Regardless of their story elements, I actually thought that the corrupt spells in the sealed insert in Dragon 300 were some of the most interesting spells for game mechanics that I'd seen in a while. They were interestingly multilayerd (having several effects descend from one spell) and made good use of the environment (used objects around them to enhance the effects of the spells and or used interesting materials components). I specifically liked the corrupt spells using ability damage to fuel them, which is an idea I guess that Monte (who didn't write the article, but did write the ideas they were based on. I'm assuming) rolled over from Call of Cthulhu. I think I'll use them if I can. The demon seed spell would especially liven up my game, and I'll be damned if that spell alone doesn't provide endless possibilities for game plots.