You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/
Roll on "EffectAll".
If not otherwise specified, this effect lasts until LOWER(Roll on "Duration") or the effect is otherwise dispelled.
d100 | Result |
---|---|
1 |
Roll 10d100 hours have passed |
2 |
Roll 1d4 turns have passed per level of the caster |
3 |
He has attained fluency in Roll 1d4 additional languages |
4 |
He has attained fluency in one additional language |
5 |
He has been awarded a title by royalty |
6 |
He has been branded with a hot iron like a bull |
7 |
He has been formally pardoned by the king |
8 |
He has been reduced to one hit point |
9 |
He has been resurrected |
10 |
He has been stabbed by a silver weapon |
11 |
He has been tried and imprisoned for heresy |
12 |
He has bested Roll 10d10 warriors in single combat |
13 |
He has bought a hugely expensive home and burned it down |
14 |
He has broken every finger on one of his hands |
15 |
He has built Roll 2d10 snowmen |
16 |
He has burned down his current home |
17 |
He has burned himself for Roll 2d20 total hit points of fire damage |
18 |
He has carried a gallon of water from the sea to this spot |
19 |
He has carried a stone from this spot to the sea |
20 |
He has carved his full name in Roll 10d10 different trees |
21 |
He has circumnavigated the globe without using magic to do so |
22 |
He has composed Roll 3d4 sonnets |
23 |
He has cut off Roll 1d4 fingers |
24 |
He has cut off his own ear |
25 |
He has destroyed every book that he owns |
26 |
He has destroyed every table within Roll 1d4 miles |
27 |
He has destroyed his most prized possession |
28 |
He has dug a functioning and productive well on this spot |
29 |
He has eaten 1,000 gold pieces worth of gold |
30 |
He has eaten Roll 1d4 pounds of soil |
31 |
He has eaten Roll 1d4X his weight in squirrels |
32 |
He has eaten Roll 2d6 pounds of cured leather |
33 |
He has eaten an entire, live chicken |
34 |
He has extracted Roll 1d4 of his own teeth |
35 |
He has felled Roll 3d6 trees older than he is |
36 |
He has forged a sword from meteoric iron |
37 |
He has found a lost city hidden in the desert |
38 |
He has founded a cult |
39 |
He has gained a level |
40 |
He has gone Roll 10d10 days and nights without speaking |
41 |
He has gone Roll 1d4 weeks without exposure to direct sunlight |
42 |
He has gone one full month without using magic or any magic items |
43 |
He has had a personal audience with Roll 1d6 different deities |
44 |
He has hand-carved a marble statue of himself |
45 |
He has hidden a cursed ruby beneath a tall mountain |
46 |
He has imbibed Roll 1d4 pints of lamp oil |
47 |
He has imbibed Roll 1d8 pints of his own blood |
48 |
He has located and destroyed an artifact |
49 |
He has lost a level |
50 |
He has lost a total of Roll 3d10 hit points due to burns from acid |
51 |
He has lost a total of Roll 3d10 hit points due to electrical damage |
52 |
He has manually unearthed a diamond larger than his head |
53 |
He has married |
54 |
He has married, divorced, and remarried Roll 1d4 times |
55 |
He has produced an heir |
56 |
He has razed the nearest wooden structure |
57 |
He has remained awake for Roll 4d6 consecutive days and nights |
58 |
He has restored the nearest undead creature to life |
59 |
He has retrieved a particular gold coin from the bottom of the sea |
60 |
He has rid himself of all magic items |
61 |
He has rid the nearest town of mice and rats |
62 |
He has rolled less than his weight on 1d1000, one attempt per day |
63 |
He has rolled less than his Wisdom on 1d100, one attempt per day |
64 |
He has scaled the tallest mountain on the continent |
65 |
He has sharpened every blade within Roll 1d10 miles |
66 |
He has shaved his head completely bald |
67 |
He has shed Roll 2d10 pounds |
68 |
He has single-handedly dammed the nearest river |
69 |
He has slain Roll 1d10 undead |
70 |
He has slain Roll 1d6 kings |
71 |
He has spent 1,000,000 gold pieces with nothing to show for it |
72 |
He has spent Roll 1d4 days and nights at the bottom of a deep well |
73 |
He has spent a night in a sty with at least Roll 3d10 pigs |
74 |
He has spent a night in each of Roll 2d6 dragons' lairs |
75 |
He has spent an entire night at the bottom of a lake |
76 |
He has spent an entire night naked and unprotected in snow |
77 |
He has spent an entire night sealed in a barrel |
78 |
He has spent an entire night up to his neck in offal |
79 |
He has stabbed himself with a weapon that he forged |
80 |
He has swallowed Roll 4d10 gallons of water |
81 |
He has swallowed a pint of molten lead |
82 |
He has tattooed Roll 10d100 cryptic runes on his skin |
83 |
He has thwarted an assassination attempt against the king |
84 |
He has triggered Roll 1d4 additional wild surges |
85 |
He has visited both of the world's magnetic poles |
86 |
He has waded along the shores of Roll 1d4 oceans |
87 |
He has walked Roll 10d100 miles |
88 |
He has walked on the floor of the ocean |
89 |
He has walked on the surface of the moon |
90 |
He has walked the shores of hell |
91 |
He has woven a six foot length of rope from his own hair |
92 |
He has written his full name in Roll 10d10 different books |
93 |
He unearths Roll 1d4 pounds of gold |
94 |
His next birthday |
95 |
His son produces an heir |
96 |
One year and one day have passed |
97 |
The current king has died |
98 |
The next total lunar eclipse occurs |
99 |
He has performed an exorcism on a member of the royal family |
100 |
He has been bitten by Roll 1d6 different lycanthropes |
d1000 | Result |
---|---|
1 |
0001 1d10 of caster's fingers turn to stone |
2 |
0002 1d100 bees swarm harmlessly around the caster for several weeks |
3 |
0003 1d100 sparkling motes dance about the caster's head until dawn |
4 |
0004 1d100% of caster's body turns to iron for that many rounds |
5 |
0005 1d12 ducklings identify the caster as their mother |
6 |
0006 1d4 of caster's fingers move from his left hand to his right hand |
7 |
0007 1d4 of caster's limbs are as durable as steel |
8 |
0008 1d4 of caster's limbs are covered in fish scales |
9 |
0009 1d4 of caster's limbs are invisible |
10 |
0010 1d8 of caster's primary orifices seal shut |
11 |
0011 3d10 harmless lumps as big as walnuts cover the caster's body |
12 |
0012 3d10 quarts of olive oil pour from caster's ears |
13 |
0013 4d6 non-functioning eyes appear on the caster's face and head |
14 |
0014 A 100 yard radius around caster's home is stripped of vegetation |
15 |
0015 A 2d6 foot radius around caster sinks as many feet into the earth |
16 |
0016 A basement's been installed in caster's home while he's been away |
17 |
0017 A close friend of the caster is an assassin hired to kill him |
18 |
0018 A distant but powerful army declares war on the caster |
19 |
0019 A drop of the caster's blood can purify 1d4 gallons of water |
20 |
0020 A family of skunks has taken up residence in the caster's home |
21 |
0021 A fast-growing oak sprouts beneath the caster's home |
22 |
0022 A foot-long steel bar runs completely through the caster's thigh |
23 |
0023 A geyser temporarily erupts from one of the caster's pockets |
24 |
0024 A glowing orb hovers over caster's head while he's invisible |
25 |
0025 A great wind blows the caster 1d100 yards in a random direction |
26 |
0026 A group of necromancers take an interest in the caster's skeleton |
27 |
0027 A group of scholars think the caster's a visitor from the future |
28 |
0028 A hen's egg tumbles out of each of the caster's ears |
29 |
0029 A huge balloon shaped like the caster drifts past overhead |
30 |
0030 A kill-on-sight order has been issued for the caster kingdom-wide |
31 |
0031 A large haystack falls from the sky onto caster |
32 |
0032 A large oak sprouts from one of the caster's pockets |
33 |
0033 A length of chain now runs completely through the caster's torso |
34 |
0034 A life-sized statue of caster appears nearby, made of cheese |
35 |
0035 A magical blast detonates at caster's location, but he's unharmed |
36 |
0036 A mound of snow falls onto caster and buries him up to his chest |
37 |
0037 A page falls out of caster's spellbook each time it's opened |
38 |
0038 A skeleton mimics caster, exactly duplicating his movements |
39 |
0039 A small fountain wells up in the caster's home |
40 |
0040 A strong net falls from the sky and entangles the caster |
41 |
0041 A swirl of rainbows accompanies any spell cast by caster |
42 |
0042 A tornado picks caster up and deposits him atop the nearest house |
43 |
0043 After a horrifying tragedy, caster squanders the world's goodwill |
44 |
0044 After each spell, a lighted cigar appears in caster's mouth |
45 |
0045 After each spell, a pebble falls from each of caster's ears |
46 |
0046 After each spell, ants seem to course from the caster's eyes |
47 |
0047 After each spell, caster accuses someone nearby of impropriety |
48 |
0048 After each spell, caster appears astonishingly ugly for 1d4 turns |
49 |
0049 After each spell, caster appears to be decomposing |
50 |
0050 After each spell, caster appears to be made of pure ice |
51 |
0051 After each spell, caster appears to be utterly insane |
52 |
0052 After each spell, caster applauds himself |
53 |
0053 After each spell, caster begs someone nearby not to kill him |
54 |
0054 After each spell, caster berates someone standing nearby |
55 |
0055 After each spell, caster briefly appears to be a rotting corpse |
56 |
0056 After each spell, caster briefly appears to be on fire |
57 |
0057 After each spell, caster briefly appears to bleed from his eyes |
58 |
0058 After each spell, caster briefly looks like a photo negative |
59 |
0059 After each spell, caster briefly seems to be of the opposite sex |
60 |
0060 After each spell, caster briefly sees fire all around him |
61 |
0061 After each spell, caster briefly thinks that he's choking |
62 |
0062 After each spell, caster can sense secret doors for 1d4 rounds |
63 |
0063 After each spell, caster can t be magically healed for one hour |
64 |
0064 After each spell, caster can t traverse a doorway for 1d10 rounds |
65 |
0065 After each spell, caster dances like a honeybee |
66 |
0066 After each spell, caster experiences a burning sensation |
67 |
0067 After each spell, caster feels ants crawling all over him |
68 |
0068 After each spell, caster feels compelled to wash his hands |
69 |
0069 After each spell, caster feels completely alone and isolated |
70 |
0070 After each spell, caster feels distractingly hungry |
71 |
0071 After each spell, caster feels overwhelmingly dizzy |
72 |
0072 After each spell, caster feels transcendent euphoria |
73 |
0073 After each spell, caster forgets everyone's name for one hour |
74 |
0074 After each spell, caster forgets his name for one hour |
75 |
0075 After each spell, caster glows with infernal radiance |
76 |
0076 After each spell, caster growls like a rabid dog |
77 |
0077 After each spell, caster has a brief vision of some distant land |
78 |
0078 After each spell, caster has a strong craving for twigs and bark |
79 |
0079 After each spell, caster is 5% likely to be stricken mute |
80 |
0080 After each spell, caster is 25% likely to turn briefly invisible |
81 |
0081 After each spell, caster is 30% likely to lose his balance |
82 |
0082 After each spell, caster is 60% likely to flap his arms |
83 |
0083 After each spell, caster is afraid of his own name |
84 |
0084 After each spell, caster is as hairy as an ape for one hour |
85 |
0085 After each spell, caster is base AC zero for 1d4 rounds |
86 |
0086 After each spell, caster is bathed in an otherworldly green light |
87 |
0087 After each spell, caster is blind in one eye for one hour |
88 |
0088 After each spell, caster is grief-stricken for 1d10 rounds |
89 |
0089 After each spell, caster is hopelessly drunk for 1d4 rounds |
90 |
0090 After each spell, caster is immune to bludgeons for 1d4 rounds |
91 |
0091 After each spell, caster is immune to missile fire for one round |
92 |
0092 After each spell, caster is intensely magnetic for 1d8 rounds |
93 |
0093 After each spell, caster is matte black for 1d4 rounds |
94 |
0094 After each spell, caster is suddenly facing True North |
95 |
0095 After each spell, caster is wracked by existential horror |
96 |
0096 After each spell, caster looks like a cadaver for 1d4 rounds |
97 |
0097 After each spell, caster makes short, barking cries |
98 |
0098 After each spell, caster oozes sweet-smelling oil for 1d4 rounds |
99 |
0099 After each spell, caster polymorphs very briefly |
100 |
0100 After each spell, caster reeks of alcohol for 2d6 rounds |
101 |
0101 After each spell, caster salivates copiously |
102 |
0102 After each spell, caster seems withdrawn and despondent |
103 |
0103 After each spell, caster shakes like a rag doll for 2d4 seconds |
104 |
0104 After each spell, caster shivers uncontrollably for 1d4 rounds |
105 |
0105 After each spell, caster shrinks by 10d10% for 1d4 rounds |
106 |
0106 After each spell, caster shrinks by 50% |
107 |
0107 After each spell, caster smells strongly of turpentine |
108 |
0108 After each spell, caster suffers brief visions of carnage |
109 |
0109 After each spell, caster suffers disorienting vertigo |
110 |
0110 After each spell, caster thinks that he's drowning |
111 |
0111 After each spell, caster thinks that his clothes are on fire |
112 |
0112 After each spell, caster trumpets like an elephant |
113 |
0113 After each spell, caster vanishes very briefly vanishes |
114 |
0114 After each spell, caster's clothes age 1d100 years |
115 |
0115 After each spell, caster's clothes billow with green smoke |
116 |
0116 After each spell, caster's eyes briefly double in size |
117 |
0117 After each spell, caster's face looks 50 years older |
118 |
0118 After each spell, caster's feet are covered with ash |
119 |
0119 After each spell, caster's hair grows two inches |
120 |
0120 After each spell, caster's hands display classic stigmata |
121 |
0121 After each spell, caster's hands steam wildly |
122 |
0122 After each spell, caster's head turns 360° at the neck, unharmed |
123 |
0123 After each spell, caster's head turns invisible for 1d4 rounds |
124 |
0124 After each spell, caster's heart pounds audibly |
125 |
0125 After each spell, caster's left arm turns to stone for one hour |
126 |
0126 After each spell, caster's spellbook throbs with deep red light |
127 |
0127 After each spell, caster's Strength is halved for one hour |
128 |
0128 After each spell, gravity briefly doubles for the caster |
129 |
0129 After each spell, he giggles for 1d4-1 rounds |
130 |
0130 After each spell, light shines from caster's mouth for 1d6 rounds |
131 |
0131 After each spell, small lumps of ice fall from caster's nostrils |
132 |
0132 After each spell, smoke hangs in the air about the caster |
133 |
0133 After each spell, stones near the caster glisten with slime |
134 |
0134 After each spell, sunlight is painful to caster for 1d4 rounds |
135 |
0135 Alcohol has no effect upon the caster, but cheese is intoxicating |
136 |
0136 All holy symbols within 100 yards bear the caster's image |
137 |
0137 All of caster's clothing is colored safety orange |
138 |
0138 All of caster's clothing is permanently moist |
139 |
0139 All of caster's enemies with 100 yards vanish until dawn |
140 |
0140 All of caster's fingers are as long as his middle finger |
141 |
0141 All of caster's fingers are clear like glass |
142 |
0142 All of caster's fingers double in thickness |
143 |
0143 All of caster's fingers migrate to one hand |
144 |
0144 All of caster's monetary wealth appears atop the nearest mountain |
145 |
0145 All of caster's monetary wealth is revealed to be counterfeit |
146 |
0146 All of caster's possessions age 1d1000 years |
147 |
0147 All of caster's possessions are thrown 4d6 hours into the future |
148 |
0148 All of caster's possessions have been seized by the government |
149 |
0149 All trees within 100 yards form into a tight circle around caster |
150 |
0150 All undead within 1d4 miles blame the caster for their undeath |
151 |
0151 All undead within 1d4 miles race to the caster's current location |
152 |
0152 All vegetation now within 10 miles is highly toxic to caster |
153 |
0153 All vegetation now within 100 yards is invisible to caster |
154 |
0154 All who meet caster are 50% likely to think he smells like manure |
155 |
0155 All who meet caster are 60% likely to think he's a lycanthrope |
156 |
0156 All who meet caster are 60% likely to think he's undead |
157 |
0157 All within 10 yards of caster are sprayed with viscous ectoplasm |
158 |
0158 All within 10 yards of caster attack him for 1d4 rounds |
159 |
0159 Alternating pages of caster's spellbook are indestructible |
160 |
0160 An accurate illusion of caster copies his movements one mile away |
161 |
0161 An illusory statue of the caster stands at this spot for one year |
162 |
0162 An image of caster's beating heart hovers in the nearest doorway |
163 |
0163 An image of the caster's head hovers over his actual head |
164 |
0164 An image the of caster's beating heart hovers over his head |
165 |
0165 Any Abjurations currently affecting the caster are Dispelled |
166 |
0166 Any armor that the caster is wearing right now shrinks by 80% |
167 |
0167 Any armor that the caster is wearing right now vanishes forever |
168 |
0168 Any arrow striking the caster disintegrates in 1d4 rounds |
169 |
0169 Any arrow striking the caster inflicts equal damage on its archer |
170 |
0170 Any attack-based spell cast by caster is 10% likely to affect him |
171 |
0171 Any attack-based spell cast by caster is delayed 1d4 rounds |
172 |
0172 Any attempt to change shape locks the caster into that new shape |
173 |
0173 Any attempt to change shape makes the caster forget his true form |
174 |
0174 Any attempt to change shape will age the caster 1d10 years |
175 |
0175 Any attempt to change shape will be only partially successful |
176 |
0176 Any attempt to change shape will cause the caster to take root |
177 |
0177 Any attempt to change shape will leave his feet unchanged |
178 |
0178 Any attempt to change shape will make the caster bald forever |
179 |
0179 Any attempt to change shape will render the caster genderless |
180 |
0180 Any attempt to change shape will shrink the caster by 2d10% |
181 |
0181 Any attempt to change shape will teleport the caster 1d1000 miles |
182 |
0182 Any attempt to change shape will teleport the caster to this spot |
183 |
0183 Any attempt to change shape will turn him into 2d12 ducklings |
184 |
0184 Any attempt to change shape will turn the caster inside-out |
185 |
0185 Any attempt to change shape will turn the caster into a geranium |
186 |
0186 Any attempt to change shape will turn the caster into a monkey |
187 |
0187 Any attempt to change shape will turn the caster into a pelican |
188 |
0188 Any attempt to change shape will turn the caster into a penguin |
189 |
0189 Any attempt to change shape will turn the caster into a rabbit |
190 |
0190 Any attempt to change shape will turn the caster into a shrubbery |
191 |
0191 Any attempt to change shape will turn the caster into a snowman |
192 |
0192 Any attempt to change shape will turn the caster into a toddler |
193 |
0193 Any attempt to change shape will turn the caster into a troll |
194 |
0194 Any attempt to change shape will turn the caster into a wax dummy |
195 |
0195 Any attempt to read caster's mind reveals a homicidal maniac |
196 |
0196 Any attempt to read caster's mind reveals an absolute void |
197 |
0197 Any attempt to use rope inspires the caster to hang himself |
198 |
0198 Any attempt to use rope leaves caster hopelessly entangled |
199 |
0199 Any attempt to use rope leaves hideous welts on the caster's body |
200 |
0200 Any blade that has drawn the caster's blood is invisible to him |
201 |
0201 Any bread that caster bakes remains warm until it's eaten |
202 |
0202 Any building that the caster enters appears to catch fire |
203 |
0203 Any building that the caster enters ejects him forcefully |
204 |
0204 Any clothing worn by caster is invisible to him while he wears it |
205 |
0205 Any clothing worn by caster smells like carrion while he wears it |
206 |
0206 Any coins in caster's possession are gold-plated |
207 |
0207 Any coins in caster's possession become copper pieces |
208 |
0208 Any coins now carried by caster are water-soluble for 1d4 weeks |
209 |
0209 Any coins now carried by caster ignite and burn like tinder |
210 |
0210 Any creature Summoned by caster emerges from his mouth |
211 |
0211 Any creatures Summoned near caster are invisible to him |
212 |
0212 Any creatures Summoned near caster immediately befriend him |
213 |
0213 Any damage against caster is rolled twice, using the higher roll |
214 |
0214 Any damage against caster is rolled twice, using the lower roll |
215 |
0215 Any electricity-based magic used by caster discharges on him |
216 |
0216 Any electricity-based magic used by caster reeks of ozone |
217 |
0217 Any fire extinguished by caster rekindles itself 1d4 turns later |
218 |
0218 Any fire-based spell used by caster has only 25% of normal range |
219 |
0219 Any fires set by caster are invisible for 2d6 hours |
220 |
0220 Any fires set by caster attract undead like moths to a candle |
221 |
0221 Any fires set by caster jingle like wind chimes while they burn |
222 |
0222 Any fires set by caster make those near it appear to be undead |
223 |
0223 Any fires set by caster produce no heat |
224 |
0224 Any fires set by caster produce no smoke |
225 |
0225 Any fires set by caster whisper vague threats against him |
226 |
0226 Any food now carried by caster combusts |
227 |
0227 Any food now carried by caster is 10X as nutritious |
228 |
0228 Any food now carried by caster is fused into glass |
229 |
0229 Any food now carried by caster is sealed in airtight tin cans |
230 |
0230 Any food now carried by caster is toxic to Dwarves |
231 |
0231 Any food now carried by caster smells like carrion |
232 |
0232 Any food now carried by caster turns to ice |
233 |
0233 Any food now carried by caster turns to iron |
234 |
0234 Any food now carried by caster turns to spun sugar |
235 |
0235 Any gems in caster's possession are replaced by lumps of gelatin |
236 |
0236 Any hammer thrown by caster returns to his hand one round later |
237 |
0237 Any horse ridden by caster suffers no fatigue while he rides it |
238 |
0238 Any intelligent weapons now carried by caster hate him forever |
239 |
0239 Any intelligent weapons seen by caster look vaguely familiar |
240 |
0240 Any magic currently affecting the caster is Dispelled |
241 |
0241 Any magic currently affecting the caster is suppressed until dawn |
242 |
0242 Any magic items owned by caster appear in a heap nearby |
243 |
0243 Any magic items owned by caster are non-functional for 1d10 days |
244 |
0244 Any magical scrolls now carried by caster are fireproof |
245 |
0245 Any magical scrolls now carried by caster are forgeries |
246 |
0246 Any magical scrolls now carried by caster are subtly tainted |
247 |
0247 Any magical scrolls now carried by caster discharge spontaneously |
248 |
0248 Any magical scrolls now carried by caster turn to steel |
249 |
0249 Any metal object carried by caster is 90% transparent |
250 |
0250 Any metal object carried by caster seems 10x its normal weight |
251 |
0251 Any metal that caster is carrying turns to liquid like mercury |
252 |
0252 Any missile fired at caster is 10% likely to explode when it hits |
253 |
0253 Any missile fired at caster is at a -3 penalty to hit him |
254 |
0254 Any missile fired by caster is 10% likely to vanish in flight |
255 |
0255 Any missile shot by caster is destroyed by lightning mid-flight |
256 |
0256 Any missile striking caster is 10% likely to be just an illusion |
257 |
0257 Any mountain more than one mile from caster is invisible to him |
258 |
0258 Any ranged spell used by caster seems to issue from his eyes |
259 |
0259 Any ranged spell used by caster seems to issue from someone else |
260 |
0260 Any rope currently carried by caster doubles in length |
261 |
0261 Any rope currently carried by caster turns to braided gold wire |
262 |
0262 Any rope that caster is now carrying becomes frictionless |
263 |
0263 Any rope that caster is now carrying is soaked with lamp oil |
264 |
0264 Any shield held by caster appears to be made of Swiss cheese |
265 |
0265 Any shield held by caster appears to weigh 100 pounds |
266 |
0266 Any shield held by caster gains a +1 bonus while he holds it |
267 |
0267 Any shield held by caster is ethereal in the presence of weapons |
268 |
0268 Any shield held by caster is impervious to magical fire |
269 |
0269 Any spells cast by caster are accompanied by twinkling lights |
270 |
0270 Any spells cast by caster upon himself have an undesirable effect |
271 |
0271 Any spells cast by caster upon himself lapse after one round 0272 |
272 |
Any spells cast by caster within the last hour are negated |
273 |
0273 Any spells caster now has memorized will fail when he casts them |
274 |
0274 Any undead in the area attack the caster but ignore everyone else |
275 |
0275 Any undead in the area flee from the caster for 2d10 rounds |
276 |
0276 Any wood within 25 yards flies toward the caster for 1d10 rounds |
277 |
0277 Any writing implement used by caster breaks, runs dry, etc. |
278 |
0278 Anyone attempting to rob caster must tell him about it beforehand |
279 |
0279 Anyone drinking a potion near caster looks like him until sunset |
280 |
0280 Anyone drinking a potion shrinks by 50% for its duration |
281 |
0281 Anyone in caster's presence can t employ Direction Sense |
282 |
0282 Anyone in caster's presence thinks that he represents True North |
283 |
0283 Anyone related to caster by blood is invisible to him |
284 |
0284 Anyone slain by caster becomes invisible upon death |
285 |
0285 Anyone trying to pick caster's pocket shrinks by 50% |
286 |
0286 Anyone trying to scry the caster's whereabouts sees this location |
287 |
0287 Anyone voluntarily struck by caster's magic resents him for it |
288 |
0288 Anyone who knows caster's name gives him an offensive nickname |
289 |
0289 Anyone who looks deep into caster's mouth risks insanity |
290 |
0290 Anything caster drinks is 50% likely to fall from his mouth |
291 |
0291 Anything written by caster appears as gibberish to everyone else |
292 |
0292 Artifacts react unpredictably when caster attempts to use them |
293 |
0293 Before each spell, caster must address someone who isn't there |
294 |
0294 Before each spell, caster must anoint his head with water |
295 |
0295 Before each spell, caster must bark like a dog for 2d6 seconds |
296 |
0296 Before each spell, caster must bite a gold coin |
297 |
0297 Before each spell, caster must blaspheme some god of chaos |
298 |
0298 Before each spell, caster must claim that his shoes are too tight |
299 |
0299 Before each spell, caster must claim to be invincible |
300 |
0300 Before each spell, caster must clear his throat loudly |
301 |
0301 Before each spell, caster must confess an embarrassing secret |
302 |
0302 Before each spell, caster must confess that he's a charlatan |
303 |
0303 Before each spell, caster must crack his knuckles |
304 |
0304 Before each spell, caster must drop a gold coin to the ground |
305 |
0305 Before each spell, caster must give himself permission to cast it |
306 |
0306 Before each spell, caster must hold his breath for 1d10 seconds |
307 |
0307 Before each spell, caster must ingest a pinch of dust |
308 |
0308 Before each spell, caster must insult a close friend |
309 |
0309 Before each spell, caster must invoke some monstrous entity |
310 |
0310 Before each spell, caster must issue what sounds like a prophecy |
311 |
0311 Before each spell, caster must light a small candle |
312 |
0312 Before each spell, caster must make a new and improbable vow |
313 |
0313 Before each spell, caster must make an embarrassing admission |
314 |
0314 Before each spell, caster must pat himself on the head |
315 |
0315 Before each spell, caster must pluck 1d6 hairs from his head |
316 |
0316 Before each spell, caster must predict that he'll die by sunset |
317 |
0317 Before each spell, caster must prick his finger with a rusty pin |
318 |
0318 Before each spell, caster must profess a thirst for human blood |
319 |
0319 Before each spell, caster must profess love for someone nearby |
320 |
0320 Before each spell, caster must promise to change his name |
321 |
0321 Before each spell, caster must remove one article of clothing |
322 |
0322 Before each spell, caster must say "Magic is my business." |
323 |
0323 Before each spell, caster must say "My God, it's full of stars." |
324 |
0324 Before each spell, caster must say "The prophecy is fulfilled." |
325 |
0325 Before each spell, caster must say "This probably won't work." |
326 |
0326 Before each spell, caster must shed at least 1d4 tears |
327 |
0327 Before each spell, caster must shout a different prime number |
328 |
0328 Before each spell, caster must snap a twig or the like |
329 |
0329 Before each spell, caster must speak a new and original rhyme |
330 |
0330 Before each spell, caster must speak a new and relevant pun |
331 |
0331 Before each spell, caster must speak ill of a good friend |
332 |
0332 Before each spell, caster must tear one article of clothing |
333 |
0333 Before each spell, caster must tie a knot in a piece of string |
334 |
0334 Before each spell, caster must touch his eyes, ears, and nose |
335 |
0335 Before each spell, caster must touch liquid water |
336 |
0336 Before each spell, caster must trace a circle in the air |
337 |
0337 Before each spell, caster must vow that this is his final spell |
338 |
0338 Beneficial magic potions have an opposite effect upon the caster |
339 |
0339 Bits of flesh fall from caster's body until he's a bare skeleton |
340 |
0340 Blades seem extraordinarily dull while caster wields them |
341 |
0341 Caster accidentally creates a virulent plague in his workshop |
342 |
0342 Caster accuses his nearest ally of murdering him |
343 |
0343 Caster acquires an exact copy of every non-magical thing he owns |
344 |
0344 Caster acquires lycanthropy, but only in his left leg |
345 |
0345 Caster acquires proficiency in some weapon that will never exist |
346 |
0346 Caster addresses everyone he knows by his own name |
347 |
0347 Caster adopts a habit of nightly self-flagellation |
348 |
0348 Caster adopts a universally obscene gesture as his trademark |
349 |
0349 Caster adopts bizarre rituals concerning the preparation of food |
350 |
0350 Caster adopts fastidious standards of hygiene |
351 |
0351 Caster adopts some unlikely animal as a kind of spirit totem |
352 |
0352 Caster adopts some unlikely object as a kind of holy symbol |
353 |
0353 Caster adopts the next religion he encounters for the first time |
354 |
0354 Caster ages 1d10 years per hour until sunset tonight |
355 |
0355 Caster ages 1d10 years/round for 2 turns, then reverts to normal |
356 |
0356 Caster ages backwards 2d4 years over that many rounds |
357 |
0357 Caster ages normally but forever retains his current appearance |
358 |
0358 Caster ages one year per day spent on open water |
359 |
0359 Caster ages one year per mile that he travels away from this spot |
360 |
0360 Caster always appears healthy and wealthy |
361 |
0361 Caster always appears sickly and destitute |
362 |
0362 Caster always feels as if the temperature is what it is right now |
363 |
0363 Caster always pays 10% more than the asking price |
364 |
0364 Caster always sees his surroundings as misty and fog-shrouded |
365 |
0365 Caster always thinks it's fifty degrees colder than it really is |
366 |
0366 Caster always thinks that there's one more step in the staircase |
367 |
0367 Caster and everyone else forgets and can t discern his age |
368 |
0368 Caster and nearest intelligent weapon exchange personalities |
369 |
0369 Caster and one nearby ally teleport to the caster's home |
370 |
0370 Caster annoys everyone by insisting that he's ambidextrous |
371 |
0371 Caster appears increasingly decrepit as the day wears on |
372 |
0372 Caster appears to be a bare skeleton from the waist down |
373 |
0373 Caster appears to be a bare skeleton from the waist up |
374 |
0374 Caster appears to be at full health, no matter how badly injured |
375 |
0375 Caster appears to be bleeding profusely whenever he's indoors |
376 |
0376 Caster appears to be composed of translucent quartz |
377 |
0377 Caster appears to be covered in ugly scales for one day each week |
378 |
0378 Caster appears to be made of countless flesh-colored pebbles |
379 |
0379 Caster appears to be made out of bricks until sunset tomorrow |
380 |
0380 Caster appears to be of a different species while sleeping |
381 |
0381 Caster appears to be of opposite sex while brandishing a shield |
382 |
0382 Caster appears to be on fire while his spellbook is open |
383 |
0383 Caster appears to be operating his body from a remote location |
384 |
0384 Caster appears to be undead for one hour after each meal |
385 |
0385 Caster appears to be undead while in the presence of undead |
386 |
0386 Caster appears to be weathered like an ancient statue |
387 |
0387 Caster appears to have a railroad spike jutting from his forehead |
388 |
0388 Caster appears to have been carved from wood with an axe |
389 |
0389 Caster appears to have been crafted out of clay by children |
390 |
0390 Caster appears to have been torn apart and hastily reassembled |
391 |
0391 Caster appears to shrivel like a raisin after each casting |
392 |
0392 Caster appears translucent to anyone of the opposite sex |
393 |
0393 Caster asks Elves if they can supply him with fudge cookies |
394 |
0394 Caster ate the last of the rations that his party was carrying |
395 |
0395 Caster ate two or three pounds of apple seeds this morning |
396 |
0396 Caster attempts to drink every potion he sees |
397 |
0397 Caster attracts undead in any town he enters |
398 |
0398 Caster attracts zealous sycophants wherever he goes |
399 |
0399 Caster automatically believes that his own illusions are real |
400 |
0400 Caster awakens to find that the last 1d8 hours were only a dream |
401 |
0401 Caster bears the birthmark of the lineage of powerful kings |
402 |
0402 Caster becomes disturbingly frenetic until sunset |
403 |
0403 Caster becomes flat as a sheet of parchment for 2d6 rounds |
404 |
0404 Caster becomes increasingly simian as the days wear on |
405 |
0405 Caster becomes invisible to anyone who successfully Charms him |
406 |
0406 Caster becomes lost if he enters a cave by himself |
407 |
0407 Caster becomes lost if he enters a forest by himself |
408 |
0408 Caster becomes powerfully addicted to necromantic magic |
409 |
0409 Caster becomes powerfully addicted to Chaos Bursts |
410 |
0410 Caster becomes tightly stuck to the next chair in which he sits |
411 |
0411 Caster becomes unconscious when he becomes invisible |
412 |
0412 Caster becomes violently ill if he eats near a fire |
413 |
0413 Caster becomes visibly anxious at the sight of holy water |
414 |
0414 Caster begins aging backwards, one year per round |
415 |
0415 Caster begins growing one inch per week |
416 |
0416 Caster begins his conversations with an insulting comment |
417 |
0417 Caster begins to resemble the next person who touches him |
418 |
0418 Caster begins worshipping his spellbook with burnt offerings |
419 |
0419 Caster believes that a nearby sheep is his polymorphed true love |
420 |
0420 Caster briefly turns translucent after casting a spell |
421 |
0421 Caster burns with homicidal rage whenever he's struck by magic |
422 |
0422 Caster can alter his weight by up to 50% at will |
423 |
0423 Caster can always sense his location relative to this location |
424 |
0424 Caster can appear to be 50% fatter at will |
425 |
0425 Caster can appraise gems by tasting them |
426 |
0426 Caster can ask three questions of the next tree he touches |
427 |
0427 Caster can assess the purity of any metal by tasting it |
428 |
0428 Caster can be accurately described as "frumious" |
429 |
0429 Caster can be injured but not killed by any bludgeoning weapon |
430 |
0430 Caster can be injured but not killed by any female creature |
431 |
0431 Caster can be injured but not killed by any male creature |
432 |
0432 Caster can be injured by fire, but it can't kill him |
433 |
0433 Caster can be injured by metal weapons, but they can't kill him |
434 |
0434 Caster can be injured normally but can only be slain by fire |
435 |
0435 Caster can be injured normally but can only be slain by magic |
436 |
0436 Caster can become invisible at will while he's knee-deep in snow |
437 |
0437 Caster can become invisible while standing neck-deep in water |
438 |
0438 Caster can breathe underwater, but he always smells like a fish |
439 |
0439 Caster can carry any weight of books but only in his bare hands |
440 |
0440 Caster can cause one creature near him to turn to iron |
441 |
0441 Caster can cause one nearby person to age 1d10 years |
442 |
0442 Caster can change the size of his ears at will |
443 |
0443 Caster can conjure apples out of thin air, one at a time |
444 |
0444 Caster can control any undead skeletons now within 100 yards |
445 |
0445 Caster can detach either of his hands at will |
446 |
0446 Caster can detach his head easily but dies if he does so |
447 |
0447 Caster can detect non-magical fire within 500 yards |
448 |
0448 Caster can detect the nearest potable water at will |
449 |
0449 Caster can detect the presence of elementals within 100 yards |
450 |
0450 Caster can detect True East at will |
451 |
0451 Caster can discern a person's age by touching him |
452 |
0452 Caster can discern a tree's age by touching it |
453 |
0453 Caster can discern whether people are really unconscious |
454 |
0454 Caster can discern which spells a magic user has memorized |
455 |
0455 Caster can disgorge a pound of sawdust once per day |
456 |
0456 Caster can double his spells range if he's carrying no metal |
457 |
0457 Caster can double his weight for up to 1d4 rounds per day |
458 |
0458 Caster can drink only from a golden bowl worth 100 gold pieces |
459 |
0459 Caster can easily walk on ice while barefoot |
460 |
0460 Caster can echolocate like a dolphin while naked and underwater |
461 |
0461 Caster can endure normal fire one round per point of Constitution |
462 |
0462 Caster can extend his legs to 150% of their normal length at will |
463 |
0463 Caster can extend his legs to 2X their normal length at will |
464 |
0464 Caster can handle red-hot metal with his bare hands |
465 |
0465 Caster can hear what occurs at this location from up to 10 miles |
466 |
0466 Caster can hear what's going on in his home, wherever he is |
467 |
0467 Caster can hold his breath for 3X his Wisdom score in rounds |
468 |
0468 Caster can hurl a baseball-sized object beyond the horizon |
469 |
0469 Caster can identify any kind of fungus on sight |
470 |
0470 Caster can ignite twigs by sticking them in his mouth |
471 |
0471 Caster can ignore any spell cast on him but is 80% likely to die |
472 |
0472 Caster can induce ravenous hunger in others |
473 |
0473 Caster can inflate his left hand like a balloon |
474 |
0474 Caster can instantly count quantities of fewer than 1,000 items |
475 |
0475 Caster can judge visible distances with amazing accuracy |
476 |
0476 Caster can light candles simply by touching their wicks |
477 |
0477 Caster can magically create edible but non-nourishing food |
478 |
0478 Caster can make his ears resemble noses at will |
479 |
0479 Caster can memorize spells 4x faster than is normally required |
480 |
0480 Caster can move easily through running water less than waist-deep |
481 |
0481 Caster can move in total silence for his Wisdom score in rounds |
482 |
0482 Caster can move silently while holding a thumb in each nostril |
483 |
0483 Caster can never again come within one mile of his home |
484 |
0484 Caster can no longer use charged magic items |
485 |
0485 Caster can only digest food that is spoiled or rotting |
486 |
0486 Caster can only use electrical magic while standing in water |
487 |
0487 Caster can only wear one shoe at a time |
488 |
0488 Caster can open his mouth as wide as he is tall |
489 |
0489 Caster can pass his right arm through up to six inches of wood |
490 |
0490 Caster can reattach his own limbs if they re severed |
491 |
0491 Caster can recall his own birth with perfect clarity |
492 |
0492 Caster can remove his tongue and replace it at will |
493 |
0493 Caster can remove one eye and replace it at will |
494 |
0494 Caster can remove or negate one curse |
495 |
0495 Caster can resemble a decaying zombie at will |
496 |
0496 Caster can retract his feet into his ankles at will |
497 |
0497 Caster can retract his fingers into his palms at will |
498 |
0498 Caster can retract his nose into his face at will |
499 |
0499 Caster can scale walls like a monkey while unencumbered |
500 |
0500 Caster can see in total darkness if he has a banana in his pocket |
501 |
0501 Caster can see secret doors easily but can't see normal doors |
502 |
0502 Caster can see through fire |
503 |
0503 Caster can see through his eyelids for up to 1d6 rounds at a time |
504 |
0504 Caster can see through stone if he has a pebble in his mouth |
505 |
0505 Caster can see underwater clearly while naked and wielding an axe |
506 |
0506 Caster can seem to be infected with a particular disease at will |
507 |
0507 Caster can seen in total darkness for 1d4 days |
508 |
0508 Caster can sense intelligent weapons within 10 yards |
509 |
0509 Caster can sense people who ve been affected by Chaos Bursts |
510 |
0510 Caster can speak but can't engage in actual conversations |
511 |
0511 Caster can speak in a whisper to anyone in his line of sight |
512 |
0512 Caster can speak in any of 2d4 voices at will |
513 |
0513 Caster can speak with ants but can only ask yes/no questions |
514 |
0514 Caster can speak with carrion birds, but he smells like a corpse |
515 |
0515 Caster can speak with carrion birds, but he's permanently bald |
516 |
0516 Caster can speak with domestic fowl, but he crows at sunrise |
517 |
0517 Caster can speak with domestic fowl, but they tend to lie to him |
518 |
0518 Caster can speak with honeybees while dancing like one of them |
519 |
0519 Caster can speak with oysters while holding a pearl in his mouth |
520 |
0520 Caster can speak with small fish, but only while underwater |
521 |
0521 Caster can spot the strongest member of any group of five or more |
522 |
0522 Caster can stretch his left arm 2X the length of his body |
523 |
0523 Caster can subsist on bark for up to 1d4 days at a time |
524 |
0524 Caster can Summon 1d10 rabbits, once per level per week |
525 |
0525 Caster can Summon a powerful entity to answer one question |
526 |
0526 Caster can Summon a powerful entity who will then try to kill him |
527 |
0527 Caster can Summon but not control a powerful, malevolent entity |
528 |
0528 Caster can Summon up to 1d10 pigeons per month |
529 |
0529 Caster can survive at the bottom of the sea for 1d4 minutes |
530 |
0530 Caster can survive in the depths of space, if he can get there |
531 |
0531 Caster can survive one fall of up to twenty miles |
532 |
0532 Caster can taste foods simply by touching them |
533 |
0533 Caster can teleport 10 feet straight up, once per day |
534 |
0534 Caster can teleport 10 times at will but loses a finger each time |
535 |
0535 Caster can teleport at will but ages 1d100 years each time |
536 |
0536 Caster can teleport at will but arrives unconscious for one hour |
537 |
0537 Caster can teleport at will but can't pick the destination |
538 |
0538 Caster can teleport at will but doesn't arrive for 1d12 months |
539 |
0539 Caster can teleport at will but is 10% likely to arrive dead |
540 |
0540 Caster can teleport at will but is paralyzed from the neck down |
541 |
0541 Caster can teleport at will but loses 1d100 hit points each time |
542 |
0542 Caster can teleport at will but only while naked and unencumbered |
543 |
0543 Caster can teleport at will but shrinks by 50% per mile traveled |
544 |
0544 Caster can teleport at will to this exact spot 2d6 times |
545 |
0545 Caster can teleport into the nearest hollow tree, once |
546 |
0546 Caster can teleport up to fifty feet once per day |
547 |
0547 Caster can throw one baseball-sized item 2d6 days into the future |
548 |
0548 Caster can throw one nearby person 1d10 rounds into the future |
549 |
0549 Caster can throw one nearby person 1d4 days into the future |
550 |
0550 Caster can transmute magically-created metal into wood |
551 |
0551 Caster can travel in time but ages 1d10 years per round traveled |
552 |
0552 Caster can turn 360° at the waist without harm |
553 |
0553 Caster can turn ethereal at will but can't revert for 3d8 days |
554 |
0554 Caster can turn his arms to wood for up to 1d6 rounds per day |
555 |
0555 Caster can turn his bones invisible at will |
556 |
0556 Caster can turn his hands invisible at will 1d8 times per day |
557 |
0557 Caster can turn his head completely around once per day |
558 |
0558 Caster can turn into a cat but can't resume his true form |
559 |
0559 Caster can turn into a falcon but is only 30% likely to turn back |
560 |
0560 Caster can turn into a small tree while he's indoors |
561 |
0561 Caster can turn into any kind of fish if no water is nearby |
562 |
0562 Caster can turn invisible while he holds his breath |
563 |
0563 Caster can turn invisible while naked and motionless |
564 |
0564 Caster can walk on inclines of 45° or less as if they were flat |
565 |
0565 Caster can withstand ocean depths while holding a bar of sodium |
566 |
0566 Caster can, at will, appear to be the next person he touches |
567 |
0567 Caster can't attack anyone more than 20 feet away from him |
568 |
0568 Caster can t be beheaded |
569 |
0569 Caster can t be blinded or dazzled by sunlight |
570 |
0570 Caster can t be burned by magical fire for 1d4 hours |
571 |
0571 Caster can t be burned by steam or scalding water |
572 |
0572 Caster can t be Charmed by anyone of the opposite sex |
573 |
0573 Caster can t be crushed by any weight of stone |
574 |
0574 Caster can t be cut by any blade until he casts his next spell |
575 |
0575 Caster can t be cut by glass |
576 |
0576 Caster can t be cut by non-magical blades for 1d4 days |
577 |
0577 Caster can t be harmed by any member of the royal family |
578 |
0578 Caster can t be harmed by loud, non-magical sound |
579 |
0579 Caster can t be harmed by refined metals for 1d4 hours |
580 |
0580 Caster can t be harmed while he stands where he is right now |
581 |
0581 Caster can t be killed by anyone of his own race |
582 |
0582 Caster can t be overwhelmed by foul odors |
583 |
0583 Caster can t be seen through glass or ice |
584 |
0584 Caster can t be strangled |
585 |
0585 Caster can t breathe for 4d6 rounds |
586 |
0586 Caster can t bring his left hand within 18 inches of his head |
587 |
0587 Caster can't carry anything larger than his own head |
588 |
0588 Caster can t carry anything made entirely of metal |
589 |
0589 Caster can't carry refined metal in a wooded environment |
590 |
0590 Caster can't cast any spells he now has memorized for 1d8 days |
591 |
0591 Caster can't cast fire-based magic while in the rain |
592 |
0592 Caster can't cast fire-based spells in a wooded environment |
593 |
0593 Caster can t cast force-based spells (Wall of Force, etc.) |
594 |
0594 Caster can't cast magic on anyone not wearing armor |
595 |
0595 Caster can't cast magic on anyone while they're eating |
596 |
0596 Caster can't cast magic unless he's within sight of a tree |
597 |
0597 Caster can't cast magic upon himself for 1d4 weeks |
598 |
0598 Caster can't create magical walls or barriers |
599 |
0599 Caster can't create normal or magical fire for 1d4 days |
600 |
0600 Caster can't create permanent magical objects or effects |
601 |
0601 Caster can t cross moving water while brandishing a weapon |
602 |
0602 Caster can t cross moving water while carrying his spellbook |
603 |
0603 Caster can t cross moving water while wearing clothes |
604 |
0604 Caster can t cross moving water while wearing magical rings |
605 |
0605 Caster can t cross moving water without assistance |
606 |
0606 Caster can t determine when he's hungry or thirsty |
607 |
0607 Caster can't eat any cooked meat |
608 |
0608 Caster can't eat any food that doesn't contain a handful of soil |
609 |
0609 Caster can t eat any food that he himself did not prepare |
610 |
0610 Caster can t eat any salted or cured meat |
611 |
0611 Caster can't eat while at full hit points |
612 |
0612 Caster can t employ magical means of improving his Armor Class |
613 |
0613 Caster can't enter any artificial structure for 2d4 weeks |
614 |
0614 Caster can't enter any building in which Dwarves are present |
615 |
0615 Caster can t go more than 10 from this location for 24 hours |
616 |
0616 Caster can t harm or be harmed by elementals for 4d10 months |
617 |
0617 Caster can t inflict injury upon himself with any metal weapon |
618 |
0618 Caster can't learn any new spells until he's been resurrected |
619 |
0619 Caster can't learn any new spells within 1d10 miles of here |
620 |
0620 Caster can't lift both feet from the ground at the same time |
621 |
0621 Caster can't move his arms for 1d4 turns |
622 |
0622 Caster can't move his left arm or right leg for 1d4 turns |
623 |
0623 Caster can't move more than 10 feet from the next tree he touches |
624 |
0624 Caster can't open any door constructed primarily of wood |
625 |
0625 Caster can't open any door that has a hinge made of metal |
626 |
0626 Caster can't open any door that opens toward him |
627 |
0627 Caster can't open any door unless his hair is wet |
628 |
0628 Caster can't open any door while anyone is watching |
629 |
0629 Caster can't quite be certain that he really exists |
630 |
0630 Caster can t remember the last 2d12+12 hours |
631 |
0631 Caster can't remove any magical armor that he's now wearing |
632 |
0632 Caster can't remove his hands from his pockets |
633 |
0633 Caster can't run while his eyes are open |
634 |
0634 Caster can't see any extra-planar creatures for one year |
635 |
0635 Caster can t see through glass, ice, diamond, or the like |
636 |
0636 Caster can t sleep indoors while it's raining |
637 |
0637 Caster can t sleep more than 1d4 hours at a time |
638 |
0638 Caster can't sleep until he shaves his head bald |
639 |
0639 Caster can't sleep until he's walked at least 4d8 miles from here |
640 |
0640 Caster can't speak for one hour and can only croak like a frog |
641 |
0641 Caster can't speak for one hour if he's wearing clothes |
642 |
0642 Caster can t speak in anything less than a full shout |
643 |
0643 Caster can t speak in sentences longer than 10 syllables |
644 |
0644 Caster can t speak to anyone holding a blood-stained weapon |
645 |
0645 Caster can t speak to anyone whom he's not currently touching |
646 |
0646 Caster can't speak unless he first turns in a circle |
647 |
0647 Caster can t speak unless he's brandishing a weapon |
648 |
0648 Caster can't speak unless he's carrying at least one gold coin |
649 |
0649 Caster can't speak unless his thumbs are touching |
650 |
0650 Caster can t speak until he's removed 1d10 articles of clothing |
651 |
0651 Caster can't speak while holding a weapon |
652 |
0652 Caster can t stand with both feet on the ground at the same time |
653 |
0653 Caster can t stop talking for 6d12 hours |
654 |
0654 Caster can't tolerate the presence of wet ink |
655 |
0655 Caster can t touch food with his hands |
656 |
0656 Caster can't use any blade longer than his forearm |
657 |
0657 Caster can't use any magic until someone cuts him with a blade |
658 |
0658 Caster can't use magic between sunrise and noon |
659 |
0659 Caster can't use magic for 1d4 rounds after being wounded |
660 |
0660 Caster can't use magic for 1d6 rounds after being struck by magic |
661 |
0661 Caster can't use magic for six hours after ingesting meat |
662 |
0662 Caster can't use magic items for one turn after casting a spell |
663 |
0663 Caster can't use magic items that contain gold |
664 |
0664 Caster can't use magic items until sunrise, |
665 |
0665 Caster can't use magic items while at full hit points |
666 |
0666 Caster can't use magic unless he swallows a gold coin each day |
667 |
0667 Caster can t use magic unless he's holding a buzzard's feather |
668 |
0668 Caster can't use magic until he eats a pound of feathers, |
669 |
0669 Caster can't use magic until sunset tomorrow, |
670 |
0670 Caster can't use magic while sitting |
671 |
0671 Caster can't use magic within 1d4 miles of this spot for 5d6 days |
672 |
0672 Caster can't use missile weapons for one week |
673 |
0673 Caster can t use non-magical blades for 1d6 days |
674 |
0674 Caster can't use the spell Dispel Magic |
675 |
0675 Caster can't use the spell that triggered this Burst for one year |
676 |
0676 Caster can't use weapons that contain wood |
677 |
0677 Caster can t wake without assistance |
678 |
0678 Caster can t walk (run, etc.) while wearing a magic ring |
679 |
0679 Caster can't wear magical rings |
680 |
0680 Caster can t wield any weapon longer than his arm |
681 |
0681 Caster changes his name to its reverse: "Tom" becomes "Mot" |
682 |
0682 Caster claims that he's doing the work of some god or other |
683 |
0683 Caster claims to be able to command dragons to do his bidding |
684 |
0684 Caster claims to be immune to inorganic poisons |
685 |
0685 Caster claims to be the offspring of a god and a mortal |
686 |
0686 Caster claims to have begotten a child with a god |
687 |
0687 Caster claims to have committed logically impossible acts |
688 |
0688 Caster claims to have created the universe |
689 |
0689 Caster claims to have invented the Fireball spell |
690 |
0690 Caster combusts instantly if he's stabbed by a silver dagger |
691 |
0691 Caster comes into possession of 1d100 acres of swampland |
692 |
0692 Caster comes into possession of a bag full of mismatched teeth |
693 |
0693 Caster comes into possession of a black velvet painting of Elves |
694 |
0694 Caster comes into possession of a foul, decomposing skull |
695 |
0695 Caster comes into possession of a golden vial of silver fluid |
696 |
0696 Caster comes into possession of a ring that can t be removed |
697 |
0697 Caster comes into possession of a three-legged pony |
698 |
0698 Caster comes into possession of an apparently magical lamp |
699 |
0699 Caster comes into possession of his great-grandfather's jawbone |
700 |
0700 Caster completely blends into his surroundings while he's asleep |
701 |
0701 Caster completely blends into his surroundings while upside down |
702 |
0702 Caster compulsively hordes some kind of small, worthless item |
703 |
0703 Caster confesses to every crime he hears about |
704 |
0704 Caster confesses to improbable crimes (e.g. "I stole the moon ") |
705 |
0705 Caster consistently overestimates his martial and magical prowess |
706 |
0706 Caster continues to age normally but can t die of old age |
707 |
0707 Caster coughs violently in the presence of undead |
708 |
0708 Caster craves moss |
709 |
0709 Caster craves wood like a termite |
710 |
0710 Caster cries like a baby whenever he's hungry or can t sleep |
711 |
0711 Caster cries like a baby whenever he's struck by magic |
712 |
0712 Caster dances like a belly-dancer for 2d6 rounds |
713 |
0713 Caster declares himself to be the center of the universe |
714 |
0714 Caster declares that Dwarves are indistinguishable from orcs |
715 |
0715 Caster declares that he can redeem the damned |
716 |
0716 Caster declares that he has the power to absolve sins |
717 |
0717 Caster declares that he is the judge of all mankind |
718 |
0718 Caster declares that these pretzels are making him thirsty |
719 |
0719 Caster deeply resents anyone who asks him to use magic |
720 |
