Amendment - Naztherak
Physical Strength Changes
To be updated to:
Stemming from previous distrust between a Zar’akal and a soon-to-be Naztherak, there is a natural layer of unease between the teacher and their student. In a weak attempt to stop potential students from climbing the infernal hierarchy and ascending above their teachers, there is a stipulation inserted into every deal, be it knowingly or not. Every time a Naztherak is connected, their teacher allows the hells to restrict their body and naturally, their strength. Use of the hells is not free.
Cursed Fire Changes
Short Brief: Cursed flame is put in an awkward spot currently in Naztherak lore. Firstly, there is the issue that Revolt is incredibly more powerful compared to the other cursed flames (which are essentially just normal flames with such little flavor players are sure to ignore them). For example, in the current lore part of revolt reads: “Fireballs, Brands and Whips may explode upon impact against any surface, resulting in an expulsion of Malflame no greater than one foot beyond the flame’s diameter,” and “Walls, Pillars or Storms of Malflame imbued with Revolt will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.”. Compared to desolation which says “Malflame spells imbued with Desolation will cause the victim to experience anterior-grade amnesia, meaning that their short-term memory will be spotty at best.”. See the issue? One is a light suggestion to RP while another is a powerful hellish alteration, not to mention that revolt doesn’t have any effects that revolt should have. This part of the amendment aims to fix that by upping their previous abilities and allowing them all to stop projectiles. Finally, we have amended it so that cursed idols may be created with malices that the user does not have to eliminate trying to min-max and pick the first malice when the magic is gained. We wish for people to pick the malices that make sense for the character, not those which are the strongest or most useful, though the malices still do affect which cursed flames you may cast.
Current Lore for ease of reference:
To be changed to:
Malflame spells imbued with Woe cause the victim to experience existential despair. One might abandon whatever hope or conviction drove them, or merely feel that whatever victory they aim to achieve is far beyond their capabilities. Over two emotes they may become sluggish and feel weary, their armor feeling heavy, despite themselves being well-rested and healthy. Battles feel lost before they may even begin. Walls, Pillars or Storms of Malflame imbued with woe may appear as if it has sad faces inside and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Lies cause the victim to feel compelled to lie in one fashion or another. These may be simple erroneous replies when asked yes or no questions, or they may attempt to spin elaborate falsehoods about themselves or others. Even when they have nothing to gain from such deceptions, they will still feel the need to spread fallacy and mistruth. In battle, it will become near impossible to communicate the truth, such as lying about your injuries, what the enemy is doing, or your want to continue a chase. Failure to speak or lie at all will cause a painful build-up within a victim's chest, as they suppress the strong desire. Walls, Pillars or Storms of Malflame imbued with lies will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with revolt will cause a victim to feel incredible amounts of disgust about themselves and others. One may toss their sword to the side because of a singular imperfection or may mock others should they not act perfectly. One may forcefully stay away from certain imagery such as certain cities, hospitals, or churches. Walls, Pillars or Storms of Malflame imbued with revolt may appear as disgusting flames and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Madness cause the victim’s mind to be sundered by a supernatural psychological assault. This causes them to rapidly develop some manner of abnormal mental functioning, such as visual and auditory hallucinations, paranoia, schizophrenic-like delusions, other phobic or compulsive behaviors etc. These are always distracting and may easily earn the concern or disgust of observers. Casting spells may become additionally difficult as false realities manifest. Walls, Pillars or Storms of Malflame imbued with madness may appear as if familiar faces are in them and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Desolation will cause the victim to experience amnesia, meaning that their short-term memory will be spotty at best. This may manifest as an inability to recall where they are, or why they are there; they may fail to adequately take in new information, causing them to be unable to learn a new skill or commit faces and names to memory. In battle, one may forget who they’re chasing or even which way someone turned a corner, even if they had just seen it a moment ago. Walls, Pillars or Storms of Malflame imbued with desolation may appear as if everchanging figures are in them and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Temptation cause the victim to begin feeling a tug within their consciousness, which leads them to seek out something of their immediate desire. They may well desert combat altogether if their desire to go home to creature comforts is stronger than to keep fighting. Otherwise, the victim will become vocally obsessed with something, or someone, or become distracted by things pertaining to hidden wants. Failure to verbalize these wants will feel like a pain building up in the chest. Walls, Pillars or Storms of Malflame imbued with temptation may appear as if friendly faces are luring them in and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
