DeathTrapWizard

[Class1]

1,This Wizard has: STR: [3d6] DEX: [3d6] CON: [3d6] SPD: [3d6] PER: [3d6] WIL: [3d6] CHA: [3d6] and gains 1.) [Wizard] 2.) [Wizard] [BizarreBloodlines.OddsOfBloodline]
 * Class1

1,3 3,4 6,5 10,6 15,7 21,8 25,9 27,10 27,11 25,12 21,13 15,14 10,15 6,16 3,17 1,18
 * 3d6


 * Wizard

65,Fill a slot with a spell as usual. Borrring.

3,All this watching people fight has actually sunk in. +1 to hit every time you roll this.

1,I sense a great disturbance etc., etc. You have a form of post-cognition that allows you to detect the presence of cast spells, eldritch creatures and the like (not omnipresent magic or currently magical things going on like Detect Magic could) in a given 30x30 foot area within the last day. You will know whether it was a spell or creature or effect or what. Re-rolling this allows you to know the nature of it broadly (enchantment, demon, etc). Re-rolling this a third time tells you exactly what it is. Re-rolling it a fourth time allows you to function as a walking "Detect Magic" spell. After that re-roll.

1,Further advancement will require you to placate obscure gods. You have to adopt a taboo a la the Wu Jen like: [Taboo]. Each time you re-roll this you need to take up another one.

1,Wizard Lie. You can tell one lie per day (one sentence long) and be automatically believed by anyone at least half your level (round up). Re-rolling this means you can tell two lies, then three, etc.

1,After long eons of patient and lonely research you've found it--that thing you wanted? The Star Swallower? The dragon egg? The mountain fortress? It's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it. You must have a fair shot at it--like any other treasure, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.

1,Evil Eye/Impractical Joke/Benign Blessing. This is basically a spell usable once per day. Range: 100'. Area of effect: 1 creature per level. Duration: 1 day/level Save negates. To trigger the curse, the caster must observe the target (any creature with fewer hit dice than the caster) for a round. The second round, the caster can unleash a low-level curse (Left-Hand Path), minor joke (Crooked Path) or a small blessing (Right-Hand Path.) If you roll this result again, then things start to get powerfully interesting…

1,Your powers inspire awe in lesser beings. You have an exceptionally (though not supernaturally) intelligent and loyal henchman, hound or mount (your choice). This individual cannot be slain, kidnapped or otherwise traduced "offscreen" by the GM, so if he or she's in trouble and your PC is not around you get to play it out. Of you re-roll this and your previous one is not dead, you get to add another hit die to your pal.

1,BAH! You have glimpsed primal vistas both horrific and majestic in your meditations. The mundane world does not concern you. Immune to fear. If you re-roll this, your companions gain a +2 vs fear if they can see you, then +4 etc

1,You now have a Familiar. It is a [Familiar]. It has one hit die. It obeys commands, you can see through its eyes and use its special sensory abilities, attacks on it affect you, too, blah blah blah. If you already had one, and roll this result again, then it gets 2 hit dice. Roll this a third time, and you get a MAD special familiar instead of the regular old one.

1,I think I know the counterspell for this… By making a successful saving throw you may turn any spell cast on anyone in line of sight back on the original caster. It's an immediate-interrupt, of course, but that counts as your action for that turn or the next turn. You can do this once per day. Each time you re-roll this result you can turn another spell per day.

1,The dweomers are beginning to fear you. +2 to save vs spells. +1 more every time you roll this.

1,The constant influence of interdimensional radiation has twisted your body. Gain a random physical mutation.

1,The wyrdness has definitively infected you. You have a mutation that goes beyond mere deformity: roll d1000 on the entirety of the random mutation tables.

1,This glove is made of Sleep. Take a spell that you already possess, and bind it into an object. You may now use the spell as usual, but the first time that you cast it each day automatically succeeds (no spell check roll needed), and doesn’t subtract anything from your later spell check rolls. The spell also functions as though you were a level higher than you actually are. However: the spell is now bound to that object, not you. Whoever has the object can use it. Nonwizards, and lower-level wizards, use it as if it were cast by a wizard one level lower than you.

1,You were always ahead of the rest of the class. Receive a random spell one level higher than you should be able to cast. Remember: random.

1,In case of fire, cast lightning… One of your existing spells (pick one) is also attached to a form of the Contingency spell. A second "copy" of the spell is set to activate as soon as a trigger event of the caster's choice occurs. The caster may only cast and set a new contingency once a week. The contingency casting automatically works (no spell-check roll needed), and does not subtract anything from the rest of your spell-check rolls for that day. Re-rolling this result allows for another contingency to be set with a different spell.

1,Poorly memorized spell. The caster may select any spell of a level s/he is not normally allowed to cast, only it has a 50% chance of backfiring. Re-rolling this result improves the caster's odds by 2%.

1,Take what you can get in a world of Vancian scarcity… Receive 2 random spells of whatever the highest level you are able to cast is.

