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I know what you're thinking: anything called Corrupt Magic must
be an intrinsically evil act. This is not the case, and these ancient
magics might be more popular in places such as the Great Dark on
Iourn. Corrupt spells exert a price, but the price is not paid in
taint. Corrupt magic was first introduced in the Book of Vile
Darkness, further spells were published in Heroes of Horror
and (for the hell of it) the d20 Call of Cthulhu game. I
have a list of 136 corrupt spells, and although have altered a few
of the mechanics of corrupt magic, but the spirit of it remains
the same. This list is currently available to players. It will appear
on the site eventually.
Most sages believe that corrupt magic is simply a list of exceedingly
evil spells that, in exchange for foul power, take a terrible toll
on the caster. They are, in fact, far more than that. Corrupt magicks
(and indeed sanctified magic from the Book of Exalted Deeds)
are truly ancient practices. In fact they come from a time before
there was a magical weave. This means they have to draw their power
from another source entirely.
Here's what you need to know:
- Corrupt spells are supernatural effects. This means they do
not draw power from the weave. As supernatural effects, corrupt
spells are invisible to detect magic spells, they cannot be dispelled
and they automatically penetrate spell resistance. Some powerful
magic such as true seeing can detect them, and spells like antimagic
field and Mordenkainen's disjuncture can still disrupt them.
- Any spellcaster that prepares spells in advance (notably wizards)
can prepare and cast corrupt spells as they can any other spell.
Spontaneous casters can cast corrupt spells from a scroll, or
take the Corrupt Arcana feat from Heroes of Horror that lets them
cast corrupt spells as they do the rest of their magic. Alternatively,
they can cast the corrupt spell as an incantation (read on).
- Although certain spell casters can prepare corrupt spells as
they can their normal magic, all corrupt spells can also be cast
as incantations. Rules for incantations appear on pp 174-178 of
Unearthed Arcana. Briefly, incantations can be cast by anyone
- including non spellcasters. The process of casting an incantation
is complicated and lengthy; it can also go spectacularly wrong.
- The power to generate a corrupt spell comes from the caster.
All corrupt spells draw power away from the physical or mental
well-being of the caster in the form of ability damage or ability
drain (e.g. 1d6 points of Intelligence drain). The drain occurs
when the spell's duration expires, unless the duration is permanent
in which case it occurs directly after the spell is cast. If the
loss is ability drain rather than ability damage, the lost attribute
points can be restored normally: either over time or with a restoration-type
spell.
- A caster must have sufficient attribute points to cast the spell.
If their points are insufficient then they lose all the points
in the given attribute, suffer the requisite fate and the spell
fails to activate. Some corrupt spells demand a hefty toll indeed.
The corruption cost for the Call Deity corrupt spell is 6d6 points
of wisdom drain.
Although corrupt spells do not confer taint themselves, if you
cast a corrupt spell with evil intent you may still gain taint that
way (see the 'Deeds Most Foul' table in the taint
section). On the whole, corrupt magic is presents a safer alternative
for arcane casters in the Great Dark as long as they have some form
of restoration magic at hand. It is unlikely that even the most
powerful casters would be able to cast a succession of corrupt spells
without incapacitating or killing themselves.
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