These mutations are designed to be mostly supernatural rather than biological. There's an approximately even mix of benefits, penalties, and cosmetic changes. It's not exactly balanced... but who cares?
d500 | Result |
---|---|
1 |
Horns. You can make a noise like a brass band tuning by holding your breath for 1 minute. |
2 |
Fearful Blood. If you drop below half HP, Save or become melancholy and depressed until you heal. |
3 |
Linguist. You believe you can speak with anything or anyone. You can't. |
4 |
Malleable Sleep. While asleep or unconscious you transform into a boneless liquid sack. |
5 |
Narcolepsy. 1-in-10 chance of falling asleep just before a combat encounter or stressful situation. |
6 |
Vulnerable Soul. Double all magic damage taken. |
7 |
Letterpress. Anything you read moves across your forehead in lines of text. |
8 |
Shadowless. You cast no shadow. |
9 |
Cat Friend. Cats will not harm you and will rub their faces on you. You smell faintly minty. |
10 |
Duplication. An evil twin with all your abilities pops out of your body and runs away cackling. |
11 |
Imperial Sneer. You cannot conceal your contempt for peasants, beggars, etc. |
12 |
Pampered Sleep. While asleep or unconscious your hair is combed and perfumed. |
13 |
Delusion. You must prominently ornament your verbal communications with excess vocabulary. |
14 |
Arrow Eater. You are immune to non-magical projectile damage. Arrows, slings, bolts, cannonballs. |
15 |
Mystical Reformation. Reroll all your stats and take the higher result. |
16 |
Ghost Movement. Your soul moves slightly before your body. -2 Defense. |
17 |
Wizard Rage. When angry, you temporarily grow fangs and a red frilly neck crest. |
18 |
Delusion. You are repulsed by the sight of holy symbols. |
19 |
Gemstone Eyes. Like cut sapphires. Actual sapphires, worth 10gp each. |
20 |
Dense Bones. You cannot swim and you sink in most liquids. +2 Strength. |
21 |
Incredibly Quick. You can act twice each initiative round. You still only get 1 attack. Andyoutalklikethis. |
22 |
Memorial. When you die, an elaborate stone memorial with statues will grow on top of your body. |
23 |
Useless Legs. They turn into little noodles. You weigh nothing, can be carried easily. |
24 |
Indigo Sparks. Whenever you step, faint indigo sparks mark your footprints. |
25 |
Thumb Lamp. Hold your breath and your thumb becomes a light as bright as a candle. |
26 |
Transcendent Trunks. Your legs (and only your legs) are immune to magic damage. |
27 |
Delusion. You must wear a revealing or provocative costume to use magic items or cast spells. |
28 |
Stupendous Eyebrows. They glow with strong emotions and sometimes shoot sparks. |
29 |
Palsied. Flesh twitches, fingers tap, legs bend. Dexterity becomes 2. |
30 |
Gemstone Eyes. Like cut rubies. Actual rubies, worth 10gp each. |
31 |
Immortal Leg. One of your legs is completely immune to all damage. +2 Defense. |
32 |
Remarkably Unlucky. Save becomes 1. |
33 |
Winning Smile. If you smile, your teeth briefly flash as brightly as a candle. Hard to read or navigate by. |
34 |
Delusion. You believe the Beige Dragon Gomsband will protect you if you call out her name. |
35 |
Feeble Muscles. Like earthworms under your skin. Strength becomes 2. |
36 |
Phase. If you run at a wall or door at full speed, 1-in-6 chance of phasing through. If not, 1d6 damage. |
37 |
Spell Finger. Whenever you cast a spell, a copy also targets one of your fingers (even if detached). |
38 |
Second Sight. Can see curses and enchantments as faint glows. |
39 |
Coiled Hair. Like a tightly wound spring. Lies close to your head, dense, tightly wound. |
40 |
Mystic Eyes. Opals reflecting the moon. No pupils. |
41 |
Delusion. Pick a type of inanimate object (stairs, windows, hats, etc). You utterly loath them. |
42 |
Strange Voice. Wandering accent. The stranger the better. |
43 |
Eggshell Skin. Splinters and bleeds. -2 to Constitution, -4 to Save vs Poison. |
44 |
Warrior Teeth. They fall out. 32 of them. You can plant them to create a skeleton that lasts 1 hour. |
45 |
The Darkest Magic. Needle teeth. Cast hateful or damage-dealing spells at +1 MD/ Caster Level. |
46 |
Dead Asleep. While asleep or unconscious you appear to be a rotting corpse. |
47 |
Cannibal Desires. You can only eat the dead flesh of intelligent creatures. |
48 |
Feature Slosh. Your facial features move slower than the rest of your head. They smear and blur. |
49 |
Blowtorch Thumb. Sheds light as a candle. Deals 1d6 damage (as a dagger). Hisses faintly. |
50 |
Muscle Bound. Covered in clams, oysters, and barnacles. Cannot wear armour. Defense as Chain. |
51 |
Cross Eyed. They roll constantly, pointing in random directions. -2 Attack and Defense. |
52 |
Second Life. The first time you die, you will return to life in a column of flame in 1 round, with full HP. |
53 |
Indigestible. Skin is rubbery. You are immune to acid damage. |
54 |
Hunchseat. Your back grows a chair. Any person riding in it doesn't burden you. Cannot carry cargo. |
55 |
Boiling Blood. Comes out as sticky red steam. |
56 |
Unusual Nose. Can stretch up to 30. Functions as a rope. |
57 |
Shifting Form. Randomize your race each morning. |
58 |
Homunculi. If you die, your head grows spider legs and runs away to commit terrible crimes. |
59 |
Disagreeable. If anyone expresses a strong opinion, Save or openly disagree with them. |
60 |
Selective Invisibility. You are invisible while seated in a chair. Has to be a chair (no benches, logs, etc.) |
61 |
