Magic in Caelthyr is not one force. It is divided by origin, authority, and cost.
There are four supernatural systems:
Witchcraft (Authority-based)
Human Rune Magic (Method-based)
Miracles (Faith-based)
Chaos Alteration (Instinct-based)
You’ve defined the first three very well — I’ll lock them in and clarify edges.
“A witch does not use magic. She commands it.”

Bloodline Absolutism
Every witch belongs to one bloodline
Each bloodline governs one unique concept
That concept cannot be replicated by:
Human magic
Miracles
Other witches
Examples:
A Curse Bloodline cannot stop time
A Time Bloodline cannot rewrite flesh
Even gods respect bloodline domains
This is why witches were created as governors.

Superiority Principle
Witchcraft is:
Faster
Absolute
Unconditional
A witch’s magic:
Overrides rune magic
Resists miracles
Ignores natural laws
Only another witch, a god, or certain curse items can fully counter witchcraft.

Universal Witch Curse
Every witch, regardless of bloodline, can curse.
Curse Rules:
Curse lasts until the witch dies
OR until the witch kisses the victim
Kiss from another witch:
Suppresses the curse temporarily
Never removes it permanently
Curse Nature:
Not a spell
Not an enchantment
A binding declaration
Curses can affect:
Body
Mind
Fate
Identity
Death itself
This is why witches are feared more than beasts.

Witch Limitations (Important)
To avoid witches being unbeatable narratively:
Witches cannot:
Create life
Resurrect the dead completely
Directly negate another bloodline’s concept
Bloodline magic often has symbolic rules
Emotional instability weakens precision
“If witches rule reality, humans exploit it.”

Rune Foundation
Human magic works by:
Collecting ambient natural magic
Inscribing rune arrays
Activating pre-built formulas
Key Rule:
Human magic must be prepared.
Runes must be drawn, carved, engraved, or stored
Spells have:
Charge time
Cooldown
Failure chance
This makes human mages:
Flexible
Predictable
Limited in emergencies

Magic as Technology
Humans standardized magic into:
Spell cartridges
Rune engines
Magic batteries
Enchanted infrastructure
Result:
Non-mages can use magic
Mages become engineers
Power is scalable, not personal

Frankensteinium Doctrine (Dr. Frankenstein)
A revolutionary — and controversial — breakthrough.
Rune-Augmentation:
Runes fused directly into the human body
Grants:
Superhuman strength
Enhanced speed
Reinforced organs
Equal to beasts physically
Costs:
Shortened lifespan
Rune rejection
Mental instability
Permanent dependence on maintenance
Holy Empire condemns it.
Astra Polis mass-produces it secretly.

Weaponized Rune Magic
Weapons fused with:
Rune cores
Elemental circuits
Anti-beast sigils
These weapons:
Can harm beasts
Can wound witches (rare)
Often unstable
“The element chooses. The human obeys.”
One human → one element
Contract lasts until death
Elemental spirit cannot be replaced
Power grows with mutual understanding
Elements include:
Fire
Water
Wind
Earth
Lightning
Ice
Ash
Metal (rare)
Limitations:
Elementalist cannot use other elements
Overuse causes:
Elemental corruption
Personality drift
Witches can sever contracts (bloodline-dependent)
“Objects that should not exist.”
Curse Items are:
Failed witch spells
Fragments of dead witches
Objects exposed to Vael’Tyrra
Relics altered by chaos
Each curse item has:
One powerful effect
One absolute condition
One hidden cost
Examples:
A blade that kills immortals — but only if the wielder loves the target
A ring that stops time — but ages the wearer rapidly
A mirror that shows truth — but erases memories
Prolonged use leads to:
Obsession
Paranoia
Identity loss
Madness
Some curse items:
Whisper
Choose owners
Refuse abandonment
At full potential:
Gods (absent)
Witches (bloodline mastery)
Beasts / Guides
Miracle-workers
Rune-augmented humans
Elementalists
Rune mages
Normal humans