Magic Lore - 'The Gift' of Malleus
Written by Narthok
Background/Origin
Malleus, the mad scion of a justice now dead. His very essence contorted by his depthless grief he has taken up his master’s crusade against all the supernatural beings influencing the realms of men, from Aenguls to Daemons to Spirits. His grief beyond the capacity of distinguishing between those deserving of his ire and those innocent of it. Yet despite his increasing madness he has not lost his senses. Malleus remains very aware of the difference in power between him and the greater beings of the supernatural realms. Thus to achieve his vengeance, his mission of confounding the various higher beings he must turn to subterfuge. In that spirit Malleus grants his power to those who he can deceive into obeying him. Positioning himself at a variety of mortal deities to wield said fanatics to his own ends. In doing so he is able to avoid the wrath of the greater deities while still confounding the earthly machinations of both the Aengulic and the Daemonic.
Magic Explanation
'The Gift' falls under the ‘ability type’ of enchanting. Its practitioners being ‘crafters’ or ‘enhancers’ of items. The items they produce channeling the strength of the user and the strength of Malleus to weaken, interrupt or entirely silence magic users. Drawing its strength from a deific creature (Patron of Zechariel) it falls under the Deific magic category. Hence to employ 'The Gift' one needs to be accepted by Malleus and learn the crafting art.
To learn 'The Gift' one must first be attuned to Malleus. Due to the manipulative / deceitful nature of Malleus it is rare if not entirely unheard of to interact with Malleus in his genuine form. The Patron being very aware of the asymmetrical levels of power between himself and the arch aenguls and arch daemons. That being said his pseudo madness compels him to pursue his goals with an uncompromising doggedness. Thus he assumes the position of God in the variety of Godless cults and religions that can be found throughout the mortal realm. Granting his power to mortals through this avenue so as to avoid association with the acts while still managing to confound his enemies. Preferring to deny the servants of his enemies their powers rather than confronting them directly by granting his servants more flamboyant abilities. The attuning process remains the same regardless of the cult / religion through which Malleus is operating. Malleus will empower a religious relic of the cult with his essence. Further legitimizing his position within the faith while enabling his unknowing adherents to expand their ranks autonomously.
Attuning
To attune an aspiring anti mage to the powers of Malleus one must be taken into the hallowed grounds containing the relic and touch it while an already attuned Anti Mage activates it. Causing the relic to mark the individual. Making them capable of channeling the powers of Malleus into the craft of 'The Gift'. While being attuned an individual will be told to choose a ‘hammer’. This chosen item, clutched in their hand during the attunement process shall be imbued by the origin relic. It is with this ‘hammer’ item (can be literally any item as long as it is held during the attunement process)
Enchanting
The central pillar of 'The Gift', as rather than a spell casting magic it is rather an art focused on the enhancement of objects and certain locations. Thus a practitioner of the ‘Gift’ is not necessarily a combatant
To enhance an object first a practitioner must take their 'hammer' and touch it to the desired object. Chanting the desired property ie, including the word weakness or silence or a sufficient synonym within the chant. As the casting of the vast majority of these 'spells' would take place out of combat I've only included emote requirements for those that could be used in combat. Upon doing so the essence of malleus would flow through the caster, through the 'hammer' imbuing the object with the desired property. Receiving or channeling the essence of Malleus would result in the caster hearing mad whispers or roaring rage as the unstable psyche of the patron would spill over. Over the long term practitioners would likely develop fits of rage, extreme cruelty and hatred of the magical, they could also be inflicted with bouts of whispering from Malleus at the upper echelons of their mastery.
Due to the religious masquerade of Malleus any practitioner is likely involved with one of the usurped Malleus cults. It is therefore expected that enhancement would bear religious significance and be accompanied with culturally specific prayer, anointing, sacrifice, etcetera.
Abilities/Spells
Imbue: Weakness
Tier: 1
Effect: The object is imbued with weakness, doubling the casting effort. of any spell cast within an 8 block radius of the object wielder.
Emoting: There is no emote requirement beyond the introductory emote alerting the target that their connection / magical would feel significantly weakened within the 8 block radius. The effect lasts indefinitely and cannot be drained.
Counters: The main counters would be to maintain distance, casting spells beyond the range of the item user. Or to close with the practitioners who are little more than mundane armed individuals, having no real offensive component to their abilities.
Interactions: On encountering a spellcaster any spell cast from within the influence radius would be twice as hard to cast. TLDR, double the emote requirement for any spell cast within the radius.
Casters within the radius of influence would feel their connection to their source severely weakened perhaps hearing whispers of hatred.
Users wielding the object would occasionally hear maddened muttering or whispering.
Specific Red Lines.
Counts towards item cap
Imbue: Clamor
Tier: 4
Effect: Spell casters within 10 block radius (of the enchanted object wielder) are afflicted with splitting headaches, hearing endless crashing of symbols and general extreme white noise. Rendering them unable to concentrate while within the radius.