0720 Caster deeply resents anyone who doesn't praise his magical skill |
721 |
0721 Caster deeply resents anyone who eats meat in his presence |
722 |
0722 Caster deeply resents anyone who uses magic in his presence |
723 |
0723 Caster demands that employers pay him in wood instead of gold |
724 |
0724 Caster demands that his allies adopt fastidious hygiene standards |
725 |
0725 Caster demands that his allies treat him as though he's invisible |
726 |
0726 Caster demands that people call him Ishmael |
727 |
0727 Caster demands that people call him Legion, for he is many |
728 |
0728 Caster demands that people call him The Spell-Meister |
729 |
0729 Caster derives no nourishment from food cooked over a fire |
730 |
0730 Caster derives no nourishment from food eaten after sunset |
731 |
0731 Caster derives no nourishment from food eaten near a lake |
732 |
0732 Caster develops a stutter while in the presence of undead |
733 |
0733 Caster develops an intense hunger for leather strapping |
734 |
0734 Caster develops an intense hunger for the pages of his spellbook |
735 |
0735 Caster didn't actually exist prior to this Chaos Burst |
736 |
0736 Caster dies if he slays a zombie in the next 1d6 days |
737 |
0737 Caster dies instantly if his blood is spilled by a god |
738 |
0738 Caster dies instantly if his blood is spilled by mistletoe |
739 |
0739 Caster dies painfully but arises at dawn having gained one level |
740 |
0740 Caster discovers a whole pantheon of hitherto overlooked deities |
741 |
0741 Caster discovers that one of his limbs belongs to someone else |
742 |
0742 Caster discovers that one of his limbs is a clockwork replica |
743 |
0743 Caster disgorges 10d10 feet of rubber tubing |
744 |
0744 Caster disgorges 1d100 gold pieces |
745 |
0745 Caster disgorges 1d100 pounds of wet, coarse sand |
746 |
0746 Caster disgorges 1d4 apples per hour for the next 3d8 hours |
747 |
0747 Caster disgorges 1d4 gallons of foul, necrotic mush |
748 |
0748 Caster disgorges 1d6 gallons of rusty sludge |
749 |
0749 Caster disgorges 2d10 pounds of carrots |
750 |
0750 Caster disgorges 2d4 full-sized wool blankets |
751 |
0751 Caster disgorges a 100 foot length of fine silver wire |
752 |
0752 Caster disgorges a ball of solid bone nine inches in diameter |
753 |
0753 Caster disgorges a bar of copper four feet in length |
754 |
0754 Caster disgorges a bar of soap as large as his spellbook |
755 |
0755 Caster disgorges a bolt of finely embroidered silk |
756 |
0756 Caster disgorges a book about gastrointestinal anomalies |
757 |
0757 Caster disgorges a book of carpet samples |
758 |
0758 Caster disgorges a box of rare botanical samples |
759 |
0759 Caster disgorges a bushel of ripe peaches |
760 |
0760 Caster disgorges a coffin large enough to accommodate his corpse |
761 |
0761 Caster disgorges a four-course meal for three |
762 |
0762 Caster disgorges a full-grown cactus |
763 |
0763 Caster disgorges a full-sized barrel |
764 |
0764 Caster disgorges a glass cube four inches on a side |
765 |
0765 Caster disgorges a glass vial containing a mysterious potion |
766 |
0766 Caster disgorges a golden birdcage |
767 |
0767 Caster disgorges a king's long-lost signet ring |
768 |
0768 Caster disgorges a large bunch of bananas |
769 |
0769 Caster disgorges a large chair |
770 |
0770 Caster disgorges a large pane of glass |
771 |
0771 Caster disgorges a length of heavy chain |
772 |
0772 Caster disgorges a life-sized ice sculpture of a horse |
773 |
0773 Caster disgorges a long hunk of driftwood |
774 |
0774 Caster disgorges a lump of brass the size of his torso |
775 |
0775 Caster disgorges a medium-sized astrolabe |
776 |
0776 Caster disgorges a mop and a wooden bucket full of suds |
777 |
0777 Caster disgorges a mysterious and important-looking key |
778 |
0778 Caster disgorges a pair of deer antlers |
779 |
0779 Caster disgorges a pair of smith's fire tongs |
780 |
0780 Caster disgorges a pouch full of rare and ancient coins |
781 |
0781 Caster disgorges a pound of mercury |
782 |
0782 Caster disgorges a pound of molten lead |
783 |
0783 Caster disgorges a ring full of keys that don't fit any lock |
784 |
0784 Caster disgorges a ship's anchor |
785 |
0785 Caster disgorges a small brazier full of burning coals |
786 |
0786 Caster disgorges a sort of bowl-shaped porcelain chair |
787 |
0787 Caster disgorges a weapon that he misplaced 1d12 months ago |
788 |
0788 Caster disgorges a whole pumpkin |
789 |
0789 Caster disgorges a wrought-iron staircase banister |
790 |
0790 Caster disgorges an airtight canister filled with nitrogen gas |
791 |
0791 Caster disgorges an elephant's femur |
792 |
0792 Caster disgorges an entire beehive |
793 |
0793 Caster disgorges an exact copy of the head of someone nearby |
794 |
0794 Caster disgorges an oil painting of this scene |
795 |
0795 Caster disgorges an ostrich egg |
796 |
0796 Caster disgorges enough snow to blanket an area ten feet square |
797 |
0797 Caster disgorges half of a canoe |
798 |
0798 Caster disgorges the carcass of a strange and colorful bird |
799 |
0799 Caster disgorges the emblem of some diabolical religious cult |
800 |
0800 Caster disgorges the entire, intact skin of a giraffe |
801 |
0801 Caster disgorges the entire, intact skin of someone nearby |
802 |
0802 Caster disgorges what appears to be his entire nervous system |
803 |
0803 Caster disgorges what appears to be his own still-beating heart |
804 |
0804 Caster displays all the signs of full demonic possession |
805 |
0805 Caster distrusts anyone displaying a cut gem or jewel |
806 |
0806 Caster distrusts anyone taller than he is |
807 |
0807 Caster distrusts anyone who doesn't know the caster's name |
808 |
0808 Caster distrusts anyone who doesn't resemble him |
809 |
0809 Caster distrusts anyone who won t let him examine their teeth |
810 |
0810 Caster distrusts anyone who's wearing armor |
811 |
0811 Caster distrusts other members of his race |
812 |
0812 Caster distrusts other spellcasters |
813 |
0813 Caster doesn t need to drink fluids for the next 1d100 weeks |
814 |
0814 Caster doesn t need to eat during the new moon |
815 |
0815 Caster doesn t need to eat for the next 1d100 weeks |
816 |
0816 Caster doesn't remember anyone now within 10 miles |
817 |
0817 Caster donates all of his money to some unlikely charity |
818 |
0818 Caster dreams each night of a powerful and malevolent artifact |
819 |
0819 Caster dreams each night of being painfully turned inside out |
820 |
0820 Caster dreams each night of being worshipped by gods |
821 |
0821 Caster dreams of being stalked by an invisible hunter from space |
822 |
0822 Caster dreams of unicorns and wonders if he's an automaton |
823 |
0823 Caster drinks any potions he's now carrying |
824 |
0824 Caster eat food for 1d12 hours after using a magic item |
825 |
0825 Caster embraces someone nearby and is reluctant to let go |
826 |
0826 Caster embraces the nearest tree and refuses to let go |
827 |
0827 Caster ends his conversations with an annoying catchphrase |
828 |
0828 Caster engages in a long, heated debate with the nearest tree |
829 |
0829 Caster enjoys the taste of fire |
830 |
0830 Caster enjoys the taste of lamp oil |
831 |
0831 Caster erases one randomly-chosen spell from his spellbook |
832 |
0832 Caster experiences pain if he handles jewels or precious gems |
833 |
0833 Caster experiences pain when he spends money |
834 |
0834 Caster experiences violent, full-body spasms for 2d4 rounds |
835 |
0835 Caster faces True North and is stuck that way for one turn |
836 |
0836 Caster falls down the next flight of steps he encounters |
837 |
0837 Caster falls from the nearest tree |
838 |
0838 Caster falls madly in love with someone he's never heard of |
839 |
0839 Caster falls madly in love with someone who's never existed |
840 |
0840 Caster fears densely wooded areas |
841 |
0841 Caster fears non-magical, non-humanoid mammals |
842 |
0842 Caster fears that he ll be damned forever whenever he uses magic |
843 |
0843 Caster fears that he ll cease to exist if he causes another Burst |
844 |
0844 Caster fears that his allies are vanishing one by one |
845 |
0845 Caster fears that his limbs are vanishing one by one |
846 |
0846 Caster fears that spiders have lain countless eggs in his brain |
847 |
0847 Caster fears the reaper |
848 |
0848 Caster feels a psychic bond to someone unknown but nearby |
849 |
0849 Caster feels as if he's always walking on a slope |
850 |
0850 Caster feels as though he's trudging through knee-deep snow |
851 |
0851 Caster feels as though he's trudging uphill |
852 |
0852 Caster feels constant, overwhelming hunger while in his home |
853 |
0853 Caster feels countless small snakes crawling all over his body |
854 |
0854 Caster feels incredible hostility toward non-magic users |
855 |
0855 Caster feels incredible hostility toward other magic users |
856 |
0856 Caster feels inexplicable anxiety when he hears his name |
857 |
0857 Caster feels inexplicable anxiety while at full hit points |
858 |
0858 Caster feels inexplicable nostalgia when he meets new people |
859 |
0859 Caster feels intense but unfocused hatred for 1d6 hours |
860 |
0860 Caster feels intense discomfort when people smile at him |
861 |
0861 Caster feels more comfortable among the undead than the living |
862 |
0862 Caster feels overpowering fear in the presence of steam |
863 |
0863 Caster feels overpowering hatred for the next magic item he sees |
864 |
0864 Caster feels powerless unless everyone knows he's a magic user |
865 |
0865 Caster feels powerless unless he's wearing boots on his hands |
866 |
0866 Caster feels strangely calm while in the presence of dragons |
867 |
0867 Caster feels thorny roots growing slowly through his flesh |
868 |
0868 Caster fiercely covets the next magical ring he sees |
869 |
0869 Caster finds 1d100 cans containing pink, processed meat in jelly |
870 |
0870 Caster finds 1d4 extra spells in his spellbook |
871 |
0871 Caster finds 1d4 small rodents living in his spellbook |
872 |
0872 Caster finds 2d6 white pills, each of which heals 1d20 hit points |
873 |
0873 Caster finds 2d8 real-looking but useless spells in his spellbook |
874 |
0874 Caster finds a barrel full of rancid mayonnaise |
875 |
0875 Caster finds a book describing the methods for self-dissection |
876 |
0876 Caster finds a book that will shatter his sanity if he reads it |
877 |
0877 Caster finds a compelling but incomprehensible magical tome |
878 |
0878 Caster finds a copy of Aristotle's long-lost Poetics of Comedy |
879 |
0879 Caster finds a copy of his own ghost-written autobiography |
880 |
0880 Caster finds a crystal containing a tiny image of himself |
881 |
0881 Caster finds a cube of frozen human blood, one foot on a side |
882 |
0882 Caster finds a four-valve trumpet that can raise the dead |
883 |
0883 Caster finds a handful of mysterious pills in his pocket |
884 |
0884 Caster finds a handful of rainbow-colored powder in his pocket |
885 |
0885 Caster finds a hideous carved idol of a cephalopoid god-monster |
886 |
0886 Caster finds a key that explodes when inserted into any lock |
887 |
0887 Caster finds a large, cursed diamond in the next hole he digs |
888 |
0888 Caster finds a large, gold box containing nothing but sand |
889 |
0889 Caster finds a large, metal disc engraved with his image |
890 |
0890 Caster finds a list of assassination targets; his name is next |
891 |
0891 Caster finds a magic wand but for some reason is afraid to use it |
892 |
0892 Caster finds a minor artifact in the next hole he digs |
893 |
0893 Caster finds a mirror that grants false visions of the future |
894 |
0894 Caster finds a mirror that reflects everyone but him |
895 |
0895 Caster finds a mirror that reflects only vampires |
896 |
0896 Caster finds a notebook detailing the way he was built in a lab |
897 |
0897 Caster finds a number that divides evenly into all prime numbers |
898 |
0898 Caster finds a pair of gloves that devour any hands inside them |
899 |
0899 Caster finds a pair of gloves that turn to steel when worn |
900 |
0900 Caster finds a pair of stone tablets engraved with quaint laws |
901 |
0901 Caster finds a possibly inaccurate chronology of his entire life |
902 |
0902 Caster finds a potion 90% likely to heal and 10% likely to kill |
903 |
0903 Caster finds a potion that can instantly cause his death |
904 |
0904 Caster finds a potion that can instill zealous religious fervor |
905 |
0905 Caster finds a potion that can turn him into an invisible cat |
906 |
0906 Caster finds a potion that induces permanent madness in horses |
907 |
0907 Caster finds a potion that makes the drinker even more visible |
908 |
0908 Caster finds a pouch full of 1d100 totally identical teeth |
909 |
0909 Caster finds a pouch full of highly flammable black dust |
910 |
0910 Caster finds a powder that burns trolls as if it were strong acid |
911 |
0911 Caster finds a powder that can dissolve up to one pound of gold |
912 |
0912 Caster finds a powder that can eliminate any poison from food |
913 |
0913 Caster finds a powder that can render the invisible visible |
914 |
0914 Caster finds a powder that can turn a zombie into an inert corpse |
915 |
0915 Caster finds a powder that can turn an inert corpse into a zombie |
916 |
0916 Caster finds a powder that combusts in the presence of orcs |
917 |
0917 Caster finds a powder that induces addictive euphoria if inhaled |
918 |
0918 Caster finds a powder that induces extreme covetousness |
919 |
0919 Caster finds a powder that is highly toxic to everyone but him |
920 |
0920 Caster finds a powder that is highly toxic to him but no one else |
921 |
0921 Caster finds a powder that is highly toxic to large-sized insects |
922 |
0922 Caster finds a powder that quickly seals open wounds |
923 |
0923 Caster finds a powder that repels elementals |
924 |
0924 Caster finds a sack full of his own crematory remains |
925 |
0925 Caster finds a satchel containing his weight in gold pieces |
926 |
0926 Caster finds a scroll describing exactly how & when he ll die |
927 |
0927 Caster finds a secret passage in the next room he enters |
928 |
0928 Caster finds a set of high-quality watchmaker's tools |
929 |
0929 Caster finds a small iron box containing 4d8 of his own teeth |
930 |
0930 Caster finds a treasure map in the next animal he butchers |
931 |
0931 Caster finds a treasure map that others will kill to possess |
932 |
0932 Caster finds a trumpet that, if blown, may herald the End Times |
933 |
0933 Caster finds a weapon that can kill a god |
934 |
0934 Caster finds a wooden box whose interior can t be illuminated |
935 |
0935 Caster finds an amulet that repels Summoned creatures |
936 |
0936 Caster finds black meat like a tainted cheese |
937 |
0937 Caster finds blueprints for building some anachronistic device |
938 |
0938 Caster finds convincing evidence that he's just a clone |
939 |
0939 Caster finds foul odors pleasant and pleasant scents repulsive |
940 |
0940 Caster finds his own decaying corpse in the next hole he digs |
941 |
0941 Caster finds proof that a dangerous secret society runs the world |
942 |
0942 Caster finds strong evidence that the apocalypse is nigh |
943 |
0943 Caster finds strong evidence that the planet is artificial |
944 |
0944 Caster finds the ruins of a vast magical library |
945 |
0945 Caster finds the sight of cooked meat to be highly offensive |
946 |
0946 Caster finds the whole idea of "names" to be silly and pointless |
947 |
0947 Caster finds the wreckage of a seagoing vessel in a nearby forest |
948 |
0948 Caster finds two of the three keys needed to unlock the world |
949 |
0949 Caster flees this spot and cant return for at least one year |
950 |
0950 Caster flees, panic-stricken, at top speed in a random direction |
951 |
0951 Caster flickers like a guttering candle for 1d6 turns |
952 |
0952 Caster flies into a fury when he removes his shoes |
953 |
0953 Caster flies into a murderous rage and attacks his nearest ally |
954 |
0954 Caster forgets any fire that he lights |
955 |
0955 Caster forgets any first-level spell he now has memorized |
956 |
0956 Caster forgets everyone's name |
957 |
0957 Caster forgets everything he knows about etiquette |
958 |
0958 Caster forgets how to open his spellbook |
959 |
0959 Caster forgets how to use knives and blades of all kinds |
960 |
0960 Caster forgets how to use magic for 1d4 days |
961 |
0961 Caster forgets how to walk for 1d12 hours |
962 |
0962 Caster forgets that his name is a vile expletive in Dwarvish |
963 |
0963 Caster gains 1d4 points of Strength; loses one point per day |
964 |
0964 Caster gains experience at 2X normal rate until he gains a level, |
965 |
0965 Caster gains minor access to a formerly forbidden school of magic |
966 |
0966 Caster gains no benefit from magical healing during daylight |
967 |
0967 Caster gains no benefit from wearing gloves or gauntlets |
968 |
0968 Caster gains one pound per level of spells he casts |
969 |
0969 Caster gains one pound per round for the next 1d100 rounds |
970 |
0970 Caster generally seems to be lying when talking about magic |
971 |
0971 Caster gets a splinter every time he wields a wooden weapon |
972 |
0972 Caster gives his party two weeks notice before resigning |
973 |
0973 Caster glows as bright as daylight while he's asleep |
974 |
0974 Caster goes berserk and attacks the next undead creature he sees |
975 |
0975 Caster goes berserk in the presence of royalty |
976 |
0976 Caster goes berserk whenever he receives magical healing |
977 |
0977 Caster goes on and on about his misunderstood genius |
978 |
0978 Caster goes out of his way to appear humble and unassuming |
979 |
0979 Caster goes out of his way to avoid using magic in combat |
980 |
0980 Caster goes out of his way to be offensive to royalty |
981 |
0981 Caster goes out of his way to draw attention to himself in battle |
982 |
0982 Caster gradually becomes more and more angular |
983 |
0983 Caster gradually becomes more and more turtle-like |
984 |
0984 Caster growls in his sleep like a tiger |
985 |
0985 Caster grows 1d10 new and mysterious organs in his abdomen |
986 |
0986 Caster grows an additional finger each week |
987 |
0987 Caster grows one inch per day for the next 2d4-1 days |
988 |
0988 Caster hallucinates wildly the next time he drinks water |
989 |
0989 Caster hallucinates wildly until he drinks a quart of water, |
990 |
0990 Caster has 5 Intelligence for 1d6 turns |
991 |
0991 Caster has 5 Strength for 1d4 turns |
992 |
0992 Caster has 1d100 real-looking but useless copies of his spellbook |
993 |
0993 Caster has a +10 bonus on each of his next 1d4 dice rolls |
994 |
0994 Caster has a 10% chance to control any Summoned entity he sees |
995 |
0995 Caster has a 10% chance to pick any mechanical lock |
996 |
0996 Caster has a 25% chance to go blind in each of the next 4 rounds |
997 |
0997 Caster has a blood-sworn enemy in every town within 500 miles |
998 |
0998 Caster has a clear memory of building himself from scratch |
999 |
0999 Caster has a close relative in every town within 500 miles |
1000 |
1000 Caster has a crystal cube that enables him to see through wood |
d1000 | Result |
---|---|
1 |
1001 Caster has a cumulative 1% chance daily to be eaten by a dragon |
2 |
1002 Caster has a cumulative 1% chance daily to turn to stone |
3 |
1003 Caster has a flat 10% chance to know any new language he hears |
4 |
1004 Caster has a habit of issuing idle but poorly-considered threats |
5 |
1005 Caster has a large but harmless hole at the top of his head |
6 |
1006 Caster has a parrot on his shoulder and a peg leg |
7 |
1007 Caster has a powerful craving for charcoal, sulfur, and saltpeter |
8 |
1008 Caster has a powerful craving for the bark of the hemlock tree |
9 |
1009 Caster has a reputation, perhaps undeserved, for wild debauchery |
10 |
1010 Caster has a scar as if his head were severed and reattached |
11 |
1011 Caster has a small keyhole in the palm of his right hand |
12 |
1012 Caster has a star-shaped dent at the back of his head |
13 |
1013 Caster has a violent argument with the next soldier he meets |
14 |
1014 Caster has an almost paralyzing fear of death and the dead |
15 |
1015 Caster has an answer for everything |
16 |
1016 Caster has an extraordinary sense of balance |
17 |
1017 Caster has an identical face on the back of his head |
18 |
1018 Caster has an inexplicable but overwhelming fear of sunrise |
19 |
1019 Caster has an out-of-body experience and can't find his way back |
20 |
1020 Caster has an overpowering hatred of artificial light sources |
21 |
1021 Caster has an ugly mole just like a nose |
22 |
1022 Caster has an ugly nose just like a mole |
23 |
1023 Caster has been carrying a sack full of manure for 1d4 days |
24 |
1024 Caster has blasphemous tattoos over most of his body |
25 |
1025 Caster has dreadful dreams of a foul, ancient, and tentacled god |
26 |
1026 Caster has faulty direction sense while carrying his spellbook |
27 |
1027 Caster has misgivings about those mushrooms he ate yesterday |
28 |
1028 Caster has no internal organs; he's a homogenous mush inside |
29 |
1029 Caster has no scent whatsoever |
30 |
1030 Caster has ram's horns growing from his hips |
31 |
1031 Caster has rings on his fingers and bells on his toes |
32 |
1032 Caster has scars as if his skeleton had been torn out of his body |
33 |
1033 Caster has silly and pornographic tattoos over most of his body |
34 |
1034 Caster has ten thumbs in his mouth |
35 |
1035 Caster has ten thumbs instead of fingers |
36 |
1036 Caster has ten thumbs somewhere on his body |
37 |
1037 Caster has tiny mathematical formulae tattooed all over his body |
38 |
1038 Caster has vivid but false memories of a past life |
39 |
1039 Caster has vivid but false memories of the last 24 hours |
40 |
1040 Caster has vivid dreams of his own death each night |
41 |
1041 Caster hasn't eaten during the past 1d100 days |
42 |
1042 Caster hatches numerous schemes for destroying the world |
43 |
1043 Caster hears a heavenly choir singing his praises for 1d4 hours |
44 |
1044 Caster hears crickets chirping loudly from now on |
45 |
1045 Caster hears malevolent voices nearby whispering about his doom |
46 |
1046 Caster hears normally except for voices, which seem subtly muted |
47 |
1047 Caster hears the echo of his own voice whenever he speaks |
48 |
1048 Caster hears the footfalls of a hungry predator nearby |
49 |
1049 Caster hears waves crashing on a beach no matter where he is |
50 |
1050 Caster henceforth casts this spell as if he's two levels higher |
51 |
1051 Caster henceforth gains an additional hit point at each level |
52 |
1052 Caster henceforth has a bonus 10% chance to learn new spells |
53 |
1053 Caster henceforth needs only one-third the normal amount of food |
54 |
1054 Caster hurls his spellbook as far as he can |
55 |
1055 Caster informs people of what he judges his greatest weakness |
56 |
1056 Caster insists that he's proficient in some obscure martial art |
57 |
1057 Caster invokes dubiously relevant entities in times of stress |
58 |
1058 Caster is 1% likely to be killed by a meteor on any given day |
59 |
1059 Caster is 5% likely to become a god if he drowns himself |
60 |
1060 Caster is 5% likely to become a god if he kills himself by fire |
61 |
1061 Caster is 10% likely never to have existed at all |
62 |
1062 Caster is 10% likely to be immune to any single dose of poison |
63 |
1063 Caster is 10% likely to be invisible to any female that he meets |
64 |
1064 Caster is 10% likely to be invisible to any male that he meets |
65 |
1065 Caster is 10% likely to be resurrected if his corpse is set afire |
66 |
1066 Caster is 10% likely to be totally immune to any single attack |
67 |
1067 Caster is 10% likely to believe even the most outrageous of lies |
68 |
1068 Caster is 10% likely to have been sired by a powerful demon |
69 |
1069 Caster is 10% likely to sympathize with any enemy he injures |
70 |
1070 Caster is 15% likely to have read any book he sees |
71 |
1071 Caster is 20% likely to faint outright at the sight of blood |
72 |
1072 Caster is 20% likely to sneeze and disrupt any spell he casts |
73 |
1073 Caster is 20% likely to turn to stone while swimming |
74 |
1074 Caster is 2X as old as the oldest person within 100 yards |
75 |
1075 Caster is 50% likely to drown in any water deeper than he is tall |
76 |
1076 Caster is 60% likely to misplace any money he receives |
77 |
1077 Caster is able to see his own eyes |
78 |
1078 Caster is absolutely convinced that he's a zombie |
79 |
1079 Caster is afflicted with severe frostbite in 1d4 limbs |
80 |
1080 Caster is afflicted with vampirism, but only during the day |
81 |
1081 Caster is always and easily recognizable as a spellcaster |
82 |
1082 Caster is an untamed youth, that's the truth, with a cloak full of eagles |
83 |
1083 Caster is attacked by a shark when he next enters a river |
84 |
1084 Caster is attacked by countless stinging earthworms |
85 |
1085 Caster is attacked by goats the next time he crosses a bridge |
86 |
1086 Caster is attacked by vengeful imps that resemble small children |
87 |
1087 Caster is attended by numerous grooming birds, like a crocodile |
88 |
1088 Caster is blind unless he's carrying at least 4d10 gold coins |
89 |
1089 Caster is blind while he's invisible |
90 |
1090 Caster is blind while his spellbook is open |
91 |
1091 Caster is blind while within any artificial structure |
92 |
1092 Caster is blinded for 2d8 rounds by a swirl of tiny feathers |
93 |
1093 Caster is bricked up in an underground cell with a cask of wine |
94 |
1094 Caster is briefly obscured by a dense cloud of sawdust |
95 |
1095 Caster is briefly paralyzed at the sight of his own blood |
96 |
1096 Caster is briefly stunned by a shower of hard beans |
97 |
1097 Caster is brutally punched in the stomach by an unseen hand |
98 |
1098 Caster is carrying 1d4+1 waterskins filled with human blood |
99 |
1099 Caster is carrying a bowl full of water that he must not spill |
100 |
1100 Caster is certain that a horrible monster is living inside him |
101 |
1101 Caster is certain that every meal he eats contains strong poison |
102 |
1102 Caster is certain that he can breathe underwater |
103 |
1103 Caster is certain that he has just killed his guardian angel |
104 |
1104 Caster is certain that he used to have four arms |
105 |
1105 Caster is certain that he ll become immortal if he's beheaded |
106 |
1106 Caster is certain that he ll die in the next 1d4 rounds |
107 |
1107 Caster is certain that he's recently returned from the future |
108 |
1108 Caster is certain that he's transforming into a horrible monster |
109 |
1109 Caster is certain that his soul is buried under the nearest tree |
110 |
1110 Caster is chained to a desk in some high-rise office building |
111 |
1111 Caster is chained to an anvil |
112 |
1112 Caster is clad in funerary wraps as if he's about to be interred |
113 |
1113 Caster is completely invulnerable to all harm for 1d4 rounds |
114 |
1114 Caster is convinced that he once ate an entire person |
115 |
1115 Caster is convinced that he only exists as numbers on paper |
116 |
1116 Caster is convinced that his allies plan to kill and eat him |
117 |
1117 Caster is covered in a shell of frozen slime |
118 |
1118 Caster is covered in barnacles |
119 |
1119 Caster is covered in indelible, jet-black handprints |
120 |
1120 Caster is covered in ketchup |
121 |
1121 Caster is covered in peanut butter |
122 |
1122 Caster is covered in sucker marks as though hugged by an octopus |
123 |
1123 Caster is deaf and blind until sunrise tomorrow |
124 |
1124 Caster is determined to destroy his staff or spellbook |
125 |
1125 Caster is determined to rid himself of his nails, teeth, and hair |
126 |
1126 Caster is distracted by something stuck between his teeth |
127 |
1127 Caster is drawn forcefully toward the spell's target point |
128 |
1128 Caster is dressed like a high-class burlesque performer |
129 |
1129 Caster is eager to find out just how fireproof he really is |
130 |
1130 Caster is eager to find out just how much blood he can lose |
131 |
1131 Caster is encased from the waist down in a block of cheese |
132 |
1132 Caster is encased up to his neck in a shell of concrete |
133 |
1133 Caster is enclosed in a large paper bag |
134 |
1134 Caster is entirely immune to magic for 1d8 rounds |
135 |
1135 Caster is feared and respected by Hill Giants |
136 |
1136 Caster is fiercely addicted to some astonishingly rare substance |
137 |
1137 Caster is filled with Righteous Indignation |
138 |
1138 Caster is forcibly barred from the next town he attempts to enter |
139 |
1139 Caster is full o the milk of human kindness |
140 |
1140 Caster is half the age of the youngest person within 100 yards |
141 |
1141 Caster is Healed each time he triggers a Chaos Burst |
142 |
1142 Caster is held responsible for the massacre of innocent townsfolk |
143 |
1143 Caster is held without counsel in a secure location for 1d4 days |
144 |
1144 Caster is horribly afraid to use magic weapons in daylight |
145 |
1145 Caster is horribly afraid to use metal weapons |
146 |
1146 Caster is hurled from here into the nearest lake |
147 |
1147 Caster is immune to all attempts at telepathy or mind-reading |
148 |
1148 Caster is immune to all harm until he attacks or uses magic |
149 |
1149 Caster is immune to all poisons, but normal ice is deadly to him |
150 |
1150 Caster is immune to any bludgeon not forged on this world |
151 |
1151 Caster is immune to any poison administered via blade or needle |
152 |
1152 Caster is immune to any poison ingested with food or drink |
153 |
1153 Caster is immune to beneficial clerical magic for 1d6 days |
154 |
1154 Caster is immune to beneficial enchantments for 1d8 days |
155 |
1155 Caster is immune to cold-based attacks while blindfolded |
156 |
1156 Caster is immune to cold-based attacks while he's on fire |
157 |
1157 Caster is immune to electrical attacks while he's barefoot |
158 |
1158 Caster is immune to electrical magic at night while it's snowing |
159 |
1159 Caster is immune to fear while holding a spider in his mouth |
160 |
1160 Caster is immune to fire from the waist down |
161 |
1161 Caster is immune to fire while holding a wren's egg in his mouth |
162 |
1162 Caster is immune to gaze attacks while holding his open spellbook |
163 |
1163 Caster is immune to gaze attacks while singing |
164 |
1164 Caster is immune to liquid-based poisons for one year |
165 |
1165 Caster is immune to magic for 1d8 days but can't use magic either |
166 |
1166 Caster is immune to magic until he imbibes any liquid |
167 |
1167 Caster is immune to missile-based spells while naked |
168 |
1168 Caster is immune to natural cold while naked and unencumbered |
169 |
1169 Caster is immune to necromantic magic while standing on his head |
170 |
1170 Caster is immune to necromantic magic while wearing silk mittens |
171 |
1171 Caster is immune to non-magical charm-based effects |
172 |
1172 Caster is immune to non-magical disease while holding a chicken |
173 |
1173 Caster is immune to non-magical missiles for 1d8 hours |
174 |
1174 Caster is immune to non-magical venom |
175 |
1175 Caster is immune to non-magical, non-gaseous poisons |
176 |
1176 Caster is immune to oil-based fire for 1d12 months |
177 |
1177 Caster is immune to poison gas while his feet are wet |
178 |
1178 Caster is immune to sarcasm |
179 |
1179 Caster is immune to the effects of dehydration |
180 |
1180 Caster is immune to the effects of illusory sound |
181 |
1181 Caster is immune to the effects of smoke inhalation |
182 |
1182 Caster is immune to the effects of the Wish spell |
183 |
1183 Caster is immune to the next 1d100 hit points of fire damage |
184 |
1184 Caster is inappropriately frank about his bodily functions |
185 |
1185 Caster is inclined to attack any who offer him magical healing |
186 |
1186 Caster is inclined to attack anyone representing the crown |
187 |
1187 Caster is increasingly convinced that he just might be a deity |
188 |
1188 Caster is intensely curious about the limits of his own mortality |
189 |
1189 Caster is intensely curious about the taste of certain poisons |
190 |
1190 Caster is invisible from his hips to his sternum |
191 |
1191 Caster is invisible to 1d4 people nearby |
192 |
1192 Caster is invisible to dragons for one year |
193 |
1193 Caster is invisible to dragons while in direct sunlight |
194 |
1194 Caster is invisible to female herbivores |
195 |
1195 Caster is invisible to females for 2d6 turns |
196 |
1196 Caster is invisible to Hill Giants |
197 |
1197 Caster is invisible to himself for 1d4 weeks |
198 |
1198 Caster is invisible to himself from the waist down |
199 |
1199 Caster is invisible to horses |
200 |
1200 Caster is invisible to infravision |
201 |
1201 Caster is invisible to inherently invisible creatures |
202 |
1202 Caster is invisible to males for 2d6 turns |
203 |
1203 Caster is invisible to members of his immediate family |
204 |
1204 Caster is invisible to non-magical reptiles |
205 |
1205 Caster is invisible to non-magical reptiles for 1d4 hours |
206 |
1206 Caster is invisible to the person who most recently wounded him |
207 |
1207 Caster is invisible while underwater |
208 |
1208 Caster is invited to join a colony of cannibals for dinner |
209 |
1209 Caster is known to have had illicit dealings with the undead |
210 |
1210 Caster is known to have predicated in scandalous fertility rites |
211 |
1211 Caster is naturally camouflaged for stealth in a snowy setting |
212 |
1212 Caster is nearly paralyzed by fear while his spellbook is open |
213 |
1213 Caster is on the verge of starvation, no matter how much he eats |
214 |
1214 Caster is owed a favor by the local magistrate |
215 |
1215 Caster is paralyzed from the neck up for 1d6 rounds |
216 |
1216 Caster is partially immune to magical cold while holding an apple |
217 |
1217 Caster is permanently disfigured by the next fire he sets |
218 |
1218 Caster is permanently invisible to the next person to injure him |
219 |
1219 Caster is pinned beneath a large tombstone bearing his name |
220 |
1220 Caster is poisoned and has 6d6 days to find its only antidote |
221 |
1221 Caster is punctured as if he'd spent the night in an iron maiden |
222 |
1222 Caster is ravenously hungry after each battle |
223 |
1223 Caster is reduced to first level for 4d6 hours |
224 |
1224 Caster is reduced to one hit point when he next triggers a Burst |
225 |
1225 Caster is related by blood to no one who has ever lived |
226 |
1226 Caster is reluctant to bring his spellbook indoors |
227 |
1227 Caster is reluctant to carry any weapons after sunset |
228 |
1228 Caster is reluctant to cast any spell that he now has memorized |
229 |
1229 Caster is reluctant to enter any building he's previously entered |
230 |
1230 Caster is reluctant to get blood on any of his weapons |
231 |
1231 Caster is reluctant to wield any weapon that hasn't drawn blood |
232 |
1232 Caster is rumored to be an artificial, creature without a soul |
233 |
1233 Caster is rumored to be plotting a political assassination |
234 |
1234 Caster is rumored to be protected by a mighty dragon |
235 |
1235 Caster is rumored to be the reincarnation of a despised tyrant |
236 |
1236 Caster is rumored to drink orc's blood by the quart |
237 |
1237 Caster is rumored to have been replaced by an infernal impostor |
238 |
1238 Caster is rumored to have killed the last person to ask his name |
239 |
1239 Caster is rumored to have murdered hundreds of innocent people |
240 |
1240 Caster is rumored to have orc's blood flowing through his veins |
241 |
1241 Caster is rumored to have paid orcs to perform unseemly services |
242 |
1242 Caster is rumored to have participated in dreadful funerary rites |
243 |
1243 Caster is rumored to have participated in genocide against Elves |
244 |
1244 Caster is rumored to have participated in the murder of a deity |
245 |
1245 Caster is rumored to have performed horrid rituals on Dwarves |
246 |
1246 Caster is rumored to have placed a huge bounty on his own head |
247 |
1247 Caster is rumored to have sold his family into slavery |
248 |
1248 Caster is rumored to have the heart of a goblin |
249 |
1249 Caster is rumored to have wronged a member of the royal family |
250 |
1250 Caster is rumored to use clairvoyance for purposes of voyeurism |
251 |
1251 Caster is scarred as if he d been burned over 80% of his body |
252 |
1252 Caster is scrupulously honest in all financial dealings |
253 |
1253 Caster is sealed in a huge but otherwise normal chicken egg |
254 |
1254 Caster is sealed in a pine coffin |
255 |
1255 Caster is sealed in an oak barrel |
256 |
1256 Caster is seated on a platform high atop a tall, narrow pole |
257 |
1257 Caster is skilled in a new weapon but can't use it in daylight |
258 |
1258 Caster is Slowed when he becomes invisible |
259 |
1259 Caster is smeared from head to toe with molasses |
260 |
1260 Caster is soaked each time he casts a water-based spell |
261 |
1261 Caster is somewhere around Barstow, on the edge of the desert |
262 |
1262 Caster is soon jailed for public lewdness and profanity |
263 |
1263 Caster is soon jailed for suspicion of murder |
264 |
1264 Caster is soon jailed for unlawful use of magical knowledge |
265 |
1265 Caster is sought by a band of militant vivisectionists |
266 |
1266 Caster is sparsely flecked with salt like a pretzel |
267 |
1267 Caster is standing in an open field, west of a white house |
268 |
1268 Caster is stricken mute until he's cut by a magic weapon |
269 |
1269 Caster is stripped of monetary wealth except what he's carrying |
270 |
1270 Caster is suddenly alone at the center of a vast field of slag |
271 |
1271 Caster is suddenly carrying a twenty-pound sack full of straw |
272 |
1272 Caster is suddenly in the throes of advanced labor |
273 |
1273 Caster is suddenly on the other side of the nearest locked door |
274 |
1274 Caster is suddenly seated on a throne formed of apple cores |
275 |
1275 Caster is suddenly sitting in an elegant bathtub |
276 |
1276 Caster is suddenly standing at the base of the nearest waterfall |
277 |
1277 Caster is suddenly standing atop a single stilt |
278 |
1278 Caster is suddenly standing atop a very tall ladder |
279 |
1279 Caster is suddenly standing atop the nearest boulder |
280 |
1280 Caster is suddenly standing atop the nearest horse |
281 |
1281 Caster is suddenly standing in a bucket of butter |
282 |
1282 Caster is suddenly standing in a canoe on a rushing river |
283 |
1283 Caster is suddenly standing in the middle of a snow-covered field |
284 |
1284 Caster is suddenly standing in the nearest blacksmith's smithy |
285 |
1285 Caster is suddenly standing in the nearest brothel |
286 |
1286 Caster is suddenly standing in the nearest holy water font |
287 |
1287 Caster is suddenly standing in the nearest pig sty |
288 |
1288 Caster is suddenly standing knee-deep in manure |
289 |
1289 Caster is suddenly standing on a two-foot cube of solid aluminum |
290 |
1290 Caster is suddenly surrounded by a quartet of skunks |
291 |
1291 Caster is suddenly unsure that he really wants to be a magic user |
292 |
1292 Caster is suddenly wearing a full suit of Elven chain armor |
293 |
1293 Caster is surrounded by eight-foot-tall slabs of concrete |
294 |
1294 Caster is suspected of plotting the destruction of the world |
295 |
1295 Caster is terrible at estimating quantities, distance, and time |
296 |
1296 Caster is terrified of hourglasses and time-keeping devices |
297 |
1297 Caster is the victim of a vast, well-coordinated conspiracy |
298 |
1298 Caster is the victim of a well-coordinated propaganda assault |
299 |
1299 Caster is the worst liar in the history of intelligent discourse |
300 |
1300 Caster is thickly shrouded in cobwebs |
301 |
1301 Caster is thoroughly entangled in the tentacles of a man-of-war |
302 |
1302 Caster is thoroughly smeared in bacon grease |
303 |
1303 Caster is thoroughly soaked with egg whites |
304 |
1304 Caster is thought to have a huge bounty on his head |
305 |
1305 Caster is thrown 1d4x1000 years into the future for 1d4 rounds |
306 |
1306 Caster is thrown 4d6 feet into the air |
307 |
1307 Caster is thrown 4d6 hours into the future |
308 |
1308 Caster is thrown violently backward from the spell's target point |
309 |
1309 Caster is tightly bound in strong wire |
310 |
1310 Caster is tightly wrapped in a straightjacket |
311 |
1311 Caster is trampled by a boar |
312 |
1312 Caster is trapped in a column of brackish water for 1d4 rounds |
313 |
1313 Caster is unable to ask questions |
314 |
1314 Caster is unable to cross any bridge that spans flowing water |
315 |
1315 Caster is unable to enter into infernal pacts |
316 |
1316 Caster is unaffected by magical wind for 1d4 months |
317 |
1317 Caster is unaffected by magically-created metal |
318 |
1318 Caster is unaffected by natural wind |
319 |
1319 Caster is unaffected by the spell Remove Curse |
320 |
1320 Caster is unharmed by extremes of sound |
321 |
1321 Caster is unharmed by moldy or rotten food |
322 |
1322 Caster is universally treated like a hated criminal for 1d8 days |
323 |
1323 Caster is unknowingly inducted into a secret society |
324 |
1324 Caster is utterly unable to assess his own injuries |
325 |
1325 Caster is utterly unable to disguise himself by magic |
326 |
1326 Caster is vaguely aware of any deliberate threat upon his life |
327 |
1327 Caster is very susceptible to peer pressure in matters of alcohol |
328 |
1328 Caster is violently ejected from the next building he enters |
329 |
1329 Caster is wearing a deep-sea diving costume with copper helmet |
330 |
1330 Caster is wearing a welder's mask and can't remove it until dawn |
331 |
1331 Caster is wearing an ornate mask made of the most delicate glass |
332 |
1332 Caster is wearing blood-soaked surgical gloves |
333 |
1333 Caster is wearing boxing gloves and can't remove them until dawn |
334 |
1334 Caster is wearing bunny fur |
335 |
1335 Caster is wearing clothes that are 10d10 centuries out of date |
336 |
1336 Caster is wearing enough clothing for 3d4 people |
337 |
1337 Caster is wearing extraordinarily glamorous false eyelashes |
338 |
1338 Caster is wearing golf shoes |
339 |
1339 Caster is wearing his mother's wedding gown |
340 |
1340 Caster is wearing horseshoes |
341 |
1341 Caster is wearing ice skates |
342 |
1342 Caster is wearing nothing but a thin loincloth |
343 |
1343 Caster is wearing roller skates |
344 |
1344 Caster is wearing snowshoes and can't remove them until it snows |
345 |
1345 Caster is wearing the clothes that he'll be wearing when he dies |
346 |
1346 Caster is wearing the leathered skin of a recently dead king |
347 |
1347 Caster is wearing what appears to be his heart on his sleeve |
348 |
1348 Caster is widely known to be a reprehensible hedonist |
349 |
1349 Caster is worshipped as a god by some degenerate, isolated tribe |
350 |
1350 Caster is wracked by searing pain every time he asks a question |
351 |
1351 Caster is wracked by searing pain when he draws another's blood |
352 |
1352 Caster is wracked by searing pain when he touches the undead |
353 |
1353 Caster isn t quite certain that he's not the spawn of a demon |
354 |
1354 Caster jams both thumbs deep into his nostrils for 1d6 rounds |
355 |
1355 Caster just barely passes for a member of his race |
356 |
1356 Caster keeps smelling burnt toast |
357 |
1357 Caster keeps talking despite everyone's utter lack of interest |
358 |
1358 Caster knows a method by which gold can be tempered like steel |
359 |
1359 Caster knows a new language for 1d4 weeks |
360 |
1360 Caster knows a spell that will slay him instantly |
361 |
1361 Caster knows that he ll go mad if he says his name aloud |
362 |
1362 Caster knows the location of every mammal now within one mile |
363 |
1363 Caster knows the secret language of frogs and toads |
364 |
1364 Caster laughs heartily when he sees his allies injured |
365 |
1365 Caster leaps from the next bridge that he crosses |
366 |
1366 Caster learns a damaging secret about one of his allies |
367 |
1367 Caster learns that he's been assigned to some government position |
368 |
1368 Caster learns that his arranged marriage is due to occur tomorrow |
369 |
1369 Caster learns that his parents were undead on the day he was born |
370 |
1370 Caster leaves no footprints in snow |
371 |
1371 Caster likes to tell everyone that he has an eidetic memory |
372 |
1372 Caster looks as if he's been submerged in a bog for six months |
373 |
1373 Caster loses 10d1000 gold pieces in a wacky investment scheme |
374 |
1374 Caster loses 1d10 hit points if a nearby cleric Turns Undead |
375 |
1375 Caster loses 1d10 points of Strength; regains one point per day |
376 |
1376 Caster loses 1d4 hit points each round that he's invisible |
377 |
1377 Caster loses 1d4 hit points every time he speaks a pun |
378 |
1378 Caster loses 1d4 hit points per hour until sunset tonight |
379 |
1379 Caster loses 3d8 hit points any time he uses the spell Read Magic |
380 |
1380 Caster loses access to a single school of magic for 1d4 weeks |
381 |
1381 Caster loses access to all but one school of magic for 2d6 days |
382 |
1382 Caster loses all comprehension of the concept of money |
383 |
1383 Caster loses all hair on the left side of his body |
384 |
1384 Caster loses one hit point each time he calls someone by name |
385 |
1385 Caster loses one hit point per level of spells cast in sunlight |
386 |
1386 Caster loses one point of Charisma for each hit point he loses |
387 |
1387 Caster loses one point of Charisma per day for 3d6 weeks |
388 |
1388 Caster loses one pound per level of spell he casts |
389 |
1389 Caster loses only 1 hit point from the next 3d8 attacks upon him |
390 |
1390 Caster makes outrageous bets about the most unlikely events |
391 |
1391 Caster mentions a wish to join a secret society called The Tres |
392 |
1392 Caster mispronounces everyone's name, offensively if possible |
393 |
1393 Caster must carry at least one pound of raw meat at all times |
394 |
1394 Caster must carry his spellbook in hand, not in a bag or pouch |
395 |
1395 Caster must drink his weight in water by sunset |
396 |
1396 Caster must drink salt water instead of fresh water |
397 |
1397 Caster must eat at least one pound of salt each week |
398 |
1398 Caster must include a vile expletive in every sentence he speaks |
399 |
1399 Caster must insult any figure of authority at least 1d4 times |
400 |
1400 Caster must Save or his arms start decomposing as if he's dead |
401 |
1401 Caster must Save or turn into an anthropomorphic weasel |
402 |
1402 Caster must Save vs Fortitude or food turns to iron in his mouth |
403 |
1403 Caster must Save vs Fortitude or his lungs turn to gold |
404 |
1404 Caster must Save vs Fortitude, or his weight doubles |
405 |
1405 Caster must Save vs Will or attempt to disembowel himself |
406 |
1406 Caster must Save vs Will or begin aging twenty years per round |
407 |
1407 Caster must Save vs Will, or he becomes permanently illiterate |
408 |
1408 Caster must state his name to anyone who asks it |
409 |
1409 Caster no longer able to share with others |
410 |
1410 Caster no longer believes that magic really exists |
411 |
1411 Caster no longer needs to eat but can't heal injuries naturally |
412 |
1412 Caster no longer perspires |
413 |
1413 Caster no longer produces saliva |
414 |
1414 Caster now breathes nitrogen instead of oxygen |
415 |
1415 Caster obsessively pursues his goal of acquiring a second head |
416 |
1416 Caster offers to sell his spellbook to the lowest bidder |
417 |
1417 Caster only needs to eat during alternating weeks |
418 |
1418 Caster owes 10d100 gold pieces to the next person he touches |
419 |
1419 Caster owes 1d4 gold pieces to everyone within 100 yards |
420 |
1420 Caster owes a colossal sum of money to a local lender |
421 |
1421 Caster owes his life to someone who won't be born for centuries |
422 |
1422 Caster perceives an assassin hiding behind every tree and rock |
423 |
1423 Caster perceives marbles to be rolling around inside his skull |
424 |
1424 Caster perceives mysterious ships to be flying in the air nearby |
425 |
1425 Caster permanently gains 1d4-1 hit points |
426 |
1426 Caster permanently gains an additional 1d4 hit points |
427 |
1427 Caster permanently loses 1d4-1 hit points |
428 |
1428 Caster permanently loses the sense of taste |
429 |
1429 Caster prefers not to cast magic indoors |
430 |
1430 Caster prefers not to cast magic unless it's raining |
431 |
1431 Caster prefers not to cast magic while anyone is watching him |
432 |
1432 Caster prefers not to cast magic while it's raining |
433 |
1433 Caster projects an air of competence even when it's unwarranted |
434 |
1434 Caster prophesies that he'll die by drowning in melted butter |
435 |
1435 Caster publicly curses a member of the royal family |
436 |
1436 Caster pursues a disastrous fiscal policy despite public outcry |
437 |
1437 Caster quickly rusts if someone else's blood touches him |
438 |
1438 Caster randomly teleports 1d100 yards when he becomes invisible |
439 |
1439 Caster raves like a lunatic whenever he witnesses a spellcasting |
440 |
1440 Caster reacts to hospitality with shocking boorishness |
441 |
1441 Caster reacts violently to any perceived insults |
442 |
1442 Caster reacts violently to anyone bearing a coat-of-arms |
443 |
1443 Caster reacts violently to anyone he hears using improper grammar |
444 |
1444 Caster reacts violently to anyone who asks his name |
445 |
1445 Caster reacts violently to conspicuous rhymes in speech |
446 |
1446 Caster reacts violently to offers of food or water |
447 |
1447 Caster reacts violently to religious symbols displayed in battle |
448 |
1448 Caster reacts violently to the scent of baking bread |
449 |
1449 Caster realizes he's an escaped slave whose owner is tracking him |
450 |
1450 Caster realizes that chickens and ducks are plotting a mutiny |
451 |
1451 Caster realizes that he's his left arm isn't actually attached |
452 |
1452 Caster realizes that he's lived this day repeatedly for years |
453 |
1453 Caster realizes that he's skilled in the use of the bola |
454 |
1454 Caster realizes that he's standing on a trapdoor over a deep pit |
455 |
1455 Caster realizes that he's very close to fulfilling his destiny |
456 |
1456 Caster realizes that his name is a synonym for manure |
457 |
1457 Caster recalls enduring hideous torture but doesn t know when |
458 |
1458 Caster recalls every insult with remarkable clarity |
459 |
1459 Caster receives a divine vision of some dreadfully mundane event |
460 |
1460 Caster receives no Save against the next spell cast against him |
461 |
1461 Caster recently drank a poison or a potion; he can't recall which |
462 |
1462 Caster recently found a powerful artifact but doesn't realize it |
463 |
1463 Caster recently took an inviolable vow but can't quite remember it |
464 |
1464 Caster recites a long list of grievances against his allies |
465 |
1465 Caster recites that bit from Macbeth whenever he holds a dagger |
466 |
1466 Caster refers to his allies by cute nicknames |
467 |
1467 Caster refers to his spellbook as his "Booky-Wooky" |
468 |
1468 Caster refuses to carry any gems or jewels |
469 |
1469 Caster refuses to eat in the presence of Dwarves |
470 |
1470 Caster refuses to enter any town that isn't encircled by a wall |
471 |
1471 Caster refuses to handle any blade that hasn't drawn blood |
472 |
1472 Caster refuses to rage, rage against the dying of the light |
473 |
1473 Caster refuses to speak to anyone while his spellbook is open |
474 |
1474 Caster refuses to speak to anyone who addresses him by name |
475 |
1475 Caster refuses to speak with one particular ally |
476 |
1476 Caster refuses to wield any weapon not engraved with his name |
477 |
1477 Caster refuses to wield any weapon that has ever drawn blood |
478 |
1478 Caster repeats the next round 1d100 times |
479 |
1479 Caster requires only 1d8 hours of sleep per week |
480 |
1480 Caster reveals that he enjoys the taste of roasted Dwarf |
481 |
1481 Caster reveals that he's a doppelganger |
482 |
1482 Caster routinely forgets magical command words |
483 |
1483 Caster routinely forgets that he can't breathe underwater |
484 |
1484 Caster routinely forgets that poisons are harmful when ingested |
485 |
1485 Caster routinely forgets the reason he stood up, sat down, etc. |
486 |
1486 Caster routinely forgets to douse campfires, cooking fires, etc. |
487 |
1487 Caster routinely forgets to draw a weapon before attacking |
488 |
1488 Caster routinely forgets to eat, even when he's famished |
489 |
1489 Caster routinely forgets to lie down before sleeping |
490 |
1490 Caster routinely forgets to put his clothes on after bathing |
491 |
1491 Caster routinely forgets to remove his clothes before bathing |
492 |
1492 Caster routinely forgets where he is and where he's going |
493 |
1493 Caster routinely forgets where he left his spellbook |
494 |
1494 Caster routinely forgets whether or not he's wearing armor |
495 |
1495 Caster routinely forgets which spells he has memorized |
496 |
1496 Caster routinely loses his train of thought mid-sentence |
497 |
1497 Caster runs to and attempts to uproot the nearest tree |
498 |
1498 Caster runs to the nearest abattoir |
499 |
1499 Caster seeks sanctuary in the nearest brothel |
500 |
1500 Caster sees as if everything is cloaked in perpetual twilight |
501 |
1501 Caster sees as if his eyes were hovering one foot to the left |
502 |
1502 Caster sees as if his eyes were in the back of his head |
503 |
1503 Caster sees as if his eyes were where his ears are |
504 |
1504 Caster sees colorful ribbons swirling in the air around him |
505 |
1505 Caster sees cryptic messages in the patterns of plant growth |
506 |
1506 Caster sees everything as if he's deep underwater |
507 |
1507 Caster sees everything as through a glass, darkly |
508 |
1508 Caster sees geysers of flaming pitch erupting all around him |
509 |
1509 Caster sees ghostly courtesans all around him |
510 |
1510 Caster sees huge bats and manta rays whirling all around him |
511 |
1511 Caster sees in daylight as if it's night, and vice versa |
512 |
1512 Caster sees menacing, shadowy figures everywhere he goes |
513 |
1513 Caster sees the spell's target point as a place of great holiness |
514 |
1514 Caster selected today's attire with insufficient forethought |
515 |
1515 Caster seriously considers abandoning magic for all time |
516 |
1516 Caster seriously considers entering the clergy |
517 |
1517 Caster shatters like glass if he falls more than 2X his height |
518 |
1518 Caster shivers uncontrollably in the presence of fire |
519 |
1519 Caster shows all signs of plague but is actually quite healthy |
520 |
1520 Caster shows everyone his wounds and asks if they look infected |
521 |
1521 Caster shrieks like a fire alarm in the presence of fire |
522 |
1522 Caster shrinks by 50% upon losing 50% of his hit points |
523 |
1523 Caster shuns the company of other magic users |
524 |
1524 Caster shuns the use of magic items as being "amateurish" |
525 |
1525 Caster shuns the use of weapons that contain ferrous metal |
526 |
1526 Caster sinks like a stone in water but cannot drown |
527 |
1527 Caster smells faintly of cabbage |
528 |
1528 Caster smells strongly burnt toast |
529 |
1529 Caster smells strongly of alcohol |
530 |
1530 Caster smells strongly of blood while he's wet |
531 |
1531 Caster smells strongly of boiling tar |
532 |
1532 Caster smells strongly of exotic perfumes |
533 |
1533 Caster smells strongly of fuel oil |
534 |
1534 Caster smells strongly of fungus while he's near a campfire |
535 |
1535 Caster smells strongly of garlic |
536 |
1536 Caster smells strongly of peppermint |
537 |
1537 Caster smells strongly of rose petals |
538 |
