Tuesday, August 5, 2025

Corruption Magic for Cairn.

What can I say? I like a magic system that counts up rather than down.


Let me explain.

5e has spell slots. You start out with X slots per level, and end the day with basically X-(spells cast of that level). But that is SO predictable, and isn't magic meant to be anything but?

When a sorcerer in my game draws on the magic in their blood or a wizard bends reality through sheer nerdiness, I want it to feel both powerful and dangerous as all hell to do so.

That's why I can't stop thinking about Symbaroum's casting mechanics. It is far from a perfect game, but the concept of corruption has stayed with me.

Rather than losing spell slots, the use of magic incur corruption. If corruption exceeds "Tough", which is the game's constitution equivalent, the character is turned into a monster. Halfway to becoming a monster the character also gains a visible mark of their corruption. There are also various mystical traditions that can help the character mitigate corruption. 

What I love about this is that the corruption gained for casting spells was variable, meaning you rolled a d4 for each spell you cast. This created an element of risk to every spell, forcing characters to not just wonder if they might need a spell slot later, but to wonder if attempting to cast when at high corruption is even worth it. 

However, its not all good. The corruption section is fairly wordy, and introduces a ton of complexity to the game. You have to manage both permanent (gained for learning spells or gaining marks of corruption) and temporary (for casting spells) corruption. Plus, those traditions were basically just added flavor, and had almost identical mechanics. 

So what about a rules lite version? And how about I make it for Cairn? And what if there is some element of randomness to what happens if you get too much corruption? And what if I threw in a few spells too?

(I won't deny the Thaumalus section was heavily inspired by the Dooms of the Goblin Laws of Gaming wizard)

Well, it's below. Let me know what you think. 


As text:

SPELLCASTING

Spellbooks, scrolls and other magical items incur a cost of corruption measured in d6’s specified by each spell or magic item.


If a character rolls the same value on more than one d6 in their corruption cost or their corruption total exceeds their presence, roll Thaumalus and reduce corruption by the amount rolled. Characters still gain corruption when multiples are rolled. May roll multiple thaumalus’ at one time.


Thaumalus (2d6)

2 transformed. Give player sheet to DM.

3 lose one magic item.

4 HP to 0

5 cannot use magic for 1d4 days.

6 displacement. 1d4 inventory items disappear.

7 weakened. lose Cd4 Body.

8 severe frostbite or burns.

9 all creatures in 20 ft gain 3d6 corruption

10 Will maximum reduced by 1d4.

11 DM gives you a new conviction.

12 spell enhanced. Corruption to 0.


Mystical Traditions create items that can mitigate corruption. If in possession of items from more than one school, test Will 18 or lose them both.

 - Sorcerous Wand: Whenever you roll a 1 or a 4 on a corruption roll, you may instead inflict that corruption on a creature you can see.

 - Theurgical Channel: Spend an hour sanctifying this relic, religious text or other item associated with your deity. When you cast a spell, you can draw on the power stored in this item to cast it for Cd2 corruption. You must spend another hour sanctifying this item again before you can use it.

 - Witch’s Pact: when you experience a Thaumalus, you may choose which result you experience. Replace that result with “physical deformity” for all future rolls.

 - Arcanist’s Tome: Covered in arcane runes. Each time you use a spell, choose one of the corruption dice you roll. If that dice rolls a 1, you capture the energy of the spell in your runes, and may cast it again today for free.


Sample Spellbooks:

Stoneshape Cx5 ft line - a stream of stone flies from your outstretched hands, bonding permanently to anyone and anything it hits.


Sunder - a clear sound rings out as you break one non-ritual magical effect.


Shadowed Track - choose a creature. Their trail becomes illuminated by shadow, only disappearing if they cross running water.


Sensory Parasite: Choose one: sight, sound or speech. C creatures within 10 feet must make a constitution saving throw or lose that sense for 1d4 rounds. You gain advantage on all checks using that sense for the same duration.


Rise - Flesh and bone knit themselves back together at your beckoning into a creature with C Hit Dice. What is made by this spell will obey your command before sinking back into the murk in 5 minutes, unless you fail the spellcasting test, at which point it will turn on you.


Cinder 30 line - your outstretched hand conjures a burning firestorm of coals, dealing Cd6 damage to all in its path.


Upwell - choose seawater, freshwater, hot spring or mud. The ground breaks as a spring of your chosen substance shoots 20 feet into the air.


Witch Sight - for C mins, you see lies and the core motivations of all around you.




Monday, August 4, 2025

One-Page RPG Contest 2025 Entry! shr00m!!

Well, here we go.

I've never published any of my own original work, but after seeing an ad for it on the always excellent Cauldron forums I figured I would give a shot to actually writing and publishing something.

What follows is my attempt at a one-page rpg in both text and one-page format. Let me know what you think!! Just not about the hand-drawn logo. Not taking feedback on that because it is PERFECT

In .pdf format


INTRO

You are a Shr00m Lord, a hive mind incarnated in creatures you infect with your Sp00res, hunted by the firemongers of the Myconiquisition. Your shr00m name is (Your Middle Name) (adjective starting with same letter as first noun)-(noun) the (title). Join with your Shr00m patriots and GROW !!

