Profane Rules
It is no secret that origin magic was an extremely powerful tool. In fact, some spells were so powerful that they could manipulate the world as a whole. Other spells, however, were seen as an affront to the lost pantheon and thus had permanent effects- on the casters or the world around them. Spells falling under the latter category were deemed as profane, and carried nasty side effects.
Overuse of spells that were considered profane were bound to expose the caster’s nefarious deeds should nothing be done to fix the signs and symptoms. Alternatively, the resulting consequences could even damn the caster to a point past living.
Each use of a profane spell granted the caster a singular curse should the roll be failed, adding together and not diminishing from its cap of 50 until otherwise cured. Should a origin mage have 5 curses and fail a roll, then they would obtain 6 curses and fall into the 6-10 curse category and take those effects as well as the ones before them. A mage cannot go over 50 curses, however will keep rolling for failure chances with each profane spell cast should they be in the 41-50 curse category.
Profane curses can only be cured by divine means once you hit 10 curses, however any curses before 10 will naturally decay. Any curses underneath 10 decay by 1 point per two weeks. Divine Sanctification will completely remove any and all curses that are currently on the mage but requires in character consent. Once a mage reaches 11 curses and has them become permanent, they themselves are treated as profane.
Profane Soul/Healing/Biomancy
Profane Necromancy was amongst the most infamous examples of how origin magic could be used in a powerful, albeit heretical way. Profane Necromancy spells were labeled as such, and usually included incantations that violated a risen spirit’s free will, summons a risen spirit for a prolonged period of time, drain the life force of sentient creatures, or tampers with their blood or flesh in negative ways.
Profane Necromancy comes with its boons, though. Usually, they can achieve greater things for smaller amounts of strain. However, this comes at the price of the caster forsaking part of their humanity- an affliction that accumulates per each cast of profane spells. This affliction is commonly known as “soul decay.”
Effects
Whenever a profane necromancy spell was cast, the caster must roll a d20 for how much of an effect the spell has on their person. Rolling at or above a 10 only applies negligible amounts of soul decay. However, rolling below a 10 applies a curse of soul decay. Left unchecked, soul decay doesn’t disappear and has adverse effects on those afflicted with it.
It is possible to remedy soul decay in various ways, though texts on the subject are scarce- either because no one has truly discovered an effective way, or the costs are too great. What little information is available on remedying soul decay points towards using the souls of others to supplement someone’s rot.
- [1-5 curses] - The caster’s fingernails become darkened. Their skin becomes lighter, and the pigment in their hair begins to disappear.
- [6-10 curses] - The caster is oft reported to smell of decaying flesh. Their veins become blackened and contrast their pale skin. Furthermore, failing a soul decay roll applies two curses of soul decay instead of one.
- [11-15 curses] - Hair loss is inevitable, accompanied by the caster appearing older and wrinkled. Their teeth become yellow and rotten. At this point, holy weapons are effective against them. Furthermore, failing a soul decay roll applies three curses of soul decay instead of two.
- [16-20 curses] - The caster’s soul is tainted to the point that they can no longer revive by normal means.
- [21-30 curses] - Casters in this stage can call upon spirits and communicate with them passively. Furthermore, necromancers can communicate with undead as if they were their kin- their soul becoming so depraved at this point that they are treated as one.
- [31-40 curses] - The caster can now only cast profane spells, however these spells have discounted mana cost of 1, this only applies to spells of 3 mana and above.
- [41-50 curses] - The caster is able to create a phylactery at this stage, and is only able to be truly killed if their phylactery is destroyed. If the mage is killed they must roll a 1d10 to see how many days it takes for their phylactery to revive them.
All curses of soul decay should be recorded on the mage’s grimoire.
Mental Corruption (Profane Psionics)
Mental Corruption was an affront to the Pantheon, and most notably garnered the attention of the lost god Dahriim. The means to circumvent his divine law and freedom of will had not gone unnoticed as the Aversians poked, violated, and harmed the minds of others.
Profane Psionics will occur when one alters another's memories to circumvent consequences for the target's actions, induces lasting violating effects upon the target, interrupts the free will of a person, or violates the health of another's psyche chronically.
Any mind altering spell that takes place without the consent of the target will be decreed profane.
Effects
Whenever a mental corruption spell is cast, the caster must roll a d20 for how much of an effect the spell has on their person. Rolling at or above a 10 will spare the caster from gaining Mind Rot. However, rolling below a 10 causes their mind to deteriorate. Left unchecked, Mind Rot won’t disappear and has adverse effects on those afflicted.
- [1-5 curses] - Mages will begin to forget minor details that they would otherwise remember. Things like their favorite food, their child’s birthday, or planned events.
- [6-10 curses] - The caster starts to mix things up in their memory and even creates fake memories.
- [11-15 curses] - Psionic mages will become emotionally depraved, and become seemingly more stoic save for drastic situations.
- [16-20 curses] - Mages will begin to lose significant and several pieces of their memory, as well as adopting mannerisms and ticks of people they use profane psionics on, and suffer from short term memory loss until moved to the sixth tier.
- [21-30 curses] - A master of the mind, the Caster can passively detect when someone is attempting to cast an illusion or mind manipulation, however, not who the caster is.
- [31-40 curses] - Experienced in weaving and creating fake memories, the caster can now tell the difference between altered or synthetic memories and genuine ones, including unweaving their self-made fake memories.
- [41-50 curses] - At this stage, the mage’s mind will be impenetrable, immune to illusions and mental manipulation.
All curses of Mind Rot should be recorded on the mage’s grimoire.
Profane Sanguimancy
Profane Sanguimancy was a violation of Arvora’s will, as it was negatively manipulating blood or other parts of the body. This included but was not limited to altering someone else's blood other than your own.
Effects
Whenever a profane sanguimancy spell is cast, the caster must roll a d20 for how much of an effect the spell has on their person. Rolling at or above a 10 will spare the caster from experiencing a clot. However, rolling below a 10 causes clots to spawn. Left unchecked, clots won’t disappear and has adverse effects on those afflicted.
- [1-5 curses] - The caster’s eyes well up with blood, causing them to cry blood.
- [6-10 curses] - The caster’s eyes turn bloodshot passively.
- [11-15 curses] - The caster begins to cough violently, and spends one turn coughing up blood.
- [16-20 curses] - The caster’s blood begins to thin with the magical presence from it’s manipulation, giving them symptoms similar to anemia.
- [21-30 curses] - The caster becomes immune to diseases and poison.
- [31-40 curses] - Sanguimancy spells have a discounted mana cost of 1, this only applies to spells of 3 mana and above.
- [41-50 curses] - The caster now has passive regeneration when outside of combat, minor wounds take 3 emotes to heal, Mild takes 4, Moderate takes 6 and Severe takes 7. However, this regeneration bypasses the healing and injuries regeneration drawback.
All curses of Clots should be recorded on the mage’s grimoire.
Lost Aurum Types |
Divinity • Demonbrands • The Origin • Runesmithing • Feyspeak • Shamanism • The Fallen |
The Lost Realms • The Fallen Forces |