Corruption magic
Please keep in mind that Corruption is designed to be harder to use (but potentially more rewarding) than most lists and has fewer "general use" spells. Unless specifically stated, multiple castings of the same spell do not provide incremental results.Low tier spells
BlindnessCost: 4K Range: 30m Cast time: 10 secs Duration: 20 mins per level Cooldown: 2 hours
The target becomes blind.
Corpse explosion
Cost: 6K AoE: 10m Range: 1m Cast time: 1 sec Cooldown: 20 secs
A target corpse starts to rapidly decompose, 30 after the spell is cast it explodes. Everything inside the AoE is covered in body pieces and demoralised, those very close to the corpse may be injured.
Great depression
Cost: 12K AoE: 50m Range: Centered on self Cast time: 30 secs Cooldown: 24 hours
The morale of all those inside the area of the spell is lowered to a quarter of it's current state.
Great strength
Cost: 4K Range: 1m Cast time: 10 secs Duration: 15 mins per level Cooldown: 1 hours
The agility of the target is halved but their strength is doubled.
Mid tier spells
IchorCost: 12K Range: 20m Cast time: 15 secs Duration: 1 hours per level Cooldown: 1 hours
The target's blood turns to ichor, the stamina of the target drops to a tenth of what it used to be but the toughness quadruples.
Insanity
Cost: 10K AoE: 30m Range: Centered on self Cast time: 20 secs Cooldown: 24 hours
All those within the area of the spell minus the caster loses their mind and becomes immune to pain. Each level grants them a 10% boost to their strength and toughness, they will attack anything they can and are nearly completely incurable. This does not affect Chosen ones or First ones.
Inversion
Cost: 20K Range: 20m Cast time: 60 secs Duration: 15 mins per level Cooldown: 5 days
A physical clone of the target is created, it is identical to them in every way but will vanish at the end of the spell. It also has all the items and possessions of the target and is under the control of the caster.
Ironskin
Cost: 8K Range: 20m Cast time: 1 sec Duration: 2 secs per level Cooldown: 10 mins
The target becomes Iron. This makes them immobile but at the same time immune to nearly all forms of damage.
High tier spells
Corrupt fleshCost: 20K Range: 1m Cast time: 2 secs Duration: Permenant Cooldown: 24 hours
The muscles of the target begin to swell and after 86400 are twice the size they started, after 48*3600 they are three times the size they started. Each day the target grows as strong as their muscles, in the end however they will die as the body cannot cope with the change. Healing magics can help the target to last longer but the spell itself cannot be stopped. The effects of the spell will be gone upon resurrection.
Corrupt land
Cost: 50K AoE: 150m Range: Centered on self Cast time: 2 hours Cooldown: 1 month
The land in the area becomes contaminated and any food grown from it spoils before it can be eaten.
Decay
Cost: 30K Range: 50m Cast time: 60 secs Duration: 5 mins per level Cooldown: 7 days
After casting the spell requires no more input from the caster.
The target begins to wither and die as if time were taking it's toll on it at many times the normal rate. One minute under this spell is like a year in real time. The effects of the spell remain even after casting has ceased though the aging process stops. Cannot affect an object any longer, wider or taller than 10.
Emotional wave
Cost: 40K AoE: 200m Range: Centered on self Cast time: 60 secs Duration: 30 mins per level Cooldown: 7 days
All units within the area of the spell have their thoughts amplified, fear becomes terror and hope becomes surety.
Mavron
Cost: 15K Range: 100m Cast time: 10 secs Duration: 20 mins Cooldown: 1 hours
Anything that would normally heal the target instead heals the caster of the Mavron, anything that increases the stats of the target now instead affects the caster of Mavron. This will also affect spells already cast on the target of the Mavron. The spell stops working if the target moves out of the casting range.
Mundacity
Cost: 10K Range: 15m Cast time: 10 secs Duration: 10 mins per level Cooldown: 1 hours
The target's magical abilities and all magical enchantments or spells affecting them vanish for the duration of the spell. They become immune to other magic for the duration of the spell, their strength, agility and stamina all triple.
Turncoat
Cost: 20K AoE: 30m Range: Centered on self Cast time: 20 secs Duration: 60 secs Cooldown: 1 hours
All opposing troops within the area of the spell forget which side they are and each individual becomes a side of their own. This does not affect Chosen Ones or First Ones.