1538 Caster sneezes 1d20 times in each of the next 1d20 rounds |
539 |
1539 Caster sneezes repeatedly when he becomes invisible |
540 |
1540 Caster sparkles as though dusted with glitter from now on |
541 |
1541 Caster speaks in an obviously fake and irritating Cockney accent |
542 |
1542 Caster spends 1d4 rounds attacking the nearest tree |
543 |
1543 Caster spends 1d4 rounds attempting to ignite his shoes |
544 |
1544 Caster spends 1d4 rounds trying to cast this same spell |
545 |
1545 Caster spends 1d4 rounds trying to strangle himself with his hair |
546 |
1546 Caster spends 2d10 rounds racing toward the nearest coastline |
547 |
1547 Caster spends 2d10 rounds trying to look into his own ears |
548 |
1548 Caster spends all of his money on the next thing he buys |
549 |
1549 Caster spews philosophical gobbledygook about one-hand-clapping |
550 |
1550 Caster spouts water like a gargoyle for 1d4 rounds |
551 |
1551 Caster spreads vicious and embarrassing rumors about himself |
552 |
1552 Caster sprouts a dorsal fin |
553 |
1553 Caster sprouts a ghastly tentacle from the center of his chest |
554 |
1554 Caster sprouts a large, spongy mass between his shoulder blades |
555 |
1555 Caster sprouts a mane like a lion's |
556 |
1556 Caster sprouts a new ear on the back of one hand |
557 |
1557 Caster sprouts a pretty flower from his chin |
558 |
1558 Caster sprouts a prominent brow ridge |
559 |
1559 Caster sprouts a retractable metal antenna from his forehead |
560 |
1560 Caster sprouts a small, flaming wick atop of his head |
561 |
1561 Caster sprouts a tiny horn from the tip of his nose |
562 |
1562 Caster sprouts a zipper along the length of his spine |
563 |
1563 Caster sprouts an additional ear behind each of his normal ears |
564 |
1564 Caster sprouts an eye at the exact top of his head |
565 |
1565 Caster sprouts an ugly protuberance from his forearm |
566 |
1566 Caster sprouts sharp blades along the edges of his forearms |
567 |
1567 Caster sprouts tiny, useless wings from the bridge of his nose |
568 |
1568 Caster sprouts wild-looking feathers on his cheeks |
569 |
1569 Caster sprouts wires and rubber tubing from his flesh |
570 |
1570 Caster stands in uffish thought for 3d4 rounds |
571 |
1571 Caster stares at the spell's target point for 1d10 rounds |
572 |
1572 Caster starts billing his allies for each spell he casts |
573 |
1573 Caster starts dancing and can t stop until he's struck by magic |
574 |
1574 Caster starts running and thinks he ll explode if he stops |
575 |
1575 Caster steps into a snare and is hoisted high into a tree |
576 |
1576 Caster steps onto a loose stone and tumbles down the nearest hill |
577 |
1577 Caster sticks to the next metal item he touches for 1d6 turns |
578 |
1578 Caster stumbles into the next campfire that he passes |
579 |
1579 Caster suddenly has 2d4+2 toes jutting from his face |
580 |
1580 Caster suddenly has feet like an elephant |
581 |
1581 Caster suddenly has misgivings about his skill as a magic user |
582 |
1582 Caster suddenly has ten toes on each foot |
583 |
1583 Caster suddenly has ten toes on one foot and none on the other |
584 |
1584 Caster suddenly realizes that he's been naked for 2d8 days |
585 |
1585 Caster suddenly realizes that his clothing is made of human skin |
586 |
1586 Caster suddenly starts hemorrhaging honey and molasses |
587 |
1587 Caster suffers 10X normal damage from falls of more than 20 feet |
588 |
1588 Caster suffers 2x the damage from the next 1d4 attacks on him |
589 |
1589 Caster suffers acute paranoia whenever he hears his name |
590 |
1590 Caster suffers an intense, debilitating fever for 1d4 days |
591 |
1591 Caster suffers bouts of rampant xenophobia |
592 |
1592 Caster suffers brief pain every time he closes a book |
593 |
1593 Caster suffers cramps if he uses magic within an hour of eating |
594 |
1594 Caster suffers crippling arthritis pain |
595 |
1595 Caster suffers delusions about the efficacy of the Free Market |
596 |
1596 Caster suffers fools gladly |
597 |
1597 Caster suffers incredible fear the next time he crosses a bridge |
598 |
1598 Caster suffers intense pain during attempts at magical healing |
599 |
1599 Caster suffers intense pain in his eyes whenever he sees undead |
600 |
1600 Caster suffers intense pain whenever he changes shape |
601 |
1601 Caster suffers intense pain whenever he eats cooked meat |
602 |
1602 Caster suffers intense pain whenever he enters a temple or church |
603 |
1603 Caster suffers intense pain whenever he passes through a doorway |
604 |
1604 Caster suffers intense pain whenever he treads upon grass |
605 |
1605 Caster suffers intense pain whenever he tries to sing |
606 |
1606 Caster suffers intense pain whenever he uses Divination magic |
607 |
1607 Caster suffers intense pain whenever he wields a magical blade |
608 |
1608 Caster suffers maximum damage from the next 1d4 attacks upon him |
609 |
1609 Caster suffers the bends as if he surfaced too quickly |
610 |
1610 Caster suffers the tortures of the damned for 1d4 hours |
611 |
1611 Caster suspects that all foliage nearby is hostile to him |
612 |
1612 Caster suspects that everyone nearby is trying to rob him |
613 |
1613 Caster suspects that his allies have all joined a dangerous cult |
614 |
1614 Caster suspects that his use of magic is entirely delusional |
615 |
1615 Caster suspects that someone nearby has taken over his mind |
616 |
1616 Caster suspects that someone nearby is a mechanical automaton |
617 |
1617 Caster takes a big bite out of his spellbook |
618 |
1618 Caster takes a big bite out of the nearest statue |
619 |
1619 Caster takes a big bite out of the nearest tree |
620 |
1620 Caster takes a vow of absolute pacifism for 2d4-1 days |
621 |
1621 Caster teleports one mile the next time he crosses a river |
622 |
1622 Caster teleports to exactly where he was standing an hour ago |
623 |
1623 Caster teleports to the planet's moon for 1d4 hours |
624 |
1624 Caster teleports to the site of another caster's Chaos Burst |
625 |
1625 Caster teleports to the site of the most recent state execution |
626 |
1626 Caster teleports to the spot where he last ate |
627 |
1627 Caster tells everyone that he has an eidetic memory |
628 |
1628 Caster tells everyone that his bones are made of diamond |
629 |
1629 Caster tells malicious lies about his employer or benefactor |
630 |
1630 Caster tells malicious lies in the presence of clergy |
631 |
1631 Caster tends to be marked as the strongest member of his party |
632 |
1632 Caster tends to become briefly invisible at inconvenient times |
633 |
1633 Caster tends to dribble heavily when drinking from a mug or cup |
634 |
1634 Caster thinks that "high-ho, high-ho" is a proper Dwarf greeting |
635 |
1635 Caster thinks that a distant mountain is made of gold |
636 |
1636 Caster thinks that a huge fire is blazing all around him |
637 |
1637 Caster thinks that a magic candle is burning in his stomach |
638 |
1638 Caster thinks that a nearby ally is sapping his magical energies |
639 |
1639 Caster thinks that a past life is intruding upon his current one |
640 |
1640 Caster thinks that a snake runs the length of his digestive tract |
641 |
1641 Caster thinks that a violent hailstorm is going on |
642 |
1642 Caster thinks that all fire is an illusion |
643 |
1643 Caster thinks that all of his suspicions are justified |
644 |
1644 Caster thinks that all other magic users are out to get him |
645 |
1645 Caster thinks that all royalty is hopelessly corrupt |
646 |
1646 Caster thinks that an ally will kill him before sunset tomorrow |
647 |
1647 Caster thinks that any wound he receives is much, much worse |
648 |
1648 Caster thinks that elementals pose no threat to him |
649 |
1649 Caster thinks that every herbivore in the world hates him |
650 |
1650 Caster thinks that every scratch will infect him with lycanthropy |
651 |
1651 Caster thinks that everyone he knows is an impostor |
652 |
1652 Caster thinks that everyone is jealous of his magical prowess |
653 |
1653 Caster thinks that everyone thinks that he is an impostor |
654 |
1654 Caster thinks that everything he owns has been replaced by a copy |
655 |
1655 Caster thinks that everything he owns is powerfully enchanted |
656 |
1656 Caster thinks that evil beings will kill to possess his spellbook |
657 |
1657 Caster thinks that food prepared by others is poisonous to him |
658 |
1658 Caster thinks that gold will burn him if placed against his skin |
659 |
1659 Caster thinks that he came into existence just 1d4 days ago |
660 |
1660 Caster thinks that he can become invisible to undead at will |
661 |
1661 Caster thinks that he can command dragons to do his bidding |
662 |
1662 Caster thinks that he can communicate with ants |
663 |
1663 Caster thinks that he can communicate with cats |
664 |
1664 Caster thinks that he can fly by leaping off of tall buildings |
665 |
1665 Caster thinks that he can handle red-hot metal without harm |
666 |
1666 Caster thinks that he can neutralize poisons by swallowing them |
667 |
1667 Caster thinks that he can restore the undead to true life |
668 |
1668 Caster thinks that he can speak directly to his deity |
669 |
1669 Caster thinks that he can speak with birds |
670 |
1670 Caster thinks that he can survive many hammer blows to the skull |
671 |
1671 Caster thinks that he died during his youth |
672 |
1672 Caster thinks that he has a weakness to green rock |
673 |
1673 Caster thinks that he has diplomatic immunity |
674 |
1674 Caster thinks that he has the power to speak prophecy |
675 |
1675 Caster thinks that he is attended by invisible undead retainers |
676 |
1676 Caster thinks that he just died and is now a zombie |
677 |
1677 Caster thinks that he knows the location of a vast horde of gold |
678 |
1678 Caster thinks that he looks totally different after each sunrise |
679 |
1679 Caster thinks that he must eat a pound of soil by midnight |
680 |
1680 Caster thinks that he must hold an awkward item to cast magic |
681 |
1681 Caster thinks that he must learn a new spell before sunset |
682 |
1682 Caster thinks that he must protect the target at all costs |
683 |
1683 Caster thinks that he must quickly remove and burn his clothes |
684 |
1684 Caster thinks that he must undertake some bizarre quest |
685 |
1685 Caster thinks that he owes thousands of gold pieces to the king |
686 |
1686 Caster thinks that he owns everything now in his line of sight |
687 |
1687 Caster thinks that he smells strongly of manure |
688 |
1688 Caster thinks that he ll be a god if he removes all of his skin |
689 |
1689 Caster thinks that he ll be canonized immediately after his death |
690 |
1690 Caster thinks that he ll be eaten by zombies if he falls asleep |
691 |
1691 Caster thinks that he ll be executed for treason at dawn tomorrow |
692 |
1692 Caster thinks that he ll be executed for treason if he uses magic |
693 |
1693 Caster thinks that he ll be immolated if he uses magical fire |
694 |
1694 Caster thinks that he ll be killed in his sleep one night soon |
695 |
1695 Caster thinks that he ll catch a disease if he uses magic items |
696 |
1696 Caster thinks that he ll combust if he gets wet |
697 |
1697 Caster thinks that he ll combust if he tells a lie |
698 |
1698 Caster thinks that he ll combust unless he wears a garland of ivy |
699 |
1699 Caster thinks that he ll contract every disease he encounters |
700 |
1700 Caster thinks that he ll die if a particular person nearby dies |
701 |
1701 Caster thinks that he ll die unless he eats a magical scroll |
702 |
1702 Caster thinks that he ll drown in the next water he crosses |
703 |
1703 Caster thinks that he ll excrete diamonds if he ingests coal |
704 |
1704 Caster thinks that he ll melt if he gets too close to a fire |
705 |
1705 Caster thinks that he's a master thief |
706 |
1706 Caster thinks that he's a priest of a foul, tentacled monstrosity |
707 |
1707 Caster thinks that he's actually 10X older than he appears to be |
708 |
1708 Caster thinks that he's aging at a rate of one year per hour |
709 |
1709 Caster thinks that he's been declared The Protector Of The Forest |
710 |
1710 Caster thinks that he's been spared for some infernal purpose |
711 |
1711 Caster thinks that he's being attacked by piranha |
712 |
1712 Caster thinks that he's being attacked by the nearest boulder |
713 |
1713 Caster thinks that he's being consumed by invisible worms |
714 |
1714 Caster thinks that he's being held against his will |
715 |
1715 Caster thinks that he's being savaged by rabid dogs |
716 |
1716 Caster thinks that he's being squeezed by a large python |
717 |
1717 Caster thinks that he's dead and hopes his allies don't find out |
718 |
1718 Caster thinks that he's destined to be hanged at midnight tonight |
719 |
1719 Caster thinks that he's destined to die in a comical fashion |
720 |
1720 Caster thinks that he's died and gone to heaven |
721 |
1721 Caster thinks that he's fireproof while he's naked |
722 |
1722 Caster thinks that he's guilty of sedition and treason |
723 |
1723 Caster thinks that he's highly combustible |
724 |
1724 Caster thinks that he's immune to lycanthropy |
725 |
1725 Caster thinks that he's immune to necromantic magic |
726 |
1726 Caster thinks that he's immune to non-magical diseases |
727 |
1727 Caster thinks that he's indentured to some nearby landowner |
728 |
1728 Caster thinks that he's invincible while he's talking |
729 |
1729 Caster thinks that he's invulnerable to magical weapons |
730 |
1730 Caster thinks that he's invulnerable to missile weapons |
731 |
1731 Caster thinks that he's invulnerable while he's invisible |
732 |
1732 Caster thinks that he's invulnerable while wearing a hat |
733 |
1733 Caster thinks that he's just escaped from rogue vivisectionists |
734 |
1734 Caster thinks that he's next in line for the throne of hell |
735 |
1735 Caster thinks that he's on fire and begs people to extinguish him |
736 |
1736 Caster thinks that he's raised himself from the dead |
737 |
1737 Caster thinks that he's seeing through someone else's eye |
738 |
1738 Caster thinks that he's slowly transforming into a dragon |
739 |
1739 Caster thinks that he's sold his soul to several different demons |
740 |
1740 Caster thinks that he's sold his soul to that guy at the market |
741 |
1741 Caster thinks that he's soon to be bronze-plated |
742 |
1742 Caster thinks that he's standing at the edge of a cliff |
743 |
1743 Caster thinks that he's standing in a chest-high heap of manure |
744 |
1744 Caster thinks that he's standing in waist-deep water |
745 |
1745 Caster thinks that he's standing on a tall, narrow staircase |
746 |
1746 Caster thinks that he's stolen this body from its rightful owner |
747 |
1747 Caster thinks that he's the child of some unlikely person nearby |
748 |
1748 Caster thinks that he's the lizard king and can do anything |
749 |
1749 Caster thinks that he's the man in the moon |
750 |
1750 Caster thinks that he's the victim of an elaborate practical joke |
751 |
1751 Caster thinks that he's the victim of circumstance |
752 |
1752 Caster thinks that he's water soluble |
753 |
1753 Caster thinks that his actions are fulfilling ancient prophecy |
754 |
1754 Caster thinks that his allies will all be dead before morning |
755 |
1755 Caster thinks that his allies wounds are much more serious |
756 |
1756 Caster thinks that his ancestors are speaking through his allies |
757 |
1757 Caster thinks that his ancestors came from a distant world |
758 |
1758 Caster thinks that his brain will pop if he learns one more spell |
759 |
1759 Caster thinks that his clothing is drenched in strong acid |
760 |
1760 Caster thinks that his current alignment isn't his true alignment |
761 |
1761 Caster thinks that his death will bring about the apocalypse |
762 |
1762 Caster thinks that his death will open the gates of heaven |
763 |
1763 Caster thinks that his death will open the gates of hell |
764 |
1764 Caster thinks that his deity has commanded him to kill his allies |
765 |
1765 Caster thinks that his destiny awaits him in the nearest cave |
766 |
1766 Caster thinks that his face is far too hideous to look at |
767 |
1767 Caster thinks that his face is just a mask he wears on his skull |
768 |
1768 Caster thinks that his hands will disintegrate if he touches gold |
769 |
1769 Caster thinks that his head is a parasitic organism |
770 |
1770 Caster thinks that his head is an extraneous, vestigial appendage |
771 |
1771 Caster thinks that his head was sewn onto this body only recently |
772 |
1772 Caster thinks that his head will fall off if he removes his hat |
773 |
1773 Caster thinks that his head will shatter if he wears a hat |
774 |
1774 Caster thinks that his magic items are about to explode |
775 |
1775 Caster thinks that his magic items are plotting against him |
776 |
1776 Caster thinks that his soul is controlling his body from far away |
777 |
1777 Caster thinks that his soul was forced into this current body |
778 |
1778 Caster thinks that his spellbook belongs to someone else |
779 |
1779 Caster thinks that his spellbook is a living entity |
780 |
1780 Caster thinks that his spellbook is incredibly flammable |
781 |
1781 Caster thinks that his spellbook is trying to consume his soul |
782 |
1782 Caster thinks that his spellbook is trying to kill him |
783 |
1783 Caster thinks that his teeth will explode if chews meat |
784 |
1784 Caster thinks that horses are conspiring against him |
785 |
1785 Caster thinks that imps and demons harass him while he sleeps |
786 |
1786 Caster thinks that it's cute when he speaks in baby-talk |
787 |
1787 Caster thinks that life is a simulation and he's soaking in a vat |
788 |
1788 Caster thinks that many of his memories were falsely implanted |
789 |
1789 Caster thinks that mighty deities are vying for his soul |
790 |
1790 Caster thinks that must hold one hand to his head at all times |
791 |
1791 Caster thinks that no non-magical animal can harm him |
792 |
1792 Caster thinks that no one really trusts him |
793 |
1793 Caster thinks that no one really understands what he's saying |
794 |
1794 Caster thinks that one his allies will kill him while he sleeps |
795 |
1795 Caster thinks that people are just using him for his money |
796 |
1796 Caster thinks that people think he's some kind of deity |
797 |
1797 Caster thinks that rhyming words have mystical significance |
798 |
1798 Caster thinks that some item he's carrying is about to explode |
799 |
1799 Caster thinks that some item he's carrying will soon explode |
800 |
1800 Caster thinks that some nearby person killed him yesterday |
801 |
1801 Caster thinks that someone else can see through his eyes |
802 |
1802 Caster thinks that something valuable's been stolen from him |
803 |
1803 Caster thinks that the king owes him a big favor |
804 |
1804 Caster thinks that the stars are speaking to him |
805 |
1805 Caster thinks that the target is the only one who can save him |
806 |
1806 Caster thinks that the target's death will cause the apocalypse |
807 |
1807 Caster thinks that the top of his head should be flattened |
808 |
1808 Caster thinks that the universe will cease to exist when he dies |
809 |
1809 Caster thinks that the world's rotation will hurl him into space |
810 |
1810 Caster thinks that this date will live in infamy |
811 |
1811 Caster thinks that this is all just a big misunderstanding |
812 |
1812 Caster thinks that Chaos Bursts are proof that he's nearly a deity |
813 |
1813 Caster threatens to kill and eat anyone who insults him |
814 |
1814 Caster tries to commit hara-kiri with some sort of cudgel |
815 |
1815 Caster tries to pop his head by squeezing it with both hands |
816 |
1816 Caster tries to swallow any writing instrument that he's carrying |
817 |
1817 Caster tries very hard to peel his face from his skull |
818 |
1818 Caster tries very hard to twist his nose upside down |
819 |
1819 Caster turns bright blue while he's bleeding |
820 |
1820 Caster turns into a clothing store mannequin for 1d6 rounds |
821 |
1821 Caster turns into a small, pot-bellied pig |
822 |
1822 Caster turns into an elemental of equal hit dice for 1d4 rounds |
823 |
1823 Caster turns invisible to himself but not to anyone else |
824 |
1824 Caster turns to stone but is fully restored at dawn tomorrow |
825 |
1825 Caster unleashes a torrent of shocking profanity for 2d4 rounds |
826 |
1826 Caster uses fire-based magic in preference to other magic |
827 |
1827 Caster utters shocking blasphemies in the presence of clergy |
828 |
1828 Caster utters shocking profanities at inappropriate times |
829 |
1829 Caster vanishes; has a 1% cumulative chance per round to return |
830 |
1830 Caster vanishes; in 1d8 rounds he appears at the target point |
831 |
1831 Caster volunteers for the most dangerous task he can find |
832 |
1832 Caster vows not to rest until he's found the real killers |
833 |
1833 Caster vows to commit deicide before the end of the year |
834 |
1834 Caster vows to make a little birdhouse in his soul |
835 |
1835 Caster vows to slay the next person to use magic on him |
836 |
1836 Caster vows to slay the next person who addresses him by name |
837 |
1837 Caster wagers all of his money on an improbable contest |
838 |
1838 Caster walks with a profound limp except while naked |
839 |
1839 Caster wants to join the next flock of birds he sees |
840 |
1840 Caster was born in the universe that existed before this one |
841 |
1841 Caster wears eyeglasses and has an odd birthmark on his forehead |
842 |
1842 Caster weeps powerfully adhesive tears for 1d6 rounds |
843 |
1843 Caster weeps tears of blood whenever someone says his name |
844 |
1844 Caster will appear to be his current age for the rest of his life |
845 |
1845 Caster will combust unless he immerses himself within an hour |
846 |
1846 Caster will die if struck by a wooden club in the next 1d4 rounds |
847 |
1847 Caster wins a magical lamp shaped like a woman's leg |
848 |
1848 Caster wishes to divest himself of all worldly goods |
849 |
1849 Caster won t age for 100 years if he cuts off his thumbs |
850 |
1850 Caster won't remember the next 4d6 hours |
851 |
1851 Caster, his gear, and clothes are translucent for 2d4-1 days |
852 |
1852 Caster's age is doubled until sunrise tomorrow |
853 |
1853 Caster's allies completely ignore him for 1d6 hours |
854 |
1854 Caster's allies have never quite trusted him |
855 |
1855 Caster's allies suspect that he isn't quite housebroken |
856 |
1856 Caster's allies suspect that he secretly eats mice and rats |
857 |
1857 Caster's allies treat him like a child for 2d12 hours |
858 |
1858 Caster's allies worship him as a god for 1d4 days |
859 |
1859 Caster's Armor Class is improved by 1d4 until dawn |
860 |
1860 Caster's Armor Class is worsened by 1d6 until sunset tomorrow |
861 |
1861 Caster's arms and legs are bound in shackles of gold |
862 |
1862 Caster's arms and legs look like chicken's legs |
863 |
1863 Caster's arms are covered by scars from ritual burns |
864 |
1864 Caster's arms are covered in hideous welts and bruises |
865 |
1865 Caster's arms are tied together in a tight knot |
866 |
1866 Caster's arms from shoulder to wrist are unharmed by acid |
867 |
1867 Caster's arms vanish for the duration of the intended spell |
868 |
1868 Caster's attacks are 20% likely to inflict no damage on undead |
869 |
1869 Caster's attempts at scrying yield sanity-damaging visions |
870 |
1870 Caster's attempts at scrying yield visions of a sunken city |
871 |
1871 Caster's attempts at scrying yield visions of astonishing boredom |
872 |
1872 Caster's attempts at scrying yield visions of his own home |
873 |
1873 Caster's attempts at scrying yield visions of horrific carnage |
874 |
1874 Caster's attempts at scrying yield visions of impossible events |
875 |
1875 Caster's attempts at scrying yield visions of incredible beauty |
876 |
1876 Caster's attempts at scrying yield visions of nonexistent places |
877 |
1877 Caster's attempts at scrying yield visions of raucous debauchery |
878 |
1878 Caster's attempts at scrying yield visions of sugarplums |
879 |
1879 Caster's attempts at scrying yield visions of the caster himself |
880 |
1880 Caster's attempts at scrying yield visions of the distant future |
881 |
1881 Caster's attempts at scrying yield visions of the distant past |
882 |
1882 Caster's attempts at scrying yield visions of this location |
883 |
1883 Caster's attempts at scrying yield visions of utter desolation |
884 |
1884 Caster's attempts at scrying yield wildly inaccurate visions |
885 |
1885 Caster's attempts to change shape always fail spectacularly |
886 |
1886 Caster's back is scarred in a checkerboard pattern of burns |
887 |
1887 Caster's back is scarred with the imprint of a dragon's foot |
888 |
1888 Caster's base Armor Class is 8 |
889 |
1889 Caster's base Armor Class is 12 |
890 |
1890 Caster's big toes become opposable like thumbs |
891 |
1891 Caster's blood causes metal to become invisible |
892 |
1892 Caster's blood combusts violently within his body |
893 |
1893 Caster's blood is a sickly green and smells like manure |
894 |
1894 Caster's blood is poisonous to vampires and were-beasts |
895 |
1895 Caster's blood is sought as a panacea by Dwarves and Gnomes |
896 |
1896 Caster's blood is strongly adhesive after it leaves his body |
897 |
1897 Caster's blood is toxic to him, if ingested |
898 |
1898 Caster's blood is weightless |
899 |
1899 Caster's blood is worth more than gold, in the proper market |
900 |
1900 Caster's blood leaves indelible stains on rock and stone |
901 |
1901 Caster's blood radiates intense magic |
902 |
1902 Caster's body appears to have been shredded and reassembled |
903 |
1903 Caster's body can act independently if separated from his head |
904 |
1904 Caster's body is 40% fireproof |
905 |
1905 Caster's body is an artificial construct |
906 |
1906 Caster's body is covered in festering scabs |
907 |
1907 Caster's body is covered in ugly, livid bruises |
908 |
1908 Caster's body is reset to a 48-hour cycle rather than 24 |
909 |
1909 Caster's body is rumored to contain countless diamonds |
910 |
1910 Caster's body is scarred as if he's undergone an autopsy |
911 |
1911 Caster's body is scarred with innumerable cryptic runes |
912 |
1912 Caster's body swivels 180° at the waist and stays that way |
913 |
1913 Caster's bones are as fragile as glass for 1d4 rounds |
914 |
1914 Caster's bones can t be broken but are highly combustible |
915 |
1915 Caster's bones can t be broken unless he's barefoot |
916 |
1916 Caster's bones will be powerfully explosive after his death |
917 |
1917 Caster's boots adhere strongly to stone while he's wearing them |
918 |
1918 Caster's boots are worth 10d100 gold pieces |
919 |
1919 Caster's boots can never move more than ten feet from this spot |
920 |
1920 Caster's boots have been kidnapped and held for a high ransom |
921 |
1921 Caster's boots weigh 100 pounds when wet |
922 |
1922 Caster's casting times are shortened by 50% for 2d4-1 days |
923 |
1923 Caster's center of gravity changes daily |
924 |
1924 Caster's center of gravity is 1d4 feet to his left |
925 |
1925 Caster's center of gravity is at the level of his eyes |
926 |
1926 Caster's center of gravity is at the level of his feet |
927 |
1927 Caster's closest blood relative ascends to godhood |
928 |
1928 Caster's closest blood relative has been abducted by a vile cult |
929 |
1929 Caster's closest blood relative is slated for execution tomorrow |
930 |
1930 Caster's closest blood relative vows to slay him |
931 |
1931 Caster's clothes are 25% likely to be invisible to each viewer |
932 |
1932 Caster's clothes are burned to cinders, but he is unharmed |
933 |
1933 Caster's clothes are caked with salt |
934 |
1934 Caster's clothes are drenched with goat's milk |
935 |
1935 Caster's clothes are impervious to Alteration magic |
936 |
1936 Caster's clothes are impervious to fire when it's not being worn |
937 |
1937 Caster's clothes are invisible by firelight |
938 |
1938 Caster's clothes are invisible in the presence of royalty |
939 |
1939 Caster's clothes are soaked with lambs blood |
940 |
1940 Caster's clothes are soaked with lamp oil |
941 |
1941 Caster's clothes are soaked with molasses |
942 |
1942 Caster's clothes are stripped of any and all enchantments |
943 |
1943 Caster's clothes are water soluble |
944 |
1944 Caster's clothes clatter like metal when he moves |
945 |
1945 Caster's clothes don t leave much to the imagination |
946 |
1946 Caster's clothes heat by 1° per minute for the next 1d10 hours |
947 |
1947 Caster's clothes maintain a constant temperature of 70° |
948 |
1948 Caster's clothes radiate intense magic |
949 |
1949 Caster's clothes turn to copper |
950 |
1950 Caster's clothes turn to densely-woven spider's web |
951 |
1951 Caster's clothes turn to living human flesh |
952 |
1952 Caster's clothing inflates to the size of a house |
953 |
1953 Caster's cranium enlarges by 25% |
954 |
1954 Caster's cranium reforms into a tall, blunt cone |
955 |
1955 Caster's death is ordered due to a Burst he triggered previously |
956 |
1956 Caster's death is prophesied to precede centuries of prosperity |
957 |
1957 Caster's death will inspire weeks of riots and revolution |
958 |
1958 Caster's debt increases at a rate of 30% per month |
959 |
1959 Caster's digestive system becomes independently sentient |
960 |
1960 Caster's dominant hand becomes as clumsy as his other hand |
961 |
1961 Caster's ears are burned from his head |
962 |
1962 Caster's ears are on the same side of his head |
963 |
1963 Caster's ears are unaffected by polymorph magic |
964 |
1964 Caster's ears bleed harmlessly but copiously for 10d10 rounds |
965 |
1965 Caster's ears can t be cut by any metal blade |
966 |
1966 Caster's ears fall off and regrow every few days |
967 |
1967 Caster's ears grow to the size of dinner plates |
968 |
1968 Caster's ears resemble butterfly's wings |
969 |
1969 Caster's elbows can t bend more than 90° |
970 |
1970 Caster's entire head looks like a huge nose |
971 |
1971 Caster's every attempt at music yields the same annoying tune |
972 |
1972 Caster's eyelids look like lips |
973 |
1973 Caster's eyes appear crystalline like diamonds |
974 |
1974 Caster's eyes are artificial and were installed by demons |
975 |
1975 Caster's eyes are invulnerable to heat and fire |
976 |
1976 Caster's eyes are replaced by new ones every 1d4 days |
977 |
1977 Caster's eyes can be safely removed for up to 1d4 hours |
978 |
1978 Caster's eyes can t be harmed by any physical force or object |
979 |
1979 Caster's eyes do not move, but he can see normally |
980 |
1980 Caster's eyes glow red when he tries to make a good impression |
981 |
1981 Caster's eyes merge into a single eye at the bridge of his nose |
982 |
1982 Caster's eyes migrate to his cheekbones |
983 |
1983 Caster's eyes migrate two inches higher on his forehead |
984 |
1984 Caster's eyes sink 1d4 inches into his skull |
985 |
1985 Caster's eyes swell shut for 2d12 hours |
986 |
1986 Caster's teeth grow into tusks like those of a walrus |
987 |
1987 Caster's face and head are covered by a tight shell of fetid wax |
988 |
1988 Caster's face and head resemble a snowman's |
989 |
1989 Caster's face appears melted like wax |
990 |
1990 Caster's face appears to age backwards at 2X the normal rate |
991 |
1991 Caster's face appears to be made of chrome |
992 |
1992 Caster's face appears to be made of hammered aluminum |
993 |
1993 Caster's face appears to be upside-down |
994 |
1994 Caster's face appears to float 1d4 inches in front of his skull |
995 |
1995 Caster's face appears to have been sculpted from cold wax |
996 |
1996 Caster's face doesn't move when he speaks; -2 to reaction rolls |
997 |
1997 Caster's face elongates into a short snout with prominent teeth |
998 |
1998 Caster's face falls off, leaving a bare skull until sunrise |
999 |
1999 Caster's face is a mask |
1000 |
2000 Caster's face is an illusion and can be dispelled as such |
d1000 | Result |
---|---|
1 |
2001 Caster's face is concave |
2 |
2002 Caster's face is covered with cactus spines |
3 |
2003 Caster's face is fireproof |
4 |
2004 Caster's face is glazed in a thick layer of ice |
5 |
2005 Caster's face is pliant like rubber |
6 |
2006 Caster's face is printed with intricate, dark blue tattoos |
7 |
2007 Caster's face is scarred as though slashed by an eagle's talons |
8 |
2008 Caster's face swells enough to be unrecognizable |
9 |
2009 Caster's face tingles in the presence of magical animals |
10 |
2010 Caster's face turns to wood |
11 |
2011 Caster's feet are burned as if he's waded through ankle-deep acid |
12 |
2012 Caster's feet are encased in brick |
13 |
2013 Caster's feet can t be burned by magical fire |
14 |
2014 Caster's feet inflate to 2X normal size while he wades in water |
15 |
2015 Caster's feet shrink by 80% while he's wearing shoes or boots |
16 |
2016 Caster's feet smolder gently for 1d6 hours without harming him |
17 |
2017 Caster's feet vanish, but he can walk comfortably on his ankles |
18 |
2018 Caster's fingernails are poisonous to him |
19 |
2019 Caster's fingernails display otherworldly scenes |
20 |
2020 Caster's fingernails each grow 1d20 inches |
21 |
2021 Caster's fingernails exude a pungent green fluid |
22 |
2022 Caster's fingernails grow 1d4 inches per day |
23 |
2023 Caster's fingers appear to be made of delicate crystal |
24 |
2024 Caster's fingers are as flexible as tentacles |
25 |
2025 Caster's fingers are as rigid as steel while they're wet |
26 |
2026 Caster's fingers are threaded like bolts |
27 |
2027 Caster's fingers can t be severed from his hands |
28 |
2028 Caster's fingers glow faintly in the presence of humans |
29 |
2029 Caster's fingers randomly shuffle their positions |
30 |
2030 Caster's fingers seem ice cold to anyone other than the caster |
31 |
2031 Caster's fist fuses into an clumsy stub |
32 |
2032 Caster's fist jams itself into his mouth |
33 |
2033 Caster's footprints glow with sickly green light for 5d6 rounds |
34 |
2034 Caster's footprints seem to shimmer and waver in sunlight |
35 |
2035 Caster's footprints shine brightly while he's invisible |
36 |
2036 Caster's hair and clothes become horribly entangled |
37 |
2037 Caster's hair and clothes constantly stir as if blown by wind |
38 |
2038 Caster's hair becomes tangled in any hat or helmet he wears |
39 |
2039 Caster's hair becomes thick and coarse like that of a boar |
40 |
2040 Caster's hair can never become invisible |
41 |
2041 Caster's hair falls out each evening and regrows by morning |
42 |
2042 Caster's hair freezes solid |
43 |
2043 Caster's hair is clear like glass |
44 |
2044 Caster's hair is discovered to be a bad toupee |
45 |
2045 Caster's hair is fireproof |
46 |
2046 Caster's hair is perpetually soaked with sea water |
47 |
2047 Caster's hair is striped like a tiger's coat |
48 |
2048 Caster's hair reeks of sulfur when he's near a campfire |
49 |
2049 Caster's hair stands straight up for the next 1d4 weeks |
50 |
2050 Caster's hand adheres to the next bludgeoning weapon he grips |
51 |
2051 Caster's hand adheres to the next tree he touches |
52 |
2052 Caster's hands and arms are covered with cactus needles |
53 |
2053 Caster's hands and feet are invisible for 1d4 weeks |
54 |
2054 Caster's hands appear to be crude wooden replicas |
55 |
2055 Caster's hands appear to be made of solid gold |
56 |
2056 Caster's hands appear to have been badly gnawed by rodents |
57 |
2057 Caster's hands are blasted to a crisp but heal in 1d4+1 weeks |
58 |
2058 Caster's hands are completely insulated against electricity |
59 |
2059 Caster's hands are impervious to all harm for one week |
60 |
2060 Caster's hands are invisible while he clasps them |
61 |
2061 Caster's hands are totally numb for 10d10 rounds |
62 |
2062 Caster's hands are translucent like smoky quartz |
63 |
2063 Caster's hands can't come within 12 inches of each other |
64 |
2064 Caster's hands can't come within 12 inches of his face |
65 |
2065 Caster's hands detach the next time he puts them in his pockets |
66 |
2066 Caster's hands explode but grow back by morning |
67 |
2067 Caster's hands feel just like two balloons |
68 |
2068 Caster's hands reform into lobster-like pincers |
69 |
2069 Caster's hands shine like a beacon visible only to goblins |
70 |
2070 Caster's hands shrink by 50% |
71 |
2071 Caster's hands shrink or grow to fit any gloves he wears |
72 |
2072 Caster's hands sprout coarse scales |
73 |
2073 Caster's hands sprout luxuriant feathers |
74 |
2074 Caster's head appears to hang loosely above his shoulders |
75 |
2075 Caster's head appears translucent when backlit by firelight |
76 |
2076 Caster's head deforms like a rubber ball when bludgeoned |
77 |
2077 Caster's head explodes as a 20HD fireball if cut from his body |
78 |
2078 Caster's head is demanded as tribute by some insane despot |
79 |
2079 Caster's head is discovered to be a mechanical construct |
80 |
2080 Caster's head is impervious to non-magical missile fire |
81 |
2081 Caster's head is now shaped like a bell |
82 |
2082 Caster's head is perfectly cylindrical until sunset tomorrow |
83 |
2083 Caster's head is permanently surrounded by dense fog |
84 |
2084 Caster's head is rendered permanently invisible |
85 |
2085 Caster's head is sealed in a block of ice with breathing holes |
86 |
2086 Caster's head is split down the middle but he is unharmed |
87 |
2087 Caster's head once belonged to a great military leader |
88 |
2088 Caster's head shines like a beacon visible only to orcs |
89 |
2089 Caster's head turns into a pumpkin for 1d6 hours |
90 |
2090 Caster's heart is mechanical and not subject to necromancy |
91 |
2091 Caster's heart is widely rumored to be the Philosopher's Stone |
92 |
2092 Caster's home and everything in it are invisible to him |
93 |
2093 Caster's home appears to be shockingly evil to everyone but him |
94 |
2094 Caster's home appears to have been abandoned for centuries |
95 |
2095 Caster's home can t be entered through the front door |
96 |
2096 Caster's home drops from the sky to land heavily nearby |
97 |
2097 Caster's home fills with some kind of thick blue liquid |
98 |
2098 Caster's home has a secret entrance accessible only to trolls |
99 |
2099 Caster's home has a secret room that he's never noticed before |
100 |
2100 Caster's home has served as a brothel while he's been away |
101 |
2101 Caster's home has served as a cafeteria while he's been away |
102 |
2102 Caster's home has served as a crematorium while he's been away |
103 |
2103 Caster's home has served as a grain silo while he's been away |
104 |
2104 Caster's home has served as a monastery while he's been away |
105 |
2105 Caster's home has served as a mortuary while he's been away |
106 |
2106 Caster's home has served as a pig sty while he's been away |
107 |
2107 Caster's home has served as a prison while he's been away |
108 |
2108 Caster's home has served as a public latrine while he's been away |
109 |
2109 Caster's home has served as a stable while he's been away |
110 |
2110 Caster's home has served as an abattoir while he's been away |
111 |
2111 Caster's home has served as an armory while he's been away |
112 |
2112 Caster's home has served as an unholy altar while he's been away |
113 |
2113 Caster's home has served as barracks while he's been away |
114 |
2114 Caster's home is a triumph of postmodern architecture |
115 |
2115 Caster's home is at the center of a huge territorial squabble |
116 |
2116 Caster's home is buried in compost |
117 |
2117 Caster's home is destroyed by a huge magical explosion |
118 |
2118 Caster's home is fireproof but water soluble |
119 |
2119 Caster's home is flattened by a mysterious magical explosion |
120 |
2120 Caster's home is infested with bubonic rats |
121 |
2121 Caster's home is leveraged in a speculative financial scheme |
122 |
2122 Caster's home is made of gingerbread |
123 |
2123 Caster's home is packed completely full of manure |
124 |
2124 Caster's home is packed completely full of pigs ears |
125 |
2125 Caster's home is packed completely full of salt |
126 |
2126 Caster's home is packed completely full of snow |
127 |
2127 Caster's home is seized through an act of Imminent Domain |
128 |
2128 Caster's home is suddenly at the bottom of a deep, dark valley |
129 |
2129 Caster's home is suddenly at the top of a forbidding mountain |
130 |
2130 Caster's home levitates 1d10 yards in the air for that many days |
131 |
2131 Caster's home resembles a large toadstool |
132 |
2132 Caster's home sinks into the ground 1d10 inches per day |
133 |
2133 Caster's home stands on a kobold burial mound |
134 |
2134 Caster's home throbs and pulses like a gigantic heart |
135 |
2135 Caster's home will cease to exist in 1d4 days |
136 |
2136 Caster's image appears on every shield within 100 yards |
137 |
2137 Caster's index finger is shaped like a key |
138 |
2138 Caster's Intelligence is equal to his level for 2d12 hours |
139 |
2139 Caster's Intelligence is reduced by 1d4 for a like number of days |
140 |
2140 Caster's internal monologue becomes audible to others |
141 |
2141 Caster's is unable to digest uncooked foods |
142 |
2142 Caster's kidneys vanish |
143 |
2143 Caster's knees can bend forward and backward with equal ease |
144 |
2144 Caster's left arm appears to carry a powerful enchantment |
145 |
2145 Caster's left arm appears to have been made from twine and glue |
146 |
2146 Caster's left arm doubles in length 1d4 times |
147 |
2147 Caster's left arm doubles in length; right arm shrinks by 50% |
148 |
2148 Caster's left arm stretches to 2X the length of his body |
149 |
2149 Caster's left hand and 10d10% of his arm turn to brass |
150 |
2150 Caster's left hand can t be cut by any non-magical blade |
151 |
2151 Caster's left hand is affected as by the spell Haste |
152 |
2152 Caster's left hand is hideously warped and mangled |
153 |
2153 Caster's left hand strongly resents his right hand |
154 |
2154 Caster's left leg detaches and starts kicking him really hard |
155 |
2155 Caster's left leg is covered by bark |
156 |
2156 Caster's legs are both encased in a single thick, steel pipe |
157 |
2157 Caster's legs are now exactly as long as his arms |
158 |
2158 Caster's legs can't support his weight for 10d10 rounds |
159 |
2159 Caster's legs double in length, and his arms shorten by 50% |
160 |
2160 Caster's legs weigh as much as iron while he's wading |
161 |
2161 Caster's limbs are rendered permanently invisible |
162 |
2162 Caster's limbs each belong to a different species |
163 |
2163 Caster's lungs are visible through his flesh and clothing |
164 |
2164 Caster's lungs begin to function at 2X normal efficiency |
165 |
2165 Caster's lungs begin to function at half normal efficiency |
166 |
2166 Caster's lungs sound like bagpipes when he exerts himself |
167 |
2167 Caster's lungs stop working for 1d10 rounds |
168 |
2168 Caster's magic does not affect females for 1d4 days |
169 |
2169 Caster's magic does not affect males for 1d4 days |
170 |
2170 Caster's magic doesn t work if he's ankle-deep in water |
171 |
2171 Caster's magic is detected by Detect Magic only 20% of the time |
172 |
2172 Caster's magic is somewhat resistant to the spell Dispel Magic |
173 |
2173 Caster's magic leaves a filmy residue on precious metals |
174 |
2174 Caster's mass increases by a factor of 10 while he's on a boat |
175 |
2175 Caster's missile-based spells seem to issue from his eyes |
176 |
2176 Caster's missile-based spells seem to issue from his mouth |
177 |
2177 Caster's missile-based spells seem to issue from the ground |
178 |
2178 Caster's most powerful foe always knows caster's precise location |
179 |
2179 Caster's motion is impeded by a strong wind that affects only him |
180 |
2180 Caster's nearest ally attacks him for 1d6 rounds |
181 |
2181 Caster's nearest ally is invisible to him for 1d4 days |
182 |
2182 Caster's neck doubles in length |
183 |
2183 Caster's neck is invisible |
184 |
2184 Caster's next 1d8 attacks inflict only illusionary damage |
185 |
2185 Caster's next attack causes equal damage to him and his target |
186 |
2186 Caster's next attack heals its target of all damage and disease |
187 |
2187 Caster's next spell affects only half of its intended targets |
188 |
2188 Caster's next spell causes its target to become invisible |
189 |
2189 Caster's next spell fills the air with the sound of buzzing bees |
190 |
2190 Caster's next spell functions as a Disintegrate spell instead |
191 |
2191 Caster's next spell functions but has an invisible effect |
192 |
2192 Caster's next spell functions but knocks him unconscious |
193 |
2193 Caster's next spell persists until he's injured |
194 |
2194 Caster's next spell turns its target bright blue for its duration |
195 |
2195 Caster's next Summoning calls up something he can not put down |
196 |
2196 Caster's next Summoning turns him into the Summoned creature |
197 |
2197 Caster's next Summoning yields 1d10 decapitated human heads |
198 |
2198 Caster's next Summoning yields 1d1000 fluffy white rabbits |
199 |
2199 Caster's next Summoning yields 1d4 chrome-plated ostriches |
200 |
2200 Caster's next Summoning yields 1d8 tiny blue imps with white hats |
201 |
2201 Caster's next Summoning yields 4d10 bushels of rotten apples |
202 |
2202 Caster's next Summoning yields a 16HD Earth Elemental |
203 |
2203 Caster's next Summoning yields a bucket of brine-soaked plums |
204 |
2204 Caster's next Summoning yields a coil of rope one mile in length |
205 |
2205 Caster's next Summoning yields a creature that attacks him |
206 |
2206 Caster's next Summoning yields a creature that dies instantly |
207 |
2207 Caster's next Summoning yields a horrifyingly loathsome monster |
208 |
2208 Caster's next Summoning yields a mockery of the intended effect |
209 |
2209 Caster's next Summoning yields a puddle of highly unstable goo |
210 |
2210 Caster's next Summoning yields an ice sculpture |
211 |
2211 Caster's next Summoning yields an illusion of the intended effect |
212 |
2212 Caster's next Summoning yields something wildly inappropriate |
213 |
2213 Caster's next Summoning yields the last thing that he expects |
214 |
2214 Caster's next Summoning yields two of whatever he's Summoning |
215 |
2215 Caster's nose looks like a noose |
216 |
2216 Caster's nose looks like an ear |
217 |
2217 Caster's nostrils are stuffed full of pimentos |
218 |
2218 Caster's palms turn to stone |
219 |
2219 Caster's pockets are filled with confectioner's sugar |
220 |
2220 Caster's pockets are filled with glue |
221 |
2221 Caster's pockets are filled with greasy candle stubs |
222 |
2222 Caster's pockets are filled with live minnows |
223 |
2223 Caster's pockets are filled with offal |
224 |
2224 Caster's pockets are filled with stringy pasta |
225 |
2225 Caster's pockets are filled with weeks-old goat cheese |
226 |
2226 Caster's pockets are fireproof |
227 |
2227 Caster's pockets are inaccessible for 1d6 days |
228 |
2228 Caster's pockets are lined with chain mail |
229 |
2229 Caster's pockets are lined with sharp, jagged teeth |
230 |
2230 Caster's pockets vanish along with anything inside them |
231 |
2231 Caster's presence causes all food to taste like liver |
232 |
2232 Caster's presence causes birds in nearby trees to fall silent |
233 |
2233 Caster's presence causes bowstrings to be abnormally elastic |
234 |
2234 Caster's presence causes clockwork devices to malfunction |
235 |
2235 Caster's presence causes food to be drained of all flavor |
236 |
2236 Caster's presence causes holy symbols to seem unusually hot |
237 |
2237 Caster's presence causes magical animals to be oddly intractable |
238 |
2238 Caster's presence causes magical weapons to glow a dim red |
239 |
2239 Caster's presence causes musical instruments to go out of tune |
240 |
2240 Caster's presence causes people to sing wildly off-key |
241 |
2241 Caster's presence causes the clanking of metal to be muted |
242 |
2242 Caster's presence causes timekeeping devices to combust |
243 |
2243 Caster's presence causes timekeeping devices to malfunction |
244 |
2244 Caster's presence causes undead skeletons to sneeze |
245 |
2245 Caster's presence causes worked stone to sweat |
246 |
2246 Caster's presence induces lightheartedness in Dwarves |
247 |
2247 Caster's presence makes it hard to discern the value of things |
248 |
2248 Caster's principal weapon bends until the ends are touching |
249 |
2249 Caster's principal weapon can indicate True North once per turn |
250 |
2250 Caster's principal weapon can t be damaged by non-magical heat |
251 |
2251 Caster's principal weapon can t exist on this plane for 4d8 days |
252 |
2252 Caster's principal weapon can t kill anyone now within 10 miles |
253 |
2253 Caster's principal weapon can t kill anyone of Elfin stock |
254 |
2254 Caster's principal weapon disintegrates if it draws his blood |
255 |
2255 Caster's principal weapon glows as though it's red hot |
256 |
2256 Caster's principal weapon is as shiny as mirror for 1d12 months |
257 |
2257 Caster's principal weapon is extremely sticky to the touch |
258 |
2258 Caster's principal weapon is matte black between sunset and dawn |
259 |
2259 Caster's principal weapon is older than the whole universe |
260 |
2260 Caster's principal weapon is reclaimed by its former owner |
261 |
2261 Caster's principal weapon is translucent like smoked glass |
262 |
2262 Caster's principal weapon shrinks by 5d10+45% |
263 |
2263 Caster's principal weapon sprouts luxuriant tresses |
264 |
2264 Caster's reflection appears upside down |
265 |
2265 Caster's reflection chants dire prophecies about him |
266 |
2266 Caster's reflection commits suicide when he next sees it |
267 |
2267 Caster's reflection harbors a deep and obvious resentment of him |
268 |
2268 Caster's reflection is not mirror-reversed |
269 |
2269 Caster's reflection shows him as battered corpse |
270 |
2270 Caster's reflection shows him as he was 10 years ago |
271 |
2271 Caster's reflection shows him beaten nearly to death |
272 |
2272 Caster's right arm is encased in a cylinder of solid crystal |
273 |
2273 Caster's right arm is just like his left arm, facing backwards |
274 |
2274 Caster's right arm resembles a horse's foreleg |
275 |
2275 Caster's right hand is a perfect sphere at the end of his wrist |
276 |
2276 Caster's right hand struggles to grip his right elbow |
277 |
2277 Caster's right leg increases in thickness by a factor of 1d4 |
278 |
2278 Caster's right thigh is as long as his entire left leg |
279 |
2279 Caster's skin appears cracked like an old oil painting |
280 |
2280 Caster's skin appears pitted like Swiss cheese |
281 |
2281 Caster's skin appears to have been boiled |
282 |
2282 Caster's skin appears to have been riveted to his body in sheets |
283 |
2283 Caster's skin appears to have been woven of flesh-colored thread |
284 |
2284 Caster's skin can t be punctured by any mammal's teeth |
285 |
2285 Caster's skin is blood red for 2d4-1 days |
286 |
2286 Caster's skin is completely free of moles, scars, and blemishes |
287 |
2287 Caster's skin is covered by human bite-marks |
288 |
2288 Caster's skin is fireproof but tarnishes quickly in sunlight |
289 |
2289 Caster's skin is infused with countless tiny glass nuggets |
290 |
2290 Caster's skin is permanently stained by his blood |
291 |
2291 Caster's skin is plaid from now on |
292 |
2292 Caster's skin is suddenly the color of his hair |
293 |
2293 Caster's skin ripples like a rain-spattered pond from now on |
294 |
2294 Caster's skin varies in opacity from hour to hour |
295 |
2295 Caster's skull becomes intensely magnetic |
296 |
2296 Caster's speech doesn t match the movement of his lips |
297 |
2297 Caster's speech is clearly audible to all within 50 yards |
298 |
2298 Caster's speech is utterly unintelligible for 1d4 hours |
299 |
2299 Caster's speech is utterly unintelligible to him |
300 |
2300 Caster's spellbook absorbs moisture like a sponge |
301 |
2301 Caster's spellbook acquires a saucy and antagonistic personality |
302 |
2302 Caster's spellbook and any ink within it are waterproof |
303 |
2303 Caster's spellbook appears to be in a language unknown to him |
304 |
2304 Caster's spellbook appears to be on fire while it's open |
305 |
2305 Caster's spellbook belongs to someone else who wants it back |
306 |
2306 Caster's spellbook can be folded to the size of a deck of cards |
307 |
2307 Caster's spellbook can be judged by its cover |
308 |
2308 Caster's spellbook can be unfolded to function as a small boat |
309 |
2309 Caster's spellbook can be unfolded to function as a small tent |
310 |
2310 Caster's spellbook can be unfolded to serve as a table for six |
311 |
2311 Caster's spellbook can be used as an anvil but weighs as much |
312 |
2312 Caster's spellbook can dispense 1d4 gallons of pure water per day |
313 |
2313 Caster's spellbook can hold 100 pounds like a Bag of Holding |
314 |
2314 Caster's spellbook can hold 4x the usual number of spells |
315 |
2315 Caster's spellbook can only be read by females |
316 |
2316 Caster's spellbook can only be read by males |
317 |
2317 Caster's spellbook can only be read in near-total darkness |
318 |
2318 Caster's spellbook can withstand 100 hit points of fire damage |
319 |
2319 Caster's spellbook can t be harmed or altered by any mortal means |
320 |
2320 Caster's spellbook contains 1d8 spells he's never seen before |
321 |
2321 Caster's spellbook contains a mysterious key |
322 |
2322 Caster's spellbook contains nothing but gibberish for 1d4 days |
323 |
2323 Caster's spellbook contains pages and pages of court transcripts |
324 |
2324 Caster's spellbook contains pages and pages of idle gossip |
325 |
2325 Caster's spellbook contains pages and pages of inaccurate maps |
326 |
2326 Caster's spellbook contains pages and pages of New Age garbage |
327 |
2327 Caster's spellbook contains pages and pages of ribald limericks |
328 |
2328 Caster's spellbook contains pages and pages of risquØ woodcuts |
329 |
2329 Caster's spellbook contains pages and pages of shocking profanity |
330 |
2330 Caster's spellbook contains pages and pages of tasty recipes |
331 |
2331 Caster's spellbook contains pages and pages of trite haikus |
332 |
2332 Caster's spellbook contains pages and pages of uplifting slogans |
333 |
2333 Caster's spellbook contains pages and pages of utter gibberish |
334 |
2334 Caster's spellbook giggles in the presence of other books |
335 |
2335 Caster's spellbook giggles loudly when its pages are turned |
336 |
2336 Caster's spellbook gives faulty warnings about his impending doom |
337 |
2337 Caster's spellbook glows in the dark |
338 |
2338 Caster's spellbook growls ominously when anyone else touches it |
339 |
2339 Caster's spellbook has 60% Magic Resistance |
340 |
2340 Caster's spellbook has a handle and can be used as a shield +1 |
341 |
2341 Caster's spellbook has a hideous face embossed on its cover |
342 |
2342 Caster's spellbook has a secret, flask-shaped compartment |
343 |
2343 Caster's spellbook has a surprise ending |
344 |
2344 Caster's spellbook has no clear beginning or end |
345 |
2345 Caster's spellbook has straps and can be worn as a backpack |
346 |
2346 Caster's spellbook induces madness in those of Lawful alignment |
347 |
2347 Caster's spellbook induces nausea in anyone else who touches it |
348 |
2348 Caster's spellbook induces ravenous hunger in any who read it |
349 |
2349 Caster's spellbook is 30% likely to be invisible on any given day |
350 |
2350 Caster's spellbook is as fragile as glass until sunset |
351 |
2351 Caster's spellbook is bound in a sheathe of human skin |
352 |
2352 Caster's spellbook is bound tightly shut in barbed wire |
353 |
2353 Caster's spellbook is breaded and deep-fried |
354 |
2354 Caster's spellbook is chrome-plated |
355 |
2355 Caster's spellbook is covered in a thin shell of clay |
356 |