The Darkest Magic. Eyes like white orbs. Damage-dealing spells you cast inflict +2 damage. |
62 |
Delusion. Any time someone you hear someone say your name you give a little scream of terror. |
63 |
Delusion. You believe a pebble you found contains the entire world. You must protect it. |
64 |
Firemind. Fire will not harm you, but it will harm things around you. |
65 |
Mercury Arm. Arm replaced with liquid metal. Can squeeze through gaps. |
66 |
Disentangled Legs. Projected slightly forward in time. +2 Movement and Dexterity. |
67 |
Roiling Mind. Immune to mind control and charm effects. Sounds like a boiling pot. |
68 |
Head Hinge. Your brain vanishes. Your head is hollow and has a hinged top. |
69 |
Painted Features. Face is flat and smooth. Features painted on. |
70 |
Spell Eater. After you are affected by a spell, heal 1d6 HP. |
71 |
Curse Palm. Marked in silver. If you pour blood on it, the blood foams and bubbles ominously. |
72 |
Lock Hatred. Doors and chests have a 1-in-6 chance of relocking behind you. |
73 |
Eldritch Marks. Names of any people you kill appear on your back in black letters. |
74 |
Glass Sweat. You sweat small gritty glass beads. |
75 |
Enormous Underbite. Lower jaw sticks out 10". |
76 |
Thropy. You become a deranged one-eyed swan by the light of the full moon. |
77 |
Light Sleeper. While asleep or unconscious you weigh next to nothing. You float like a balloon |
78 |
Wizard Speed. You gain a +4 to Wisdom for Initiative. If you act first, you must Save or show off. |
79 |
Sorcerer Head. Clear glass windows to show off your brain. -2 HP. |
80 |
Moth Flesh. Your skin is wrinkled, grey, and dusty. -2 Charisma. |
81 |
Cat Nap. While asleep or unconscious you transform into a scruffy-looking cat. |
82 |
Scorecard. Your age, diseases, and marital status are displayed on your forehead in black letters. |
83 |
Metal Mask. Like your face, but frozen in a deeply concerned expression. |
84 |
Megamind. Gain 1d6 Int and Wis. Become insufferably smug. |
85 |
Eldritch Marks. Glowing red circle on your forehead. |
86 |
Meditation. Cross legs and concentrate fully to hover 1' off the ground. |
87 |
Cloud Skin. Become a skeleton coated in thick mist. Can drink water as rations. HP becomes 6. |
88 |
Wizard Rage. When angry, you temporarily grow a 5' long white beard. |
89 |
Ear Fronds. Like two ferns or peacock tails made of glass. +4 Wisdom. |
90 |
Coldfinger. One finger is freezing cold. Can freeze a 6" radius of water in 1hr. |
91 |
Fearful Blood. If you drop below half HP, Save vs Fear. |
92 |
Wizard Rage. If you are wronged, Save or rant loudly for at least 10 minutes. |
93 |
Fear Teleport. If you fail a Save vs Fear, teleport 2d10'x10' in a random direction. |
94 |
Terror Blood. If you take a Fatal Wound, you make an ominous ticking sound and vibrate like a drum. |
95 |
Fizzbody. If you hold your breath, you weigh as much as a feather. |
96 |
Eldritch Marks. Blue stripes. They glow faintly under moonlight. |
97 |
Bulging Eyes. Like two apples nailed to your face. -2 Charisma. Cannot blink or deliberately look away. |
98 |
Eldritch Marks. Your chest is covered in black symbols, deeply and intricately carved or burned. |
99 |
Spell Effects. When a spell damages you, you shoot sparks and jets of smoke in all directions. |
100 |
Wandering Mind. You never remember marching or long-distance travel. You seem to just arrive. |
101 |
Telescope Eye. Can see 3x as far. Sticks out of your head, clicks and buzzes. |
102 |
Gold Metabolism. Eat 1gp to heal 1hp. Skin becomes faintly golden. |
103 |
Wizard Beard. Many coloured, like a fan. Waves in the wind. |
104 |
Magpie. You must Save or touch any shiny object you see. Your fingers grow long and bird-like. |
105 |
Delusion. You believe you can hear the thoughts of others. You cannot. |
106 |
Silver Fingernails. Can harm some creatures by poking them. |
107 |
Silver Tongue. Literally. +2 Charisma. Can't help but lie sometimes. |
108 |
Linguist. You can eat one of your own fingers (they detach) to learn any one language you hear. |
109 |
Salt Sweat. You sweat small gritty nodules of salt. |
110 |
Powerful Name. Whenever you say it, it echoes and reverberates. |
111 |
Wiggling Nose. Like a finger. Can pick up small objects, flick things. |
112 |
Night Terrors. You scream while asleep. You still sleep normally and do not remember your dreams. |
113 |
Eldritch Marks. Brass stars all over your body. |
114 |
Strange Voice. Sounds like it's coming from an old radio at the bottom of a well. |
115 |
Musical Flesh. When you fail a Save vs Fear or vs Magic, you make a siren-like alarm noise for 1 min. |
116 |
Stage Magician. Once per day you swirl your cloak dramatically and appear 20' away. |
117 |
Flaming Skull Face. Impressive but frightening. |
118 |
Strange Voice. Can shout loud enough to flap flags and ripple water. Proper wizard reverb. |
119 |
Acid Spit. One per day, you can spit a glob of acid (as a thrown dagger dealing 1d6 acid damage) |
120 |
Mystical Reformation. Reroll all your stats and take the lower result. |
121 |
Impressive Thoughts. Your head sparks and fizzes when you think deeply or study something. |
122 |
Musical Flesh. You make a loud siren-like noise whenever you have a Fatal Wound. |
123 |
Bristled. All your hair becomes as thick as a pencil and as brittle as chalk. |
124 |
Adjusted Humour. You think most statements are jokes, hidden puns, or innuendo. |
125 |
Autobiography. Your life story written in minute black letters in a spiral tattoo on your back. Grows daily. |
