidō Spells

Bakudō (縛道, "Way of Binding")
A broad category of Defensive, Communication, Binding, Tracking and Sealing spells.


Spell # Spell Name Spell Information Spell Picture
1. Sai (塞, Block) The practitioner, pointing his/her index and middle fingers at the intended target(s), causes the target's arms to lock behind their back. The spell is usable on a single target or a significantly large group of people. Sai Kido
2. Shibireyubi (しびれ指, Numbing Finger) As the user places a finger in front of the victim's face, a ball of white energy flashes momentarily before their eyes. The victim, immediately incapacitated, falls to the ground while remaining conscious and aware of what is going on around them. Shibireyubi
3. Inemuri (威眠, Forced Slumber) Knocks the victim unconscious when the user places their palm in front of their face. For a moment, the victim's pupil's dilate several times before they fall unconscious. Inemuri
4. Hainawa (這縄, Crawling Rope) Binds enemies with a Reishi rope to stop their movement. The practitioner generates a crackling yellow energy rope within his/her hand(s) and throws it toward the opponent. The energy entangles itself around the opponent's arms and body, immobilizing them. Crawling Rope
6. Tanma Otoshi (タンマ落とし, Time-Out Drop) As the user of this technique holds the palm of their hand over the victim's face, white light emanates from their hand, disorientating the victim and knocking them unconscious. TanmaOtoshi
8. Seki (斥, Repulse) The practitioner generates an orb of light blue energy, which not only blocks attacks but repels whatever strikes it. Seki
9. Geki (撃, Strike) The practitioner, drawing the symbols of the spell in the air, causes his/her entire body to permeate a red energy. The same red energy, engulfing the body of the target, causes complete paralysis.

Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and then claw out your own throat!"

Geki
10. Hōrin (崩輪, Disintegrating Circle) The practitioner, using the index and middle fingers, generates an orange hued tendril with spiraling yellow patterns which, ensnaring the opponent as the tendril wraps around their body, immobilizes them. The end of it remains in the hands of the user, allowing them to control the path of the tendril before and after capture. The Kidō can connect with another one of itself, if both have captured a target, and bind them together.

Incantation: "Disintegrate, you black dog of Rondanini!! Look upon yourself with horror and tear out your own throat!"