2356 Caster's spellbook is coveted by a fire elemental |
357 |
2357 Caster's spellbook is coveted by the undead |
358 |
2358 Caster's spellbook is discovered to be a forgery |
359 |
2359 Caster's spellbook is distributed as a mass-market paperback |
360 |
2360 Caster's spellbook is drenched in goat's milk |
361 |
2361 Caster's spellbook is ethereal to everyone except him |
362 |
2362 Caster's spellbook is fiercely coveted by all who pass near it |
363 |
2363 Caster's spellbook is filled with ways to dispose of corpses |
364 |
2364 Caster's spellbook is found to be just one part of a trilogy |
365 |
2365 Caster's spellbook is glazed like a doughnut |
366 |
2366 Caster's spellbook is gritty like sandpaper |
367 |
2367 Caster's spellbook is impervious to acid |
368 |
2368 Caster's spellbook is impervious to cold |
369 |
2369 Caster's spellbook is indestructible but appears to be decaying |
370 |
2370 Caster's spellbook is invisible for one hour each day |
371 |
2371 Caster's spellbook is invisible to everyone except magic users |
372 |
2372 Caster's spellbook is invisible to him unless his hair is wet |
373 |
2373 Caster's spellbook is invisible when wet |
374 |
2374 Caster's spellbook is laminated |
375 |
2375 Caster's spellbook is long overdue at the library |
376 |
2376 Caster's spellbook is perfectly spherical for 1d12 hours |
377 |
2377 Caster's spellbook is permanently water-soaked but undamaged |
378 |
2378 Caster's spellbook is rewritten in a language known only to him |
379 |
2379 Caster's spellbook is rewritten in a language unknown to him |
380 |
2380 Caster's spellbook is riddled with holes like Swiss cheese |
381 |
2381 Caster's spellbook is rumored to contain several lost spells |
382 |
2382 Caster's spellbook is rumored to have been penned by heretics |
383 |
2383 Caster's spellbook is sealed in a heavy wooden crate |
384 |
2384 Caster's spellbook is sealed with a combination lock |
385 |
2385 Caster's spellbook is sheathed in flame but doesn't burn |
386 |
2386 Caster's spellbook is sought by power-crazed conjurers |
387 |
2387 Caster's spellbook is stolen by someone on his way to the latrine |
388 |
2388 Caster's spellbook is tightly wrapped in cellophane |
389 |
2389 Caster's spellbook is transparent while closed |
390 |
2390 Caster's spellbook is unintelligible for 1d100 hours |
391 |
2391 Caster's spellbook is waterproof |
392 |
2392 Caster's spellbook is weightless while it's open |
393 |
2393 Caster's spellbook is wrapped in festive paper and ribbons |
394 |
2394 Caster's spellbook is written entirely in purple crayon |
395 |
2395 Caster's spellbook leaves a trail of ash wherever it's carried |
396 |
2396 Caster's spellbook randomly shuffles its pages |
397 |
2397 Caster's spellbook reeks as though drenched in perfume |
398 |
2398 Caster's spellbook reeks indelibly of mold and mildew |
399 |
2399 Caster's spellbook reeks of manure while it's open |
400 |
2400 Caster's spellbook reeks of rotting, mildewed cloth |
401 |
2401 Caster's spellbook seems badly scorched but is undamaged |
402 |
2402 Caster's spellbook shines as bright as the sun for 4d6 hours |
403 |
2403 Caster's spellbook shrinks to the size of a coin for 1d4 days |
404 |
2404 Caster's spellbook sprays skunk-musk each time it's opened |
405 |
2405 Caster's spellbook tastes like chicken between sunset and dawn |
406 |
2406 Caster's spellbook teleports 10d20 yards straight up |
407 |
2407 Caster's spellbook teleports 1d4 feet straight down |
408 |
2408 Caster's spellbook tends to slam shut on his hand (1d2-1 damage) |
409 |
2409 Caster's spellbook turns into a cat when he says a command word |
410 |
2410 Caster's spellbook vanishes; he finds it in a nearby well |
411 |
2411 Caster's spellbook vanishes; in 1d4 days he disgorges it |
412 |
2412 Caster's spellbook warms a five foot radius to a comfy 70° |
413 |
2413 Caster's spellbook was here just a minute ago |
414 |
2414 Caster's spellbook was instrumental in the downfall of an empire |
415 |
2415 Caster's spellbook was stolen from a secret monastery |
416 |
2416 Caster's spellbook was stolen from a traveler from the future |
417 |
2417 Caster's spellbook weighs 1d100+100 pounds |
418 |
2418 Caster's spellbook weighs as much as he does |
419 |
2419 Caster's spellbook will combust if he opens it before dawn |
420 |
2420 Caster's spells function as though cast by someone half his level |
421 |
2421 Caster's spells no longer work on some particular person nearby |
422 |
2422 Caster's Strength increases by 1d6 for a like number of days |
423 |
2423 Caster's Strength is halved |
424 |
2424 Caster's Strength is halved until he's struck by fire-based magic |
425 |
2425 Caster's Strength is rerolled hourly for the next 24 hours |
426 |
2426 Caster's teeth appear shiny and black like obsidian |
427 |
2427 Caster's teeth appear to drip blood for one week |
428 |
2428 Caster's teeth become serrated and triangular like a shark's |
429 |
2429 Caster's teeth can be broken by any physical force or object |
430 |
2430 Caster's teeth can never become invisible |
431 |
2431 Caster's teeth grow continuously, like a rodent's |
432 |
2432 Caster's teeth shatter on contact with unrefined iron |
433 |
2433 Caster's tongue is bifurcated along half of its length |
434 |
2434 Caster's tongue is invisible during daylight hours |
435 |
2435 Caster's tongue is removable |
436 |
2436 Caster's voice becomes increasingly loud |
437 |
2437 Caster's voice cracks like a teenage boy's voice |
438 |
2438 Caster's voice inspires rage in dogs and wolves |
439 |
2439 Caster's voice is hoarse and strained for 1d4 weeks |
440 |
2440 Caster's voice issues from his right hand instead of his mouth |
441 |
2441 Caster's voice makes people feel hostile and aggressive |
442 |
2442 Caster's voice resonates in any gems nearby |
443 |
2443 Caster's voice seems poorly matched to his age and sex |
444 |
2444 Caster's voice seems to issue from 1d4 people around him |
445 |
2445 Caster's voice seems to issue from his pockets |
446 |
2446 Caster's voice seems to issue from some item he's now carrying |
447 |
2447 Caster's voice sounds as if it's coming from a distant megaphone |
448 |
2448 Caster's voice sounds as if it's coming through a metal tube |
449 |
2449 Caster's voice sounds like he's 1d100 years older |
450 |
2450 Caster's voice sounds like that of each person to whom he speaks |
451 |
2451 Caster's voice sounds like the braying of donkeys |
452 |
2452 Caster's voice sounds like the buzzing of metal bees |
453 |
2453 Caster's voice sounds like the honking of geese |
454 |
2454 Caster's voice sounds like the sputtering of a clogged drain |
455 |
2455 Caster's waterskin is filled with mashed potatoes |
456 |
2456 Caster's waterskin makes its contents taste brackish and foul |
457 |
2457 Caster's weight increases tenfold while on a ladder |
458 |
2458 Caster's weight increases tenfold while walking across ice |
459 |
2459 Cooked meat is mildly poisonous to the caster |
460 |
2460 Countless pine needles adhere tightly to the caster's skin |
461 |
2461 Countless tiny wood chips swirl about the caster for 2d10 rounds |
462 |
2462 Countless tiny worms cascade from caster's ears |
463 |
2463 Crawling insects pour from caster's nostrils for 1d4 rounds |
464 |
2464 Cryptic messages are embossed on the caster's chest and back |
465 |
2465 Cryptic runes cover the caster's arms and hands |
466 |
2466 Cryptic symbols flash constantly across caster's forehead |
467 |
2467 Damage from caster's next 1d8 attacks appears 1d8 rounds later |
468 |
2468 Damage inflicted upon caster can only be healed near firelight |
469 |
2469 Damage inflicted upon caster is 10% likely to be just an illusion |
470 |
2470 Damage inflicted upon caster is 10% likely to harm someone else |
471 |
2471 Damage inflicted upon caster leaves unusually severe scars |
472 |
2472 Domestic cats react to caster with astonishing ferocity |
473 |
2473 Each day at noon, caster's age is reduced by 50% |
474 |
2474 Each day at noon, caster's weapon heats to 2d100° |
475 |
2475 Each day at sunset, caster suffers intense pain for 1d4 rounds |
476 |
2476 Each day for 2d6 days, caster must reroll his attributes |
477 |
2477 Each day, caster adds a cumbersome new title to his name |
478 |
2478 Each day, caster attempts to prove that he's impervious to blades |
479 |
2479 Each day, caster bores his allies with tales of his own heroism |
480 |
2480 Each day, caster can add +1 (or +5%) to any one dice roll |
481 |
2481 Each day, caster can cause one foe to miss one attack |
482 |
2482 Each day, caster can detach his head for up to one hour |
483 |
2483 Each day, caster can digest up to half a pound of stone |
484 |
2484 Each day, caster can magically cause 1d6 people to hate him |
485 |
2485 Each day, caster can roar like a dragon one time |
486 |
2486 Each day, caster can see through one door as if it were glass |
487 |
2487 Each day, caster can Summon 1d10 minnows up to 1d4 times |
488 |
2488 Each day, caster decides to worship a different deity |
489 |
2489 Each day, caster demands to be called by a different name |
490 |
2490 Each day, caster displays a new phobia that disappears by sunset |
491 |
2491 Each day, caster finds 1d10 human eyeballs in his pocket |
492 |
2492 Each day, caster finds 1d4 gold pieces in his pocket |
493 |
2493 Each day, caster finds a severed body part in his pocket |
494 |
2494 Each day, caster has no idea who he is for 1d10 minutes |
495 |
2495 Each day, caster increasingly obsesses about his waning lifespan |
496 |
2496 Each day, caster insists on being called by a different name |
497 |
2497 Each day, caster is 1% likely to be destroyed by a meteor strike |
498 |
2498 Each day, caster is 5% likely to teleport to this target point |
499 |
2499 Each day, caster is 10% likely to change sex until sunset |
500 |
2500 Each day, caster is 40% likely to crave garlic intensely |
501 |
2501 Each day, caster is 50% likely to leave no footprints |
502 |
2502 Each day, caster is accosted by a man with a real estate scheme |
503 |
2503 Each day, caster is attacked but not injured by a huge, ugly bird |
504 |
2504 Each day, caster is immune to 1d6 hit points of damage |
505 |
2505 Each day, caster loses 1d4 gold pieces |
506 |
2506 Each day, caster must cast at least one spell upon himself |
507 |
2507 Each day, caster must drink at least four gallons of water |
508 |
2508 Each day, caster must eat a pound of tree bark, or he'll starve |
509 |
2509 Each day, caster must eat at least one lighted candle |
510 |
2510 Each day, caster must pluck at least one rose or be stricken mute |
511 |
2511 Each day, caster must recite a new limerick, or he'll go insane |
512 |
2512 Each day, caster must Save or be unable to count until sunset |
513 |
2513 Each day, caster must Save or lose half of his hit points |
514 |
2514 Each day, caster must Save vs Will or his home explodes |
515 |
2515 Each day, caster must tell at least one outrageous lie |
516 |
2516 Each day, caster recalls a new but entirely fictional past life |
517 |
2517 Each day, caster reveals a new and offensive truth about himself |
518 |
2518 Each day, caster sees great meaning in the first words he hears |
519 |
2519 Each day, caster suffers violent withdrawal unless he uses magic |
520 |
2520 Each day, caster tells the same stupid joke about gnomes |
521 |
2521 Each day, caster threatens to murder someone nearby |
522 |
2522 Each day, caster wakes because a small pebble hits his forehead |
523 |
2523 Each day, caster wakes beneath a brine-soaked tangle of vines |
524 |
2524 Each day, caster wakes beneath a layer of fine white sand |
525 |
2525 Each day, caster wakes certain that he'll die before sunset |
526 |
2526 Each day, caster wakes certain that the world will end by sunset |
527 |
2527 Each day, caster wakes completely deaf until he drinks something |
528 |
2528 Each day, caster wakes dressed in a mummy's filthy rags |
529 |
2529 Each day, caster wakes exhausted as if he just ran a marathon |
530 |
2530 Each day, caster wakes in a pile of dry leaves |
531 |
2531 Each day, caster wakes looking as if he's been beaten with clubs |
532 |
2532 Each day, caster wakes nearly out of his mind with rage |
533 |
2533 Each day, caster wakes thinking that 1d100 days have passed |
534 |
2534 Each day, caster wakes thinking that he's under attack |
535 |
2535 Each day, caster wakes to find a loaf of warm bread on his chest |
536 |
2536 Each day, caster wakes unable to see his allies for 1d4 turns |
537 |
2537 Each day, caster wakes wearing a heavily powdered wig |
538 |
2538 Each day, caster wakes wearing a straw hat |
539 |
2539 Each day, caster wakes with a daisy sprouting from his mouth |
540 |
2540 Each day, caster wakes with a gold coin in his mouth |
541 |
2541 Each day, caster wakes with a hospital bracelet on his wrist |
542 |
2542 Each day, caster wakes with his mouth packed full of flour |
543 |
2543 Each day, caster wakes with no idea of how he got there |
544 |
2544 Each day, caster wakes with several new and disturbing scars |
545 |
2545 Each day, caster's face is unbearably hideous for 1d10 minutes |
546 |
2546 Each day, caster's hair grows 10% longer |
547 |
2547 Each day, caster's height fluctuates plus or minus 1d100% |
548 |
2548 Each day, caster's height fluctuates plus or minus 1d6 inches |
549 |
2549 Each day, caster's home shrinks by 1% |
550 |
2550 Each day, caster's nostrils appear at a new place on his head |
551 |
2551 Each day, one of caster's spells (random) has its effect reversed |
552 |
2552 Each day, some part of caster's body falls off and regrows |
553 |
2553 Each day, someone accuses the caster of grand theft |
554 |
2554 Each day, someone accuses the caster of high treason |
555 |
2555 Each day, someone accuses the caster of unwholesome practices |
556 |
2556 Each day, someone accuses the caster or regicide |
557 |
2557 Each day, the caster is praised for some act of amazing heroism |
558 |
2558 Each hour, 1d4 small pine cones fall from the caster's ears |
559 |
2559 Each morning, caster must Save or be rendered mute for that day |
560 |
2560 Each morning, caster must Save or be sprayed by a skunk |
561 |
2561 Each morning, caster must Save or contract a non-magical illness |
562 |
2562 Each morning, caster must Save or earn the enmity of a monarch |
563 |
2563 Each morning, caster must Save or he ages 1d4 days |
564 |
2564 Each morning, caster must Save or he ll be arrested before sunset |
565 |
2565 Each morning, caster must Save or his clothes dissolve by sunset |
566 |
2566 Each night as caster sleeps, every blade he owns is sharpened |
567 |
2567 Each night as caster sleeps, he's 5% likely to trigger a Burst |
568 |
2568 Each night as caster sleeps, his ankles are bound by silk cord |
569 |
2569 Each night as caster sleeps, his lips move as though he's talking |
570 |
2570 Each of caster's big toes is now as long as the rest of his foot |
571 |
2571 Each of caster's big toes is now as wide as the rest of his foot |
572 |
2572 Each of caster's teeth is now a different and contrasting color |
573 |
2573 Each of caster's teeth screams each time he opens his mouth |
574 |
2574 Each of caster's toes is 5% likely to explode right now |
575 |
2575 Eerie moans fill the air when caster touches holy water |
576 |
2576 Efforts to become invisible make the caster much more visible |
577 |
2577 Efforts to become invisible temporarily age the caster 1d10 years |
578 |
2578 Elementals Summoned in caster's presence are 20% larger |
579 |
2579 Elementals Summoned in caster's presence are at -2 to hit him |
580 |
2580 Elementals Summoned in caster's presence are completely silent |
581 |
2581 Elementals Summoned in caster's presence are horrible to look at |
582 |
2582 Elementals Summoned in caster's presence are invisible to him |
583 |
2583 Elementals Summoned in caster's presence are invulnerable to him |
584 |
2584 Elementals Summoned in caster's presence are Slowed |
585 |
2585 Elementals Summoned in caster's presence are terrified of him |
586 |
2586 Elementals Summoned in caster's presence assume comical forms |
587 |
2587 Elementals Summoned in caster's presence attack him outright |
588 |
2588 Elementals Summoned in caster's presence attack their summoner |
589 |
2589 Elementals Summoned in caster's presence can t be controlled |
590 |
2590 Elementals Summoned in caster's presence crave decaying meat |
591 |
2591 Elementals Summoned in caster's presence explode instantly |
592 |
2592 Elementals Summoned in caster's presence flee the area at once |
593 |
2593 Elementals Summoned in caster's presence look familiar to him |
594 |
2594 Elementals Summoned in caster's presence mock him endlessly |
595 |
2595 Elementals Summoned in caster's presence seem far more fierce |
596 |
2596 Elementals Summoned in caster's presence totally ignore him |
597 |
2597 Elementals Summoned in caster's presence vaguely resemble him |
598 |
2598 Elementals Summoned in caster's presence weep until dismissed |
599 |
2599 Elementals Summoned in caster's presence will not attack him |
600 |
2600 Embarrassing rumors about the caster circulate far and wide |
601 |
2601 Embarrassing sounds issue from the caster at inopportune times |
602 |
2602 Even in darkness, caster is visible as though in full daylight |
603 |
2603 Every third tooth falls from caster's mouth |
604 |
2604 Everyone knows the caster's most embarrassing secret |
605 |
2605 Everyone now harboring ill will toward caster forgets who he is |
606 |
2606 Everyone now harboring ill will toward caster knows where he is |
607 |
2607 Everyone thinks that the caster is using a false name |
608 |
2608 Everyone thinks that the caster's use of magic is reckless |
609 |
2609 Everyone thinks the caster to be vaguely unreliable |
610 |
2610 Everyone who knows the caster suspects that he's really undead |
611 |
2611 Everyone who knows the caster thinks that he owes them money |
612 |
2612 Everyone within 100 miles hates the caster until at least sunset |
613 |
2613 Everyone within 100 miles knows that the caster is a magic user |
614 |
2614 Everyone within one mile appears as a skeleton to the caster |
615 |
2615 Everything caster eats for 1d12 months tastes strongly of blood |
616 |
2616 Fine gold wire is visibly threaded through the caster's flesh |
617 |
2617 Fire-based magic is invisible to the caster |
618 |
2618 Fires can t be sustained within three feet of caster's spellbook |
619 |
2619 Flames shoot from caster's ears at least once per hour until dawn |
620 |
2620 Foliage grows to entangle caster's feet if he stands still |
621 |
2621 Food turns ethereal while the caster touches it |
622 |
2622 For 1d4 days, caster can neutralize poisons by touch |
623 |
2623 For 1d4 days, caster is certain that his saliva is poisonous |
624 |
2624 For 1d4 rounds, caster's left foot is fused to the ground |
625 |
2625 For 1d4 rounds, normal water can burn the caster like strong acid |
626 |
2626 For 1d4 weeks, caster's eyelids glow brightly in the dark |
627 |
2627 For 1d4 weeks, caster's nose hovers 1d4 inches before his face |
628 |
2628 For 2d4-1 horrible days, caster works in a huge corporate office |
629 |
2629 For 3d10 days caster is immune to magic cast by one person |
630 |
2630 For 6d10 rounds, caster is the only person on the entire planet |
631 |
2631 For one day, caster is so monstrously ugly that people attack him |
632 |
2632 For one day, caster knows the location of all gold within 5 miles |
633 |
2633 For several days, caster strongly resembles a drowned corpse |
634 |
2634 Foul-smelling steam issues from the caster's nostrils |
635 |
2635 Half of caster's body is as hairy as an ape |
636 |
2636 Half of caster's body is immune to polymorph magic |
637 |
2637 Half of caster's hair is replaced by very fine silver wire |
638 |
2638 Holy symbols inspire dread in the caster |
639 |
2639 Holy water boils on contact with caster's skin |
640 |
2640 Honey flows through caster's veins instead of blood |
641 |
2641 Horrific screams issue from the caster's spellbook |
642 |
2642 Huge volumes of ectoplasm ooze from the caster's nostrils |
643 |
2643 Icy winds buffet the caster for 2d8-1 days |
644 |
2644 If alive, caster is totally healed in each of the next 1d6 hours |
645 |
2645 If asked for identification, caster offers a funny self-portrait |
646 |
2646 If caster attempts a Summoning, he vanishes for its duration |
647 |
2647 If caster attempts to create or control undead, they attack him |
648 |
2648 If caster casts a spell in the next turn, he thinks he's drowning |
649 |
2649 If caster casts a spell in the next turn, his clothing vanishes |
650 |
2650 If caster comes within one mile of a dragon, his hair falls out |
651 |
2651 If caster comes within one mile of an ocean, he begins to drown |
652 |
2652 If caster damages a statue, he suffers an equivalent injury |
653 |
2653 If caster dies and is resurrected, he's 85% likely to change sex |
654 |
2654 If caster draws a weapon before sunset, he goes berserk |
655 |
2655 If caster draws a weapon before sunset, that weapon vanishes |
656 |
2656 If caster falls more than twenty yards, he teleports to this spot |
657 |
2657 If caster has a beard, it vanishes; if he doesn t, he grows one |
658 |
2658 If caster has a missile weapon, he's attacked by small animals |
659 |
2659 If caster has drawn blood recently, he vanishes until sunrise |
660 |
2660 If caster has eaten in the past hour, he falls unconscious |
661 |
2661 If caster has eaten in the past hour, he loses 2d10 hit points |
662 |
2662 If caster has eaten in the past hour, he never has to eat again |
663 |
2663 If caster has eaten in the past hour, he vanishes until lunchtime |
664 |
2664 If caster has eaten meat in the past hour, it was human flesh |
665 |
2665 If caster has eaten meat in the past hour, it wasn't really meat |
666 |
2666 If caster has ever been resurrected, he loses 1d100 hit points |
667 |
2667 If caster has ever been resurrected, he now gains one level |
668 |
2668 If caster has ever been resurrected, he now loses one level |
669 |
2669 If caster has ever been resurrected, he teleports to that spot |
670 |
2670 If caster has slain anyone in cold blood, he's wracked by remorse |
671 |
2671 If caster has slain anyone in cold blood, that person haunts him |
672 |
2672 If caster ingests poison, he becomes powerfully addicted to it |
673 |
2673 If caster ingests poison, he briefly gains 1d4 points of Wisdom |
674 |
2674 If caster ingests poison, he can't be harmed by fire for 1d4 days |
675 |
2675 If caster ingests poison, he combusts in 1d6 turns |
676 |
2676 If caster ingests poison, he develops an intense, unusual phobia |
677 |
2677 If caster ingests poison, he develops hundreds of ugly blisters |
678 |
2678 If caster ingests poison, he forgets his name and how to speak |
679 |
2679 If caster ingests poison, he hallucinates wildly for 2d20 hours |
680 |
2680 If caster ingests poison, he is instantly aware of it |
681 |
2681 If caster ingests poison, he smells like carrion for 1d4 weeks |
682 |
2682 If caster ingests poison, he tries to cut it out of his body |
683 |
2683 If caster ingests poison, he's 20% likely to change sex |
684 |
2684 If caster ingests poison, his age is reduced by 1d20 years |
685 |
2685 If caster ingests poison, his blood is corrosive to metal |
686 |
2686 If caster ingests poison, his body shrinks by 1d100% |
687 |
2687 If caster ingests poison, his fingers vanish |
688 |
2688 If caster ingests poison, his teeth fall out |
689 |
2689 If caster ingests poison, its onset is delayed by 1d4 days |
690 |
2690 If caster ingests poison, non-magical antidotes are toxic to him |
691 |
2691 If caster ingests poison, someone nearby also suffers its effect |
692 |
2692 If caster is carrying a dagger, it grows as large as a greatsword |
693 |
2693 If caster is carrying a pouch, he attempts to climb into it |
694 |
2694 If caster is carrying a pouch, he likes to wear it as a hat |
695 |
2695 If caster is carrying a pouch, he uses it as a hand-puppet |
696 |
2696 If caster is carrying a weapon, it attempts to strike him |
697 |
2697 If caster is carrying a weapon, it turns into an umbrella |
698 |
2698 If caster is carrying any blades, he throws them in a nearby lake |
699 |
2699 If caster is carrying any blades, they re now incredibly sharp |
700 |
2700 If caster is carrying any bread, it animates and attacks him |
701 |
2701 If caster is carrying any coins, each weighs as much as he does |
702 |
2702 If caster is carrying any coins, he develops an allergy to gold |
703 |
2703 If caster is carrying any keys, they re all suddenly identical |
704 |
2704 If caster is carrying any kind of key, it explodes violently |
705 |
2705 If caster is carrying any metal, he can't cast magic until dawn |
706 |
2706 If caster is carrying any metal, he thinks that he's rusting |
707 |
2707 If caster is carrying any wood, he tries to eat it like a termite |
708 |
2708 If caster is carrying any wood, he's attacked by termites |
709 |
2709 If caster is carrying food, he becomes violently ill for an hour |
710 |
2710 If caster is carrying food, he eats all of it as fast as he can |
711 |
2711 If caster is carrying food, he's attacked by hungry hungry hippos |
712 |
2712 If caster is carrying food, it's 4X as nutritious as normal food |
713 |
2713 If caster is carrying his spellbook, he teleports 2d4 miles |
714 |
2714 If caster is carrying his spellbook, he teleports to his home |
715 |
2715 If caster is carrying his spellbook, he's illiterate for one week |
716 |
2716 If caster is carrying his spellbook, he's reluctant to open it |
717 |
2717 If caster is carrying his spellbook, it teleports to his home |
718 |
2718 If caster is carrying his spellbook, it vanishes until dawn |
719 |
2719 If caster is hit by a bludgeon, his head resembles a watermelon |
720 |
2720 If caster is hit by a bludgeon, his head rings like a bronze gong |
721 |
2721 If caster is now at full hit points, he vanishes for 1d12 hours |
722 |
2722 If caster is now bleeding, he ages 10d10 years |
723 |
2723 If caster is now bleeding, he attacks his nearest ally |
724 |
2724 If caster is now bleeding, he can never use invisibility magic |
725 |
2725 If caster is now bleeding, he can't be healed before midnight |
726 |
2726 If caster is now bleeding, he can't use magic for 1d4 days |
727 |
2727 If caster is now bleeding, he can't use magic for 2d12 hours |
728 |
2728 If caster is now bleeding, he changes sex for 1d6 days |
729 |
2729 If caster is now bleeding, he declares war on an imagined enemy |
730 |
2730 If caster is now bleeding, he flees at top speed in a panic |
731 |
2731 If caster is now bleeding, he gains 10,000 Experience Points |
732 |
2732 If caster is now bleeding, he gains one level |
733 |
2733 If caster is now bleeding, he loses another 4d10 hit points |
734 |
2734 If caster is now bleeding, he races to the nearest coastline |
735 |
2735 If caster is now bleeding, he teleports to his home |
736 |
2736 If caster is now bleeding, he thinks that he's somebody else |
737 |
2737 If caster is now bleeding, he's attacked by a shark |
738 |
2738 If caster is now bleeding, he's forever immune to healing magic |
739 |
2739 If caster is now bleeding, he's immune to fire magic until sunset |
740 |
2740 If caster is now bleeding, he's permanently invisible to goblins |
741 |
2741 If caster is now bleeding, he's reduced to just one hit point |
742 |
2742 If caster is now bleeding, he's restored to full Health |
743 |
2743 If caster is now bleeding, he's stricken mute until he's healed |
744 |
2744 If caster is now bleeding, his blood glows in the dark |
745 |
2745 If caster is now bleeding, his blood is flammable for 2d12 hours |
746 |
2746 If caster is now bleeding, his hair grows 8d12 inches |
747 |
2747 If caster is now bleeding, his weapon is +4 ToHit for 2d12 hours |
748 |
2748 If caster is now bleeding, his weapons vanish until dawn |
749 |
2749 If caster is now bleeding, is base AC is zero for 1d10 hours |
750 |
2750 If caster is now carrying a waterskin, it can hold 10d10 gallons |
751 |
2751 If caster is now carrying a waterskin, it turns into bagpipes |
752 |
2752 If caster is slain by a metal weapon, he can't be resurrected |
753 |
2753 If caster is slain by a metal weapon, he ll rises as a zombie |
754 |
2754 If caster is slain, he awakens the next day fully healed (once) |
755 |
2755 If caster is slain, his killer is 20% likely to take his own life |
756 |
2756 If caster is slain, his killer is universally hailed as a hero |
757 |
2757 If caster is slain, his killer receives 100,000 gold pieces |
758 |
2758 If caster is standing near open flame, he tries to extinguish it |
759 |
2759 If caster is standing near open flame, he tries to ignite himself |
760 |
2760 If caster is struck by an axe, he disgorges a pound of sawdust |
761 |
2761 If caster is struck by an axe, he yells "timber" and falls over |
762 |
2762 If caster is usually shy, he becomes very assertive, & vice versa |
763 |
2763 If caster is wearing a magic ring, brackish slime oozes from it |
764 |
2764 If caster is wearing a magic ring, everyone one nearby hates him |
765 |
2765 If caster is wearing a magic ring, he acquires a new language |
766 |
2766 If caster is wearing a magic ring, he acquires an unusual phobia |
767 |
2767 If caster is wearing a magic ring, he ages 1d100 years until dawn |
768 |
2768 If caster is wearing a magic ring, he ages one year per round |
769 |
2769 If caster is wearing a magic ring, he becomes loudly belligerent |
770 |
2770 If caster is wearing a magic ring, he becomes nocturnal |
771 |
2771 If caster is wearing a magic ring, he can breathe underwater |
772 |
2772 If caster is wearing a magic ring, he can't be harmed by ice |
773 |
2773 If caster is wearing a magic ring, he can't Detect Magic |
774 |
2774 If caster is wearing a magic ring, he can't discern True North |
775 |
2775 If caster is wearing a magic ring, he can't eat while wearing it |
776 |
2776 If caster is wearing a magic ring, he can't leave this spot |
777 |
2777 If caster is wearing a magic ring, he can't remove it by himself |
778 |
2778 If caster is wearing a magic ring, he can't sit until sunrise |
779 |
2779 If caster is wearing a magic ring, he can t sleep for 2d10 days |
780 |
2780 If caster is wearing a magic ring, he can't speak above a whisper |
781 |
2781 If caster is wearing a magic ring, he can't use it for 1d4 days |
782 |
2782 If caster is wearing a magic ring, he can't wear any other rings |
783 |
2783 If caster is wearing a magic ring, he claims to be an impostor |
784 |
2784 If caster is wearing a magic ring, he claims to be enslaved to it |
785 |
2785 If caster is wearing a magic ring, he claims to be indestructible |
786 |
2786 If caster is wearing a magic ring, he claims to despise it |
787 |
2787 If caster is wearing a magic ring, he claims to have created it |
788 |
2788 If caster is wearing a magic ring, he claims to have stolen it |
789 |
2789 If caster is wearing a magic ring, he decides that he's a god |
790 |
2790 If caster is wearing a magic ring, he disgorges a large bell |
791 |
2791 If caster is wearing a magic ring, he disgorges one just like it |
792 |
2792 If caster is wearing a magic ring, he feels 1d100° colder |
793 |
2793 If caster is wearing a magic ring, he finds an enormous diamond |
794 |
2794 If caster is wearing a magic ring, he finds another just like it |
795 |
2795 If caster is wearing a magic ring, he forgets how to use it |
796 |
2796 If caster is wearing a magic ring, he founds a bizarre cult |
797 |
2797 If caster is wearing a magic ring, he goes insane for 1d4 days |
798 |
2798 If caster is wearing a magic ring, he grows suspicious of Elves |
799 |
2799 If caster is wearing a magic ring, he hasn't eaten in weeks |
800 |
2800 If caster is wearing a magic ring, he hates to use it indoors |
801 |
2801 If caster is wearing a magic ring, he hates to use it outdoors |
802 |
2802 If caster is wearing a magic ring, he joins a bizarre cult |
803 |
2803 If caster is wearing a magic ring, he misplaces it |
804 |
2804 If caster is wearing a magic ring, he refuses to speak to Dwarves |
805 |
2805 If caster is wearing a magic ring, he regains 2d6 hit points |
806 |
2806 If caster is wearing a magic ring, he rings like a bell |
807 |
2807 If caster is wearing a magic ring, he shrinks by 50% until dawn |
808 |
2808 If caster is wearing a magic ring, he suffers cannibalistic urges |
809 |
2809 If caster is wearing a magic ring, he suspects that it's a fake |
810 |
2810 If caster is wearing a magic ring, he thinks his allies covet it |
811 |
2811 If caster is wearing a magic ring, he thinks it's consuming him |
812 |
2812 If caster is wearing a magic ring, he thinks it's controlling him |
813 |
2813 If caster is wearing a magic ring, he thinks that it's on fire |
814 |
2814 If caster is wearing a magic ring, he throws it 4d6 feet from him |
815 |
2815 If caster is wearing a magic ring, he tries to destroy it |
816 |
2816 If caster is wearing a magic ring, he tries to sever that finger |
817 |
2817 If caster is wearing a magic ring, he uses it whenever possible |
818 |
2818 If caster is wearing a magic ring, he wants to swallow it |
819 |
2819 If caster is wearing a magic ring, he weeps tears of honey |
820 |
2820 If caster is wearing a magic ring, he ll die if he removes it |
821 |
2821 If caster is wearing a magic ring, he's accused of sedition |
822 |
2822 If caster is wearing a magic ring, he's allergic to it |
823 |
2823 If caster is wearing a magic ring, he's attacked by crows |
824 |
2824 If caster is wearing a magic ring, he's attacked by scarabs |
825 |
2825 If caster is wearing a magic ring, he's blind until he removes it |
826 |
2826 If caster is wearing a magic ring, he's declared guilty of heresy |
827 |
2827 If caster is wearing a magic ring, he's eager to behead himself |
828 |
2828 If caster is wearing a magic ring, he's imprisoned far away |
829 |
2829 If caster is wearing a magic ring, he's known to have stolen it |
830 |
2830 If caster is wearing a magic ring, he's placed under arrest |
831 |
2831 If caster is wearing a magic ring, he's related to the king |
832 |
2832 If caster is wearing a magic ring, he's reluctant to use it |
833 |
2833 If caster is wearing a magic ring, he's struck by lightning |
834 |
2834 If caster is wearing a magic ring, he's swarmed by vermin |
835 |
2835 If caster is wearing a magic ring, he's terrified of its power |
836 |
2836 If caster is wearing a magic ring, he's wearing a copy in his nose |
837 |
2837 If caster is wearing a magic ring, his Charisma is 3 until dawn |
838 |
2838 If caster is wearing a magic ring, his Charisma is 18 until dawn |
839 |
2839 If caster is wearing a magic ring, his clothes turn invisible |
840 |
2840 If caster is wearing a magic ring, his clothes turn to lead |
841 |
2841 If caster is wearing a magic ring, his ears and nose fall off |
842 |
2842 If caster is wearing a magic ring, his eyes turn invisible |
843 |
2843 If caster is wearing a magic ring, his fingernails grow 1d4 feet |
844 |
2844 If caster is wearing a magic ring, his hands look like a corpse's |
845 |
2845 If caster is wearing a magic ring, his hands switch wrists |
846 |
2846 If caster is wearing a magic ring, his head turns invisible |
847 |
2847 If caster is wearing a magic ring, his teeth turn to gold |
848 |
2848 If caster is wearing a magic ring, holy water burns his skin |
849 |
2849 If caster is wearing a magic ring, it acquires an odd new ability |
850 |
2850 If caster is wearing a magic ring, it becomes clear like glass |
851 |
2851 If caster is wearing a magic ring, it becomes part of his body |
852 |
2852 If caster is wearing a magic ring, it can't cross moving water |
853 |
2853 If caster is wearing a magic ring, it can t pass through doorways |
854 |
2854 If caster is wearing a magic ring, it derides his magical prowess |
855 |
2855 If caster is wearing a magic ring, it disintegrates upon removal |
856 |
2856 If caster is wearing a magic ring, it explodes upon removal |
857 |
2857 If caster is wearing a magic ring, it has 2X as many charges |
858 |
2858 If caster is wearing a magic ring, it heats to 1,000° |
859 |
2859 If caster is wearing a magic ring, it shines like the sun |
860 |
2860 If caster is wearing a magic ring, it shrinks by 50% |
861 |
2861 If caster is wearing a magic ring, it sprouts dozens of needles |
862 |
2862 If caster is wearing a magic ring, it turns permanently invisible |
863 |
2863 If caster is wearing a magic ring, it turns to lead |
864 |
2864 If caster is wearing a magic ring, it weighs more than he does |
865 |
2865 If caster is wearing a magic ring, it works only 75% of the time |
866 |
2866 If caster is wearing a magic ring, it's as brittle as glass |
867 |
2867 If caster is wearing a magic ring, it's on someone else's finger |
868 |
2868 If caster is wearing a magic ring, it's suddenly in his stomach |
869 |
2869 If caster is wearing a magic ring, its effect is reversed |
870 |
2870 If caster is wearing a magic ring, its main function is altered |
871 |
2871 If caster is wearing a magic ring, no one takes him seriously |
872 |
2872 If caster is wearing a magic ring, smoke pours from his nostrils |
873 |
2873 If caster is wearing a magic ring, that finger doubles in length |
874 |
2874 If caster is wearing a magic ring, that finger turns into a thumb |
875 |
2875 If caster is wearing a magic ring, that finger turns invisible |
876 |
2876 If caster is wearing a magic ring, that hand ages 1d100 years |
877 |
2877 If caster is wearing a magic ring, that hand attacks the other |
878 |
2878 If caster is wearing a magic ring, that hand becomes gangrenous |
879 |
2879 If caster is wearing a magic ring, that hand doubles in size |
880 |
2880 If caster is wearing a magic ring, that hand has Dexterity 18 |
881 |
2881 If caster is wearing a magic ring, that hand has Strength 18/00 |
882 |
2882 If caster is wearing a magic ring, that hand is burned to a crisp |
883 |
2883 If caster is wearing a magic ring, that hand is gnarled like wood |
884 |
2884 If caster is wearing a magic ring, that hand is stricken numb |
885 |
2885 If caster is wearing a magic ring, that hand looks like a claw |
886 |
2886 If caster is wearing a magic ring, that hand looks like bare bone |
887 |
2887 If caster is wearing a magic ring, that hand sprouts feathers |
888 |
2888 If caster is wearing a magic ring, that hand turns into a foot |
889 |
2889 If caster is wearing a magic ring, that hand turns to gold |
890 |
2890 If caster is wearing a magic ring, that hand turns to stone |
891 |
2891 If caster is wearing a magic ring, that hand's thumb vanishes |
892 |
2892 If caster is wearing a magic ring, the bones in that hand vanish |
893 |
2893 If caster is wearing a magic ring, water is poisonous to him |
894 |
2894 If caster is wearing any armor, he attacks someone nearby |
895 |
2895 If caster is wearing any armor, he removes it as fast as possible |
896 |
2896 If caster is wearing any armor, he teleports to his home |
897 |
2897 If caster is wearing any armor, it teleports to his home |
898 |
2898 If caster is wearing any leather, he moos like a cow until sunset |
899 |
2899 If caster is wearing any leather, he reeks of manure until sunset |
900 |
2900 If caster is wearing gloves, he can't remove them |
901 |
2901 If caster is wearing gloves, he requires no sleep for 1d4 weeks |
902 |
2902 If caster is wearing gloves, they turn into fluffy wool mittens |
903 |
2903 If caster is wearing gloves, they turn into rigid steel |
904 |
2904 If caster kills anyone in the next turn, he also perishes |
905 |
2905 If caster kills anyone in the next turn, he's declared a hero |
906 |
2906 If caster rides a horse in the next 24 hours, it tries to eat him |
907 |
2907 If caster sleeps in his boots, he can never again remove them |
908 |
2908 If caster sleeps in his boots, they begin devouring him tonight |
909 |
2909 If caster stands on a riverbank, he's attacked by crustaceans |
910 |
2910 If caster stands on a riverbank, the bank crumbles beneath him |
911 |
2911 If caster swallows a hot coal, he's 5% likely to turn to diamond |
912 |
2912 If caster swallows a hot coal, it's 10% likely to turn to diamond |
913 |
2913 If caster tells a lie, he giggles |
914 |
2914 If caster tells a lie, he's 40% likely to declare it outright |
915 |
2915 If caster uses Detect Magic, he loses 1d6 hit points |
916 |
2916 If caster uses Detect Magic, he's blinded for 1d10 rounds |
917 |
2917 If caster's carrying a dagger, he throws it at someone nearby |
918 |
2918 If caster's carrying a dagger, he tries to stab himself with it |
919 |
2919 If cut open, caster is found to be a mechanical construct |
920 |
2920 If cut open, caster is found to be completely hollow |
921 |
2921 If cut open, caster is found to be filled with gold coins |
922 |
2922 If cut open, caster is found to be filled with thick red foam |
923 |
2923 If cut open, caster is found to be made of soap |
924 |
2924 If cut open, caster is found to be packed with gunpowder |
925 |
2925 If cut open, caster is found to be stuffed with goose down |
926 |
2926 If cut open, caster is found to be teeming with filthy worms |
927 |
2927 If cut open, caster is found to contain 1d1000 feet of intestine |
928 |
2928 If cut open, caster is found to contain countless glass beads |
929 |
2929 If cut open, caster is found to contain only mildewed straw |
930 |
2930 If cut open, caster is found to contain thousands of bees |
931 |
2931 If cut open, caster is found to contain tiny replicas of himself |
932 |
2932 If cut open, caster is found to house paper-wrapped candies |
933 |
2933 If hit by a bludgeon on a natural 20, caster abandons magic use |
934 |
2934 If hit by a bludgeon on a natural 20, caster ages 1d100 years |
935 |
2935 If hit by a bludgeon on a natural 20, caster becomes a werewolf |
936 |
2936 If hit by a bludgeon on a natural 20, caster becomes undead |
937 |
2937 If hit by a bludgeon on a natural 20, caster bursts into flame |
938 |
2938 If hit by a bludgeon on a natural 20, caster causes a Chaos Burst |
939 |
2939 If hit by a bludgeon on a natural 20, caster changes sex |
940 |
2940 If hit by a bludgeon on a natural 20, caster doubles in height |
941 |
2941 If hit by a bludgeon on a natural 20, caster falls 1d100 feet |
942 |
2942 If hit by a bludgeon on a natural 20, caster finds a magical ring |
943 |
2943 If hit by a bludgeon on a natural 20, caster gains a new language |
944 |
2944 If hit by a bludgeon on a natural 20, caster gains one level |
945 |
2945 If hit by a bludgeon on a natural 20, caster gets hopelessly lost |
946 |
2946 If hit by a bludgeon on a natural 20, caster goes berserk |
947 |
2947 If hit by a bludgeon on a natural 20, caster grows 1d4 extra arms |
948 |
2948 If hit by a bludgeon on a natural 20, caster grows another head |
949 |
2949 If hit by a bludgeon on a natural 20, caster has a divine vision |
950 |
2950 If hit by a bludgeon on a natural 20, caster hears ghostly voices |
951 |
2951 If hit by a bludgeon on a natural 20, caster is badly sunburned |
952 |
2952 If hit by a bludgeon on a natural 20, caster is blind until dawn |
953 |
2953 If hit by a bludgeon on a natural 20, caster is briefly paralyzed |
954 |
2954 If hit by a bludgeon on a natural 20, caster is cloned |
955 |
2955 If hit by a bludgeon on a natural 20, caster is completely healed |
956 |
2956 If hit by a bludgeon on a natural 20, caster is named a heretic |
957 |
2957 If hit by a bludgeon on a natural 20, caster is paralyzed by fear |
958 |
2958 If hit by a bludgeon on a natural 20, caster is thrown 1d100 feet |
959 |
2959 If hit by a bludgeon on a natural 20, caster loses 1d8 teeth |
960 |
2960 If hit by a bludgeon on a natural 20, caster loses all fear |
961 |
2961 If hit by a bludgeon on a natural 20, caster loses all inhibition |
962 |
2962 If hit by a bludgeon on a natural 20, caster loses his spellbook |
963 |
2963 If hit by a bludgeon on a natural 20, caster loses one level |
964 |
2964 If hit by a bludgeon on a natural 20, caster no longer needs food |
965 |
2965 If hit by a bludgeon on a natural 20, caster returns to this spot |
966 |
2966 If hit by a bludgeon on a natural 20, caster shatters like glass |
967 |
2967 If hit by a bludgeon on a natural 20, caster suffers no damage |
968 |
2968 If hit by a bludgeon on a natural 20, caster teleports 2d6 miles |
969 |
2969 If hit by a bludgeon on a natural 20, caster wins 500 gold pieces |
970 |
2970 If hit by a bludgeon on a natural 20, caster's head explodes |
971 |
2971 If hit by a bludgeon on a natural 20, caster's Strength is halved |
972 |
2972 If hit by a bludgeon on a natural 20, caster's teeth turn to gold |
973 |
2973 If slain before sunset, caster dissolves into a putrid slush |
974 |
2974 Illusions cast by caster make him 2X as heavy for their duration |
975 |
2975 In matters of barter, caster offers his spellbook first |
976 |
2976 In the next few days, caster unearths a statue of himself |
977 |
2977 Iridescent plumage sprouts from caster's shoulder blades |
978 |
2978 Lightning flashes about the caster's head during battle |
979 |
2979 Lightning is 3% likely to strike the caster on any given day |
980 |
2980 Luxuriant, leafy foliage sprouts from the caster's head |
981 |
2981 Magic items are 10% likely to fail when caster uses them |
982 |
2982 Magic items use charges at 50% normal rate if caster uses them |
983 |
2983 Magical animals seem to mock the caster while he's not looking |
984 |
2984 Magical armor bonuses are 50% likely to fail for the caster |
985 |
2985 Magical armor bonuses no longer work at all for the caster |
986 |
2986 Magical blades that hit the caster apply no magical damage bonus |
987 |
2987 Magical creatures and fantastical animals are invisible to caster |
988 |
2988 Magical creatures ignore and are impervious to the caster |
989 |
2989 Merchants charge the caster 2X as much for their wares |
990 |
2990 Merchants readily identify the caster as a notorious thief |
991 |
2991 Merchants readily identify the caster as a trustworthy customer |
992 |
2992 Meteoritic iron is powerfully toxic to the caster |
993 |
2993 Mocking, spectral voices taunt the caster incessantly |
994 |
2994 Money paid by caster appears to be obviously counterfeit |
995 |
2995 Money paid by caster rapidly depreciates in value |
996 |
2996 Mysterious runes are visible on the caster's skin in moonlight |
997 |
2997 Nearest angry mob identifies caster as its leader |
998 |
2998 Nearest angry mob identifies caster as the cause of its outrage |
999 |
2999 Nearest ant colony begins worshipping the caster as its god |
1000 |
3000 Nearest colony of bees identifies the caster as an enemy |
d1000 | Result |
---|---|
1 |
3001 Nearest colony of bees identifies the caster as its queen |
2 |
3002 Nearest dragon has a vendetta against the caster |
3 |
3003 Nearest dragon urgently desires an audience with the caster |
4 |
3004 Nearest horse has been plotting against the caster for years |
5 |
3005 Nearest horse is ravenously hungry for the caster's flesh |
6 |
3006 Nearest statue animates and begins stalking the caster |
7 |
3007 Nearest tree falls on caster but doesn t make a sound |
8 |
3008 Nearest tree falls on caster, pinning him but not harming him |
9 |
3009 Nearest wizard decides that the caster owes him a favor |
10 |
3010 Nearest wizard thinks that the caster is plotting against him |
11 |
3011 Next 1d4 attacks on caster automatically inflict maximum damage |
12 |
3012 Next 1d4 attacks on caster automatically inflict minimum damage |
13 |
3013 Next 1d4 attacks on caster automatically leave hideous scars |
14 |
3014 Next 1d4 attacks on caster equally affect the attackers |
15 |
3015 Next attack on caster causes him to hallucinate for 1d4 hours |
16 |
3016 Next attack on caster has a +10 ToHit bonus |
17 |
3017 Next attack on caster kills him, but he resurrects at dawn |
18 |
3018 Next attack on caster literally knocks the smile off of his face |
19 |
3019 Next blade to cut the caster vanishes until that wound is healed |
20 |
3020 Next blade to cut the caster will never rust or go dull |
21 |
3021 Next bridge that caster crosses turns to chocolate |
22 |
3022 Next creature slain by caster infects him with a strange disease |
23 |
3023 Next creature slain by caster is avenged by 10d10 kobolds |
24 |
3024 Next creature slain by caster is consumed by flames in 1d8 rounds |
25 |
3025 Next creature slain by caster is resurrected in 1d10 turns |
26 |
3026 Next creature slain by caster places a Geas on him as it dies |
27 |
3027 Next creature slain by caster pursues him as a vengeful undead |
28 |
3028 Next door opened by caster becomes sentient and animated |
29 |
3029 Next door opened by caster can never be closed again |
30 |
3030 Next door opened by caster can never be opened by him again |
31 |
3031 Next door opened by caster causes a pit to open beneath his feet |
32 |
3032 Next door opened by caster causes all of his spells to discharge |
33 |
3033 Next door opened by caster dispels any magic then affecting him |
34 |
3034 Next door opened by caster explodes as a 1d10HD fireball |
35 |
3035 Next door opened by caster explodes in a swarm of searing embers |
36 |
3036 Next door opened by caster falls on him heavily |
37 |
3037 Next door opened by caster floods the room on the opposite side |
38 |
3038 Next door opened by caster gives him a useful bit of information |
39 |
3039 Next door opened by caster hurls him out of the nearest window |
40 |
3040 Next door opened by caster ignites the room on the opposite side |
41 |
3041 Next door opened by caster is thereafter as clear as glass |
42 |
3042 Next door opened by caster knocks him unconscious |
43 |
3043 Next door opened by caster leads directly out of the universe |
44 |
3044 Next door opened by caster leads to a confessional booth |
45 |
3045 Next door opened by caster leads to a courtyard with no doors |
46 |
3046 Next door opened by caster leads to a distant crypt |
47 |
3047 Next door opened by caster leads to a distant mountaintop |
48 |
3048 Next door opened by caster leads to a distant ship on the ocean |
49 |
3049 Next door opened by caster leads to a dragon's nest |
50 |
3050 Next door opened by caster leads to a dragon's treasure horde |
51 |
3051 Next door opened by caster leads to a fabulous ballroom |
52 |
3052 Next door opened by caster leads to a featureless desert |
53 |
3053 Next door opened by caster leads to a filthy and fetid stable |
54 |
3054 Next door opened by caster leads to a hidden oubliette |
55 |
3055 Next door opened by caster leads to a huge monster's stomach |
56 |
3056 Next door opened by caster leads to a long-forgotten vault |
57 |
3057 Next door opened by caster leads to a magical armory |
58 |
3058 Next door opened by caster leads to a meat locker |
59 |
3059 Next door opened by caster leads to a modern bathroom |
60 |
3060 Next door opened by caster leads to a mysterious control room |
61 |
3061 Next door opened by caster leads to a room full of hourglasses |
62 |
3062 Next door opened by caster leads to a sacrificial altar |
63 |
3063 Next door opened by caster leads to a terrible misunderstanding |
64 |
3064 Next door opened by caster leads to a treasury of fabulous wealth |
65 |
3065 Next door opened by caster leads to a vast cornfield |
66 |
3066 Next door opened by caster leads to a vast magical library |
67 |
3067 Next door opened by caster leads to a vast, snow-swept plain |
68 |
3068 Next door opened by caster leads to a vault deep in a coal mine |
69 |
3069 Next door opened by caster leads to a warehouse full of candy |
70 |
3070 Next door opened by caster leads to all manner of confusion |
71 |
3071 Next door opened by caster leads to an enormous wine cellar |
72 |
3072 Next door opened by caster leads to an overflowing sewer |
73 |
3073 Next door opened by caster leads to another plane of existence |
74 |
3074 Next door opened by caster leads to deep within a blazing forest |
75 |
3075 Next door opened by caster leads to goblin barracks |
76 |
3076 Next door opened by caster leads to his home |
77 |
3077 Next door opened by caster leads to interstellar space |
78 |
3078 Next door opened by caster leads to the basement of a brothel |
79 |
3079 Next door opened by caster leads to the bottom of the sea |
80 |
3080 Next door opened by caster leads to the center of a labyrinth |
81 |
3081 Next door opened by caster leads to the center of the universe |
82 |
3082 Next door opened by caster leads to the king's linen closet |
83 |
3083 Next door opened by caster leads to the last door he opened |
84 |
3084 Next door opened by caster leads to the middle of a battlefield |
85 |
3085 Next door opened by caster leads to the mind of a famous actor |
86 |
3086 Next door opened by caster leads to the queen's bedchamber |
87 |
3087 Next door opened by caster leads to the roof of that building |
88 |
3088 Next door opened by caster leads to the room that he just left |
89 |
3089 Next door opened by caster leads to the royal treasury |
90 |
3090 Next door opened by caster leads to the top of a distant volcano |
91 |
3091 Next door opened by caster leads to this location |
92 |
3092 Next door opened by caster leads to tomorrow but not back |
93 |
3093 Next door opened by caster leads to war between 1d4 nations |
94 |
3094 Next door opened by caster locks shut behind him |
95 |
3095 Next door opened by caster opens upon a sanity-damaging vista |
96 |
3096 Next door opened by caster plunges that room into total darkness |
97 |
3097 Next door opened by caster releases a cloud of choking smoke |
98 |
3098 Next door opened by caster restores him to full hit points |
99 |
3099 Next door opened by caster reveals a caterpillar smoking a hookah |
100 |
3100 Next door opened by caster reveals a scene of horrid debauchery |
101 |
3101 Next door opened by caster reveals an unutterably foul monster |
102 |
3102 Next door opened by caster reveals Death on the opposite side |
103 |
3103 Next door opened by caster triggers a Chaos Burst |
104 |
3104 Next door opened by caster turns into a vault door of heavy steel |
105 |
3105 Next enemy to wound caster also Charms him |
106 |
3106 Next enemy to wound caster begins to resemble him |
107 |
3107 Next enemy to wound caster can t harm him for 1d4 days thereafter |
108 |
3108 Next enemy to wound caster disarms himself and runs away |
109 |
3109 Next enemy to wound caster gains one level or hit die |
110 |
3110 Next enemy to wound caster heroically defends him for 1d4 turns |
111 |
3111 Next enemy to wound caster is attacked by vermin |
112 |
3112 Next enemy to wound caster is healed of any current damage |
113 |
3113 Next enemy to wound caster is heavily smeared with bacon grease |
114 |
3114 Next enemy to wound caster is himself restored to full hit points |
115 |
3115 Next enemy to wound caster is teleported to caster's home |
116 |
3116 Next enemy to wound caster is teleported to his own home |
117 |
3117 Next enemy to wound caster is thrown 4d6 hours into the future |
118 |
3118 Next enemy to wound caster sinks into the ground to his knees |
119 |
3119 Next enemy to wound caster suffers an equivalent injury |
120 |
3120 Next enemy to wound caster then attacks his own allies |
121 |
3121 Next enemy wounded by caster becomes an ally for 1d6 rounds |
122 |
3122 Next enemy wounded by caster becomes ethereal for 4d6 hours |
123 |
3123 Next enemy wounded by caster becomes immune to fire |
124 |
3124 Next enemy wounded by caster becomes invisible to caster |
125 |
3125 Next enemy wounded by caster becomes king |
126 |
3126 Next enemy wounded by caster begins to age one year per round |
127 |
3127 Next enemy wounded by caster can no longer see the caster |
128 |
3128 Next enemy wounded by caster contracts some magical disease |
129 |
3129 Next enemy wounded by caster erupts into a cloud of angry wasps |
130 |