126 |
Flame Hair. All your hair turns into fire on a failed a Save vs Fear or a Fatal Wound. Doesn't burn you. |
127 |
Oil Spray. If you take any fire damage, you spray flammable oil in a 10' radius. |
128 |
Adjusted Humour. Blood, death, pain, and misery are absolutely hilarious to you. |
129 |
Wizard Toe. One toe is 1' long with five extra joints. |
130 |
Spell Effects. When a spell damages you, 10' radius around you sprouts flowers. |
131 |
Cloud Flesh. Soft, white, and damp. Can drink water as rations. HP becomes 2. |
132 |
Ratchet Joints. Only move in 10 degree increments. Clicky and mechanical. |
133 |
Skin Buttons. You can unbutton your chest and open up the skin flaps. Makes surgery easy. |
134 |
Milky Eyes. Cannot see further than 10'. Need to squint to read. |
135 |
Assistants. Unless closely watched, your hands will detach and try to help you. They are incompetent. |
136 |
Strange Voice. Sounds like you're singing all the time. |
137 |
Sun-Sail Ears. Like large copper plates. You can hear spells being cast even if you can't see them. |
138 |
Pea Brain. The size of a marble. Rattles inside your head. |
139 |
Flame Hair. Your facial hair becomes fire. It doesn't burn you. Casts light as a candle. |
140 |
Wheels. Your legs are replaced with iron cart wheels. +4 Movement. |
141 |
Immortal Arm. One of your arms is completely immune to all damage. +2 Defense. |
142 |
Soul Eviction. Body is taken over by a spirit, spell, or ghost. Reroll Wis, Int, Cha. Become weirder. |
143 |
Powerful Name. Whenever you say it, an unseen chorus repeats it. |
144 |
Second Life. The first time you die, you will lurch into undead life for 6hrs. 10 HP, cannot heal. |
145 |
Miser. Must Save to spend money. Can try again in 6hrs. |
146 |
Zombie Curse. Any people you kill have a 1-in-6 chance of rising as hostile zombies in 1 round. |
147 |
Wart Faces. Grow dozens of horrible little warts, each one with your face. |
148 |
Mystic Sight. Your eyes become glowing balls of flame. Casts light as a candle. |
149 |
Second Sight. Can see disguised creatures, illusions, and doppelgangers as their true forms. |
150 |
Crispy. Your skin is paper thin and dry. You take 2x damage from fire. |
151 |
Eldritch Marks. Gold flecks, as if you were made of quartz. |
152 |
Strange Voice. Before you speak, there's a brief burst of buzzing and a small wisp of smoke. |
153 |
Meditation. Cross legs and concentrate intently for 1hr to hear thoughts of people within 30'. |
154 |
Eldritch Marks. Your face is covered in diagonal bands of white and black. |
155 |
Soul Eater. Your eyes are black orbs. Every person you kill heals you for 1d6 HP. |
156 |
Long Nails. 4" long, curved, black as coal. Very menacing. |
157 |
Cold Feet. Feet are like ice. Can walk on snow barefoot. |
158 |
Mystic Eyes. Pupils rearrange to black intricate runes. |
159 |
Hypnosis Eyes. White orbs, rotating black spirals. Disconcerting but cannot actually hypnotize people. |
160 |
Steady Hands. You will never spill a drink. Any glass or flask held will not tip or dribble. |
161 |
Recumbent Hover. If you lounge on your side in a casual manner you float 2' off the ground. |
162 |
Skull Head. Head becomes a rat's skull. Still functions normally. |
163 |
Winning Smile. If you smile, a floating after-image of your teeth hovers in the air for 10 minutes. |
164 |
Linguist. You can speak with water. |
165 |
Magic Deflection. Any spell targeting you has a 1-in-6 chance of hitting a random nearby target instead. |
166 |
Map Blindness. You cannot read a map or give directions. |
167 |
Sorcerer Hair. Made from lead coins with your face on them. Fits close to your skin. |
168 |
Wizard Whistle. Once per day, you can whistle loud enough to deal 1 damage in a 50' radius. |
169 |
Linguist. You can speak with any food you cook. |
170 |
Magnetic Hands. Iron sticks to them. |
171 |
Glowing Heart. Like a glowing coal in your chest. Casts light as a match. |
172 |
Fingerwalk. Fingers become 5' long, legs shrivel away. Walk on your fingers now, spider-like. |
173 |
Ratbody. You are fifty rats in a skin suit. When you die, the rats scatter. |
174 |
Thunder Guts. After each meal, you make a noise like a thunderstorm for 1d10 minutes. |
175 |
Unstable Shimmer. Constant microteleportation makes it difficult to tell where you are. +4 to Defense. |
176 |
Eyeless Sight. Eyes fall out and fly away. You are blind, but are convinced you can still see just a little. |
177 |
The Darkest Magic. Long stringy hair. Any time you kill a creature with a spell, heal +1 HP. |
178 |
Water Walking. You can walk on water as long as you hold your breath. (Con bonus minutes). |
179 |
Powerful Gaze. You can lock eyes with a small creature. It must Save or be hypnotized. |
180 |
Crown of Spikes. Long metal spikes poke through your scalp. They rust. |
181 |
Yellow Sparks. Whenever you gesture, faint yellow sparks float in the air. |
182 |
Lightning Breath. 10' cone, 1d6 lightning damage, once per day. |
183 |
Autobiography. Important scenes or events grow into full colour tattoos. |
184 |
Musical Flesh. Your heartbeat sounds like a faint bell. |
185 |
Seawater Sleep. You drool 3d10 litres of seawater while asleep. |
186 |
Chronologically Detached. Take 1d6 damage to disappear and reappear 1d6 hours in the future. |
187 |
Powerful Gaze. If you lock eyes with a person, they must Save or continue locking eyes with you. |
188 |
Broadcast Brain. Everyone in 30' can sense your location as a mental noise, glow, or smell. |
189 |
