In this chapter I will be discussing all the known "spells" and abilities a trained Null can aquire. If you have not read the chapter on what Nulls are, you can find it here.
Ever since Nulls first started appearing, the Order has not spared any time or resources to put their unique condition to good use in their war, training them to be both exemplar in the use of a sword and their "magic", creating a powerful warrior that can stand up against any monster. Though not all Nulls are trained by the Order, some train by themselves, others by their parents, and some don't train at all and are natural prodigies. But the ones trained by the Order are by far the deadliest.
Trained Nulls can convert the mana they absorb into their own unique "anti-mana", given the name because, just like the Null, it can absorb and even destroy other forms of mana. Nulls can use this anti-mana in their own unique spells, most of which focus on destroying other spells and magical effects, but some are useful in all forms of combat. I will start listing them now, all followed with a brief description of their effects.
Anti-Mana Shot:
If Mana Shot is the most basic form of normal spell casting, this one is the basic of Null spell casting. It fires an anti-magic bolt that, like Mana Shot, can take a variety of forms, but it's color usually remains the same, a mixture of black and deep violet. This is true for most spells.
Detect Magic:
This spell enhances the Null's senses to be able to perceive magic and mana in the environment. They can see it behind walls, smell, hear and taste it in the air and feel it in their skin. This advanced users can differentiate between different types of mana.
Devour Mana:
The Null can absorb the magical effects imbued in objects or people, removing enchantments from magic items and buffs from enemies. They can also absorb only a specific type of mana, cleansing their allies from the unholy mamono mana.
Silence:
Any and all attempt to cast spells while the Null is nearby will have no result, failing instantly. Doesn't affect spells from other Nulls.
Void Weapon:
The Null creates a weapon of his choice out of pure anti-mana. The weapon strikes both flesh and mana, weakening the target as well as causing physical harm.
Witch Bolt:
An advanced form of "Anti-Mana Shot". It is stronger, faster and has lingering effects, making it deadly to the target even if they escape.
Wolf Among Sheep:
The Null can temporarily disguise his unnatural presence, allowing him or her to pass unnoticed in the crowds. This spell requires great amounts of concentration, so it is not flawless, but is still the greatest tool for infiltrated Nulls.
Summon Dark Familiar:
The average Familiar is made from the mana of a powerful Monster, this one is made from the anti-mana of a powerful Null. Unlike normal Familiars, it can come in any form, be it man or beast. Because of its nature, the creature has the natural hunger and need to absorb mana that its Null master has.
Teleport:
Using it's magic detecting senses, the Null can teleport to any location where they can sense mana. Doesn't work if the mana they feel enters a pocket dimension, or if the target is protected by a powerful protection spell.
Killer Touch:
The Null can absorb all of a target's mana almost instantly through a touch. This however can only leave a target unconscious, unless they are made from mana. (off note: imagine a Null siping a Dark Matter like she is soup)
Counter Spell:
The Null not only absorbs the spell sent their way, but also immediately counters with their version of the cast spell.
Rune of Agony:
The Null places a rune on their target. This rune causes pain whenever the target attempts to use mana in any way, or when the Null feels like it. The perfect tool for interrogation and torture. The rune vanishes after some time, or when the Null is done.
Hungering Aura:
The mana draining aura that the Null possess increases in size, covering a large area. This spell differs from "Silence" in that it does not stop spell casting, but its effects can cause spells to be negated as they will be absorbed by the Null.
Counter Cast:
An advanced form of "Counter Spell''. It causes all offensive spell cast by a mage to backfire on them, and any defensive or supportive spell to be cast on the Null instead.
Legion of the Damned:
An advanced form of "Dark Familiar". Dozens of Dark Familiars are summoned, hungrily attacking anything that has mana in it, be it living or not. They can also be commended, and will follow any order given.
Brand of Nullification:
This is the ultimate and most feared Ability that a Null can learn. The Null touches their victim, typically in the face, and not only absorbs their mana, but also their ability to use magic in any form. This action leaves a brand in the shape of the Nulls hand and is said to hurt the victim physically, mentaly and spiritually. While not confirmed, it is theorized that it also brends the victims soul, so even if they reincarnate they still won't be able to use magic.
Over all, skilled Nulls can be considered the ultimate mage and monster hunters, being an unstoppable force capable of destroying everything in its path, even without the power of a Hero. How and why such beings came to be can only be explained to be the work of the Chief Goddess in an attempt to set the world on the path she wants it to go once and for all.
But as you will see in my next chapter, even that might not be the case.
Author's Note: Next one coming are the Daemons from 40k. The grim dark can find its way into any fandom
I'll also be making a post on Monster Nulls. Thank you @Abysswalker2126 for the idea.