One of my favourite aspects of the Crypts & Things rules is its division of magic into shades (black, grey and white), each with a different cost for using.
I have, of course, been compelled to 'tinker' with the rules and have come up with a couple of houserules to further differentiate black magic from its less evil cousins.
THE LURE OF THE DARK SIDE:
Luke: Is the dark side stronger?If the majority of a magicians' spells (even those in his spell book that he is not yet powerful enough to use) are Black Magic, then he gains a +10% bonus to experience.
Yoda: No, no, no. Quicker, easier, more seductive.
CORRUPTION:
If a magician is receiving the experience bonus above, every new level of experience he achieves means the player must roll a d10 and if the result is equal to, or less than, the number of Black Magic spells he has in his spell book then the magician becomes tainted by the power of black magic.
The check should also be made every time the magician rolls a Magical Mishap, when casting a Black Magic spell.
Roll 1d30 for his random taint (all effects are permanent and irreversible, short of wish-level sorcery, they also stack if the same result is rolled again later) :
Die Roll
|
Taint
|
1
|
Nose becomes hooked
|
2
|
Features become (1) sunken, (2) skull-like, (3) lizard-like, (4) monkey-like, (5) molten, (6) bird-like, (7) cat-like, (8) lop-sided
|
3
|
Back becomes hunched
|
4
|
Has hair issues: (1) all falls out, (2) turns white, (3) stands on end,
(4) falls out in clumps
|
5
|
Alignment shifts towards evil
|
6
|
Alignment shifts towards chaos
|
7
|
One eye goes milky, sight is lost in it
|
8
|
Develops an irrational fear and hatred of (1) horse, (2) dogs, (3)
birds, (4) water, (5) trees, (6) the opposite sex
|
9
|
Becomes lecherous
|
10
|
Loses 1d6” height
|
11
|
Weight drops (2d30+8)% overnight (-1 CON for each
full 20% dropped)
|
12
|
Muscles atrophy (-1d3 STR)
|
13
|
Health declines (-1d3 CON)
|
14
|
Ages 2d4 years overnight
|
15
|
Grows fur on the back of his hands
|
16
|
Becomes paranoid
|
17
|
Loses all sense of taste and smell
|
18
|
Develops a limp, movement rate is halved
|
19
|
Incurable fungal growths appear over body (-1d3 CHA)
|
20
|
The Shakes, constantly twitching (-1d3 DEX)
|
21
|
Face contorts into gross visage (-1d3 CHA)
|
22
|
Parts of his body fall off: (1) a random ear, (2) nose, (3) 1d4
fingers on random hand, (4) 1d4 toes on random foot, (5) genitalia, (6) roll
twice and add results
|
23
|
Grows a functioning third eye (1-2) middle of
forehead, (3) palm of random hand, (4) back of head
|
24
|
Hands and feet become webbed (-1 DEX, +1 on swimming checks)
|
25
|
Tongue becomes forked
|
26
|
Grows an extra (1-4) finger or (5-6) toe on random hand/foot
|
27
|
Becomes flatulent and odorous (-1d3+1 CHA)
|
28
|
Will only eat rotten food
|
29
|
Gains a powerful insight into the workings of magic
+1 INT
|
30
|





I like the corruption table, and think that it could be applied, with a tweek or two, to most fantasy games where a GM doesn't like the idea of limitless power in the hands of a few mages.
ReplyDeleteThanks, Paul. Corruption rules are nothing new - I first came across them in TSR's Lankhmar supplements, but I believe it's also a mechanic in the Mongoose Conan RPG (I believe) and Dungeon Crawl Classics. This is simply my stab at producing a streamlined system that suits my particular take on the subject.
DeleteTSR's Lankhmar supplements had corruption rules? Are they any good?
DeleteIt's in the back of the main book, Lankhmar: City Of Adventure, and is really very basic - more just a way of randomly adding a bit of character to NPC black wizards.
ReplyDelete