Wizard Stains. Your fingers are coated in yellow grease. It marks everything you touch. |
190 |
Raincloud Friend. Follows you around outside. If inside, wanders off, returns after 1d6 hours outside. |
191 |
Filthy. Permanently matted hair, greasy fingers, and spotty complexion. -2 Charisma. |
192 |
Flickering Shadow. Like a roaring torch. |
193 |
Spores. If you die, you turn into spores. 30' radius, opaque, choking cloud. |
194 |
Cannonball Guts. Once per day, must vomit up a 2" diameter stone ball. |
195 |
Split Body. You are neatly bisected with a 1" gap between your left and right sides. No other effect. |
196 |
Eldritch Marks. Silver branched lines around your eyes. |
197 |
Lauch Legs. Once per day, raise both arms in the air to slowly rise 20' upwards on a column of fire. |
198 |
Sand Paddler. You can swim through sand as if it were water. |
199 |
Wizard Speed. You can run 4x as fast, but must Save vs Dex or smack into a wall each round your run. |
200 |
Wizard Whistle. Once per day, you can whistle to summon your hat or weapon to your hand. |
201 |
Second Sight. Can see ghosts, spells, and spirits as faint outlines. |
202 |
Thropy. You become a swarm of bees by the light of the full moon. |
203 |
Bubbles. You constantly emit a stream of floating soap bubbles as you speak. |
204 |
Liar's Nose. Glows like a candle if you tell a lie. |
205 |
Magic Trick. Produce 1 copper piece from behind your ear once per day. |
206 |
Bird Friend. Sparrows or small birds will bring you worms and beetles and expect you to be impressed. |
207 |
Delusion. You believe you cannot go outside without wearing your special hat. |
208 |
Agreeable. You must always verbally agree to any request or plan. You don't actually have to do it. |
209 |
Emergency Teleport. If you are reduced to 0 HP, you teleport 2d10x10' in a random direction. |
210 |
Glass Hair. Can shatter it with a hammer or dagger. |
211 |
Zero Buoyancy. You cannot swim. You sink instantly in water as if it wasn't there. |
212 |
Magical Odour. You constantly smell of ozone and boiled frogs. |
213 |
Soul Bargain. Can cut deals to gain people's souls once they die. You'll need to put them in jars. |
214 |
Completely Hollow. Like a sack. -2 HP, +10 inventory slots (inside your body). Mouth opens really wide. |
215 |
Terror Blood. If you take a Fatal Wound, you bleed light, fire, sparks, and screams. |
216 |
Delusion. You believe you are the race of the first person you see when you wake up each day. |
217 |
Glass Step. You can bounce off an invisible plate of force mid leap. Double distance jumped. |
218 |
Noisy Hands. Your fingerbones click and squeak like iron on slate. -4 Stealth. |
219 |
Mystic Eyes. Portals into a vast starscape. |
220 |
Wizard Hat. Your hat cannot be removed by any means. |
221 |
Ghost Genitals. Semi-visible. Immune to non-magical damage, can only interact with magical things. |
222 |
Skeleton Assistant. Your skeleton steps behind your flesh and skin. It holds up your new boneless form. |
223 |
Red Sparks. Whenever you speak, faint red sparks fly from your mouth. |
224 |
Finger Orbit. They fly around your body. No change to grip strength, carrying capacity, etc. |
225 |
Flame Hair. The hair on the top of your head becomes fire. It doesn't burn you. Casts light as a torch. |
226 |
Expressive Eyebrows. You become mute, but your eyebrows spell out everything you want to say. |
227 |
Thropy. You become a random creature by the light of the full moon. |
228 |
Delusion. You believe you can speak with birds. You cannot. |
229 |
Skull Head. Head becomes a skull with lidless eyes. -2 HP and Charisma. |
230 |
Glowing Mind. Whenver you have a really good idea your head glows like a torch for 1d10 mintues. |
231 |
Healing Touch. Can lose 1d6 HP to heal a person for the same amount once per day. |
232 |
Linguist. You can speak with plants. |
233 |
Violet Sparks. Whenever you experience a strong emotion, faint violet sparks fly from your teeth. |
234 |
Ghost Arm. Semi-visible. Immune to non-magical damage, can only interact with magical things. |
235 |
Eyeless Sight. Eyes fall out and evaporate. You can still see. |
236 |
Adjusted Figure. Legs shorten, waist broadens. Pear-shaped, ungainly, long neck. -2 Dexterity. |
237 |
Wax Body. Flammable. 2x damage from fire. Soft. -2 Strength and HP. |
238 |
Thunderbolt Hair. You are immune to lightning damage. You will be struck by lightning if possible. |
239 |
Cat Fingers. Fingers are the front halves of kittens. Hard to control. -2 Dex and Stealth. |
240 |
Snorkel. If underwater, can extend a 2' breathing tube from your left ear. |
241 |
Catastrophic Mutation. Roll on this table 2d4 more times. |
242 |
Atrophy. Your body withers and is pulled around by your normal-sized floating head. -6 Str, Dex, Con. |
243 |
Magic Trick. Pull a 10' long string of ribbons from your ear once per day. |
244 |
Orange Sparks. Whenever you move your fingers, faint orange sparks fall from your fingertips. |
245 |
Crystal Body. Quartz limbs, faceted eyes. No other effect. |
246 |
Unconvincing Body. You become a humanoid stack of twigs, rope, dirt, and cloth. No change to stats. |
247 |
Yarn Body. You are crochet. Button eyes, yarn teeth. Can be unraveled (painfully). |
248 |
Metal Mask. Neutral, genderless, nearly featureless. |
249 |
Adjusted Figure. Legs lengthen, waist shrinks. Like a stick, ungainly, tottering. -2 Dexterity. |
250 |
Wood Body. Flammable. 2x damage from fire, +2 Strength and HP. |
251 |
Slithering Sinews. Veins and arteries move like worms. Immune to piercing damage. |