A Prince who possesses the Pacting will receive a second Malice from their demonic patron. Which Malice they receive depends upon which patron has laid claim to them, as they find their beastly benefactor’s vile influence spreading through the core of their being. These Malices may be cast when Curses is taken and are the following:
Malflame spells imbued with Dread immediately elicit a sensation of overwhelming fear as the felfire consumes the victim. This manifests as engaging the victim’s freeze, fight, or flight responses; particularly timid individuals may freeze, while most others will merely flee from the conflict, leaving a minority who will brace themselves to fight for their lives. Even those who successfully escape from or stand victorious over such an encounter will still find fear gripping their heart for the duration afterward. Even those who stay and fight would feel their heart beating in their chest and sounding in their ears uncontrollably. Walls, Pillars or Storms of Malflame imbued with dread may appear as if skulls are within and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Venom will begin to elicit symptoms like those of a snakebite shortly after contact. This begins with a spreading numbness from the site of the burn, moving up to encompass the whole limb or abdomen over two  emotes. This numbness does not disable the use of limbs for combat. In the six  emotes afterward, a supernatural fever will begin to develop, which will lead to actual sweating and a danger of overheating if the victim is wearing many layers, such as gambeson beneath heavy platemail. These are merely symptoms and cannot kill the victim, but they may exacerbate pre-existing conditions. Skin will discolor and appear as if it was bruising, the blood vessels of a victim popping out. Walls, Pillars or Storms of Malflame imbued with venom may appear as if it is swirling throughout and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Gluttony immediately awaken a nigh insatiable appetite for food or drink within a victim. In particular, they will likely crave whatever is in front of them. This Gluttony can be ignored, though after  emotes, this sensation will need some sort of satiation. Victims far from food may bite at their own flesh, inanimate objects, or drink blood, requiring  emote to do so. This will cause the timer to go away until they are hit again, though the hunger will persist. Walls, Pillars or Storms of Malflame imbued with gluttony may appear as if there are mouths within it and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Pestilence cause the victim to begin developing symptoms akin to those of pneumonic plague. This begins with a malaise, or feeling of sickness, over two  emotes; this does not inhibit combat or other exertive actions. Over the following  emotes, a bloody discharge will begin weeping from the nose and eyes, with a cough emerging then. The following emote after this, the victim develops a chill and their coughing produces bloody phlegm from the throat which may inhibit combat as it begins to get difficult to see and breathe. At this point, the weeping of the nose and eyes, chill, and coughing last until the 1 IRL hour is up, after which they will subside as the general sickness persists. It is not contagious and the combat prohibiting effects may be cured by spending  emotes to either rest or perform medical upon yourself. Walls, Pillars or Storms of Malflame imbued with pestilence may appear as if there are nauseous clouds within and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Malflame spells imbued with Misfortune cause the victim to experience uncanny poor luck. If during a combat encounter in which both parties agree to roll, this manifests as a -4 modifier to those struck by Malflame spells. This does not stack. Outside of ‘rollplay’ the curse’s effect can be roleplayed as otherwise plaguing the unfortunate with any number of seemingly supernatural blunders and mistakes in their endeavors. This is not to say every swipe of a victim’s sword will be a glancing strike, or every arrow will miss, but rather what could have been a mighty or precise blow will be substantially lesser. For example, taking out a potion may take an additional emote as someone drops it at their feet, or their sword may get stuck for a moment as they take it out. Malflame imbued with misfortune may appear as if there are general sides of unluckiness inside, such as broken mirrors, and will combust projectiles passing through the flames, such as sling pellets, arrows, crossbow bolts etc. destroying them upon contact.
Base Naztherak Changes
The following spells will have this redline added to them: Rok-Kirluk, Rok-Ladom, Rok-Argal, Rok-Norrvut, & Rok-Zevik. - This spell may go through gaps in armor or entirely through chainmail to catch onto the skin beneath, as it is a stream of malflame.
