Anti-Magics

Anti-magic stems from a school that was originally taught by Tarvala, under the guise of shutting down Fey casters. The practice of Anti-magic focuses around the use of runes imbedded with rare minerals crushed into powder and then painted into the flesh or inscribed into an object or person. The outcome depends greatly on the technique of application, and the purity of the minerals used. The runes themselves were created and imbued with the raw hatred and intolerance of magic-users.

History of Anti-Magic Runes
The Runes of Anti-Magic were originally created during a training session Tarvala was running for his army. One of the commanders of the forces requested a plan of action in case the fey began to cast or tried to cast spells on the soldiers. Tarvala thought for a time and then instructed one of his Nine, Callidas, The Generous, to create something to protect the mortals from fey magics.

Callidas worked long, and hard to inscribe his protective magics into the runes, however, when the first iteration were tested, against a skirmish with the fey, the losses were numerous. Callidas labelled the creation a failure and returned, this time with his Protégé Allistair, The Greedy, and together, with the help of mortal trial subjects, they perfected the runes.

The Runes
Each rune functions by itself, or combined with other runes for greater potency. The structure of Antimagic runes is different to the ones used in casting, in that the symbols are stand alone, and often require nothing more than a touch to activate them. Below are the core Anti-magic runes used in Markoth.

Absorb
Absorb works by becoming a beacon for magic being cast in the area. It is often used as a misdirect for spells, using it for a shield or to direct the magical effects to a less valuable or vulnerable target.



Dampen
Dampen is used primarily for protecting an area to magic, and for reducing the effect a spell might have when cast. Dampened magic is weaker, or fizzles, leaving little resistance for the hunters to deal with. If a caster has recently cast a healing spell, this can slow or, in advanced hunters, even prevent the healing process from progressing.

Deflect
Deflect is used as a way to guard a target from spells in redirecting the spell toward the origin. It's typically used on the gloves of hunters, to help protect them from the spells they catch and release at the caster. This rune typically can lay dormant for long periods and be reactivated in the presence of magic, but typically weakens after a few uses.

Dispel
Dampen is used primarily for protecting an area to magic, and for reducing the effect a spell might have when cast. Dampened magic is weaker, or fizzles, leaving little resistance for the hunters to deal with. If a caster has recently cast a healing spell, this can slow or, in advanced hunters, even prevent the healing process from progressing.



Dissipate
Dissipate is used to remove magic tainting or protecting an area. it's primarily used to interrupt constant effects, or spells that require channeling. Typically this rune is only active for a short period of time before losing potency.



Protection
The Rune of protection guards/cloaks the target from the effects of magics. Magic targeting the object or person under the affect of the rune will be harder to control, cast and ultimately may not work as intended. Protection spells are often used on chests locked magically, to stop the magic from being dispelled or altered.



Restrict
Restrict is used typically in combination with other runes, but is sometimes used to stop people from moving - by inscribing the rune on shackles. The Restrict rune saps the targets energy to escape, and prevents strength required to break or escape something.



Reveal
The Reveal rune is often used to foil assassinations utilizing magic to cloak the target. It's also typically used to reveal the continuous or constant effects of magic in an area or on a target. It won't typically reveal the source, or the type of magic affecting a target, but it will create a glow around the rune for the area under the affect.



Silence
Silence affects the ability for a target to omit noise. For something inanimate, it makes the object's sound nullified, and when used against those casting, it prevents them from uttering the words required for magic.