Counters: Remain beyond the radius
Interactions: Any individual capable of casting spells will experience splitting headaches and white noise upon entering the radius of influence
Magical creatures who cannot cast spells, deaf casters, brainless / undead (skeletal / lich) casters, would be utterly immune to the effects of this enchantment.
Wielders of an object would as with all others occasionally hear whispers of rage and madness. Prolonged wielding having a warping effect on the wielder
Red lines
Can’t think of any needed limitations
Counts towards item cap
Imbue: Silence
Tier: 4
Effect: Spell casters who are in physical (flesh / body composite) contact with the object cannot access their sources nor can they cast any spells.
Counters: Wear thick clothing or full body coverings to prevent contact. This would generally be used as handcuffs or chains however the above would be an effective counter to say a silencing pike.
Interactions: The target would be entirely cut off from their source. Hearing hostile whispers emanating through the enchanted object.
As before the wielder would hear whispers
This effect lasts as long as skin / body composite (stone for golems bone for skeletons etcetera) contact is maintained or the item is broken.
Red lines
Open to suggestions
Counts towards the item cap.
Imbue: Reflection
Tier: 3
Effect: Any spell coming into contact with the object is reflected in a straight line at the location from whence it was cast. Only one side of the object enchanted with reflection is reflective.
Counters: Avoid aiming spells at the reflective object. Instead target the surrounding area or the environment. Start fires, topple trees etc.
Interactions: pretty much covered in effects.
Non directional aoe spells cannot be reflected. Unless they are reflected prior to disseminating. Ie a mage trying to use an aoe firebomb has the delivery blocked and reflected.
Esoterics such as mental magic or soul puppetry would be reflected if the reflective side of the object was held towards the caster.
Red lines
Counts towards the item cap
Imbue: Absorption
Tier 3
Effects: The object absorbs incoming spells, dissipating them and their effects. Only one side of the object enchanted with absorption is capable of absorbing spells.
Counters: As with Reflection the main counter is to avoid engaging with the object itself and to tactically attack the wielder of the object either by disrupting the environment or using appropriate angles to avoid the enchanted object.
Interactions: insufficient knowledge of existing magics to know any conflicts tbqh
Red lines
Counts towards the item cap
Imbue: Detect
Tier: 2
Effect: The object becomes warm when pointed directly at a magical creature, object, caster. The maximum range is 20 blocks.
Counters: not really a combat oriented magic so it cannot really be countered
Surround oneself with mundane / non magical creatures or people and position yourself so that they are between you and the detector.
Interactions: If the object is pointed at anything with any magical properties it will grow warm. Warming as one approaches the magical individual.
Red lines
Cannot detect through people or walls.
Counts towards the item cap
Ritual: Dispel
Tier: 4
Effect: The spell is, enchantment, or magical effect is removed entirely. This must be performed via culturally / cult specific chant including the word dispel or a synonym before touching ones 'hammer' to the object or effect of interest.
Requirements: Minimum of five preparatory or chant emotes
Counters: Target enchanter whilst they perform the ritual.
Interactions: The enchanter must devote all of their actions to the ritual. Thus they cannot engage in amy combat related actions and must be protected by their companions
Any damage sustained during the ritual will require a full repeat.
Ritual: Obelisk
Tier 5
Effect: The enchanter prepares a stationary object (post gate, wall section, statue) to project an enchantment effect. The object can then permanently project the enchantment sans wielder until it is destroyed. Serving as wards or shrine defences. Destroying an obelisk would not constitute a grief as long as appropriate rp was done and signs were left.
Counters: preemptively destroy it, avoid its area.
Interactions: signs would be placed in the radius of the obelisk alerting players of its effects.
The effects and interactions would be identical to the wielded variants.
Red Lines
If removed from the ground or moved in any way the enchantment is broken. Example, uprooting an enchanted post or toppling a statue.
Obelisk is limited to a 4x4 ground area or reasonable variants (6x2 etc). You may not be a huge sperg and enchant your entire build with one enchantment.
Counts towards item cap
Group Ritual: Sever
Tier: 4+ x3
Effect: three T4 or higher enchanters channel Malleus to permanently sever an individual from the source of their magic. Storing it within a phylactery type object.
Requirement: ten emotes from each enchanter, reset on any damage sustained (thrown rock to sword slash)
Phylacteries must be stored openly (via shop slab or item frame) on or near the shrine of the origin relic. As the persistent channeling of Malleus requires proximity to his anchor.
Interactions: The magical ability of the victim is stored in a phylactery object. The magical ability is released back to its owner upon destruction of the object.
