Showing posts with label BIG Tables. Show all posts
Showing posts with label BIG Tables. Show all posts

Friday, July 31, 2026

The BIG Spell Table

Roll 1d100.

The BIG Spell Table
[1]
Not a spell- but a spell failure! This arcane formula is incomplete or intentionally flawed. Whatever you thought the spell might do; find the nearest corresponding School of Magic on this list and roll on its subtable. If not applicable, roll on the Spell Cataclysms table.

[2] Not a spell- but a method to acquire spells. Roll on the Cruel Executions for Magic Users table; slaying a magic user in a ritualized fashion with this method will grant you knowledge of one spell they knew in life.

If your magician can already suck out magical knowledge from dead people- then you learn a very Occult Spell from Silent Hill instead.

[3] This spell is stupid. Roll a d12 on the Idiotic spell table.

[4] Not a spell- but a Runebrand. This magic brand provides a small permanent bonus to anyone it is applied to, or a once per day cantrip-level magic effect for its wearer. Roll a 1d6 on the Witcher Runebrand Table for your brand. If you roll a 6, instead roll a d20 on the Random Discipline Table, which is tattoo representing that magical concept with a matching effect.

[5-6] Chaotic Burst! The spell caster must name a desired outcome or target of the spell; and the magic flies! Use the powers of Mana Points and their effects, with the number of Mana Points equal to the caster level. You cannot use the same effect twice in a single casting of the spell. Don't have Mana points? You'll have to use Hit-Points instead.

[7] You learn a spell that is quite amateurish, but charming. Roll a spell made by Your Apprentice.

[8-13] Mutation of a Classic Spell. Roll 1d6, then roll on its corresponding table.

  1. Knock
  2. Color Spray
  3. Sleep
  4. Hold Portal
  5. Comprehend Languages 
  6. Magic Missile (Same rules as magic missile; it just looks different.) 

[14] You learn the rituals and callings to perform a random Dark Pact.

[15] You learn how to cast magical curses. The next time you curse someone with your words, it can become a magic spell. Use the Freeform Curse Generator.

[16-18] Roll a Basic Starting Spell.

[19-24] Roll a Random Starting Spell.

[25] You learn a useful utility spell- roll on the Camp Spells Table.

[26-27] Instead of a spell, you gain a new face. The face appears on your chest; though it can be hidden under your clothes. Roll a 1d4 to determine where the face comes from, and what powers it grants you. If you already have a magical chest-face-spell; then just roll a Random Mutation.

  1. Roll a random face of the Many-Faced Man
  2. Roll a random surface from the Weird Monster Generator
  3. Roll a random face of a Hand-Face-Hand
  4. Roll a random Chaos Medallion Relief which also grants you a Medallion Power.

[28-32] You learn a first level spell. Roll 1d4, then roll on its corresponding table.

  1. Attack Spells
  2. Defense Spells
  3. Illusion Spells
  4. Summoning Spells

[33] You get some strong magic with some very glaring flaws. Roll 1d2 and then roll on the following table.

  1. Powerful Enhancements ended by Very Trivial Things
  2. Powerful Curses Countered by Very Common Things

[34-39] You learn a spell inspired by the bards. Roll 1d8 on the table below, then once again on whatever table you randomly selected.

  1. Hedge Wizard
  2. Green Colored Sun
  3. Adventures in the Upside Down
  4. El Bosco
  5. Moth Tower
  6. Mumble forth verses of subtle control with Purple Magic.
  7. Learn a random magic Song.
  8. Generate an Orc Song. It grants magical power- but only to things related to the song.

[40-43] You learn a Monster spell. Roll 1d4 to determine the origin, then on the relevant table to learn the spell.

  1. Goblin
  2. Gnoll
  3. Orc
  4. Instead of a spell, you become infused with Fairy Magic. Gain a Blessing of a Fairy Queen.

[44-45] You can condense magic energy into a Magical Skillgem. If socketed into an item, it grants its user a special power. Roll 1d3 to determine the color (Red, Green, Blue) and then a 1d12 to determine the exact power it grants.

[46-50] You learn one of the 36 Magic Spells.

[51] You learn a spell that is strangely interconnected to everything else. Roll on the Blog Spells Table.

[52-55] You learn a personalized spell. Roll 1d4 to determine who, and then roll on their spell table for the exact spell of theirs you steal.

