4 November 2026

GLOG: Spell Husbandry

Wizards have a boundless lust for new spells, yet rather bounded opportunities for satisfying it. Aside from looting spells from the remains of your bested foes and their conquered demesnes, you can try purchasing them (which is expensive and limited by supply) or researching them (which is even more expensive and quite time-consuming) or breeding them. All spells are spirit, and as such live, breed and die. Do not think of their breeding in the mammalian sense, however, as most astral creatures are queerly akin to bacteria and fungi in that regard.
 
The Spiritist by The Sketching Monkey
 
Spell Breeding
As a downtime action, choose up to your max MD to invest into a breeding ritual and one or more spells to breed. The MD are invested for the whole week as they power the spells' metamorphosis. All spell-wisps used in the attempt vanish, replaced per the breeding results of the invested MD - see the table below. Any multiples on the invested MD result in complications - reference the multiple on the table below, but the breeding still resolves as normal, if possible. If you are skilled in Spell Husbandry, you can modify a die by ±1 per skill check success, before complications are assessed.

Spell mutations are cumulative.

Breeding Result
  1. Stillborn.
  2. Mutant. A randomly mutated variant of one of the original spells.
  3. Cloned. Two spells are born, exact clones of one of the original spells.
  4. Purged. A clean copy of one of the original spells is born, removing all its mutations and modifications.
  5. Hybrid. A hybrid spell drawing from all original spells is born, as determined by the GM or player ideas. If only one spell was used, tweak the wording of the new spell.
  6. You may choose any of the previous results. You may also choose to swap or remove a mutation.

Breeding Complication
  1. Incursion. The die-off of your spells has accidentally powered a portal to the spirit world. Hungry spirit-beasts with [sum of the ritual] total HD burst through.
  2. Cross-mutation. On a double, a random newborn spell-wisp instead becomes a completely random spell. On a triple or more, all newborn spell-wisps from the ritual are affected. Any mutations are carried over.
  3. Enchantment. On a double, a random newborn spell-wisp instead fuses with a nearby item, creating a new magical item (one-off or permanent). While useful items are certainly possible, this can also create traps, hazards, curios or cursed items. On a triple or more, a random newborn spell-wisp instead possesses and animates a nearby item.
  4. Jailbreak. On a double, a random newborn spell-wisp flees and manifests with [dice of the ritual] HD. On a triple or more, all newborn spell-wisps from the ritual and from all nearby receptacles become unbound, manifested and left to roam freely.
  5. Orgy. Per each MD showing a 5, add +1 MD and another spell drawn into the ritual from a nearby receptacle, magic item or local enchantment.
  6. Brainstorm. A runaway feedback loop between the ritual array and your brain has left you on the floor, twitching and babbling. Lose 1 Will per MD showing an even number and gain 1 CD per MD showing an odd number.
 
An incarnated spell-wisp, trapped and
ready to be returned to your brain.
 
d100 Spell Mutations
Based on the other spell mutation tables. You can also roll a d30 if you need a negative mutation.