1,I know this foul pottery… Roll under int +1 on a d20 to identify obscure pieces of lore and magic items. Add +1 for each time you re-roll this until you get to 19.

2,You’ve been practicing talking slowly and lighting candles. You get one 8th level spell of your choice as a ritual. (9th level if you are able to cast 8th level spells) This means: it takes 24 minus your Int score hours to cast it, and you have to stay in the same place (30x30 square) doing nothing else the whole time. The target/area of effect must be right there unless you have a separate scrying spell or suchlike, and the spell must be used immediately upon completion of the ritual. You may cast your ritual spell once per month. Rolling this again gets you another one.

1,You are learning the languages of inanimate objects. You may ask and receive an honest answer from one once per day--plus one more every time you re-roll this.

1,The laws of the unseen world are ever more clear to you. You may write a magical contract. Anyone freely agreeing to such contract and signing it will take a d6 damage per your level if they break it. The damage goes up by one die every time you re-roll this.

1,Look out world, you bought chalk! You may summon a demon, or similar extradimensional creature, with one less hit die/level than you have once a month. It will serve for 6 days plus one more for each time you re-roll this result. If you have a familiar, it will possess your familiar and serve through them. If you do not have a familiar, but do have any retainers, then it will possess them and serve through them. When the time is up, the creature gets to stay on the material plane, and do what it wants. So….good luck with that. Re-rolling this result means you can summon a creature with HD equal to your level, then one more, then one more etc etc

1,The souls of common folk are easily read. On a successful wisdom check you can read both the aspect and aura of anyone at least 2 hit dice/levels lower than you. You know if they're lying, if they are under magical influence, and if they are what they seem. Re-rolling this adds one to the check.

1,You crackle with misappropriated energies. On a successful save against magic, you not only successfully resist a spell, you may release it any time in the next 8 hours--effectively casting that spell as if it were your own. You may not cast any other spells until you release the stored spell. This only works on spells that affect only you or an area only you and/or your familiar occupy (like if Rock to Mud was cast and you were the only one in the room, you could absorb that). If you re-roll this result, you may use it on spells targeting you and one other person, if you re-roll it again then it goes for you and 2 other targets, etc etc.

1,Stuff that shouldn't come off does. You have one removable limb or organ (pick: hand, eye, heart, etc). It functions as normal when separated from you, and you receive any sensory information it picks up. It can travel a maximum of 100' from you before you are in trouble. Each time you roll this, pick another.

1,The sorcerer has a second shape... You can turn into one other thing at will because, hey, wizards are sometimes like that. It can be another humanoid shape, like just some random, normal-looking person, or it can be an ordinary animal somewhere between your size and cat size. You have to decide what the thing is: its stats are exactly the same as yours, and it has no special movement or sensory powers. I mean, if it's smaller than you it can move through smaller doors, but otherwise whatever. Each time you re-roll this you get one other shape you can assume.

1,Your studies have unleashed a wild dweomer into your mind. Basically this means you have one spell (of one level higher than you would normally get) which is totally random each morning. Roll to see what it is every in-game day of play. Re-rolling this result means you get two extra random spells each morning, etc.

1,Vile indeed is this corrupted earth…so you hover an inch above the ground at all times because magic. If the ground falls out from under you, you still fall, you just land an inch above where you normally would. -d6 to all falling damage. -d6 more each time you re-roll this result.

1,What the hell is he doing…? Your unnatural metabolism no longer handles what humans call "food". You eat something else--pick--it must be something that might be present in a forest, but not in a bare prison cell. Likewise, your blood, tears, sweat, saliva, etc. no longer "taste" human, and there is a 1 in 10 chance carnivores will ignore you. This chance goes up by one each time that you re-roll this result.

1,Zubzubzub ZAAAAAA! When you cast a spell, you may hold it to increase its power. It can only be an attack or otherwise baleful spell (not healing or whatever, got it?). You may do nothing else but walk, chant magic words, and make wizardly spell-casting gestures while holding the spell, and, if you are interrupted, the spell is lost. However, for each round the spell is held, either it works as if cast by a wizard one level higher or the save is at -1 (pick). You may do this once per day. Twice if you re-roll this result, three times if you re-roll it again, etc etc

1,Spooky wisdom. When you sleep, you will frequently receive a minor prophecy in a dream. It will communicate some true or likely thing about the outcome of whatever's on your mind as you sleep.

1,Cannot eat meat 1,Cannot have more treasure than the character can carry 1,Must make a daily offering (food, flowers, incense) to one or more spirit powers 1,Cannot bathe 1,Cannot cut hair 1,Cannot touch a dead body 1,Cannot drink alcoholic beverages 1,Cannot wear a specified color of cloth 1,Cannot light a fire 1,Cannot sit facing [Direction]
 * Taboo

1,North 1,South 1,East 1,West
 * Direction

1,Cat 1,Crow 1,Weasel/Marmot 1,Toad 1,Serpent 1,Lizard 1,Owl 1,Rat 1,Make one up that's approximately as powerful as one of the creatures listed
 * Familiar