The following redline will be removed:
- One may not guide or shoot Malflame through the visor, eyeholes etc. of helms, or similar small gaps in clothing. The skin must be exposed.
The following redline will be removed:
- MArt submissions may be made to create unconventional but functionally identical Grimoires.
The following redlines will be added under Grimoires:
- Functionally identical grimoires may be made freely by the player as long as they are objects that can be written on / read from.
- No unique grimoire may be harder to knock out of your hand than a book would be.
The following spells will have this redline added to them: Rok-Dhurz & Rok-Heedz. - By spending  extra emote, this spell may have light combustive force added to it. It may dent plate armor, break bones, rip cloth, and will cause someone to trip if it strikes their feet.
The following spell will have this modification made: Rok-Niirk. Previous lore:
These conjurations naturally possess physical properties, allowing a Naztherak to whip or lasso imps and beasts as well as their mundane counterparts.
The following spell will have this modification made: Rok-Krimth.
Not unlike the whip-like conjurations of their more novice peers, a master of Malflame manipulation may summon chains of pure Malflame with which to burn and strike continuously against the flesh of mortal men, or to bind infernal adversaries.
When used, these chains assume material properties comparable to that of mild steel, providing strong restraints for most demons and nearly all descendants. The conjuration takes four emotes to fully manifest, and consumes  maleus whilst lasting for five emotes; this may be extended by spending an additional  maleus per two emotes.
The following spell will have this modification made to it: Rok-Argal.
“A Naztherak may create a wall of Malflame in  emotes, which provides a deterring barrier in front of them or another, albeit not very defensive.”
- Only one wall may be formed at a time.
The following spell will have this modification made to it: Rok-Norrvut Previous lore:
A Naztherak creates two pillars of Malflame in front or around them. They cannot be moved once charging begins, a spot glowing the colour of the Prince’s Malflame appearing in the location it is being conjured. They can be conjured in two  emotes, and lasts for up to five emotes afterwards. Only two may be conjured at a time by a Prince, and it is only one block in diameter.
This additional redline will be added under Maleus and the Grimoire under the casting section.
“A Naztherak may emote speaking a spell without physically typing out the name to avoid meta-gaming.”
The following malflame lore will be changed: Previous Lore:
Malflame is a fire-like substance which a Naztherak may conjure, the flame itself may have light or it may not, though it has no heat, nor can it burn objects. It may appear in various colours depending upon the Naztherak who wields it, namely being alien colours such as shades of violet, putrescent pink, sickly green, and other vivid colours.
The following redline will be removed:
- Malflame does not produce light nor heat, nor does it have force on its own.
Beast Summoning Changes
Changed to: - Only one  Beast and two  imps may be summoned at one time during a combat encounter. Outside of combat, players may have multiple beasts for flavorful roleplay, though only one may be permitted to enter combat, should they be summoned beforehand.
- One beast or two imps may enter combat if they were summoned prior to it starting. A user’s grimoire must be constantly held on their person after they are summoned. This is to say that one may not hide their book in a chest and expect their summons to enter combat with them still.
- While only one beast or two imps may enter combat with you, you may summon the other mid-combat should you perform the required amount of emotes.
- One may not presummon a beast larger than a large cat.
Algzok Rokol To Smoulder Magic
The disconnection ritual.
An intense ritual that requires either one Zar’akal and two Naztherak or five Naztherak with two being at least tier five. Not to be taken lightly or as an escape from the hells, this ritual consumes the magic slots given to Naztherak while removing the ability to use the magic, scarring the soul as it does so. To perform this ritual, a group must draw a pentacle with rakir and place the unfortunate Naztherk in the center. From there, each Naztherak would stand within a corner of the pentacle before channeling their malflame and maleus into the center. Once all the flames converge upon the center and then the victim, they would flow over and throughout the brand, burning away the slots of magic and permanently damaging the soul.
Niv - Original Lore Writer
BobBox - Amendment / Addition Writer
Kujo, Junoix, Lulah, Naztherak Community - Consultation, Ideas.