  1. Anten the Murderer
  2. Walks-In-Emeralds
  3. Hotar of the Holy Vapors
  4. This spell acts as a Turn Undead; but turns something Weird instead.

[56] You learn a spell relating to arcane symbology. Roll a random Symbol Spell.

[57] You learn a Random Cleric Spell

[58] You learn a spell related to Exploring Dimensions

[59-63] You learn a Generic Enemy Spell. Perfectly generic, perfectly serviceable. You'd do well in the Monster Manual.

[64-71] You gain a spell of the rainbow. Roll 1d6 to determine a random color, then on the relevant table below.

  1. Red
  2. Blue
  3. Yellow
  4. Green
  5. Purple
  6. Orange

[72] You learn a spell relating to magical runes. Roll a random Rune Spell.

[73-75] You learn a chaotic, strange, or highly-random arcane formula. Roll 1d3.

  1. Weird Low-Level Spell 
  2. Altered Classic Spell
  3. Weird High-Level Spell

[76] You learn a spell used in war- roll on the Warfare Spells Table

[77-79] You learn a spell relating to nature spirits. Roll 1d4 and then roll on the relevant table below.

  1. Dryad Spells
  2. Satyr Spells
  3. Mermaid Spells
  4. Fae Ice-Queen

[80-81] You gain the ability to create, bind, or summon forth a creature. This creature is not a short-lived conjuration but is alive. Each one has a will of its own and must be sated or bound magically to serve. Roll a die to determine what Hit-Dice of monster you get; apprentice should only be rolling a 1d4, where as master wizards or archmages might roll a 1d8 or even 1d10.

  1. Unfortunately you are only able to summon a shitty Pest.
  2. Hearth Minion
  3. Malevolent Zombie Servant
  4. Trapestrod
  5. An Intruder
  6. The Unconquerable Ulazoo
  7. Angered Nature Spirit - Treat the "Why is it Angry" table as Bewitched. It will break free in 1d6 years of serving you.
  8. You revive a long dead Lich. The Lich will serve you, but has its own agenda and jealously guards its own Signature Spell.
  9. Big Scary Ass Demon
  10. Oh shit. You accidentally summoned an Elder God! Make a saving throw against magic to close the portal in time; if you succeed, you survive but your mind is burdened with Terrible Knowledge. If you fail; the elder god sucks you through into the void and you disappear forever. Alternatively if the proper ritual protections are prepared; you can summon one of these powerful beings as a supernatural patron instead.

[82] You peek into the primordial past from the shamans and spirit-callers of old; learning one of the First Magic Spells. For every year you spend sequestered in the wilderness living as a primitive; you can roll again on this table to learn another.

[83-87] You learn witchcraft. Roll a 1d6 to determine the origin of the Witch magic you are learning, and then roll again on the relevant table.

  1. Forest
  2. Sea 
  3. Swamp
  4. Mountain
  5. Squirrel
  6. Instead of a spell; you learn a method or two to Bewitch someone. Bewitching someone is like Charm Person, but better.

[88] You learn all the dark powers of an Anti-Sage. If you commit a deed of great evil, these spells count as though you are one caster level higher.

[89-94] You learn a potpourri spell. Who keeps inventing these?

  1. You conjure a basketful of some Magic Fruits.
  2. You can perform Star-Doctor Experiments; using your caster level as the die size.
  3. You speak a Magic Incantation. The spell does about what it sounds like it would.
  4. Lean a random spell of the Mindscape.
  5. Generate a Weird Spell.
  6. Learn the mystic ritual of the Kindlesoul 
  7. Upon casting this mysterious protection spell, you realize it does nothing until you die
  8. Learn the Spider Spell.
  9. Learn a ritual to become the Master of 23 Men
  10. You can stick a sword in a dead guy's face to make a Swordyface
  11. Learn a powerful Enchantment that can reach across the whole world! 
  12. Roll on the Trickster Special Ability table. This isn't a spell; you just have this ability now. 

[95] You learn a spell with no levels- Roll on the No-Level Spell Table. These can be prepared with any spell slot or use of any mystic resource of any level.

[96-97] You learn how to call forth powerful mystic weapons. Roll 1d4.

  1. You learn a Magical Weapon Summon-Spell
  2. Pick two weapons from the Celestial Armory and they both appear; one in each hand.
  3. You call forth one of the Almighty Astras. Roll 1d2 to determine which table you roll on. You can call forth the Astra for a number of rounds equal to your Caster Level +1.
  4. You need no weapons when your hands will suffice! Learn the basics of Gestural Combat- gain the first two and then two more random Proscribed Gestures. Increasing your Will and unlocking new gestures simply requires more Juice.