3130 Next enemy wounded by caster is attacked by feral cats |
131 |
3131 Next enemy wounded by caster is Healed |
132 |
3132 Next enemy wounded by caster is immune to magic for 2d4 rounds |
133 |
3133 Next enemy wounded by caster is invisible to him, and vice versa |
134 |
3134 Next enemy wounded by caster is suddenly fabulously wealthy |
135 |
3135 Next enemy wounded by caster loses an additional 1d100 hit points |
136 |
3136 Next enemy wounded by caster must Save or change alignment |
137 |
3137 Next enemy wounded by caster must Save or Disintegrate |
138 |
3138 Next enemy wounded by caster teleports 1d100 miles |
139 |
3139 Next enemy wounded by caster teleports to a safe location nearby |
140 |
3140 Next enemy wounded by caster teleports to caster's home |
141 |
3141 Next enemy wounded by caster turns into a two-headed dragon |
142 |
3142 Next enemy wounded by caster turns to stone over 1d10 rounds |
143 |
3143 Next enemy wounded by caster was never born |
144 |
3144 Next enemy wounded by caster will resurrect 24 hours after death |
145 |
3145 Next horse ridden by caster acquires lycanthropy |
146 |
3146 Next horse ridden by caster develops an intense hatred of humans |
147 |
3147 Next horse ridden by caster gains Intelligence equal to his own |
148 |
3148 Next horse ridden by caster is blasted to ashes beneath him |
149 |
3149 Next horse ridden by caster is reconfigured into humanoid shape |
150 |
3150 Next horse ridden by caster runs to the nearest pit and jumps in |
151 |
3151 Next horse ridden by caster sprouts another head facing backwards |
152 |
3152 Next horse ridden by caster sprouts horns like a bull |
153 |
3153 Next horse ridden by caster sprouts two additional pairs of legs |
154 |
3154 Next horse ridden by caster turns hollow and made of wood |
155 |
3155 Next horse ridden by caster turns into a cow |
156 |
3156 Next lycanthrope to attack caster is cured of lycanthropy |
157 |
3157 Next meal prepared by caster can t be digested by mortals |
158 |
3158 Next meal prepared by caster dissolves into a stinking mush |
159 |
3159 Next meal prepared by caster functions as a potion of healing |
160 |
3160 Next meal prepared by caster harms the sanity of any who eat it |
161 |
3161 Next meal prepared by caster has strong anesthetic properties |
162 |
3162 Next meal prepared by caster induces hallucinations in Dwarves |
163 |
3163 Next meal prepared by caster induces insanity for 1d4 hours |
164 |
3164 Next meal prepared by caster induces megalomania in Halflings |
165 |
3165 Next meal prepared by caster induces pyromania in Elves |
166 |
3166 Next meal prepared by caster induces raving paranoia in humans |
167 |
3167 Next meal prepared by caster induces uncontrollable debauchery |
168 |
3168 Next meal prepared by caster induces xenophobia in Gnomes |
169 |
3169 Next meal prepared by caster is lethally toxic to him |
170 |
3170 Next meal prepared by caster is the best meal in all of history |
171 |
3171 Next meal prepared by caster is unpalatable in sunlight |
172 |
3172 Next meal prepared by caster shines as brightly as the sun |
173 |
3173 Next meal prepared by caster tastes strongly of manure |
174 |
3174 Next meal prepared by caster tastes strongly of soap |
175 |
3175 Next missile shot at caster passes in one ear and out the other |
176 |
3176 Next missile shot at caster turns to gold and falls to the ground |
177 |
3177 Next permanent spell cast by caster fails in 1d4 rounds |
178 |
3178 Next permanent spell cast by caster functions only intermittently |
179 |
3179 Next person struck by caster's magic becomes hopelessly drunk |
180 |
3180 Next person struck by caster's magic goes insane for 2d4-1 days |
181 |
3181 Next person struck by caster's magic is stricken blind and deaf |
182 |
3182 Next person to see caster's reflection attacks him immediately |
183 |
3183 Next person to touch the caster acquires illusory leprosy |
184 |
3184 Next person to touch the caster can't speak to him until sunset |
185 |
3185 Next person to touch the caster is dressed just like him |
186 |
3186 Next person to touch the caster is invisible to him for 1d4 days |
187 |
3187 Next person to touch the caster is stricken permanently bald |
188 |
3188 Next person to touch the caster then attacks him for one round |
189 |
3189 Next person to whom caster speaks acquires a phony language |
190 |
3190 Next person to whom caster speaks adopts the caster's voice |
191 |
3191 Next person to whom caster speaks attacks him for 1d6 rounds |
192 |
3192 Next person to whom caster speaks can Command him 1d4 times |
193 |
3193 Next person to whom caster speaks demands 10d10 gold pieces |
194 |
3194 Next person to whom caster speaks develops a stutter until sunset |
195 |
3195 Next person to whom caster speaks disappears until sunset |
196 |
3196 Next person to whom caster speaks forgets who the caster is |
197 |
3197 Next person to whom caster speaks hasn't slept for 2d10 days |
198 |
3198 Next person to whom caster speaks hates him for 1d4 hours |
199 |
3199 Next person to whom caster speaks ignores him for 2d4 hours |
200 |
3200 Next person to whom caster speaks is destined to kill him someday |
201 |
3201 Next person to whom caster speaks is dressed just like him |
202 |
3202 Next person to whom caster speaks is invisible to him until dawn |
203 |
3203 Next person to whom caster speaks is overcome by awful boredom |
204 |
3204 Next person to whom caster speaks is overcome by hunger |
205 |
3205 Next person to whom caster speaks is soaked with icy brine |
206 |
3206 Next person to whom caster speaks is stricken deaf for 2d4 rounds |
207 |
3207 Next person to whom caster speaks is stricken mute until sunset |
208 |
3208 Next person to whom caster speaks is teleported 10d10 feet |
209 |
3209 Next person to whom caster speaks is unable to eat for 1d4 days |
210 |
3210 Next person to whom caster speaks looks just like him until dawn |
211 |
3211 Next person to whom caster speaks mocks him outrageously |
212 |
3212 Next person to whom caster speaks must give him 8d8 gold pieces |
213 |
3213 Next person to whom caster speaks races away at top speed |
214 |
3214 Next person to whom caster speaks regains 1d4 hit points |
215 |
3215 Next person to whom caster speaks shrinks by 25% for 1d4 days |
216 |
3216 Next person to whom caster speaks suspects the caster of heresy |
217 |
3217 Next potion imbibed by caster alerts everyone to his whereabouts |
218 |
3218 Next potion imbibed by caster burns his home to the ground |
219 |
3219 Next potion imbibed by caster cancels any resurrections he's had |
220 |
3220 Next potion imbibed by caster causes him to be Slowed |
221 |
3221 Next potion imbibed by caster causes him to spit out wood chips |
222 |
3222 Next potion imbibed by caster causes him to sprout feathers |
223 |
3223 Next potion imbibed by caster causes him to sprout tentacles |
224 |
3224 Next potion imbibed by caster causes his clothing to disintegrate |
225 |
3225 Next potion imbibed by caster causes his voice to echo ominously |
226 |
3226 Next potion imbibed by caster changes his alignment for 2d8 hours |
227 |
3227 Next potion imbibed by caster changes his sex for its duration |
228 |
3228 Next potion imbibed by caster cures him of any current diseases |
229 |
3229 Next potion imbibed by caster doubles in volume 1d20 times |
230 |
3230 Next potion imbibed by caster enables him to breathe underwater |
231 |
3231 Next potion imbibed by caster enlarges his hands by 50% |
232 |
3232 Next potion imbibed by caster freezes him solid until sunset |
233 |
3233 Next potion imbibed by caster gives him chimp-like proportions |
234 |
3234 Next potion imbibed by caster glues his mouth shut |
235 |
3235 Next potion imbibed by caster has no effect whatsoever |
236 |
3236 Next potion imbibed by caster has only half its normal potency |
237 |
3237 Next potion imbibed by caster has the same effect as the last one |
238 |
3238 Next potion imbibed by caster hurls him 5d10 yards |
239 |
3239 Next potion imbibed by caster induces a fit of spastic coughing |
240 |
3240 Next potion imbibed by caster induces crazed religious fervor |
241 |
3241 Next potion imbibed by caster induces intense vertigo |
242 |
3242 Next potion imbibed by caster induces lycanthropy for 1d4 months |
243 |
3243 Next potion imbibed by caster induces pacifism |
244 |
3244 Next potion imbibed by caster induces phenomenal hallucinations |
245 |
3245 Next potion imbibed by caster induces temporary homicidal rage |
246 |
3246 Next potion imbibed by caster induces uncharacteristic generosity |
247 |
3247 Next potion imbibed by caster inflicts an embarrassing ailment |
248 |
3248 Next potion imbibed by caster is 5% likely to kill him outright |
249 |
3249 Next potion imbibed by caster is 10% likely to last 1d10 years |
250 |
3250 Next potion imbibed by caster is actually a living thing |
251 |
3251 Next potion imbibed by caster is incredibly addictive |
252 |
3252 Next potion imbibed by caster is powerfully emetic |
253 |
3253 Next potion imbibed by caster is pure human blood |
254 |
3254 Next potion imbibed by caster lasts only until he speaks |
255 |
3255 Next potion imbibed by caster makes foliage sprout from his head |
256 |
3256 Next potion imbibed by caster makes gold invisible to him |
257 |
3257 Next potion imbibed by caster makes him -4 to Save vs Fortitude |
258 |
3258 Next potion imbibed by caster makes him a terrific dancer |
259 |
3259 Next potion imbibed by caster makes him age one year per round |
260 |
3260 Next potion imbibed by caster makes him ambidextrous |
261 |
3261 Next potion imbibed by caster makes him blink like a neon sign |
262 |
3262 Next potion imbibed by caster makes him crave raw meat |
263 |
3263 Next potion imbibed by caster makes him forget his name |
264 |
3264 Next potion imbibed by caster makes him forget the past 24 hours |
265 |
3265 Next potion imbibed by caster makes him hate magic for 1d4 days |
266 |
3266 Next potion imbibed by caster makes him hate to answer questions |
267 |
3267 Next potion imbibed by caster makes him horrifyingly ugly |
268 |
3268 Next potion imbibed by caster makes him illiterate for 1d10 days |
269 |
3269 Next potion imbibed by caster makes him invisible for 1d6 turns |
270 |
3270 Next potion imbibed by caster makes him invisible to undead |
271 |
3271 Next potion imbibed by caster makes him levitate 1d10 yards |
272 |
3272 Next potion imbibed by caster makes him look 5d10 years older |
273 |
3273 Next potion imbibed by caster makes him look like an infant |
274 |
3274 Next potion imbibed by caster makes him lose 1d100 pounds |
275 |
3275 Next potion imbibed by caster makes him overwhelmingly beautiful |
276 |
3276 Next potion imbibed by caster makes him profoundly drunk |
277 |
3277 Next potion imbibed by caster makes him see fire all around him |
278 |
3278 Next potion imbibed by caster makes him seem far more charming |
279 |
3279 Next potion imbibed by caster makes him spin rapidly 1d100 times |
280 |
3280 Next potion imbibed by caster makes him sweat blood |
281 |
3281 Next potion imbibed by caster makes him think he doesn't exist |
282 |
3282 Next potion imbibed by caster makes him think that he's dead |
283 |
3283 Next potion imbibed by caster makes him think that he's drowning |
284 |
3284 Next potion imbibed by caster makes him think that he's invisible |
285 |
3285 Next potion imbibed by caster makes him think that it's poison |
286 |
3286 Next potion imbibed by caster makes his arms and legs invisible |
287 |
3287 Next potion imbibed by caster makes his face invisible |
288 |
3288 Next potion imbibed by caster makes his flesh invisible |
289 |
3289 Next potion imbibed by caster makes his hands and feet invisible |
290 |
3290 Next potion imbibed by caster makes immune to charm-like magic |
291 |
3291 Next potion imbibed by caster makes ink invisible to him |
292 |
3292 Next potion imbibed by caster makes undead invisible to him |
293 |
3293 Next potion imbibed by caster paralyzes his hands until sunset |
294 |
3294 Next potion imbibed by caster reduces him to one hit point |
295 |
3295 Next potion imbibed by caster restores him to full hit points |
296 |
3296 Next potion imbibed by caster reveals any secret doors nearby |
297 |
3297 Next potion imbibed by caster rotates his feet 180° |
298 |
3298 Next potion imbibed by caster sets his hair ablaze |
299 |
3299 Next potion imbibed by caster shrinks his hands by 50% |
300 |
3300 Next potion imbibed by caster snuffs all fires within one mile |
301 |
3301 Next potion imbibed by caster solidifies in his stomach |
302 |
3302 Next potion imbibed by caster strikes him bald for one year |
303 |
3303 Next potion imbibed by caster tastes like lamp oil |
304 |
3304 Next potion imbibed by caster teleports him to his home |
305 |
3305 Next potion imbibed by caster throws him 1d4 days into the future |
306 |
3306 Next potion imbibed by caster triggers a Chaos Burst |
307 |
3307 Next potion imbibed by caster turns him into 1d100 frogs |
308 |
3308 Next potion imbibed by caster turns him into a zombie until dawn |
309 |
3309 Next potion imbibed by caster turns him to vapor for 1d10 rounds |
310 |
3310 Next potion imbibed by caster turns his hands into feet |
311 |
3311 Next potion imbibed by caster turns his head to a cube |
312 |
3312 Next potion imbibed by caster turns his lips and tongue to steel |
313 |
3313 Next potion imbibed by caster turns his skeleton to steel |
314 |
3314 Next potion imbibed by caster turns his skin permanently orange |
315 |
3315 Next potion imbibed by caster turns his speech to gibberish |
316 |
3316 Next potion imbibed by caster works only during every other round |
317 |
3317 Next puddle stepped in by caster drains 1d10 hit points |
318 |
3318 Next puddle stepped in by caster freezes solid around his feet |
319 |
3319 Next puddle stepped in by caster ignites like gasoline |
320 |
3320 Next puddle stepped in by caster is charged with electricity |
321 |
3321 Next puddle stepped in by caster is full of piranha |
322 |
3322 Next puddle stepped in by caster is, to him, 10d10 feet deep |
323 |
3323 Next puddle stepped in by caster makes him think he's drowning |
324 |
3324 Next puddle stepped in by caster renders him briefly invulnerable |
325 |
3325 Next puddle stepped in by caster restores 1d10 hit points |
326 |
3326 Next puddle stepped in by caster soaks him from head to toe |
327 |
3327 Next puddle stepped in by caster teleports him to a puddle nearby |
328 |
3328 Next puddle stepped in by caster throws him 1d20 yards |
329 |
3329 Next puddle stepped in by caster turns to blood |
330 |
3330 Next spell caster casts on himself also affects someone nearby |
331 |
3331 Next spell caster casts on himself flares out of control |
332 |
3332 Next spell caster casts on himself has the opposite effect |
333 |
3333 Next spell caster casts on himself persists for 1d4 days |
334 |
3334 Next spell caster casts on himself takes effect 1d4 days later |
335 |
3335 Next spell caster casts on himself works at 2X normal potency |
336 |
3336 Next spell to hit the caster also renders his head invisible |
337 |
3337 Next spell to hit the caster causes him to glow brightly |
338 |
3338 Next spell to hit the caster leaves him hideously scarred |
339 |
3339 Next spell to hit the caster likewise affects whoever cast it |
340 |
3340 Next spell to hit the caster renders him blind for its duration |
341 |
3341 Next spell to hit the caster takes effect 4d6 hours later |
342 |
3342 Next successful attack upon caster hits a bystander instead |
343 |
3343 Next successful attack upon caster knocks him unconscious |
344 |
3344 Next sword that wounds caster acquires a permanent +2 bonus |
345 |
3345 Next sword that wounds caster heals him for 1d10 hit points |
346 |
3346 Next sword that wounds caster heats to 10d100 degrees |
347 |
3347 Next sword that wounds caster is totally rusted by dawn tomorrow |
348 |
3348 Next sword that wounds caster likewise wounds its wielder |
349 |
3349 Next sword that wounds caster mimics his personality thereafter |
350 |
3350 Next sword that wounds caster must Save or disintegrate |
351 |
3351 Next sword that wounds caster then ignites and burns like paper |
352 |
3352 Next sword that wounds caster turns to gold |
353 |
3353 Next sword that wounds caster vanishes for 1d8 days |
354 |
3354 Next sword that wounds caster was coated with deadly venom |
355 |
3355 Next sword touched by caster gains a +1 ToHit bonus for 4d6 days |
356 |
3356 Next sword touched by caster turns into a crescent wrench |
357 |
3357 Next time caster's restored to full hit points, he shrinks by 50% |
358 |
3358 Next tree touched by caster animates and attacks everyone nearby |
359 |
3359 Next tree touched by caster crumbles to ash in minutes |
360 |
3360 Next wound inflicted by caster can t heal without magic |
361 |
3361 Next wound inflicted upon caster can t be healed magically |
362 |
3362 No animal will allow the caster to ride it |
363 |
3363 No matter how far the caster travels today, he winds up here |
364 |
3364 No more than 60% of caster's body can become invisible at a time |
365 |
3365 No one now within 10 yards of caster can harm him until dawn |
366 |
3366 No one within 100 miles trusts caster enough to lend him money |
367 |
3367 Non-humanoid mammals are invisible to caster |
368 |
3368 Non-humanoid mammals react badly to the caster for 1d10 days |
369 |
3369 Non-magical blades inflict bludgeoning damage upon caster |
370 |
3370 Non-magical rodents are invisible to the caster |
371 |
3371 Objects are more resistant to fire while caster carries them |
372 |
3372 Objects handled by caster can t be made invisible for one year |
373 |
3373 Objects placed in caster's pockets freeze solid in minutes |
374 |
3374 On a successful attack roll, caster must Save or drop his weapon |
375 |
3375 On any given day, caster's left foot is 50% likely to be ethereal |
376 |
3376 On any successful attack roll, caster is still 10% likely to fail |
377 |
3377 Once per day, caster can cause himself to age 1d10 years |
378 |
3378 Once per day, caster can cause his shoes or boots to vanish |
379 |
3379 Once per day, caster can cause his spellbook to ignite |
380 |
3380 Once per day, caster can cause one flash of lightning overhead |
381 |
3381 Once per day, caster can cause one person to lie to him |
382 |
3382 Once per day, caster can cause ten pounds of ice to melt rapidly |
383 |
3383 Once per day, caster can create one loosely-packed snowball |
384 |
3384 Once per day, caster can create up to one pound of cheese |
385 |
3385 Once per day, caster can discern True North with 100% accuracy |
386 |
3386 Once per day, caster can dry a soaking wet, shirt-sized garment |
387 |
3387 Once per day, caster can eliminate rust from one sword or helmet |
388 |
3388 Once per day, caster can locate the most valuable jewel nearby |
389 |
3389 Once per day, caster can locate the nearest holy symbol |
390 |
3390 Once per day, caster can locate the nearest locked door |
391 |
3391 Once per day, caster can locate the nearest potable alcohol |
392 |
3392 Once per day, caster can locate the nearest unrefined iron ore |
393 |
3393 Once per day, caster can make his clothes vanish for 1d10 rounds |
394 |
3394 Once per day, caster can make someone briefly forget his name |
395 |
3395 Once per day, caster can pull a big, ripe turnip from the ground |
396 |
3396 Once per day, caster can purify up to one gallon of water |
397 |
3397 Once per day, caster can read a new language for 1d4 rounds |
398 |
3398 Once per day, caster can read any written language for 1d4 rounds |
399 |
3399 Once per day, caster can render glass opaque for 1d4 hours |
400 |
3400 Once per day, caster can stab himself with a dagger without harm |
401 |
3401 Once per day, caster can teleport up to one foot per level |
402 |
3402 Once per day, caster can totally ignore one attack against him |
403 |
3403 Once per day, caster can turn his hands ethereal for 1d6 rounds |
404 |
3404 Once per day, caster can turn his hands invisible for 1d10 rounds |
405 |
3405 Once per day, caster can turn his head 360° at the neck, unharmed |
406 |
3406 Once per day, caster can turn his teeth invisible for 10 minutes |
407 |
3407 Once per day, caster can turn invisible for up to three minutes |
408 |
3408 Once per week, caster can appear to be a foot taller for one hour |
409 |
3409 Once per week, caster can appear to be half his age for two hours |
410 |
3410 Once per week, caster can cause all nearby to forget his name |
411 |
3411 Once per week, caster can cause his hair to grow 1d4 inches |
412 |
3412 Once per week, caster can create 1d20 gallons of salt water |
413 |
3413 Once per week, caster can disgorge an ice cube one foot on a side |
414 |
3414 Once per week, caster can freeze up to one gallon of water |
415 |
3415 Once per week, caster can hold his breath for a full hour |
416 |
3416 Once per week, caster can ignore one fire-based spell cast at him |
417 |
3417 Once per week, caster can instantly snuff one campfire |
418 |
3418 Once per week, caster can join any two pieces of non-living wood |
419 |
3419 Once per week, caster can kill all small insects within 10 feet |
420 |
3420 Once per week, caster can levitate for 1d4 rounds |
421 |
3421 Once per week, caster can locate any artifacts within one mile |
422 |
3422 Once per week, caster can locate the nearest magical animal |
423 |
3423 Once per week, caster can locate the nearest magical blade |
424 |
3424 Once per week, caster can magically create a tasty meal for four |
425 |
3425 Once per week, caster can negate magical bonuses for 1d4 rounds |
426 |
3426 Once per week, caster can open any non-magical lock by touch |
427 |
3427 Once per week, caster can open one locked door by sneezing at it |
428 |
3428 Once per week, caster can render one cooked meal uncooked |
429 |
3429 Once per week, caster can shed and regrow 1d10 fingernails |
430 |
3430 Once per week, caster can speak only in rhyme for one hour |
431 |
3431 Once per week, caster can speak with horses for up to 1d10 rounds |
432 |
3432 Once per week, caster can strip one tree of all leaves |
433 |
3433 Once per week, caster can summon 1d20 cockroaches |
434 |
3434 Once per week, caster can summon 1d4 pigeons or sparrows |
435 |
3435 Once per week, caster can teleport his spellbook up to 1d4 miles |
436 |
3436 Once per week, caster can teleport up to 10 feet per level |
437 |
3437 Once per week, caster can turn one nearby magical blade invisible |
438 |
3438 Once per week, caster can untie one knot without touching it |
439 |
3439 Once per week, caster can walk on water, up to 5 yards per level |
440 |
3440 Once per week, caster must cast one damaging spell on himself |
441 |
3441 Once per week, caster throws a tantrum lasting 1d4 rounds |
442 |
3442 One of caster's arms acquires malevolent intelligence |
443 |
3443 One of caster's arms adopts the color and texture of brick |
444 |
3444 One of caster's arms appears to be stripped of all flesh |
445 |
3445 One of caster's arms becomes as limber as a snake |
446 |
3446 One of caster's arms becomes undead |
447 |
3447 One of caster's arms can be removed for up to 1d4 turns per day |
448 |
3448 One of caster's arms can t be cut by magical blades |
449 |
3449 One of caster's arms disappears until sunset tomorrow |
450 |
3450 One of caster's arms ignites |
451 |
3451 One of caster's arms is as pale as an albino's |
452 |
3452 One of caster's arms is encased in a tight steel sheath |
453 |
3453 One of caster's arms is impervious to magical cold |
454 |
3454 One of caster's arms is only an illusion |
455 |
3455 One of caster's arms is scarred as though badly burned by acid |
456 |
3456 One of caster's arms now juts from the center of his chest |
457 |
3457 One of caster's arms oozes fetid slime |
458 |
3458 One of caster's arms resembles a small, gnarled branch |
459 |
3459 One of caster's arms shrivels to a dry husk |
460 |
3460 One of caster's arms sprouts dozens of tiny, ugly feelers |
461 |
3461 One of caster's arms turns to solid silver |
462 |
3462 One of caster's eyes bulges like a fish eye |
463 |
3463 One of caster's eyes doubles in size |
464 |
3464 One of caster's eyes doubles in size; the other shrinks by 50% |
465 |
3465 One of caster's eyes glows with infernal radiance |
466 |
3466 One of caster's feet disintegrates |
467 |
3467 One of caster's feet is replaced by an off-balance wheel |
468 |
3468 One of caster's feet reforms into a perfect sphere |
469 |
3469 One of caster's feet refuses to come anywhere near the other |
470 |
3470 One of caster's hands doubles in size; the other shrinks by 50% |
471 |
3471 One of caster's hands is as durable as steel |
472 |
3472 One of caster's hands is green and scaly like a lizard's claw |
473 |
3473 One of caster's hands is susceptible to rust |
474 |
3474 One of caster's hands turns into an eagle's talon |
475 |
3475 One of caster's knees locks whenever nimble footwork is required |
476 |
3476 One of caster's pockets accesses a small box in his home |
477 |
3477 One side of caster's body adopts a mirror-bright sheen |
478 |
3478 One side of caster's body ages 2X as fast as the other |
479 |
3479 One side of caster's body appears to be naked by firelight |
480 |
3480 One side of caster's body changes color each hour |
481 |
3481 One side of caster's body is as hairy as an ape |
482 |
3482 One side of caster's body is blurred as if seen through ice |
483 |
3483 One side of caster's body is immune to magic cast by him |
484 |
3484 One side of caster's body is immune to normal missiles |
485 |
3485 One side of caster's body is invulnerable to fire |
486 |
3486 One side of caster's body is paralyzed for 1d4 rounds |
487 |
3487 One side of caster's body is rendered invisible for 1d4 weeks |
488 |
3488 One side of caster's body looks like a photo negative |
489 |
3489 One side of caster's body shrinks by 10% |
490 |
3490 People journey for miles to beseech the caster for healing |
491 |
3491 People journey for miles to study magic under the caster |
492 |
3492 People journey for miles to touch the hem of caster's garment |
493 |
3493 People journey for miles to voice grievances against the caster |
494 |
3494 People not in the caster's presence tend to forget about him |
495 |
3495 Powerful jets of air blow from the caster's ears |
496 |
3496 Predators react to the caster as if he were a small rabbit |
497 |
3497 Railroad tracks run straight from here to the caster's home |
498 |
3498 Rapturous shrieks fill the air when caster removes a hat |
499 |
3499 Raw meat is invisible to the caster |
500 |
3500 Right now, caster can teleport up to 1d10 miles one time |
501 |
3501 Rocks and boulders express a vague fondness for the caster |
502 |
3502 Rope breaks 2X as readily while the caster is using it |
503 |
3503 Rope is 2X as strong while the caster is using it |
504 |
3504 Scavengers and carrion birds react to caster as if he were dead |
505 |
3505 Short, bony spikes sprout from caster's knuckles |
506 |
3506 Small objects carried by caster seem 10X as heavy to him |
507 |
3507 Smoke billows from the caster's head as from a coal chimney |
508 |
3508 Some deity has a personal vendetta against the caster |
509 |
3509 Some deity takes a personal interest in the caster's life |
510 |
3510 Some subterranean race annexes caster's home |
511 |
3511 Some subterranean race declares a holy war against the caster |
512 |
3512 Some subterranean race declares that the caster is one of them |
513 |
3513 Some subterranean race declares the caster its patron saint |
514 |
3514 Some unseen entity wipes the smile off of the caster's face |
515 |
3515 Someone nearby vanishes; in 2d6 rounds the caster disgorges him |
516 |
3516 Someone very dear to the caster doesn't really exist |
517 |
3517 Someone very dear to the caster is discovered to be undead |
518 |
3518 Something about the caster makes people suspect that he's dying |
519 |
3519 Something about the caster makes people unlikely to trust him |
520 |
3520 Sometime in the next turn, the caster punches an ally in the nose |
521 |
3521 Sometime in the next turn, the caster races into a nearby forest |
522 |
3522 Spell works normally, but caster loses 1d4 spells from memory |
523 |
3523 Spell works normally; next casting automatically causes a Burst |
524 |
3524 The bones of caster's arms and legs can't be broken |
525 |
3525 The clothes caster is wearing makes him dangerous overconfident |
526 |
3526 The clothes caster is wearing makes him feel intensely cold |
527 |
3527 The Fireball spell won t function within 100 yards of caster |
528 |
3528 The ground beneath caster's feet flows like water for 1d4 rounds |
529 |
3529 The ground beneath caster's feet is alive for 1d4 hours |
530 |
3530 The ground beneath caster's feet sinks a depth 2X his height |
531 |
3531 The ground beneath caster's feet swirls like a whirlpool |
532 |
3532 The ground beneath caster's feet turns to living human flesh |
533 |
3533 The left and right sides of caster's body hate each other |
534 |
3534 The next spell used against caster automatically fails |
535 |
3535 The pages of caster's spellbook are indestructible |
536 |
3536 The pages of caster's spellbook are invisible; ink on them is not |
537 |
3537 The pages of caster's spellbook are replaced with gold leaf |
538 |
3538 The pages of caster's spellbook flap as though in a strong breeze |
539 |
3539 The pages of caster's spellbook turn to thin sheets of bacon |
540 |
3540 The pages of caster's spellbook turn to thin sheets of steel |
541 |
3541 The presence of undead causes caster to giggle like a fool |
542 |
3542 The rear half of caster's body appears to be made of glass |
543 |
3543 The rear half of caster's body is invisible |
544 |
3544 The spell cast most recently upon caster is retroactively undone |
545 |
3545 The wreckage of a sunken warship appears in caster's home |
546 |
3546 The wreckage of caster's home is strewn across the countryside |
547 |
3547 Thick clouds of acrid steam issue from the ground near the caster |
548 |
3548 Thick clouds of steam constantly billow from the caster's skin |
549 |
3549 Thunder rumbles overhead whenever caster's blood is spilled |
550 |
3550 To the caster, everyone appears to be sweating profusely |
551 |
3551 To the caster, everyone looks and sounds exactly like him |
552 |
3552 To the caster, everyone looks and sounds exactly like him |
553 |
3553 To the caster, everyone smells like a rotting corpse |
554 |
3554 To the caster, the weather always appears overcast and gloomy |
555 |
3555 To the caster, the weather always appears to be the same |
556 |
3556 Tomorrow, caster can speak all languages until noon |
557 |
3557 Tomorrow, caster can speak only a bizarre, esoteric language |
558 |
3558 Tomorrow, caster can t be injured by magical weapons until sunset |
559 |
3559 Tomorrow, caster finds 1d100 statues of himself in hideous poses |
560 |
3560 Tomorrow, caster finds a book detailing his complete dissection |
561 |
3561 Tomorrow, caster finds a jar containing 1d20 tiny elephants |
562 |
3562 Tomorrow, caster finds a key to a lock that doesn't yet exist |
563 |
3563 Tomorrow, caster finds a key to that mysterious door in his home |
564 |
3564 Tomorrow, caster finds a lab holding many lifeless clones of him |
565 |
3565 Tomorrow, caster finds a legendary sword & loses it the next day |
566 |
3566 Tomorrow, caster finds a piece of anachronistic technology |
567 |
3567 Tomorrow, caster finds a ruby as large as his head |
568 |
3568 Tomorrow, caster finds a secret Gate to the Astral Plane |
569 |
3569 Tomorrow, caster finds a small pouch full of counterfeit rubies |
570 |
3570 Tomorrow, caster finds a small pouch full of diamonds |
571 |
3571 Tomorrow, caster finds a small pouch full of scorpions |
572 |
3572 Tomorrow, caster finds a small pouch full of strong acid |
573 |
3573 Tomorrow, caster finds a small pouch full of teeth |
574 |
3574 Tomorrow, caster finds a tunnel that leads to his home |
575 |
3575 Tomorrow, caster finds a vial containing a viscous salve |
576 |
3576 Tomorrow, caster finds his own badly-decomposed corpse |
577 |
3577 Tomorrow, caster finds what looks like his own severed head |
578 |
3578 Tomorrow, caster forms an alliance with a long-hated enemy |
579 |
3579 Tomorrow, caster has absolutely no desire to use magic |
580 |
3580 Tomorrow, caster is unable to cast magic before noon |
581 |
3581 Tomorrow, caster meets a priest who places a Geas upon him |
582 |
3582 Tomorrow, caster meets an immortal desperate and unable to die |
583 |
3583 Tomorrow, caster meets and insults the avatar of some deity |
584 |
3584 Tomorrow, caster meets his long-lost and malevolent twin |
585 |
3585 Tomorrow, caster meets his mentor, who expresses disapproval |
586 |
3586 Tomorrow, caster meets someone claiming to have sold the world |
587 |
3587 Tomorrow, caster meets someone claiming to own the caster's soul |
588 |
3588 Tomorrow, caster meets someone convinced that he doesn't exist |
589 |
3589 Tomorrow, caster meets someone desperate to be his bodyguard |
590 |
3590 Tomorrow, caster meets someone desperate to become the caster |
591 |
3591 Tomorrow, caster meets someone on the verge of becoming a god |
592 |
3592 Tomorrow, caster meets someone who calls humans a delicacy |
593 |
3593 Tomorrow, caster meets someone who can command demons |
594 |
3594 Tomorrow, caster meets someone who can remove his own heart |
595 |
3595 Tomorrow, caster meets someone who can remove his skin at will |
596 |
3596 Tomorrow, caster meets someone who claims the caster killed him |
597 |
3597 Tomorrow, caster meets someone who claims to be haunting him |
598 |
3598 Tomorrow, caster meets someone who claims to be him |
599 |
3599 Tomorrow, caster meets someone who claims to be his father |
600 |
3600 Tomorrow, caster meets someone who claims to be his grandchild |
601 |
3601 Tomorrow, caster meets someone who foretells a bleak fate for him |
602 |
3602 Tomorrow, caster meets someone who has vowed to murder him |
603 |
3603 Tomorrow, caster meets someone who names the caster his heir |
604 |
3604 Tomorrow, caster meets someone who offers him his firstborn son |
605 |
3605 Tomorrow, caster meets someone who offers to sell him an artifact |
606 |
3606 Tomorrow, caster meets someone who owes him a lot of money |
607 |
3607 Tomorrow, caster meets someone who tries to eat his eyes |
608 |
3608 Tomorrow, caster meets someone who wants to buy his pancreas |
609 |
3609 Tomorrow, caster meets someone who's 100% immune to magic |
610 |
3610 Tomorrow, caster meets someone who's plotting to kill the king |
611 |
3611 Tomorrow, caster meets someone whom caster knows to be dead |
612 |
3612 Tomorrow, caster meets someone whom he owes a lot of money |
613 |
3613 Tomorrow, caster meets someone whose existence is impossible |
614 |
3614 Tomorrow, caster meets someone with the secret of immortality |
615 |
3615 Tomorrow, caster meets the alchemist who created him |
616 |
3616 Tomorrow, caster must Save vs Will once per hour or combust |
617 |
3617 Tomorrow, caster saves the life of a notorious villain |
618 |
3618 Tomorrow, caster saves the life of someone important |
619 |
3619 Tomorrow, caster saves the life whom fate has decreed must die |
620 |
3620 Tomorrow, caster thinks he's awakened from a centuries-long sleep |
621 |
3621 Tomorrow, caster thinks that magic no longer functions |
622 |
3622 Tomorrow, caster uncovers a well-funded plot against his life |
623 |
3623 Tomorrow, caster unknowingly snubs a powerful spellcaster |
624 |
3624 Tomorrow, caster vanishes at dawn and reappears at sunset |
625 |
3625 Tomorrow, caster wakes 2d10 miles from where he fell asleep |
626 |
3626 Tomorrow, caster wakes and gives apparently divine prophecy |
627 |
3627 Tomorrow, caster wakes as if he's spent a month in the desert |
628 |
3628 Tomorrow, caster wakes at this location |
629 |
3629 Tomorrow, caster wakes convinced that all of his allies are dead |
630 |
3630 Tomorrow, caster wakes convinced that he must return to his home |
631 |
3631 Tomorrow, caster wakes convinced that he's just been created |
632 |
3632 Tomorrow, caster wakes convinced that he's just been resurrected |
633 |
3633 Tomorrow, caster wakes convinced that he's murdered his allies |
634 |
3634 Tomorrow, caster wakes convinced that he's slept for 2d10 years |
635 |
3635 Tomorrow, caster wakes convinced that his limbs are mechanical |
636 |
3636 Tomorrow, caster wakes covered in pungent, glowing moss |
637 |
3637 Tomorrow, caster wakes early and races back to this location |
638 |
3638 Tomorrow, caster wakes embarrassingly drunk |
639 |
3639 Tomorrow, caster wakes in a coil of dried and sinuous vines |
640 |
3640 Tomorrow, caster wakes in a full-length body cast |
641 |
3641 Tomorrow, caster wakes in the branches of a tall tree |
642 |
3642 Tomorrow, caster wakes on the bank of the River Styx |
643 |
3643 Tomorrow, caster wakes reeking of garlic and raw meat |
644 |
3644 Tomorrow, caster wakes seated in the throne of the nearest king |
645 |
3645 Tomorrow, caster wakes standing atop a tall pole |
646 |
3646 Tomorrow, caster wakes standing in a barrel of chum |
647 |
3647 Tomorrow, caster wakes to find that 1d4 days have passed |
648 |
3648 Tomorrow, caster wakes unable to stand until he casts a spell |
649 |
3649 Tomorrow, caster wakes where he awoke this morning |
650 |
3650 Tomorrow, caster wakes with a mouthful of mud from a cemetery |
651 |
3651 Tomorrow, caster wakes with mysterious tattoos all over his body |
652 |
3652 Tomorrow, caster wakes with no memory of the previous day |
653 |
3653 Tomorrow, caster wakes wrapped in disease-ridden blankets |
654 |
3654 Trees and bushes express open hostility toward the caster |
655 |
3655 Ugly thorns sprout from the caster's cheekbones |
656 |
3656 Undead have commandeered caster's home while he's been away |
657 |
3657 Undead skeletons react to caster as if he were one of them |
658 |
3658 Undead tend to ignore the caster until he acts against them |
659 |
3659 Undead tend to laugh in the caster's presence |
660 |
3660 Vile tentacles sprout from the caster's face |
661 |
3661 Viscous pus oozes from the caster's orifices until sunset |
662 |
3662 Water feels like acid to the caster but doesn't actually harm him |
663 |
3663 Water splashes from caster's footfalls for the next 1d12 hours |
664 |
3664 Water trickles from caster's elbows for 1d4 hours |
665 |
3665 Weight-affecting spells make the caster weigh 2X as much as iron |
666 |
3666 Well-funded liars slander caster's conduct in a war decades past |
667 |
3667 Whatever caster is wearing is a synthetic copy of the real thing |
668 |
3668 When caster dies, 10d10 voles burst from his corpse |
669 |
3669 When caster dies, a small religious cult starts worshipping him |
670 |
3670 When caster dies, a Chaos Burst occurs: roll again at that time |
671 |
3671 When caster dies, he can't be resurrected for 1d12 months |
672 |
3672 When caster dies, he's discovered to have died centuries ago |
673 |
3673 When caster dies, he's found to have been remotely controlled |
674 |
3674 When caster dies, he's quickly impersonated by a doppelganger |
675 |
3675 When caster dies, his allies deny that they ever knew him |
676 |
3676 When caster dies, his corpse appears riddled by gunfire |
677 |
3677 When caster dies, his corpse attacks the nearest Elf |
678 |
3678 When caster dies, his corpse disgorges 10d1000 gallons of water |
679 |
3679 When caster dies, his corpse giggles maniacally for 1d4 hours |
680 |
3680 When caster dies, his corpse is dismembered and scattered |
681 |
3681 When caster dies, his corpse is dragged away by goblins |
682 |
3682 When caster dies, his corpse is elected to public office |
683 |
3683 When caster dies, his corpse melts like a snowman |
684 |
3684 When caster dies, his corpse runs shrieking through a nearby town |
685 |
3685 When caster dies, his corpse shatters into countless fragments |
686 |
3686 When caster dies, his corpse swells to 1d6 times normal size |
687 |
3687 When caster dies, his corpse turns to densely packed salt |
688 |
3688 When caster dies, his corpse turns to solid bronze |
689 |
3689 When caster dies, his corpse weighs as much as lead |
690 |
3690 When caster dies, his heart assumes a life of its own |
691 |
3691 When caster dies, his killer is thrown 1d20 days into the future |
692 |
3692 When caster dies, his last word is "Rosebud" |
693 |
3693 When caster dies, his name becomes synonymous with treachery |
694 |
3694 When caster dies, his skeleton turns to glass |
695 |
3695 When caster dies, his skull turns to wood |
696 |
3696 When caster dies, his spellbook burns to cinders in 1d4 rounds |
697 |
3697 When caster dies, his veins are discovered to be filled with gold |
698 |
3698 When caster dies, some random person nearby dies as well |
699 |
3699 When caster dies, the first person to touch his corpse also dies |
700 |
3700 When caster dies, the nearest town is evacuated |
701 |
3701 When caster dies, the nearest tree falls on his corpse |
702 |
3702 When caster dies, the sky turns blood red for 2d4-1 days |
703 |
3703 When caster dies, violent riots break out in the nearest town |
704 |
3704 When caster is angry, a small snake slithers out of his ear |
705 |
3705 When caster is angry, he foams at the mouth like a rabid dog |
706 |
3706 When caster is angry, he turns bright green |
707 |
3707 When caster is angry, his face appears scarred and deformed |
708 |
3708 When caster is angry, his face appears to glisten with slime |
709 |
3709 When caster is angry, his head appears to be a bare skull |
710 |
3710 When caster is angry, insects appear to swarm over his face |
711 |
3711 When caster is angry, steam billows from his nostrils |
712 |
3712 When caster is surprised, he randomly teleports 1d4 yards |
713 |
3713 When caster is surprised, his head briefly doubles in size |
714 |
3714 When caster is surprised, his head spins 360° |
715 |
3715 When caster next casts this spell, he becomes hopelessly lost |
716 |
3716 When caster next casts this spell, he feels overwhelming deja vu |
717 |
3717 When caster next casts this spell, he teleports to this spot |
718 |
3718 When caster next casts this spell, he's attacked by squirrels |
719 |
3719 When caster next casts this spell, he's paralyzed until sunset |
720 |
3720 When caster next casts this spell, he's stricken with Confusion |
721 |
3721 When caster next casts this spell, his age temporarily doubles |
722 |
3722 When caster next casts this spell, his clothing attacks him |
723 |
3723 When caster next casts this spell, his clothing freezes solid |
724 |
3724 When caster next casts this spell, his clothing turns to cheese |
725 |
3725 When caster next casts this spell, the winter solstice occurs |
726 |
3726 When caster next draws blood, a large pit opens beneath him |
727 |
3727 When caster next draws blood, he disgorges 1d10 gallons of blood |
728 |
3728 When caster next draws blood, he laughs like a demon |
729 |
3729 When caster next draws blood, he leaps 4d6 hours into the future |
730 |
3730 When caster next draws blood, he loses 2d10 hit points |
731 |
3731 When caster next draws blood, he must Save or fall unconscious |
732 |
3732 When caster next draws blood, he regains 1d10 hit points |
733 |
3733 When caster next draws blood, he suffers an equivalent wound |
734 |
3734 When caster next draws blood, he teleports 1d100 yards |
735 |
3735 When caster next draws blood, he's addicted to the taste of blood |
736 |
3736 When caster next draws blood, he's attacked by rabid bats |
737 |
3737 When caster next draws blood, he's restored to full hit points |
738 |
3738 When caster next draws blood, he's stricken mute until sunrise |
739 |
3739 When caster next draws blood, his eyes blaze with flame |
740 |
3740 When caster next draws blood, his weapon turns to steam |
741 |
3741 When caster next draws blood, rain immediately begins to fall |
742 |
3742 When caster next draws blood, thunder rumbles in the distance |
743 |
3743 When caster next enters a building, he teleports onto its roof |
744 |
3744 When caster next enters a building, his clothes catch fire |
745 |
3745 When caster next enters a lake, any boats nearby turn invisible |
746 |
3746 When caster next enters a lake, he blasphemes some ocean god |
747 |
3747 When caster next enters a lake, he decides to become amphibious |
748 |
3748 When caster next enters a lake, he discovers a small island |
749 |
3749 When caster next enters a lake, he emerges draped with seaweed |
750 |
3750 When caster next enters a lake, he encounters a lady with a sword |
751 |
3751 When caster next enters a lake, he encounters a tentacled monster |
752 |
3752 When caster next enters a lake, he finds 1d4 valuable pearls |
753 |
3753 When caster next enters a lake, he has visions of a sunken city |
754 |
3754 When caster next enters a lake, he spouts water like a whale |
755 |
3755 When caster next enters a lake, he suffers severe hypothermia |
756 |
3756 When caster next enters a lake, he teleports to a different lake |
757 |
3757 When caster next enters a lake, he's 30% likely to become a fish |
758 |
3758 When caster next enters a lake, he's attacked by sharks |
759 |
3759 When caster next enters a lake, he's attacked by turtles |
760 |
3760 When caster next enters a lake, he's befriended by otters |
761 |
3761 When caster next enters a lake, he's caught in a fisherman's net |
762 |
3762 When caster next enters a lake, he's covered with barnacles |
763 |
3763 When caster next enters a lake, he's hit by 2d8 harpoons |
764 |
3764 When caster next enters a lake, he's mistaken for a sea monster |
765 |
3765 When caster next enters a lake, he's sucked up into a waterspout |
766 |
3766 When caster next enters a lake, he's swept toward the sea |
767 |
3767 When caster next enters a lake, he's thrown to the opposite shore |
768 |
3768 When caster next enters a lake, his clothing inflates |
769 |
3769 When caster next enters a lake, his clothing vanishes |
770 |
3770 When caster next enters a lake, his feet turn into duck's feet |
771 |
3771 When caster next enters a lake, his hands and feet grow webbing |
772 |
3772 When caster next enters a lake, his home is completely flooded |
773 |
3773 When caster next enters a lake, his pockets fill with sodium |
774 |
3774 When caster next enters a lake, it becomes 2X as deep |
775 |
3775 When caster next enters a lake, it drains dry in 1d4 rounds |
776 |
3776 When caster next enters a lake, it turns from fresh to salt-water |
777 |
3777 When caster next enters a lake, it's covered by two inches of ice |
778 |
3778 When caster next enters a lake, it's heavily stocked with trout |
779 |
3779 When caster next enters a lake, night falls immediately |
780 |
3780 When caster next enters a lake, someone nearby starts to drown |
781 |
3781 When caster next enters a town, a huge festival takes place |
782 |
3782 When caster next enters a town, he finds a magical scroll |
783 |
3783 When caster next enters a town, he violates community standards |
784 |
3784 When caster next enters a town, he's imprisoned for murder |
785 |
3785 When caster next enters a town, he's named as its patron saint |
786 |
3786 When caster next enters a town, he's quickly arrested for heresy |
787 |
3787 When caster next enters a town, he's quickly elected mayor |
788 |
3788 When caster next enters a town, he's recognized as a vampire |
789 |
3789 When caster next enters a town, he's sold into slavery |
790 |
3790 When caster next enters a town, his spellbook is confiscated |
791 |
3791 When caster next enters a town, it secedes from the kingdom |
792 |
3792 When caster next enters a town, it's attacked by goblins |
793 |
3793 When caster next enters a town, it's besieged by orcs |
794 |
3794 When caster next enters a town, it's overrun by feral dogs |
795 |
3795 When caster next enters a town, it's renamed after him |
796 |
3796 When caster next enters a town, its population doubles |
797 |
3797 When caster next enters a town, martial law is declared |
798 |
3798 When caster next enters a town, the king orders it destroyed |
799 |
3799 When caster next enters a town, violent riots break out |
800 |
3800 When caster next enters his home, 1d4 exterior walls vanish |
801 |
3801 When caster next enters his home, 1d4 weeks pass in 1d4 rounds |
802 |
3802 When caster next enters his home, a small hill rises beneath it |
803 |
3803 When caster next enters his home, any curses upon him are lifted |
804 |
3804 When caster next enters his home, he ages 1d10 years |
805 |
3805 When caster next enters his home, he ages 1d10 years |
806 |
3806 When caster next enters his home, he doubts he's ever lived there |
807 |
3807 When caster next enters his home, he falls unconscious |
808 |
3808 When caster next enters his home, he finds 1d100+100 gold pieces |
809 |
3809 When caster next enters his home, he finds a secret trapdoor |
810 |
3810 When caster next enters his home, he finds a troll in residence |
811 |
3811 When caster next enters his home, he finds another spellbook |
812 |
3812 When caster next enters his home, he finds his clone in residence |
813 |
3813 When caster next enters his home, he finds it completely empty |
814 |
3814 When caster next enters his home, he forgets how to exit again |
815 |
3815 When caster next enters his home, he gains one level |
816 |
3816 When caster next enters his home, he is healed of all damage |
817 |
3817 When caster next enters his home, he loses a point of Wisdom |
818 |
3818 When caster next enters his home, he loses any memorized spells |
819 |
3819 When caster next enters his home, he must evict 2d10 squatters |
820 |
3820 When caster next enters his home, he realizes it's made of coral |
821 |
3821 When caster next enters his home, he recognizes nothing within it |
822 |
3822 When caster next enters his home, he teleports to this location |
823 |
3823 When caster next enters his home, he's attacked by kobolds |
824 |
3824 When caster next enters his home, he's blinded for 4d12 hours |
825 |
3825 When caster next enters his home, he's convinced it isn't his |
826 |
3826 When caster next enters his home, he's drafted into the military |
827 |
3827 When caster next enters his home, he's visited by solicitors |
828 |
3828 When caster next enters his home, he's visited by three ghosts |
829 |
3829 When caster next enters his home, his age is reduced by 3d4 years |
830 |
3830 When caster next enters his home, his bed combusts violently |
831 |
3831 When caster next enters his home, his clothes burst into flame |
832 |
3832 When caster next enters his home, his clothes turn to stone |
833 |
3833 When caster next enters his home, it becomes indestructible |
834 |
3834 When caster next enters his home, it becomes steamy like a sauna |
835 |
3835 When caster next enters his home, it doubles its current size |
836 |
3836 When caster next enters his home, it drifts slowly out to sea |
837 |
3837 When caster next enters his home, it falls into a heap of sawdust |
838 |
3838 When caster next enters his home, it gains an additional level |
839 |
3839 When caster next enters his home, it migrates 1d20 miles |
840 |
3840 When caster next enters his home, it sinks into the ground |
841 |
3841 When caster next enters his home, it turns invisible from within |
842 |
3842 When caster next enters his home, it turns to glass |
843 |
3843 When caster next enters his home, it's been thoroughly cleaned |
844 |
3844 When caster next enters his home, it's buried by an avalanche |
845 |
3845 When caster next enters his home, it's buried by volcanic ash |
846 |
3846 When caster next enters his home, it's encircled by a deep moat |
847 |
3847 When caster next enters his home, it's flattened by a meteor |
848 |
3848 When caster next enters his home, it's infested with vermin |
849 |
3849 When caster next enters his home, it's swept away by a tidal wave |
850 |
3850 When caster next enters his home, it's totally refurbished |
851 |
3851 When caster next enters his home, its doors and windows vanish |
852 |
3852 When caster next enters his home, monsters reside under the bed |
853 |
3853 When caster next enters his home, someone's eaten his porridge |
854 |
3854 When caster next enters his home, the doors & windows fuse shut |
855 |
3855 When caster next enters his home, the floor vanishes |
856 |
3856 When caster next enters his home, the magistrate condemns it |
857 |
3857 When caster next enters his home, the roof ignites |
858 |
3858 When caster next kills someone, he appears in that person's home |
859 |
3859 When caster next kills someone, he must Save vs Fortitude or die |
860 |
3860 When caster next kills someone, that person quickly resurrects |
861 |
3861 When caster next opens his spellbook, he's attacked by a shark |
862 |
3862 When caster next says his name, 2d6 fish leap from his mouth |
863 |
3863 When caster next says his name, a bird flies into his mouth |
864 |
3864 When caster next says his name, he learns it's not his real name |
865 |
3865 When caster next says his name, he promptly forgets his name |
866 |
3866 When caster next says his name, his mouth is sealed shut |
867 |
3867 When caster next teleports, he arrives bound and gagged |
868 |
3868 When caster next teleports, he arrives fully Healed |
869 |
3869 When caster next touches money, he triggers a Chaos Burst |
870 |
3870 When caster next triggers a Burst, he teleports to this location |
871 |
3871 When caster next triggers a Burst, its effect is irreversible |
872 |
3872 When caster next uses magic, 2d4 zombies appear and attack him |
873 |
3873 When caster next uses magic, all vegetation within 10 yards dies |
874 |
3874 When caster next uses magic, all within one mile know about it |
875 |
3875 When caster next uses magic, an ice statue of him appears nearby |
876 |
3876 When caster next uses magic, any gold he's carrying vanishes |
877 |
3877 When caster next uses magic, cold water sprays from his ears |
878 |
3878 When caster next uses magic, he and his allies are drenched |
879 |
3879 When caster next uses magic, he becomes drunk for 1d4 hours |
880 |
3880 When caster next uses magic, he becomes invisible to his allies |
881 |
3881 When caster next uses magic, he disgorges 2d6 large clay bricks |
882 |
3882 When caster next uses magic, he loses 3d4 hit points |
883 |
3883 When caster next uses magic, he must Save or fall unconscious |
884 |
3884 When caster next uses magic, he reeks of sulfur for 1d10 hours |
885 |
3885 When caster next uses magic, he teleports 10d10 yards randomly |
886 |
3886 When caster next uses magic, he teleports into a nearby building |
887 |
3887 When caster next uses magic, he thinks that he's at death's door |
888 |
3888 When caster next uses magic, he's 5% likely to lose one level |
889 |
3889 When caster next uses magic, he's 10% likely to die outright |
890 |
3890 When caster next uses magic, he's shunned by other magic users |
891 |
3891 When caster next uses magic, he's thrown back to this moment |
892 |
3892 When caster next uses magic, his clone appears nearby |
893 |
3893 When caster next uses magic, his clone teleports to his home |
894 |
3894 When caster next uses magic, his clothes turn to paper |
895 |
3895 When caster next uses magic, his hands double in size |
896 |
3896 When caster next uses magic, his hands freeze solid |
897 |
3897 When caster next uses magic, his nearest ally falls unconscious |
898 |
3898 When caster next wears a hat, he's targeted for assassination |
899 |
3899 When caster opens his spellbook, he's shrouded by darkness |
900 |
3900 When caster opens his spellbook, thunder rumbles overhead |
901 |
3901 When caster teleports, he arrives 1d4 miles from the destination |
902 |
3902 When caster teleports, he arrives 2d4 hours later than expected |
903 |
3903 When caster teleports, he arrives blinded for 1d6 rounds |
904 |
