Wizards

Merlin, Benito Gallego

Wizards

Roll your stats (assumes 3d6 for STR, DEX, and CHA), then choose a set you qualify for! (rules for magic here)

All wizards have a staff (d6, bulky).

Wizard Req. * Features
HIGH ROLLS
Gym Wyz STR 13 Muscle Transfer, and a 4ft barbell with two 10lb weights (d6-d8, bulky) instead of your staff
Mageblade STR 13
DEX 11
Ethereal Sword, and a shortsword (d6)
Aquamancer CHA 13 Freezecloud, and a jug of water on a strap (d4, or d6 and bulky when full)
Crisper DEX 11
CHA 11
Burnt Ends, and a single fire-resistant glove
Time’s Apprentice DEX 13 Hasten Infection, and a clock-and-chain flail (d6)
LOW ROLLS
Fixer CHA -9 Memory Erasure, and an Amulet of Stolen Thoughts (any time you remove or steal from a sentient being’s mind, gain a charge; charges can be spent to cause a 1d6 mind blast each)
Metallurgist STR -9 Hone, and a roll of Flexiplate (rolled up sheet of metal; can be commanded to take the shape of plate armour, 1 armour, bulky)
Grafter STR -9
DEX -9
Bestial Graft, and a hacksaw (d6)
Mistake ALL -9 Wild Attunement, a small buckler, and an extra arm that ends at the wrist
Savant
(for when nothing else fits)
re-roll one stat or distribute 2 extra points; select a qualifying entry
* requires either target number or higher (positive), or target number or lower (negative)

Spells

Muscle Transfer (d4):
Sap strength from a limb and donate it to another. Donation to an arm gives +[sum] on next attack utilizing that arm, donation to another limb gives +[sum] STR to next applicable save. Non-self sap targets loses +[sum] STR. Lasts for one use or 10 minutes, whichever is sooner.
Ethereal Sword (2d4): 
Summon an ethereal sword (d8) into your hands. It lasts for [sum/2] rounds, or minutes if out of combat. The sword can be dispersed on contact to deal extra damage equal to the number of rounds/minutes remaining.
Freezecloud (d8):
Requires water (or exceptional humidity). Disperse water into a cloud roughly 10ft3, then flash freeze the particles. Beings in the area are frozen for [sum] rounds/minutes, or half of that on a STR save.
Burnt Ends (d6):
Target is surrounded in flames that only barely singe for 2 damage, but the target remains lit for [sum] rounds/minutes. The flame burns through 1 armour every 2 rounds/minutes, and will burn held items of wood after 2 rounds/minute, metal after 3, tougher materials after 4. Melee attackers receive 1 damage for the duration. The flame can be put out.
Hasten Infection (d4-d8):
Fast-forward the infection process on an injury. Deal [sum/2] damage to target with an open wound. They cannot gain (or re-gain) STR/HP beyond their current numbers for [sum] hours.
Memory Erasure (d10):
Soft tendrils of smoke twist toward up to two targets, creating a link to their memories. You may wipe one shared memory from the targets' minds; the tendrils yank back violently and dissipate.
Hone (d4):
Instantly sharpen any metal edge for [sum] rounds/minutes. Hone'd weapons gain +1 damage for the duration, and other Hone'd objects deal base damage in relation to their weight and efficacy as a weapon.
Bestial Graft (d8):
You magically meld a severed portion of animal onto the target. This could be hooves, horns, wings, fangs, et cetera. The graft target also takes [sum] damage during the casting, and the spell takes ten minutes to perform. The magical graft adheres for an hour.
Wild Attunement (1):
You attune your mind to the wild magics around you, capturing a new spell in as little as a single minute (or one round). This spell must be held in a focus, and you cannot attempt to retain control of it after casting (although a CHA save will still save your focus).