False Spear of the Storm God
Imhullu Cambysium
Type: Anti-Army
Rank: C
Range: 1-50
Max Targets: 50 people
"Can you feel it? A storm is brewing... and you're right in its range! This is the spear entrusted to me by the chief god Marduk! Now come, heroes! Do you have what it takes to weather the storm!?"
The Imhullu is a powerful weapon belonging to the chief god Marduk. More specifically, the aspect of him that presides over storms. Its true form is unclear, as different sources offered different explanations on what the Imhullu actually is, ranging from a staff, a tome, a sword, a spear, and so on. Lancer possesses a false version of this Noble Phantasm due to the blessing he received, as well as his tendency to assume the role of Marduk's
during his conquests. Naturally, under this particular Class container, the weapon manifests itself as a spear that grants Lancer a portion of Marduk's authority over storms. Without releasing its True Name, Lancer can conjure powerful gusts of winds and occasional thunderstrikes to attack his enemies. By releasing its True Name, Lancer creates a small, localized hurricane surrounding himself, obscuring his movements with dark clouds and greatly increasing his agility. Despite its relatively limited range, this localized hurricane contains potentially dangerous debris, violent thunderstrikes, and sharp gales capable of cutting through flesh. That said, due to Lancer's human limitations, the full power of this "hurricane mode" can only last for up to two minutes. Thus, instead of prolonging his battles, Lancer prefers to release this move as a single, devastating charging attack. To get hit by it is akin to receiving the full force of a raging storm.
Desecrate Your Convictions and Strike Me Down
Imhullu Pelusium
Type: Anti-Unit, "Anti-Principle"
Rank: A+
Range: 1-5
Max Targets: 10
Source
"
The brutal choice stands before you! Those precious ideals and convictions you hold so dear... Will you protect them until the very end, or will you throw them all away in exchange for my life!? Come, show me the full extent of your resolve!"
Lancer's second Noble Phantasm, this time based on his most famous feat rather than a blessing from Marduk. A crystallization of his decisive victory in the Battle of Pelusium, which allowed him to conquer Egypt. The battle ended quickly in an overwhelmingly one-sided victory, with Egyptian casualties numbering around 50,000 in comparison to the Achaemenid's mere 7,000. Yet Lancer did not win this battle through might alone. It was said that Lancer devised a certain clever tactic to combat the Egyptians who had them outnumbered. The Egyptians regarded cats as a sacred animal on account of the cat goddess Bastet. Thus, they refused to harm them on any account. Learning this, Lancer ordered his men to carry cats in front of them during the attack, akin to an additional suit of armor. This presented the Egyptians with a sadistic choice: protecting the sanctity of their beliefs and surrendering their lives before the invaders, or throwing away their beliefs and striking down the invaders threatening their very lives. The Egyptians did not dare to shoot their arrows for fear of wounding the animals, and so the battle resulted in a one-sided massacre. This legend would go on to become one of the earliest examples of psychological warfare
Embodying the same concept, this Noble Phantasm presents the targets with a sadistic choice; their core principles; the values that define them, or Lancer's own life? Upon unleashing its True Name, Lancer creates a bounded field that encapsulates himself and the targets. Within this bounded field, Lancer's first Noble Phantasm is sealed, and he is stripped of Marduk's divine protection. In exchange, however, this Noble Phantasm utilizes Lancer's
Human Observation to register his existence as "something that completely opposes the targets' core principles". For example, if a target has the principle to "never strike an innocent", Lancer's existence is registered as "innocent" by the world within the bounded field. Similarly, if the target once vowed to "never hit a child", his existence is registered as "a child", no matter how unlikely or impossible it may seem. When these conditions are active, any act of violence directed towards Lancer would be perceived as a "transgression" by the world, and the target would be hit with an overwhelming sense of guilt; the sensation that they had thrown away a valuable part of themselves. Within the bounded field, this sense of guilt also manifests as numerous heavy iron chains emerging from the ground. Naturally, the first strike would also seal any Skill and/or Noble Phantasm that relies on the target upholding such values. With each perceived "transgression", more and more chains would bind the target, weighing them down, restricting their movements, and slowly crushing them. On the other hand, with each "transgression", the target's guilt would be converted into a source of power for Lancer's spear, which would radiate an increasingly powerful, ominous purple glow. Once Lancer deems it enough, he would unleash a single, retaliatory strike on the target, embodying the concept of "betraying oneself". Its strength is proportionate to the amount of guilt and remorse the target feels toward their own actions.
There are two (relatively) simple ways to resist this Noble Phantasm's effects. The first and most obvious one would be to not attack Lancer at all while this Noble Phantasm is active. Doing this is much easier said than done, however, due to Lancer's penchant for mind games. It's not impossible to imagine him gradually persuading you to question your own beliefs, make increasingly questionable compromises, and eventually ask if all of it is worth it, all to push you to attack him, which is exactly what he wants you to do. In that sense, to resist this Noble Phantasm, one must possess firm conviction and unshakable moral compass. A second, arguably darker way, however... is to possess absolutely zero conviction and moral compass. This Noble Phantasm is reliant on the target feeling guilt and remorse for their actions. These feelings are what created the chains and powered up Lancer's spear. Without those, this Noble Phantasm would effectively lose its purpose as the target could just effortlessly shrug off Lancer's mind games and attack him directly. Of course, in most cases, even the worst criminals still has lines they refuse to cross, or at least a certain moral code they live by. Thus, one must be an inhuman monster (metaphorically and/or literally speaking) in order to feel zero remorse over their own actions.