[98] You learn all the basic powers of a Sage. After you commit a deed of great good, you gain all the advanced powers too.

[99] You gain a powerful spell that grants you a Godly Power for a single day. When the spell ends, you fall unconscious and slip into a coma for one year to recover from such awesome powers in your mortal form. This doesn't happen if you're already a demigod.

[100] Instead of a spell, you get one Wish. No twists, no catch.

Sunday, February 2, 2020

The BIG Mutation Table

Many entries will link to other blog articles, which may occasionally break. If you notice a broken link and call it out in the comments, I will get to fixing it as soon as possible.

Anyway- this is the result of several years of writing and illustrating. The results are weighted towards mutations that are mostly neutral, that have positive AND negative effects, or just weird effects in general. This is how I tend to write mutations. The outliers are made to be less common and on the extreme ends of your roll. This table has been planned for quite a long time, so I am finally glad to see it finished! Total number of potential outcomes is pretty high. I think you'll get some mileage.

Mutations
The form of life is mutable. Either through magic spell or mutagen, you are being changed. Whenever you fail a saving throw against a mutation, or are forced through one for whatever reason, you may roll on this table. If an entry does not specify a body part, or a mutation must occur on a certain body part, roll a 1d8 to determine what body part is selected. Certain races may have additional body parts- such as wings, tails, or long manes that may also be mutated or added. If a character is a centaur or has 4 arms, expand the table below to a d12 with the extra arms/legs.

Many entries on this table contain links to other pages. Click on the link and follow the instructions on that page to generate the result. Certain entries may also have small, nested tables in the form of lists. In these cases, roll the number indicated and then the result on the list is the number you use.

Bodypart Selection Table- 1d10
[1] Head/Horns
[2] Neck/Shoulders
[3] Left Arm
[4] Right Arm
[5] Chest/Back/Wings
[6] Stomach
[7] Groin/Tail/Pelvis
[8] Left Leg
[9] Right Leg
[10] Skin/Hair/Misc

The BIG Mutation Table – 1d100
[1] You are permanently warped into a horrible genetic aberration, with a constantly shifting form. It is made up of many kingdoms of life; plant, animal, man. The creature has 1 less HD then your character's level, and becomes a mindless NPC monster. Bummer.
The monster then (1d3)- Goes on a rampage and attacks the nearest being, starts eating nearby corpses or greenery, or runs away to find a safe place to nest & brood.

[2] You are heavily degenerated. Reroll all of your stats, and take the results if they are lower then your current ones. You are simply scarred by genetic errors, poorly built structures, and a weakened and unhealthy body. Normal cure spells will not work on you, is this is what your body is meant to be like, as though born with this form. Only a wish or divine intervention can revert these changes. If you rolled none of your new stats lower then your older ones, then you instead degenerate into an ancestral, unevolved animal form. Orcs turn into pigs, Humans become featherless bipeds, etc.

[3] You have gained an innate weakness to one of the elements, present in your flesh or skin. (1d4) Fire, Cold, Lightning, or Acid has become your nemesis. You take double damage from this element. After you die, your corpse will reanimate as an undead weak to the same element you were in life.

[4] You grow a second “face” underneath your first. It's a bit like a goiter that grows under your chin and is smaller, but has eyes and a mouth. Roll a random set of Eyes and Mouth (bite-attack table) on the Cavern Beast Generator to determine its stats and what it looks like. The face is almost always asleep when you're on the surface, but its eye(s) blink open when you go deeper underground. The face also follows your mental commands, but has a bit of an animal mind that betrays your subconscious. The face will, for example, bite or spit at those you hate and are forced up close to, even if you wish to keep your dislike of them a secret, or lick the neck and face of a lover, even in public.

[5-7] You have become misshappen. Roll on the misshapen subtable on the Weird Monster Generator until you get an 8, then gain a special power rolled on that special power table. Add those limbs to your body, which are otherwise act as normal limbs. Extra heads have simplistic and similar, but still distinct personalities and voices, to you. Like an unoriginal conjoined twin.

[8-9] Roll on the Rat Mutation table. The next time you eat some cheese, roll on that table again.

