Netherwitch Grimoire (Defensive, and other combat spells)
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Defensive Combat Magic
Basic Magic
Frost Shield
Runes: 19
Mana: 20 to 50; 33%
Hit Points: 160 to 280
Defense: 100
Duration: 60 seconds
Creates a floating shield of ice. The size of the shield is slightly larger than a kite shield, but smaller than a tower shield. The shield is transparent, allowing the caster to see through it and track their enemies. Frost shield is innately animated and can be positioned anywhere within two meters of the caster. It is fast enough that it can shift from front to back in half a second.
Compared to water shield, frost shield is harder and longer lived. However, it’s crystal structure is somewhat more fragile. Further, it cannot be chained into water burst. For lower level foes, the increased hardness means substantially improved performance. Against stronger foes, frost shield may under perform water shield.
Water Shield
Runes: 10
Mana: 10 to 60; 33%
Hit Points: 120 to 420
Defense: 0
Duration: 20 seconds
Creates a floating, amorphous, barrier of water. The spell can be stretched into multiple shapes but cannot provide an effective defense for an area larger than a kite shield. The spell is transparent and can move quickly, intercepting attacks from front to back in three-quarters of a second.
Water shield can be chained into water burst, a 3 rune construct that provides shock and knock back. This is also a highly effective parry technique. Most low level spells lack a solid runic structure and thus will fracture upon forceful contact. Higher grade spells might endure, but risk being deviated by the shock.
Because of this, water shield remains a highly prized counter spell even for skilled mages.
Earth Bulwark
Runes: 14
Mana: 25 to 100; 33%
Hit Points: 300
Defense: 100 to 250
DR: 0% to 15%
Duration: 10 to 40 minutes
Summons mud and dirt to create a fortification within ten meters of the caster. This can be in the shape of a dome, wall, or other simple structures. This spell does not require that earthen materials be present in the area of the casting. Rather the necessary dirt emerges from the earth as a figment. Earth bulwark cannot float and will fall or crumble like any compressed earthwork once created.
Compared to most low level defensive magics, earth bulwark lacks mutability and transparency. However, it is far tougher and longer lived. This means earth bulwark is by far the superior spell when generating cover for a cooperative team. It can also be used to temporarily imprison an opponent, provided the enemy is close and fails to evade.
Advanced Magic
Barrier Frame
Runes: 64/51
Mana: 30 space, 20 void / 50 realm; 33%
Duration: 15 minutes
A spacial frame on which to hang spells. The barrier frame is the most common structure in all advanced defensive magics. Typically, this frame has a spherical shape, however that form can be altered by the caster at will. Multiple frames can be layered on top of each other, but each frame has a ‘thickness’ of ten centimeters.
In addition to helping shape and position defensive magic, this frame serves additional functions. First the void element characteristic attunes the frame to the caster’s mana. As such any spell the mage casts will pass through any spell attached to the frame. Inversely, defensive spells will become resistant to void bypass techniques.
Finally, the frame acts as a stabilizing anchor. Most spells when attached to the frame will see a 50% increase in duration. Spells, specifically designed with the barrier frame in mind may see a larger benefits. This extended duration however, cannot outlast the frame itself.
There is an alternative variation of barrier frame that uses the realm element. Beyond the reduced rune count, it’s only advantages are a 4 cm thickness and reduced inertial mass.
Elemental Ward
Runes: 68
Mana: 50/50; 33%
Resistance: 35% (20%)
Duration: 10 minutes
A defensive spell that reduces the effect of primordial elemental attacks by dispersing and redirecting their energies. Elemental ward is usually placed on a barrier frame, which extends the duration to 15 minutes. To achieve maximum effectiveness, the spell needs to be put on the outer layer of the frame. This is to ensure that all barriers and defensive structures beneath benefit from the ward.
The spell can also be placed directly on the caster, but this is not recommended.
Two elemental wards cannot be cast on top of each other, so if a mage wants to shield against all twelve primordial elements they need at least eleven frames. The ward will only reduce attack magics that pass through the barrier, so the ward(s) should always be placed on the outermost layer(s). Furthermore, this ward only disperses elemental energies so earth, metal, and wood magics of a strong physical character will only be partially diminished.
