Sealing
Sealing (Locks/Binding)
Sealing is the highly specialized application of Abjuration and Ward magic focused entirely on locking things down—physically, spatially, and magically. It is the art of absolute containment.
Classification: Specialization Parent School: Abjuration
Technique Glyph Doctrine
Doctrine Pair: Wacht + Anker
Sealing specializes in lock-state enforcement, anti-tamper closures, and containment permanence.
Fictional Permission
When you hold Sealing in your Grimoire, you have specific fictional positioning.
Sealing CAN:
- Lock physical objects, doors, and containers against mundane and magical intrusion (
Slos). - Prevent spatial travel (teleportation, portals) within a localized area.
- Bind creatures, spirits, or mages, restricting their movement or spellcasting (
Kett).
Sealing CANNOT:
- Deal direct physical damage to the target. It is purely restrictive.
- Be easily cast in a split second. Powerful containment seals require complex geometry and physical anchors to maintain their grip.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Geometric Scaling (Mana Track Box Costs)
When determining the cost of a spell, the GM uses this scale. Each example uses live notation: Intent -> School -> Glyph -> Scale -> Tags.
- Trivial (0 Ticks): Mundane latch gets a magical snap.
Seal simple door closed -> Abjuration -> Wacht+Faden -> trivial effect, touch range, single door, until broken - Regular (1 Tick): Ghost-iron cuffs on wrists.
Bind wrists with spectral chains -> Abjuration -> Anker+Kreis -> standard effect, near range, one target, short - Hard (2 Ticks): Cage a dangerous object mid-air.
Cage hostile artifact -> Abjuration -> Wacht+Siegel -> hard effect, near range, chest volume, sustained - Complex (2 Ticks): Pin a huge creature under layered bonds.
Pin giant with light chains -> Abjuration -> Kreis+Siegel+Wacht -> complex effect, near range, large creature, sustained - Miracle (4+ Ticks): Mythic restraint that eats cast magic.
Anchor mythic entity and damp its casting -> Abjuration -> Kreis+Siegel+Gitter -> miracle effect, near range, single entity, permanent hook
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Abjuration#The Core Matrix.