You can see moral codes. You literally have conversations with god. You know that Good and Evil exists. You cannot ignore moral codes. This is something you know that the rest of the world doesn’t: morality matters. Your moral code isn’t just a set of feelings or a source of vague uneasiness. Your moral code is a promise to the divine that you will act in a certain way and value a certain way of living. Heroes make choices. They act rather than let the world make choices for them.
Changing your moral code is breaking that promise. If you change your moral code, you can no longer call spirits, nor use any specialty for which prophet is a requirement. You have cut yourself off from the divine, and, like Lucifer, you know what it is you are missing. If you wish to atone for your change and return to the fold, you will be given a quest or task to complete, and that task will test your dedication to the moral code you promised to hold. It will be some task that is difficult to complete while holding to your old moral code. During this quest your god or pantheon will choose which spirits to send you.
If changing your moral code meant acting to the detriment of someone or something (as viewed by your old moral code), this adventure will probably involve righting that wrong. Hopefully, your fellow adventurers care enough about you to accompany you on this quest, because it will be difficult to accomplish alone.
Especially if you’ve been blinded until you accomplish it, or had your strength taken from you.
Wisdom is the defining characteristic of the prophet. Wisdom is steadfastly defending what is right, even when the world is hell-bent on convincing you that expediency is the choice of valor in this one little case. You might occasionally fail. And then god will stuff you in a whale until you see the error of your ways. In Gods & Monsters, that whale will be an adventure chosen by your god and designed by your Adventure Guide.