If not used in conjunction with a barrier frame, this magic will also reduce the power of the caster’s spells.
Elemental ward is a mixed elemental spell demanding 50 law and 50 (element) mana.
Aqua Shell
Runes: 93
Mana: 100 to 600; 25%
Hit Points: 550 to 2300
Defense: 0
Duration: 60 seconds
An advanced defensive magic with a character similar to water shield. However, unlike water shield, aqua shell completely covers the user. An unfortunate side effect of this magic is that the aqua shell will also catch the caster’s magics. Thus, it is recommended that aqua shell always be set atop a barrier frame.
In fact, when used with barrier frame the duration of aqua shell triples.
Like most defensive spells, aqua shell carries its own weight. However, the levitation is quite weak. At a walking pace the mass is unnoticeable, but during quick movements the caster will experience significant inertial mass. This defect can become substantial if multiple shells are stacked in layers.
Aqua shell automatically concentrates its energy to prevent penetration. This makes it difficult to penetrate a shell with a single attack. Additionally, the spell allows partial recycling of its depleted energy should a shell be cast atop an existing shell.
As a pure water magic, aqua shell takes double damage from fire based attacks. However, it will also absorb twice as much from flame magics before breaking.
Crystalline Heart
Runes: 142
Mana: 30 psychic; 50%
Buff: 250% integrity and 30% resistance to psychic
Max Buff: +1000% integrity
Duration: 15 minutes
A support magic used to protect the mind against psychic attacks. Crystalline heart erodes the impact of nearly all psychic magics, reducing both effect and duration. Additionally, it boosts the soul’s own resistance to foreign intrusion. This can be undesirable at times as this will undermine any psychic buffs whose duration overlaps crystalline heart.
The rune chain for the spell was specifically designed to endure spiritual anti-bodies, granting the spell a very reasonable duration of fifteen minutes. However, this relies on the compatibility of the mage’s own mana. If psychic ether is used the duration is cut to ten minutes. When placed on others the duration falls to five minutes.
Casting crystalline heart multiple times will not improve the effect or duration. In fact, overlapping casts will reduce the magic’s duration and effectiveness.
Glacial Scale
Runes: 57
Mana: 100 to 300; 25%
Hit Points: 850 to 1750
Defense: 250
Duration: 180 seconds
Similar to frost shield, the spell glacial scale creates a shield sized plane of ice. However, this shield comes with a flaw. A glacial scale is merely translucent, making it hard to see foes hidden beyond. This problem is mitigated, however, if the glacial scale is placed upon a barrier frame.
Each glacial scale has a size similar to a tower shield. Its structure is extremely hard and tough. Despite its size, the scale can be positioned quickly, even when set at a fair distance from the caster. Due to this strong innate levitation a mage will not feel inertial mass from a glacial scale unless attempting to maneuver at very high speed.
The scale’s hardness is one of its great perks. Weak attacks are unable to damage this shield at all. Moderately powerful attacks will be weakened, improving the spell’s efficiency. For this reason, the scale should always be placed on the outermost layer of any assembled barrier.
Void Slip
Runes: 58
Mana: 90 to 270; 33%
Duration: 1 to 3 seconds
DR: 50%
A void elemental support magic that reverses truth and illusion to transform the caster into an intangible ghost. During the duration of the slip, the mage may pass through physical objects such as walls, dirt, or even phantasms. If the caster turns ‘real’ inside an object they will be thrown to the nearest empty space. If there is no nearby empty space, the caster will be made real inside the physical object with all the consequences thereof.
Void slip does not grant immunity to supernatural energies. Instead, ki arts and spells will have reduced effect. In general ki arts below enlightenment will have their impact halved. Those enlightenment and above, reduced by a quarter. Truth based arts completely ignore void slip.
High magic’s, much like enlightenment arts, will typically only suffer a 25% DR as most spells in this category have runes sequences set aside to defeat ‘tricks’.
