Vipergout Spell — Evil Serpent Summoning, Poison Magic, and Fiendish Viper Control
Vipergout is a vile summoning spell that turns the caster’s mouth into a diseased gate, disgorging venomous serpents into the fight at the cost of speech, dignity, and spiritual cleanliness.

Vipergout is an evil conjuration spell that makes summoning intimate, humiliating, and corrupt. The caster does not open a clean circle or call a servant through a distant planar breach. Instead, the spell rises through the body as a sickening pressure, climbs the throat, and erupts from the mouth as living serpents.
The vipers are not truly stored inside the caster’s stomach or lungs, and they do not prevent breathing. The horror is magical rather than anatomical. Even so, the visible effect is unmistakable: the caster convulses, gags, and vomits poisonous creatures into the world. Witnesses remember the retching before they remember the battle.
This is not a respectable summoning spell. It is the sort of magic that stains a reputation, alarms temples, and marks a caster as someone willing to let evil pass through their own body if it will win the fight.
Effect
Vipergout summons a clutch of fiendish vipers through the caster’s own mouth. The serpents emerge over the course of the spell rather than appearing cleanly in a circle or bursting from a distant gate. Each one lands beside the caster, then slithers into the fight as a venomous summoned servant.
Until all the vipers have been expelled, the caster cannot speak clearly. The spell turns the mouth from an instrument of command into a corrupt threshold, denying the caster verbal magic, command words, and intelligible speech while the serpents remain unbrought forth.
The caster can still breathe. The vipers are not physically packed inside the body, throat, or lungs. Vipergout creates the appearance, sensation, and magical consequence of expelling them, but the body horror is a conjured manifestation rather than literal anatomy.
Any vipers not released before the spell ends are lost. All vipers vanish when the spell ends.
Mechanics Tabs
The rules below are mechanics tabs for different game editions.
Vipergout 5.5e / 2024
Vipergout Pathfinder 1e / 3.5e
Vipergout 3.0e
Vipergout 5.5e / 2024

3rd-level conjuration
Descriptor / Tag: Evil
Casting Time: Action
Range: 30 feet
Components: V, S, M (a shed snakeskin)
Duration: Concentration, up to 1 minute
Effect: You summon 1d4 + 3 fiendish vipers, brought forth from your mouth over the spell’s duration.
Saving Throw: None
Available To: Sorcerer, Wizard
Alternative Spell Name: Serpent Gout
When you cast this spell, your body becomes a temporary conduit for fiendish serpents. You create a pool of 1d4 + 3 summoned vipers.
Starting on the turn you cast the spell, you can expel vipers from your mouth into unoccupied spaces within 5 feet of you. You may release either:
Three vipers as a Magic action, or
One viper as a Bonus Action.
This replaces the older standard-action and move-action release structure with a Magic action and Bonus Action structure for modern play.
A viper released this way appears in an unoccupied space of your choice within 5 feet of you and acts immediately after you on the same turn. The vipers obey your magical direction while the spell lasts. If you give no direction, they defend themselves and attack hostile creatures nearest to them.
Until every viper created by the spell has been released, you cannot speak, cast spells with verbal components, use command words, or activate magic items requiring speech. You can still breathe normally.
The vipers disappear when the spell ends. Any vipers not yet released are lost.
Summoned Fiendish Viper
Medium Fiend, Evil
Armor Class: 13
Hit Points: 11 (2d8 + 2)
Speed: 30 ft., swim 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 | 16 | 12 | 2 | 12 | 4 |
Saving Throws: Dexterity +5
Skills: Perception +3, Stealth +5
Damage Resistances: Acid, Fire
Senses: Blindsight 10 ft., passive Perception 13
Languages: Understands your magical direction but cannot speak
Challenge: —
Proficiency Bonus: Equals your Proficiency Bonus
Serpentine Summon. The viper is summoned by the spell and disappears when the spell ends or when it drops to 0 hit points.
Fiendish Venom. Poison damage dealt by the viper is magical.
Venomous Bite. Melee Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a Constitution saving throw against your spell save DC or take 7 (2d6) Poison damage.
