Wild Magic

**Disclaimer**

*Wild Magic* can **not** be used by players.

*Wild Magic* is only usable by the staff team for events and lore. Even though, you may apply for a **custom curse** via staff vote.

*Wild Magic* can be descriped as an infrequent, bizarre and an unique form of magic, operating unpredectibly anywhere, therefore its name: 'Wild' Magic. Wild Magic can affect **someone, something, and someplace** in the form of **Curses.** These *curses* may be given out by staff members, or you may write your own and send it in for voting.

Conversely, a **blessed being** in this context is an individual **apart of a holy church/creed** *‘cursed’* with **majorly positive attributes** instead. Thaumaturges, angels and agents of the pantheon are counted as blessed beings.

Utilizing curses are cruxed on raw feelings than a sophisticated practice like Runecasting, the Mystic Arts, or Summoning. On account of this, the user must possess **intense emotion or reason** to be 'attuned' to this magic, usually for needs that align with punishment, retribution or vengeance.

Symbolic medians must be drawn with the respective elements of the curse involved. Enacting a curse requires the individual to be knowledgeable of the curse being enacted, not as an entirety of the system, but the curse as an individual thing. Curses can be placed on people indirectly, primarily by touching an accursed object or entering a vicinity. Individuals with the reason and knowledge of their curse can imbue it onto someone, something, or someplace (**accompanied by staff approval**).

## Curses

Curses are defined as both **spiritual** or **magical** events, negative or positive based on your viewpoint, in an attempt to punish someone or something directly or through a second party. Curses are pure chaotic form of “*wild magic*”, placed upon an individual, item, or location. There are many ways a curse can be placed on someone and something - and even somewhere. Deriving from **incredibly strong and intense feelings**, **predetermined rituals and ceremonies**, or even by **angering the divine**, this 'wild magic' effects people and things in inscrutable ways.

### Divisions of Curses

*Ritual Curses:* Ritual Curses can be cast by very few individuals, a requisite being sacrifice from their body or from another to initiate the curse. Dependent upon the magnitude of the sacrifice, the ritual may range from miniscule or tremendous results. To cast a ritual curse, you require the DNA of the individual (although samples like hair are not adequate), the item being cursed, or have the ritual be within the location it will effect. The aforementioned sacrifice, and a symbolic median, are mandatory. **Ritual Curses are exclusive to staff events.**

* Can Effect: *Someone, Something, and Someplace.*

*Action Curses:* Action curses are placed onto an individual who has committed an extreme deed(s) that is centered around the flaws of humanity. (Greed, arrogance, dishonesty, selfishness, pride, etc). These actions are likely to cause a curse related to the action done, which can encompass physical and emotional changes. Despite action curses still being considered common, they are rarely seen within the public. **Action Curses can be given through staff vote.**

* Can Effect: *Someone*

*Folklore Curses*: Within the area of uncommon to fabled stories, folklore curses for the majority are unknown to the public. Uncommon curses, such as vampires are known, however what is unknown is their reasoning on how the curse was obtained, or how to remove it.

* Vampirism
* Lycanthropy
* The Depthstarver’s Curse

*Loss Curses:* Loss curses, often associated with battlegrounds, towns of famine and or plagued lands, is an uncommon occurrence and elapses when the dead were either not buried properly, or were killed. Alternatively, a great catastrophe or travesty that transpired. Curses here would resurrect belligerent undead or other phantasmic forces, or place the individual in a mindless vengeance. **Loss Curses are exclusive to staff events.**

* Can Effect: *Someplace*

*Civilisation Curses:* Civilisation curses, typically the rarest of location curses, are specific towards civilisations of the past in which are now in ruins - a reverberation of their hubris or collapse. A major example of a civilisation curse would be the Pyrosi. The most nebulous curse with no direct or evident affliction, civilisation curses can vary vastly, however primarily originate from present groups echoing these accursed actions. These are curses that plague populaces and are almost regarded as baseless superstition. **Civilization Curses are exclusive to staff events**.

* Can Effect: *Someplace*

*Possession Curses:* A majority of possession curses are owned by both cursed beings and individuals, or by dark magic users such as soulmancers. These are accessories that, in an ungodly manner, have been harnessed with sentience - or prior souls imbued within them. Items like this are often sought after by both collectors and mythical organisations, where due to this, possession curses can vary depending on the first owner, be that if a soul is stored within or if the curse of the individual is placed onto the item. **Possession Curses are exclusive to staff events.**

* Can Effect: *Something*

### **Mythical Curses**

Unknown to the common people, **Mythical curses** are curses the most wide spectrum of curses, being able to be placed on individuals, locations and items. Mythical curses are typically curses that came into Azura through divine or spiritual means, and for that reason are rarely seen or gained.

### **Lifting Curses**

A key factor distinguished in curses is the fact that most of them can be uplifted or removed. There are different and unique ways to lift curses, and are specific to each curse. This can be done through counter rituals, unorthodox concoctions of alchemy, or other methods. When preparing a curse, you MUST write a strategy to uplift it and present it to moderation.