Arts and spells made specifically to target void magic will ignore void slip’s effect. As void magic is not exceptionally rare, walls to secure locations will often have enchantments effective against this spell.
Realm Skip
Runes: 116
Mana: 60 + 30 * Consolidation; 33%
Range: 25 * Mysticism meters
A realm element magic which lets the caster blink to a new location within the range of effect. The mage does not require line of sight for this teleportation, instead they may feel in a direction during the moment after casting. That said, teleporting using line of sight is faster and more reliable.
Realm skip incurs a mana burden according the spiritual mass of the caster’s body and soul. This spell can only be used on oneself and never others. In combat, teleportation spells like this are incredibly rare until a demon’s wealth is great enough that realm catalysts become easily accessible.
Sylvia’s Notes: A year back, Glenda asked for a bunch of blink lizards to vivisect. Since we had a few in captivity, I decided to reverse engineer their magic.
High Magic
Greater Elemental Ward
Runes: 341
Mana: 150 element, 150 law; 33%
Resistance: 50% (35%)
Duration: 30 minutes
As with Elemental Ward, but providing 50% resistance instead of 35%. For more physical effects, the greater ward provides 35% resistance instead of 20%. Unlike the ordinary Elemental Ward, this spell can be used against the life and chaos domain elements, but only if they pass through the warding screen.
Shroud of Purity
Runes: 187
Mana: 150 law
Range: 15 * Mysticism Meters
Resistance: 10% ailments; +Integrity/Toughness
Duration: 5 minutes
Drapes a pure light over the body like clothes or a curtain. This can also be mounted on a barrier frame, though it works better if directly against the flesh. While protected by this effect, the duration and the impact of all newly applied status ailments is reduced by 10%. In addition, the target receives a boost to Integrity/Toughness equal to 30% of the caster’s Dominion for the duration of the spell for the purpose of resisting status effects.
This shroud can be bypassed and pierced. Curses and ailments delivered by physically piercing the body will ignore the shroud. So will any spell that teleports past the barrier.
Stardust Barrier
Runes: 408; 204
Mana: 400 to 4000; 25%
Hit Points: 1400 to 14,000
Defense: 300
DR: 10% sky
Duration: 5 minutes
A high level sky magic which defends against attacks with a sparkling swirl of frozen crystals. As this is a sky magic, this barrier is not weak to fire or metal element spells. Instead, it will partially absorb the energy of fire, lightning, wind, ice, and water magics reducing their power by 10%. This counts as a resistance and stacks with spells like elemental ward.
Stardust barrier protects from all directions.
Another difference, is that stardust barrier provides a solid defense. This allows the barrier to dampening attacks, preventing the barrier from being easily eroded by weaker foes. Furthermore, the mage may naturally attack through their barrier without interruption. Adding a barrier frame, however, will improve the ability to intercept spells with void bypass characteristics.
Like aqua shell, stardust barrier has inertial weight. This detraction, however, is halved compared to the prior spell. As a final, interesting aspect, this spell combines with starlight shield. If a starlight shield is destroyed, for the next two seconds this spell can be cast using only 204 runes instead of 408.
Even better, if a shield is scarified, half its remaining HP can be added to an existing barrier. However, this can never increase the barrier’s HP beyond that with which it started.
Starlight Shield
Runes: 272
Mana: 300 to 3000; 25%
Hit Points: 1400 to 14,000
Defense: 450
DR: 20%
Duration: 5 minutes
A high level sky magic which defends against direction attacks with shimmering shield of frozen light. As this is a sky magic, this barrier is not weak to fire or metal element spells. Furthermore, the shield has great hardness, allowing it easily deflect attacks with minimal ablation.
Like a water shield, this spell is morphable and extendable in various directions. It can move quite quickly, with a strong internal levitation. For this reason, it can go from front to back of the caster in 200 ms. It can also be used to defend anyone within 2m * Mysticism of the caster.