  1. Perfect. The spell cannot be bred or mutate any further.
  2. Feeble. The spell is lesser, numerically or in potency; [sum] becomes [highest] or [dice], etc.
  3. Brief. The spell's duration is reduced. If instantaneous but creating a permanent effect, the effect becomes temporary or illusory. For example, a magically unlocked door would relock itself.
  4. Lazy. The spell's range is reduced. Touch spells become self only.
  5. Diminutive. The spell affects a smaller area or fewer targets. If already single target, affects a single body part.
  6. Niche. The spell is narrower in utility. For example, charm person becomes charm elf.
  7. Infirm. The target has an advantage on their save, or gets a save if the spell would not normally allow one.
  8. Vexing. The spell requires either a bothersome reagent that is consumed by the casting, or a cumbersome focusing item that takes up at least 2 Slots.
  9. Cancerous. All MD invested in this spell are d4.
  10. Sluggish. Once cast, the spell only takes effect after its original casting time passes again.
  11. Runic. The spell may only be cast by drawing a complex runic diagram. Its casting time is a step slower (round becomes minute, minute becomes hour).
  12. Draining. You cannot use any magic for [lowest] rounds after casting this spell.
  13. Exhausting. Take 1 Fatigue when you cast this spell.
  14. Withering. Age [dice] years when you cast this spell.
  15. Greedy. All MD invested in this spell are always burnt.
  16. Jagged. Take [dice] irresistible damage when you cast this spell.
  17. Querulous. The spell can only be cast under certain conditions - at midnight, while standing on a threshold, in a city, etc.
  18. Allergic. The spell is disrupted by a specific substance or condition. For example, a fireball that fizzles in the rain, or healing word that fails if the target is wearing a hat.
  19. Unreliable. If any MD rolls a 1, the spell fizzles.
  20. Erratic. If any MD rolls a 1, the spell goes off in a random direction or targets at random (including the caster).
  21. Imbued. The spell likes to be imbued in an item. It does not have to be a wand (the spell is not picky), but it must be held during casting. Casting the spell without an imbued item will cause it to step down all MD.
  22. Unfaithful. The spell, after its effects take place, will move to the mind of a nearby creature at random instead of returning to you. They can cast it once at 1 MD before the next dawn, during which it will return to you.
  23. Twinned. The spell has an identical twin that always resides in the same receptacle. Whenever one is cast, the other must be cast alongside it at a different target. This takes just a single action for both, but you must invest at least 1 MD separately in each.
  24. Forbidden. To understand this spell means to fill your head with dread knowledge. You may only cast it if you have at least one Vice. When you attempt to memorise the spell and have no Vice, you may opt to gain a random Vice. Add +[Vice] to the spell's [sum].
  25. Corrupted. Casting this spell causes you to gain 1 CD, but it counts CD towards its [sum] and [dice].
  26. Hexed. Mishaps make nearby plants wither, food spoil and unborn things mutate. Dooms affect a massive area.
  27. Unstable. Mishaps and Dooms open short-lived rifts to Dreamlands or stranger planes.
  28. Wounding. The target also starts bleeding.
  29. Mutagenic. The target must also save vs mutation.
  30. Illusory. The spell is merely an illusion, but the target will believe they were truly affected until someone slaps some sense back into them.
  31. Empowered. The spell is greater, numerically or in potency; [dice] becomes [sum] or [highest], etc.
  32. Lingering. The spell's duration is increased. Instant effects, for example, now last for several rounds.
  33. Roaming. The spell's range is doubled, or becomes 30ft if it was touch or self.
  34. Massive. The spell affects a larger area or more targets.
  35. Unbounded. The spell is broader in utility. For example, charm person becomes charm creature.
  36. Heightened. The target has a disadvantage on their save.
  37. Quickened. The spell can be cast as a half action.
  38. Maximized. The spell's [sum] is treated as maximum given invested MD (6 for 1 MD, 12 for 2 MD, etc.), but the MD are burnt. Still roll the MD to check for Mishaps and Dooms.
  39. Corporeal. The spell physically manifests the spell-wisp itself - an alien, fey creature - that carries out its duty at your behest and dissipates once its effects have been performed. It is rather stupid, easily distracted, and follows your orders to the letter rather than the spirit, but does so with enthusiasm. The MD stay invested until it de-manifests.
  40. Potionified. The spell leaks from your fingertips as a colourful liquid. The first applicable target to touch the potion gets affected by it and the liquid dissipates.
  41. Glyphic. The spell forms a glowing rune on a touched surface or in mid-air, and only takes effect when a suitable target touches the glyph.
  42. Bloodletting. You can use Constitution Vigour damage in place of investing MD.
  43. Maddening. You can use Wisdom Will damage in place of investing MD.
  44. Repurposed. The possible targets of the spell change to (d4) 1. creatures, 2. items, 3. material, 4. magic.
  45. Reshaped. The spell's effect manifests in a different shape. For example (d6) line, cone, cube, sphere, wall, ring.
  46. Sculpted. You can create gaps in the spell's effect. For example, cast a fireball that leaves a hole in the middle, or sleep that circumnavigates your allies.
  47. Safe. You may choose the spell to fizzle instead of suffering a Miscast with it. You may lose the spell permanently instead of suffering a Doom with it.
  48. Subtle. The spell can be cast without a gesture or incantation.
  49. Silent. Neither casting the spell nor any of its effects produce any sound whatsoever. You still must say the incantation, silently.
  50. Shrouded. The spell is completely imperceptible to magical senses and divination.
  51. In/Visible. If the spell's effect was obvious, it is now invisible or hard to notice. If it was inconspicuous, it is now obvious and flashy.
  52. Mundane. The spell tries to manifest in ways not unusual for the local environment, and will leave anyone without a magical expertise unsure whether the effect was even magical in nature.
  53. Flavoured. The spell changes in element or specialization. For example, fireball becomes ball of lightning, charm person becomes charm bird, etc.
  54. Reversed. The spell does the opposite of its original effect.
