Corruption

All basic actions and effects that are the result of normal events are referred to as Mundane.
All fantastic, mystical, or otherworldly effects are referred to as Distortion.
When distortion damages organic things (characters, creatures, and nature), harming them in ways they have trouble healing, it is referred to as Corruption.
Someone who practices sorcery may sense Distortion reverberating through a wall as they witness strange effects in an underground room.
They may then experience Corruption as their body burns and warps while they attempt to channel and control it.

Mutative Corruption
When a character fails their Resolute check, add the amount they failed by to the total of their current temporary and permanent corruption, then roll a 1d4 and consult the following table.

Mutative Corruption

How the body and soul warp in the presence of excess distortion
1 - Senses 2 - Body 3 - Mind 4 - Shadow
<10 -1d4 Vigilant -1d4 Strong -1d4 Cunning -1d4 Resolute
11 Blind to normal color. Can see kaleidoscopes across the infrared. -5 accurate handling anything that doesn't give off heat. Can see heat signatures even in total darkness. ... ... ...
12 ... Body withers. -2 max Strong. ... ...
13 ... ... ... ...
14 ... ... ... ...
15 ... ... ... ...
16 ... Combust. 1d6 damage per turn until extinguished. All flammable equipment burns. ... ...
17 ... ... Gain a random ability. Lose all unspent XP. ...
18 ... Reassembled. Swap two attributes.
1d8 to determine (reroll on match)
Cascading loss. Roll 1d6 for each skill and ability.
On 3 or less, remove it.
...
19 Sharpened by nightmares. 1d6 damage. Reroll Vigilant as 4d6 (max 18) Reforged by warp. 1d6 damage. Add 1d6 to max Accurate, Discreet, Quick, or Strong (1d4 to determine). Unwavering focus. 1d6 damage. +1 to max Cunning (max 18) Reborn in darkness. Remove all corruption. Change Corruption Threshold equal to Resolute. If it is ever exceeded, permanently lose control of the character.
20+ Incomprehensible. Reroll max Discreet and max Vigilant as 1d6. Inversion. 1d20+10 damage.
Reroll Strong and Quick as 1d6 if survived.
Shatter. Reroll Cunning and Resolute as 1d6. Dissolution. Character dies.

Area Destabilization
If more than 20 points of Corruption are spent by characters and NPCs in an area, the excessive distortion destabilizes it.
Roll d100 and consult the following table.

Area Destabilization

How excessive corruption dismantles a location
Result Effect
1 Bleed Anything within slowly leaks without. Chests pour contents, packs drop items (1d4/round), plants drip water, characters lose blood (1d4 damage).
2 Combustion Each round a random object begins to smoke. Unless removed from the area, it ignites in the next.
3 Command Each character must make a RES check. Those who fail become enthralled to those who passed until they leave the area.
4 Conflagration Erupting in to violent flame, everything in the room is consumed. 1d4 rounds of immense heat beforehand serves as warning.
5 Dislocate An exit (or a cardinal direction, in an open area) leads somewhere else. It may still be entered as normal.
6 Firestorm Like slow, thick droplets of rain, fire pools together and falls from above (2 damage per round, anything flammable burns).
7 Flood The area is underwater. Maximum 10' height, 10' width. Stops at walls, ceilings, and portals. Forms a vertical wall of water in open spaces.
8 Freeze In a flash, all is wrapped in shell of ice. Characters must pass a STR check to break free.
9 Gate A hole tears through space leading to a random nearby location.
10 Gravity Well All weight increases dramatically. STR check at beginning of any segment or the character is pulled to the ground and spends the segment fighting to stand up.
11 Lethargy Make a Resolute check to crawl at half speed. Otherwise, sleep for one round. No other action may be taken.
12 Lightveins Bright, thin roots spread outward, marbling the air. The entire space is illuminated to an almost blinding degree, leaving no shadows. All things pass through them as if they were non-existent.
13 Mass Mutation Every living thing in the room rolls 1d20 and consults the Mutative Corruption table.
14 Refraction Visual information swims and sways (-5 to anything relying on sight).
15 Shatter As a ball through glass, part of a surface breaks away, leaving massive cracks spidering across every other surface. May open to neighboring rooms, floors, etc.
16 Silent No sound can be made. Anything beyond may still be heard.
17 Soak: Oil Precipitating like dew, a random mix of oils and fats coat every surface (slick, flammable).
18 Soak: Water In an instant, the aftermath of a day long rainstorm. Fires are doused.
19 Thunderstorm Thick fog fills the area, lightning strikes a random target each round (1d12 damage).
20 Timewaves Each round, QUI is randomly halved or doubled. Reverse the effect if a character moves.
21 Unmoor No longer bound by gravity, everyone and everything floats. Characters and objects may get stuck in open spaces if their momentum is halted.
22 Vanish Everything in the area is invisible. Anything beyond may still be seen.
23 Violent Wind Whipping in all directions, all light objects become projectiles (persistent, random target, 1d4 damage).