Spiteful Strike. Once while summoned, the viper can deal an extra 2 Necrotic damage when it hits a celestial, a consecrated creature, or a creature the DM rules is strongly aligned against fiendish magic.
Notes
Vipergout is strong because it turns one spell into multiple hostile bodies, but it is limited by silence, concentration, adjacency, and the vipers’ low durability. Its main strength is battlefield pressure: it creates poison threats, blocks movement, distracts enemies, and makes the caster difficult to ignore.
The caster does not have a mouth full of actual snakes. The spell creates the appearance and sensation of expelling vipers, but the caster can breathe, move, and fight normally except for the speech restriction.
The vipers appear beside the caster first. They should not be allowed to appear directly at range, because that removes the spell’s grotesque threshold imagery and weakens its tactical risk.
Casting Vipergout is an evil magical act in most civilised, sacred, or lawful settings. Even when used against a genuine enemy, the caster has allowed fiendish life to pass through their body and into the world.
Vipergout Pathfinder 1e / 3.5e

Conjuration (Summoning) [Evil]
Level: Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close
Effect: 1d4 + 3 summoned fiendish Medium vipers
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Material Component: A shed snakeskin
When you complete the spell, you summon 1d4 + 3 fiendish Medium vipers. The spell has the evil descriptor.
The vipers do not all appear immediately unless you bring them forth. Beginning on the round you cast the spell, you may expel vipers from your mouth as follows:
Three vipers as a standard action, or
One viper as a move action.
Each viper appears in an adjacent square of your choice and acts on your turn, as a creature summoned by a summon monster spell. The vipers disappear when the duration ends or when destroyed. Any vipers not expelled before the spell ends are lost.
Until every viper created by the spell has been expelled, you cannot speak, cast spells with verbal components, use command-word items, or activate magic requiring speech. You can breathe normally.
A fiendish viper gains resistance to acid 5 and fire 5; spell resistance 7; and a smite good attack that provides a +2 bonus on one damage roll.
Legacy Alignment Note
Some older versions of the spell allowed celestial vipers as well as fiendish vipers. This version treats Vipergout as an evil spell by default. If a table wants to preserve the older dual-alignment option, celestial vipers can be treated as a rare variant, but the core published version is fiendish, corruptive, and evil.
Notes
Use the appropriate Medium viper statistics for the rules edition being played, then apply the fiendish creature adjustments.
This version uses 1d4 + 3 vipers as the settled creature count.
The spell’s strongest limitation is not damage but silence. A wizard who has not expelled every viper has partially gagged themself with their own conjuration.
Vipergout 3.0e

A churning in your stomach overtakes you as you complete the spell. Something slithers up your throat, and you vomit serpents.
(Spell Compendium, p. 230)
Conjuration (Summoning) [see text]
Level: Sorcerer, Wizard 3,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4+3 summoned creatures
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell summons 1d4+1 celestial Medium vipers or fiendish Medium vipers, which leap forth from your mouth to attack your enemies.
A celestial viper summoned by this spell has resistance to acid 5, cold 5, and electricity 5; Spell Resistance 7; and a smite evil attack that provides a +2 bonus on one damage roll.
A fiendish viper summoned by this spell has resistance to acid 5 and fire 5; Spell Resistance 7; and a smite good attack that provides a +2 bonus on one damage roll.
Starting in the round you complete the spell, you can spit three vipers as a standard action or one viper as a move action. (Thus, if you move and then cast this spell, you cannot spit any vipers until your next turn, but if you cast this spell without moving, you can spit forth one viper as your move action in that round.) Spat vipers land at your feet in an adjacent square of your choice and act on the same round, on your turn, just as creatures summoned by a summon monster spell do.
The snakes are not actually present in your mouth, and they do not interfere with your breathing. However, until you have brought forth all the snakes summoned by the spell, you cannot speak, cast spells with verbal components, or activate items that require speech. When the spell’s duration expires, all the vipers disappear, and any not yet brought forth are lost.
When you use a summoning spell to summon a good creature or an evil creature, it is a spell of that type.
Material Component: A snakeskin.
