Ice Type

Ice
Blade: This changes the form of the zanpakutou’s blade into ice or snow,
causing it to inflict cold damage. Frost Blade may still be used in conjunction
with Ice Blade.

Ice Form: This changes the form of the
zanpakutou’s attacks, changing it to cold. For example, Projectile-based Zanpakutou
will now do cold damage, whereas Summonbased Zanpakutou will gain the Cold
subtype and do cold damage. Frost Blade may still be used in conjunction with Ice
Form.

Frost Blade: This allows you to charge your
zanpakutou with bitter frost, creating a chill aura around it that freezes your
foes. As a move-equivalent action, you can charge your zanpakutou with cold,
giving it an additional 2d6 cold damage. This effect lasts until you release
your hold on your zanpakutou or reseal it.

Greater Frost Blade: This requires Frost Blade
to take. It grants an additional 2d6 cold damage when manifesting Frost Blade,
for a total of 4d6.

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

Swift Frost Blade: This requires Frost Blade
to take. It allows you to manifest your Frost Blade as a Swift Action.

Icy Regeneration: You can freeze your broken
blade over and repair it as a move-action. This ability is available to use in
your sealed state.

Freezing Blow: Requires either Ice Blade or Frost
Blade. Your zanpakutou gains the properties of a wounding weapon, but instead
of constitution damage it deals dexterity or strength damage instead. This
ability may be taken twice, it allows you to choose which damage type is dealt
whenever you strike.

Greater Freezing Blow: Requires Freezing Blow.
Ice from your zanpakutou clings to your opponent; when struck, he must make a
Fortitude save or become fatigued. 2 points of fire damage per Ice ability you
possess cures this fatigue. Superior Freezing Blow: Upgrades the fatigue to exhaustion.

Perfect Freezing Blow: This requires Freezing
Blow, Improved Freezing Blow, Greater Freezing Blow and four other Ice
abilities. As a full-round action, you can make a single attack that, if successful,
provokes a Fortitude Save. If the Fortitude save is failed, the opponent is
frozen in ice and petrified until they take fire damage equal to 5 per Ice ability
you possess (this damage does not harm the person in the ice.) or the person
within the ice spends 20 Reiatsu per ice type ability you have to break the
barrier. If the Fortitude save is successful, they must make a Reflex save or
be paralyzed for one round. This ability may be taken multiple times. Each time
increases the DC of both saves by 2.

Ice Armor: When releasing your sword you
create a layer of ice around yourself that protects you from damage. This gives
you a damage reduction of 5/- and a maximum dexterity modifier to AC of +4. You
may take this multiple times, each time you take this ability your damage
reduction increases by 5 and your maximum dexterity modifier is reduced by 1,
to a maximum of 25/- and maximum dexterity modifier +0 after taking this ability
five times.

Ice Adaptation: Every time you take this
ability, you gain 10 resistance to either cold or fire, to a maximum of 30 for
each after taking this ability six times. This ability cannot be used with the Twin
Zanpakutou Mastery feat, and it overlaps (does not stack) with resistances from
the Fire Adaptation zanpakutou ability.

Snow Storm: This creates a whirling snowstorm
of varying power. Taken once, it creates a blizzard with strong winds. Taken
twice it creates a blizzard with severe winds. Taken three times it creates a
blizzard with winds strong enough to be called a windstorm. Taken four times it
creates a blizzard with hurricane force winds. Finally taken five time it
creates a blizzard with tornado powered winds. The blizzard surrounds the user,
who is immune to the effects of his own blizzard, in a 20 foot burst. In
addition to taking stow storm multiple times to increase the ferocity of the
cold, it can be taken a second time to incur a fortitude save (Constitution based)
or have the victims within the burst suffer 2d6 nonlethal cold damage. This
save must be made every round. If taken a third time, the damage becomes lethal
damage. After that this ability can be taken multiple times to increase the
area of the blizzard by 10 feet.

Ice Trail: As you walk, your zanpakutou
produces a trail of ice along the squares you move. Anybody besides yourself is
subject to both the standard effects of ice and the effects of a Grease spell
with the caster level equal to your character level. The save DC is
constitution-based to avoid slipping. The ice lasts for 4 rounds.

Expanded Ice Trail: This requires Ice Trail to
use. It allows you to do one of multiple things each time the ability is taken.
You may either create an ice trail in a 5-foot burst which can be expanded by
an additional 5 feet each time this is taken, or you may elevate your ice
trail, allowing you to walk into the air at a 45 degree angle. Alternately, you
can increase the duration by two rounds and the save DC to avoid slipping by 1.

Seal Wounds: This allows you to seal your wounds
with your ice, preventing you from bleeding. As a standard action, it allows
you to convert 2d6 points of damage into nonlethal damage. You may take this
ability multiple times, each one increases the amount of damage converted by
1d6, to a maximum of 10d6.

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

Frost Form: This requires Ice Armor and Ice
Adaptation taken at least three times to take. You become living ice as a
standard action that does not provoke an attack of opportunity. Your Frost Form
lasts for 3 + Spellscore Modifier in rounds before it has to be activated again
after a 1d4 + 1 round cool down. While in frost form you can make unarmed strikes
as if you had the Supersonic Strike feat. You do not benefit from Supersonic
Strike twice if you have it already. All damage you deal in Frost Form is cold
damage. You unfortunately take double damage from fire attacks while in frost
form though existing resistances to fire still count against the initial damage
before it is doubled (IE If you were going to take 30 points of Fire Damage and
you have resistance 20 Fire, you would take 20 fire damage as your resistance
would account for all but 10 points of initial damage). If you have Frost Blade
and it's superiors, you may use the while in this form on your unarmed strikes.

Improved Frost Form: Requires Frost Form to
take. You no longer take double damage from Fire attacks while in Frost Form.

Greater Frost Form: You take one quarter
damage from Cold attacks while in Frost Form.

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