Corrupt Spells

Kapture

First Post
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.
 

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I found the corrupt component intriguing.

I found the spell that drew your vitality (strength) by drawing out your blood from seeping wounds intriguing.

I found most of the rest fell inot the realm of "gratuitous" instead of "clever."

For example, look at the spell in which you draw a dead skin over you as a protection. For some reason, "gratuitous gross factor", it requires not just the skinning but necrophilic acts. What does sex have to do with armor?

If the necrophilia was required for a spell which implanted a seed in a dead body which "ungestated" into a bouncing baby special undead loyal minion then the added element of necrophilia would be related to the spell effect.

it would make sense, not just add gore or vile or "mature" to a spell.

"Mature" does not have to imply nonsensical and gratuitous.



Kapture said:
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.
 

Re: Re: Corrupt Spells

Petrosian said:
I found the corrupt component intriguing.

I found the spell that drew your vitality (strength) by drawing out your blood from seeping wounds intriguing.

I found most of the rest fell inot the realm of "gratuitous" instead of "clever."

For example, look at the spell in which you draw a dead skin over you as a protection. For some reason, "gratuitous gross factor", it requires not just the skinning but necrophilic acts. What does sex have to do with armor?

If the necrophilia was required for a spell which implanted a seed in a dead body which "ungestated" into a bouncing baby special undead loyal minion then the added element of necrophilia would be related to the spell effect.

it would make sense, not just add gore or vile or "mature" to a spell.

"Mature" does not have to imply nonsensical and gratuitous.

Um. Sure. I see your point. I think I'd probably just change that to a somatic component in my game. It wouldn't affect the balance of the spell (it's a one minute casting time, talk about your quickies).

I can even see why people would have been put off by that. But nonsensical? I dunno. Magic is nonsensical. You could say that the ritual necrophila was establishing a ritual connection with the corpse that was then incorperated into your flesh.

Or you could ignore it.

The ungestating minion was a good spell idea, actually. Probably have an XP cost, though.
 

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