All magic-user spells are considered black magic. A magic-user has corruption equal to the highest level of magic-user spell that has been cast. Cast a second level spell, congratulations: you are now corruption-2. Make up some interesting (non-mechanical) external manifestation to represent each point of corruption (solid black eyes, snake tongue, whatever). Bonus points if this has some relation to the magic-user’s modus operandi (such as signature spells).
- Subtracted from all magical healing
- A bonus to saving throws against chaos effects
- Chance in 6 that the magic-user registers as “chaotic” for magical effects or turning
- A bonus to armor class
- Chance in 6 that the magic-user ignores non-magical damage
- HD of terror released into the world upon the magic-user’s death
A point of corruption may be removed using remove curse (the magic-user gets a saving throw if this is not consensual).
Magic-users are “turned” as undead of equivalent hit dice and are prevented from casting while turned. Turned magic-users are not forced to flee (but they probably will if they are smart). Turned magic-users get a saving throw each round to end the turn. Magic-users subject to the D (“destroyed”) effect are not destroyed, but get no saving throws.
I touched on this idea previously, but I think this current approach is much better.
Some other variations, courtesy of fine folks on Google Plus:
- “D” results are as hold person
- “You could make corruption juice explode out of the magic user’s orifices for damage” (Justin W.)
[Editor: perhaps 1d6 damage per point of extra success on the turn roll?]
- Successful turning drains prepared spells (Duncan Y., James S.)
[Editor: perhaps one spell per point of extra success on the turn roll?]
- As above, magic-user loses 2d6 spell levels worth of prepared spells, lower level spells affected first (Brock C.)
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