Corruption Spells

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Corruption Spells

Important Terms

  • 10th level spell / spell slot: These particular spells are above what creatures can normally cast. Spells of this level, including the ability to cast them, are only granted to creatures by otherworldly means, such as by a powerful archfey, a deity of magic, or a high-ranking fiend.
  • (Corruption): This is the Corruption tag, which denotes that a spell can be cast by a spellcaster capable of using corrupted magic. This capability can be gained through certain class or subclass options, or by experimentation, at your DM's discretion. This tag can also be put on spells other than the ones listed in this document of your DM's choice, which are then added to the Corruption Spell List.
  • "Any Corruption": Spells with this specification in their "classes" section can only be cast by creatures capable of Corruption magic. If there is a specific class in parenthesis in this section, only a creature in that class who can use Corruption magic can cast that spell.
  • The Arcane Wastes: This name refers to a plane of pure corruption and chaos, where Corruption magic originates. This place, should a creature find itself here, is considered a fate worse than death, as they are warped beyond recognition and function by the plane's twisting influence.
  • The Undying Empire: This name refers to a faction originating from the Arcane Wastes. They seek to corrupt the planes in an attempt to "cure" it, making it what they would consider normal. This tends to warp planes so far that any divine influence on it is rendered impossible and any traces invisible.
Corruption Spell List
Level
Spell
1st Unstable Bolt
2nd Stasis Cube, Twisting Trail
3rd Warp Crystals
4th Breath of the Wasteland, Corruption Shield, Phase-Step
5th Necrotic Parasite, Nullify, Permanency, Summon AlterspawnR
6th Floating TerrainR, Invert
7th Aura of Arcane Punishment, Undying Choir
8th Overcharge Arcana
9th Aspect of the Undying EmpireR
10th Dimensional Rift

R Ritual

Aura of Arcane Punishment

7th level Abjuration (Corruption)


  • Casting Time: 1 action
  • Range: self (30ft radius)
  • Components: V, S, M (armor you have worn while casting a Corruption spell)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption (Artificer, Cleric)

You summon corrupt magic onto your armor to protect yourself, which appears as a purple corrosion. While concentrating on this spell, when a creature casts a spell within 30ft of you, you can use your reaction to force them to make a Constitution saving throw. On a failed save the spell fails, and the creature takes 2d6 Psychic damage.

Aspect of the Undying Empire

9th level Transmutation (Ritual, Corruption)


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S, M (a crystal originating from the Arcane Wastes, which the spell consumes)
  • Duration: 1 hour
  • Classes: Any Corruption (Sorcerer, Warlock, Wizard)

You pull so much Corruption magic into yourself that you are temporarily transformed into a fully corrupted being. You gain the following traits:

  • You can cast any Corruption spell regardless of whether you know it or have it prepared.
  • You have advantage on Intimidation checks.

Additionally, you manifest crystals of corrupt magic across your body. As a bonus action on your turns, you can cause one of the following effects:

  • Your crystals make you feel like you're in two places at once. You teleport up to 60ft to an unoccupied space you can see.
  • Your crystals excite your body and mind with a surge of energy. You cast a Cantrip of your choice. To be eligible, the cantrip must target only one creature and can't have a range of self.
  • Your crystals fill you with life. You regain 3d8 hit points.
  • Your crystal's chilled touch keeps you calm and collected. You have advantage on any concentration checks you make until the start of your next turn.

Breath of the Wasteland

4th level Evocation (Corruption)


  • Casting Time: 1 action
  • Range: self, (15ft cone)
  • Components: V, S, M (a crystal originating from the Arcane Wastes)
  • Duration: instantaneous
  • Classes: Any Corruption (Druid, Paladin, Ranger, Warlock)

You exhale corrupt gas in a 15ft cone, which lingers in that area until the start of your next turn. This area is under the effects of an Antimagic Field, and creatures that cast spells in this area take 2d4 Poison damage.