  55. Haunting. An echo of the spell remains in the area for minutes/hours/days/weeks. Suitable targets in the area must save or have the echo affect them at 1 MD.
  56. Lucky? All MD rolls above half their value are treated as maximum. All MD rolls below or equal to half their value are treated as minimum. Mishaps and Dooms are still resolved using the normal results.
  57. Sympathetic. If you have in your possession a personal belonging or a piece of the target, you can burn it up to grant the spell unlimited range without line of sight. The magic will even slip through the cracks between worlds to reach its target. It is impossible to hide from the spell, but it may be stopped by powerful protections. The target will know where the spell was cast.
  58. Predatory. Mishaps or Dooms instead indicate the destruction of another spell or magic item in your possession, while this spell goes off as normal.
  59. Chrysalis. Mishaps or Dooms instead indicate that the spell metamorphoses into a new random spell, keeping mutations, then goes off as normal.
  60. Merciful. The spell fails if used to harm the target. If damaging, it deals non-lethal damage.
  61. Peripatetic. The spell will happily jump from receptacle to receptacle, taking just a standard action to do so.
  62. Stylish. The spell is a show-off. It is noisy, flashy, attention-drawing and cool. Impractically so. Add some lights, smoke, distant thunder or other minor illusions.
  63. Phasing. The caster phases out of spacetime for [dice] turns after they cast the spell, but before it resolves.
  64. Potent. Step up one MD when casting this spell.
  65. Bouncing. When the spell fails (e.g. target saves, but not when countered), it bounces to a random different target (friend or foe) until it finds one that can be affected or runs out of targets in range. The spell will not bounce to the same target twice.
  66. Chained. When you cast this spell with 2+ MD, discard the highest die after it first takes effect and choose a new target, originating from the previous target. Repeat until you run out of dice. The same target cannot be chosen twice.
  67. Gatling. Instead of recovering MD when you cast the spell, recast it again as a free action, repeating until all invested MD are spent.
  68. Warping. Every time you cast this spell, also teleport exactly [dice] paces.
  69. Obscuring. The spell creates a puff of thick smoke with every casting, enough to conceal the caster from view for a round.
  70. Brilliant. The spell is unaffected by counterspelling, dispelling or antimagic in general.
  71. Piercing. The spell is unaffected by magical defences or deflection.
  72. Caustic. Deals [sum]/2 acid damage to the target at the end of their next turn.
  73. Forceful. Slams the target with excess energy and - based on [dice] - throws them off balance/knocks them back/knocks them prone/sends them flying, save negates.
  74. Dazzling. The target is also blinded for [dice] turns.
  75. Vital. The caster also regains [dice] hp.
  76. Risky. The spell's [sum] is doubled on Mishap, tripled on Doom.
  77. Contagious. Anyone who touches the target while they are affected (for spells with duration) or touching the target while they are hit (for instantaneous spells) is also affected at half the effect.
  78. Contingent. The spell becomes single target and has no immediate effect. It lays dormant in the target until a specific condition is met, then goes off. Each spell has its own perceivable condition, chosen when you first cast this spell. The spell only returns to its receptacle once it goes off.
  79. Seeking. As long as you know where the target is and there is an unobstructed path to them within the spell's range, the spell can reach them, flying around corners and through crevices.
  80. Sickened. The spell is a carrier for a random disease that will be contracted by the target, save negates.
  81. Darkening. When cast, the spell also snuffs out all nearby light sources and attempts to dispel magical lights.
  82. Death-cursed. When you die, you may cast this spell immediately, investing MD equal to your maximum.
  83. Precise. You can choose any value for [dice] that is lower than or equal to the actual [dice], and any value for [sum] that is lower than or equal to the actual [sum].
  84. Interrupt. As a reaction when a spell is cast within sight, you may cast this spell at that caster.
  85. Reliable. Roll an additional MD, then discard one die result of your choice.
  86. Named. If you shout your target's full real name as you cast the spell, +1 MD.
  87. Mimic. The spell can assume the effects of any mutations of other spells in the same receptacle.
  88. Solar. Any MD invested in the spell are stepped up when cast in direct sunlight.
  89. Lunar. On the night of a full moon, the spell only expends MD on a 6. On the night of a new moon, the spell cannot trigger Mishaps or Dooms.
  90. Chthonic. The spell is cast at +1 MD while underground.
  91. Elvish. The spell looks beautiful. It cannot affect iron and can be dispelled by a good whack of iron.
  92. Dwarvish. Add +1 to [sum] per Inventory Slot you have filled with only gold and valuables. The spell cannot be cast if you carry no treasure.
  93. Orcish. The spell looks brutish and dangerous. The target must also save vs fear.
  94. Goblinoid. The spell looks green and disgusting. The target also takes [dice] Filth.
  95. Necromantic. If a living target dies as a result or under the effects of the spell, their corpse is immediately raised as a zombie with [dice] HD. The zombie is not under your control. If an undead target dies as a result or under the effects of the spell, it cannot be raised again.
  96. Sacrificial. If you kill an intelligent creature with [dice] or more HD as you cast the spell, the invested MD will not be spent and Mishaps or Dooms cannot be triggered.
  97. Spell fusion. Instead of mutating, the spell fuses with a random other spell in the same receptacle (or the nearest spell), destroying both mother spells and creating a new spell with hybrid effect.
  98. Soul fusion. Instead of mutating, the spell degenerates and fuses with your soul, becoming a new cantrip. Its effects are much weaker, but it can be cast at will.
  99. Spellborn homunculus. The spell attains full sapience and becomes a person. It still lives in your head until you find a way to materialize it, but it can talk to you and has its own goals. If displeased, it can refuse to be cast, or cast itself, etc. If well-pleased, it will try to assist you. Spell-wisps enjoy being in your brain and dislike being in the spellbook, which is akin to prison.
  100. Proliferate. Reroll, plus all spells in the same receptacle also randomly mutate.

