Metal Type

**METAL**
TYPE

Control Metal: Works as the Telekinesis spell, but
only effects metal objects or things made mostly of metal (Such as a sword or a
car). There is no maximum weight that can be carried. Metal being controlled
always counts as dense for the violent thrust option. As long as your
Zanpakutou is active, you are considered to be concentrating on this effect. If
you use the Violent Thrust option, you may resume control metal on your next
round as a move action. The maximum damage that can be dealt by the violent
thrust option is 15d6. You use your spellscore modifier to determine effects of
telekinesis. May be taken multiple times to either double the weight of metal
being carried each time (In this case, a doubling of a doubling is not a
tripling as normal. It is a true doubling (IE x2 becomes x4, x4 becomes x8
etc)) or to add 1d6 damage to the damage cap.

Iron Wall: Requires Control Metal to take.
This allows the zanpakutou to create up to a 40-foot long, 10-foot high, 5-foot
thick iron wall which can be placed anywhere within 100 feet of the wielder as
a standard action. This wall is inscribed with magic runes that deal your
Zanpakutou damage to anyone who touches the wall. You can choose not to deal
this damage. The wall lasts for 3 rounds, and the zanpakutou may not be used
during the time the wall lingers, although it can be dismissed voluntarily as a
free action. It can be taken multiple times; it increases either the possible
length of the wall by 20 feet, the duration by 3 rounds the possible width of
the wall by 5 feet, or the possible height by 10 feet.

Iron Cage Requires Control Metal and Iron Wall
to take. This allows your Zanpakutou to create a 10 foot tall by 10 foot wide
by 10 foot high iron cage anywhere within medium (100ft + 10ft/level) Range. If
something is larger than the dimensions of the cage created the ability fails
but the action is still used. The cage lasts as long as your wall normally
would and your Zanpakutou is not available to you to use while the cage is in
effect. This may be taken multiple times to increase the dimensions of this
cage by 5 feet.

Improved Iron Cage Your cage now deals it's
damage to anyone inside that touches one of the sides. Those standing on air
are not effected.

Iron in the Blood Requires three Metal Type
abilities to take. This allows you to make a ranged touch attack versus a
target to deal 2d6 damage to that target that ignores damage reduction as you
literally rip the iron from their blood out of them. May be taken multiple
times to increase the damage by 1d6.

Improved Iron in the Blood: Requires Iron in
the Blood to take. This allows you to apply your Control Metal to the body of
any being that has blood (this includes Shinigami and Hollows). Must make a
fortitude save to resist (constitution based). If this ability is used with the
Shape Metal ability, it deals 2d6 damage to the target that cannot be overcome
with Damage Reduction and deals 1 Con damage (Fortitude save negates the con
damage)

Shape Metal: This requires Control Metal to
take. You may shape the metal you have under your control into any shape you
can imagine. This can include weapons that are made of metal, which deal their
normal damage, and objects. Objects and weapons created by this power are
permanent unless reshaped. Objects and Weapons created with this ability are
normal everyday objects without any magical or zanpakutou properties. You
cannot create anything that isn't fully made of metal with this ability.
Attended objects and intelligent objects gain a fortitude save to resist this
effect (Constitution Based). Zanpakutou affected by this power reform as
normal.

Create Metal: Requires Control Metal to take.
This allows you to convert 50lbs of dirt, clay or stone into 25lbs of metal.
This may be taken multiple times to allow the creation of 25lbs more metal by
converting it from 50 more lbs of earth. Converting in this manner is a full
round action.

Sense Metal: You sense all metal within the
maximum distance you can normally sense reiatsu. May be taken multiple times.
Each time it's taken double the distance you can sense metal. Requires a Sense
Motive check to estimate distance.

Shielding Metal: Requires Control Metal to
take. This allows you to create a skin tight suit of metal that grants you +3
natural armor that lasts until your zanpakutou is sealed or you are unconscious
or die.. This may be taken multiple times to increase the natural armor by an
additional +3. Activating this is a move action.