The antimagic field created by this spell does not nullify the effects of Corruption spells, and creatures capable of casting Corruption spells are unaffected by this spell's antimagic field.

Corruption Shield

4th level Abjuration (Corruption)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a palm-sized cube of earth originating from the Arcane Wastes, which the spell consumes)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption

The cube used for this spell's material component spreads into a small circle of many glowing, pulsing purple cubes around a creature you can see, which protects it from becoming altered by magic. For the duration, the target is immune to gaining conditions by magical means, and its form cannot be altered or moved by magical means against its will.

Dimensional Rift

10th level Conjuration (Corruption)


  • Casting Time: 12 hours
  • Range: 120ft
  • Components: V, S, M (An orb containing blood from a divine being, which the spell consumes)
  • Duration: until dispelled
  • Classes: Any Corruption (Warlock, Wizard)

At the beginning of casting this spell, you expend corrupt magic into the orb used for the material component for this spell. The orb immediately flies to a point within range of your choosing and explodes, leaving behind a harmless dimensional crack. To open the crack into a useful form, you must maintain concentration for the entire duration of the spell, focusing on a desired destination plane which you have been to in the past 24 hours. If this spell is interrupted before the casting is complete, the spell slot is expended and the dimensional crack disappears.

If done correctly, the crack widens into a usable rift, and allows direct passage between the two planes it connects. The rift appears to be a shattered area of space, and its front side always appears to face towards a creature that views it, even if more than one creature views it from different angles. The exact location of where the rift appears on the destination plane is in any space of 20ft x 20ft size or larger of your choosing.

Once opened, the rift lasts until dispelled.

Invert

6th level Transmutation (Corruption)


  • Casting Time: reaction
  • Range: touch
  • Components: V, S
  • Duration: instantaneous
  • Classes: Any Corruption

As a reaction to a creature within range casting a spell of 3rd level or lower, you touch the target and attempt to force corrupt magic into their spell. The target must make a Constitution saving throw. On a failed save, its spell inverts its properties, undergoing the following changes:

  • If the spell dealt damage it now heals, and vice versa.
  • If it targets another creature or targets a point, it instead targets either you or the creature (your choice).

Floating Terrain

6th level Transmutation (Ritual, Corruption)


  • Casting Time: 1 minute
  • Range: touch (30ft cube)
  • Components: V, S, M (a palm-sized cube of earth originating from the Arcane Wastes, which the spell consumes)
  • Duration: 1 minute
  • Classes: Any Corruption

You affix the cube used for this spell's material component on a piece of terrain within range. The appearance of that cube spreads over a 30ft cube of solid terrain, which becomes detached from the ground. Until the spell ends, you can use an action on your turn to cause that cube of terrain to fly up to 15ft in any direction. If a creature would be hit by the cube, it must make a Dexterity saving throw, taking 4d10 Bludgeoning damage on a failed save, or half as much on a success.


Once the spell ends, the cube of terrain becomes magically fixed in place until it is affected by Dispel Magic or a similar effect. If the cube is fixed in the air, it can hold up to 20,000 pounds of weight. More weight causes the cube to fall.


If the spell ends and this piece of terrain is on the Arcane Wastes, the cube can carry any amount of weight without falling.


If you cause the cube of terrain to touch another cube fixed in place by this spell, you can use your action to fuse the pieces of terrain together. When you do so, their carrying capacity combines, and the spell ends.

Necrotic Parasite

5th level Evocation (Corruption)


  • Casting Time: 1 action
  • Range: self, (30ft radius)
  • Components: V, S, M (a crystal originating from the Arcane Wastes)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption

You conjure a sudden burst of corrupt magic that explodes from your body. All creatures except from you within a 30ft radius of you must make a Constitution saving throw. On a failed save, creatures within that zone take 4d6 Necrotic damage, and they must repeat the save at the start of their consecutive turns, ending the effect on a successful save. Creatures capable of Corruption magic make this save with advantage.