Rare metamagic rods also exist, which contain a spell mutation that they apply to any spell cast through them.

19 October 2026

Class: Were-Cursed

Not all curses are curses at all.
 
by Vetkhiy Barsuk
 
This is a curse class, meaning that if you satisfy its Quest with no template slots left, you lose your latest template and gain Were A instead.

Quest: Survive being injured by the bite of a Were.

Hit point loss does not count, only an actual Wound. As my players are already all too aware by now, even getting injured by the tooth from a long-dead Were's skull does count.

Items: nothing but bloodied rags

Skills: Animal Senses and one of Man-Hunting, Intimidating Growl, Scent-Tracking, Wilderness Survival

Per template: +3 hp

A: Slave to the Silver Moon, Moon-Maddened Metabolism
B: The Beast Unchained, The Moon Painted In Blood
You may advance to further templates only once you gain moon-silver tattoos to bind you protean powers.
C: choose two Moon-Gifts
Δ: gain another Gift when you devour the heart of a Were who possessed such a Gift

Slave to the Silver Moon
You are poisoned by silver. Silvered weapons deal +d8 damage to you and prolonged touch of silver negates all effects of this class except for Slave to the Silver Moon, plus causes disadvantage on all tests due to searing pain.

Please keep in mind that silver coins are quite common. Wear gloves.

You are bound to the Silver Moon. During the three nights around a full moon, make a Will save with a -1 penalty for each month that you have successfully staved off the transformation, or transform into a rabid beast until dawn. During this time, you are an NPC controlled by the GM.

