Magimorphosis

Spells, at their fundamental nature, are thoughts without bodies. Just as all spells are, to a much lesser extant than a human, sentient, they are able to grow and change, especially when put under sufficient stress. When a magic spell from a Grimjelly is cast under stressful or dangerous conditions, it might change. This process is called Magimorphosis

Grimjelly (Mutate Spell)

This process can be triggered on a spell in a grimjelly by casting a spell of Mutate Spell

Morph Mutations

This same process can also apply to Mutations. Typically, this is at GM discretion but is made more likely by the presence of certain other mutations.

Procedure

When a spell or mutation morphs, either by the fiction or by magic, roll twice on the Basic Adaptions table. Results not on the table or that cannot be feasibly applied to the magic do nothing.

Grand Adaptations

When purposefully morphing a spell, the player may choose to permanently break an item that takes up at least one slot in their inventory. The item must also be valuable, either to the spell or to the character. To gain something, something of equal value must be lost. If they do, instead of rolling twice on the Basic Adaptions table, they roll once on it and once on the Grand Adaptations depending on what they’re attempting to morph, either a spell in a Grimjelly or a mutation on a creature

Basic Adaptions (d100)

# Adaptation Description
1-2 Concentrate Effect The spell becomes stronger
3-4 Increase Range The range of the spell improves. Roll on the Random Drawbacks Table.
5-6 Blast Spell The spell gains blast if it doesn’t already have it, or increases range if it does
7-8 Durability The spell effect lasts longer or becomes easier to use
9-10 Improved Applicability The spell affects a broader category of targets. charm person becomes charm
11 Self-Healing If the spell would cause a Fatigue it has a 1/4 chance of not doing so
12 Portability It looses the bulky tag. Otherwise, if you carry another Grimjelly, this spell’s becomes petty. If it’s a mutation, it doesn’t count towards the cost of adding new mutations
13 Chaining If it hits a target, the spell has a 1/4 chance of jumping to a new target
14 Stitching You may cast this spell while casting another spell in a single action
15 Backed by Will If you pass a WIL save and gain a Fatigue this spell cannot be saved against
16 Subtle Casting can be done without being noticeable
17 Sculpting You have more control over your spell. If it effects multiple targets you can pick which
18-20 New Flavor The spell changes elements or orientations. Fireball becomes lightningball, protection from evil becomes protection from good, charm person becomes charm bird (or perhaps infuriate person), web becomes freedom of movement
21-22 Diluted Effect The spell effect becomes weaker
23-24 Decrease Range Range reduces
25-26 Tighten Grouping If the spell has blast it either looses it or decreases it
27-28 Fragility The spell lasts less long or becomes harder to use
29-30 Decrease Applicability The spell effects a narrower category of targets. charm becomes charm person
31 Hungry spell requires a specialized item to use. Item must take up at least 1 inventory slot
32 Resistible Unwilling targets can make a save to resist the effects. A resisted spell might have a lesser effect (e.g. half damage), or might be completely ignored
33 Slothful This spell takes some time to go into effect, typically at the start of the next round
34 Exhausting This spell gives additional Fatigue
35 Maddening This spell does 1d4 WIL damage to you upon casting. Cannot cause critical damage
36 Unstable Whenever you cast this spell roll once on this table. It gains that effect during this casting
37 Bulky The grimjelly of this spell becomes bulky
38 Fussy This spell can only be cast under certain conditions
39 Unreliable This spell has a 1/6 chance of fizzeling. You do not gain a fatigue
40 Erratic The spell has a 1/6 chance of targeting a random target (including yourself)

Grand Adaptions (Grimjelly) (d6)

# Adaptation Description
1 Spellborn Homunculus The grimjelly morphs into a usable body. Roll 1d6 HP for it and it a mutation along the lines of the original spell. It can no longer be used to cast the spell. It’s now a familiar.
2 Sentience The spell gains a personality and a will of its own. Give it a WIL (3d6)
3 Bleeding This spell has a 1/6 chance of creating a scroll with it’s effect. The grimjelly must be wrapped in paper for this to work
4 Cannibalism This spell will eat another Grimjelly or mutation on your body. It gains properties similar to that effect
5 Become Artifact This spell is permanently destroyed, but the item is not. The item becomes a relic with the spells effect. Assign it charges and adjust its strength depending on the value of the item (sentimental or otherwise
6 Become Mutation A Grimjelly becomes a mutation on your body. Reroll if the target was a mutation

Grand Adaptions (Mutation) (d6)

# Adaptation Description
1-2 Mystical Symbiote The mutation gains a STR (1d6). You may have it make saves or take attribute damage in your stead. This mutation can die. Stacks up to 3d6 re-roling for STR each time taking the higher result
3-4 Sentience The mutation gains a personality and a will of its own. Give it a WIL (3d6). If you have more than one mutation with this effect, they share a personality
5-6 Assimilation This spell will eat another Grimjelly or mutation on your body. It gains properties similar to that effect

These rules are based off the mutant spell rules from GLOG, courtesy of Goblin Punch