252 |
Crystal Brain. Inside your skull, brain becomes a crystal ball. Can cast scry once per day. |
253 |
Thropy. You become a wolf by the light of the full moon. |
254 |
Mechanical Guts. Horrible grinding and buzzing sounds for 1hr after every meal. |
255 |
Strength-Draining Grip. As long as you touch someone, they must Save or count their Strength as 5. |
256 |
Planetary Ring. A halo of dust and ice orbits your head. Tiny comets sometimes pass by. |
257 |
Incense Breath. Your chest has holes in it and you breathe wisps of spicy smoke. |
258 |
Goldfinger. One finger becomes solid gold. Does not bend. Worth 5gp. |
259 |
Shadow Magic. Your shadow is hideously mutated and distorted. |
260 |
Pine Needles. Your hair becomes small, dense, green, and faintly mint flavoured. |
261 |
Lightning Finger. Once per day, you can poke someone to deal 2d6 lightning damage. |
262 |
Oldfinger. One of your index fingers becomes twice as long, wrinkly, and mottled with liver spots. |
263 |
Missing Torso. Arms, legs, head in their usual spots, but nothing between. -6 Inventory slots. |
264 |
Stuck. You can only speak one word. You can change the intonation but not the word. |
265 |
Wandering Hands. If left to their own devices, they untie knots and make rude gestures. |
266 |
Heavy Sleeper. While asleep or unconscious you weigh 500lbs. |
267 |
Soluble. Your skin is grey and chalky. You take 2x damage from acid. |
268 |
Twirling. You constantly flip head over heels about once every two minutes. -2 Movement. |
269 |
Moron. Head caves in. Intelligence becomes 2. |
270 |
Corpse Bomb. Any creatures you kill have a 1-in-6 chance of exploding. 20' radius, HDxd6 damage. |
271 |
Wizard Rage. When woken, you scream as loud as you can for 1 minute. |
272 |
Ladderguts. Once per day, you can vomit up a 20' ladder made from bone. It crumbles in 6 hrs. |
273 |
Narrator. You hear a voice in your head inaccurately narrating all your actions. -2 Wisdom. |
274 |
Root Legs. They want to burrow. No longer need to drink. -4 Movement. |
275 |
Ink Cloud. If you fail a Save vs Fear, you spray ink 10' in all directions. |
276 |
Delusion. Any plan you come up with is the best plan, all other plans are inferior. |
277 |
Sadim Curse. Any gold you touch turns to clay. |
278 |
Entangled Legs. Projected slightly backwards in time. -2 Movement and Dexterity. |
279 |
Frenzied Flesh. You gain +1 Attack per round if you attack without hesitation, fear, or tactics. |
280 |
Lava Walking. You can walk on molten rock as long as you hold your breath. (Con bonus minutes). |
281 |
Adjusted Humour. You find the number 5 hilarious. Nothing else makes you laugh unless it's got 5 in it. |
282 |
Delusion. You believe spiders are your spies and bring you secrets. They are not and do not. |
283 |
Cleaned. Permanently smooth skin, clean and combed hair, and shining teeth. +2 Charisma. |
284 |
Chain Limb. A random limb is replaced with a lifeless steel chain. Hand/foot on the end still works. |
285 |
Spell Effects. When a spell damages you, heal 1d6 HP. |
286 |
Delusion. You believe you are invisible. People just keep making lucky guesses as to your location. |
287 |
Adaptable. In water, transform into a fish with 2 HP. If you are falling, transform into a bird with 2 HP. |
288 |
Snake Guts. Your intestines are a colony of snakes. |
289 |
Adjusted. You adopt the sex and gender of the first person you see when you wake up each day. |
290 |
Smokestack. Flesh tube sticks off your back. Emits puffs of grey smoke. |
291 |
Soluble. Take 1 damage per round you spend in water or in rain. |
292 |
Wizard Thumb. One thumb is 1' long with five extra joints. |
293 |
Suction Fingers. Each one ends in a round moist disc. Cannot accidentally drop any items held. |
294 |
Smoke Feet. Must wear special tightly sealed leather boots to walk. |
295 |
Steady Hands. Take 1d6 damage for one hand to act as an immobile rod for 1d6 rounds. |
296 |
Mind Beams. Each day, pick a person you can see. You can hear them speak no matter the distance. |
297 |
Crater Eyes. They sink into your face. Your pupils are white hateful pinpricks. |
298 |
Four Eyes. In a grid, on the front of your face. |
299 |
Treesprout. A 2' tall pine tree grows from your back. Sheds needles constantly. |
300 |
Butterfly Spit. At any time, you can spit out an orange-red butterfly. It has no nutritional value. |
301 |
Reformed Flesh. All your visible mutations are concealed as long as you are at full HP. |
302 |
Laser Blood. If you take a Fatal Wound, you die and deal 3d6 damage in a 30' radius, Save to dodge. |
303 |
Rose Head. Face becomes wrinkled. At night, it unfolds to reveal fleshy flower parts. Bees like you. |
304 |
Mirror Face. Your face appears to be the face of any person looking at it. Very unsettling. |
305 |
Glowing Tongue. If you yell as loud as you can, your tongue glows as brightly as a torch. |
306 |
Stupendous Eyebrows. Gold and scaled, like majestic snakes. |
307 |
Borrowed Senses. Can use the senses of any creature you touch as long as you maintain contact. |
308 |
Curse Palm. If you slap someone very hard in the face, they must Save or get a permanent runic mark. |
309 |
Compressible. Take 1/2 fall damage, but collapse into a 3" high disc, 1hr to return to former height. |
310 |
Curse Palm. Has a tiny black arrowhead on it. Lick it to experience weird visions for 1d10 minutes. |
311 |
Unseen Chorus. When you roll a critical success or do something amazing a huge chorus cheers. |
