咒力
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Entity Info
Original Name:咒力 (zhòu lì)Gender:NeutralKind:ConceptScope:Novel-specificStatus:ActiveSource:AIOccurrences:186Chapters:30
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Context UptoCh. 50
Wiki ModelGPT-5.6 Terra
Image ModelGPT Image 2.5
Updated

Biodata

Feature Information
Name Curse Power
Alias(es) 咒力; Positive Curse Power; Negative Curse Power
Occupation/Role Supernatural energy controlled by Curse Casters; powers Curseguard and can enhance Cursed Relics
Status Active
First Appearance 12

Power Progression

Stage / Realm / Level Chapter Notes
First-Rank Curse Master — Hawkins 18 Hawkins gains Curse Power after his Dream Realm trial and measures an initial reach of 330,000 meters/points. He must reach 660,000 points to advance to Second Rank. 18

Origin and Acquisition

Cursed Relics originate in the Dream Realm, a chaotic realm shaped by the daydreams and desires of living beings. Curse Power is gained by surviving contact with that realm rather than by merely possessing a relic. 12

To become a Curse Caster, an individual requires at least three Cursed Relics and a Qi-Suppressing Stone. After consuming the stone’s powder and exposing their mind to several evil curses, they briefly connect to the Dream Realm; surviving its mental shock allows them to sense and control Curse Power. 12

A Curse Caster must also pass a Dream Realm trial and fuse their three possessed relics into one in order to truly enter the ranks of Curse Casters. Lineages train descendants to suppress excessive desires before this process, since uncontrolled desires can make the trial lethal. 17 24

  • Qi-Suppressing Stones — Dream Realm materials usually supplied by powerful Curse Caster Lineages, though they can rarely appear naturally in the real world. 12
  • Mental shock — A principal barrier to awakening Curse Power; failure can cause mental collapse or death during the trial. 12 24
  • Dream Realm danger — Entering the realm can accelerate growth, but exposes Curse Casters to hostile casters and unknown fiendish spirits. 19

Properties

Relationship to Consciousness

Curse Power does not physically reside inside the body. It overlaps with the body through consciousness or the soul, following its owner “like a shadow.” This connection allows a Curse Caster to faintly sense the Dream Realm while remaining in reality. 18

Curse Power has strong disruptive properties within the Dream Realm. Hawkins determines that placing Curse Power inside Asmodeus allows him to move through that realm after leaving Eternal Space. 31

Measurement

Curse Power is measured by the maximum distance it can extend from its user: one meter of reach equals one point. 18

User Documented Curse Power Notes
Mark 100 points His Curse Power can extend 100 meters. 18
Hawkins 330,000 points His power extends 330,000 meters immediately after becoming a Curse Caster. 18

Curseguard

Curse Power automatically protects its owner through Curseguard. It reacts to attacks from any direction and can stop most physical attacks as long as sufficient power is available. 12 20

  • Ordinary people without Curse Power ordinarily cannot break Curseguard. 12
  • Curseguard is not absolute: Mark is severely injured when a meteor hammer Cursed Relic penetrates his defense. 14
  • Curse Casters remain vulnerable to indirect threats such as starvation, suffocation, hypnosis, and disease. 14
  • Curse Power can temporarily offset the curse of a Cursed Relic being handled; more dangerous relics exhaust more power. 15

Probability Manipulation

After observing Mark survive combat underground, Hawkins concludes that Curse Power operates by altering probability. It increases the chance of an existing favorable outcome rather than creating an impossible ability. 46

  • Curseguard can amplify a low chance of escaping injury into a highly likely outcome. 46
  • Curse Power cannot grant traits that a target does not possess; it cannot make someone fly without wings or another means of flight. 46
  • It has little direct influence over ordinary real-world matter. 46
  • Beyond affecting its owner, it can enhance the effects of Cursed Relics. 46

Positive and Negative Curse Power

Hawkins identifies a possible polarity after encountering George’s altered body. He describes his own Curse Power as positive, while the power inside George behaves as negative energy that consumes or cancels positive power. 41

  • Contact with George’s hair consumes approximately ten points of Hawkins’s Curse Power. 41
  • Hawkins theorizes that Positive Curse Power raises probability while Negative Curse Power suppresses it. 41 46
  • Negative Curse Power appears to explain how George neutralized Mark’s Curseguard and injured him. 41

Rank Structure

Rank Requirement / Change Known details
First Rank Gain control of Curse Power A First-Rank Curse Master possesses one Natal Relic. 18
Second Rank Double one’s Curse Power Hawkins requires 660,000 points to advance from his 330,000-point starting level. 18
Third Rank Gain a second Natal Relic Natal Relics can apparently be claimed voluntarily. 18
Fourth Rank Curse Power increases tenfold Further requirements are not known to Mark. 18
Fifth Rank and above Unknown Mark lacks information on advancement beyond the fourth rank. 18

A Natal Relic rises by one grade if its Curse Caster is killed, increasing both its danger and power. This makes Curse Casters wary of one another and incentivizes the killing of rival Casters. 18

Growth and Recovery

Curse Power has three known avenues of growth. 19

  • Natural growth — It increases slowly over time without deliberate action. 19
  • Dream Realm entry — Consuming Qi-Suppressing Stone powder and entering the Dream Realm accelerates growth, at significant personal risk. 19
  • Killing Curse Casters — A dead Caster’s released Curse Power can be absorbed, with those closest to the corpse gaining the most. 19

Hawkins considers killing weaker Curse Casters inefficient because their dispersed power would add little to his existing 330,000 points. 19

Curse Power recovers faster at night, with Hawkins measuring nighttime recovery at roughly 1.5 times the daytime rate. 33

Known Applications

  • Relic appraisal and detectionHawkins extends Curse Power to scan distant ships, identify the presence of Cursed Relics, and judge their apparent danger. 20
  • Curse Spirit activation — Injecting Curse Power into the Eternal Sea Chart manifests its Curse Spirit, which can fight, defend, devour relics, and inspect other relics through its eyes. 19
  • Material reshaping — Within Eternal Space, Hawkins uses Curse Power to reconstruct broken porcelain and transform House Town’s decayed buildings into renewed homes. 28
  • Resurrection fuel — The Eternal Sea Chart’s Resurrection of the Dead ability consumes vast quantities of Curse Power; Hawkins’s first attempt exhausts all of it before completion. 28
  • Spatial functionsHawkins uses Curse Power to operate the Eternal Sea Chart’s spatial abilities, including opening passages and controlling Eternal Space. 27 49
  • Curse Power BankHawkins begins designing a contract-based system to store his surplus Curse Power and eventually allow contracted members to withdraw it through Exchange Points. 33

Limitations

  • Curse Power does not determine combat strength by itself; Cursed Relics, specialized abilities, and battlefield circumstances can outweigh raw reserves. 22 39
  • A large initial reserve makes rank advancement more demanding because the required amount must still be doubled. 18
  • Curse Power cannot make a Cursed Relic’s curse disappear completely; it can only weaken or offset it temporarily. 15
  • Curse Casters cannot achieve true curse immunity through Curse Power alone. 42
  • Major relic abilities can consume all available Curse Power, leaving the user unable to complete an effect. 28