Why This Spell Is Dangerous in the World
Vipergout is dangerous because it makes evil useful, visible, and intimate. It does not ask the caster to make a philosophical argument, sign a contract, or bow before an altar. It asks the caster to let corruption rise through the body and come out speaking in fangs.
That intimacy makes the spell more frightening than many stronger conjurations. A demon appearing inside a summoning circle can be blamed on scholarship, arrogance, or failed containment. Vipergout leaves less room for denial. The caster becomes the gate. The body participates.
In courts, temples, guildhalls, and military companies, the spell is likely to carry a stain even when used in self-defence. Witnesses may not understand spell theory, but they understand what they saw: a magician vomited living venom into the room.
The spell is also dangerous because it silences the caster. While the serpents remain unexpelled, the mage loses the very power most associated with spellcraft: speech. Vipergout turns the mouth from instrument of command into an infected threshold.
Best Uses in Play
Vipergout is strongest when the caster needs battlefield bodies more than immediate access to verbal spellcasting. It can block doorways, crowd narrow passages, surround a single enemy, harry archers, threaten enemy spellcasters, and force foes to waste attacks on small but dangerous summons.
The spell works especially well before melee closes. A caster behind a shield wall, doorway, wagon, ruined wall, or line of allies can begin releasing vipers while staying protected. Once the snakes are out, they can spread pressure across the fight.
It is a poor choice when the caster expects to keep casting verbal spells. It is also risky in cramped spaces, where vipers appearing adjacent to the caster may interfere with allies or trap movement.
Vipergout rewards malice and planning. It is best used by a caster who has already decided that reputation, restraint, and spiritual cleanliness matter less than winning.
Failure, Risk, and Misuse
The greatest risk is self-silencing. A caster who panics after casting Vipergout may discover that the best spell in their mind is useless because they cannot speak it.
The second risk is reputation. Even when the spell is effective, it looks vile. A wizard may win the battle and lose the trust of the village, court, temple, guild, or patron who watched the magic unfold.
The third risk is tactical congestion. Vipers appearing beside the caster can block allies, clog corridors, or make movement awkward in a tight room.
The fourth risk is moral consequence. Vipergout is not merely ugly. It calls fiendish life into the world through the caster’s own body. In a setting where sacred law, temple authority, celestial judgement, or infernal corruption matters, that act may have consequences beyond the encounter.
Investigation and Counterplay
A caster under Vipergout is easier to identify than many summoners. They cannot speak normally until the spell has finished producing vipers, and their gestures, retching, and serpent emergence make the effect obvious.
Enemies can exploit the spell by forcing movement, surrounding the caster before all vipers are released, or pressuring concentration. Preventing the original verbal component can stop the spell before it is cast, but once the spell is active, the vipers are not physically lodged in the caster’s throat.
Area damage is effective against the vipers. They are dangerous in numbers but individually fragile.
A restrained caster can still release vipers if the spell has already been cast and the rules situation allows the required action. If the caster is blinded, swallowed, buried, or completely pinned, the DM should decide whether the caster can choose suitable adjacent spaces.
How the Spell Changes a Scene
Vipergout changes the emotional texture of a fight immediately. A duel becomes a public horror. A clean wizard’s battle becomes bodily and humiliating. A courtly confrontation becomes a scandal. A quiet ambush becomes a shrieking, venomous mess.
The spell also changes how witnesses judge the caster. Even allies may step back after seeing it. Mercenaries may joke nervously. Priests may demand confession, cleansing, exile, trial, or proof that the caster is not already bound to something worse.
The spell shifts attention on the battlefield. Enemies stop thinking only about the caster and start reacting to the separate threats appearing beside them. Even if the vipers do not kill, they force movement, break formations, distract guards, and make the battlefield feel contaminated.
Rules Clarifications and Edge Cases
Is Vipergout evil?
Yes. This version treats Vipergout as an evil spell by default. It summons fiendish vipers and uses the caster’s body as a corruptive threshold.
Can the caster breathe?
Yes. The vipers are not literally stored in the throat or lungs.
Can the caster talk between vipers?
