Shadow materials
What it is
Void spells gather torn folds, closing shells and hungry silhouettes in front of your hands, while the casting circle stays behind your shoulders. Learn the shapes and you can tell Void spells apart in a fight. The shape you thread still decides where the spell acts.
A hook has a direction

Grapple gathers a hook with a trailing tether. Collect draws loose shards into a cloth pocket. Gravity Well pulls fragments toward a heavy fold.
Read what crosses the dark
| What you see | Runes |
|---|---|
| Paired folds and displacement | Blink, Warp, Warp Step, Riftcall |
| Pressure pulses and sculk | Sonic Boom, Echolocate, Resonant Shriek |
| Shells closing around space | Infinity, Anchor, Shulkershell, Hush |
| Jaws and teeth | Hollow, Hex, Devour, Starmaw |
| Running hounds | Shades |
| Humanoid remnants | Phantom, Shadowstep |
| Staggered haze and breath | Dragon Breath |
Runes in the same row still do different things. See the Void runes for effects and costs.
Fused spells keep their ingredients
Blackflame carries ember, Warp carries wind, Entropy carries time, Devour carries blood and Malison carries arcane fragments. Minimal visual quality still shows these ingredients.
Self acts where you stand

Thread Self for a ward on yourself; it does not launch a projectile. Shulkershell trades movement for protection. Veil hides you, Infinity slows nearby enemies and Anchor holds you fast.
Tips
- Warp Step pulls you back after 3 seconds. Sneak to stay where you landed.
- Blink and Warp check for a safe arrival, and Zipper won’t open a wall that isn’t yours. Leave clear footing for the move you want.