Moon-Maddened Metabolism
All of your bodily processes are on fast forward. Gain:
  • +2×[templates] to saves against poison and disease, and
  • DR [templates], pierced by silver.

Human food can no longer fully satisfy you; gain no Comfort from it, no matter how tasty it might be. However, each day you may gain Comfort equal to the highest HD of a creature whose flesh you have eaten raw and still warm with their fading life.

The Beast Unchained
You have tangled with your beastly urges and came up on top.

Sidebar: Willpower (wp) is basically mental hp or sanity, decreased by stress rather than damage. Once you run out of wp, you start freaking out and may gain Vice if you take further stress. I should post the full rules one day.
Edit: Or as an alternative if your rule set does not have a sanity meter:

You have a Frenzy gauge and gain Frenzy instead of taking stress. Once your Frenzy gets higher than your Con, you immediately go into a frenzy and remove half your Frenzy afterwards. Otherwise, remove Frenzy the same way you would remove Fatigue.

As a full-round action, you can take d4 stress and transform into your beast form. As long as your stress is lower than or equal to your Will, you retain control even in animal shape and can return to human form at will as a full-round action. Otherwise, you become a rabid beast. You still must transform for the full night of the full moon, but may retain control.

While in your beast form, you gain unarmed attacks based on your animal shape and may have other abilities such a creature would possess. There are Were-variants of most mammals, many reptiles or birds, and few other animals.

For example:
  1. Wolf or Fox: bite 2d4
  2. Bear or Tiger: claw/claw 2d6, bite d8
  3. Boar: tusks d12
  4. Horse or Doe: kick d8, fast
  5. Cat or Rat: scratch d2, sneaky
  6. Raven: peck d2, flight
  7. Crocodile: bite d12, swim
  8. Serpent: bite d4 poison

Your hit points and characteristics do not change when you transform, but your actions are limited by your new form. You cannot speak, use items or wear armour, unless your form has the vocal chords, opposable thumbs or armour fitted to do so. You also drop your equipment and inventory when you transform.

You can pass as a totally mundane animal in your beast form, unsuspicious in its natural habitat, and can communicate with other animals of its kind.

The Moon Painted In Blood
When you transform into beast form while in moonlight, regain full hp.

When you transform back into human form, all Wounds you have suffered while in beast form get better. This even lets you reattach lost limbs, if they can be held to the stump during transformation.

Should you still lose a limb, you can consume one week's worth of food (or a large, fresh corpse) to regrow it over the course of a day. This does not apply to body parts lost to silver or mutation.

This is my replacement for the commonly used per-round regeneration, which I have always found too fiddly and aggravating to track.

Moon-Silver Tattoos
Intricate designs inked with an addition of pure powdered moon-silver, a badge of status and an anchor of your identity against the maddening tides of your ever-changing flesh. Creating such tattoos is an arduous process, and painful for the subject. This delicate and dangerous work requires permanently poisoning a Were with just enough silver to subdue their curse, but not enough to cause life-threatening complications.

The tattoos seem to shift or flow when viewed closely. How do yours look?

You may not gain any Moon-Gifts unless you have a set of moon-silver tattoos. Or rather, if you gain any Moon-Gifts without them, you will permanently transform into a ravenous moon-behemoth on the next full moon.

At will, you may hide your tattoos or make them shine with faint moonlight. They will always flare up when you transform, though.

Note: Your beast form can be no more than one size category larger or smaller than your human form, unless you have Mouse-or-Mountain Technique, and must be a living animal or person, unless you have Taste of Divinity Method. You only gain the natural abilities of your form, not any learned abilities.
 
Mild-Mannered Librarian
from Magic the Gathering
 
And now for the d20 Moon-Gifts:

1. The Sacred Blood-Hunt
Under the light of a full moon, you can embark on a ritualistic hunt. Choose one animal or person. If you can kill the target yourself (indirect attacks like poison are acceptable) and devour their heart before the sun rises, you will learn how to assume their form. There is no limit to how many forms you can learn in this fashion, but you can only hunt one creature per night.

Your forms are specific. You do not gain the form of a horse, but rather of the horse that you have hunted.