3904 When caster teleports, he arrives in an embarrassing posture |
905 |
3905 When caster teleports, he arrives invisible |
906 |
3906 When caster teleports, he arrives ravenously hungry |
907 |
3907 When caster teleports, he arrives upside down |
908 |
3908 When caster teleports, he arrives with half of his gear missing |
909 |
3909 When caster teleports, only 95% + 1d10% of his body is teleported |
910 |
3910 When caster tells a falsehood, he confesses it to everyone nearby |
911 |
3911 When caster uses Mirror Image, 10X the number of Images appear |
912 |
3912 When caster uses Mirror Image, he can't tell which image is real |
913 |
3913 When caster uses Mirror Image, the Images look like demons |
914 |
3914 When caster uses Mirror Image, the Images look like infants |
915 |
3915 When caster uses Mirror Image, the Images look like skeletons |
916 |
3916 When caster uses Mirror Image, the Images look like the target |
917 |
3917 When caster uses Mirror Image, the Images look nothing like him |
918 |
3918 When caster's blood is next spilled, he ages 5d10 years |
919 |
3919 When caster's blood is next spilled, he can't speak for 1d4 turns |
920 |
3920 When caster's blood is next spilled, he's blinded for 1d4 rounds |
921 |
3921 When next struck by magic, caster becomes spotted like a leopard |
922 |
3922 When next struck by magic, caster disgorges 1d4 pounds of gravel |
923 |
3923 When next struck by magic, caster falls 6d10 feet |
924 |
3924 When next struck by magic, caster is carried aloft by a pigeons |
925 |
3925 When next struck by magic, caster sprouts wool from his arms |
926 |
3926 When next struck by magic, caster triggers a Chaos Burst |
927 |
3927 When reduced to one hit point, caster ages 2d10 years |
928 |
3928 When reduced to one hit point, caster can see invisible objects |
929 |
3929 When reduced to one hit point, caster flees, panic-stricken |
930 |
3930 When reduced to one hit point, caster flies into a berserk fury |
931 |
3931 When reduced to one hit point, caster is stricken mute |
932 |
3932 When reduced to one hit point, caster suffers wild hallucinations |
933 |
3933 When reduced to one hit point, caster teleports 2d20 yards |
934 |
3934 When reduced to one hit point, caster teleports to his home |
935 |
3935 When reduced to one hit point, caster turns invisible until dawn |
936 |
3936 When reduced to one hit point, caster turns to iron until sunset |
937 |
3937 When seen from behind, caster appears to be bleeding profusely |
938 |
3938 When seen from behind, caster appears to be on fire |
939 |
3939 When seen from behind, caster's torso is riddled with large holes |
940 |
3940 When struck by magic, caster briefly appears to be made of chrome |
941 |
3941 When struck by magic, caster briefly appears to be made of wood |
942 |
3942 When struck by magic, caster feels the urge to reveal a secret |
943 |
3943 When struck by magic, caster flies into a berserker rage |
944 |
3944 When struck by magic, caster is 10% likely to be caked in grime |
945 |
3945 When struck by magic, caster is covered by ashes and soot |
946 |
3946 When struck by magic, caster sings raucous songs for 1d4 rounds |
947 |
3947 When struck by magic, caster temporarily inflates like a balloon |
948 |
3948 Whenever caster casts a spell, a spotlight illuminates him |
949 |
3949 Whenever caster casts a spell, an invisible bronze gong is rung |
950 |
3950 Whenever caster casts a spell, electricity crackles in his hair |
951 |
3951 Whenever caster casts a spell, ghostly laughter echoes in the air |
952 |
3952 Whenever caster casts a spell, he appears to explode |
953 |
3953 Whenever caster casts a spell, he becomes light as a feather |
954 |
3954 Whenever caster casts a spell, he experiences profound remorse |
955 |
3955 Whenever caster casts a spell, he feels overwhelming euphoria |
956 |
3956 Whenever caster casts a spell, he hears glass breaking everywhere |
957 |
3957 Whenever caster casts a spell, he hears loud, discordant music |
958 |
3958 Whenever caster casts a spell, he hears the laments of the damned |
959 |
3959 Whenever caster casts a spell, he must Save or be knocked down |
960 |
3960 Whenever caster casts a spell, he must Save or shrink by 20% |
961 |
3961 Whenever caster casts a spell, he suffers crippling stage fright |
962 |
3962 Whenever caster casts a spell, he thinks that he ages 1d10 years |
963 |
3963 Whenever caster casts a spell, he whistles like a teapot |
964 |
3964 Whenever caster casts a spell, he's 10% likely to pass out |
965 |
3965 Whenever caster casts a spell, he's haunted by cryptic warnings |
966 |
3966 Whenever caster casts a spell, his bones glow visibly in his body |
967 |
3967 Whenever caster casts a spell, his clothes are glazed with frost |
968 |
3968 Whenever caster casts a spell, his ears shine like the sun |
969 |
3969 Whenever caster casts a spell, his feet swell by 10% |
970 |
3970 Whenever caster casts a spell, his spellbook must Save or combust |
971 |
3971 Whenever caster casts a spell, one of his hands grows by 25% |
972 |
3972 Whenever caster casts a spell, someone far away vows to kill him |
973 |
3973 Wherever caster walks, he sounds like he's on a squeaky floor |
974 |
3974 While caster is invisible, a faint outline can still be seen |
975 |
3975 While caster sleeps, he appears to be a perfect cube |
976 |
3976 While caster sleeps, he appears to melt like a wax dummy |
977 |
3977 While caster sleeps, he freezes solid but thaws before waking |
978 |
3978 While caster sleeps, his allies must Save or forget who he is |
979 |
3979 While caster sleeps, his arms and legs retract into his torso |
980 |
3980 While caster sleeps, his body is translucent |
981 |
3981 While caster sleeps, his body retracts into his head |
982 |
3982 While caster sleeps, his clothing and gear are invisible |
983 |
3983 While caster sleeps, his head appears detached from his body |
984 |
3984 While caster sleeps, his head retracts into his body |
985 |
3985 While caster sleeps, his whole body contracts into a small ball |
986 |
3986 While caster sleeps, luminous moths flutter over his body |
987 |
3987 While caster sleeps, mysterious runes hover over his head |
988 |
3988 While caster sleeps, rodents bring him sacrificial offerings |
989 |
3989 While caster sleeps, thousands of insects swarm over his body |
990 |
3990 While indoors, caster appears to be 5% larger |
991 |
3991 While indoors, caster feels as if he's dragging heavy chains |
992 |
3992 While indoors, caster feels as if he's in a blazing desert |
993 |
3993 While indoors, caster feels as if he's on a ship's deck |
994 |
3994 While indoors, caster feels as if he's on windswept tundra |
995 |
3995 While standing on a riverbank, caster is invisible to amphibians |
996 |
3996 While walking, caster sounds as if he's wearing full plate armor |
997 |
3997 Woodland creatures openly mock the caster and call him a coward |
998 |
3998 Woodland creatures react to the caster as if he's one of them |
999 |
3999 Woodland creatures react violently to the caster's presence |
1000 |
4000 Zombies can't come within 10 feet of the caster for 1d4 days |
d1000 | Result |
---|---|
1 |
4001 1d8 of target's fingers reappear elsewhere on his body |
2 |
4002 A handful of small glass marbles tumble from the target's nose |
3 |
4003 A heavy chain runs the entire length of target's alimentary canal |
4 |
4004 A nearby but invisible heckler pummels the target with tomatoes |
5 |
4005 A nearby tree animates and swears allegiance to the target |
6 |
4006 A nearby tree becomes ravenously carnivorous and attacks target |
7 |
4007 A nearby tree bends down and hurls the target like a catapult |
8 |
4008 A nearby tree sprays its bark at the target, briefly blinding him |
9 |
4009 A second, identical skeleton appears in the target's body |
10 |
4010 A small fire blazes harmlessly in the target's mouth |
11 |
4011 A tall picket fence encircles the target |
12 |
4012 A tentacle slithers from a nearby cave to grasp the target |
13 |
4013 A vital organ is ripped from target's body for 1d100 damage |
14 |
4014 All of target's belongings are compressed into a tiny cube nearby |
15 |
4015 All of target's belongings are seized by the local magistrate |
16 |
4016 All of target's belongings are transported beyond the horizon |
17 |
4017 All of target's belongings were stolen by a vengeful wizard |
18 |
4018 All of target's belongings were stolen from a vengeful wizard |
19 |
4019 All that the target has ever done was really done by someone else |
20 |
4020 All voices sound alike to the target for 5d6 days |
21 |
4021 All within 100 yards with a missile weapon fire it at the target |
22 |
4022 Ambient temperature always feels 50° colder to target |
23 |
4023 Ambient temperature rises 10° when target is angry |
24 |
4024 An earthen duplicate of the target rises up and attacks him |
25 |
4025 An earthen duplicate of the target wants to take his place |
26 |
4026 An evergreen sprouts from target's chest while he sleeps tonight |
27 |
4027 An item carried by target discharges a Chaos Burst when next used |
28 |
4028 An item carried by target explodes for 3d10 hit points of damage |
29 |
4029 An item carried by target is widely sought for its healing powers |
30 |
4030 An item carried by target releases narcotic vapors when next used |
31 |
4031 Any attack on target appears not to injure him, even if it does |
32 |
4032 Any blade hitting target for maximum damage acquires intelligence |
33 |
4033 Any blade hitting target for maximum damage acquires intelligence |
34 |
4034 Any blade hitting target for maximum damage also injects a poison |
35 |
4035 Any blade hitting target for maximum damage disappears forever |
36 |
4036 Any blade hitting target for maximum damage gains a +1 bonus |
37 |
4037 Any blade hitting target for maximum damage gets stuck in him |
38 |
4038 Any blade hitting target for maximum damage is briefly weightless |
39 |
4039 Any blade hitting target for maximum damage must Save or shatter |
40 |
4040 Any blade hitting target for maximum damage rapidly corrodes |
41 |
4041 Any blade hitting target for maximum damage turns clear as glass |
42 |
4042 Any blade hitting target for maximum damage turns to gold |
43 |
4043 Any blade hitting target for maximum damage vanishes until sunset |
44 |
4044 Any bludgeon that hits the target is 10% likely to shatter |
45 |
4045 Any bludgeon that hits the target is thereafter +4 ToHit him |
46 |
4046 Any bludgeon that hits the target sprays water like a fountain |
47 |
4047 Any bludgeon that hits the target turns to sponge as it does so |
48 |
4048 Any clothing or armor now worn by target ages 100 years per round |
49 |
4049 Any clothing or armor now worn by target is fireproof until dawn |
50 |
4050 Any clothing or armor now worn by target is soaked with tree sap |
51 |
4051 Any clothing or armor now worn by target shrinks by 30% |
52 |
4052 Any coins that target is now carrying double in value |
53 |
4053 Any coins that target is now carrying shrink by 50% |
54 |
4054 Any coins that target is now carrying turn to cheese |
55 |
4055 Any coins that target is now carrying weigh 100 pounds each |
56 |
4056 Any fire damage suffered by target equally affects someone nearby |
57 |
4057 Any fire damage suffered by target inflicts 2X normal damage |
58 |
4058 Any fire damage suffered by target is delayed for 3d4 rounds |
59 |
4059 Any fire damage suffered by target leaves cryptic scars |
60 |
4060 Any gems now carried by target are cursed against him |
61 |
4061 Any gold now carried by target belongs to a dragon |
62 |
4062 Any gold now carried by target combusts like tinder |
63 |
4063 Any jewelry that target is wearing heats to 500° |
64 |
4064 Any magic items carried by the target glow like embers until dawn |
65 |
4065 Any metal now in target's possession becomes intensely magnetic |
66 |
4066 Any metal now in target's possession heats to its melting point |
67 |
4067 Any metal now in target's possession is as fragile as glass |
68 |
4068 Any metal now in target's possession is highly flammable |
69 |
4069 Any metal now in target's possession is transparent like glass |
70 |
4070 Any metal now in target's possession is water soluble until dawn |
71 |
4071 Any metal now in target's possession turns to lead |
72 |
4072 Any metal now in target's possession turns to mercury |
73 |
4073 Any metal target is now carrying reverts to raw ore |
74 |
4074 Any metal weapons that wound the target are dulled for 1d4 rounds |
75 |
4075 Any metal weapons that wound the target are hurled 1d8 yards away |
76 |
4076 Any metal weapons that wound the target vanish for 1d4 rounds |
77 |
4077 Any missile weapon hitting the target inflicts triple damage |
78 |
4078 Any missile weapon hitting the target instantly combusts |
79 |
4079 Any missile weapon hitting the target is 10% likely to take root |
80 |
4080 Any missile weapon hitting the target suddenly triples in weight |
81 |
4081 Any missile weapons now carried by target are badly warped |
82 |
4082 Any missile weapons now carried by target have 10X normal range |
83 |
4083 Any missile weapons now carried by target have a +1 ToHit bonus |
84 |
4084 Any missile weapons now carried by target have his name on them |
85 |
4085 Any missiles fired at target are affected by Reverse Gravity |
86 |
4086 Any missiles fired at target are blown off course by high winds |
87 |
4087 Any missiles fired at target instantly sprout wings and fly away |
88 |
4088 Any missiles fired at target leave colorful trails in the air |
89 |
4089 Any missiles fired at target sound like thunder when they hit |
90 |
4090 Any missiles fired at target turn invisible if they hit him |
91 |
4091 Any missiles fired near target orbit him like satellites |
92 |
4092 Any missiles fired near target shriek as they fly through the air |
93 |
4093 Any nearby undead attack the target exclusively for 1d10 rounds |
94 |
4094 Any nearby undead defend the target to the best of their ability |
95 |
4095 Any nearby undead howl wildly and race toward the target |
96 |
4096 Any nearby undead now look disturbingly like the target |
97 |
4097 Any nearby undead obey the target for 1d8 rounds |
98 |
4098 Any open wounds the target now has are welded closed like metal |
99 |
4099 Any packs, pouches, or bags carried by target are full of blood |
100 |
4100 Any packs, pouches, or bags carried by target are interconnected |
101 |
4101 Any packs, pouches, or bags carried by target double in volume |
102 |
4102 Any packs, pouches, or bags carried by target dump their contents |
103 |
4103 Any paper, parchment, etc. now carried by target combusts |
104 |
4104 Any paper, parchment, etc. now carried by target is fireproof |
105 |
4105 Any paper, parchment, etc. now carried by target is rain-soaked |
106 |
4106 Any paper, parchment, etc. now carried by target turns to steel |
107 |
4107 Any part of target not covered by clothing appears to be skeletal |
108 |
4108 Any part of target not covered by clothing is badly sunburned |
109 |
4109 Any part of target not covered by clothing is forever invisible |
110 |
4110 Any part of target not covered by clothing turns bright orange |
111 |
4111 Any part of target now covered by clothing is covered in blisters |
112 |
4112 Any part of target now covered by clothing is fireproof |
113 |
4113 Any part of target now covered by clothing is forever invisible |
114 |
4114 Any part of target now covered by clothing is hideously scarred |
115 |
4115 Any spells cast in target's presence seem to originate from him |
116 |
4116 Any successful attack on target is 2% likely to kill him |
117 |
4117 Any successful attack on target is 10% likely to fail outright |
118 |
4118 Any successful attack on target will leave hideous scars |
119 |
4119 Any undead now within 10 yards of target attack him until slain |
120 |
4120 Any undead now within 10 yards of target combust |
121 |
4121 Any undead now within 10 yards of target gain an extra hit die |
122 |
4122 Any undead now within 10 yards of target vanish or are destroyed |
123 |
4123 Any water elemental touching or touched by target freezes solid |
124 |
4124 Any water elemental touching or touched by target heats to 200° |
125 |
4125 Any water elemental touching or touched by target is set ablaze |
126 |
4126 Any water elemental touching or touched by target splits in two |
127 |
4127 Any water now in contact with target's body freezes solid |
128 |
4128 Any water now in contact with target's body is poisonous to him |
129 |
4129 Any water now in contact with target's body turns to glue |
130 |
4130 Any water now in contact with target's body turns to lamp oil |
131 |
4131 Any water now in contact with target's body turns to mud |
132 |
4132 Any water now in contact with target's body turns to stone |
133 |
4133 Any wooden weapons that wound the target are invisible until dawn |
134 |
4134 Any wooden weapons that wound the target become heavy as lead |
135 |
4135 Any wooden weapons that wound the target burst into flame |
136 |
4136 Any wooden weapons that wound the target must Save or shatter |
137 |
4137 Any wooden weapons that wound the target turn to steel until dawn |
138 |
4138 Any wooden weapons that wound the target vanish until he's dead |
139 |
4139 Anyone cutting target with a blade ages 1d10 years until sunset |
140 |
4140 Anyone cutting target with a blade briefly turns orange |
141 |
4141 Anyone cutting target with a blade can t sleep for 1d4 days |
142 |
4142 Anyone cutting target with a blade can't speak to him until dawn |
143 |
4143 Anyone cutting target with a blade feels heartwarming glee |
144 |
4144 Anyone cutting target with a blade feels incredible hunger |
145 |
4145 Anyone cutting target with a blade feels momentarily dizzy |
146 |
4146 Anyone cutting target with a blade feels overwhelming dread |
147 |
4147 Anyone cutting target with a blade feels the same amount of pain |
148 |
4148 Anyone cutting target with a blade feels unsettling dØjà vu |
149 |
4149 Anyone cutting target with a blade gets an electric shock |
150 |
4150 Anyone cutting target with a blade has awful dreams for one week |
151 |
4151 Anyone cutting target with a blade immediately apologizes for it |
152 |
4152 Anyone cutting target with a blade is briefly blinded |
153 |
4153 Anyone cutting target with a blade is briefly invisible |
154 |
4154 Anyone cutting target with a blade is briefly rendered mute |
155 |
4155 Anyone cutting target with a blade is paralyzed for 1d4 rounds |
156 |
4156 Anyone cutting target with a blade is soaked with goat's milk |
157 |
4157 Anyone cutting target with a blade is soaked with his own blood |
158 |
4158 Anyone cutting target with a blade loses one hit point |
159 |
4159 Anyone cutting target with a blade suffers visions of damnation |
160 |
4160 Anyone cutting target with a blade teleports 1d6 feet |
161 |
4161 Anyone cutting target with a blade thinks he's an ally |
162 |
4162 Anyone cutting target with a blade thinks the target is immortal |
163 |
4163 Anyone cutting target with a blade vanishes for 1d4 rounds |
164 |
4164 Anyone looking into the target's ear has visions of debauchery |
165 |
4165 Anyone looking into the target's ear has visions of his own death |
166 |
4166 Anyone looking into the target's ear has visions of the hereafter |
167 |
4167 Anyone looking into the target's ear suffers intense vertigo |
168 |
4168 Anyone nearby when target is wounded applauds for 1d4 rounds |
169 |
4169 Anyone nearby when target is wounded must Save or begin weeping |
170 |
4170 Anyone nearby when target is wounded must Save or flee in panic |
171 |
4171 Anyone nearby when target is wounded must Save or pass out |
172 |
4172 Anyone nearby wielding a wooden weapon hits the target with it |
173 |
4173 Anyone nearby wielding a wooden weapon is invisible to the target |
174 |
4174 Anyone nearby wielding a wooden weapon offers it to the target |
175 |
4175 Anyone nearby wielding a wooden weapon throws it at the target |
176 |
4176 Anyone nearby with a drawn blade attacks target for 1d4 rounds |
177 |
4177 Anyone nearby with a drawn blade can't use it against the target |
178 |
4178 Anyone nearby with a drawn blade races away from the target |
179 |
4179 Anyone nearby with a drawn blade shouts the target's name |
180 |
4180 Anyone slain by target's weapon can never be resurrected |
181 |
4181 Anyone touching the target in the next turn adopts his name |
182 |
4182 Anyone touching the target in the next turn is briefly paralyzed |
183 |
4183 Anyone touching the target in the next turn loses 1d10 hit points |
184 |
4184 Anyone touching the target in the next turn suffers severe burns |
185 |
4185 Anyone who wounds the target is 5% likely to kill him outright |
186 |
4186 Anyone who wounds the target must Save or age 1d10 years |
187 |
4187 Anyone who wounds the target must Save or be equally wounded |
188 |
4188 Anyone who wounds the target must Save or disarm themselves |
189 |
4189 Anyone who wounds the target must Save or fall unconscious |
190 |
4190 Anyone who wounds the target must Save or sink into the ground |
191 |
4191 Anyone who wounds the target must Save or teleport 1d4 miles |
192 |
4192 Anyone who wounds the target must Save or temporarily shrink 25% |
193 |
4193 Armor is always invisible while worn by the target |
194 |
4194 As target is wounded more severely, he's less likely to sense it |
195 |
4195 At any crossroads, target feels utterly lost |
196 |
4196 At any crossroads, target is inclined to turn back |
197 |
4197 At any crossroads, target is inclined to turn left |
198 |
4198 At any crossroads, target is stricken with indecision |
199 |
4199 At dawn tomorrow, all record and memory of target is lost |
200 |
4200 At dawn tomorrow, demonic hordes mount a quest against the target |
201 |
4201 At dawn tomorrow, target is abducted by an undead horde |
202 |
4202 At dawn tomorrow, target must Save or age 1d1000 years |
203 |
4203 At each sunset, target is 20% likely to age 1d20 years instantly |
204 |
4204 At some point in every battle, target wholly disarms himself |
205 |
4205 Beacon-bright light shines from target's palms during combat |
206 |
4206 Beacon-bright light shines from the soles of the target's feet |
207 |
4207 Beacon-bright light shines from the target's principal weapon |
208 |
4208 Beacon-bright light shines from the top of the target's head |
209 |
4209 Bits of gristle tumble from the target's mouth while he speaks |
210 |
4210 Bits of hardened resin tumble constantly from target's ears |
211 |
4211 Blades are magically blunted while the target wields them |
212 |
4212 Blades are unbreakable while the target wields them |
213 |
4213 Blades seem cumbersome and awkward while the target wields them |
214 |
4214 Blades seem to have basic intelligence while target wields them |
215 |
4215 Both of target's arms are now on the same side of his body |
216 |
4216 Both of target's arms jut from the same shoulder |
217 |
4217 Bright flames consume the target's clothing for 1d10 rounds |
218 |
4218 Bright flames dance harmlessly over target's body for 1d10 rounds |
219 |
4219 Bright flames ripple harmlessly along target's limbs for 1d4 days |
220 |
4220 Bright flames surround the target harmlessly for 2d10 rounds |
221 |
4221 Colored streamers shoot from target's ears for 2d6 rounds |
222 |
4222 Colored streamers shoot from target's nostrils |
223 |
4223 Colorful smoke spews from target's every orifice for 2d10 rounds |
224 |
4224 Condensation endlessly forms upon and drips from target |
225 |
4225 Countless glass shards slash at the target for 1d6 rounds |
226 |
4226 Countless glass shards whirl around the target for 1d6 rounds |
227 |
4227 Countless tiny moths flutter about the target's head |
228 |
4228 Countless tiny, colorful orbs swirl harmlessly around the target |
229 |
4229 Creatures Summoned in target's presence are abominations |
230 |
4230 Creatures Summoned in target's presence are clear like glass |
231 |
4231 Creatures Summoned in target's presence are immune to fire |
232 |
4232 Creatures Summoned in target's presence are old and decrepit |
233 |
4233 Creatures Summoned in target's presence beg him for mercy |
234 |
4234 Creatures Summoned in target's presence have only 1 hit point |
235 |
4235 Creatures Summoned in target's presence obey him unswervingly |
236 |
4236 Creatures Summoned in target's presence refuse to attack him |
237 |
4237 Creatures Summoned in target's presence seem to be made of stone |
238 |
4238 Creatures Summoned in target's presence strongly resemble him |
239 |
4239 Creatures Summoned in target's presence worship him as a god |
240 |
4240 Dew and condensation inspire fear in the target |
241 |
4241 Dozens of tiny glass slivers fall harmlessly from target's mouth |
242 |
4242 During any combat round, target is 3% likely to die outright |
243 |
4243 During any combat round, target is 5% likely to flee in panic |
244 |
4244 During any combat round, target is 10% likely to be invisible |
245 |
4245 During any combat round, target is 50% likely to be very drunk |
246 |
4246 During battle, target experiences distracting hallucinations |
247 |
4247 During battle, target hears overpoweringly loud calliope music |
248 |
4248 During battle, target perceives thick, acrid smoke all around him |
249 |
4249 During battle, target quacks like an enormous duck |
250 |
4250 During battle, target repeatedly chants a naughty limerick |
251 |
4251 During battle, target's allies are invisible to him |
252 |
4252 During battle, target's allies can't speak to him |
253 |
4253 During battle, target's allies don t recognize him |
254 |
4254 During battle, target's clothes and gear are invisible |
255 |
4255 During battle, target's clothes appear to burst into flame |
256 |
4256 During battle, target's clothes billow with foul smoke |
257 |
4257 During battle, target's clothes moan like ghosts |
258 |
4258 During battle, target's ears flap like a bird's wings |
259 |
4259 During battle, target's flesh, hair, and gear turn white as snow |
260 |
4260 During battle, target's hands appear to be shrouded in flame |
261 |
4261 During battle, target's head is henceforth invisible |
262 |
4262 During battle, target's heartbeat is audible to all nearby |
263 |
4263 Each day, target can become an illusion for 1d4 rounds |
264 |
4264 Each day, target can command 1d4 non-magical bears |
265 |
4265 Each day, target can see through the caster's eyes for 1d4 turns |
266 |
4266 Each day, target can turn his skin invisible for up to one hour |
267 |
4267 Each day, target can turn into a horse for up to 1d4 hours |
268 |
4268 Each day, target can walk on water up to 100 yards |
269 |
4269 Each day, target is 10% likely to lose one finger or toe |
270 |
4270 Each day, target is immune to one electrical attack |
271 |
4271 Each day, target is struck by lightning but is basically unharmed |
272 |
4272 Each day, target must eat at least one medium-sized candle |
273 |
4273 Each day, target must eat at least one sheet of parchment |
274 |
4274 Each day, target's body varies from 10% to 80% transparency |
275 |
4275 Each day, target's skin is a different vibrant color |
276 |
4276 Each of target's feet acquires argumentative intelligence |
277 |
4277 Each of target's feet is chained to his neck |
278 |
4278 Each of target's feet tries to race away in a different direction |
279 |
4279 Each of target's feet weighs as much as the rest of his body |
280 |
4280 Each of target's hands fuses to the opposite elbow |
281 |
4281 Each time target is injured, a gold coin appears in his mouth |
282 |
4282 Each time target is injured, he must Save or fall unconscious |
283 |
4283 Each time target is injured, he must Save or go blind |
284 |
4284 Each time target is injured, howls like a wolf |
285 |
4285 Each time target opens his mouth, a small toad leaps out of it |
286 |
4286 Each time target opens his mouth, another tooth turns invisible |
287 |
4287 Each time target opens his mouth, he hears eerie music nearby |
288 |
4288 Each time target opens his mouth, nearby birds fall silent |
289 |
4289 Electricity crackles in target's clothing when he's angry |
290 |
4290 Electricity crackles in target's skin as he makes an attack |
291 |
4291 Electricity crackles in the air around the target for 1d4 days |
292 |
4292 Electricity crackles in the ground wherever the target steps |
293 |
4293 Electricity crackles in the target's hair for 1d8 hours |
294 |
4294 Electricity crackles in the target's hair when he uses magic |
295 |
4295 Electricity crackles through the target's body for 1d8 rounds |
296 |
4296 Electricity crackles visibly along target's weapon during combat |
297 |
4297 Every few rounds a spider crawls from target's mouth |
298 |
4298 Every other day, the target is 20% likely to shrink by 10% |
299 |
4299 Every other day, the target is 30% likely to be mute |
300 |
4300 Every other day, the target is 5d10 years older than his true age |
301 |
4301 Every other day, the target radiates strongly of alteration magic |
302 |
4302 Every rat in the kingdom follows the target for 2d6 days |
303 |
4303 Every spell cast nearby in the next 1d6 rounds strikes the target |
304 |
4304 Every spell cast nearby is immediately obvious to the target |
305 |
4305 Everyone knows that the target has no real martial prowess |
306 |
4306 Everyone knows that the target is a powerful demon in disguise |
307 |
4307 Everyone knows that the target's head is completely hollow |
308 |
4308 Everyone knows that the target's skeleton is made of gold |
309 |
4309 Everyone now within 10 yards of target attacks him for 1d4 rounds |
310 |
4310 Everyone now within 10 yards of target ignores him for 1d4 hours |
311 |
4311 Everyone now within 10 yards of target is disarmed |
312 |
4312 Everyone now within 10 yards of target is invisible to him |
313 |
4313 Everyone now within 10 yards of target is knocked down |
314 |
4314 Everyone now within 10 yards of target is stricken bald |
315 |
4315 Everyone now within 10 yards of target must Save or pass out |
316 |
4316 Everyone now within 10 yards of target shouts his name |
317 |
4317 Everyone who knows the target's name fears him for 3d10 rounds |
318 |
4318 Everyone who knows the target's name forgets what he looks like |
319 |
4319 Everyone who knows the target's name owes him 1d4 gold pieces |
320 |
4320 Everyone who knows the target's name thinks his name is Twinkles |
321 |
4321 Everyone whom target owes money demands repayment in full, now |
322 |
4322 Everyone within 100 yards adopts the target's name |
323 |
4323 Everyone within 100 yards feels intense hatred toward the target |
324 |
4324 Everyone within 100 yards gives a gold piece to the target |
325 |
4325 Everyone within 100 yards is invisible to the target until sunset |
326 |
4326 Everyone within 100 yards races toward the target at top speed |
327 |
4327 Everyone within 100 yards teleports 10d10 yards away from target |
328 |
4328 Everyone within 100 yards teleports to the target's home |
329 |
4329 Everyone within 100 yards thinks the target is about to explode |
330 |
4330 Everyone within 100 yards thinks the target is undead |
331 |
4331 Everything now worn or carried by target becomes sickly green |
332 |
4332 Everything now worn or carried by target is strewn about the area |
333 |
4333 Everything that target is now carrying is imperfectly duplicated |
334 |
4334 Exertion makes target exhale black smoke like a steam engine |
335 |
4335 Fire is intensely beautiful and attractive to the target |
336 |
4336 Fire is invisible to the target |
337 |
4337 Foliage grows wildly beneath the target's feet, entangling him |
338 |
4338 For 1d10 rounds, magic doesn't work within 100 yards of target |
339 |
4339 For 1d10 rounds, ordinary wood smoke is highly toxic to target |
340 |
4340 For 1d10 rounds, target can t be affected by any magic items |
341 |
4341 For 1d4 days, target can t speak to anyone now within 10 yards |
342 |
4342 For 1d4 days, target can t speak to anyone who knows his name |
343 |
4343 For one week, target can t be healed by any magical means |
344 |
4344 For one week, target can t be injured by members of his species |
345 |
4345 Glowing coals appear to be moving within the target's skin |
346 |
4346 Half of target's body begins aging backwards, one year per day |
347 |
4347 Half of target's body is affected by Reverse Gravity |
348 |
4348 Half of target's body is badly burned, the other half frostbitten |
349 |
4349 Half of target's body is indestructible for 2d4 days |
350 |
4350 Half of target's body is infected with lycanthropy |
351 |
4351 Half of target's body polymorphs into some kind of animal |
352 |
4352 Half of target's body resembles half of the caster's body |
353 |
4353 Half of target's body shrinks by 25% |
354 |
4354 Half of target's body suffers from advanced leprosy |
355 |
4355 Half of target's body turns invisible while in direct sunlight |
356 |
4356 Half of target's fingers are permanently invisible |
357 |
4357 Half of target's head appears to be made of crystal |
358 |
4358 Half of target's head appears to be made of metal |
359 |
4359 Half of target's head appears to be stripped of flesh |
360 |
4360 Half of target's head explodes, killing him messily |
361 |
4361 Half of target's head is covered in fine gold scales |
362 |
4362 Half of target's head is covered in fragrant blue moss |
363 |
4363 Half of target's head vanishes, but he's basically unharmed |
364 |
4364 Half of target's limbs become donkey's limbs |
365 |
4365 Hundreds of blood-red worms course from the target's nostrils |
366 |
4366 Hundreds of small ice chips tumble from target's ears |
367 |
4367 Hundreds of wasps swarm the target whenever he draws a weapon |
368 |
4368 If an ally kills target today, he ll resurrect at dawn tomorrow |
369 |
4369 If an ally kills target today, target explodes as a 50HD fireball |
370 |
4370 If an arrow hits the target in the next 1d3 rounds, he explodes |
371 |
4371 If an arrow hits the target in the next round, he doubles in size |
372 |
4372 If an arrow hits the target in the next round, he turns to glass |
373 |
4373 If an arrow hits the target in the next round, he's fully healed |
374 |
4374 If next attack on target causes maximum damage, he dies |
375 |
4375 If next attack on target causes maximum damage, his attacker dies |
376 |
4376 If next attack on target causes maximum damage, the moon vanishes |
377 |
4377 If next attack on target causes maximum damage, winter begins now |
378 |
4378 If reduced to exactly zero hit points, target becomes an undead |
379 |
4379 If reduced to exactly zero hit points, target combusts violently |
380 |
4380 If reduced to exactly zero hit points, target is fully healed |
381 |
4381 If reduced to exactly zero hit points, target melts like butter |
382 |
4382 If reduced to exactly zero hit points, target shatters like glass |
383 |
4383 If reduced to exactly zero hit points, target shrinks by 75% |
384 |
4384 If reduced to exactly zero hit points, target turns invisible |
385 |
4385 If reduced to exactly zero hit points, target turns to steam |
386 |
4386 If reduced to five or fewer hit points, target attacks himself |
387 |
4387 If reduced to five or fewer hit points, target goes berserk |
388 |
4388 If reduced to one hit point, target becomes a lich |
389 |
4389 If reduced to one hit point, target is Healed but loses one level |
390 |
4390 If struck by Dispel Magic, target ceases to exist for 1d10 rounds |
391 |
4391 If struck by Dispel Magic, target is rendered squeaky clean |
392 |
4392 If struck by Dispel Magic, target loses 1d100 hit points |
393 |
4393 If struck by Dispel Magic, target's skeleton disintegrates |
394 |
4394 If target attempts to teleport, his nervous system stays behind |
395 |
4395 If target disembowels himself, he's 10% likely to become a god |
396 |
4396 If target draws a weapon, he can t sheathe it again for 4d6 hours |
397 |
4397 If target draws a weapon, he can t sheathe it until he's wounded |
398 |
4398 If target draws a weapon, he can't use it for 1d4 rounds |
399 |
4399 If target draws a weapon, it's 5% likely to shatter outright |
400 |
4400 If target eats raw meat, he bleeds from the ears for 4d4 rounds |
401 |
4401 If target eats raw meat, he has visions of a possible future |
402 |
4402 If target eats raw meat, he has visions of his own death |
403 |
4403 If target eats raw meat, he succumbs to voracious bloodlust |
404 |
4404 If target eats raw meat, he's thrown into the nearest river |
405 |
4405 If target eats raw meat, it increases in volume by a factor of 10 |
406 |
4406 If target eats raw meat, it turns to hot ashes in his stomach |
407 |
4407 If target has a shield, it becomes fused to his arm |
408 |
4408 If target has a shield, it claps shut on his arm like a clamshell |
409 |
4409 If target has a shield, it now weighs 500 pounds |
410 |
4410 If target has a shield, it vanishes, taking his arm with it |
411 |
4411 If target has any charged magic items, they discharge on him |
412 |
4412 If target has any charged magic items, they turn to wood |
413 |
4413 If target has any charged magic items, they re fully recharged |
414 |
4414 If target has any charged magic items, they re inert until dawn |
415 |
4415 If target has any leather, he sprouts horns like a bull |
416 |
4416 If target has any leather, he's soaked with lamp oil |
417 |
4417 If target has any leather, it rots over 1d10 rounds |
418 |
4418 If target has any leather, the cows that yielded it seek revenge |
419 |
4419 If target has slain anyone recently, he goes insane until dawn |
420 |
4420 If target has slain anyone recently, he's attacked by vultures |
421 |
4421 If target is aware of any poison nearby, he begins shrieking |
422 |
4422 If target is aware of any poison nearby, he thinks it's delicious |
423 |
4423 If target is aware of any poison nearby, he tries to ingest it |
424 |
4424 If target is aware of any poison nearby, he's immune to it |
425 |
4425 If target is beheaded, a spectacular lightshow ensues |
426 |
4426 If target is beheaded, a winged horse springs from his neck-stump |
427 |
4427 If target is beheaded, anyone nearby is stricken blind for 1 turn |
428 |
4428 If target is beheaded, he grows a new head facing backwards |
429 |
4429 If target is beheaded, he grows a new head just like the caster's |
430 |
4430 If target is beheaded, he's 10% likely to possess his slayer |
431 |
4431 If target is beheaded, he's 40% likely to grow a new head |
432 |
4432 If target is beheaded, his blood turns to very strong acid |
433 |
4433 If target is beheaded, his body combusts and races to the horizon |
434 |
4434 If target is beheaded, his body defends his slayer for 2d10 turns |
435 |
4435 If target is beheaded, his body deflates like a balloon |
436 |
4436 If target is beheaded, his body seeks political office |
437 |
4437 If target is beheaded, his body still lives a long and happy life |
438 |
4438 If target is beheaded, his body tries to behead his slayer |
439 |
4439 If target is beheaded, his head becomes undead |
440 |
4440 If target is beheaded, his head bounces away like a rubber ball |
441 |
4441 If target is beheaded, his head explodes as a 10HD fireball |
442 |
4442 If target is beheaded, his head floats away like a balloon |
443 |
4443 If target is beheaded, his head rolls to the highest mountaintop |
444 |
4444 If target is beheaded, his head speaks prophecy for 1d4 rounds |
445 |
4445 If target is beheaded, his head turns to solid gold |
446 |
4446 If target is beheaded, his slayer disgorges 1d6 gallons of blood |
447 |
4447 If target is beheaded, his slayer is Stunned for 1d4 hours |
448 |
4448 If target is beheaded, his slayer must Save vs Will or go insane |
449 |
4449 If target is beheaded, his slayer receives 10d1000 gold pieces |
450 |
4450 If target is beheaded, his slayer then tries to behead himself |
451 |
4451 If target is beheaded, lightning bolts discharge from his neck |
452 |
4452 If target is beheaded, no one now nearby can ever be resurrected |
453 |
4453 If target is beheaded, two identical heads sprout from his neck |
454 |
4454 If target is carrying a magical weapon, he loses 1d8 hit points |
455 |
4455 If target is carrying a magical weapon, he regains 1d8 hit points |
456 |
4456 If target is carrying a magical weapon, it is burned to slag |
457 |
4457 If target is carrying a magical weapon, it mimics his personality |
458 |
4458 If target is carrying a pouch, he tries to climb into it |
459 |
4459 If target is carrying a pouch, it becomes a small Bag of Holding |
460 |
4460 If target is carrying a pouch, it contains 1d100 gold pieces 4461 |
461 |
If target is carrying a pouch, it inflates like a hot air balloon 4462 If |
462 |
target is carrying any food, he turns into a werewolf |
463 |
4463 If target is carrying any gold, he can hurl one 10HD fireball |
464 |
4464 If target is carrying any gold, he changes alignment until sunset |
465 |
4465 If target is carrying any gold, he's struck by lightning |
466 |
4466 If target is carrying any water, it becomes toxic to him |
467 |
4467 If target is carrying any wood, he attempts to devour it |
468 |
4468 If target is carrying any wood, it explodes into fiery splinters |
469 |
4469 If target is carrying any wood, it smolders until sunset |
470 |
4470 If target is carrying any wood, it turns to sawdust |
471 |
4471 If target is carrying rope, he ties himself to a nearby tree |
472 |
4472 If target is carrying rope, he winds it tightly about his neck |
473 |
4473 If target is carrying rope, it can't be cut by non-magical means |
474 |
4474 If target is carrying rope, it threads itself through his flesh |
475 |
4475 If target is currently injured he begins aging one year per round |
476 |
4476 If target is cut by a metal weapon, he loses 2d10 gold pieces |
477 |
4477 If target is cut by a metal weapon, he won't heal naturally |
478 |
4478 If target is cut by a metal weapon, his limbs turn invisible |
479 |
4479 If target is cut by a metal weapon, it sizzles violently |
480 |
4480 If target is cut by a metal weapon, that injury quickly rusts |
481 |
4481 If target is cut by a metal weapon, that weapon quickly rusts |
482 |
4482 If target is now bleeding, fire can t harm him for 2d4 days |
483 |
4483 If target is now bleeding, he begins to drown as though submerged |
484 |
4484 If target is now bleeding, he's hereafter susceptible to rust |
485 |
4485 If target is now bleeding, his weapon is +4 for 2d4 hours |
486 |
4486 If target is now bleeding, the ground at his feet heats to 500° |
487 |
4487 If target is now carrying any food, he contracts advanced leprosy |
488 |
4488 If target is now carrying any food, he loses 1d100 hit points |
489 |
4489 If target is now carrying any food, he teleports 2d10 miles |
490 |
4490 If target is now standing, he can't sit or lie down for 8d6 hours |
491 |
4491 If target is now standing, he levitates helplessly for 2d8 rounds |
492 |
4492 If target is now standing, he's now standing on tall stilts |
493 |
4493 If target is now standing, his legs double in length |
494 |
4494 If target is now wet, he suffers sudden heat exhaustion |
495 |
4495 If target is slain by a blade, he can never be resurrected |
496 |
4496 If target is slain by fire, he explodes as a 20HD fireball |
497 |
4497 If target is slain by fire, he resurrects in 1d4 days |
498 |
4498 If target is slain by fire, his ashes are scattered over the sea |
499 |
4499 If target is slain by fire, the nearest forest is also set ablaze |
500 |
4500 If target is slain in the next 24 hours, he becomes a god |
501 |
4501 If target is slain in the next 24 hours, he can't be resurrected |
502 |
4502 If target is slain in the next 24 hours, he resurrects at sunrise |
503 |
4503 If target is slain in the next 24 hours, winter begins at once |
504 |
4504 If target is slain, a spring bubbles up from beneath his corpse |
505 |
4505 If target is slain, a virulent plague breaks out in a nearby city |
506 |
4506 If target is slain, all trees within 10 miles vanish |
507 |
4507 If target is slain, all within 10 miles are overcome by grief |
508 |
4508 If target is slain, he becomes an undead servant for his slayer |
509 |
4509 If target is slain, he forever haunts the dreams of his slayer |
510 |
4510 If target is slain, his allies all attack his slayer |
511 |
4511 If target is slain, his allies quickly forget him and move on |
512 |
4512 If target is slain, his corpse completely decays in 1d4 rounds |
513 |
4513 If target is slain, his corpse embraces his slayer and combusts |
514 |
4514 If target is slain, his corpse turns to wax within 1d10 rounds |
515 |
4515 If target is slain, his slayer must Save or die along with him |
516 |
4516 If target is slain, his soul can't leave his body |
517 |
4517 If target is slain, his soul is sent to the wrong plane |
518 |
4518 If target is slain, the caster is under a Geas to resurrect him |
519 |
4519 If target is slain, the caster must inform his next of kin |
520 |
4520 If target is wearing animal hide, he becomes an animal until dawn |
521 |
4521 If target is wearing animal hide, he hides like an animal |
522 |
4522 If target is wearing animal hide, he thinks that he's that animal |
523 |
4523 If target is wearing animal hide, he tries to eat it |
524 |
4524 If target is wearing animal hide, it animates and attacks him |
525 |
4525 If target is wearing any rings, he has a spiritual revelation |
526 |
4526 If target is wearing any rings, he's immune to magic until sunset |
527 |
4527 If target is wearing any rings, his hands retract into his wrists |
528 |
4528 If target is wearing any rings, they ignite on his fingers |
529 |
4529 If target is wearing armor, he is unable to remove it |
530 |
4530 If target is wearing armor, he teleports into the nearest town |
531 |
4531 If target is wearing armor, he thinks it's part of his body |
532 |
4532 If target is wearing armor, he's attacked by 1d4 alligators |
533 |
4533 If target is wearing armor, he's blinded until he removes it |
534 |
4534 If target is wearing armor, he's hurled into the nearest river |
535 |
4535 If target is wearing armor, he's soaked with lamp oil |
536 |
4536 If target is wearing armor, he's struck by lightning |
537 |
4537 If target is wearing armor, it clatters noisily in the dark |
538 |
4538 If target is wearing armor, it constricts painfully about him |
539 |
4539 If target is wearing armor, it has a +2 AC bonus until sunrise |
540 |
4540 If target is wearing armor, it heats to 500° |
541 |
4541 If target is wearing armor, it rattles violently for 1d10 hours |
542 |
4542 If target is wearing armor, it teleports 2d6 yards |
543 |
4543 If target is wearing armor, it turns invisible |
544 |
4544 If target is wearing armor, it vanishes for 1d10 rounds |
545 |
4545 If target is wearing armor, it's as supple as silk until sunset |
546 |
4546 If target is wearing armor, it's restored to brand-new condition |
547 |
4547 If target is wearing armor, rain falls heavily for 1d10 days |
548 |
4548 If target is wearing armor, the ground beneath him gives way |
549 |
4549 If target is wearing shoes, his feet become chicken's feet |
550 |
4550 If target is wielding a weapon, he suffers severe frostbite |
551 |
4551 If target kills an ally within one turn, he'll be fully Healed |
552 |
4552 If target kills anyone in the next hour, he vanishes for 2d4 days |
553 |
4553 If target lights a fire, he feels an urge to put his hands in it |
554 |
4554 If target lights a fire, he is overwhelmingly afraid of it |
555 |
4555 If target lights a fire, he perceives omens in its burning embers |
556 |
4556 If target lights a fire, his clothing ignites |
557 |
4557 If target loses a finger, he deliberately cuts off another one |
558 |
4558 If target loses a finger, that hand shrivels and dies |
559 |
4559 If target moves more than 10 yards from this spot, he dies |
560 |
4560 If target now has fewer than 1d100 hit points, he's fully Healed |
561 |
4561 If target now has more than 20 hit points, he loses 1d100 |
562 |
4562 If target sees an open pit, he tries to bury himself in it |
563 |
4563 If target sees an open pit, he's attacked by something in it |
564 |
4564 If target sits or lies down, he can't stand again for 8d6 hours |
565 |
4565 If target sits or lies down, he teleports 1d100 yards |
566 |
4566 If target sits or lies down, he's attacked by glowing beetles |
567 |
4567 If target sits or lies down, he's covered by a light frost |
568 |
4568 If target sleeps more than eight hours, he's struck by lightning |
569 |
4569 If target teleports, he arrives holding two buckets of paint |
570 |
4570 If target teleports, his skeleton teleports to this spot |
571 |
4571 If target uses a doorway in the next hour, he turns to stone |
572 |
4572 If target wields an axe, he thinks he's the archetypal Dwarf |
573 |
4573 If target wields an axe, he tries to decapitate himself with it |
574 |
4574 If target wields an axe, he's attacked by the nearest tree |
575 |
4575 If target worships a deity, he claims to speak for the deity |
576 |
4576 If target worships a deity, he forsakes that deity for another |
577 |
4577 If target worships a deity, he thinks he's that deity's avatar |
578 |
4578 If target worships a deity, he thinks the deity is talking to him |
579 |
4579 If target's hands touch, they adhere to each other until dawn |
580 |
4580 If target's weapon is metal, his hand turns to similar metal |
581 |
4581 If target's weapon is metal, it turns to glass for 1d4 rounds |
582 |
4582 If target's weapon is metal, it turns to wood and vice versa |
583 |
4583 If target's weapon is metal, it's now indestructible |
584 |
4584 Innumerable bats flutter around the target each day at twilight |
585 |
4585 Insects constantly swarm around the target from now on |
586 |
4586 Magic items are unreliable for the target for 2d4-1 days |
587 |
4587 Magic items function at 50% power when target uses them |
588 |
4588 Meat turns to gravel as it moves through target's digestive tract |
589 |
4589 Melancholy chants issue from the target's weapon during battle |
590 |
4590 Metal weapons are immune to magic while target wields them |
591 |
4591 Metal weapons are invisible to target while he wields them |
592 |
4592 Metal weapons chime pleasantly when they strike the caster |
593 |
4593 Metal weapons do not conduct electricity while target wields them |
594 |
4594 Metal weapons seem 10X heavier to target while he wields them |
595 |
4595 Metal weapons seem to hum with power when target wields them |
596 |
4596 Metal weapons seem weightless to target during combat |
597 |
4597 Metal weapons strike sparks against target's body like flint |
598 |
4598 Music causes the target to weep tears of blood |
599 |
4599 Music inspires savage bloodlust in the target |
600 |
4600 Nearest horse adopts the target's personality |
601 |
4601 Nearest horse brutally attacks the target until one is dead |
602 |
4602 Nearest pine tree crushes the target's home, wherever it is |
603 |
4603 Nearest pine tree pelts the target with jagged pine cones |
604 |
4604 Nearest pine tree sounds like the target when the wind blows |
605 |
4605 Nearest pine tree sprays the target with boiling, caustic sap |
606 |
4606 Nearest zombie appears in the area under the target's command |
607 |
4607 Nearest zombie attacks the target until one is destroyed |
608 |
4608 Nearest zombie follows the target everywhere |
609 |
4609 Nearest zombie steals something precious to target, then flees |
610 |
4610 Next 1d10 attacks upon target have a +4 bonus to damage |
611 |
4611 Next 1d10 attacks upon target heal rather than inflict damage |
612 |
4612 Next 1d10 attacks upon target inflict burning damage like fire |
613 |
4613 Next 1d10 attacks upon target inflict only illusionary damage |
614 |
4614 Next 1d10 attacks upon target inflict only minimum damage |
615 |
4615 Next 1d10 attacks upon target leave him breathless and exhausted |
616 |
4616 Next 1d10 attacks upon target leave him soaked with brine |
617 |
4617 Next 1d10 attacks upon target wound a nearby tree instead |
618 |
4618 Next 1d4 creatures slain by target combust immediately |
619 |
4619 Next 1d4 creatures slain by target immediately rise as undead |
620 |
4620 Next 1d4 creatures slain by target turn invisible upon death |
621 |
4621 Next 1d4 creatures slain by target very rapidly decompose |
622 |
4622 Next 1d4 hours seem like a dream to the target |
623 |
4623 Next 1d4 rounds seem to last a full day to the target |
624 |
4624 Next 2d4 spells cast at target are invisible in effect |
625 |
4625 Next 2d4 spells cast at target function as the current spell |
626 |
4626 Next 2d4 spells cast at target function at 2X normal power |
627 |
4627 Next 2d4 spells cast at target strike random targets nearby |
628 |
4628 Next horse touched by target becomes ravenously carnivorous |
629 |
4629 Next horse touched by target can never again be ridden by mortals |
630 |
4630 Next horse touched by target shrinks by 75% |
631 |
4631 Next horse touched by target turns into a small dinosaur |
632 |
4632 Next magic item handled by target appears as supple as clay |
633 |
4633 Next magic item handled by target can again never be used by him |
634 |
4634 Next magic item handled by target can t be used by anyone else |
635 |
4635 Next magic item handled by target drains 1d10 hit points from him |
636 |
4636 Next magic item handled by target expresses deep hatred for him |
637 |
4637 Next magic item handled by target expresses deep love for him |
638 |
4638 Next magic item handled by target is etched with his fingerprints |
639 |
4639 Next magic item handled by target is invisible while he uses it |
640 |
4640 Next magic item handled by target leaves colorful trails of light |
641 |
4641 Next magic item handled by target leaves weird scars on his hands |
642 |
4642 Next magic item handled by target makes him think he's drowning |
643 |
4643 Next magic item handled by target makes his hands go numb |
644 |
4644 Next magic item handled by target restores 1d10 hit points |
645 |
4645 Next magic item handled by target seems to him to be 1,000° |
646 |
4646 Next magic item handled by target seems to him to be 10X heavier |
647 |
4647 Next magic item handled by target shines like a beacon to undead |
648 |
4648 Next magic item handled by target smells like manure for 3d8 days |
649 |
4649 Next magic item handled by target tries to control his mind |
650 |
4650 Next magic item handled by target works at 2X normal power |
651 |
4651 Next magic item handled by target works contrary to his wishes |
652 |
4652 Next person to wound the target absorbs half of the damage |
653 |
4653 Next person to wound the target can harm no one else until sunset |
654 |
4654 Next person to wound the target hallucinates wildly for one turn |
655 |
4655 Next person to wound the target inflicts maximum damage |
656 |
4656 Next person to wound the target is attacked by vermin |
657 |
4657 Next person to wound the target is immediately chained to him |
658 |
4658 Next person to wound the target is paralyzed for 1d10 rounds |
659 |
4659 Next person to wound the target is splattered with fish guts |
660 |
4660 Next person to wound the target is stricken blind until sunset |
661 |
4661 Next person to wound the target is swarmed by aggressive bees |
662 |
4662 Next person to wound the target is thrown into the nearest well |
663 |
4663 Next person to wound the target is worshipped by vermin |
664 |
4664 Next person to wound the target must Save or fall unconscious |
665 |
4665 Next person to wound the target races to the nearest graveyard |
666 |
4666 Next person to wound the target resembles him for 1d20 hours |
667 |
4667 Next person to wound the target sees fires blazing all around him |
668 |
4668 Next person to wound the target suffers 2X the damage inflicted |
669 |
4669 Next person to wound the target suffers equal damage |
670 |