Supreme Magic
Scales of the Abyss Dragon
Runes: 697
Mana: 750 to 5000; 33%
Defense: 175 to 600
Resistance: 15% damage resistance
Duration: 1 hour
An abyss elemental magic that covers the caster in glittering scales. The color and style of these scales can be adjusted according to the caster’s whim. They must, however, cover at least 70% of the caster’s body.
This spell boosts a mage’s natural defense, acting in a manner similar to a ki armor art. As a result, most ki armor arts will not integrate with Scale of the Abyss. The passive defense and barriers of mystic armors, however, do apply.
In addition to the direct deflection, scales of the abyss dragon grants general resistance to all damaging attacks. This takes the form of a 15% DR. This DR directly adds to any damage resistance granted through ki based defensive techniques. It will also stack with the protections from spells like elemental ward. Attacks made to bypass such defenses will also punch through the scales of the abyss dragon.
Sylvia’s Notes: Perfect for when you want to wear something cute but be super cool during the fight.
Other Combat Magic
Basic Magic
Cremation Hex
Runes: 17
Mana: 5; 33%
Duration: 0 to 60 seconds
Despite the name, the cremation hex is blood element magic not fire. Cremation hex forms a runic curse that embeds itself in the target. The duration is approximate, as the actual span depends on the comparison between the caster’s mana integrity and the opponent’s ability to break down the curse.
The cremation hex creates channels that absorb fire ether, burning the target from the inside out. This completely bypasses all defenses, causing direct and horrifying damage to the blood essence. Each curse is sufficient to channel around 100 ether into the body. Multiple curses have an additive effect while compounding the duration by the resultant.
Interestingly, independent curses can be braided into a super curse with greater power and function. Each thread beyond the first increases duration and function by +25%, to a maximum of 200%. However, this rarely comes into play as mages of sufficient skill have almost always moved onto advanced magics.
Stilled Blood
Runes: 26
Mana: 40; 33%
Range: 25 x Mysticism meters
Duration: 0 to 180 seconds
A simple, blood element disruption curse which prevent most ki-based suicide actions. How long this last is determined by the caster’s Spirit: Integrity versus the recipient’s Strength: Force. Generally, if both parties are equal the duration is 90 seconds. If the victim is twice as long as the caster the duration is 0 seconds.
Sylvia’s Note: One of the gamers picked up this curse in the Jeolsung area.
Advanced Magic
Ectoplasmic Web
Runes: 41
Mana: 30; 33%
Range: 25 x Mysticism meters
Duration: 3 minutes
Releases a sticky spray of spiritual threads that help trap or slow the movements of the soul. This can prevent a soul from sinking into Unus Mundus and reduce the effectiveness of tools like slip rings. While ectoplasmic web itself cannot capture a soul it can be used in conjunction with spells or items that can, improving their effect.
Because this is a rather common spell, most slip ring grant a degree of resistance to it. For such persons this spell will at most slow the slide into Unus Mundus, but cannot prevent it. As such, souls with rings should be targeted for capture immediately.
Sylvia’s Note: I pulled this spell from Esmeralda’s grimoire. Lady Vallenfelt had kept it from me under the belief that young witches shouldn’t play with soul magic.
Psionic Spike
Runes: 27
Mana: 20 to 60; 33%
Potency: 75 to 135
Range: 15 meters * Mysticism
Causes a mental shock or blow, similar to being hit upside the head very hard. This will leave the creature dazed and possibly directly knocked out. The impact depends on the power of the spell and the development of the target’s mind. Multiple spikes can produce a build up effect, eventually culminating in a full knock out.
The accumulated effect of psionic spike will cure in 2 to 4 seconds. This duration is subject to Spirit: Resolve.
Power calculation: ((Potency Multiplier) – 10 Integrity)/Capacity
Strikes made against an unaware or unsuspecting mind are critical hits boosting potency by 50%. Attacks made against an aware mind, yet strike clean will have normal power. Those meeting a guarded mind will be reduced by 30% to 50% depending on how well trained they are in dealing with psychic attacks. The Integrity aspect of the recipient determines the base defense or resistance.