[10-11] Your head morphs into an animal head. Roll on the Random Animal table to determine what animal it is. You will gain/lose a bite attack based on what head you get. Your stats do not change, but you may see better or worse, gain nightvision or antanee, have a powerful nose, etc. You can still speak your normal languages, but can also speak the language of that animal and partially communicate with members of that species. You also will probably no longer be able to wear a regular helmet, and your clearly inhuman appearance may give you an additional -1 to reaction checks with civilized folks.

[12-16] Roll on the Blood Mutations table.

[17] Your body's humors have been disrupted! One of your Four humors are underproducing, while the rest are overproducing. The humor you are having trouble creating is (1d4) Hot & Dry, Hot & Wet, Cold & Dry, or Cold & Wet. You now have to eat an entire meal dedicated to that humor, such as lathering it with spices or eating very specific foods. On the upside your body's overproducing of the other humors has increased your energy and activity levels. You can now be fully rested with just 4 hours of sleep, and heal +1 hit points per day as long as your humors are kept in balance.

[18-20] Roll on the Nose Mutations table.

[21] You grow an elephant trunk in place of your nose. The trunk can be used as a prehensile limb that can grip objects roughly, but can only use small weapons like daggers or clubs at a -2 to attack rolls. You can also breath through it, but you lose some of your sensitivity to smell. 
The trunk looks (1d3) Like a typical gray elephant trunk, like your normal skin covering stretched into a weird trunk-like shape, brown and super fuzzy as a wooly mammoth trunk.

[22-27] Roll on the Eye Mutations table.

[28] You gain Darkvision. This means your eyes glow in the dark- letting you see in darkness. Your eyes glow a specific color based on your race. Sneaking around without closing your eyes in darkness confers a -2 penalty to all Stealth rolls.

[29-33] Roll on the Hardcore Mutations table.

[34] Your mouth and digestive process changes. Your spit become mildly acidic, dealing 1 damage to creatures if not wiped off after an exploration turn and dealing minor damage to stonework or metals if spit on and left for long periods of time. This applies to all your bodily fluids, thus making you very dangerous to other people around you as well, though you are thankfully immune to it. Your stomach can use this spit, as well as its newfound ability, to digest basically anything. You can scrap lichen off the walls, eat any creature's meat, chew pinecones, etc. Basically anything biological, no matter how rotten or hard, can be eaten and its nutrients absorbed by you. You don't need to forage for food.

[35-37] Roll on the Teeth Mutations table.

[38-40] Crystals grow in your flesh. Roll on the Flesh Crystal Growths table.

[41] Crystals grow in your flesh. In this case, it is Azurite ore growing on your body on a random body part. Azurite is a blue ore with the power to transmit, store, and release energy. Roll on the Azurite Power Table to determine what type of power you gain by using Azuritre. These crystals also sap your body of its energy; take lose -1d6 Constitution from these leeching crystals. If this would kill you, you lose your energy over the course of a few weeks, granting a small chance to find a cure or removing the mutation before the Azurite turns you into a zombie, drained of all life force.

[42-46] Roll on the Leg & Feet Mutations table.

[47] Your legs fuse together to become something new. Your legs combine to become (1d4) the tail of a mermaid, the body or “foot” of a slug, the coiling muscular tail of a snake, OR the entire four legs and lower body of a random quadrupedal animal making you into something akin to a centaur. Roll 1d8 on the Random Animal Table to determine this animal in the event of the above result.

[48-52] Roll on the Miscellaneous Mutations table.

[53] Thy flesh twists. Roll 1d3 random Body Parts, which have twisted around backwards. Certain body parts, like the chest, do not twist backwards and are instead twisted into a spiral. Due to the severity of this effect, the next night you go to sleep you toss and turn- waking up in a very strange sleeping position and having 1d2 of your twisted body parts realigned to normal. You can have the permanently stuck body parts treated by physicians and healers over the course of several years to turn them back to normal. However, your joints in these affected body parts become much more flexible; if your head was screwed on backwards and then cured, you can turn your head around 180 degrees, if your arm was twisted backwards you can fully bend it back, etc. As a result, you gain Dexterity points permanently equal to the number of limbs twisted back.

[54-59] Roll on the Freaky Fingers table.

[60] Your arm warps. Roll a random arm, then roll on the random Arms Table on the Weird Monster Generator. This arm replaces the offending limb. It gains or loses its usefulness based on whatever arm you rolled, having similar stats and abilities. If you roll the human hand, it has tattoos and gains a streak of criminality (picking people's pockets, flipping the bird, goosing passersbys, etc.)

