Template:CH-8rEthereal
- "Kari Inihara" redirects here. For other uses, see Kari Inihara (disambiguation).
Kari Inihara is one of the guardians of Hueco Mundo, home of the Authors, and a minor protagonist in the Clouded Horizons series.
Personnel Information
Biography
Kari Sayuri Inihara is one of the few remaining Malakh in the Ethereal Plane. Little is known about her early life within the Ethereal Plane, but it is documented that she entered the Order of the Grim Angels, a smaller force within the Gilead Order, at the age of 471. While there, she was assigned to the 5th Division under the leadership of Chieko Murakami, and soon rose to the rank of the fourth seat of the division. Many years later, at the beginning of the Great Ethereal War, the frequent battles soon took their toll on the 5th Division - by the end of the 73rd year, the Captain, Vice-Captain, and third seated officer of the 5th Division had been slain in combat, placing the relatively-inexperienced Kari in acting command of the division.
Amazingly, despite the relative power gap between Kari and many of the other Captains, her squad remained able to hold its own in combat thanks to exceptional use of tactics and planning, many of those plans being attributed to Kari's then-Lieutenant, Chojiro Miyagi. Many more years passed before the war ended, and Kari's trials as the leader of the 5th Division were in fact just beginning, despite the disbanding of the Gilead Order and, by extension, the Order of Grim Angels. Kari, despite her personal opinions behind her actions, was sentenced to captivity in the Void for 60 years to avoid public outcry and a revival of unrest, a sentence that she bore stoically as a final act of respect and tribute to those who had given their lives in her command.
When she emerged from the Void at the age of 906, she joined the Order of Ethereal Magi in order to continue her mission of protecting the Ethereal Plane, training under the God of Knowledge, Xeios. There, Xeios saw great potential in the former Captain, and recommended to Freya that she be given a role more fitting of her station than a mere soldier within the Ethereal forces. Freya summoned Kari on Xeios' advice, offering the young Malakh a station under Erasmus himself as a guardian of the plane of Hueco Mundo, domain of the Authors. Kari accepted the offer, withdrawing from her station as a Templar within the Order to take her new position as an Adjutant within Hueco Mundo.
239 years later, when Fayt attempted a revolt to claim Freya's position as her own and was stripped of her powers, Freya called upon the Malakh once again. Kari was granted the temporary position as the Pillar of Fate, holding these powers until Freya deemed Fayt worthy to return to her status as a Pillar of Reality.
Personality
Kari's personality is somewhat at odds with her otherwise youthful appearance. She acts much older than she appears at first glance, and takes her position as a guardian of the path to Hueco Mundo quite seriously. However, she is still a very kind individual when treated with courtesy and respect.
Synopsis
Kari made her first and only appearance to date in the series when Aizen Sosuke attempted to use the Alchemic Trinity to open a path to Hueco Mundo. At the Door of Space-Time, he was confronted by Kari and Ma'at, who barred him entrance. After he divulged the reason he had come to the Door, the two allowed him entry into the otherworldly environment of the Author's home dimension.
Combat Information
Kari has not been shown in combat within the series as of the present time; however, as a former Captain of the Order of Grim Angels, it is presumed that she is one of the higher-ranking entities within the realm, possessing power to match.
Combat Attributes
Experience
- Malakh (400)
- Divine Magus (150)
- Illusionist (75)
Attributes
- Stamina: 8,152
- Mana: 17,077
- Strength: 4,461
- Vitality: 4,402
- Mind: 6,479
- Spirit: 10,197
- Luck: 3,824
- Agility: 3,505
- Dexterity: 4,003
- Accuracy: 6,224
Rankings
- Melee Grade: B+
- Magic Grade: A
- Ranged Grade: B+
- Overall Threat: B+
Racial Traits
Malakh
Active
- Mana Burn - Spell that causes an enemy to lose 15% of their current Mana and deals 2 points of magic damage to their Stamina for each point of Mana lost.