No. Until every summoned viper has been released, the caster cannot speak intelligibly.
Can the caster cast nonverbal spells?
Yes, if the spell requires no verbal component and the caster can perform the other components.
Do unreleased vipers remain after the spell ends?
No. They are lost when the spell ends.
Can vipers appear farther away?
No. They appear adjacent to the caster first. Their movement after appearing follows normal creature rules.
Can this spell have a non-evil variant?
Only as a table variant. The default published version is evil. A rare cleansed or sacred serpent version would be a different spell, miracle, or regional tradition rather than ordinary Vipergout.
Adventure and Worldbuilding Hooks
The Saint’s False Miracle
A plague chapel claims its founder once defended the dying by vomiting white serpents of healing light. When the miracle returns, the serpents are black, venomous, and hungry. The priests insist the sign is holy. The bodies in the crypt disagree.
The Silent Duelist
A court wizard survives an assassination attempt by casting Vipergout during a formal duel, but the spectacle disgraces the noble house that employed him. The characters are hired to decide whether the magic was lawful defence, forbidden conjuration, or proof of infernal contamination.
The Snakeskin Ledger
A merchant dealing in rare spell components has been collecting shed snakeskins from temple crypts, plague pits, battlefield graves, and condemned sorcerers’ cells. Every wizard who buys from him finds their Vipergout spell stronger, darker, and harder to justify.
Related Spells
- Summon Monster: The closest older summoning comparison, because Vipergout functions like a specialised summoning spell that produces multiple aligned creatures.
- Summon Nature’s Ally: A useful contrast for calling animal threats into battle without the corruptive bodily horror.
- Conjure Animals: A broader animal-summoning spell for filling the battlefield with living threats without making the caster’s body the gate.
- Poison Spray: A simple venom-themed spell that shares the poison imagery without the summoning element.
- Stinking Cloud: A nauseating battlefield-control comparison, useful because Vipergout also makes revulsion and bodily disgust part of the spell’s presence.
- Silence: A natural counterpoint because Vipergout’s most important drawback is the temporary loss of speech.
Historical, Natural, and Mythic Context
Snakes carry unusually heavy mythic weight because they stand at the border between fear, healing, death, renewal, poison, and hidden wisdom. Their ability to shed their skin made them natural symbols of rebirth, immortality, and transformation, while their sudden appearance, silent movement, and venomous bite made them equally suited to curses, assassins, underworld powers, and divine punishment.
The serpent-entwined Rod of Asclepius preserves one of the strongest classical links between snakes and healing, while the caduceus shows how easily serpent imagery can become bound to travel, exchange, divine messages, and magical authority. Vipergout twists that older sacred serpent imagery into something fouler: the healer’s snake becomes the sorcerer’s expelled taint.
At the same time, serpents also belong to fear and divine punishment. The death of Laocoön and his sons, killed by serpents in classical tradition, remains one of the most famous images of serpentine doom. The Laocoön myth gives Vipergout a darker frame: snakes are not only wise or healing creatures, but also agents of judgement, omen, and unavoidable ruin.
The spell’s material component, a shed snakeskin, gives the magic a strong natural and symbolic anchor. As snakes grow, their skin does not grow with them, so they periodically shed the old outer layer in a process of molting or ecdysis. In Vipergout, that natural sign of renewal is inverted. The shed skin no longer promises healthy transformation; it becomes the dry relic that helps corruption take shape.
The word gout gives the spell its strongest character. This is not a graceful summoning, a serpent charm, or a clean gate. It is an eruption, a discharge, a filthy excess forced out of the body. The name itself makes the spell feel diseased, punitive, and morally unpleasant.
Vipergout draws on the horror of the body becoming a passage for something inhuman. The caster’s mouth, normally the instrument of command, scholarship, poetry, spellcasting, and law, becomes a wound through which fiendish serpents enter the world.
That inversion matters. A mage who casts Vipergout temporarily loses the power of speech in exchange for living weapons. The spell turns language into venom and replaces command with convulsion. This gives it a strong place in curses, infernal pacts, plague magic, blasphemous conjuration, and extreme battlefield desperation.
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