Using arcane magic corrupts the spellcaster. Divine magic, being filtered through and controlled by the gods, does not carry this risk.
You accumulate arcane corruption. Initially, your arcane corruption begins at 0. Casting arcane spells and using arcane spell completion items (including in the creation of magic items) causes arcane corruption. Whenever you cast an arcane spell, you gain arcane corruption equal to the spell's level. Using an arcane spell completion item causes half spell's level in arcane corruption, rounded up. More powerful spellcasters, having greater control of their powers, can mitigate this somewhat. For every 3 levels of the highest level spell you can cast, the amount of arcane corruption you gain from employing an arcane spell is reduced by 1 (minimum 0).
Arcane corruption can never drop below 0. Any time it would be reduced below 0, it is instead reduced to 0. There are two ways to remove arcane corruption. The first is time. For every 24 hours spent without casting any arcane spells or using any arcane spell completion items (even ones that do not cause any corruption), you lose 1 point of arcane corruption. The other method is divine magic. A
restoration spell removes 1 point of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours. A
greater restoration spell removes 3 points of arcane corruption from a subject who has not cast any arcane spells or used any arcane spell completion items within the past 24 hours, or 1 point from one who has. Only when these spells are cast as divine spells do they remove arcane corruption; spells cast as or emulated by arcane spells cannot remove arcane corruption.
Small amounts of arcane corruption are tolerable. Your arcane corruption threshold is equal to your character level + your Wisdom modifier + your Charisma modifier (minimum 1). As long as you have less arcane corruption than that, you suffer no penalties at all. For each multiple of your threshold, you suffer a cumulative -2 penalty on Concentration checks, to a maximum penalty of -10. At greater multiples of your threshold, you suffer additional penalties, as indicated below. Effects listed in the "Special" column are cumulative (you suffer the effects of all lower arcane corruption threshold multiples as well as your current multiple).
Threshold Multiple | Concentration Penalty | Special |
0 | -0 | -- |
1 | -2 | Hostility |
2 | -4 | Consumption |
3 | -6 | Partial Insanity |
4 | -8 | Compulsion |
5 | -10 | Insanity |
Hostility: Once your arcane corruption reaches or exceeds your threshold, animals can feel your corruption. Creatures of animal intelligence (1 or 2) and mindless vermin naturally shy away from you. Their initial attitudes when meeting you are always Unfriendly or worse. Even those that know you and are used to your presence will never have an attitude better than Indifferent. Even intelligent creatures can sense your corruption, and while they may not be able to tell what exactly repulses them from you, they are aware of it on at least an unconscious level. Creatures with intelligence 3 or greater whose initial attitudes towards you would be Indifferent are instead Unfriendly, those with initial attitudes of Friendly are instead Indifferent, and those with initial attitudes of Helpful are instead only Friendly.
Consumption: Once your arcane corruption reaches or exceeds twice your threshold, you become physiologically addicted to arcane magic. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Fortitude save (DC 15 + 1 per day since employing arcane magic) or suffer 1d6 points of nonlethal damage. This nonlethal damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.
Partial Insanity: Once your arcane corruption reaches or exceeds three times your threshold, a mild form of insanity begins to take hold of your mind. This frequently manifests itself as megalomania, but other conditions are possible. At this degree of corruption, the insanity is manageable, and is never debilitating. However, it cannot be treated until your arcane corruption is reduced below your threshold.
Compulsion: Once your arcane corruption reaches or exceeds four times your threshold, the use of arcane magic becomes an addictive craving. Each day that you do not cast any arcane spells or use any arcane spell completion items, you must make a Will save (DC 15 + 2 per day since employing arcane magic) or be compelled to cast an arcane spell or use an arcane spell completion item. If you are unable to do so, you suffer 2 points of Wisdom damage. This Wisdom damage cannot be healed until you use arcane magic or until your arcane corruption drops to less than your threshold.
Insanity: Once a character's arcane corruption reaches or exceeds five times her threshold, it controls her. She becomes fully insane (depending on how this insanity manifests itself, this may not be entirely debilitating to the character). The character becomes an NPC under the control of the DM. This insanity can never be fully cured, even if the character's arcane corruption is completely purged.
For example, Archmage Solberg is a 14th-level Wizard, with an Intelligence of 20, a Wisdom of 12, and a Charisma of 14. His arcane corruption threshold is 17 (14 + 1 + 2). Due to his mastery of the arcane arts (being able to cast 7th-level spells), Solberg can cast 0th-, 1st-, and 2nd-level spells without risk of corruption. For higher levels spells, he gains arcane corruption equal to the spell's level minus 2. As such, he can safely demonstrate the magic that he teaches his apprentices in his tower, although his teachings are still filled with warnings about the danger involved for less experienced mages.
When an orcish raiding party threatens a nearby village, the archmage is called forth to defend it. Unleashing his awesome power, Solberg drives the orcs away. In the process he casts 3 3rd-level spells, 2 4th-level spells, 2 6th-level spells, a 7th-level spell, and an assortment of his 2nd-level and lower spells. In the process he gains 20 points of arcane corruption (3x1 + 2x2 + 2x4 + 1x5). Being the cautious and experienced archmage that he is, Solberg made sure to purge himself of arcane corruption thoroughly after his previous adventures, so these 20 points are all he has. Since he has now exceeded his arcane corruption threshold, his thoughts feel mildly fuzzy (a -2 penalty on Concentration checks). As Solberg now radiates a subtle aura of corruption, he does not receive the hero's welcome he expected. The town mayor is thankful for Solberg's efforts, but politely cuts their meeting short (Friendly instead of Helpful). Most of the townfolk give the mage a brief nod, but little more (Indifferent instead of Friendly). The village priest, who has always distrusted arcane magic, goes as far as picking an argument with the mage when they pass in the street (Unfriendly instead of Indifferent). Even Solberg's apprentices seem distant in their lessons later in the day. However, after a four days' rest, during which Solberg avoids any spellcasting in his lessons, the archmage's corruption drops to 16, less than his threshold of 17, and good cheer returns to the tower.