Horin
11. Hakufuku (白伏, White Crawl) The target sees the illusion of purple cherry blossoms falling around them. As their vision begins to blur and become unfocused, their consciousness becomes muddled, disoriented, and confused. Shortly thereafter, the target blacks out altogether, losing consciousness, only to awaken with an unclear memory of what occurred. Hakufuku
21. Hōrin (赤煙遁, Red Smoke Escape) As the practitioner places the palms of their hands down on the ground, red smoke bursts forth from the point of contact, swiftly engulfing the surrounding area and briefly obscuring the movements of whomever is within the smoke, allowing a quick getaway. Sekienton
26. Kyokkō (曲光, Bent Light) Hides the physical form and Reiatsu of the caster by bending light.
27. Noren Mekuri (暖簾捲り, Curtain Stripping) To counter the effects of Kyokkō, Noren Mekuri was created. This spell nullifies types of illusory effects which may be used to conceal something from view. The practitioner, extending their hand, appears as though they are gripping thin air before stripping away the technique which is currently in effect. Doing so creates a light blue and violet aura around the the object which is being revealed as it gradually comes into view. NorenMekuri
30. Shitotsu Sansen (嘴突三閃, Beak-Piercing Triple Beam) The practitioner, generating a burst of crackling yellow energy in his/her palm, uses that energy to draw an inverted yellow triangle, which generates solidified energy in the shape of triangles from its three points. The triangles, firing, hit the intended target and pin him/her against a nearby surface, slamming into his or her body in three places in the shape of a perfect triangle and immobilizing them. Shitotsusansen
32. Kanawa Sokubaku (金輪束縛, Golden Wheel Shackles) The practitioner generates rings of yellow energy that go around a target's limbs and brings them down to the ground. The user is even able to gesture with their hands so that the rings movement in specific directions, such as bringing them behind a target's back.
33. Kusarijō Ryōken (鎖状猟犬, Chained Hound) The practitioner generates a collar of white energy in one hand and an anchor shaped spike in the other, with both objects linked together by a long chain. The user can send the collar at a target's neck and wrap around it, while throwing the anchor to the ground. The chain will then begin to contract and bring the target closer in and effectively restricting the target's movements to a distance no greater than the length of the chain.
37. Tsuriboshi (吊星, Suspending Star) Tsuriboshi is primarily used to catch. The spell creates a ball of blue energy that fires out six "ropes" from its center. The "ropes" attach themselves to any sturdy nearby object and the energy in the center solidifies into a flat elastic-like cushion. The spell can stop falling objects similar to a safety net. Tsuriboshi
39. Enkōsen (円閘扇, Round Lock Fan) Enkōsen is primarily used for defense. The practitioner can use either both hands or his/her Zanpakutō in a blocking motion. The spell generates a dull yellow energy, which takes the form of a large spinning disk of condensed reiatsu, in front of the practitioner, blocking an opponent's attack. Enkosen
41. Bochi Shōkan (墓地召喚, Graveyard Summons) A trap spell involving a user to pour their spiritual energy over an area to set it. Once a target steps within it, several arms of yellow energy sprout and grab them, holding them in place. This spell can work well against a single target or several.
42. Goryōho (五稜堡, Five-Sided Fort) A barrier spell where the user first draws a star with their index fingers and generates a large yellow pentagon directly in front of them to shield them from attacks. The barrier can range in size dependent on the user's skill and level of power.
50. Nisekagami (偽鏡, False Mirror) A distraction spell used to confuse an opponent. The practitioner raises their Zanpakutō and calls out the spell's name. Suddenly, they will become blurry as if a person unfocused their eyes and splits into two exact copies. While appearing as two, only one is the real user while the other is merely an illusion, but both share the same level of spiritual pressure making it difficult to discern which is the real one. Typically, this spell is used to distract an opponent to allow the real one an opening for an attack.
58. Kakushitsuijaku (摑趾追雀, Summoning of the Tracking Sparrows) Kakushitsuijaku heightens the user's senses and awareness to seize a target. The practitioner draws a circle, with the appropriate symbols set apart in four quadrants upon the ground, using a black powder. When they place their hands palms down just under the circle to activate the spell, the circle glows with a blue light as the symbols within the circle are animated, causing various numbers to appear within until the specific set is found. The number set seems to be a variation on longitude and latitude. Kakushitsuijaku
61. Rikujōkōrō (六杖光牢, Six Rods Prison of Light) A restraint spell which immobilizes enemies with six spiritual bands. The practitioner points his/her index finger at the target, generating a spark of yellow energy, which summons six thin, wide beams of light, which, slamming into a target's midsection, hold them in place. The target is unable to move any part of their body, including the parts which were not struck by the beams. Rikujokoro
62. Hyapporankan (百歩欄干, Hundred Steps Fence) The practitioner, generating a blue-white glowing rod of energy in his/her hand, throws it at the intended target. It multiplies into a hundred more rods, which, raining down on the target, pin him or her against a solid surface and completely immobilize them. It is hard to dodge in a small area. Hyapporankan
63. Sajō Sabaku (鎖条鎖縛, Locking Bondage Stripes) The practitioner, raising his/her palm up to the target, closes his/her hand into a fist. The user calls forth yellow energy, taking a form of very thick rope, which ensnares the opponent, similar to Bakudō No. 4, but much stronger, instead binding the upper body of the target. SajoSabaku
65. Mankinkane (万斤鐘, Ten Thousand Pound Bell) The practitioner summons a tall bronze bell from the sky to drop down over a target and trap them within it. By striking the bell, anything within it will immediately be overcome with the loud noises, deafening them in the process.
67. Nanashinkukōsō (七真紅光槍, Seven Crimson Light Spears) The user creates seven large floating spears of red energy that can be either thrown all at once or at a time towards a target. The spears will them skewer a target, immobilizing them while simultaneously deal shocking damage to further restrain their movements.
69. Tenchūhikuku (天柱低く, Heavenly-Pillar Lowering) The user clasps their hands together, concentrating their spiritual pressure above their target. From there, they summon a tall stone pillar that slams down on a target and pins them to the floor.
73. Tozanshō (倒山晶, Inverse Mountain Crystal) As the spell ignites at a single point, blue energy extends upward to four points, which creates an inverted pyramid that solidifies into a barrier around the caster. The spell is usable around other already active spells. It can be used to trap others inside of it. Tozansho
75. Gochūtekkan (五柱鉄貫, Quintet of 1 kan Iron Pillars) As the practitioner clasps their hands together, five small yellow orbs with skinny tails emerge from between their clasped hands. Moving up above their head, they form into a circle of five. The practitioner, raising their clasped hands up above their head, lowers them downwards, sending the orbs into the ground. As a bright light is generated in the sky above the intended target, five incredibly tall and thick pillars, which are connected to each other by chains, pin the target to the ground.

Incantation: "Walls of iron sand, a priestly pagoda, glowing ironclad fireflies. Standing upright, silent to the end."

Gochutekkan
77. Tenteikūra (天挺空羅, Heavenly Rickshaws in Silken Air) Transmits one's voice to a large number of people simultaneously, often utilized during large-scale battles. Tenteikūra is primarily used for communication. The practitioner draws symbols upon his/her arms, hands, and the ground using a black powder. The practitioner, placing his/her palms away in front, generates a glowing rectangular box, and enacts various movements of the hands to create various root-like extensions in the air, which connect to the glowing rectangle. Upon placing his/her hands up to the rectangle and activating the spell, the root-like extensions glow, creating a network extending out from the rectangle. The spell transmits messages mentally to anyone within an area of the caster's choosing. In addition to reciting the spell, the user must draw specific markings on their arms, which are animated by the spell, to convey the messages. The messages can be spoken either by the caster or by another within the vicinity of the caster.