- Spirit of Failure - Hex that cause the target to have a 25% chance to miss with their attacks and restores 3% Mana to the user whenever that target misses.
- Resurrection Chant - Chant that revives a fallen ally with up to the user's current Stamina and 30% Mana.
Passive
- 2 pips Stamina regen.
- 3 pips Mana regen.
- +10% Divine Affinity.
- +7.5% Agility.
- +3 pips Stamina regen when Stamina falls below 50%.
- -10% Magic Damage.
- -7.5% Arcane Affinity.
- +7.5% Mana cost of Elemental spells.
Equipment
Ability Information
Skills
Ethereal Magic
Active
- Binding - Spell that deals 1.3x Holy damage to an enemy and inflicts Stop status.
- Celestial Arrow - Spell that deals 1.45x Holy damage to an enemy.
- Heaven's Wrath - Spell that deals 1.4x Holy damage to all enemies.
- Holy Shield - Enchantment that negates effect(s) of the next Dark or Arcane-elemental source.
- Judgment's Light - Spell that deals 1.45x Holy damage to an enemy and removes all positive status effects, bestowing them upon a random ally.
- Blessing of Life - Spell that restores 50% Stamina to an ally and bestows Reraise status.
- Rainbow Seal - Glyph that causes the next Divine spell to inflict Slow and Silence status upon all enemies.
- Elysian Star - Spell that deals 1.6x Holy damage to all enemies and Dispel status.
- Grand Cross - Spell that deals 1.9x Divine damage to all enemies.
Passive
- Divine Favor: Rank III - Increases Divine Affinity by 35% and Spirit by 15%.
- Divine Grace: Rank III - Increases Enhancing spell potency by 35% and Vitality by 15%.
- Divine Faith: Rank III - Increases Healing spell potency by 35% and Stamina by 15%.
- Mana +: Rank III - Increases Mana by 35%.
- Magic +: Rank III - Increases Magic Affinity by 35%.
- Divine +: Rank III - Increases Divine Affinity by 35%.
- Spirit +: Rank II - Increases Spirit by 20%.
- Holy +: Rank II - Increases Holy Affinity by 20%.
- Clear Mind: Rank II - Increases Mana regen by 2 pips.
- Poison Resist: Rank I - Increases Poison (effect) Resistance by 5%.
- Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
- Disease Resist: Rank I - Increases Disease (effect) Resistance by 5%.
- Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
Magic
- Book of Lodis - Divine spell that deals 1.6x Divine damage to all enemies.
- Heaven's Whisper - Divine spell that deals 1.4x Holy damage to all enemies and inflicts Silence status.
- Grimoire of Alazhar - Divine spell that deals 1.8x Divine damage to all enemies and inflicts Sap status.
- Tale of Fellis - Divine spell that deals 1.2x Omni damage and inflicts all status effects to all allies and enemies.
Phantasm Magic
Active
- Illustrious Flair - Spell that deals 1.2x magic damage to one enemy and inflicts Stun status.
- Prominence - Phantasm spell that deals 1.85x Fire damage to all enemies.
- Professional Charm - Spell that deals 1.2x magic damage to one enemy and inflicts Confuse status.
- First Wave: Exposition - Spell that deals 1.5x Earth damage to all enemies and inflicts Blind status.
- Tempest - Phantasm spell that deals 1.85x Lightning damage to all enemies.
- Second Wave: Stanza - Spell that deals 1.4x Water damage to all enemies and inflicts Slow status.
- Freezeblink - Phantasm spell that deals 1.85x Ice damage to all enemies.
- Elegant Deal - Spell that deals 1.2x magic damage to one enemy and inflicts Silence status.
- Third Wave: Cadence - Spell that deals 1.4x Lightning damage to all enemies and inflicts Paralyze status.
- Deluge - Phantasm spell that deals 1.85x Water damage to all enemies.
- Soil Evidence - Phantasm spell that deals 1.85x Earth damage to all enemies.