Effect Based On Final Ratio
Ratio Immediate Build Up
>200% Knock Out Knock out for around 30 seconds
>100% 1s Stun Reeling until below 50%
>50% Stagger None
>25% Flinch None
Victims are able to operate while reeling, but physical control and mental ability is effectively halved for most functional purposes. During this period, the mind will be very vulnerable to alternative psychic spells. Likewise, it will be quite easy to land clean physical attacks.
For practical purposes, phantasmal creatures can be considered to have the following Capacity:
Type Base Warrior Lv Mage Lv
Phantasmal Beast: 75% base +0.08% +0.15%
Nether Beast: 100% base +0.10% +0.25%
Chains of Earth
Runes: 79
Mana: 60; 33%
Duration: 0 to 300 seconds
Max Range: 50 meters x Mysticism
Chains of earth is an earth elemental curse. Unlike most curses, the impact of this spell is very obvious and direct. Those subject to the spell will feel an increased gravity toward the ‘ground’ as identified by the plane’s world logic. The effectiveness of the spell depends on the distance between the target and the earth. Those standing directly on the ground will experience twice normal gravity while those with a 100 meters of altitude will experience nearly four times normal gravity.
Interestingly, this curse loses effectiveness if the distance between the target and the ground is too great. Over 500 meters in height, the impact of the spell begins to decrease. For those 1000 meters it has no effect at all.
While chains of earth is often thought of as a gravity amplifier, this is not true. Chains of earth will apply gravity even where gravity does not exist. Inversely, on a plane with stronger than usual gravitational force, the impact of chains of earth will be weaker than expected.
Grasping Thorns
Runes: 62
Mana: 80 to 320; 33%
Attack: 75 to 150
AOE 5 meters radius
Penetration: 0 to 150
Max Range: 25 meters x Mysticism
Duration: 30 to 120 seconds
A wood elemental control magic that conjures a series of vine figments in an area. Roughly thirty vines will emerge with lengths ranging from 1 meter to 10 meters. These vines will automatically attempt to attack and grapple any being moving within the territory, excluding only those designated by the caster’s intentions.
In terms of strength, each vine is able to apply a force between 100% to 500% of a mortal human depending on length. For powerful demons, multiple vines will have to grapple in order to maintain a hold.
Once grappled, the vine figments will attempt to squeeze the life out of a target. For this purpose the thorns act as slow saw blades. In effectiveness terms, this is equivalent of one attack every second with the penetration raising for the first five second held as the vines obtain a better, more destructive grip.
The vines created by this spell are elemental figments and interact with forces in the same manner a plan would. Damaged or destroyed vines will recover unless the spell is cast again.
Fischer’s Scalpel
Runes: 73
Mana: 120 (5 to 25); 33%
Attack: 126%; +50 to +250
Penetration: 240, 50% multiplier, 25% DRR
Duration: 60 minutes
Fischer’s Scalpel is an advanced metal element spell which creates a small bladed dagger or scalpel. Once formed, the user may manually cut with the knife enjoying its extreme sharpness. Alternatively, they may apply metal element mana and energy to add to the knife’s attack power, allowing it to slice smoothly and freely as though it were a vibrating saw.
Unlike most spells, Fischer’s Scalpel is designed to cause minimal damage to the targets essence. Instead, it cuts smoothly through the crust. On living bodies, the reduces the effective hitpoint damage by 75%. For non-living items the effectiveness of this feature is only 50%. This makes Fischer’s Scalpel and excellent tool for surgeries and medical procedures of all kind. It can also be used during enchantment or to efficient cut away flawed runes.
Sylvia’s Notes: It was Glenda Fischer who originally envisioned this spell, but I was the one to complete the rune sequence.
Ray of Rust
Runes: 62
Mana: 90; 33%
AOE: 100 meter cone, 10 meters wide at the end
Duration: 5 seconds
A law element magic that destroys magical barriers of all kind. Ray of rust takes the form of a beam of light, covering the entire territory of effect in an instant. Effected barriers will see their duration decreased during the entire period they’ve been exposed. Even if this lost time is not sufficient to cause the spell to fail entirely, the remaining amount will also be reduced.