For every failed save after the first, creatures take an additional 2d6 necrotic damage, as the corrupt magic lingers and warps their body further.

Nullify

5th level Necromancy (Corruption)


  • Casting Time: 1 action
  • Range: 15ft
  • Components: V, S
  • Duration: 1 hour, concentration
  • Classes: Any Corruption

You fire a wicked purple bolt of anti-energy at a creature. Make a ranged spell attack. On a hit, the target must make a Constitution saving throw. Creatures incapable of spellcasting automatically succeed this save, and creatures capable of using Corruption magic make this save with advantage.

On a failed save, the target loses access to a number spell slots of its choice with a combined level of 6. Creatures repeat this save on their consecutive turns, ending the effect on a successful save.


At Higher Levels. If you cast this spell with a 6th level spell slot or higher, add 1 hour to the spell's duration for every level after 5th. At 9th level, the suppression lasts until dispelled or until concentration is broken.

Overcharge Arcana

8th level Transmutation (Corruption)


  • Casting Time: 1 minute
  • Range: self
  • Components: V, S
  • Duration: 1 hour, concentration
  • Classes: Any Corruption (Sorcerer)

You force Corrupt magic across your body, temporarily breaking your spellcasting limitations. You gain the following traits:

  • As an action, you can attempt to cast two spells as a single action. When you do so, make a Constitution saving throw, where the DC equals your spell save DC + the level of the highest level spell. Cantrips are considered level 0 for this ability. On a successful save, you cast both spells. On a failed save, you cast only the higher leveled spell. Regardless of the result, you take A number of Psychic damage equal to 1d6 x the highest spell's level (minimum of 1d6), which cannot be reduced in any way.
  • You don't feel pain, and your magical instability nullifies any disabling effects of extreme damage until the spell ends.
  • You have disadvantage on checks made to maintain concentration on spells.

Permanency

5th level Transmutation (Corruption)


  • Casting Time: 1 minute
  • Range: 15ft
  • Components: V, S, M (An amethyst worth 300gp, which the spell consumes)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption (Artificer)

You attempt to force an effect created by a spell that lasts 1 minute or longer to become permanent. To do so, you must maintain concentration for the entire duration of this spell. If this spell is interrupted before the casting is complete, the spell slot is expended and the spell fails. If this spell is cast on another spell that requires concentration, this spell fails.

Once complete, the effect targeted by this spell lasts until dispelled. If the effect enters the area of an Antimagic Field or similar effect, the effect is suppressed until the Antimagic Field no longer affects the subject of this spell.

Phase-Step

4th level Evocation (Corruption)


  • Casting Time: bonus action
  • Range: Self, (60ft)
  • Components: V, S
  • Duration: instantaneous
  • Classes: Any Corruption

You become semi-physical and launch yourself up to 60ft to a position you can see. Opportunity attacks made against this spell's movement are made at disadvantage. Using this movement you can phase through any surface less than 5ft thick as if it was difficult terrain, provided there is an unoccupied space on the other side.

Stasis Cube

2nd level Conjuration (Corruption)


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (A palm-sized cube of frozen gelatin affected by Corrupt magic, which the spell consumes)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption

You throw the cube used for this spell's material component at a point within range. The cube expands to create a 30ft cube of glowing energy centered on that point, becoming fixed in place.

Creatures within this zone gain a 10ft flying speed, and lose all other movement options until it leaves the zone. If a creature within that zone already has a flying speed, it is instead reduced to a 10ft flying speed in this zone.

Liquids that enter this zone become fixed in space at the point of contact.

Summon Alterspawn

5th level Conjuration (Ritual, Corruption)


  • Casting Time: 2 hours
  • Range: 60ft
  • Components: V, S, M (A crystal originating from the Arcane Wastes, which the spell consumes)
  • Duration: instantaneous
  • Classes: Any Corruption (Sorcerer, Warlock, Wizard)

You imbue the crystal used for this spell's material component with powerful corrupt magic, which you throw at a point within range. The crystal explodes with growth, becoming an Alterspawn. The Alterspawn uses the following statblock.