[61-62] Roll on the Hair Mutations table.

[63] Your limbs are undergoing a serious transformation. Blisters form, retracting 1d4 of your limbs into the huge bread-loaf sized pustules at the terminus of your joints. These pustules can be squeezed by you once per day to fire out tiny, milky white translucent tendrils that sting whatever they touch, with the effect of the sting being listed below. You lose the use of these limbs while they are “changing”, and lancing or destroying these pustules destroys the limb permanently. After one year, these limbs emerge as long gray tendrils that can be used as a rough prehensile limb that is safe to the touch for others, though lacking the dexterity of a normal hand or foot. The end of these tendril has a slit and can be opened to reveal a small tentacled “hand” or “foot” that has the fully effectiveness of the limb but carries with it your poisonous sting.

Additionally, all of these stinging tentacles you have have the effect of (1d2) save vs paralysis or be paralyzed for 1d4 rounds, or save vs poison else take 2d6 damage from the stingers.

[64-66] Roll on the Torso Mutations table.

[67] Roll a Random Bodypart. Then, roll on the skin coverings table from the Mutant Wasteland Guide Generator. This is the skin this bodypart is now covered by, losing its fur if you had any. You gain +1 AC if the area has natural armor on it from the Mutant table.

[68] Generate a Random Alien Organ. This organ grows inside your chest over the period of 1d4 days, and its purpose should be shifted to better fit a fantasy setting. You gain +2 hit points from the increased body mass and bulk, but (1d3) you must eat an extra ration per day, extraterrestrials from another dimension will stalk you to vivisect the organ and take it, or you must consume a rare and expensive spice mixed with water once a month for its specifics nutrients or else you will sicken and die over the course of 1d8 days.

[69] Regardless of your gender, you have become pregnant. Your body must carry the creature for 2d6+2 months, and then you will birth it through the most fitting opening. This creature is a 0 HD monster generated using the Cavern Beast Generator. It is helpless and feeble until it has at least 1 HD. It has imprinted on you and believes you as its mother, and will not ever attack you, but hates the sun and wishes very much to remain in the darkness. The creature gains 1 HD every 1d4 years it develops, growing its attacks and power the older it gets. It is considered fully adult when it reaches the HD it would have had if generated solely on the Cavern Beast Generator.

[70-72] You change race. Over the course of 1d6 days, you mutate into a totally different being, with some vague similarities between your old body type, voice, face, coloration and so forth with your new form. But you are still wholly different, gaining and losing racial traits or bonuses as normal. Roll on your favorite gonzo race table, or GLOG Race Table by Skerples.

[73] Roll a Random Bodypart. If that body part is holding or wearing a magic item, then it “fuses” with the item. Your skin starts to grow over it and meld it to your form. An item held in your hand has its flesh melded onto it, if you're wearing a magic necklace the necklace is covered by a layer of skin and dully glows through it, etc.The item is now stuck to you and awkwardly trapped within a layer of your skin, which can only be cut out with surgical tools. If there is no magic item touching that part of your body, instead this mutation hides in wait until a magic item is placed there or brushes against it. You cannot use this bodypart as normal or equip an item in that slot, but can make full use of the item that is trapped inside of you with its full modifiers and uses per day.

Additionally, over the years this item is consumed more wholly, breaking down and changing into a biological form. When a magic sword is fused subsumed by your arm's flesh, it looks the same as it did before, just melded to you. After many seasons, the sword will begin to have bone and keratin elements, mixing with your biology and eventually seeming as though it is wholly a part of your body. At this point the item can not be surgically removed, but it will regenerate if damaged and you gain more control over it. For example, items with a one use per day rule will now have two uses a day, but you must consume an extra ration to feed the energy cost and so on.

[74-75] Your brain experiences a surge of maturation and new structures form within it. You gain the abilities of a beginner Psychic. You may eventually learn a Psychic trick or even develop a full blown Psychic power through leveling up, and training with your new power. This power is not considered magical, and may even work in alternate realities where magic does not exist. However, by becoming a Psychic you have opened the door for astral beings, psionic creatures, and harrowing life experiences to all be able to both sense you as well as cause your mind harm from the psionic attacks or stress. Roll on the Psychic Trick table to see what power you can develop.