2. Lifeblood of the Hummingbird
When you devour a freshly slain creature, you may assume its shape. You lose access to the form once you transform back.

3. Mouse-or-Mountain Technique
You can transform into creatures of any size, if you can gain such a form.

You also permanently learn any forms that you are polymorphed into.

4. Taste of Divinity Method
You can transform into creatures of any type, if you can gain such a form.

You also no longer age.

5. Changing Plumage Mastery
You can choose to hide your equipment and inventory Elsewhere while in beast form, rather than having it fall to the ground.

When you return to human form, you may transform your mundane clothing into any style of your choice. Armour, winter garb or other clothes with mechanical effects cannot be affected.

6. Red Ran the Rivers
As you transform into beast form, you may choose any die from d4 to d12. You and all nearby combatants deal that die of extra melee damage until the end of the encounter.

7. Red Rage Rebirth
When you would die in human form, instead transform into your beast form and go on a mindless rampage, unable to distinguish between friend and foe.

When you would die in beast form, instead transform into an unconscious and bleeding (but still barely alive) human form.

Remember that you may not transform while poisoned by silver.

8. Red in Teeth and Terror
No one can remember you transforming or link your human and beast forms together. This does not apply to creatures immune to fear or protected by magic.

When you would strike a killing blow, you may instead scar the target. Such target will forever feel overwhelming fear towards you, no matter your current form. Any intimidation you would attempt against them counts as a critical success.

9. Flesh Like Quicksilver Practice
You can transform as a half action.

You can also transform into any smaller form you possess as a reaction when attacked, avoiding the blow.

10. Inconspicuous Feral Lifestyle
While in beast form, your mind reads as that of a normal animal and you do not detect as magical in any way. In addition, transforming grants you a bonus save against any mental effects currently affecting you.

11. Beast-Man-Beast Method
You only take 1 stress to transform. In addition, you can take d4 stress to ignore any transformation-like effect - polymorph, petrification, etc.

12. Mudra of the Half Moon
You can stop your transformation mid-way, assuming a hybrid form. You will have access to all your beast form's abilities while retaining your vocal chords, opposable thumbs, etc.

13. Mudra of the Ever-Changing Moon
While in moonlight, gain a swim and climb speed equal to your normal speed, take half falling damage and leap up to your speed with a running start. Your body is always slightly shifting to facilitate your movements.

14. Inexorable Wolf's Pace
You can run really fast (+4 Movement Speed), no matter your form. While in beast form, you also always move slightly faster than someone who is running away from you.

15. Blood Moon Medicine
When you feed your blood to others, you may also transfer your hp to them. Any hp over their maximum become temporary.

16. Mind-Shattering Howl
As you transform into beast form, you may let out a terrifying howl, screech, etc. All enemies that hear it test Morale.

17. Pet-on-Lap Misdirection
Once per session when you are not present in a scene, you may reveal yourself to have been one of the animals or non-named background NPCs "all along", as long as you have a fitting form.

18. Blessed Moon-Silver Inoculation
While your moon-silver tattoos are not hidden, silver no longer affects you in any way. In addition, your bonus to saves also applies against mutations.

19. Invulnerable Skin of Moon-Silver
While your moon-silver tattoos are not hidden, resist all non-silver damage.

20. Choose any appropriate canine Gift.

8 October 2026

GLOG: Familiars

A magic-user may persuade any creature to perform a ritual with them and enter into a contract of familiarhood. This replaces one class ability of the caster's choice and the creature will likely have wants and stipulations. More powerful familiars require more complex rituals (and XP) to bind, and the caster should take care that the would-be familiar is not too powerful, lest the caster risks being bound instead and becoming the familiar. Each caster may only have one familiar and the binding lasts until death does them part - and sometimes even beyond that.
 