Alterspawn

Medium Aberration, Chaotic Evil


  • Armor Class 15
  • Hit Points 32
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 16 (+3)

  • Saving Throws Constitution +5, Wisdom +5
  • Skills Athletics +2, Perception +5, Stealth +5
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed
  • Senses Darkvision 60ft, passive 15
  • Languages Abyssal
  • Prof. Bonus +3

Magic Resistance. The Alterspawn has advantage on saving throws against spells and other magical effects.

Phasing Body. The Alterspawn can move through solid material less than 1ft thick, and it ignores difficult terrain.

Corrupted Touch. If a creature touches the Alterspawn or hits it with a melee attack, it takes 2d8 Necrotic damage. This ability is nullified for 1 turn by Radiant damage.

Actions

Corrupted Touch, +5 to hit. The Alterspawn touches a target, dealing 2d8 Necrotic damage on a hit.

Phase-Shift. The Alterspawn teleports up to 30ft to an unoccupied space it can see.

Reactions

Arcana Consumer. As a reaction to taking magical damage, the Alterspawn can choose to reduce that damage by 1d10. This ability is nullified for 1 turn by Radiant damage.

Twisting Trail

2nd level Transmutation (Corruption)


  • Casting Time: 1 action
  • Range: self (special)
  • Components: V, S, M (A crystal ball containing a visible gas)
  • Duration: 1 minute, concentration
  • Classes: Any Corruption

You emanate a trail of mist that shifts between light blue and purple, and gives off a slight static effect. While concentrating on this spell, when you move within 5ft of a creature, it must make a Constitution saving throw. On a failed save, creatures takes 2d8 Poison damage and cannot speak. On a success, creatures take half that damage and are not silenced.

Creatures that don't need to breathe and creatures capable of casting Corruption spells are unaffected by this spell.


At Higher Levels. If you choose to cast this spell using a 4th level spell slot or higher, the damage increases by 1d8 for every two levels after 2nd.

Undying Choir

7th level Evocation (Corruption)


  • Casting Time: 1 action
  • Range: self (30ft radius)
  • Components: V, S
  • Duration: 1 minute, concentration
  • Classes: Any Corruption (Bard)

You sing a distorted song in the language of the Undying Empire, which tortures and echoes in the bodies of the unknowing. Creatures within a 15ft radius of you must make an Intelligence saving throw. Creatures capable of casting Corruption Spells and creatures that cannot hear you automatically succeed this save. On a failed save, creatures are compelled to echo the song. Creatures can repeat this save on their turns, ending the effect on a successful save.


Creatures echoing the song produce the effects of this spell as if they were casting it (you are immune), and take 3d12 Necrotic damage at the start of their turns. Creatures echoing your song stop echoing when the spell ends.

Unstable Bolt

1st level Evocation (Corruption)


  • Casting Time: 1 action
  • Range: 30ft
  • Components: V, S
  • Duration: instantaneous
  • Classes: Any Corruption

You fire a semi-physical bolt of Corruption Magic at a target. This spell phases through solid material not being worn or carried that is less than 1ft thick, and treats the target's AC as 2 less than normal. Roll a ranged spell attack. On a hit, the target takes 2d8 Necrotic damage.

Warp Crystals

3rd level Transmutation (Corruption)


  • Casting Time: 1 action
  • Range: 15ft
  • Components: V, S
  • Duration: 1 minute, concentration
  • Classes: Any Corruption

You summon a ring of 6 crystals of corruption magic around a creature within range (indlucing possibly yourself). When the target misses a creature with a spell attack or ranged attack, they can use their reaction to break one of the crystals. When they do so, the stored energy warps the spell or projectile's position, and the attack is rerolled. The spell ends early when all the crystals are broken.


At Higher Levels. If you cast this spell with a 4th level spell slot or higher, add 2 additional crystals for this spell for every level after 3rd.

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