[76-77] You grow horns. Roll 1d6 on the Random Horns Table. The horns sprout from your head and can be used as a 1d3 improvised weapon in combat if you butt your head around. If you rolled "Antlers", then your horns are seasonal and fall off every winter before growing back in spring.

[78] Your skeletal structure painfully shifts and hardens. You gain a slightly different silhouette and a slightly different looking face, but otherwise look the same. You gain +1 AC from your newfound skeletal development, but lose -1d4 Dexterity. When you die, the skeleton inside your body is very strange. Roll on the Weird Skeleton Table.

[79] Your bodily constitution has changed considerably. Your body stores fat as a layer of thin, but tough blubber just under the skin. You gain +1d6 Constitution points and a considerable amount of heft, but are not much fatter then you were before. This layer of blubber has also made you resistant to cold damage. However, your overactive immune system means you have developed a new deadly allergy to (1d4) Wine, Paper, Glass, Honey. Save vs death on touch, no save if ingested.

[80] You begin to grow manfruits. Unless you're a woman, then it's womanfruits. Or “personfruits”, whatever works for you. These grow along your sides, hanging out from your body on small twigs that poke out from your flesh painlessly. These 'fruits' have no effect on you, and indeed taste and make you feel terrible if you eat them, but others can eat your fruits or sup their juices and restore 1d3 hit points and will also restore 1 point to any damaged attribute. You grow 1d4 fruits during Summer and Autumn, 2d6 fruits during Spring, and are bare for the Winter.

[81] You're half slime! Your skin and flesh sags and takes on a new viscosity, more like ooze or gel. Your bones remain intact, and are the only anchor points to your physical body- you're much like a skeleton jelly. Your body has a new consistency closer to that of (1d4) Wet Sand, Clay, Gelatin, or Liquid Cement. You take -2 damage from slashing or piercing weapons and you don't bleed.
Additionally; Your internal organs (1d3) have disappeared and your entire body volume does the job, now float freely around you and can be removed without harm for short periods of time, or have turned into spiders which seek to escape you from wounds and bite your foes whenever possible.

[82-83] Roll on the Rubber Forehead Alien Generator to determine what your face and forehead changes like- roll on the first two “Characteristic” tables. You also gain the benefit of their culture as a sort of newfound mental acuity in that subject. If your setting has more prejudice against mutated people, then this mutation is less egregious. If you've already rolled this one, instead just roll on the Characteristics table and then roll on the Terrible Knowledge table instead.

[84] Your body now naturally absorbs magical energy, much like a sponge. You suck up a specific type of energy; roll on the 6 Types of Magical Energy table. If you absorb enough of this energy, you start to glow its colors and can produce a minor magical effect relating to it by spending the energy. However, due to your body's newfound openness to magic, you suffer a -4 to all saving throws vs all spells.

[85-86] You grow a tail. If you already have a tail, you grow a second one. This new tail is determined by rolling on Priunt's Random Tail Table- from the Really Powerful Hirelings Table. You gain the tail and its abilities. If chopped off, you get a saving throw to have it grow back the next morning. The tail will always grow back the same type that you had before. If you fail this save, the loss of the tail is permanent.

[87] You gain a hint of the “Other” in you. You are not an Other, but the Others will ignore you, treating you as one of their own, or like a background noise as long as you do not attack them or interfere with their plans and cults. Roll on the Other Tell Table and you gain that tell. You also gain the ability to distinguish an Other by sight and smell.

[88-93] Roll on the Weird & Terrifying Powers table. Some of the powers are more mystical and abstract to work with mutations, in which case, just roll a d30 on the table, which is where the majority of the more physical and biological powers or mutations are.

[94-95] You develop a strange patch of skin somewhere on your body. Roll a random bodypart for the location. Roll on the Cavern Beast Generator skin table to determine what it is. You gain the benefit.

[96-97] Your pineal gland fully activates, and you grow your third eye on your forehead. You gain +1d3 Wisdom. Additionally, your eye has the special power of (1d4)- Seeing the Invisible, Seeing through all illusions, Detecting Magic, or Detecting Alignment.

[98] You experience an astonishing rate of growth and development, like a second puberty. Your oldest scars disappear, you grow an inch or two in height, and your secondary sex characteristics are enhanced. Restore any damaged attributes you have and roll 1d6 twice to determine two different random stats. These stats are improved by +1d4 points permanently.

[99-100] Roll on the Really Good Mutations table. Nice.