Wizard's Familiar by Cassie Hunter
 
When you perform the familiar ritual, choose two Familiar Gifts that your familiar will be imbued with:
  1. Aid(e). While your familiar is assisting you, gain a +2 bonus to one attribute or +4 to one skill of your choice. This Gift may be chosen multiple times for different attributes or skills.
  2. Bound by name. Your familiar can now be summoned by anyone who performs a ritual that requires the familiar's name, a magic circle and a source of power.
  3. Change shape. Your familiar gains an alternate form. If the form is roughly comparable - a mouse into a dove and a horse into a human - they can transform at will, otherwise they need to consume a rare and expensive ingredient to transform. This Gift may be chosen multiple times.
  4. Familiar pocket. Your familiar may disappear Elsewhere while not needed and reappear when you call it. 
  5. Familiar token. Your familiar may transform into a small-ish item (a ring, a shawl, a sword) and back at your command.
  6. Mutated. Your familiar gains a mutation - choose one basic mutation from here, or 1 point of Evolution from here. This Gift may be chosen multiple times. If you use rare and expensive ingredients in the familiar ritual, you may choose a war mutation instead, or gain +1 point of Evolution.
  7. Share concentration. Your familiar can maintain concentration on a spell you cast, as long as you stay nearby or share a mind. This lets you either concentrate on two spells at once, or roll twice for concentration on a single spell.
  8. Share mind. You may communicate telepathically with your familiar, as long as you stay within a mile of each other and in the same dimension.
  9. Share soul. You can cast spells through your familiar, as long as you stay nearby or share a mind.
  10. Spark of magic. Your familiar gains a cantrip. This Gift may be chosen multiple times.

Heavily inspired by these rules.

27 August 2026

Class: Wizard of the God-Serpent

You were anointed by the blood of the forever dying God-Serpent, the beheaded Ouroboros. You were given a mission:

Survive, scavenge, study and spread.
Subvert, subsume, supersede.
Save me.

Go forth, little snake, and ease your sire's suffering.

This is half a stolen snake wizard, revised and reflavoured for my setting, and half a snake mutant race.
 
from a player of mine
 
You are an Outsider, but bound to become an Outlaw unless you are careful with your machinations. Do not fail the God-Serpent.

Items: d20 pet snakes

Skills: Herpetology

Perks & Flaws:
Your body is partially covered in scales, however much you choose. You can speak with snakes.

You are cold-blooded. You may never gain resistance or immunity to cold and cannot rest while cold.

Cantrips:
  1. Your eyes are slitted. You may switch between normal vision and infravision.
  2. Your tongue is forked. If you can smell something, you can taste it too, and all magical things taste weird.
  3. You can unhinge your jaws and swallow anything that is less than the circumference of your neck without difficulty. You can regurgitate anything you have eaten (and not digested or passed) at will.
from Dark Souls
 
Spells:

1. Coiled Strike
When you cast this spell, choose one:
  • One or both of your arms transform into serpents until dismissed, and can be used as melee weapons dealing d6+[dice] damage, with a 10ft reach. If you transform both of your arms, you can attack twice per action, but cannot grasp or gesture.
  • Your head transforms into a viper's head on an elongated neck and makes a single attack for [sum]+[dice] damage with a 30ft reach.

2. Shed Skin
Pull off your own skin. This takes d6-[dice] full rounds (min 1) and leaves you naked. Afterwards, choose one of the following:
  • Restore [sum] hp.
  • Restore [dice] points to a damaged attribute.
  • Your body changes according to your wishes - your hair or eye or skin changes colour, your height or gender or apparent species adjusts - but no more than a professional prosthetic makeup could manage and with no mechanical effects. You may dismiss this effect at will, returning to your natural appearance, but if you do not do this before [sum] hours elapse, your new form becomes your natural one. You may never use this spell to create the same appearance twice.
Your shed skin is whole, similar to that of a snake, and can be kept.

3. Gift of God's Fangs
Up to [dice] touched weapons or [sum] projectiles become envenomed, dealing +d4 poison damage for 1 hour.

While you have this spell memorised, also grow fangs (d4 poison).

4. Gift of God's Tail
Your legs merge and transform into a massive serpent's tail, shunting everything you have worn on your lower body Elsewhere. You cannot be knocked prone and can grapple with your tail while keeping your hands free. This lasts until dismissed.