312 |
Skull Head. Head becomes a cat's skull. Still functions normally. |
313 |
Magic Deflection. Any spell targeting a nearby person has a 1-in-6 chance of hitting you instead. |
314 |
Aurovore. You can eat 5gp instead of a ration. |
315 |
Gyroscope Neck. Your head stays perfectly level as you walk. You can balance anything on top of it. |
316 |
Round Head. Like a perfect sphere with your features painted on. |
317 |
Tongue Fingers. Can taste anything you touch. Only 1d10 fingers affected. |
318 |
Musical Flesh. You make a pleasant bell-like tone whenever you take damage. |
319 |
Copper Metabolism. Eat 100cp to heal 1gp. Skin becomes faintly blue. |
320 |
Watercolour Skin. You look like a living impressionist painting. |
321 |
Smoothed. You are airbrushed, tidied, and polished. +2 Charisma. |
322 |
Forgetful. Save each morning to remember details from previous day. |
323 |
Flytrap Sprouts. Little green plate-like plants sprout from your head. They eat flies. |
324 |
Metal Mask. Like your face, but frozen in a neutral expression. |
325 |
Delusion. You cannot remember anyone's name and your guesses are wildly inaccurate. |
326 |
Wizard Wobble. When idle, stand on one foot and constantly sway from side to side. |
327 |
Wizard Rage. When angry, your skin glows an ominous red. |
328 |
Linguist. You can speak with fire. |
329 |
Skeleton Frame. You become unnaturally emaciated, literally only skin and bones and eyeballs. |
330 |
Sturdy Soul. Reduce all incoming magical damage by 2. |
331 |
Compulsive Eater. Consume 2 rations per meal. Save or try new foods, meats, spices. |
332 |
Foam Spray. If you take any fire damage, you spray white foam in a 10' radius. Extinguishes all fires. |
333 |
Thropy. You become a badger by the light of the full moon. |
334 |
Spell Effects. When a spell damages you, heal everyone in a 10' radius 1d6 HP (except for you). |
335 |
Upset Stomach. Must Save to eat any spiced or novel food. Constantly queasy. |
336 |
Strange Voice. Incredibly sarcastic. Like a teenager on a road trip to the National Shoe Museum. |
337 |
Prismatic Breath. 10' cone, 1d6 magic damage, once per day. |
338 |
Broadcast Brain. Everyone in 30' can hear your thoughts as faint murmuring. You can't hear theirs. |
339 |
Ice Hatred. Snowflakes weigh 5lbs each to you. Double damage from cold and ice. |
340 |
Shimmerskin. Faint pearl patterns. You are invisible if viewed through glass. |
341 |
High Voice. Like a whistling flute, musical and sharp. |
342 |
Smokebomb. Once per day you can vanish in a puff of smoke and appear 20' away. |
343 |
Arrow Magnet. Non-magical projectiles get a +4 to hit you and deal an extra 1d6 damage. |
344 |
Wizard Rage. When you are angry, you froth. It's blue and sparkly. |
345 |
Lead Skin. +2 Defense, but cannot swim or run. Lead takes up 2 Inventory Slots. |
346 |
Secret Eater. Tongue becomes 1' long, thin, blue. Can dip into peoples ears to eat their secrets. |
347 |
Starfish Body. Flaps of flesh connect your ankles, wrists, etc. -4 Dexterity. |
348 |
Name Vision. If you know a person's name, you can see it over their head in glowing yellow letters. |
349 |
Powerful Name. Whenever you say it, it appears in smoky letters above your head. |
350 |
Time Lock. Take 1d6 damage to stop time for 2 rounds. Cannot affect anything but can move freely. |
351 |
Evil Eye. Red and pulsing. Can stare at a target to deal 1d6 damage to it once per day. |
352 |
Cruel Fingers. Unarmed attacks count as daggers. You cannot deal non-lethal damage. |
353 |
Permanent Politeness. Cannot willingly enter an occupied building without being invited. |
354 |
Ghost Leg. Semi-invisible. Immune to non-magical damage, can only interact with magical things. |
355 |
Uncertain Flesh. Each morning, Save or mutate. |
356 |
Hero of the Beach. Once a day, shout a catchphrase or your name to gain +4 Strength for 1d6 rounds. |
357 |
Cyclops. Your head becomes one giant eyeball. You eat by putting food in the pupil. |
358 |
Wizard Wisdom. Your brain sizzles like a hot stove. +4 Intelligence. Save to not offer an opinion. |
359 |
Frozen Skin. Your skin is like ice. You take 1/2 cold but 2x fire damage. |
360 |
Skull Head. Head becomes a bull's skull. Still functions normally. |
361 |
Cracked. You are peeling apart. Spend 1hr each morning tying yourself together or lose half HP. |
362 |
Eldritch Marks. Moons and sickles all over in red scars. |
363 |
Blue Sparks. Whenever you take damage, faint blue sparks fall from your ears. |
364 |
Pearl Skin. Like a giant polished shell or a tooth. |
365 |
Future Sight. Can see very slightly into the future. When a disaster happens you can shout "I knew it!". |
366 |
Skin Cloak. The back of your neck forms a large pink cloak. |
367 |
Honeycomb Chest. Bees nest in it. They buzz all the time, but they provide a small amount of honey. |
368 |
Fire Finger. Once per day, you can poke someone to deal 2d6 fire damage. |
369 |
Assistants. Tiny homunculi grow from your shoulders. One is revoltingly evil, the other is pious and dull. |
370 |
Copyist Mind. You can accurately and quickly sketch anything you see. |
371 |
Eldritch Marks. Fish tattoos that swim all over your skin. |
372 |
Extremely Mellow. Immune to fear, mind-altering effects, panic. Cannot be hurried. |
373 |
Hollow Guts. Your intestines, stomach, etc. fall out. Your chest is an empty ribcage. -1d6 HP. |
374 |
Chronologically Detached. Take 1d6 damage to disappear and reappear 1d6 rounds in the future. |
375 |
Enormous Overbite. Upper jaw sticks out 10". Dribbly. |
