Magic Corruption
Mercurial magic from the buried empire carries the risk of corruption - a gradual transformation that can grant power at the cost of one's humanity.
Corruption Checks
When casting mercurial spells or using empire artifacts, make a Constitution saving throw:
- DC: 10 + spell level (or artifact power level)
- Failure: Gain 1 corruption point
- Natural 1: Gain 2 corruption points
- Octarine Blood adaptation: Roll with advantage
Corruption Effects
Points | Effect |
---|---|
1-2 | Minor physical changes (eye color, hair texture) |
3-4 | Noticeable mutations (skin patterns, unusual growths) |
5-6 | Significant changes (extra limbs, altered senses) |
7-8 | Major transformation (non-human features) |
9-10 | Complete corruption (NPC status, GM control) |
Corruption Benefits
Each corruption point may grant a minor benefit:
- Enhanced Senses: Darkvision or keen hearing
- Physical Adaptation: Natural armor or claws
- Magical Resistance: Advantage on certain saves
- Spell Enhancement: Bonus damage or effects
Reducing Corruption
Corruption can be reduced through:
- Divine Magic: Greater restoration removes 1 point
- Sacred Rituals: Clan ceremonies may help
- Natural Healing: 1 point per year of abstinence
- Artifacts: Rare items that purify corruption
The Point of No Return
At 10 corruption points, the character becomes an NPC under GM control. They retain their memories and personality but are fundamentally changed by the chaotic magic of the empire.