Tier Level: 
6
Spell Type: 
🧿 Curse
Stat Cost: 
15 Soul
Spell Cast Speed: 
12
Range & Area: 
1 target
Duration: 
permanent effect until cured
Cast Roll: 
Impossible Arcana (Hard Arcana if target is under Soul's Death)
Effects: 

This spell is a part of the Incite spell chain and can be found in the Incite rune stone.

There are spells that wound. There are spells that kill. And then there is Splintered Self - a spell so terrible that those who know of its existence speak of it only in whispers, and those who have witnessed its casting speak of it not at all. This is the spell that mirrors the fate of Zodo himself, the splintered god of magic, whose own divine self was shattered into conflicting fragments that could never fully reconcile. To cast Splintered Self upon a living soul is to condemn that soul to experience in the fleeting nature of their own life what the god of magic endures for eternity.

Upon casting, the caster reaches into the very core of the target's soul and pulls. Not to destroy it - destruction would be mercy - but to fracture it. The target's soul splinters into four conflicting fragments, each believing itself to be the one true self, each struggling for dominance over the body they now share. The target does not die. They simply cease to be entirely themselves ever again.

The Fragments:

  • The Coward — The fragment that believes survival is all that matters. The Coward requires Hard Focus -2 checks to cast any magic, permanently bears the Fear status effect which cannot be cured or dispelled by any means, and must make a Normal Mental Balance check to avoid fleeing any threatening situation. The Coward is completely unaware of the other fragments and believes entirely that they are the real person, rationalizing their fear as wisdom. They will likely adopt a quieter, more withdrawn name, and remember nothing of what the other fragments do during their time in control.
  • The Fool — The fragment that has lost all sense of self and others. The Fool can cast magic freely but requires Hard Insight checks to distinguish friend from foe before any action. All offensive spells and attacks have a 50% chance of targeting the nearest ally instead of the intended target. The Fool is completely unaware of the other fragments, interpreting their fractured perception as clarity rather than madness. They may adopt a childlike or whimsical name, and remember nothing of what the other fragments do during their time in control.
  • The Abuser — The fragment of pure destructive impulse. The Abuser cannot cast any healing or supportive spells. All offensive spells do 25% increased damage but allies within range are always valid targets. The Abuser is dimly aware of the other fragments but dismisses them contemptuously as weaknesses to be overcome. They may adopt a darker, more dominant name or a twisted version of the original, and retain fragmented memories of what the others do — twisting those memories to justify their own worldview.
  • The True Self — The shattered remnants of who the target once was. Functions completely normally. The True Self alone knows what has happened, but this knowledge manifests as grief, fragmented memories, and desperate clarity. The True Self remembers everything the other fragments have done and carries the full weight of it. It whispers the target's real name in dreams that the other fragments dismiss upon waking. The True Self cannot surface during battle — the chaos and terror of combat keeps it locked away precisely when it is needed most.

Out of Battle - Daily Personality Roll:

At the start of each day the target rolls a 1d6 to determine the dominant personality for that day:

  • Roll 1-2: The Coward dominates the day
  • Roll 3-4: The Fool dominates the day
  • Roll 5: The Abuser dominates the day
  • Roll 6: The True Self surfaces for the day — a rare and precious window of clarity, grief, and genuine connection that the party should not waste

The dominant personality remains in control for the entirety of that day barring traumatic events in battle as described below.

In Battle - Trauma Triggers:

In battle the personality chosen for the day remains in control. However should a traumatic event occur, be it the death of an ally or the target themselves reaching near death status, the fragmentation destabilizes. Roll a 1d3:

  • Roll 1: The Coward emerges
  • Roll 2: The Fool emerges
  • Roll 3: The Abuser emerges

If the result matches the personality already in control, reroll. The newly triggered personality remains in control until another traumatic event occurs or the battle is won. Once battle concludes the personality shifts back to the personality chosen for that day.

Note that The True Self cannot be triggered by trauma. In the darkest moments the True Self remains locked away, and only the three damaged fragments rise to the surface.

Persistence and Restoration:

This spell persists indefinitely and cannot be removed by any conventional dispel or healing magic. Nor can any simple curse removing ability bring the target restoration. The restoration of a Splintered Self is a matter for GM discretion and should form the backbone of significant story investment; a quest worthy of the tragedy it seeks to undo. Only the most powerful and ancient of restorative magic perhaps long lost to time, divine intervention, or a ritual of soul reforging determined by the GM can hope to make the target whole again.

Should the target die while under the effects of Splintered Self, even Miracle Summoning cannot fully restore them. The target returns to life but the fragmentation persists - death offers no escape from a splintered soul.

Note: The casting of this spell on the character can also serve as a clever bit of backstory and a reason for the character to quest.

Rune Stone Effect: 

N/A

Requirements: 
Both Soul's Destiny and Soul's Death