4670 Next person to wound the target suffers overpowering vertigo |
671 |
4671 Next person to wound the target suffers the damage instead |
672 |
4672 Next person to wound the target teleports 1d4 miles away |
673 |
4673 Next person to wound the target teleports 4d8 yards straight up |
674 |
4674 Next person to wound the target then attacks the caster |
675 |
4675 Next person to wound the target then flees to the nearest forest |
676 |
4676 Next person to wound the target thinks he'll die before nightfall |
677 |
4677 Next person to wound the target thinks he's drowning for one turn |
678 |
4678 Next person to wound the target thinks that he's slain the target |
679 |
4679 Next person to wound the target totally disarms himself |
680 |
4680 Next person to wound the target will soon be abducted by undead |
681 |
4681 Next person wounded by target must Save or age 1d6 years |
682 |
4682 Next person wounded by target must Save or be attacked by vermin |
683 |
4683 Next person wounded by target must Save or be Charmed by him |
684 |
4684 Next person wounded by target must Save or be poisoned |
685 |
4685 Next person wounded by target must Save or be stricken mute |
686 |
4686 Next person wounded by target must Save or contract leprosy |
687 |
4687 Next person wounded by target must Save or drop to one hit point |
688 |
4688 Next person wounded by target must Save or flee panic-stricken |
689 |
4689 Next person wounded by target must Save or shrink by 5d10% |
690 |
4690 Next person wounded by target must Save or teleport 1d4 miles |
691 |
4691 Next puddle stepped in by target absolves him of sin |
692 |
4692 Next puddle stepped in by target causes him to hallucinate |
693 |
4693 Next puddle stepped in by target changes his alignment until dawn |
694 |
4694 Next puddle stepped in by target contains a small sea monster |
695 |
4695 Next puddle stepped in by target drenches him from head to toe |
696 |
4696 Next puddle stepped in by target explodes as a 6HD fireball |
697 |
4697 Next puddle stepped in by target hardens like cement |
698 |
4698 Next puddle stepped in by target inspires him to megalomania |
699 |
4699 Next puddle stepped in by target is a 16HD water elemental |
700 |
4700 Next puddle stepped in by target is highly concentrated acid |
701 |
4701 Next puddle stepped in by target sends him to Elemental Water |
702 |
4702 Next puddle stepped in by target teleports him to a nearby lake |
703 |
4703 Next puddle stepped in by target throws him 3d10 yards in the air |
704 |
4704 Next puddle stepped in by target turns to glass |
705 |
4705 Next time target touches a tree, he must Save or turn to wood |
706 |
4706 Next time target touches a tree, he's attacked by 1d100 squirrels |
707 |
4707 Next time target touches a tree, he's buried in a heap of sawdust |
708 |
4708 Next time target touches a tree, he's overgrown with stiff bark |
709 |
4709 Next weapon to wound target absorbs water like a sponge |
710 |
4710 Next weapon to wound target afflicts its wielder with narcolepsy |
711 |
4711 Next weapon to wound target appears as porous as a sponge |
712 |
4712 Next weapon to wound target appears to be made of diamond |
713 |
4713 Next weapon to wound target becomes as black as coal forever |
714 |
4714 Next weapon to wound target begins aging 1d100 years per round |
715 |
4715 Next weapon to wound target burns like magnesium for 1d10 rounds |
716 |
4716 Next weapon to wound target can never wound him again thereafter |
717 |
4717 Next weapon to wound target can t harm him for 1d8 days |
718 |
4718 Next weapon to wound target disintegrates if it wounds him again |
719 |
4719 Next weapon to wound target embeds itself in a nearby tree |
720 |
4720 Next weapon to wound target exudes acrid steam for 1d4 weeks |
721 |
4721 Next weapon to wound target heals him if it wounds him again |
722 |
4722 Next weapon to wound target heals its wielder by an equal amount |
723 |
4723 Next weapon to wound target identifies him as its rightful owner |
724 |
4724 Next weapon to wound target inflicts 10X the rolled damage |
725 |
4725 Next weapon to wound target is 5% likely to change his sex |
726 |
4726 Next weapon to wound target is +1 until he's wounded again |
727 |
4727 Next weapon to wound target is 10% likely to change his alignment |
728 |
4728 Next weapon to wound target is 10% likely to destroy his soul |
729 |
4729 Next weapon to wound target is 60% likely to shatter |
730 |
4730 Next weapon to wound target is believed to be a mighty artifact |
731 |
4731 Next weapon to wound target is crushed into a small cube |
732 |
4732 Next weapon to wound target is engraved with his name |
733 |
4733 Next weapon to wound target is forever after -1 ToHit |
734 |
4734 Next weapon to wound target is frozen in a large block of ice |
735 |
4735 Next weapon to wound target is intensely magnetic |
736 |
4736 Next weapon to wound target is invisible to him forever after |
737 |
4737 Next weapon to wound target is jealously sought by collectors |
738 |
4738 Next weapon to wound target is older than the entire universe |
739 |
4739 Next weapon to wound target is pinned beneath a nearby boulder |
740 |
4740 Next weapon to wound target is replaced by a nearly exact replica |
741 |
4741 Next weapon to wound target is soon confiscated by demons |
742 |
4742 Next weapon to wound target is thereafter +1 to hit him |
743 |
4743 Next weapon to wound target is thereafter +4 ToHit him |
744 |
4744 Next weapon to wound target is thereafter indestructible |
745 |
4745 Next weapon to wound target is thereafter terribly afraid of him |
746 |
4746 Next weapon to wound target leaps 1d100 rounds into the future |
747 |
4747 Next weapon to wound target likewise wounds his attacker |
748 |
4748 Next weapon to wound target makes him suffer apocalyptic visions |
749 |
4749 Next weapon to wound target must Save or melt like a candle |
750 |
4750 Next weapon to wound target must Save or shrink by 5d10 + 45% |
751 |
4751 Next weapon to wound target penalizes its wielder's AC by 5 |
752 |
4752 Next weapon to wound target turns out to be a mighty artifact |
753 |
4753 Next weapon to wound target turns to stone |
754 |
4754 Next weapon to wound target vanishes for 1d10 rounds |
755 |
4755 Next weapon to wound target was forged from his own bones |
756 |
4756 Next weapon to wound target was forged on a distant world |
757 |
4757 No one speaks to target for 2d4-1 days |
758 |
4758 No one speaks to target until he spills his own blood |
759 |
4759 Non-magical animals react to the target as if he were a salt lick |
760 |
4760 Non-magical animals react to the target as if he were food |
761 |
4761 Non-magical animals react to the target as if he were one of them |
762 |
4762 Non-magical animals react to the target as if he were undead |
763 |
4763 Normal voices seem deafeningly loud to the target |
764 |
4764 Normal voices seem ghostly and haunting to the target |
765 |
4765 Normal voices seem to echo imperiously to the target |
766 |
4766 Normal voices seem to resonate in the target's bones |
767 |
4767 On target's back is a button that, if pushed, lights up his head |
768 |
4768 On target's back is a button that, if pushed, makes him giggle |
769 |
4769 On target's back is a button that, if pushed, makes him glow blue |
770 |
4770 On target's back is a button that, if pushed, makes him sweat |
771 |
4771 Once per day, target can make a sound like a cannon |
772 |
4772 Once per day, target can turn all wheels nearby invisible |
773 |
4773 One of target's allies thinks that target is an avatar of his god |
774 |
4774 One of target's arms becomes as supple as rope during combat |
775 |
4775 One of target's arms can bend in 1d4 additional places |
776 |
4776 One of target's arms is as durable as steel, but only when wet |
777 |
4777 One of target's arms is bent like a corkscrew |
778 |
4778 One of target's arms is bent like a shepherd's crook |
779 |
4779 One of target's arms is replaced by a duplicate of his head |
780 |
4780 One of target's arms is stripped to the bone but works normally |
781 |
4781 One of target's arms loses all bone but functions like a tentacle |
782 |
4782 One of target's arms turns into a small replica of his leg |
783 |
4783 One of target's arms turns to a lion's foreleg |
784 |
4784 One of target's eyes migrates to the back of his head |
785 |
4785 One of target's feet is fused into an anvil |
786 |
4786 One of target's feet rotates 180° at the ankle |
787 |
4787 One of target's hands appears to have been flattened by a hammer |
788 |
4788 One of target's hands becomes hideously contorted and deformed |
789 |
4789 One of target's hands can pass through solid steel |
790 |
4790 One of target's hands can pass through stone |
791 |
4791 One of target's hands can t be cut by non-magical metal |
792 |
4792 One of target's hands dissolves in water like a sand castle |
793 |
4793 One of target's hands figures prominently in the apocalypse |
794 |
4794 One of target's hands glows brightly in the presence of magic |
795 |
4795 One of target's hands is fireproof, but he never knows which one |
796 |
4796 One of target's hands is fireproof; the other hand vanishes |
797 |
4797 One of target's hands is immune to bludgeoning weapons |
798 |
4798 One of target's hands is impervious to beam-based magic spells |
799 |
4799 One of target's hands is impervious to magical cold |
800 |
4800 One of target's hands is invisible to undead |
801 |
4801 One of target's hands is shaped like an orangutan's hand |
802 |
4802 One of target's hands migrates to the top of his head |
803 |
4803 One of target's hands oozes a viscous liquid like sap |
804 |
4804 One of target's hands shines like a beacon if clenched in a fist |
805 |
4805 One of target's hands turns into a hoof |
806 |
4806 One of target's hands turns into a perfect cube of granite |
807 |
4807 One of target's hands turns into a replica of a rabbit's head |
808 |
4808 One of target's hands turns into sponge |
809 |
4809 One of target's hands, when clenched, looks like a small head |
810 |
4810 One of target's legs and one of his arms become as clear as glass |
811 |
4811 One of target's legs and one of his arms seem to be made of wood |
812 |
4812 One of target's legs and one of his arms shrink by 50% |
813 |
4813 One of target's legs and one of his arms turn invisible |
814 |
4814 One of target's limbs acquires intelligence hostile to him |
815 |
4815 One of target's limbs always seems to be soaked with milk |
816 |
4816 One of target's limbs appears to be made of diamond |
817 |
4817 One of target's limbs becomes wildly disobedient during combat |
818 |
4818 One of target's limbs can appear identical to his other limbs |
819 |
4819 One of target's limbs can be Dispelled as an illusion |
820 |
4820 One of target's limbs can never be rendered invisible |
821 |
4821 One of target's limbs can t be armored in combat |
822 |
4822 One of target's limbs develops an intense hatred for the others |
823 |
4823 One of target's limbs falls off and tries to escape |
824 |
4824 One of target's limbs glows bright blue in the dark |
825 |
4825 One of target's limbs is affected as by the spell Slow |
826 |
4826 One of target's limbs is as hard as steel during combat |
827 |
4827 One of target's limbs is clearly artificial |
828 |
4828 One of target's limbs is controlled by caster for 1d10 rounds |
829 |
4829 One of target's limbs is covered in feathers |
830 |
4830 One of target's limbs is entirely indestructible |
831 |
4831 One of target's limbs is impervious to blades during combat |
832 |
4832 One of target's limbs is impervious to polymorph magic |
833 |
4833 One of target's limbs is made of porcelain but functions normally |
834 |
4834 One of target's limbs is paralyzed for 1d6 days |
835 |
4835 One of target's limbs is replaced by a hideous tentacle |
836 |
4836 One of target's limbs is responsible for genocide |
837 |
4837 One of target's limbs is wanted for murder |
838 |
4838 One of target's limbs now juts from the center of his back |
839 |
4839 One of target's limbs regenerates in 1d4 rounds if severed |
840 |
4840 One of target's limbs retracts into his torso when not in use |
841 |
4841 One of target's limbs seems to belong to a different species |
842 |
4842 One of target's limbs shrinks by 1d4% per day |
843 |
4843 One of target's limbs suffers intense pain if he uses magic |
844 |
4844 One of target's limbs turns as green as grass |
845 |
4845 One of target's limbs turns to a tree limb |
846 |
4846 One of target's limbs turns to solid gold |
847 |
4847 One or more of target's allies is plotting to kill him |
848 |
4848 One or more of target's allies thinks that target is a traitor |
849 |
4849 Ordinary water has a powerful emetic effect upon the target |
850 |
4850 Ordinary water induces aggressive incontinence in the target |
851 |
4851 Ordinary water is as intoxicating to target as distilled spirits |
852 |
4852 Ordinary water is incredibly impressive to the target |
853 |
4853 People often mistake the target for a hated enemy |
854 |
4854 People often mistake the target for a statue of the caster |
855 |
4855 People often mistake the target for an undead monstrosity |
856 |
4856 People often mistake the target for someone who gives a damn |
857 |
4857 People who meet target for the first time accuse him of drowning |
858 |
4858 People who meet target for the first time accuse him of treason |
859 |
4859 People who meet target for the first time are intimidated by him |
860 |
4860 People who meet target for the first time are intimidating to him |
861 |
4861 People who meet target for the first time become violently ill |
862 |
4862 People who meet target for the first time feel insulted by him |
863 |
4863 People who meet target for the first time ignore him if he speaks |
864 |
4864 People who meet target for the first time laugh at him derisively |
865 |
4865 People who meet target for the first time lose 1d4 gold pieces |
866 |
4866 People who meet target for the first time mistake him for royalty |
867 |
4867 People who meet target for the first time mock his fashion sense |
868 |
4868 People who meet target for the first time point at him and laugh |
869 |
4869 People who meet target for the first time promptly forget him |
870 |
4870 People who meet target for the first time refuse to speak to him |
871 |
4871 People who meet target for the first time tend to trust him |
872 |
4872 People who meet target for the first time think he's a corpse |
873 |
4873 People who meet target for the first time think he's a murderer |
874 |
4874 People who meet target for the first time think he's a thief |
875 |
4875 People who meet target for the first time think he's mocking them |
876 |
4876 People who meet target for the first time think he's on fire |
877 |
4877 People who meet target for the first time think he's stupid |
878 |
4878 People who meet target for the first time think that he's a demon |
879 |
4879 People who meet target for the first time think that he's hideous |
880 |
4880 People who meet target for the first time threaten to kill him |
881 |
4881 Phosphorescent beetles teem over target's skin for 2d12 hours |
882 |
4882 Printed text appears hopelessly garbled while target is nearby |
883 |
4883 Rope hisses like a snake while target uses it |
884 |
4884 Rope tends to become hopelessly tangled when target uses it |
885 |
4885 Seltzer water sprays from the target's nose for 1d10 rounds |
886 |
4886 Shimmering lights play over the target's skin during combat |
887 |
4887 Smoke issues from the ground near the target when he's angry |
888 |
4888 Smoke makes the target think that he's being suffocated |
889 |
4889 Smoke pours from target's eyes when he uses or is struck by magic |
890 |
4890 Smoke pours from target's skin as though his bones are ablaze |
891 |
4891 Some common non-magical species adopts the target as its enemy |
892 |
4892 Some common non-magical species is forever invisible to target |
893 |
4893 Some distant creature has been hired to assassinate the target |
894 |
4894 Something from the bottom of a nearby lake attacks the target |
895 |
4895 Sparks fly from target's ears as from a grindstone |
896 |
4896 Sparks fly from target's eyes when he draws a weapon |
897 |
4897 Sparks fly from target's fingertips when he's angry |
898 |
4898 Sparks fly from target's nostrils as he speaks |
899 |
4899 Spectral voices echo everything that the target says |
900 |
4900 Suddenly 1d4 people appear and attack the target |
901 |
4901 Suddenly 1d4 people appear and offer trinkets to the target |
902 |
4902 Suddenly 1d4 people appear and try to lasso the target |
903 |
4903 Suddenly 1d4 people appear and worship the target |
904 |
4904 Suddenly 1d4 people nearby resemble the target |
905 |
4905 Suddenly 1d4 people nearby wish to assassinate the target |
906 |
4906 Sulfurous mud oozes from target's clothes for 1d8 hours |
907 |
4907 Summoned creatures are at +2 ToHit the target |
908 |
4908 Summoned creatures are Hasted in the target's presence |
909 |
4909 Summoned creatures are invisible to the target |
910 |
4910 Summoned creatures are Slowed in the target's presence |
911 |
4911 Summoned creatures can make no sound in the target's presence |
912 |
4912 Summoned creatures covet the target's possessions |
913 |
4913 Summoned creatures ignore and are unaffected by the target |
914 |
4914 Summoned creatures ignore the target unless he attacks them |
915 |
4915 Summoned creatures ignore the target unless he has a weapon drawn |
916 |
4916 Swords can't come within ten feet of the target for 1d4 rounds |
917 |
4917 Swords in target's presence drip with his blood |
918 |
4918 Swords pass harmlessly through the target's body for 1d4 turns |
919 |
4919 Target acquires a new language and refuses to speak any other |
920 |
4920 Target acquires an exact copy of the caster's spellbook |
921 |
4921 Target acquires scars to match any wounds he inflicts on others |
922 |
4922 Target acts as though he doesn't really exist |
923 |
4923 Target acts as though he's the only person who really exists |
924 |
4924 Target acts as though his fingers are readily replaceable |
925 |
4925 Target acts as though his head and body are two separate beings |
926 |
4926 Target acts generally like a jerk toward his friends and allies |
927 |
4927 Target acts like a child for 10d10 rounds |
928 |
4928 Target acts like a horse for 1d4 turns |
929 |
4929 Target adds 1d4 to each attribute score for 2d12 hours |
930 |
4930 Target affects an air of ostentatious wealth even if he's poor |
931 |
4931 Target ages 1d10 years per day for the next 1d4 weeks |
932 |
4932 Target ages 1d1000 years; if he lives, he's not subject to aging |
933 |
4933 Target ages 1d4 years each time he says his name |
934 |
4934 Target ages 1d4 years each time he's cut by a claw or fang |
935 |
4935 Target ages 1d4 years each time he's cut by a metal blade |
936 |
4936 Target ages 1d4 years each time his weapon injures someone |
937 |
4937 Target ages at 2X normal rate unless he has a coin in his mouth |
938 |
4938 Target ages at 2X normal rate while not in direct sunlight |
939 |
4939 Target ages one year for each hit point of fire damage he suffers |
940 |
4940 Target ages one year per round spent in the caster's presence |
941 |
4941 Target ages plus or minus 1d10 years each hour |
942 |
4942 Target always attacks the foe he's least likely to defeat |
943 |
4943 Target always fails to consider the consequences |
944 |
4944 Target always knows the location of the nearest giraffe |
945 |
4945 Target and his possessions are stripped of any enchantments |
946 |
4946 Target and nearest zombie are chained together nearby |
947 |
4947 Target and nearest zombie are often mistaken for each other |
948 |
4948 Target and nearest zombie exchange bodies |
949 |
4949 Target and nearest zombie form an unholy alliance |
950 |
4950 Target and the nearest horse exchange bodies |
951 |
4951 Target and the nearest horse exchange clothing |
952 |
4952 Target and the next person he attacks are invisible to each other |
953 |
4953 Target and the next person he attacks are soaked with icy brine |
954 |
4954 Target and the next person he attacks both shrink by 5d10% |
955 |
4955 Target and the next person he attacks each lose 2d8 hit points |
956 |
4956 Target and the next person he attacks fall unconscious until dawn |
957 |
4957 Target and the next person he attacks freeze solid |
958 |
4958 Target and the next person he attacks teleport 1d4 miles away |
959 |
4959 Target and the next person he attacks vanish for 10d10 rounds |
960 |
4960 Target appears to be 1d100 years older than he really is |
961 |
4961 Target appears to be 1d20 inches taller than he really is |
962 |
4962 Target appears to be a hideous corpse until dawn tomorrow |
963 |
4963 Target appears to be far more menacing than he really is |
964 |
4964 Target appears to be in the middle of a terrible rainstorm |
965 |
4965 Target appears to be made of chocolate until dawn tomorrow |
966 |
4966 Target appears to be soaked in his own blood until dawn tomorrow |
967 |
4967 Target appears to be wearing a cloak of shimmering fire |
968 |
4968 Target appears to have been assembled out of bamboo |
969 |
4969 Target appears to have been burned beyond recognition |
970 |
4970 Target appears to have been turned inside-out and then restored |
971 |
4971 Target asserts that a great catastrophe is about to occur |
972 |
4972 Target asserts that a nearby ally is really an illusion |
973 |
4973 Target asserts that a nearby ally is trying to Charm him |
974 |
4974 Target asserts that a vast conspiracy is out to get him |
975 |
4975 Target asserts that all contracts are null and void |
976 |
4976 Target asserts that all gold within 10 miles is counterfeit |
977 |
4977 Target asserts that anyone who bleeds in his presence is a coward |
978 |
4978 Target asserts that anyone who drinks his blood will live forever |
979 |
4979 Target asserts that dangerous organisms live within his flesh |
980 |
4980 Target asserts that death no longer has any power over him |
981 |
4981 Target asserts that fire-based magic has no effect upon him |
982 |
4982 Target asserts that he and the caster have been allies for years |
983 |
4983 Target asserts that he can command undead |
984 |
4984 Target asserts that he can cure disease and cast out demons |
985 |
4985 Target asserts that he can divine the future, for the right price |
986 |
4986 Target asserts that he can identify poisons by tasting them |
987 |
4987 Target asserts that he can issue divine edicts |
988 |
4988 Target asserts that he can place powerful curses on people |
989 |
4989 Target asserts that he can produce pearls if he eats sand |
990 |
4990 Target asserts that he can summon Earth Elementals by eating dirt |
991 |
4991 Target asserts that he can summon ghosts and phantoms at will |
992 |
4992 Target asserts that he can take the shape of a doppelganger |
993 |
4993 Target asserts that he can talk to Air Elementals at will |
994 |
4994 Target asserts that he can throw lightning bolts at will |
995 |
4995 Target asserts that he can travel between planes at will |
996 |
4996 Target asserts that he can travel freely through time |
997 |
4997 Target asserts that he can turn diamonds into coal by eating them |
998 |
4998 Target asserts that he died 1d4 rounds ago |
999 |
4999 Target asserts that he died 1d4 years ago |
1000 |
5000 Target asserts that he has a key that unlocks his skull |
d1000 | Result |
---|---|
1 |
5001 Target asserts that he has any number of non-verifiable maladies |
2 |
5002 Target asserts that he has only 1d4 hours to live |
3 |
5003 Target asserts that he has the power to bestow godhood |
4 |
5004 Target asserts that he has the power to create and destroy souls |
5 |
5005 Target asserts that he heals quickly and has a metal skeleton |
6 |
5006 Target asserts that he intends to raze the nearest city |
7 |
5007 Target asserts that he is descended from mighty kings |
8 |
5008 Target asserts that he is the caster's father |
9 |
5009 Target asserts that he knows exactly who is destined to kill him |
10 |
5010 Target asserts that he knows the location of a secret holy book |
11 |
5011 Target asserts that he knows the location of a vast treasure |
12 |
5012 Target asserts that he knows when, where, and how he'll die |
13 |
5013 Target asserts that he must choose which of his allies must die |
14 |
5014 Target asserts that he was bitten by a werewolf one month ago |
15 |
5015 Target asserts that he will become omnipotent upon death |
16 |
5016 Target asserts that he will go insane unless he eats 1d4 apples |
17 |
5017 Target asserts that he worked as a torturer for the king |
18 |
5018 Target asserts that he'll combust if anyone says his name |
19 |
5019 Target asserts that he'll combust if he draws his weapon too fast |
20 |
5020 Target asserts that he'll combust if he gets wet |
21 |
5021 Target asserts that he'll combust if he reads a map |
22 |
5022 Target asserts that he'll combust if he's outdoors at sunset |
23 |
5023 Target asserts that he'll combust if his blood is spilled |
24 |
5024 Target asserts that he'll die before he sees another winter |
25 |
5025 Target asserts that he'll die during the next rainstorm |
26 |
5026 Target asserts that he'll die if anyone harms the caster |
27 |
5027 Target asserts that he'll die if anyone nearby dies violently |
28 |
5028 Target asserts that he'll die if anyone nearby is related to him |
29 |
5029 Target asserts that he'll die if anyone nearby speaks his name |
30 |
5030 Target asserts that he'll die if anyone nearby uses magic |
31 |
5031 Target asserts that he'll die if he changes or cleans his clothes |
32 |
5032 Target asserts that he'll die if he closes his eyes or blinks |
33 |
5033 Target asserts that he'll die if he crosses moving water |
34 |
5034 Target asserts that he'll die if he doesn't receive a pony |
35 |
5035 Target asserts that he'll die if he draws a weapon in anger |
36 |
5036 Target asserts that he'll die if he draws/sheathes his weapon |
37 |
5037 Target asserts that he'll die if he eats during the next 4d6 days |
38 |
5038 Target asserts that he'll die if he fires any missile weapon |
39 |
5039 Target asserts that he'll die if he opens his eyes |
40 |
5040 Target asserts that he'll die if he sees a rainbow |
41 |
5041 Target asserts that he'll die if he sees his own blood |
42 |
5042 Target asserts that he'll die if he speaks his native language |
43 |
5043 Target asserts that he'll die if he spends any money |
44 |
5044 Target asserts that he'll die if he stops dancing |
45 |
5045 Target asserts that he'll die if he stops talking |
46 |
5046 Target asserts that he'll die if he touches anyone else's blood |
47 |
5047 Target asserts that he'll die if he touches gold |
48 |
5048 Target asserts that he'll die if he touches ice |
49 |
5049 Target asserts that he'll die if he touches metal |
50 |
5050 Target asserts that he'll die if he uses any magic items |
51 |
5051 Target asserts that he'll die if he uses the word "the" |
52 |
5052 Target asserts that he'll die if he's cut by a magical blade |
53 |
5053 Target asserts that he'll die if someone tells him to die |
54 |
5054 Target asserts that he'll die in 1d4 rounds |
55 |
5055 Target asserts that he'll die of biliousness |
56 |
5056 Target asserts that he'll die the next time he eats |
57 |
5057 Target asserts that he'll die the next time he receives first aid |
58 |
5058 Target asserts that he'll die the next time he sleeps |
59 |
5059 Target asserts that he'll die unless he burns all of his clothing |
60 |
5060 Target asserts that he'll die unless he cuts his own throat |
61 |
5061 Target asserts that he'll die unless he cuts off his own hand |
62 |
5062 Target asserts that he'll die unless he destroys his magic items |
63 |
5063 Target asserts that he'll die unless he destroys his weapon |
64 |
5064 Target asserts that he'll die unless he drains all of his blood |
65 |
5065 Target asserts that he'll die unless he drinks strong poison |
66 |
5066 Target asserts that he'll die unless he eats a special mushroom |
67 |
5067 Target asserts that he'll die unless he kills the caster |
68 |
5068 Target asserts that he'll die unless he receives 500 gold pieces |
69 |
5069 Target asserts that he'll die unless he receives 500 gold pieces |
70 |
5070 Target asserts that he'll die unless he stays awake for 2d6 weeks |
71 |
5071 Target asserts that he'll die unless he swallows a magic ring |
72 |
5072 Target asserts that he'll die unless he takes a vow of pacifism |
73 |
5073 Target asserts that he'll die unless his demands are met |
74 |
5074 Target asserts that he'll die unless someone beheads him |
75 |
5075 Target asserts that he'll die unless the caster kills himself |
76 |
5076 Target asserts that he'll die when the caster casts another spell |
77 |
5077 Target asserts that he'll drown in a picture of a lake |
78 |
5078 Target asserts that he'll drown in a small puddle nearby |
79 |
5079 Target asserts that he'll explode if anyone eats food near him |
80 |
5080 Target asserts that he'll go mad if anyone touches him |
81 |
5081 Target asserts that he'll turn into a werewolf if he eats meat |
82 |
5082 Target asserts that he’ll turn to diamond when slain |
83 |
5083 Target asserts that he’ll vanish forever if he falls asleep |
84 |
5084 Target asserts that he’ll vanish forever if he leaves this area |
85 |
5085 Target asserts that he’ll vanish into the ground at dawn tomorrow |
86 |
5086 Target asserts that he’ll vanish into the sky if he's wounded |
87 |
5087 Target asserts that he's a ghost and must haunt this area |
88 |
5088 Target asserts that he's a highly qualified thoracic surgeon |
89 |
5089 Target asserts that he's a mighty warrior despite the evidence |
90 |
5090 Target asserts that he's a Summoned creature about to be banished |
91 |
5091 Target asserts that he's a traveler from an antique land |
92 |
5092 Target asserts that he's an assassin from the distant future |
93 |
5093 Target asserts that he's an avatar of the caster's deity |
94 |
5094 Target asserts that he's been fatally wounded |
95 |
5095 Target asserts that he's been repeatedly destroyed and rebuilt |
96 |
5096 Target asserts that he's been replaced by a doppelganger |
97 |
5097 Target asserts that he's brother to dragons and companion to owls |
98 |
5098 Target asserts that he's come to deliver his people from bondage |
99 |
5099 Target asserts that he's eager to exterminate his species |
100 |
5100 Target asserts that he's found a plot to wipe out his species |
101 |
5101 Target asserts that he's hunting a monster from the distant past |
102 |
5102 Target asserts that he's immune to magic |
103 |
5103 Target asserts that he's on a quest to destroy a mighty artifact |
104 |
5104 Target asserts that he's on a rock outcrop surrounded by lava |
105 |
5105 Target asserts that he's on the verge of exterminating his race |
106 |
5106 Target asserts that he's one of many clones of the real target |
107 |
5107 Target asserts that he's protected by an unholy host of demons |
108 |
5108 Target asserts that he's rapidly bleeding to death |
109 |
5109 Target asserts that he's responsible for many thousands of deaths |
110 |
5110 Target asserts that he's standing at the bottom of a deep well |
111 |
5111 Target asserts that he's standing on a ledge over an infinite pit |
112 |
5112 Target asserts that he's supernaturally beautiful |
113 |
5113 Target asserts that he's the embodiment of a mighty artifact |
114 |
5114 Target asserts that he's the mightiest warrior in the world |
115 |
5115 Target asserts that he's the world's most powerful magic user |
116 |
5116 Target asserts that he's transforming into some kind of beast |
117 |
5117 Target asserts that he's unspeakably ugly |
118 |
5118 Target asserts that he's water soluble |
119 |
5119 Target asserts that his actions are in accordance with prophecy |
120 |
5120 Target asserts that his actions shape the destiny of the world |
121 |
5121 Target asserts that his allies have forsaken him |
122 |
5122 Target asserts that his birth occurred under odd circumstances |
123 |
5123 Target asserts that his blood is worth more than gold |
124 |
5124 Target asserts that his body and head are two symbiotic organisms |
125 |
5125 Target asserts that his clothes are writhing with snakes |
126 |
5126 Target asserts that his clothing is trying to kill him |
127 |
5127 Target asserts that his current form isn't his true form |
128 |
5128 Target asserts that his death will be avenged one thousand times |
129 |
5129 Target asserts that his flesh is harder than iron |
130 |
5130 Target asserts that his god owes him a big favor |
131 |
5131 Target asserts that his internal organs are made of pure gold |
132 |
5132 Target asserts that his plans will all culminate at dawn tomorrow |
133 |
5133 Target asserts that his soul will be destroyed if he's injured |
134 |
5134 Target asserts that his touch can induce madness |
135 |
5135 Target asserts that his worst injuries are just a flesh wound |
136 |
5136 Target asserts that no one nearby really exists |
137 |
5137 Target asserts that one of his allies will betray him in a garden |
138 |
5138 Target asserts that poultices of manure can heal any wound |
139 |
5139 Target asserts that puns and rhymes are painful to him |
140 |
5140 Target asserts that secret entities are plotting his downfall |
141 |
5141 Target asserts that someone nearby is the avatar of his god |
142 |
5142 Target asserts that that all food within 10 miles is poisonous |
143 |
5143 Target asserts that the answer to every riddle is "time" |
144 |
5144 Target asserts that the caster is a fraud and a charlatan |
145 |
5145 Target asserts that the caster is an avatar of his deity |
146 |
5146 Target asserts that the caster's spell functioned as intended |
147 |
5147 Target asserts that the king owes him a huge favor |
148 |
5148 Target asserts that the wages of sin aren't really death |
149 |
5149 Target asserts that the world will end the moment that he dies |
150 |
5150 Target asserts that time is an illusion, lunchtime doubly so |
151 |
5151 Target asserts that whoever kills him will become a god |
152 |
5152 Target asserts that whoever slays him will win incredible riches |
153 |
5153 Target attacks anyone he sees using a magic item |
154 |
5154 Target attacks anyone who attacks the caster |
155 |
5155 Target attacks anyone who sees him using a magic item |
156 |
5156 Target attacks anyone who speaks ill of the caster |
157 |
5157 Target attacks anyone who uses magic upon the caster |
158 |
5158 Target attacks the nearest herd animal until he or it is dead |
159 |
5159 Target attacks the next person nearby who says his own name |
160 |
5160 Target attacks the next person nearby who spends money |
161 |
5161 Target attacks the next person who address him by name |
162 |
5162 Target attacks the next person who draws a weapon nearby |
163 |
5163 Target attacks the toughest, most dangerous creature he can see |
164 |
5164 Target attempts to acquire the caster's spellbook |
165 |
5165 Target attempts to disembowel himself with his bare hands |
166 |
5166 Target attempts to ingest any ink he sees |
167 |
5167 Target attempts to mimic the caster's every more |
168 |
5168 Target attempts to strangle all trees within 100 yards |
169 |
5169 Target attempts to strangle himself with his bare hands |
170 |
5170 Target attracts all manner of mutants and abominations |
171 |
5171 Target attracts leeches, maggots, slugs, and snails |
172 |
5172 Target babbles incoherently for 2d10 rounds |
173 |
5173 Target barks like a dog when he thinks he sees magic |
174 |
5174 Target becomes a devoted acolyte of some fringe religion |
175 |
5175 Target becomes an albino |
176 |
5176 Target becomes ethereal if wounded by a weapon made of gold |
177 |
5177 Target becomes giddy and mirthful when he's next hit by a weapon |
178 |
5178 Target becomes intensely covetous of any magic item he sees |
179 |
5179 Target becomes intensely hungry following each battle |
180 |
5180 Target becomes nearly insane with rage whenever he says his name |
181 |
5181 Target becomes the caster's most trusted and faithful friend |
182 |
5182 Target becomes violently ill if he eats while in daylight |
183 |
5183 Target becomes violently ill if he eats while sitting |
184 |
5184 Target becomes wildly drunk when he's next hit by a weapon |
185 |
5185 Target befouls any food or water that he and his allies now carry |
186 |
5186 Target befriends a statue and carries it with him everywhere |
187 |
5187 Target befriends a statue and thinks it gives him good advice |
188 |
5188 Target befriends one of the caster's allies |
189 |
5189 Target befriends the toughest, most dangerous creature he can see |
190 |
5190 Target begs someone to bite off 1d10 of his fingers |
191 |
5191 Target begs someone to set him ablaze |
192 |
5192 Target believes anything the caster says to him |
193 |
5193 Target believes everything that he says |
194 |
5194 Target believes no factual statement he hears uttered in sunlight |
195 |
5195 Target believes that 1d10 of his fingers are intensely magical |
196 |
5196 Target believes that he can't be harmed by a fall from any height |
197 |
5197 Target believes that he can't be slain by metal weapons |
198 |
5198 Target believes that his allies are conspiring to rob him |
199 |
5199 Target believes that nearly everyone is lying to him |
200 |
5200 Target believes that whatever he last ate gave him eternal life |
201 |
5201 Target believes that whatever he last ate is still alive |
202 |
5202 Target believes that whatever he last ate was a powerful toxin |
203 |
5203 Target believes that whatever he last ate was hallucinogenic |
204 |
5204 Target believes that whatever he last ate was his last meal |
205 |
5205 Target believes that whatever he last ate was worth a fortune |
206 |
5206 Target belongs to a cult that requires him to perform horrid acts |
207 |
5207 Target belongs to a cult that will remove his heart within a week |
208 |
5208 Target bleeds from every orifice for 1d6 rounds but is unharmed |
209 |
5209 Target bleeds profusely during combat, even if not wounded |
210 |
5210 Target blows bright blue until he's wounded by a magical weapon |
211 |
5211 Target briefly appears to be undead to anyone who wounds him |
212 |
5212 Target briefly becomes invisible to anyone who wounds him |
213 |
5213 Target briefly resembles anyone who wounds him |
214 |
5214 Target briefly resembles the target each time he's wounded |
215 |
5215 Target bursts into flame the next time he's totally submerged |
216 |
5216 Target can appear to be covered in moss and lichens at will |
217 |
5217 Target can appear to be twice his true age at will |
218 |
5218 Target can appear totally nondescript and unremarkable at will |
219 |
5219 Target can be commanded by the nearest dragon at will |
220 |
5220 Target can be injured by arrows, but they can't kill him |
221 |
5221 Target can be injured by bludgeons, but they can't kill him |
222 |
5222 Target can be injured by electricity, but it can't kill him |
223 |
5223 Target can be injured by magical cold, but it can't kill him |
224 |
5224 Target can be injured by magical fire, but it can't kill him |
225 |
5225 Target can be injured by magical weapons, but they can't kill him |
226 |
5226 Target can be injured by water, but it can't kill him |
227 |
5227 Target can be Summoned by the nearest dragon at will |
228 |
5228 Target can become invisible at will but is 15% likely to die |
229 |
5229 Target can become invisible at will if he plucks out his eyes |
230 |
5230 Target can become invisible by drinking a quart of Elf's blood |
231 |
5231 Target can bend his spine 120° midway along its length |
232 |
5232 Target can brachiate like an ape but adopts an ape's proportions |
233 |
5233 Target can Call Lightning daily but it's 70% likely to strike him |
234 |
5234 Target can cast one Wish spell but permanently dies as a result |
235 |
5235 Target can cause one nearby tree to become invisible for 2d6 days |
236 |
5236 Target can cause one nearby tree to topple as though chopped down |
237 |
5237 Target can cause someone nearby to resemble someone else nearby |
238 |
5238 Target can change the color of his face 2d4 times per day |
239 |
5239 Target can climb like a monkey |
240 |
5240 Target can climb like a monkey but is 40% likely to become one |
241 |
5241 Target can comfortably lift and carry twice his weight in manure |
242 |
5242 Target can Command one nearby humanoid for 1d6 hours |
243 |
5243 Target can Command one person nearby to defend him to the death |
244 |
5244 Target can Command one person now nearby to attack |
245 |
5245 Target can Command one person now nearby to tell the truth |
246 |
5246 Target can Command the nearest dragon, just once |
247 |
5247 Target can control caster like an undead skeleton for 1d6 rounds |
248 |
5248 Target can delay his voice by 1d4 rounds, 1d4 times per day |
249 |
5249 Target can detect counterfeit gems by tasting them |
250 |
5250 Target can digest soil as readily as meat |
251 |
5251 Target can discern magic items by bleeding on them |
252 |
5252 Target can discern magic items by tasting them |
253 |
5253 Target can dismiss a total of 20HD worth of elementals |
254 |
5254 Target can divine the caster's exact location 1d4 times per day |
255 |
5255 Target can do nothing but scream for 1d8 rounds |
256 |
5256 Target can easily be persuaded to disarm himself |
257 |
5257 Target can erect a four foot high wall of snow once per week |
258 |
5258 Target can exhale fire but is 10% likely to combust and die |
259 |
5259 Target can exhale fire but suffers as much damage as he inflicts |
260 |
5260 Target can fall one yard per point of Wisdom without harm |
261 |
5261 Target can Heal himself at will but ages 1d6 years per hit point |
262 |
5262 Target can Heal himself but his closest ally will die as a result |
263 |
5263 Target can Heal himself but is 5% likely to die each time |
264 |
5264 Target can Heal himself but is 80% likely to drown each time |
265 |
5265 Target can Heal himself but is blinded for 1d20 days each time |
266 |
5266 Target can Heal himself but it costs him 1,000,000 gold pieces |
267 |
5267 Target can Heal himself but only at night if he has one hit point |
268 |
5268 Target can Heal himself four times but loses a limb each time |
269 |
5269 Target can Heal himself if he sacrifices a point of CON each time |
270 |
5270 Target can Heal himself ten times but loses a finger each time |
271 |
5271 Target can hide his weapon inside his body for 2d4 hours per day |
272 |
5272 Target can ingest and digest small quantities of bone |
273 |
5273 Target can ingest and digest small quantities of coral |
274 |
5274 Target can ingest and digest small quantities of glass |
275 |
5275 Target can ingest and digest small quantities of gold |
276 |
5276 Target can ingest and digest small quantities of iron |
277 |
5277 Target can ingest and digest small quantities of lamp oil |
278 |
5278 Target can ingest and digest small quantities of lead |
279 |
5279 Target can ingest and digest small quantities of poison |
280 |
5280 Target can ingest and digest small quantities of stone |
281 |
5281 Target can ingest and digest small quantities of wood |
282 |
5282 Target can issue Commands but is 20% likely to die each time |
283 |
5283 Target can kill the caster outright but will also permanently die |
284 |
5284 Target can kill the caster outright but will never have existed |
285 |
5285 Target can leap one yard straight up per point of Charisma |
286 |
5286 Target can locate any bear within one mile |
287 |
5287 Target can magically Summon a distant relative who despises him |
288 |
5288 Target can magically Summon his own clone once for 1d10 rounds |
289 |
5289 Target can magically Summon the caster 1d4 times for 1d10 rounds |
290 |
5290 Target can magically Summon the corpse some person he killed |
291 |
5291 Target can make his voice issue from any object within 10 feet |
292 |
5292 Target can make his voice issue from any person within 5 feet |
293 |
5293 Target can make his voice seem to be 1d4 octaves higher or lower |
294 |
5294 Target can make his voice seem to be that of someone much older |
295 |
5295 Target can make his whisper heard by anyone in his line of sight |
296 |
5296 Target can make his whisper heard through one foot of stone |
297 |
5297 Target can make one of his arms as supple as rope at will |
298 |
5298 Target can make one of his hands double in size at will |
299 |
5299 Target can mask his scent at will |
300 |
5300 Target can never again address anyone by name |
301 |
5301 Target can never again speak or write his own name |
302 |
5302 Target can never again wear the clothes or armor he's wearing now |
303 |
5303 Target can never again wield the specific weapon he now wields |
304 |
5304 Target can never be harmed by any weapon now within 10 yards |
305 |
5305 Target can never be harmed by the specific weapon he now wields |
306 |
5306 Target can never be slain if he cuts off both of legs right now |
307 |
5307 Target can never become invisible to anyone now within 100 miles |
308 |
5308 Target can never become invisible to anyone who has wounded him |
309 |
5309 Target can never become invisible to anyone who knows his name |
310 |
5310 Target can never become invisible without dying |
311 |
5311 Target can no longer conceal his astonishing halitosis |
312 |
5312 Target can no longer conceal his disdain for magic users |
313 |
5313 Target can no longer conceal his fear of combat |
314 |
5314 Target can no longer conceal his hatred of Dwarves |
315 |
5315 Target can no longer conceal his insatiable cannibalism |
316 |
5316 Target can no longer conceal his plans for world domination |
317 |
5317 Target can no longer conceal the fact that he's artificial |
318 |
5318 Target can no longer conceal the secret of his birth |
319 |
5319 Target can only be killed by a magical weapon that he has wielded |
320 |
5320 Target can only be killed by a weapon forged from his own bones |
321 |
5321 Target can only eat food that he himself has prepared |
322 |
5322 Target can polymorph at will but ages 1d100 years each time |
323 |
5323 Target can polymorph at will but is 10% likely to die each time |
324 |
5324 Target can polymorph at will but is blind in any form but his own |
325 |
5325 Target can read but not speak or write 1d6 additional languages |
326 |
5326 Target can read handwritten text at a distance of 10d10 yards |
327 |
5327 Target can readily be convinced that he doesn't really exist |
328 |
5328 Target can recognize faces only 10% of the time |
329 |
5329 Target can regenerate 1 hit point per round for the next week |
330 |
5330 Target can remove his head for up to 1d4 rounds without harm |
331 |
5331 Target can remove his heart for up to 1d6 rounds without harm |
332 |
5332 Target can retract his ears into his skull at will |
333 |
5333 Target can retract one of his limbs into his body at will |
334 |
5334 Target can see no farther than 20 yards unless he's barefoot |
335 |
5335 Target can see no farther than 20 yards while in sunlight |
336 |
5336 Target can see secret doors but can't see normal ones |
337 |
5337 Target can see secret doors if he drinks concentrated poison |
338 |
5338 Target can see secret doors if he sacrifices 1d6 hit points |
339 |
5339 Target can see secret doors while yelling and hopping on one foot |
340 |
5340 Target can shine heatless torchlight from his palm at will |
341 |
5341 Target can shine heatless torchlight from the soles of his feet |
342 |
5342 Target can speak only in a full shout while his weapon is drawn |
343 |
5343 Target can speak only in grunts while his weapon is drawn |
344 |
5344 Target can speak only in rhyme while his weapon is drawn |
345 |
5345 Target can speak only in whale song for 1d4 hours |
346 |
5346 Target can speak the language of bears, but they don't listen |
347 |
5347 Target can speak with flies and gnats |
348 |
5348 Target can speak with livestock but henceforth smells like manure |
349 |
5349 Target can speak with monkeys and apes |
350 |
5350 Target can speak with one corpse per week, but it lies to him |
351 |
5351 Target can speak with one tree per week |
352 |
5352 Target can speak with worms and slugs |
353 |
5353 Target can stride unimpeded in knee-deep snow |
354 |
5354 Target can stride unimpeded through thigh-deep water |
355 |
5355 Target can subsist on leaves and grass for up to 1d4 weeks |
356 |
5356 Target can subsist on mud, but it tastes incredibly foul to him |
357 |
5357 Target can subsist on mud, but it's highly addictive to him |
358 |
5358 Target can subsist on mud, but regular food is poisonous to him |
359 |
5359 Target can subsist on only 10% of the normal amount of food |
360 |
5360 Target can subsist on water alone while he's at full hit points |
361 |
5361 Target can subsist on water but must drink ten gallons per day |
362 |
5362 Target can Summon and Command an 8HD Earth Elemental 1d6 times |
363 |
5363 Target can teleport 1d4 miles per day but ages 8d8 years per mile |
364 |
5364 Target can teleport 1d4 miles randomly, once per day |
365 |
5365 Target can teleport at will but arrives 1d20 days later |
366 |
5366 Target can teleport at will but arrives with only one hit point |
367 |
5367 Target can teleport at will but is 50% likely to die on arrival |
368 |
5368 Target can teleport half of his body at will |
369 |
5369 Target can teleport one person nearby to the target's home |
370 |
5370 Target can teleport to the caster's location once per month |
371 |
5371 Target can teleport to this location once per month |
372 |
5372 Target can track the caster with astonishing accuracy |
373 |
5373 Target can turn his head completely around without harm |
374 |
5374 Target can understand every language spoken within 10 miles |
375 |
5375 Target can wield his weapon only in his non-dominant hand |
376 |
5376 Target can Wish the death of someone nearby, but target also dies |
377 |
5377 Target can write but not speak or read 1d6 additional languages |
378 |
5378 Target can't attack anyone for 2d4 rounds |
379 |
5379 Target can't attack anyone until he wounds himself |
380 |
5380 Target can't attack anyone who doesn't know target's name |
381 |
5381 Target can't attack or be attacked for 2d8 rounds |
382 |
5382 Target can't attack or be attacked until he moves from this spot |
383 |
5383 Target can't attack the caster until at least sunset |
384 |
5384 Target can't attack the caster with any weapons containing metal |
385 |
5385 Target can't attack the caster with any weapons containing wood |
386 |
5386 Target can't attack until he drops his weapons, gear, and clothes |
387 |
5387 Target can't be affected by the caster's magic for 1d6 turns |
388 |
5388 Target can't be affected by the intended spell for 1d4 years |
389 |
5389 Target can't be attacked by anyone or anything for 1d4 rounds |
390 |
5390 Target can't be burned by acid if he cuts off both of his thumbs |
391 |
5391 Target can't be burned by molten metal |
392 |
5392 Target can't be burned by steam between sunset and dawn |
393 |
5393 Target can't be burned by steam or boiling water while naked |
394 |
5394 Target can't be burned by steam while he's wearing boots or shoes |
395 |
5395 Target can't be choked, strangled, or suffocated |
396 |
5396 Target can't be cut by any blade unless it's already bloodstained |
397 |
5397 Target can't be cut by manufactured stone blades |
398 |
5398 Target can't be detected by invisible creatures |
399 |
5399 Target can't be detected by magical attempts at scrying |
400 |
5400 Target can't be detected by magical scrying while naked in a tree |
401 |
5401 Target can't be harmed by bludgeons between dawn and noon |
402 |
5402 Target can't be harmed by bludgeons for 2d10 rounds |
403 |
5403 Target can't be harmed by boiling oil or pitch |
404 |
5404 Target can't be harmed by invisible creatures at night |
405 |
5405 Target can't be harmed by magical fire while brandishing a weapon |
406 |
5406 Target can't be harmed by magical fire while indoors |
407 |
5407 Target can't be harmed by magical fire while standing in a bucket |
408 |
5408 Target can't be harmed by magical fire while underwater |
409 |
5409 Target can't be harmed by natural lightning |
410 |
5410 Target can't be injured by wooden weapons while naked |
411 |
5411 Target can't be injured by wooden weapons while sleeping |
412 |
5412 Target can't be injured by wooden weapons while standing in fire |
413 |
5413 Target can't be injured by wooden weapons while standing in snow |
414 |
5414 Target can't be killed by any female creature for 1d4 weeks |
415 |
5415 Target can't be killed by any male creature for 1d4 weeks |
416 |
5416 Target can't be killed during the next 2d12 hours |
417 |
5417 Target can't be knocked off balance by any less than 1d4 people |
418 |
5418 Target can't be knocked off balance by any physical force |
419 |
5419 Target can't be magically detected by anyone not of his race |
420 |
5420 Target can't be magically detected by anyone of the same sex |
421 |
5421 Target can't be slain except while sleeping |
422 |
5422 Target can't be slain if he remains within 10 yards of this spot |
423 |
5423 Target can't be slain while sleeping |
424 |
5424 Target can't be stunned by any blow to the head |
425 |
5425 Target can't be surprised if he has a snowball in each hand |
426 |
5426 Target can't be surprised if he has an eyeball in his mouth |
427 |
5427 Target can't be surprised if he's wearing a carnation |
428 |
5428 Target can't be surprised while at full hit points |
429 |
5429 Target can't be wounded by metal weapons until sunset tonight |
430 |
5430 Target can't be wounded by metal weapons while barefoot |
431 |
5431 Target can't breathe for 2d10 rounds |
432 |
5432 Target can't breathe until he removes his boots or shoes |
433 |
5433 Target can't breathe while touching more than one person |
434 |
5434 Target can't breathe while wearing, touching, or carrying metal |
435 |
5435 Target cannot come within 10 feet of any fire now burning |
436 |
5436 Target cannot come within 10 yards of the caster |
437 |
5437 Target cannot come within one mile of his home |
438 |
5438 Target cannot come within one mile of the caster |
439 |
5439 Target cannot come within ten feet of any tree thicker than he is |
440 |
5440 Target can't create or use magical fire except while indoors |
441 |
5441 Target can't create or use magical fire for 1d4 years |
442 |
5442 Target can't die for at least 1d4 days, but he can be injured |
443 |
5443 Target can't digest any food that he eats in direct sunlight |
444 |
5444 Target can't digest any food unless he prepares it himself |
445 |
5445 Target can't digest anything that's been dead longer than a day |
446 |
5446 Target can't digest cooked meat |
447 |
5447 Target can't digest meat from any animal killed in daylight |
448 |
5448 Target can't draw his weapon if anyone else is within 10 yards |
449 |
5449 Target can't draw his weapon or sheathe it if it's now drawn |
450 |
5450 Target can't draw his weapon unless he asks permission to do so |
451 |
5451 Target can't draw his weapon within 100 yards of this spot |
452 |
5452 Target can't hear echoes |
453 |
5453 Target can't hear his own voice |
454 |
5454 Target can't hear his own voice except while his eyes are closed |
455 |
5455 Target can't hear the voice of any female member of his race |
456 |
5456 Target can't hear the voice of any male member of his race |
457 |
5457 Target can't hear the voice of anyone who's recently injured him |
458 |
5458 Target can't hear the voice of anyone within 10 feet of him |
459 |
5459 Target can't hear voices for 2d4-1 days |
460 |
5460 Target can't ignite any fire unless his hair is soaking wet |
461 |