Incantation: "Black and white net. Twenty-two bridges, sixty-six crowns and belts. Footprints, distant thunder, sharp peak, engulfing land, hidden in the night, sea of clouds, blue line. Form a circle and fly though the heavens."

Tenteikuura
79. Kuyō Shibari (九曜縛, Nine Sunlight Traps) Kuyō Shibari is primarily used to disable. The practitioner creates eight black holes with purple outlines that emit spiritual energy in the personal space surrounding the target, with the ninth black hole manifesting itself in the center of the target's chest. The intended point is to severely immobilize the target. KuyoShibari
81. Dankū (斷空, Splitting Void) A defensive wall is created to protect against an enemy's attack. The practitioner creates a translucent barrier in the form of a large rectangular wall. According to Kidō Masters, it is capable of stopping Kidō-based attacks with power up to level 89. Danku
99. Part 1. Kin (禁, Seal) The practitioner holds their palms away from themselves, with their arms extended out to the sides, and clasps their hands together, with the fingers intertwined intricately. The spell binds the arms of a target to their back like Bakudō #1, but with spiritual fabric and iron shafts. Kin
99. Part 2. Bankin (卍禁, Great Seal) The practitioner slams his/her fingers into the ground, releasing white spiritual energy which forms into a white fabric. As the fabric wraps around the opponent completely, covering him/her from head to toe (First Song), the opponent, being stabbed by numerous metal bolts (Second Song), is smashed with an immense metal cube from above (Final Song).

Incantation: "First Song - Halting wrap", "Second Song - Hundred Serial Bolts", "Final Song - Full Ban Great Mount"

Bankin

Hadō (破道, "Way of Destruction")
A category of Offensive spells.


Spell # Spell Name Spell Information Spell Picture
1. Shō (衝, "Thrust") The practitioner, pointing at the target with his/her index finger, generates a small force which thrusts the target back a few feet away from the caster. Sho
2. Heki (劈, "Burst") The practitioner generates force from the palm, capable of launching a target back. It is a stronger version of Shō.
3. Rakurai (落雷, "Lightning Bolt") The practitioner generates a small burst of electrical energy fired from the fingertips that explodes on contact. It is a weaker version of the Byakurai.
4. Byakurai (白雷, "Pale Lightning") The user, gathering high-density spiritual energy, discharges it from both hands. Alternatively, the practitioner, pointing at the intended target with their index finger, generates a concentrated lightning bolt. Byakurai
6. Kirumuchi (切る鞭, "Severing Lash") The user generates a small flame near the tip of their first and middle finger. By swiping the air, the flame expands into a thin whip of fire capable of slicing through solid objects.
11. Tsuzuri Raiden (綴雷電, "Bound Lightning") As the practitioner generates an electric current through any object they touch, that electricity damages anything or anyone which is in contact with the object the current runs through. Raiden
12. Fushibi (伏火, "Ambush Flare") Momo Hinamori uses this spell in conjunction with Shakkahō and a Kidō net, which has entangled her opponents, resulting in a large explosion around them all. It is a Hadō spell, and, according to Rangiku Matsumoto, it is number 12. Fushibi
28. Shirohisuto (白火スト, "White Fire Strike") The practitioner generates a small burst of white fire from the palm of their hand that explodes on contact and completely engulfs a target.
29. Tōkakōro (橙火高炉, "Orange Fire Blast Furnace") A close range attack where the user releases a powerful blast of orange fire that covers the area immediately in front of them. It typically appears as a giant orange fireball.
30. Mosumidorihi (燃す緑火, "Green Fire Sear") The practitioner waves their hand and releases a stream of green fire that hits the ground and begins spreading out like wildfire to cover an area and set everything within it ablaze.
31. Shakkahō (赤火砲, "Red Fire Cannon") The practitioner generates an orb of crimson red energy in his/her palm or finger. The orb can be small, medium, or large, depending on the level of power being used. The destructive power released by the blast can vary between a simple explosion to a pillar of energy. In both instances, the spell causes concussive as well as burn damage.

Incantation: "Ye lord! Mask of blood and flesh, all creation, flutter of wings, ye who bears the name of Man! Inferno and pandemonium, the sea barrier surges, march on to the south!"

Shakkaho
32. Ōkasen (黄火閃, "Yellow Fire Flash") Raising their Zanpakutō horizontally in front of them, the practitioner generates a yellow orb, which widens itself along the length of their sword. Once it is fully charged, it fires a wide, horizontal arc of yellow energy at the target. A hand can be used as a catalyst for the spell instead of a Zanpakutō, but it produces a shorter arc. Okasen

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