Heretic Magic Physical / Metaphysical Law in Orbis | World Anvil
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Heretic Magic

The Followers of Maloros are a cult of mages who study and use Heretic Magic. The cultists refer to their magic as Malor, after its founder, Maloros, whom they worship as a god. They are located throughout Numaria, with the largest and founding chapter rumored to be headquartered in the province of Belas. The Maloran cult, the use of its practices, and the worship of Maloros are forbidden throughout Numaria.   Guided by the ancient and cursed teachings of a Praetari demon, a Knostian by the name of Maloros created an evil bastardization of magic in order to obtain the full power of the Numares. Malor, widely known as Heretic Magic, requires usage of the blood of other numari to gain their abilities.  

Practice

In order to practice Malor, the user must speak the words of an ancient spell in Old Numarian, and drink the blood of another numari to gain their magic.
  • A significant amount of blood must be drawn - enough to seriously harm the donor.
  • Drinking one’s own blood has no effect.
  • The full quantity of blood within an adult male is enough to sustain Malor for approximately three days. In the interest of conserving blood supplies, Maloran Cultists will often keep prisoners and draw blood over time to use when needed.
  • Those who practice Maloric Magic have been known to lose their sanity over time with continuous use.
  • The form the Malor will take depends on the magical affinity of the blood that was used.
  • Non-numari may practice Malor.
 

Maloric Effects

Magic Type Maloric Effect
Firekeeper Wild, black flames that are nearly impossible to control and can reach temperatures higher than that of regular fire.
Botanist Poisonous and carnivorous plants, which stunt the growth of other plantlife around it.
Waterkeeper Water turns into a viscous, blood-like substance that is poisonous and corrosive to all that it touches.
Windkeeper Freezing gusts of impenetrable wind with sharp shards of ice that cut and destroy all in its path.
Kinetic The ability to violently explode objects at will.
Beastmaster Animals become feral and hostile, possessed by a vicious bloodlust.
Enchanter Objects of enchantment that petrify, or in some cases, kill all those who touch them.
Prophet The ability to create prophecies and change destiny - an incredibly volatile and dangerous power.

Content


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