Red lines
For the sake of fairness you may not bury someone's phylactery in a locked chest in a death fort. Their must be a reasonable chance of recovery by force, stealth or guile. Keep the phylacteries in your shrine locations so there is fun challenge and interaction for both parties
The phylactery counts towards the item cap of one of the three enchanters
The phylactery does not need to be wielded to persist its effects.
Red Lines
By virtue of 'The Gift' being designed specifically to counter the casting of spells in their various forms it would not make sense for a user of this magic to be able to use other ‘slots’ hence 'The Gift' shall be a five slot magic. Practitioners may have this and this alone.
Already magical items may not be modified by 'The Gift' unless it is to render them inert
Previously magical items that are now inert may be imbued with 'The Gift'
Silencing enchantments must either make direct contact with the target or be in obelisk form
'The Gift' effects do not stop a magical creature from being magical, a lich cannot be silenced from being a lich etc.
An object may only be modified with a single enchantment
An Enchanter may only have as many simultaneously active enchantments as their respective tier. T1 = 1 enchantment, T5 = 5 simultaneously enchantments.
The server max for enchanted items equipped on a person simultaneously is of course 3.
Magic users may not under any circumstances wield a Gift Enchantment. Should they attempt to do so the object will explode, the rage of Malleus overflowing at the attempted abuse of his power.
Wield being defined as the attempt to employ an enchanted object for their own purposes or benefit.
Creating 'grenades' by throwing enhanced objects at mages or magical creatures would have no result unless the target tried to wield or use the enhanced object.
Furthermore enhanced handcuffs or chains would not explode on contact as they are being used to restrain and harm rather than being wielded.
OBJECTS MUST BE WIELDED OR THEIR EFFECTS (minus exploding) BECOME DORMANT. YOU MAY NOT JUST LEAVE A SHIELD ENCHANTED WITH WEAKNESS IN A GATEHOUSE TO ACT AS PSEUDO WARD. NOR CAN YOU SHOOT ENCHANTED ARROWS OR THROW ENCHANTED SPEARS
Obelisks and origin relics are an obvious exception to this.
If an enchanted object is meaningfully broken. Ie, enhanced stick broken in half, piece of armour made unwearable, chains of handcuffs broken. The enchantment is permanently nullified and must be reapplied.
Hammers may only be used by their linked wielder (person who was attuned whilst holding the object)
Hammers explode upon being wielding by a magic user and attunement is necessary for a new hammer.
YOU MAY NOT ENCHANT LIVING THINGS.
Green Lines
Non attuned characters may use enhanced objects to their full effects provided they are not magical, magic users or wearing magical equipment.
The 'hammer' does not count towards a practitioners item cap.
The hammer has no anti magic properties beyond the crafting and the explosive nature.
Tier Progression
Tier 1: freshly attuned
Requirement: attunement ritual / willing teacher
Item Cap: 1 enchantment
Available spells: weakness
Tier 2: persistent acolyte
Requirement: 1 month learning
Item cap: 2 enchantments
Available spells: weakness, detect
Tier 3: Experienced Enchanter
Requirement: 2 months learning
Item Cap: 3 enchantments
Available spells: weakness, detect, absorption, reflection
Tier 4: Venerable Enchanter
Requirement: 4 months learning
Item cap: 4 enchantments
Available spells: weakness, detect, absorption, reflection, clamor, silence, dispel
Tier 5: Master Enchanter
Requirement 6 months learning
Item cap: 5 enchantments
Available spells, weakness, detect, absorption, reflection, clamor, silence, dispel, obelisk
Purpose (OOC)
For quite a long time I’ve wanted to put forth a magic or rather an anti magic as I always felt that Fi was lacking in being explicitly anti magic. To me it felt more a variant of magic that countered other magics. But beyond filling that now void niche within magic and enabling people to CRP with mages without getting insta nuked (blood mage undead combo for example). For all the complaints from the CRP / anti pvp community about not being on equal footing those of us that generally mechanically default feel the exact same way about getting insta gibbed by some esoteric fringe magic we’ve never heard of and have no way of countering. Humans broadly lack an ‘in’ so to speak with magic and with deities in general. I feel this lore fills that niche and enables humans to engage in the fantastical side of the server without utterly abandoning their human identity or nature. As it stands to be a ‘human magic rper’ you need to walk away from every human society and essentially become a short eared elf. This proposal keeps in line with human rp (the anti magic / anti mystical angle) while enabling mystical engagement via an appeal to the divine which serves such a hefty influence on human rp. I’ve written the lore in a way that enables that various human religious that lack a canon god to utilize this if they are interested.
I have absolutely 0 in depth knowledge of magic systems, interactions and the like so any balance issues or feedback / questions on interactions are more than welcome. I’ve tried to balance this as best as I can. Providing clear tactical counters and options to mages that are encountering wielders of Gift equipment. Everything I’ve done here comes either from my deity lore or from reading all of Flambos guides and posts.
Citations