Corruption is a distortion of the plane and fabric of space-time. Usually it happens because of the lack of divine support. In other words: the gods are responsible for maintaining the integrity of the world, but if their connection is severed then the result is corruption. The philosopher Drandanite theorized it in terms of information theory (though only the residents of Mechanus were interested). He said:
“Imagine an illusion spell. To cast it you need to specify the spell matrix and variables for the area to be cast upon. To determine the display, however, you must provide a set of information. Usually we do so through the draconic langauge, in a series of words and descriptors, but the spell matrix translates that into bits of raw information. Lets say you wanted to make a cup. You would say ‘druuk’ and the spell matrix would turn it into a series of numbers: 011000110111010101110000. These numbers are crunched and run by the various subroutines you have included in the spell until the arcane energy produces the image of a cup. But if you were to change those numbers even a little, the image produced would be very different. And if those bits were to be randomized, then the result would be noise, a jumbled picture that looks more like a cloud or a splash of water than anything meaningful. This is corruption: a randomization of the bits of information so that the resulting object becomes noise. The insidious thing about corruption, though, is that through interacting with it, it can spread.”
- Detect Corruption: A spell to detect corruption if it is not immediately visible.
- Resist Corruption: A spell to resist being corrupted and to resist damage from corruption.
- Containment: A new material composed of echite, zorite, and platinum called Carinite can contain corruption for a time. Not forever, but longer than anything known.
- Spell Component: Corruption may now be utilized as a spell-component, even in spells that do not require it. A small vial will add 1d6 of corruption-type damage to a spell.
- Corruptouch: A spell that corrupts creatures touched.
- Corruptaser: As corruptouch but ranged and a bit more powerful.
- Corrupt Spell: A metamagic feat. Prereq caster level 6th and one other metamagic feat. This feat will cause a spell to deal 1d6 corruption damage and will deal one point of corruption to a creature that fails a fortitude save. The DC is equal to the caster’s spell save DC. A corrupted spell uses up a spell slot one level higher than the spell’s actual level.
Effects of Corruption
Corruption occurs either as an object in the world or as an attribute of an object or creature. As an object, corruption appears as a black liquid or mist and is obvious for what it is. As an attribute, it can only be revealed through detect corruption. As far as the object-form is concerned, there are three main manifestations:
- Black liquid/mist that corrupts on contact. DC 20 Fort save to resist: Success means you take 1d6 ability damage (usually charisma), failure you gain 1d4 points of corruption.
- A rift in the plane. These are usually seen when a weapon lands a devastating blow but even then only rarely. They appear multi-colored, but noisy, and are painful to touch. A rift is usually the first visible sign of corruption.
- A hole in the world. If a rift is corrupted it may spew the black liquid forth, but if it continuously corrupted, or if a place is especially corrupted, it may become a hole in the world. This hole doesn’t really lead anywhere, but it doesn’t have a bottom either. At its heart it is the noisy information that Drandanite spoke of. Anything entering a hole in the world is eventually corrupted – first into mist and then into the hole itself. It is theoretically possible to pull something out of a hole, but it is probably a bad idea. Creatures that die within a hole can not be revived by any means. Creatures whose bodies are disposed of in a hole may be revived, but only after a portion of their remains are somehow reconstructed.
As an attribute, corruption may build up in objects (in which case it often becomes a rift or hole) or in a creature. Creatures that attain corruption points notice little at first, but as the corruption within them grows they become twisted.
- 1-9 pt: A creature will detect corrupted but has no other effects.
- 10-14 pt: Any critical hits landed by the creature will create a rift.
- 15-19 pt: The creature hears and sees hallucinations from time to time and sleep is disrupted. The creature’s skin darkens and animals will not willingly approach the creature, save for those granted by class abilities.
- 20-24 pt: The creature’s blood is now a poison that, upon ingestion or injury, corrupts others; DC 17 to resist. The creature’s skin twists and bears lesions and its eyes become pools of white noise. Anyone who views their eyes must make a will save or become frightened, DC 20. Animals become frightened by the creature’s presence and those granted by class abilities become corrupted as well.
- 25 pt: The creature gains the antithesis type. If the creature worships or is associated with a deity, it becomes an antithesis of that type. Otherwise it becomes a Corrupted.
- 50 pt: The creature becomes an Abomination. Stats to come.