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Using Corrupting Magic Traditions in D&D

Arithromancer Wizard Subclass (D&D 5e Homebrew)

When Power Costs More Than Spell Slots

Most fantasy RPGs treat magic as a renewable resource.

Spell slots refresh.
Components are replaced.
The wizard wakes up tomorrow unchanged.

Shadow of the Demon Lord dares to ask a darker question:

What if some magic doesn’t just cost resources—what if it costs you?

Certain traditions in that system—Curse, Necromancy, Demonology, Forbidden Lore—are powerful precisely because they erode the soul. Push far enough, and the character doesn’t just change mechanically. They stop being a hero and become something else entirely.

This concept adapts beautifully to Dungeons & Dragons, adding:

  • High-stakes magic

  • Meaningful temptation

  • Long-term character arcs

All without removing player agency.


What Are Corrupting Magic Traditions?

Corrupting traditions are not “evil schools of magic.”

They are bodies of knowledge that:

  • Draw power from dangerous or predatory sources

  • Violate natural, divine, or cosmic laws

  • Warp identity, perception, or empathy over time

They offer short-term strength in exchange for long-term transformation.

The defining feature isn’t alignment—it’s erosion.


Examples of Corrupting Traditions

Curse Magic
Rewriting fate, inflicting suffering, binding luck and misfortune.

Necromancy
Manipulating death, denying rest, enslaving remains, treating souls as resources.

Demonology
Bargaining with entities that always expect something in return.

Forbidden Magic
Pre-cataclysm spells, god-killing theories, reality edits that should not exist.

These traditions don’t immediately turn characters evil.
They simply make it easier to justify going too far.


Why Corrupting Magic Works So Well in Play

Corrupting traditions introduce:

  • Temptation instead of restriction

  • Consequences driven by roleplay, not punishment

  • A visible arc from hero → antihero → threat

Players choose to walk this road.
The system simply remembers that they did.

This reframes magic from a toolkit into a narrative engine.


Introducing Corruption into D&D

D&D doesn’t need a full corruption subsystem.
Corruption works best as a layer, not a rewrite.

What Corruption Is (and Isn’t)

✔ A narrative meter tied to meaningful choices
✔ A source of evolving consequences
✔ A way the world reacts to dangerous power

✘ Not a punishment for spell selection
✘ Not alignment enforcement
✘ Not an excuse to remove characters without consent

Corruption should feel earned, avoidable, and seductive.


A Simple Corruption Framework for D&D

Gaining Corruption

A character gains Corruption when they:

  • Cast corrupting magic under desperation or emotional stress

  • Use magic to violate consent, life, or cosmic boundaries

  • Accept power from entities with independent agendas

  • Push magic beyond safe limits (overchanneling, failed rituals, shortcuts)

This is not every necromancy or curse spell—only those that cross a line defined by your setting.


Stages of Corruption

Stage 1: Taint

  • Subtle cosmetic or behavioral changes

  • Disturbing dreams, whispers, intrusive thoughts

  • NPCs feel uneasy around the character

Mechanical: Mostly narrative; rare advantages when dealing with corrupt forces.


Stage 2: Warp

  • Physical changes, obsession, emotional numbness

  • Magic becomes easier—but less controlled

  • Allies begin to worry

Mechanical: Power boosts paired with social, moral, or narrative costs.


Stage 3: Threshold

  • Goals diverge from the party’s

  • Magic behaves unpredictably or independently

  • The character rationalizes atrocities

At this stage, the player chooses:

  • Seek redemption

  • Accept transformation

  • Prepare a legacy


Stage 4: Ascension or Loss

The character either:

  • Is redeemed through sacrifice or great effort

  • Transcends into something new

  • Becomes an NPC antagonist or dark force

This moment should be collaborative, epic, and planned, never abrupt.


Corrupting Traditions in D&D Terms

Curse Magic

  • Warps probability and fate

  • Corruption manifests as paranoia or fatalism

  • Misfortune follows the caster

Necromancy

  • Erodes empathy and respect for the dead

  • Corruption manifests as emotional detachment

  • Spirits linger; undead obey too eagerly

Demonology

  • Power is immediate—and personal

  • Corruption manifests as debts, brands, or favors

  • Demons begin treating the caster as a peer

Forbidden Magic

  • Breaks reality’s assumptions

  • Corruption manifests as memory loss or temporal distortion

  • Reality subtly resists the caster’s presence


DM Advice: Making Corruption Fun, Not Punitive

1. Make the Power Worth the Cost

If corruption offers no benefit, players won’t engage.

  • Enhanced spell effects

  • Shorter casting times

  • Unique narrative permissions

2. Signal the Line Before It’s Crossed

Use warnings:

  • NPC testimony

  • Prophetic dreams

  • Ancient texts

Corruption should never feel like a “gotcha.”

3. Set Expectations Early

This works best with buy-in.
Tell the table:

“Some power changes you.”


Player Advice: Playing the Descent (or the Struggle)

  • Decide what your character believes is worth it

  • Keep allies informed—secrets escalate corruption faster

  • Treat consequences as growth, not failure

Remember:
Refusing ultimate power can be just as compelling as embracing it.


Why This Belongs in D&D

Corruption mechanics:

  • Turn magic into story

  • Create long-term villains born from PCs

  • Make moral choices mechanically relevant

  • Encourage unforgettable character arcs

Not every campaign needs this.

But when you want magic to feel dangerous again, corruption is the missing piece.


Final Thought

Magic should be wondrous.

But some knowledge should whisper:

“You can have this…
but you won’t be the same afterward.”

Thanks for reading.
Until next time—stay nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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