
Hexes
Hexes are not merely spells. They are transactions.
Hexcraft draws on the weight of the soul to weave its dark magic. Sin, regret, death- every hex exacts a cost from its caster. The more you suffer, the stronger your hexes grow.
The corruption is irreversible. Unlike normal magic, hexes do not fade while unused. They root themselves deep into the soul and flesh, warping their caster over time.
Even if a caster repents, the corruption cannot be undone.
Per the Radiant Flame Cirice, sister of Lucere the Sinner: "They begged us for cleansing, but it was of no use. We burned them instead."
For this reason, the use of hexcraft is banned.
There is no redemption for a Hexer- only the flame.
Destroy all texts and effigies tied to the craft.
Burn the tainted. Cleanse the rest.
Let no one trade their souls for the power that forsake the natural order.
In the Light's name, act swiftly.
-High Inquisitor Sertheil
Foundations
HexesHexes are the art of wielding one's inner rotten soul- the remnants of sin, regret, dreams, and deaths- to shape reality. It does not borrow from gods, nor the elements; it feeds on the heretic's own darkness. Feeds on things buried too deeply to confess. To practice is to let the inner darkness manifest and merge with oneself.
A heretic's magic is a strong as their guilts, as potent as their pain, as devastating as the deaths that they surround themself with. The clean-souled cannot cast. Only the broken can. Each spell takes from what the caster is, not what they know.
Light demands worship. Shadow demands understanding.
Cost
Each spell burns the caster's own soul or those they have taken, consuming fragments of emotion, memory, and humanity. The stronger the effect, the greater the personal loss.
Some begin forgetting the faces and names of loved ones, while others are plagued in eternal nightmares. Physical manifestations- ashen skin, blackened fingertips, hollow eyes- are not unheard of as a heretic begins their transition into the Sinner's Hollow Saint.