Null Star
Collapse a black star over the front pack for heavy area damage.
Isekai VanguardHeroes · Shadow
Every spell leaves a shadow. Mine answers back.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A void astronomer who folds starlight into black sigils, crushing clustered enemies with slow, exact catastrophes.
Vesper charted a sky that had no sun, only wounds where stars used to be. Her academy called it astronomy; her rivals called it heresy. She proved both correct when she learned to make the empty places move. The summoning interrupted her final lecture, leaving half a theorem burning on the wall. She intends to finish it on the battlefield.
Game guide
Collapse a black star over the front pack for heavy area damage.
Study the missing stars and turn absence into force.
Collapse a gravity well at the point the line bends inward — everything caught is crushed open, taking bonus damage until the well dissipates.
Every battle is another theorem solved in enemy blood.
Damaged enemies owe the dark what the stars already lost.
Compress a sigil into a single precise puncture against priority targets.
The slower the sky appears, the faster her hands move.
Drop a dead constellation across the wave.
A little notoriety makes grants, relics, and spoils easier to justify.
The capstone proof: all light falls inward eventually.
The part of the spell that is missing is where the force gathers.
Let a black equation drip through the front line and keep burning after impact.
Quiet study turns long clears into cleaner growth.
Strike from two impossible angles and make the wounded line pay its debt faster.
Her marginalia weighs more than most spells.
Drag clustered enemies through one tightening orbit — few escape it, and none escape whole.
A disputed chair still knows how to fund an expedition.
A complete lecture in destructive astronomy, delivered as falling night.
The theorem leaves a margin note: all damage falls inward eventually.
While at or below 40% HP, damage rises up to +12% (+6%/level).
Hit the front foe for 5.4× ATK (+12% at rank 2) and up to 4 nearby foes for 80% of that hit. Cooldown 20s.
The owner's first hit on each foe deals 9% more damage per rank (up to 18%). Later hits do not repeat it; each new foe has its own opening.
After the owner gets a kill, gain 18% attack speed for 4s. Further kills refresh the duration; the bonus does not stack.
Mark the front foes for 7s. Each tick deals 2.4× ATK × 0.4 (+12% at rank 2). Recasts refresh rather than stack poison. Cooldown 18s.
Deal 8% more damage per rank (up to 16%) to foes at 40% HP or less.
Once per fight, survive a lethal hit at 1 HP and restore 12% max HP. Personal death saves share one trigger; the strongest learned recovery is used.
Stun the 2 front foes for 2.2s (+8% duration at rank 2). Deals no damage. Cooldown 19s.
At 40% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
Deal 20% more damage to foes at 30% HP or less.