- Fourth Wave: Finale - Spell that deals 1.5x Wind damage to all enemies and inflicts Doom status.
- Wild Tornado - Phantasm spell that deals 1.85x Wind damage to all enemies.
- Blackout - Phantasm spell that deals 1.85x Dark damage to all enemies.
- Star Cross - Phantasm spell that deals 1.85x Holy damage to all enemies.
Passive
- Spell Affinity: Phantasm - Can cast Phantasm spells.
- Absorb Mana - Whenever the user is hit with a spell, the user's Mana is restored by the cost of that spell.
- Conserve Energy: Rank IV - Reduces the Mana cost of spells by 50%.
- Mana +: Rank III - Increases Mana by 35%.
- Mind +: Rank III - Increases Mind by 35%.
- Spirit +: Rank III - Increases Spirit by 35%.
- Luck +: Rank II - Increases Luck by 20%.
- Wind +: Rank II - Increases Wind Affinity by 20%.
- Earth +: Rank II - Increases Earth Affinity by 20%.
- Fire +: Rank I - Increases Fire Affinity by 10%.
- Ice +: Rank I - Increases Ice Affinity by 10%.
- Lightning +: Rank I - Increases Lightning Affinity by 10%.
- Water +: Rank I - Increases Water Affinity by 10%.
Red Magic
Active
- Doublecast - Glyph that allows the casting of two spells at once.
- Convert - Glyph that switches the user's current Stamina and Mana.
Passive
- Spell Affinity: Elemental - Can cast Elemental spells.
- Spell Affinity: Enfeebling - Can cast Enfeebling spells.
- Spell Affinity: Enhancing - Can cast Enhancing spells.
- Spell Affinity: Healing - Can cast Healing spells.
- Fast Cast: Rank IV - Decreases spell activation and reactivation time by 20%.
- Mind +: Rank III - Increases Mind by 35%.
- Spirit: Rank III - Increases Spirit by 35%.
- Clear Mind: Rank III - Increases Mana regen by 3 pips.
- Strength +: Rank II - Increases Strength by 20%.
- Vitality +: Rank II - Increases Vitality by 20%.
- Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%.
- Stamina +: Rank I - Increases Stamina by 10%.
- Mana +: Rank I - Increases Mana by 10%.
- Melee +: Rank I - Increases Melee Affinity by 10%.
- Magic +: Rank I - Increases Magic Affinity by 10%.
- Auto-Refresh: Generates constant Refresh status upon the user.
Magic
- Water I - Elemental spell that deals 1.2x Water damage to an enemy.
- Water II - Elemental spell that deals 1.45x Water damage to an enemy.
- Aero I - Elemental spell that deals 1.2x Wind damage to an enemy.
- Aero II - Elemental spell that deals 1.45x Wind damage to an enemy.
- Quake I - Elemental spell that deals 1.2x Earth damage to an enemy.
- Quake II - Elemental spell that deals 1.45x Earth damage to an enemy.
- Bio - Enfeebling spell that deals 1.2x magic damage to an enemy and inflicts Sap status.
- Scourge - Enfeebling spell that deals 1.35x magic damage to all enemies and inflicts Sap status.
- Cure I - Healing spell that restores a small amount of Stamina to a target.
- Cure II - Healing spell that restores a moderate amount of Stamina to a target.
- Raise - Healing spell that revives an ally with 25% of their maximum Stamina.
- Regen - Enhancing spell that bestows Regen status upon an ally.
- Refresh - Enhancing spell that bestows Refresh status upon an ally.
- Esuna - Healing spell that removes all negative status effects from an ally.
- Dispel - Enfeebling spell that inflicts Dispel status upon an enemy.
- Dia I - Enfeebling spell that deals 1.2x Holy damage to an enemy and inflicts Shear status.
- Dia II - Enfeebling spell that deals 1.45x Holy damage to an enemy and inflicts Shear status.
- Dia III - Enfeebling spell that deals 1.7x Holy damage to an enemy and inflicts Shear status.