376 |
Green Sparks. Whenever you jump or run, faint green sparks float in the air behind you. |
377 |
Checkered Shadow. Squares cut out of it like a checkerboard. |
378 |
Mercury Vomit. You can throw up 1L of mercury once per day. |
379 |
Wobbled. You can only cast spells, use magic items, read, write, or sing while drunk. |
380 |
Powerful Name. Whenever you say it, it dogs bark and cats hiss. |
381 |
Sorcerer's Arrogance. +4 to Save vs Fear. Utterly convinced of your own magical powers. Egotistical. |
382 |
Delusion. You believe evil powers watch you from the moon. Conceal yourself from its gaze. |
383 |
Cross Eyed. Point away from your nose. |
384 |
Evil Eye. Blue and watery. Once per day, a target you stare at must Save or age 1d10 years. |
385 |
Sorcerer Hair. Long and wild. Reacts to your emotions. Dramatic and flashy. |
386 |
Shingles. You are covered in thick grey sheets of sandpaper. +2 HP and Constitution, -2 Dex. |
387 |
Strange Voice. Slowly rises and falls like you're doing scales. |
388 |
Insubstantial Flesh. In sunlight, appear as a rotting corpse. No effect on stats. |
389 |
Eldritch Marks. Jet black eyeliner. |
390 |
Silver Metabolism. Eat 10sp to heal 1gp. Skin becomes faintly silver. |
391 |
Delusion. You believe any person you injure is dead. Any further movements are rigor mortis. |
392 |
Wizard Ears. 2' tall, pointed, tufts of bristles on the end and in the ear-holes. |
393 |
Curse Magnet. Any curse inflicted within 30' of you also affects you. |
394 |
Falsetto. You can sing indefinitely without breathing in. Can Save vs Con. to attempt to shatter glass. |
395 |
Polymorph. Reroll your race. |
396 |
Labeled. Your veins and freckles rearrange to label all your body parts and organs. |
397 |
Unusual Nose. Grows 1" whenever you lie, shrinks to normal at midnight. Bendy like a finger. |
398 |
Polymorph. Become a random creature of 2HD or less. This may make you non-sentient. |
399 |
Counting Sheep. Livestock and simple-minded animals are fascinated by your sleeping form. |
400 |
Ghost Finger. Semi-visible. Immune to non-magical damage, can only interact with magical things. |
401 |
Weather Curse. You are afflicted with rain, storms, hail, and sleet at unseasonable times. |
402 |
Insubstantial Flesh. In moonlight, appear as a rotting corpse. No effect on stats. |
403 |
Fragile Composition. Each point of damage you take also temporarily decreases all stats by 1. |
404 |
Ripple Skin. Wiggles like water during a storm. Constantly churning, shimmering. |
405 |
Uncertain Flesh. Each time you are struck by a spell, Save or mutate. |
406 |
Wizard Wobble. Most of your mass moves to your head. Any attack that hits you knocks you prone. |
407 |
Sadim Curse. Any gold you touch turns to very angry poisonous spiders. |
408 |
Lozenge Head. Flat and oblong. Eyes migrate to edges of mouth, nose becomes blowhole. |
409 |
Dream Teleport. When you sleep, Save. If failed, teleport 2d10'x10' in a random direction. |
410 |
Coral Body. Brittle, tiny feelers, crunchy movements. -4 Stealth, +2 HP. |
411 |
Wizard Rage. When angry, the top of your head rattles like a boiling kettle. |
412 |
Orbiting Eyes. You can see in all directions, but you must Save vs Dizziness when running. |
413 |
Bewildered. Eyes roll, ears flap. Wisdom becomes 2. |
414 |
Cooling Tower Head. Like an inverted bell. Intense thoughts produce a column of steam. |
415 |
Spring Legs. Metal coils ending in feet. 1/2 fall damage, can jump twice as high. |
416 |
Wizard Hat. Remove your hat to reveal a new, identical hat. Removed hats vanish in 5 minutes. |
417 |
Ropeguts. Once per day, you can vomit up 100' of rope made from sinew. It rots in 6 hrs. |
418 |
Hat Summoning. You can call and store your hat elsewhere. It appears and disappears nosily. |
419 |
Wizard Stains. Your hair is constantly moist and drips with bright blue fluid. |
420 |
Alcoholic Drool. Very strong. You cannot get drunk. |
421 |
Hollow. You are an empty sack of skin. Still need to eat, etc, but it falls into your hollow legs. |
422 |
Powerful Name. If anyone in 10 miles says your true name, you hear them say it. |
423 |
Unseen Chorus. When you roll a critical failure or botch something a huge chorus laughs at you. |
424 |
Shadow Magic. Your shadow acts out your hidden desires. |
425 |
Delusion. If you take 6 damage in 1 round, you fall to prone and believe you are dead for 1d6 rounds. |
426 |
Spell Finger. You can cast a random spell once per day from one finger, using 2 MD. |
427 |
Spores. You constantly shed spores. Produces white fungus, grows into mushrooms with your face. |
428 |
Stupendous Eyebrows. Butterfly iridescence. |
429 |
Detachable Head. Pops off if you take 3 damage to the head. Unlimited range. |
430 |
Dark Halo. A circle or triangle of black fire hovers over you. Looks ominous and possibly daemonic. |
431 |
Flattened. 1" thick, all other dimensions normal. -2 Constitution and HP. |
432 |
Convenienced. Your bodily waste is shunted 2 miles away, appearing with a faint magical glow. |
433 |
Snail Shell. 1'x1'x1', on your back. You can retreat inside of it leaving only 1 hand exposed. |
434 |
Eldritch Marks. Glowing blue star on your forehead. |
435 |
Cross Eyed. Point towards your nose. |
436 |
Fizzbody. You hover 6" off the ground as long as you are conscious. |
437 |
Turbulent Hair. Flies around as if in a violent storm. Gets in your eyes. -2 Wisdom. |
438 |
Evil Eye. Black and glassy. Weeps grease. Once per day, target must Save or drop all held objects. |