This will reduce the duration of most spells by the following chart:
Spell Type Reduction
Basic 99%
Advanced 90%
High 75%
Supreme 50%
In addition, ray of rust will reduce the strength of all effected barriers. Generally, the barrier’s hitpoints will be reduced by an amount similar to the lost duration. Armor barriers are also effected, losing a portion of their hitpoints according to the tier and quality of the armor.
Elemental Sealing Domain
Runes: 147
Mana: 100 to 900; 20%
AOE: 100 to 300 meter radius
Duration: 5 / 15 minutes
Range: 25 meters * Mysticism
An advanced law element spell which stills ether of a specific element in an area around the caster or the target. This will reduce ether gather rates for the target element by 90%. This effects staves, traits, and other abilities. It may be partially ignored by enlightenment realm ether gathering techniques, though it is extremely rare for a mage to ever reach that level of ki manipulation.
When placed on a person, the duration is reduced to five minutes. This duration can be further reduced by the ratio of the caster’s Magic: Domion divided by the recipient’s Spirit: Integrity. The caster can choose to influence as smaller domain if they wish.
Cleanse Body & Mind
Runes: 133
Mana: 80 to 360; 50%
Purification: varies
Range: 5 meters * Mysticism
A spell of the blood, psychic, or anima element that cleanses or clears foreign magics and effects. This will reduce the potency and the duration of all applicable status ailments according to the following: 25% basic magics, 15% advanced magics, 10% high magics, 5% supreme magics.
This duration and effect reduction is based on the maximum duration of the ailment, not the current duration. This generally effects most curses and effects, but it cannot be used more than once on any particular effect.
Additionally, a mage may use this spell to directly excise a specific spell or curse. This is a challenge of the caster’s ability to spot and identify the curse or malignant influence. It’s also a contest of the mage’s Dominion versus the curse’s Integrity. This removal effort may be attempted multiple times. Each time, the curse or ailment will be weakened. This, however, is based on the current duration and effectiveness of the target spell.
Note: this spell only effects curses or ailments of the elements used for this spell. If blood is used, only blood based curses are effected. If the anima element is used, this impacts all ailments of a blood, psychic, or anima nature.
Steel Shackle
Runes: 74
Mana: 100 to 300; 33%
Hp: 100 to 200
Defense: 700 to 1100
Duration: 15 seconds, 1 hour
Steel shackle is an advanced, metal element magic that creates an animated chain that will wrap and bind the target. During the first 15 seconds, this chain is animated allowing it to fly at 50 meters a second and move with the smooth grace of a snake. Once this duration is ended, the shackle will go still. However, it will continue to exist as a figment for a full hour.
During animation, the chain possesses a degree of strength. The more mana placed in the spell, the greater the strength. This is roughly comparable to a Strength: Force attribute of 300% to 700%. Awakened demons might be able to overpower the chain. Alas, unless they can stop the chain with their ki, the parts not held will still be free to move and wrap around.
The amount of mana used when casting steel shackle likewise determines the maximum length of the chain, which ranges from 10 to 30 meters. The caster, however, can freely shrink the chain to a size as short as ten centimeters. Further, they may adjust the size at any point during the animation period. This isn’t instant and requires roughly 3 seconds to go from the smallest size to the largest.
Steel shackle isn’t an attack and possess no particular power to crush an opponent. Nevertheless, it can strangle and constrict weak enemies as though possessing an attack power of 60 to 140 depending on the mana used. This is only possible during the animation period.
High Magic
Fortress of Iron
Runes: 135, 40 to 120 a room
Mana: 250 to 750, 100 to 900 a room; 25%
Hp: 500 + Mana x 5 for each room
Defense: 350 to 850
Resistance: 25% DR, 5% to 20% SR
Duration: 1 to 3 hours
This is a metal element magic that is used to raise iron fortifications. The foundations of this spell must be set in stable ground. The rooms build after must be erected on this foundation, or atop other rooms where applicable. It takes one to three seconds for each room to fully take form. This means the fortress may be escaped if instead used as a prison.