Field of Blades: Requires Control Metal and
Create Metal to take. Using 50lbs of metal you set up a field of blades around
you in a 10 foot area. Anyone entering the field has their speed halved and
takes 4d6 damage. This damage is only dealt once per entrance into the field of
blades. Should they exit and then enter again, they take the damage once again.
Anyone already within 10 feet of you when you use this ability gains a reflex
saving throw for half damage. This field lasts for 3 rounds. This ability can
be taken multiple times. Each time it is taken either increase the area of the
burst by 10 feet, the rounds it lasts by 3 rounds or the damage it deals by
2d6.

Iron Body Requires 5 Metal type abilities to
take. This ability transforms your body into living iron for a number of rounds
equal to 3 + Spellscore modifier. This transformation grants you several
powerful resistances and abilities. Activating this ability is a standard
action that does not cause an attack of opportunity. You gain damage reduction
+1/- per Metal type ability you possess. You are immune to blindness, critical
hits, ability score damage, deafness, disease, drowning, electricity, poison,
stunning, and all kido or attacks that affect your physiology or respiration,
because you have no physiology or respiration while this spell is in effect.
You take only half damage from acid and fire of all kinds. You gain a +6
enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity
as well (to a minimum Dexterity score of 1), and your speed is reduced to half
normal. You have a -8 armor check penalty, just as if you were clad in full
plate armor. You cannot drink or play wind instruments. While this ability is
active, all your attacks are considered one size category larger than normal
(1d6 becomes 1d8, 1d8 becomes 2d6). Your weight increases by a factor of ten,
causing you to sink in water like a stone. However, you could survive the
crushing pressure and lack of air at the bottom of the ocean—at least until the
spell duration expires.

Bestow Iron Body This works exactly like Iron
Body, except you may bestow the benefits on another being you touch with your
Zanpakutou instead of yourself. This may be taken multiple times to increase
the number of recipients by one.

Repel Metal This requires 3 Metal abilities to
take. This ability creates waves of invisible and intangible energy that roll
forth from you in a 60 foot line. All metal objects in the path of the ability
are pushed away from you to the limit of the range. Fixed metal objects larger
than 3 inches in diameter and loose objects weighing more than 500 pounds are
not affected. Anything else, including animated objects, small boulders, and
creatures in metal armor, moves back. Fixed objects 3 inches in diameter or
smaller bend or break, and the pieces move with the wave of energy. Objects
affected by the spell are repelled at the rate of 40 feet per round. Objects
such as metal armor, swords, and the like are pushed back, dragging their
bearers with them. The waves of energy continue to sweep down the set path for
the ability’s duration of one round per character level. After you've used the
ability, the path is set, and you can then do other things or go elsewhere
without affecting the ability’s power. This ability takes a standard action to
use and does not provoke an attack of opportunity. This may be taken multiple
times to increase the line length by 20 feet.

Attract Metal This requires 3 Metal abilities
to take. This is the opposite power of Repel Metal in all ways except that the
duration of the ability is instantaneous and it still emminates in a 60 foot
line. The metal does not harm the user of this ability if it is attracted in
this fashion. Targets get a fortitude save (Constitution based) to resist the
effects, if they fail the save, they are flatfooted the turn after they are
attracted. Can be taken multiple times to increase the line length by 20 feet.

Repel Cone: This requires Repel Metal to take.
This is identical to Repel Metal except it effects a 30 foot cone instead of a
60 foot line. This may be taken multiple times to increase the cone length by
10 feet. You may still use the line effect if you so choose.

Attract Cone: This requires Attract Metal to
take. This is identical to Attract Metal except it effects a 30 foot cone
instead of a 60 foot line. This may be taken multiple times to increase the
cone length by 10 feet. You may still use the line effect if you so choose.

Metallic Shield: Requires Repel Metal to take.
Your repel metal becomes a 20 foot burst centered on you instead of a 60 foot
line. You may take this multiple times to increase the area by 10 feet. This
effect last 3 + Constitution Modifier in rounds before expiring and having to
be reset. Using this option is a standard action that does not provoke an
attack of opportunity. You may still use the effect as a line if you so choose.