- Diara - Enfeebling spell that deals 1.35x Holy damage to all enemies and inflicts Shear status.
- Diaga - Enfeebling spell that deals 1.6x Holy damage to all enemies and inflicts Shear status.
- Protect - Enhancing spell that bestows Protect status upon an ally.
- Shell - Enhancing spell that Bestows Shell status upon an ally.
- Blind - Enfeebling spell that inflicts Blind status upon an enemy.
- Silence - Enfeebling spell that inflicts Silence status upon an enemy.
- Sleep - Enfeebling spell that inflicts Sleep status upon an enemy.
- Poison - Enfeebling spell that inflicts Poison status upon an enemy.
- Paralyze - Enfeebling spell that inflicts Paralyze status upon an enemy.
- Oil - Enfeebling spell that inflicts Oil status upon all enemies.
- Haste - Enhancing spell that bestows Haste status upon an ally.
- Slow - Enfeebling spell that inflicts Slow status upon an enemy.
- Disable - Enfeebling spell that inflicts Disable status upon all enemies.
- Immobilize - Enfeebling spell that inflicts Immobilize status upon all enemies.
Equipment
- Light Melee Weapons - Can equip Light Melee weapons.
- Magic Weapons - Can equip Magic-class weapons.
- Bow Weapons - Can equip Bow and Crossbow weapons.
- Robes - Can equip Robes.
- Light Armor - Can equip Light Armor and Round Shields.
- Medium Armor - Can equip Medium Armor and Kite Shields.
White Magic
Active
- Divine Seal - Glyph that doubles the potency of the next Healing spell.
Passive
- Spell Affinity: Enhancing - Can cast Enhancing spells.
- Spell Affinity: Healing - Can cast Healing spells.
- Mana +: Rank III - Increases Mana by 35%.
- Spirit +: Rank III - Increases Spirit by 35%.
- Magic +: Rank III - Increases Magic Affinity by 35%.
- Mind +: Rank II - Increases Mind by 20%.
- Clear Mind: Rank II - Increases Mana regen by 2 pips.
- Disease Resist: Rank II - Increases Disease (effect) Resistance by 10%.
- Holy +: Rank I - Increases Holy Affinity by 10%.
- Divine +: Rank I - Increases Divine Affinity by 10%.
- Fear Resist: Rank I - Increases Fear (effect) Resistance by 5%.
- Wound Resist: Rank I - Increases Wound (effect) Resistance by 5%.
Magic
- Cure I - Healing spell that restores a small amount of Stamina to a target.
- Cure II - Healing spell that restores a moderate amount of Stamina to a target.
- Cure III - Healing spell that restores a large amount of Stamina to a target.
- Cura - Healing spell that restores a moderate amount of Stamina to all targets.
- Curaga - Healing spell that restores a large amount of Stamina to all allies.
- Raise - Healing spell that revives an ally with a small amount of Stamina.
- Arise - Healing spell that revives an ally with full Stamina.
- Reraise - Healing spell that bestows Reraise status upon an ally.
- Regen - Enhancing spell that bestows Regen status upon an ally.
- Regenra - Enhancing spell that bestows Regen status upon all allies.
- Esuna - Healing spell that removes all negative status effects from an ally.
- Esunaga - Healing spell that removes all negative status effects from all allies.
- Blink - Enhancing spell that bestows Blink status upon an ally.
- Blindna - Healing spell that removes Blind status from an ally.
- Voxna - Healing spell that removes Silence status from an ally.
- Poisona - Healing spell that removes Poison status from an ally.
- Stona - Healing spell that removes Petrify status from an ally.
- Cleansena - Healing spell that removes Disease status from an ally.
- Paralyna - Healing spell that removes Paralyze status from an ally.
- Barpoisonra - Enhancing spell that increases the Poison (effect) Resistance of all allies by 35%.
- Barfeara - Enhancing spell that increases the Fear (effect) Resistance of all allies by 35%.