For every [die] after the first, choose one of the following:
  • Make grappling tests with advantage.
  • Swim at full running speed.
  • Your body can twist, contort and squeeze into any shape without suffering harm, except for your skull. You can wriggle free from mundane manacles nigh-instantly, and from being hogtied in a minute.
  • As an action, you can coil your tail tightly as a spring and then jump triple your normal distance.

5. Serpent's Charm
As you lock eyes with a nearby creature, it must save vs charm. On success, choose for it to be unable to move closer to, or further away from you. On failure, it is unable to move from its place at all. It can still perform any action except for moving. As an action, it can save again to negate the effect. Creatures of HD [dice]×2 or more are immune to this effect.

6. Charm Serpents
Up to [sum] total HD of snakes or snake-like creatures within 60ft are lulled into a peaceful daze. This lasts for [dice] hours or permanently with 4+ [dice], but breaks when any of the targets is attacked or otherwise endangered.

7. Snake Ball
A massive illusory sphere of serpentine mating orgy springs from your outstretched palm and starts rolling, up to 30ft per round for [dice]×2 rounds. Any creature struck by it must save vs fear, and flee or fall prone on failure.

8. Sticks to Snakes
R: touch; D: [dice]×2 minutes
A bit of a misnomer, as this spell can target sticks, staffs, snake tattoos or snakes.

Sticks or snake tattoos are transformed into actual snakes, up to [sum] of them. Each has 1 hp and bites for 1 poison damage, but more importantly is clever enough to follow complex commands. If a tattoo snake is killed, it discorporates into ink and flows back onto its owner's skin.

Staff (only one) becomes a large snake with [dice] HD, [dice]×2 armour and a bite dealing d6 damage. If the staff was magical, you may choose the bite's damage type and may originate your spells from the snake. If the snake is killed, it reverts back to a staff, cracked.

Snakes, up to [sum] total HD of them, are transformed into sticks or staves, save negates. Huge or magical snakes may become staves with special properties.

9. Snakes to Stairs
Stomp on the ground and a [dice]×50ft long snake will emerge to anchor itself between you and a point within its reach. It will serve as narrow stairs or walkway, but will not move from its place nor take part in combat. It has [sum] hp and disappears after [sum] minutes if not destroyed.

10. Snake Cache
R: self; T: swallowed item
If you cast this spell while swallowing (or regurgitating) an item, it is stored in (or retrieved from) an extradimensional space rather than your stomach. You can access up to [sum]×[dice]th Slot in this virtual "inventory" and store or retrieve as many items as you wish with a single casting.

The target must fit within your mouth and the accessible Slots, or the spell fails. Time basically doesn't pass in the pocket dimension, so items will be retrieved in exactly the same condition as when stored.

Kabuto from Naruto
 
Emblem Spells:

11. Shape of the God-Serpent
Call upon the God-Serpent and transform yourself into its likeness. You are now a man-sized snake with steel-like scales that grant you DR [dice]. Gain [sum] temporary hp; the transformation lasts until you lose them. In addition:
  • You do not need gestures and incantations to cast your spells, and snake-related spells you cast do not trigger Mishaps and Dooms.
  • You are immune to all special powers and abilities of snake-like creatures. For example their venom, hypnotic or petrifying gaze, etc.

12. Avatar of the God-Serpent
Call upon the God-Serpent and its avatar slithers into existence somewhere near you. The avatar is not under your control, but is not immediately hostile to you. It remains for a day/hour/minute/round, based on [dice], while its power is based on [sum]:
[1-6] ball python-sized, HD 2, bite/crush 1d6
[7-11] anaconda-sized, HD 4, bite/crush/poison spit 2d8
[12-19] dragon-sized, HD 8, bite/crush/poison breath 3d10 area
[20+] castle-sized, HD 16, bite/crush/poison breath 4d12 area, flying, spell-casting

Nagini
from Fantastic Beasts and Where to Find Them
 
Dooms:
  1. Lose one of your cantrips at random for a day.
  2. You can no longer speak with snakes and most become hostile to you.
  3. You permanently become a small, common snake. Your human mind will leave you in d6 days.

Your Dooms can be reverted by consuming the God-Serpent's raw flesh, though they can happen again. They can be forestalled completely by raising a large temple to the God-Serpent, as long as you venerate it there daily.