You begin having taken over one substrate, who was once a (d6: 1 daft 2 clumsy/-1 hand 3 evil/+4d6 copper 4 agile/+1 feet 5 strong/+1 hand 6 ugly) (d6: 1 sellsword: Hand 2 feet 0 +sword 2 thief: hand 1 feet 1 +dagger 3 baker: hand 1 feet -1 + rolling pin 4 seamstress: hand 0 feet 0 5 butcher: hand -1 feet 1 +butchers knife 6 child: hand -2 feet -2)

They gain one ability of your choice at level 1. Each substrate has six inventory slots, each big enough to carry an object the size of a book and up to 5 pounds. Yours has d10 twice: pocketful of dirt, 50 ft rope, whistle, d6 torches, knife, flint & tinder, 4d6 copper, scythe, axe, leather armor.

ATTRIBUTES AND TESTS

  • Substrates: # of creatures you currently incarnate. Reduced by damage.
  • Hands: Hit. Tinker. Open. Shove. Used to attack.
  • Feet: Run. Hide. Used to dodge.
  • Flavor: sum of ability levels of all substrates. Used for Myconid abilities.

Test: d20+attribute, meet or beat Difficulty Rating (DR)

When you turn a person into a substrate, you wipe out their mind and replace it with your own; their attributes are added to yours. Always use attribute totals when making tests.

MYCOLOGY All substrates have the following abilities.

Disguise: test Flavor DR 12 to appear like a normal person. Use of abilities means automatic failure.

Undeath: you do not need to eat or sleep, but must spend 1 hour per day in contact with dirt, or lose 1 substrate. Clear encumbrances when you do.

Infect: hands DR 12 and Flavor DR 12 when within 5 feet of a living creature. If both succeed, creature becomes a substrate in 1d6 rounds. Adjust attributes.

Consume: if infecting when substrates is 3, remove a substrate of your choice. It becomes 3 pockets full of dirt. Increase the level of one of your substrate's abilities by 1. This could be the new substrate.

ABILITIES

Each substrate gains one level 1 ability when they become a substrate. May be leveled up via Consume; lower level abilities are still available at higher levels. To utilize active abilities, test DR 12 and choose which substrate the effect emanates from. That substrate gains an encumbrance. May not use abilities when inventory is full.

Expectorant

  • A creature you can see throws up, taking 1d2 damage.
  • Uncontrollable pooping for all within 10 feet of you. 1d3 damage.
  • A creature you can see vacates all fluid from their body. 1d4+1 damage.

Hallucinogen

  • A creature you can see either perceives something that isn’t there, or cannot perceive something that is.
  • Passive: Unless they see you use an ability, all who meet you believe you are a normal humanoid.
  • Your hallucinations become real and can deal 1 damage.

Euphoric

  • Passive: All who meet you regard you as a kindly friend.
  • Choose an emotion. Someone you can see either cannot feel that emotion, or can only feel it.
  • All in 20 feet are stunned by euphoria for 1d3 rounds.

INITIATIVE

D6 1-3 enemies begin 4-6 party begins. Reroll each round.

50 feet total movement. If they begin and end at the same point, substrates of the same Lord may share movement; else they spend separately. Take actions equal to substrate. Test hands DR 12 for melee or ranged weapons. Test feet Dr 12 to dodge enemy attacks. Hits deplete Substrate, resulting in the destruction of an appropriate number of substrates. This does not require the substrates to be proximate; Shr00m Lords often disregard locality.

Substrate 0: May try to infect who killed you. Else, dead.

Weapons

- 1 damage - bare hands

- 2 damage - improvised (pitch fork, sickle, knife, sling)

- 3 damage - weapons of war (spear, axe, sword, bow)

Armor: reduces damage taken by...

- light: 1 point

- heavy: 2 points

SETTING

The OverLord sends his minions where he will. With your Shr00mpatriots, you are currently in the (d8: 1 haunted 2 haunted 3 idyllic 4 weird-ass 5 tiny 6 charming 7 puritanical 8 warm) (d4: 1 farm 2 hamlet 3 village 4 town) of (d6 1-4 Consonant 5-6 vowel roll til it sounds like a word). They are governed by a (d4: 1 duke 2 council 3 oligarchy 4 military dictatorship), known for their (d6: 1 art 2 food 3 unique customs 4 warrior spirit 5 smithy 6 cattle) and things are generally going (d4: 1 great 2 well 3 poorly 4 it's all falling apart). There is a (d6: 1 no 2-3 light 4-5 medium 6 heavy) presence of the Myconiquisition, and your goal here is to (d6: infect everyone, recover samples of hair from those in charge, assassinate all farmers, take over the place, recover a valuable artifact, free the proletariat).

OTHERS

In general, humanoid enemies have 3 HP, and somewhere between +2 and -2 for feet and hands.

Fox

HP: 1 Hands: -2 Feet: -1 Claws + teeth (2)

Ability: super cute.

Inventory: pelt, organs, meat

Farmer

HP: 3 Hands: +1 Feet: -1 Knife (1)

Ability: Plant x grain seeds and reap xd4 grain months later

Inventory: Grain seeds.

FireMonger

HP: 3 Hands: 2 Feet: 1 Sword (3), Light Armor (1)

Ability: Creature they can see tests Flavor DR 14 or reveals whether that creature is shr00m.

Inventory: d6 coins, drawing of a tree, flint and tinder.

FireMonger Hawker

HP: 3 Hands: -1 Feet: -1 Staff (1), Heavy Armor (2)

Ability: Creature they can see tests Flavor DR 12 or combusts (3 dmg)

Inventory: holy text, brick of gold, flint and tinder, ever-burning torch.

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