This spell consists of multiple modules. The initial casting must be the foundation, which consists of 135 runes. After, five rooms may be added to this foundation. The foundation itself spreads through the ground for ten meters in radius. This becomes the ‘construction zone’. Multiple foundations can be stacked into the same area, but rooms can only be attached to a single foundation.
The amount of energy placed in the founding spell determines the hardness of the structure along with the duration of the fortress. The energy placed in each room determines that room’s size and durability. At the lowest level of energy, the rooms have thin walls. However, larger rooms are thicker. This grants some degree of resistance to smaller scaled attacks.
Rooms are destroyed independent of one another.
Fortress of Iron allows for multiple runic modules for the rooms added after. This means that rooms can vary from very simple to highly complex. A mage can also alter the shape of a room using their intent, resulting in greater versatility.
Note that while the room must start on a foundation, or be linked to another room, there is no obligation that the resulting room remains within the initial area. For this reason, sometimes casters will use Fortress of Iron to create bridges.
By size, rooms default to a scale of roughly 3x3x3 meters. When mana expenditure is maximized, this scales up to 9x9x9 meters.
Binding Chain
Runes: 131 + Module
Mana: 200 to 600 metal, 150 law; 33%
Hp: 250 to 500
Defense: 1000 to 2000
Duration: 30 seconds, 1 hour
In terms of basic functions, binding chain is nearly identical to the spell steel shackle. The major differences are that the chain flies at 75m/s, active life frame is 30 seconds, the length ranges from 30 to 70 meters, and the Strength: Force attribute is 500% to 1300%.
Where the spells deviate significantly is with the introduction of law. All binding chains are ‘inescapable’. This rule reduces the effectiveness of any action taken to either avoid the chain or escape it. This reduction starts at 25%, increasing by 10% for each chain with a different module added. The maximum suppression is 70%, regardless of the number of chains or modules used.
In addition, each chain is paired with a law module which adds a unique debuff.
Dampening Chain, 47 runes – When bound, the subject will lose all ability to manipulate ether (Resistible). Further, the total amount of magical energy the caster can control is reduced by 35%.
Weakening Chain, 42 runes – When bound, externalized ki will become unstable, resulting in a 1000% increase to stamina consumption (Resistible). Further, all offensive ki arts will be 25% less potent.
Immobilizing Chains, 61 runes – When bound, all movement abilities, arts, techniques, and spells will be rendered ineffective (Resistible). Further, the speed and precision of all actions will be reduced by 15%.
Blinding Chains, 54 runes – When bound, the chains will cover the targets eyes blocking ordinary sight. This will also suppress sensory abilities, arts, techniques, and spells (Resistible). Further, all senses will be dulled by 25%.
Imprisoning Chains, 55 runes – When bound, the target will be sealed to the current ‘location’, rendering all means of escape ineffective (Resistible). Further, all powers used to damage or undermine the prison will also be subject reduced by the general ‘inescapable’ suppression.
Resistance to the effect is ‘Attribute’ divided by the caster’s Magic: Dominion. If the effect impacts ki, it is resisted by Vitality: Toughness. Otherwise, the effect is resisted with Spirit: Integrity. What’s more, the bound individual’s resistance stat will be suppressed by the combined ‘inescapable’ attribute of every chain.
Ratio Effect
<100% The effect applies fully.
>100% The effect can be proportionally reduced with effort, but requires concentration.
>200% The effect can be ignored with negligible effort.
Sylvia’s Notes: After trading ________ for steel shackle, I was disappointed. So I created an improved version.
Worms of Rot
Runes: 173 (18 trigger)
Mana: 15 to 150; 33;
Attack: 500 + 25% Max Hp
Range: 3 to 15 meters * Mysticism
Incubation : 5 minutes to 5 seconds
Duration: 24 hours
A vile blood element curse. Worms of rot plants a hex inside the body. This hex slowly incubates over a five-minute period. Only after this can the worms of rot be triggered. At this time, the blood energy will turn into a phantasm devouring the blood essence of the target. This will deal 500 + 25% of the target’s maximum hitpoints in damage. The base damage bypasses all defense. The proportional damage, however, is reduced by Vitality: Toughness.