439 |
Assistants. Each morning, local wildlife (sparrows, centipedes, etc.) bring you 1d10cp and a ration. |
440 |
Milk Duct. Nutritious nozzle. Produces 1 pint of milk per day. |
441 |
Raving. You don't need to sleep, but you do need to pace and rave, doing nothing else, for 6hrs a day. |
442 |
Delusion. You believe you can sense lies. You cannot. |
443 |
Incredibly Slow. You always act last in each initiative round. And... You... Talk.... Like... This... |
444 |
Sorcerer Hair. Reaches the floor. Curly and unruly. |
445 |
Sneer. Your face is locked in a permanent expression of disdain. -2 Charisma. |
446 |
Eldritch Marks. Bright blue eyeliner. |
447 |
Twirling. You constantly spin counterclockwise, about once every two minutes. -2 Movement. |
448 |
Eldritch Marks. Grey spots and lines, like constellations. |
449 |
Floating Hands. Arms no longer exist, but hands still do. No extra range of movement. |
450 |
Eldritch Marks. Black spirals all over your body. |
451 |
Sadim Curse. Any gold you touch turns to water. |
452 |
Pin Legs. No feet. Legs end in needle-sharp points. Can use them as daggers. |
453 |
Faint Breeze. No matter where you are, a faint wind tousles your hair and moves your clothes. |
454 |
Wizard Wobble. Most of your mass moves to your feet. You cannot be knocked prone. |
455 |
Deep Voice. Like the rumble of tectonic plates. |
456 |
Gravity Guts. Small objects will orbit you. +2 Defense. Your mass takes up 2 inventory slots. |
457 |
Spell Effects. When a spell damages you, teleport 1d10x10' in a random direction. |
458 |
Thunderclap Hands. You can clap your hands to make a noise audible for 1 mile in all directions. |
459 |
Molten Flesh. It dribbles and drips. Lose 1 HP per day unless you wear a fully enclosed suit. |
460 |
Blood Addiction. You need to drink a small amount of blood per day or take 1d6 damage at sunset. |
461 |
Spindle Form. You grow 2' taller and much thinner. Your fingers are long and knobbly. |
462 |
Unusual Nose. Turns bright red whenever you swear or curse. |
463 |
Impressive Thoughts. Black smoke comes from your ears when you think deeply or study something. |
464 |
Powerful Name. When you say it, everyone who heard it feels a cold shiver down their spine. |
465 |
Twirling. You constantly cartwheel counterclockwise, about once every two minutes. -2 Movement. |
466 |
Insubstantial Flesh. In darkness or dim light, appear as a rotting corpse. No effect on stats. |
467 |
Sideways Step. Once per day, you can step through a gap of any width but at least your height. |
468 |
Shadow Magic. Your shadow is perfectly normal, no matter how mutated you are. |
469 |
Blasphemous Blubber. Capillaries form unholy runes. Immune to bludgeoning damage. |
470 |
Spell Rebound. Any spell that strikes you rebounds to also strike an adjacent target. |
471 |
Narrator. You hear a voice in your head narrating all your actions. +2 Wisdom. |
472 |
Wizard Stains. You leave black greasy footprints even if you wear shoes. |
473 |
Opalescent Shell. +2 Defense. Takes up 4 inventory slots. You can retreat inside it. |
474 |
Draining Touch. Can drain 1d6 HP from a person to heal the same amount once per day. |
475 |
Ghost Curse. Any people you kill have a 1-in-6 chance of rising as hostile ghosts in 1 round. |
476 |
Broadcast Brain. Everyone in 30' must Save or experience any strong emotion you are experiencing. |
477 |
Stupendous Eyebrows. Made of copper wire. |
478 |
Temperamental Limbs. 10% chance each limb vanishes for 24hrs. Roll every morning. |
479 |
Powerful Name. Whenever you say it, thunder rolls and horses whinny in fear. |
480 |
Clamps. Your hands are replaced with iron clamps. Like having 2 metal fingers. +2 Strength. |
481 |
Hyperbuoyancy. You float alarmingly well. You cannot drown but you cannot dive either. |
482 |
Stupendous Eyebrows. Wiry, elongated, thick, and alarming. |
483 |
Glass Limbs. Any time a limb takes 6 damage in 1 round it shatters. It grows back in a week. |
484 |
Flame Belch. Once per day, spew a 10' cone of fire and oil. 1d6 damage, save for half. |
485 |
Moth Flesh. You constantly shed small white dusty moths. They live in your pores. -2 Charisma. |
486 |
Hover. 1" off the ground at all times. Still take fall damage but do not set off pressure plates. |
487 |
Sealed Lips. They fuse shut while you sleep. Need to cut them open (1 damage) each morning. |
488 |
Fruit Chest. You produce apples. 1 per week. |
489 |
Relentless Positivity. You are always optimistic no matter how bad things are. Cannot curse or frown. |
490 |
Wizard Beard. Grey and pointed, down to your knees. |
491 |
Amnesia. Save each morning for forget the previous day's events. |
492 |
Wandering Mind. When you sleep, it pops out of your head and hops around. Brain has 1 HP. |
493 |
Eldritch Marks. Shimmering flame tattoos all over your arms and legs. |
494 |
Stupendous Eyebrows. Spiked and elaborate. 1" wider than your head. |
495 |
Comically Promiscuous. You can't sleep with everyone but you will sleep with almost anyone. |
496 |
Eyeless Sight. Eye sockets fuse over with flesh. You can still see. |
497 |
Strange Voice. Forced to say a rhyming couplet before casting a spell or using a magic item. |
498 |
Split Body. You split into 2 characters (half of each stat, half mass). Divide mutations evenly. |
499 |
Fusion Hands. Any two mundane inanimate objects you hold at the same time will fuse together. |
500 |
Flee! If you are startled, your head flies off and disappears. You grow a new head in 1d6 minutes. |