- Bardiseasera - Enhancing spell that the increases Disease (effect) Resistance of all allies by 35%.
- Barwoundra - Enhancing spell that increases the Wound (effect) Resistance of all allies by 35%.
- Protect - Enhancing spell that bestows Protect status upon an ally.
- Protectra - Enhancing spell that bestows Protect status upon all allies.
- Shell - Enhancing spell that bestows Shell status upon an ally.
- Shellra - Enhancing spell that bestows Shell status upon all allies.
- Aquaveil - Enhancing spell prevents the user's spells from being interrupted by attacks.
- Banish I - Divine spell that deals 1.2x Divine damage to an enemy.
- Banish II - Divine spell that deals 1.45x Divine damage to an enemy.
- Banish III - Divine spell that deals 1.7x Divine damage to an enemy.
- Banishra - Divine spell that deals 1.35x Divine damage to all enemies.
- Holy - Divine spell that deals 2x Holy damage to an enemy.
Equipment
- Light Melee Weapons - Can equip Light Melee weapons.
- Magic Weapons - Can equip Magic-class weapons.
- Mantles - Can equip Mantles.
- Robes - Can equip Robes.
- Light Armor - Can equip Light Armor and Round Shields.
Sleight
Active
- Arcane Larceny - Hex that disables a random spell of one enemy; Arcane Larceny is then replaced with that spell.
- Imagined Burden - Hex that inflicts Slow status upon an enemy.
- Phantom Pain - Hex that reduces a target's Stamina regen by 7 pips for the duration and, upon ending, inflicts Banish status.
- Power Spike - Spell that, if the target is activating a skill, deals 1.8x magic damage and interrupts the skill.
- Power Leak - Spell that, if the target is activating a spell, deals 1.8x Mana damage and interrupts the spell.
- Illusionary Weaponry - Enchantment that adds +90...335 magic damage to attacks; this damage has 20% Magic defense penetration.
- Accumulated Pain - Spell that deals 1.4x Mana damage to an enemy and, if the enemy has two or more Hexes on them, deals 2.25x magic damage.
- Mantra of Recovery - Stance that makes spells recharge 33% faster for duration.
- Price of Pride - Hex that, if the target uses an ability of level 50 or greater during the duration, deals 1.75x magic damage and drains 10% Mana.
- Weariness - Hex that deals 1.85x Mana damage to all enemies and inflicts Sap status.
Passive
- Fast Cast: Rank III - Decreases spell activation and reactivation time by 15%.
- Spirit +: Rank III - Increases Spirit by 35%.
- Clear Mind: Rank III - Increases Mana regen by 3 pips.
- Fear Resist: Rank III - Increases Fear (effect) Resistance by 15%.
- Mana +: Rank II - Increases Mana by 20%.
- Strength +: Rank II - Increases Strength by 20%.
- Dexterity +: Rank II - Increases Dexterity by 20%.
- Critical +: Rank I - Increases Critical Hit chance by 2%.
- Melee +: Rank I - Increases Melee Affinity by 10%.
- Magic +: Rank I - Increases Magic Affinity by 10%.
- Ranged +: Rank I - Increases Ranged Affinity by 10%.
Spells
Other
Kari, as a former Grim Angel Captain, has a Diviner created during her time in the Order. Her Diviner is named Kazewana (Wind Snare), and Kari is capable of manifesting her Diviner in both a Shikai and Bankai form.
- Shikai: By using the command "swirl" (uzu), Kari can release Kazewana's Shikai. In its Shikai form, Kazewana takes the form of a crescent-shaped blade and spike connected by a long chain, and is capable of slicing enemies with Wind-elemental energy if the chain is wrapped around the target.
- Bankai: Named Kiritori Kazewana (Slicing Wind Snare), Kari's Bankai becomes a pair of three-pointed stars connected by a chain, gaining the ability to launch funnels of wind at an enemy that trap the target in a vortex of wind if stricken.
Overdrives / Limit Breaks
Overdrives / Limit Breaks
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