Damage: 500 + (Max HP) * (25% - Toughness/100)
* Damage is not effected by the mana spent.
In its lowest energy form, worms of rot is a sneaky spell which is very hard to detect. Few demons below the third consolidation can see or feel the spell, even if cast directly in front of them. Even a great mage might miss the curse if targeted while distracted. However, the caster should be warned that the more worms of rot placed in a body, the easier it is to detect.
This spell is highly effective when used against weaker titans.
Worms of rot may also be cast in a more blatantly by placing additional mana or blood ether into the spell. The more energy used, the easier it will be to sense. However, this variation comes with advantages. First, the curse’s incubation time will be reduced. Second, the energized runes will have greater velocity increasing the spell’s effective range and making it harder to dodge.
Once incubated, the spell may be triggered with an 18 rune incantation and a small amount of mana. When done, all the incubated worms within 5 kilometers will erupt at once. Unincubated worms can be set to erupt when the time is reached, or they can be made to stay silent.
Rune Gate
Runes: 192
Mana: 60 + 10%; 33%;
Range: 5 km * Mysticism
A realm based meta-magic which allows the teleportation of a single spell to a target within the gate’s range. Rune gate does not provide automated positioning, the caster will instead need line of sight or some other means to accurately place the gate. The targeting of the spell after follows the ordinary process.
Interestingly, the gate’s opening is difficult to sense. This, coupled with the short crossing time of 500 milliseconds / Mysticism, means rune gate can be used in ambush tactics. This is especially effective with spell like earth spike or grave maw where the rune gate can remove a large portion of the dodgeable delay before the magic takes effect.
On the other hand, spells which require a persistent connection to the caster may be severed as soon as the gate shuts. This includes magic’s like marionette, which cast psychic threads from the master to the slave.
Sylvia’s Notes: I think this might be the most bullshit spell I’ve ever created.
Mist of Deception
Runes: 178
Mana: 100 to 3600; 20%; 2x pump
Potency: 200 to 700
Radius: 75 to 450 meters
Duration: 30 minutes
Creates a thin mist filled with illusions according to the caster's intent. This mist feeds on the minds of those within, causing the mirages to act more like the creatures or things they expect. This also effects the minds of the creatures, making them believe everything about the illusion is more real, even when logically they should not.
Deceptive mist is highly selective, it is very easy for the caster to choose who is and who is not effected. The realness of the illusions is (2xPotency-Integrity) / Integrity. If someone is aware or suspect their mind is being influenced, they can resist increasing integrity by 10% to 30% depending on their skill with resisting psychic effects.
Realness Effect
>=100% Cannot break free even if they know its an illusion
>50% Can notice the illusion if skilled, will still be partially effected even if aware
>0% Will notice the illusion, ignoring the illusion requires portion of mental capacity
If the realness is 100% even after this, the target won't be able to break free even if they know they're facing an illusion.
Inversely, if the realness is less than 50%, they will quickly realize they are in an illusion and actively resist.
Accelerated Motion
Runes: 187
Mana: 200 to 800
Duration: 1 to 4 minutes
Range: 15 meters * Mysticism
A general buff spell that directly enhances celerity and the mental speed aspect of Awareness by 15% to 30%. This is an all around increase in celerity including attack speed, movement speed, and reaction speed. However, this increase is not paired with improved timing, and will therefore erode precision to a certain degree.
This is a law, lightning buff magic. It operates by accelerating the recipient’s frame of operation. As a consequence, it increases the consumption of ki and mental energy. When used on ones self, this increased ki consumption moderately. When used on others, it increases ki consumption heavily.
Comments
I imagine casters of Starlight Barrier or Shield will also do something to resist a cheap Ray of Rust from tearing away 50% of the HP and duration. But what would this be?
awelonblue
2025-06-26 16:30:07 +0000 UTC