Arcane Corruption: The Dark Side of Magic for D&D 5th Edition

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Wizards are weird.

In darker settings, distant beings and magical powers are hard to trust… and for good reason.  In older iterations of the game, as well as darker fantasy RPGs like “Dungeon Crawl Classics”, delving into the supernatural had a risk far beyond a price tag and losing a spell slot or gaining the ire of a church.  Exploitation of eldritch powers could leave the victim becoming mad, diseased, or both.  Turning the forces of chaotic energy into an orderly event is by all means a paradox in and of itself, taking its toll on those who craft too much.  Likewise, making bargains with incomprehensible entities too takes its toll.  Those who take either too far risk becoming mad or warped beyond recognition.

And worse than exposing yourself to the unknown in immersing yourself is realms tainted by absolute corruption.  Desecrated lands, alters to dark gods, creatures that are the truest essence of evil and so on.  These sources of the most vile powers in existence are just as likely to twist and decay the soul into something it is not… or was not.  While some struggle with sanity, distortion at the hand of dark powers are far worse.

If you prefer, here are some alternative lists that can work as well.  Mutations – Part 1 (Benefits), Mutations – Part 2 (Drawbacks), Wild Magic Surge (Alternate)

Author’s Note: This is inspired by corrupted magic from Dungeon Crawl Classics, Carcosa, Taint from D&D 3.5 Heroes of Horror and the Insanity option from the Dungeon Master’s Guide.  At its core, this is a variant of the Sanity and Madness rules from the D&D 5E DMG.  Also, this is merely a draft for my concept.  Expect revision at some point!

Made by Doctor Necrotic, for Doctor Necrotic Media.

IMAGE SOURCE: Dungeon Crawl Classics

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