5461 Target can't ignite any fire unless it's snowing |
462 |
5462 Target can't ignite any fire while underground |
463 |
5463 Target can't ignite any fire while wearing clothes |
464 |
5464 Target can't leave this spot until he wounds himself |
465 |
5465 Target can't lie, equivocate, or tell half-truths |
466 |
5466 Target can't move more than 10 yards from the caster |
467 |
5467 Target can't pass through doorways while at full hit points |
468 |
5468 Target can't say anyone's name |
469 |
5469 Target can't see artificial light while at full hit points |
470 |
5470 Target can't see light other than sunlight or reflected sunlight |
471 |
5471 Target can't see or hear any of his allies for 4d6 hours |
472 |
5472 Target can't see or hear his 1d4 of his allies for 1d4 days |
473 |
5473 Target can't see or hear living creatures for 2d6 rounds |
474 |
5474 Target can't see or hear magical creatures for 2d6 days |
475 |
5475 Target can't see or hear metal objects for 3d8 hours |
476 |
5476 Target can't see sunlight or reflected sunlight |
477 |
5477 Target can't sleep unless he first eats a handful of soil |
478 |
5478 Target can't sleep unless he has his weapon in hand |
479 |
5479 Target can't sleep unless he's standing up |
480 |
5480 Target can't sleep until he feels the tallest tree in the kingdom |
481 |
5481 Target can't sleep until he gives away all of his armor |
482 |
5482 Target can't sleep within 10 feet of another sleeping person |
483 |
5483 Target can't speak except while barefoot |
484 |
5484 Target can't speak except while brandishing a weapon |
485 |
5485 Target can't speak for 1d20 turns |
486 |
5486 Target can't speak to anyone more than 20 feet from him |
487 |
5487 Target can't speak to anyone who addresses him by name |
488 |
5488 Target can't speak unless he wears a cloth over his face |
489 |
5489 Target can't speak unless he's brandishing a weapon |
490 |
5490 Target can't speak unless his hair is wet |
491 |
5491 Target can't speak until after he has eaten his next full meal |
492 |
5492 Target can't speak until his blood is next drawn |
493 |
5493 Target can't speak until the caster says his own name |
494 |
5494 Target can't speak while at full hit points |
495 |
5495 Target can't speak while at full hit points |
496 |
5496 Target can't speak while wielding a weapon |
497 |
5497 Target can't use any form of rope or chain longer than he is tall |
498 |
5498 Target can't use any items containing metal for 2d4-1 days |
499 |
5499 Target can't use any magic items containing wood for 2d4-1 days |
500 |
5500 Target can't use any magic items for 1d4 days |
501 |
5501 Target can't use any magic items older than he is |
502 |
5502 Target can't use his hands or any utensils while eating |
503 |
5503 Target can't voluntarily pass through doorways unless naked |
504 |
5504 Target can't walk until the caster says his own name |
505 |
5505 Target can't walk while carrying gold |
506 |
5506 Target can't wield any weapon containing metal for 1d4 days |
507 |
5507 Target can't wield any weapon in his dominant hand |
508 |
5508 Target can't wield any weapon that hasn't drawn his blood |
509 |
5509 Target can't wield any weapon within 1d4 miles of this spot |
510 |
5510 Target can't wound anyone who hasn't wounded him |
511 |
5511 Target carves a tiny notch in every tree he passes |
512 |
5512 Target challenges his closest ally to single combat to the death |
513 |
5513 Target chants nonsensically for 2d10 rounds |
514 |
5514 Target clatters when he walks like a barrel full of pots and pans |
515 |
5515 Target collapses into a fetal position for 1 turn |
516 |
5516 Target combusts if he uses magic within the next 1d4 turns |
517 |
5517 Target combusts if his weapon is thrown into a river |
518 |
5518 Target comes into possession of a world-shaking artifact |
519 |
5519 Target concludes every battle thoroughly soaked by his own blood |
520 |
5520 Target confesses to a list of crimes, none of which has happened |
521 |
5521 Target confesses to crimes he couldn't possibly have committed |
522 |
5522 Target confesses to genocide but can produce no evidence of it |
523 |
5523 Target confesses to rampant kleptomania |
524 |
5524 Target constantly boasts about his prowess in all things |
525 |
5525 Target constantly exudes fragrant soap suds |
526 |
5526 Target continuously speaks to an imaginary ally |
527 |
5527 Target coughs incessantly, but his actions are unimpaired |
528 |
5528 Target craves hay and has a long tail like a horse |
529 |
5529 Target craves twigs and bark after every battle |
530 |
5530 Target creates a phony language and refuses to speak any other |
531 |
5531 Target crouches and begins eating dirt, twigs, gravel, etc. |
532 |
5532 Target crows like a rooster whenever he sees a magic item used |
533 |
5533 Target dares 1d4 of his allies to try to behead him |
534 |
5534 Target declares this area to be a sacred shrine to his deity |
535 |
5535 Target degenerates into an abomination hated by sentient beings |
536 |
5536 Target demands that his friends and allies pay him tribute |
537 |
5537 Target develops a pronounced stutter |
538 |
5538 Target disappears and is completely forgotten for 2d4-1 days |
539 |
5539 Target discovers that one of his limbs is a separate entity |
540 |
5540 Target discovers that one of his limbs is made of living wood |
541 |
5541 Target discovers that one of his limbs is trying to kill him |
542 |
5542 Target discovers that one of his limbs isn't attached to his body |
543 |
5543 Target disgorges 1d10 acorns in each of the next 1d10+10 rounds |
544 |
5544 Target disgorges 1d10 cubic feet of damp, sticky rice |
545 |
5545 Target disgorges 1d10 pounds of feathers |
546 |
5546 Target disgorges 1d10 pounds of hallucinogenic mushrooms |
547 |
5547 Target disgorges 1d100 gold coins, half of which are counterfeit |
548 |
5548 Target disgorges 1d1000 dragonflies |
549 |
5549 Target disgorges 1d1000 tiny, phosphorescent worms |
550 |
5550 Target disgorges 1d4 cubic yards of humus |
551 |
5551 Target disgorges 1d4 gallons of boiling pitch |
552 |
5552 Target disgorges 1d6 filthy carrion birds 5553 |
553 |
Target disgorges 2d10 pounds of slag |
554 |
5554 Target disgorges 3d100 feet of hemp rope |
555 |
5555 Target disgorges 5d10 sheets of pristine parchment |
556 |
5556 Target disgorges 5d10 sheets of rotting parchment |
557 |
5557 Target disgorges a 50 pound sack of potatoes |
558 |
5558 Target disgorges a boulder larger than any within 1d10 miles |
559 |
5559 Target disgorges a box that he believes to contain his soul |
560 |
5560 Target disgorges a brick of solid chlorine |
561 |
5561 Target disgorges a bucket filled with eyeballs |
562 |
5562 Target disgorges a bushel of razor-sharp shards of glass |
563 |
5563 Target disgorges a bushel of rotten apples |
564 |
5564 Target disgorges a corked bottle containing a mysterious note |
565 |
5565 Target disgorges a corked bottle containing a powerless genie |
566 |
5566 Target disgorges a dragon's egg |
567 |
5567 Target disgorges a full-sized statue of a nearby ally |
568 |
5568 Target disgorges a gelatinous mass writhing with tentacles |
569 |
5569 Target disgorges a healthy specimen of some extinct species |
570 |
5570 Target disgorges a homunculus |
571 |
5571 Target disgorges a huge quantity of raisins, dates, and figs |
572 |
5572 Target disgorges a large hourglass nearly empty of sand |
573 |
5573 Target disgorges a large slab of marble |
574 |
5574 Target disgorges a map to his home |
575 |
5575 Target disgorges a one-half-size clone of the caster |
576 |
5576 Target disgorges a pair eyeglasses granting the wearer True Sight |
577 |
5577 Target disgorges a slimy slug as long and thick as his arm |
578 |
5578 Target disgorges a small and long-lost artifact of great power |
579 |
5579 Target disgorges a small but detailed replica of a nearby castle |
580 |
5580 Target disgorges a small trampoline |
581 |
5581 Target disgorges a stone that explodes on contact with ice |
582 |
5582 Target disgorges a stone that will kill him if he touches it |
583 |
5583 Target disgorges a ten foot column of aluminum one foot thick |
584 |
5584 Target disgorges a two-foot square pane of glass |
585 |
5585 Target disgorges a vial containing a powerful but unknown potion |
586 |
5586 Target disgorges a vial containing the antidote to every poison |
587 |
5587 Target disgorges an egg that can freeze 1,000 cubic feet of water |
588 |
5588 Target disgorges an egg that, if broken, turns into a small boat |
589 |
5589 Target disgorges an entire trombone, minus the mouthpiece |
590 |
5590 Target disgorges an exact copy of the clothes he's now wearing |
591 |
5591 Target disgorges an intricate but badly rusted clockwork device |
592 |
5592 Target disgorges his own full-grown clone, which then attacks him |
593 |
5593 Target disgorges several gallons of house paint |
594 |
5594 Target disgorges several gallons of viscous, highly adhesive goo |
595 |
5595 Target disgorges the crown of the nearest king |
596 |
5596 Target disgorges the front door of his home |
597 |
5597 Target doesn't age until he next speaks |
598 |
5598 Target does not age while bald |
599 |
5599 Target does not age while holding a gold coin in his mouth |
600 |
5600 Target doesn't age while in the caster's presence |
601 |
5601 Target does not age while naked |
602 |
5602 Target does not age while wearing a wet hat |
603 |
5603 Target does not age while weeping |
604 |
5604 Target doesn't need to eat, drink, or breathe for 2d4-1 days |
605 |
5605 Target doesn't need to sleep for 4d20 days |
606 |
5606 Target donates 2d10 hit points to the caster |
607 |
5607 Target drowns for 1d6 rounds but is fine afterward |
608 |
5608 Target earns 50 gold pieces when his attacks cause maximum damage |
609 |
5609 Target embraces a wacky cult founded by a hack writer |
610 |
5610 Target endeavors to buy a controlling interest in the kingdom |
611 |
5611 Target endlessly frets that he'll die in 1d10 rounds |
612 |
5612 Target endlessly frets that he's doomed to be eaten by a dragon |
613 |
5613 Target experiences bone-chilling cold when his head is touched |
614 |
5614 Target experiences clairvoyance when he is burned |
615 |
5615 Target experiences heart-rending grief whenever he uses magic |
616 |
5616 Target experiences intense vertigo when he draws a weapon |
617 |
5617 Target experiences searing pain when his skin is touched |
618 |
5618 Target experiences soul-wrenching pain if he stands upright |
619 |
5619 Target experiences transcendent euphoria when his blood is drawn |
620 |
5620 Target experiences vague nostalgia whenever he's wounded |
621 |
5621 Target exudes a scent 50% likely disgust any given person |
622 |
5622 Target exudes a scent like something dredged from the ocean floor |
623 |
5623 Target exudes a scent reminiscent of decaying skunks |
624 |
5624 Target exudes a scent reminiscent of the bottom of the ocean |
625 |
5625 Target exudes a scent that attracts carnivores |
626 |
5626 Target exudes a scent that causes conifers to shed their needles |
627 |
5627 Target exudes a scent that causes fires to burn pale green |
628 |
5628 Target exudes a scent that causes food to spoil quickly |
629 |
5629 Target exudes a scent that easily can be tracked for miles |
630 |
5630 Target exudes a scent that induces sleep in birds |
631 |
5631 Target exudes a scent that inspires attracts bats |
632 |
5632 Target exudes a scent that inspires fear in earth elementals |
633 |
5633 Target exudes a scent that inspires intense bloodlust |
634 |
5634 Target exudes a scent that inspires loyalty in wolves |
635 |
5635 Target exudes a scent that inspires rage in hoofed animals |
636 |
5636 Target exudes a scent that is strongly enticing to undead |
637 |
5637 Target exudes a scent that is strongly offensive to undead |
638 |
5638 Target exudes a scent that makes Dwarves eyes water |
639 |
5639 Target exudes a scent that makes other people's hair fall out |
640 |
5640 Target exudes a scent that makes people ignore him |
641 |
5641 Target exudes a scent that obscures infravision |
642 |
5642 Target exudes a scent that protects metal from natural rust |
643 |
5643 Target exudes a scent that repels gnomes |
644 |
5644 Target exudes an offensive stench but refuses to believe it |
645 |
5645 Target fails at his next attempt at fine manual dexterity |
646 |
5646 Target falls asleep for one hour per hit point he currently lacks |
647 |
5647 Target fanatically defends the caster for 1d10 rounds |
648 |
5648 Target fears any subsequent magic used by the caster |
649 |
5649 Target fears that all of his efforts are for naught |
650 |
5650 Target feels as if he's walking on a high tightrope |
651 |
5651 Target feels as if he's wearing an enormous hat made of lead |
652 |
5652 Target feels as if his clothes are trying to digest him |
653 |
5653 Target feels as if his clothes have turned to steel |
654 |
5654 Target feels as if someone else is wearing his clothes right now |
655 |
5655 Target feels as if thorns have sprouted in his clothes |
656 |
5656 Target feels as though a huge rodent is gnawing on his spine |
657 |
5657 Target feels as though he just ate three pounds of butter |
658 |
5658 Target feels as though he just ate three pounds of cement |
659 |
5659 Target feels as though he just ate three pounds of flour |
660 |
5660 Target feels as though he just ate three pounds of parchment |
661 |
5661 Target feels as though he just swallowed a python |
662 |
5662 Target feels as though he's been splashed with boiling water |
663 |
5663 Target feels as though he's being swallowed by a python |
664 |
5664 Target feels as though he's having a baby |
665 |
5665 Target feels as though he's having a heart attack |
666 |
5666 Target feels as though he's having teeth extracted |
667 |
5667 Target feels as though his allies have abandoned him |
668 |
5668 Target feels as though his internal organs are melting |
669 |
5669 Target feels as though his teeth are spinning in his mouth |
670 |
5670 Target feels as though his wounds have been completely healed |
671 |
5671 Target feels as though one of his arms is being amputated |
672 |
5672 Target feels compelled to abandon whatever faith he now follows |
673 |
5673 Target feels compelled to attain godhood by the end of the week |
674 |
5674 Target feels compelled to burn all of his clothing |
675 |
5675 Target feels compelled to desecrate a shrine to his deity |
676 |
5676 Target feels compelled to find a faith that contradicts his own |
677 |
5677 Target feels compelled to martyr himself for someone else's deity |
678 |
5678 Target feels compelled to mummify himself as soon as possible |
679 |
5679 Target feels compelled to warn anyone he's about to attack |
680 |
5680 Target feels his bones shake like a bundle of sticks |
681 |
5681 Target feels his bones slowly disintegrating |
682 |
5682 Target feels icy water dripping on him during every battle |
683 |
5683 Target feels like he's having the time of his life |
684 |
5684 Target feels that the direction of gravity has skewed by 10° |
685 |
5685 Target feels the ground shake as during a powerful earthquake |
686 |
5686 Target finds a blade that can't be broken by any physical force |
687 |
5687 Target finds a book describing the methods of brain surgery |
688 |
5688 Target finds a box that damages the sanity of any who look in it |
689 |
5689 Target finds a canopic jar containing his own vital organs |
690 |
5690 Target finds a cursed vault containing 1d100 bars of gold |
691 |
5691 Target finds a foot-long bar of indestructible glass |
692 |
5692 Target finds a glass vial containing a highly volatile liquid |
693 |
5693 Target finds a huge cache of real but worthless currency |
694 |
5694 Target finds a huge leech attached somewhere on his body |
695 |
5695 Target finds a large diamond and guards it obsessively |
696 |
5696 Target finds a large sack filled with powdered bone |
697 |
5697 Target finds a list of command words but doesn't know for what |
698 |
5698 Target finds a magical ring enabling him to command amphibians |
699 |
5699 Target finds a mysterious and compelling piece of sculpture |
700 |
5700 Target finds a new, functioning limb that he didn't know he had |
701 |
5701 Target finds a potion affects the person nearest its imbiber |
702 |
5702 Target finds a potion that either resurrects or destroys a corpse |
703 |
5703 Target finds a pouch containing 1d10 super-intelligent mice |
704 |
5704 Target finds a pouch containing curds and whey |
705 |
5705 Target finds a pouch containing exact copies of his hands |
706 |
5706 Target finds a recipe for creating human life in a jar |
707 |
5707 Target finds a shield +4 that only he can lift |
708 |
5708 Target finds a text personally written by his deity |
709 |
5709 Target finds a text that he wrote but doesn't remember writing |
710 |
5710 Target finds an arsenal stocked with simulated weapons |
711 |
5711 Target finds himself imprisoned in a mausoleum far from here |
712 |
5712 Target finds the sight of blood intoxicating |
713 |
5713 Target finds the sight of male magic users to be enormously funny |
714 |
5714 Target finds the sound of his own voice to be horrifying |
715 |
5715 Target finds the thought of his own death strangely comforting |
716 |
5716 Target finds two doses of a Potion of Resurrection |
717 |
5717 Target flees from anyone who addresses him by name |
718 |
5718 Target flees into the forest if struck by magic in the next turn |
719 |
5719 Target flies into a panic if anyone sees him eating |
720 |
5720 Target flies into a panic if he sees other people eating |
721 |
5721 Target flies into a rage and attacks the person nearest to him |
722 |
5722 Target flies into a rage whenever he draws blood |
723 |
5723 Target forgets 1d4 of his allies |
724 |
5724 Target forgets everything said to him in the past 1d6 hours |
725 |
5725 Target forgets his family and where he lives |
726 |
5726 Target forgets his name and doesn't believe that he ever had one |
727 |
5727 Target forgets how to ascend stairs and ladders |
728 |
5728 Target forgets how to feed himself |
729 |
5729 Target forgets how to sleep |
730 |
5730 Target forgets how to use any magic item he's now carrying |
731 |
5731 Target forgets how to use any weapon containing metal |
732 |
5732 Target forgets how to use doors |
733 |
5733 Target forgets how to walk but not how to run |
734 |
5734 Target forgets that his allies know who he is |
735 |
5735 Target forgets the last 1d12 hours |
736 |
5736 Target forgets the last 1d4 years |
737 |
5737 Target forgets whatever mission or quest he is now undertaking |
738 |
5738 Target formally changes his name to "Target" |
739 |
5739 Target freezes solid if he's injured while standing in snow |
740 |
5740 Target freezes solid the next time he enters an underground lake |
741 |
5741 Target gains 1d10 permanent hit points but must Save or die |
742 |
5742 Target gains 1d100 hit points that then vanish, one per round |
743 |
5743 Target gains 1d100 pounds over that many rounds |
744 |
5744 Target gains 1d100 temporary hit points that last until sunset |
745 |
5745 Target gains 1d20 hit points and immediately loses another 1d20 |
746 |
5746 Target gains a level and is restored to full hit points |
747 |
5747 Target gains a level but is stricken blind for 1d4 months |
748 |
5748 Target gains a level but loses all but 1d4 of his hit points |
749 |
5749 Target gains a level but one of his arms turns to steam forever |
750 |
5750 Target gains a level if he permanently severs his dominant hand |
751 |
5751 Target gains a level the next time he's cut by a magical blade |
752 |
5752 Target gains a permanent 1d4-1 bonus to his Armor Class |
753 |
5753 Target gains a point of Strength but loses 1d100 hit points |
754 |
5754 Target gains a point of Wisdom but loses two points of Strength |
755 |
5755 Target gains a powerful magical ally whose motives are unknown |
756 |
5756 Target gains a profound insight the next time he touches gold |
757 |
5757 Target gains a title based on his actions in the next 1d6 rounds |
758 |
5758 Target gains access to an elite secret society |
759 |
5759 Target gains benefit from food only if eaten while he's naked |
760 |
5760 Target gains no hit points from his next advancement in level |
761 |
5761 Target gains one level but can never gain another |
762 |
5762 Target gains only a single hit point from any magical healing |
763 |
5763 Target gains proficiency in the use of some unlikely weapon |
764 |
5764 Target gains the respect of a man soon to be executed for treason |
765 |
5765 Target gains the respect of kobolds, who long to be just like him |
766 |
5766 Target gains two levels if he kills and eats a human before dawn |
767 |
5767 Target gains valuable insight into the nature of ventriloquism |
768 |
5768 Target gets 1,000 gold pieces if he cuts off his foot right now |
769 |
5769 Target gets 100 gold pieces for each finger he cuts from his hand |
770 |
5770 Target gives his most prized possession to the caster |
771 |
5771 Target gives his weapon to the person standing nearest to him |
772 |
5772 Target glows bright blue until he's burned by magical fire |
773 |
5773 Target glows bright blue until he's struck by magic |
774 |
5774 Target glows bright blue until he's wounded by his own weapon |
775 |
5775 Target glows bright blue while under any magical effect |
776 |
5776 Target glows with a bright, rainbow aura while moving stealthily |
777 |
5777 Target glows with angelic light whenever he uses a magic item |
778 |
5778 Target goes berserk if any of his allies injure him |
779 |
5779 Target goes berserk if he eats meat in the next 24 hours |
780 |
5780 Target goes berserk if he sees anyone burned by fire |
781 |
5781 Target goes berserk if he sees anyone eating meat |
782 |
5782 Target goes berserk if he touches gold in the next 1d6 rounds |
783 |
5783 Target goes berserk if he's currently carrying any magic items |
784 |
5784 Target goes into a homicidal rage for 1d8 rounds, then passes out |
785 |
5785 Target goes into a homicidal rage for 1d8 rounds, then vanishes |
786 |
5786 Target goes into a homicidal rage whenever he removes his shoes |
787 |
5787 Target goes into a homicidal rage whenever he sheathes his weapon |
788 |
5788 Target goes totally and dangerously insane until sunset |
789 |
5789 Target grows an additional 1d8 fingers |
790 |
5790 Target grows an additional pair of ears atop his head |
791 |
5791 Target grows an additional pair of eyes somewhere on his face |
792 |
5792 Target has 1d100 tiny steel spheres embedded in his skin |
793 |
5793 Target has 25 Intelligence for 1d4 turns |
794 |
5794 Target has 25 Strength for 1d4 rounds |
795 |
5795 Target has a +1 Armor Class bonus while it's raining |
796 |
5796 Target has a +2 Armor Class bonus while barefoot |
797 |
5797 Target has a +5 Armor Class bonus until sunset tomorrow |
798 |
5798 Target has a -1 Armor Class penalty while wielding a weapon |
799 |
5799 Target has a -2 Armor Class penalty while it's raining |
800 |
5800 Target has a blowhole in the back of his neck |
801 |
5801 Target has a colony of bees living in his skull |
802 |
5802 Target has a compartment in his torso able to carry small items |
803 |
5803 Target has a complete but false memory of the past 24 hours |
804 |
5804 Target has a doppelganger slave that looks just like the caster |
805 |
5805 Target has a flawless sense of direction |
806 |
5806 Target has a flawless sense of direction 50% of the time |
807 |
5807 Target has a flawless sense of direction while naked |
808 |
5808 Target has a hole in his forehead as large as his fist |
809 |
5809 Target has a hole in his torso big enough to accommodate his head |
810 |
5810 Target has a key that attracts lightning |
811 |
5811 Target has a key that can make non-magical locks invisible |
812 |
5812 Target has a key that can permanently fuse one non-magical lock |
813 |
5813 Target has a key that locks something that doesn't have a lock |
814 |
5814 Target has a key that prevents nearby keys from working properly |
815 |
5815 Target has a key that turns one lock to pure, solid gold |
816 |
5816 Target has a key that unlocks 99% of all non-magical locks |
817 |
5817 Target has a key that unlocks a secret door to another universe |
818 |
5818 Target has a key that works only once but will open any one lock |
819 |
5819 Target has a large and heavy padlock around his neck |
820 |
5820 Target has a large apple stuck in his mouth for 1d4 days |
821 |
5821 Target has a legitimate grievance against the caster |
822 |
5822 Target has a mane like a lion |
823 |
5823 Target has a permanent +4 ToHit and +4 Damage bonus vs the caster |
824 |
5824 Target has a permanent -4 ToHit penalty versus others of his race |
825 |
5825 Target has a raised, square protuberance jutting from his chest |
826 |
5826 Target has a relief of the caster's face embossed on his back |
827 |
5827 Target has a scar on his forehead as though clumsily lobotomized |
828 |
5828 Target has a secret name that, if spoken, causes him to race home |
829 |
5829 Target has a secret name that, if spoken, teleports him 2d8 miles |
830 |
5830 Target has a secret name that, if spoken, will change his sex |
831 |
5831 Target has a secret name that, if spoken, will kill him outright |
832 |
5832 Target has a seizure lasting 1d6 hours when he uses a magic item |
833 |
5833 Target has a seizure lasting 8d8 rounds, after which he is Healed |
834 |
5834 Target has a seizure lasting until he's struck by magic |
835 |
5835 Target has a small lamp in his forehead like a miner's helmet |
836 |
5836 Target has a small lump on his forehead like a horseshoe |
837 |
5837 Target has a small steel ring jutting from each shoulder blade |
838 |
5838 Target has a star-shaped hole running completely through his head |
839 |
5839 Target has a steel band around his ankle like tagged wildlife |
840 |
5840 Target has a steel bolt running completely through his head |
841 |
5841 Target has a strange tattoo that, if touched, causes him to weep |
842 |
5842 Target has a sword that he thinks can command an undead army |
843 |
5843 Target has a sword that he thinks can make him invisible to Elves |
844 |
5844 Target has a sword that he thinks can slay dragons easily |
845 |
5845 Target has a sword that he thinks makes him a charismatic leader |
846 |
5846 Target has a tiny compartment beneath one of his fingernails |
847 |
5847 Target has a violent coughing fit that persists until sunrise |
848 |
5848 Target has a violent coughing fit whenever he uses a magic item |
849 |
5849 Target has a virus that will kill him in 4d6 hours unless cured |
850 |
5850 Target has a wooden bucket firmly affixed to his head |
851 |
5851 Target has an exact copy of everything now carried by the caster |
852 |
5852 Target has an immediate 50/50 chance to die or be totally healed |
853 |
5853 Target has an immediate 50/50 chance to die or become a demigod |
854 |
5854 Target has an immobilizing steel brace on one of his legs |
855 |
5855 Target has an overpowering fear of other members of his race |
856 |
5856 Target has an overpowering fear of shoes and other footwear |
857 |
5857 Target has been controlled for years by a powerful, unseen entity |
858 |
5858 Target has been controlled for years by a secret committee |
859 |
5859 target has been controlled for years by agents of the king |
860 |
5860 Target has been controlled for years by an orbiting satellite |
861 |
5861 Target has been targeted for sacrifice by some monstrous cult |
862 |
5862 Target has committed unspeakable acts in his deity's name |
863 |
5863 Target has committed unspeakable acts in his deity's temple |
864 |
5864 Target has committed unspeakable acts involving livestock |
865 |
5865 Target has committed unspeakable acts involving orcs and Dwarves |
866 |
5866 Target has committed unspeakable acts involving the king's horse |
867 |
5867 Target has his name tattooed all over his body |
868 |
5868 Target has in his possession an item that is literally impossible |
869 |
5869 Target has in his possession something precious to the caster |
870 |
5870 Target has innumerable feathers stuck to his skin |
871 |
5871 Target has inspiring hallucinations about his future career |
872 |
5872 Target has inspiring hallucinations about his life after death |
873 |
5873 Target has ironclad proof that all of this is an illusion |
874 |
5874 Target has ironclad proof that everyone he knows doesn't exist |
875 |
5875 Target has ironclad proof that he's a prophesied savior |
876 |
5876 Target has ironclad proof that he's dead |
877 |
5877 Target has ironclad proof that he's really the caster |
878 |
5878 Target has ironclad proof that he's the caster's father and son |
879 |
5879 Target has ironclad proof that the apocalypse will be tomorrow |
880 |
5880 Target has ironclad proof that the caster does not exist |
881 |
5881 Target has no idea of where he is or what he's doing |
882 |
5882 Target has no natural visible form; his appearance is an illusion |
883 |
5883 Target has numerous stigmata and attracts countless disciples |
884 |
5884 Target has numerous stigmata and fears that the end is nigh |
885 |
5885 Target has numerous stigmata and is persecuted as a heretic |
886 |
5886 Target has numerous stigmata, as foretold by prophesy |
887 |
5887 Target has only one hit point per level for the next 1d4 days |
888 |
5888 Target has only one hit point per point of Wisdom for 2d8 days |
889 |
5889 Target has owed the caster 1d10 gold pieces for 2d10 years |
890 |
5890 Target has prominent mandibles like an ant |
891 |
5891 Target has six eyes spaced evenly around his skull |
892 |
5892 Target has stolen large sums of money from each of his allies |
893 |
5893 Target has terrifying hallucinations about his own birth |
894 |
5894 Target has terrifying hallucinations about his own death |
895 |
5895 Target has the caster's name tattooed all over his body |
896 |
5896 Target has the head and right arm of a common housefly |
897 |
5897 Target has three identical faces spaced evenly around his skull |
898 |
5898 Target has ugly, thorny projections along both of his arms |
899 |
5899 Target has visions depicting the true nature of magic |
900 |
5900 Target has visions of a future full of incomprehensible wonders |
901 |
5901 Target has visions of a future in which he's worshipped as a god |
902 |
5902 Target has visions of a past that seems more real than his own |
903 |
5903 Target has visions of a transcendently beautiful city in the sky |
904 |
5904 Target has visions of his slow and torturous dismemberment |
905 |
5905 Target has visions of the future involving no one he recognizes |
906 |
5906 Target has visions of waiting in line for eternity |
907 |
5907 Target has waited years for a custom-designed breastplate |
908 |
5908 Target hasn't slept in 1d100 days |
909 |
5909 Target hasn't slept since he last spoke with royalty |
910 |
5910 Target hates his nearest ally as much as his most bitter enemy |
911 |
5911 Target hears cheers and applause whenever his blood is drawn |
912 |
5912 Target hears his own voice betraying his secrets to everyone |
913 |
5913 Target hears his own voice castigating him for his many failures |
914 |
5914 Target hears his own voice endlessly chanting his own name |
915 |
5915 Target hears his own voice screaming in his ears until sunrise |
916 |
5916 Target hears his own voice whispering words of comfort to him |
917 |
5917 Target hears malevolent voices all around him |
918 |
5918 Target hears the clattering of swords at all times |
919 |
5919 Target hears the clattering of swords while his weapon is drawn |
920 |
5920 Target hears the crash of cymbals whenever he uses a magic item |
921 |
5921 Target hears the noisy buzzing of countless bees at all times |
922 |
5922 Target hears thunder booming all around him, but no one else does |
923 |
5923 Target hoots like a foghorn when struck by magic after sunset |
924 |
5924 Target increases in size and mass by 10% |
925 |
5925 Target inflicts superficial wounds upon himself whenever possible |
926 |
5926 Target inherits a collection of festive commemorative spoons |
927 |
5927 Target insists on wearing a bucket on his head for 1d4 weeks |
928 |
5928 Target insists that his body is real and spectacular |
929 |
5929 Target inspires homicidal rage in some common non-magical species |
930 |
5930 Target is 5% likely to vanish forever each time he says his name |
931 |
5931 Target is 10% likely to attack anyone who says his name |
932 |
5932 Target is 10% likely to be dragged into orbit around the planet |
933 |
5933 Target is 10% likely to change sex when burned by magical fire |
934 |
5934 Target is 10% likely to contract leprosy when injured by magic |
935 |
5935 Target is 10% likely to lose 1d4 hit points in any given hour |
936 |
5936 Target is 10% likely to see any invisible creature or object |
937 |
5937 Target is 10% likely to strangle himself whenever he uses rope |
938 |
5938 Target is 10% likely to turn to a wooden statue when he sleeps |
939 |
5939 Target is 15% likely to be attacked by any horse he passes |
940 |
5940 Target is 15% likely to die when he next sees an illusion |
941 |
5941 Target is 20% likely to be healed by any poison he drinks |
942 |
5942 Target is 20% likely to be healed instead of injured by fire |
943 |
5943 Target is 20% likely to disbelieve any illusion he sees |
944 |
5944 Target is 20% likely to drown when burned by magical fire |
945 |
5945 Target is 20% likely to explode when burned by magical fire |
946 |
5946 Target is 20% likely to gain a level when next struck by magic |
947 |
5947 Target is 20% likely to take no damage if cut by a blade |
948 |
5948 Target is 20% likely to think that he's undead if undead are near |
949 |
5949 Target is 20% likely to turn invisible when injured by fire |
950 |
5950 Target is 30% likely to be able to summarize any book he kisses |
951 |
5951 Target is 40% likely to attack any priest who approaches him |
952 |
5952 Target is 80% likely to die if Remove Curse is cast upon him |
953 |
5953 Target is a carrier of some magical disease |
954 |
5954 Target is at the heart of a thunderstorm, but no one else sees it |
955 |
5955 Target is actually a remotely-operated simulacrum |
956 |
5956 Target is acutely hungry for 5d6 days, no matter how much he eats |
957 |
5957 Target is affected by Reverse Gravity for 1d4 weeks |
958 |
5958 Target is afflicted with leprosy for one month, then he's healed |
959 |
5959 Target is afflicted with lycanthropy until the next full moon |
960 |
5960 Target is an immortal simply masquerading in this current form |
961 |
5961 Target is arrested for smuggling some illegal substance |
962 |
5962 Target is attacked by 1d1000 tiny skeletal bats |
963 |
5963 Target is attacked by 6d12 housecats |
964 |
5964 Target is attacked by a monster that no one else can see or hear |
965 |
5965 Target is attacked by dozens of cows |
966 |
5966 Target is attacked by dozens of crows |
967 |
5967 Target is attacked by everyone within 50 yards |
968 |
5968 Target is attacked by moths as if he were made of wool |
969 |
5969 Target is attacked by teeming vermin visible only to him |
970 |
5970 Target is attacked by the nearest boulder |
971 |
5971 Target is blind until he wets his hair |
972 |
5972 Target is blind while his hair is wet |
973 |
5973 Target is blown back 3d10 yards and loses that many hit points |
974 |
5974 Target is bound by fine but very durable silver chains |
975 |
5975 Target is briefly blinded by a dense cloud of powdered sugar |
976 |
5976 Target is briefly blinded by countless flies swarming around him |
977 |
5977 Target is buffeted by mighty winds that affect no one else |
978 |
5978 Target is buried by a heap of mildewed potato peelings |
979 |
5979 Target is buried by a sudden avalanche; no one else is affected |
980 |
5980 Target is buried up to his knees in burning coals |
981 |
5981 Target is buried up to his knees in shiny new gold coins |
982 |
5982 Target is captured for use in laboratory testing of cosmetics |
983 |
5983 Target is carried high into the air by a flock of magpies |
984 |
5984 Target is carrying a bucket of chum and must carry it until dawn |
985 |
5985 Target is carrying a huge sack full of moldy rabbit pelts |
986 |
5986 Target is caught in a violent hailstorm; no one else is affected |
987 |
5987 Target is certain that a powerful entity is stalking him |
988 |
5988 Target is certain that a vile monster is hiding in a nearby cave |
989 |
5989 Target is certain that all of his allies have betrayed him |
990 |
5990 Target is certain that he has the patronage of a powerful entity |
991 |
5991 Target is certain that he was constructed in a laboratory |
992 |
5992 Target is certain that he'll become a god if he dies in combat |
993 |
5993 Target is certain that he'll die by sunset |
994 |
5994 Target is certain that he's a plant-based creature |
995 |
5995 Target is certain that he's about to become king |
996 |
5996 Target is certain that he's as fragile as glass |
997 |
5997 Target is certain that he's bleeding profusely |
998 |
5998 Target is certain that he's immortal |
999 |
5999 Target is certain that he's invulnerable until sunset |
1000 |
6000 Target is certain that he's standing at the center of a huge fire |
d1000 | Result |
---|---|
1 |
6001 Target is chained into the highest branches of a tall tree nearby |
2 |
6002 Target is coated in a delicious honey glaze like a ham |
3 |
6003 Target is coated in boiling pitch and takes damage accordingly |
4 |
6004 Target is completely enclosed by a layer of living flesh |
5 |
6005 Target is constricted as though squeezed by an invisible python |
6 |
6006 Target is covered by a suit of field plate armor, made of glass |
7 |
6007 Target is covered by a thick shawl of fetid vulture feathers |
8 |
6008 Target is covered by coarse and musky wool like a yak |
9 |
6009 Target is covered by dozens of slugs and snails |
10 |
6010 Target is covered by thick, ugly scales for an AC bonus of 1 |
11 |
6011 Target is discovered to be a remotely operated machine |
12 |
6012 Target is discovered to be an agent of the king |
13 |
6013 Target is discovered to be the real heir to the throne |
14 |
6014 Target is discovered to be the true owner of caster's home |
15 |
6015 Target is discovered to engage in decadent cannibalistic rituals |
16 |
6016 Target is dragged along the ground into the nearest open grave |
17 |
6017 Target is dragged halfway to the shore of the nearest river |
18 |
6018 Target is draped in a gossamer shawl impervious to fire |
19 |
6019 Target is draped in filthy funerary dressing |
20 |
6020 Target is draped in foul-smelling seaweed |
21 |
6021 Target is draped in threads that can only be cut under moonlight |
22 |
6022 Target is dreadfully afraid of the spell's target point |
23 |
6023 Target is dreadfully homesick for some place he's never been |
24 |
6024 Target is dressed like a court jester |
25 |
6025 Target is dressed like a crazed anchorite |
26 |
6026 Target is dressed like a pig at a luau |
27 |
6027 Target is dressed like one of the royal family |
28 |
6028 Target is driven halfway through the nearest tree |
29 |
6029 Target is driven like a thumbtack into the ground up to his neck |
30 |
6030 Target is encased in a glass box quickly filling with water |
31 |
6031 Target is encased in a large, hollow sphere of ice |
32 |
6032 Target is encased in a marble sarcophagus |
33 |
6033 Target is encased in a sealed wicker basket |
34 |
6034 Target is encased in a skin-tight plaster cast |
35 |
6035 Target is encased in an airtight steel capsule |
36 |
6036 Target is encircled by a chest-high wall of packed snow |
37 |
6037 Target is encircled by a waist-high, electrified iron fence |
38 |
6038 Target is encircled by a zone of intense cold |
39 |
6039 Target is encircled by a zone of pure vacuum |
40 |
6040 Target is encircled by an electrified fence |
41 |
6041 Target is encircled by an illusory wall of chattering skulls |
42 |
6042 Target is encircled by tall icicles, each as thick as his leg |
43 |
6043 Target is enclosed for one hour in an impenetrable 10-foot sphere |
44 |
6044 Target is enclosed in a shrinking steel cage |
45 |
6045 Target is enraged beyond all rational control |
46 |
6046 Target is ensconced in velvet |
47 |
6047 Target is ensnared by some distant spellcaster's Summoning spell |
48 |
6048 Target is especially receptive to Commands for the next 24 hours |
49 |
6049 Target is fearless as long as he wears the shoes he's wearing now |
50 |
6050 Target is forever immune to all non-magical disease |
51 |
6051 Target is forever immune to heatstroke |
52 |
6052 Target is forever immune to hypothermia |
53 |
6053 Target is forever immune to lycanthropy |
54 |
6054 Target is found to be a persecuted victim needing caster's help |
55 |
6055 Target is fully healed if he's slain while standing in snow |
56 |
6056 Target is harassed by skeletal crows |
57 |
6057 Target is haunted by the endless screams of damned souls |
58 |
6058 Target is healed of all damage, but his clothes and gear vanish |
59 |
6059 Target is held personally responsible for some distant atrocity |
60 |
6060 Target is held personally responsible for the decay of society |
61 |
6061 Target is highly magical and dies if Dispel Magic is cast on him |
62 |
6062 Target is highly magical and is quickly recognized by magic users |
63 |
6063 Target is holding an anvil and can't put it down for 2d8 rounds |
64 |
6064 Target is holding an egg in each hand and must not break them! |
65 |
6065 Target is hopelessly lost for 2d10 rounds |
66 |
6066 Target is horribly afraid of cooked or salted meat |
67 |
6067 Target is horribly scarred, as though shredded and reassembled |
68 |
6068 Target is horrified by the sight of female magic users |
69 |
6069 Target is horrified by the sound of clattering bones |
70 |
6070 Target is identified as the leader of some bizarre cult |
71 |
6071 Target is immortal and unaging until he next speaks |
72 |
6072 Target is immortal, but he's sentenced to lifelong imprisonment |
73 |
6073 Target is immortal, but his arms and legs vanish forever |
74 |
6074 Target is immune to air-based magic for 1d4 days |
75 |
6075 Target is immune to all attacks by non-magical birds |
76 |
6076 Target is immune to all injury until he next speaks |
77 |
6077 Target is immune to all swords now within one mile |
78 |
6078 Target is immune to any wounds inflicted by humans for 4d6 hours |
79 |
6079 Target is immune to area-effect magic for 1d4 days |
80 |
6080 Target is immune to beneficial magic for 2d4 days |
81 |
6081 Target is immune to charm-based spells or attacks for 1d4 weeks |
82 |
6082 Target is immune to Charms and Enchantments for 1d4 weeks |
83 |
6083 Target is immune to electrical attacks while carrying metal |
84 |
6084 Target is immune to his allies magic |
85 |
6085 Target is immune to his allies magic for 10d10 rounds |
86 |
6086 Target is immune to his own magic and attacks for 1d4 hours |
87 |
6087 Target is immune to hostile magic for 1d4 days |
88 |
6088 Target is immune to illusions until dawn tomorrow |
89 |
6089 Target is immune to injuries inflicted by wood in daylight |
90 |
6090 Target is immune to inorganic poisons for 1d4 months |
91 |
6091 Target is immune to light-based magic until sunset tomorrow |
92 |
6092 Target is immune to lightning |
93 |
6093 Target is immune to magical cold while naked |
94 |
6094 Target is immune to magical diseases for one week |
95 |
6095 Target is immune to magical fire while naked |
96 |
6096 Target is immune to magical healing |
97 |
6097 Target is immune to missile weapons for 6d8 hours |
98 |
6098 Target is immune to necromantic magic until he uses a magic item |
99 |
6099 Target is immune to non-magical diseases |
100 |
6100 Target is immune to non-magical extremes of weather |
101 |
6101 Target is immune to normal fire while wearing these clothes |
102 |
6102 Target is immune to piercing weapons, such as stilettos, etc. |
103 |
6103 Target is immune to poisons, but meat is highly toxic to him |
104 |
6104 Target is immune to polymorph magic |
105 |
6105 Target is immune to smoke inhalation for the rest of his life |
106 |
6106 Target is immune to the burning effects of acid for 2d4 days |
107 |
6107 Target is immune to the caster's magic for 10d10 rounds |
108 |
6108 Target is immune to the crushing pressure of very deep water |
109 |
6109 Target is immune to the next 1d10 attacks against him |
110 |
6110 Target is immune to the next magical disease he encounters |
111 |
6111 Target is implicated in numerous treasonous scandals |
112 |
6112 Target is in the middle of a typhoon, but no one else is |
113 |
6113 Target is infected with plague |
114 |
6114 Target is instantly consumed by vermin if he dies within 24 hours |
115 |
6115 Target is intensely drunk for 1d4 rounds after every combat |
116 |
6116 Target is invisible to lycanthropes while he's bleeding |
117 |
6117 Target is invisible to lycanthropes while they re indoors |
118 |
6118 Target is invisible while carrying 1d4 burning torches |
119 |
6119 Target is invisible while completely submerged |
120 |
6120 Target is invisible while he has an apple in each hand |
121 |
6121 Target is invisible while shouting |
122 |
6122 Target is invulnerable and invisible until he speaks or moves |
123 |
6123 Target is invulnerable to 80% of normal weapons |
124 |
6124 Target is invulnerable to any weapon that has already wounded him |
125 |
6125 Target is invulnerable to normal weapons and can't wield them |
126 |
6126 Target is invulnerable to normal weapons for 1d6 turns |
127 |
6127 Target is invulnerable to normal weapons until he inflicts damage |
128 |
6128 Target is invulnerable to normal weapons until he wields one |
129 |
6129 Target is invulnerable to weapon that he himself forged |
130 |
6130 Target is kidnapped to be used as a sacrifice by a religious cult |
131 |
6131 Target is kidnapped to be used as in medical experiments |
132 |
6132 Target is killed outright if he ever triggers a Chaos Burst |
133 |
6133 Target is killed outright if he kills any member of his species |
134 |
6134 Target is killed outright if he wounds himself with a sword |
135 |
6135 Target is killed outright if struck by a blood relative |
136 |
6136 Target is limned by golden light until dawn tomorrow |
137 |
6137 Target is liquefied and emerges from a nearby lake fully healed |
138 |
6138 Target is liquefied but reforms at full hit points in 1d20 rounds |
139 |
6139 Target is liquefied but reforms in a slightly warped shape |
140 |
6140 Target is liquefied but returns fully healed during the next rain |
141 |
6141 Target is lost in the shuffle |
142 |
6142 Target is mesmerized by the sight of lighted candles |
143 |
6143 Target is mesmerized by the sound of clinking metal |
144 |
6144 Target is nearly paralyzed with terror under the full moon |
145 |
6145 Target is now standing 8d10 yards behind the spell's target point |
146 |
6146 Target is now standing atop the tallest mountain within 100 miles |
147 |
6147 Target is numb to all physical sensation for 3d8 rounds |
148 |
6148 Target is obsessed with ridding himself of all skin and hair |
149 |
6149 Target is obsessed with ridding himself of all worldly property |
150 |
6150 Target is obsessed with ridding himself of his allies |
151 |
6151 Target is obsessed with ridding himself of his shadow |
152 |
6152 Target is obsessively covetous of some item that he can now see |
153 |
6153 Target is obsessively jealous of someone now standing nearby |
154 |
6154 Target is obsessively protective of someone now standing nearby |
155 |
6155 Target is obsessively protective someone he's never met |
156 |
6156 Target is overwhelmingly drunk for 1d4 rounds, then totally sober |
157 |
6157 Target is paralyzed by dread when he witnesses magical effects |
158 |
6158 Target is pelted by hundreds of acorns |
159 |
6159 Target is pelted by snowballs for 1d6 rounds |
160 |
6160 Target is pelted by tiny, red hot coals for 1d4 rounds |
161 |
6161 Target is pelted like a mink, otter, or beaver |
162 |
6162 Target is permanently bloodstained |
163 |
6163 Target is permanently invisible to caster but can't attack him |
164 |
6164 Target is permanently invisible to himself between dusk and dawn |
165 |
6165 Target is permanently rendered 1d100% transparent |
166 |
6166 Target is physically exhausted |
167 |
6167 Target is poisoned if he touches a book in the next 1d4 days |
168 |
6168 Target is pursued by predatory moneylenders |
169 |
6169 Target is pursued by ravenous wolves |
170 |
6170 Target is pursued by rogue shadows that resemble his own |
171 |
6171 Target is pushed through the planet and out to the opposite side |
172 |
6172 Target is quarantined by the local Minister of Health |
173 |
6173 Target is real but can be disbelieved as if he were an illusion |
174 |
6174 Target is real but can be Dispelled as if he were an illusion |
175 |
6175 Target is recognized as an escaped slave wherever he goes |
176 |
6176 Target is reluctant to engage in combat between sunrise and noon |
177 |
6177 Target is reluctant to speak between noon and sunset |
178 |
6178 Target is reluctant to wield any weapon with inorganic components |
179 |
6179 Target is rendered deaf and blind for 2d10 rounds |
180 |
6180 Target is rendered inert for 1d10 turns |
181 |
6181 Target is rendered like a cow in an abattoir |
182 |
6182 Target is rendered mute for 1d100 rounds |
183 |
6183 Target is scarred as though he were pressed against a hot screen |
184 |
6184 Target is scarred as though his digestive tract has been removed |
185 |
6185 Target is sheathed in a large, living sponge |
186 |
6186 Target is sheathed in a plant like a huge pea pod |
187 |
6187 Target is sheathed in blood-soaked strips of leather |
188 |
6188 Target is sheathed in wax |
189 |
6189 Target is shoved to the ground in each of the next 1d10 rounds |
190 |
6190 Target is showered by sawdust for 1d10 rounds |
191 |
6191 Target is showered by shaved ice for the next 1d10 rounds |
192 |
6192 Target is shunned by all other members of his species |
193 |
6193 Target is shunned by all that is holy |
194 |
6194 Target is shunned by anyone carrying a magic item |
195 |
6195 Target is shunned by anyone nearby who is now wounded |
196 |
6196 Target is shunned by polite society |
197 |
6197 Target is smeared in a coordinated campaign of personal attacks |
198 |
6198 Target is smeared in a fluid that suppresses his natural scent |
199 |
6199 Target is smeared in lard |
200 |
6200 Target is smeared in some kind of fireproof jelly |
201 |
6201 Target is so badly disfigured that people flee from him in horror |
202 |
6202 Target is sought for arrest because he stole a loaf of bread |
203 |
6203 Target is standing knee-deep in a basket full of cobras |
204 |
6204 Target is standing knee-deep in a bucket full of manure |
205 |
6205 Target is stricken completely hairless |
206 |
6206 Target is stricken deaf, blind, and mute for 1d6 rounds |
207 |
6207 Target is stricken from any documents that mention him by name |
208 |
6208 Target is stricken mute under every full moon |
209 |
6209 Target is stricken mute while horses are nearby |
210 |
6210 Target is stricken mute while under any magical effect |
211 |
6211 Target is struck by lightning for 1d100 hit points of damage |
212 |
6212 Target is struck by lightning the next time an ally is wounded |
213 |
6213 Target is struck by lightning the next time he draws a weapon |
214 |
6214 Target is struck by lightning the next time he enters water |
215 |
6215 Target is struck by lightning the next time he speaks |
216 |
6216 Target is struck by lightning the next time he uses a magic item |
217 |
6217 Target is struck by lightning unless he's currently atop a horse |
218 |
6218 Target is stung by a bee as large as an ox |
219 |
6219 Target is stung by a bee every time he makes a successful attack |
220 |
6220 Target is suddenly acutely aware of any injuries he now has |
221 |
6221 Target is suddenly attacked by ruffians |
222 |
6222 Target is suddenly holding 1d4 anvils |
223 |
6223 Target is suddenly holding a box full of his own bones |
224 |
6224 Target is suddenly holding a pair of alligator suitcases |
225 |
6225 Target is suddenly holding a pair of magic rings |
226 |
6226 Target is suddenly holding an enormous bouquet of roses |
227 |
6227 Target is suddenly holding the king's severed head |
228 |
6228 Target is suddenly holding the nearest corpse in his arms |
229 |
6229 Target is suddenly lying in a four-poster canopy bed |
230 |
6230 Target is suddenly lying in his own bed |
231 |
6231 Target is suddenly lying on a funeral pyre |
232 |
6232 Target is suddenly married to 1d8 additional spouses |
233 |
6233 Target is suddenly morbidly obese |
234 |
6234 Target is suddenly naked except for a fig leaf |
235 |
6235 Target is suddenly on the verge of an important breakthrough |
236 |
6236 Target is suddenly on the verge of going berserk |
237 |
6237 Target is suddenly on the verge of utter dehydration |
238 |
6238 Target is suddenly on the verge of utter exhaustion |
239 |
6239 Target is suddenly on the verge of utter panic |
240 |
6240 Target is suddenly on the verge of utter starvation |
241 |
6241 Target is suddenly packaged in a large cardboard box |
242 |
6242 Target is suddenly recognized as everyone's long-lost brother |
243 |
6243 Target is suddenly sitting at the base of a nearby waterfall |
244 |
6244 Target is suddenly sitting atop someone else's horse |
245 |
6245 Target is suddenly sitting atop the tallest waterfall in the land |
246 |
6246 Target is suddenly sitting in a bucket full of ice water |
247 |
6247 Target is suddenly sitting in a large wooden crate |
248 |
6248 Target is suddenly sitting in the bucket of the nearest catapult |
249 |
6249 Target is suddenly sitting in the queen's boudoir |
250 |
6250 Target is suddenly sitting on an anthill, smeared with honey |
251 |
6251 Target is suddenly sitting on the corpse of a fallen ally |
252 |
6252 Target is suddenly standing atop a heap of shattered masonry |
253 |
6253 Target is suddenly standing atop a rickety and very tall fence |
254 |
6254 Target is suddenly standing atop a tall ladder |
255 |
6255 Target is suddenly standing atop the nearest corpse |
256 |
6256 Target is suddenly standing atop the nearest lookout tower |
257 |
6257 Target is suddenly standing atop the nearest sand dune |
258 |
6258 Target is suddenly standing in a fetid swamp miles from here |
259 |
6259 Target is suddenly standing in the nearest boat |
260 |
6260 Target is suddenly standing in the nearest locked treasure vault |
261 |
6261 Target is suddenly standing knee-deep in the nearest ocean |
262 |
6262 Target is suddenly standing next to his most powerful enemy |
263 |
6263 Target is suddenly standing on a trapdoor over a very deep pit |
264 |
6264 Target is suddenly standing on the shoulders of a nearby ally |
265 |
6265 Target is suddenly standing outside his own front door |
266 |
6266 Target is suddenly standing under the nearest bridge |
267 |
6267 Target is suddenly standing upon what appears to be his own grave |
268 |
6268 Target is suddenly standing wherever he awoke this morning |
269 |
6269 Target is suddenly suffering from overpowering agoraphobia |
270 |
6270 Target is suddenly wearing a cast-iron straightjacket |
271 |
6271 Target is suddenly wearing a provocative leather ensemble |
272 |
6272 Target is suddenly wearing a skin-tight suit of chain mail |
273 |
6273 Target is suddenly wearing an anachronistic bathing costume |
274 |
6274 Target is suddenly wearing an ornate saddle of very high quality |
275 |
6275 Target is suddenly wearing fireproof clothing |
276 |
6276 Target is suddenly wearing whatever the king wore yesterday |
277 |
6277 Target is surrounded by pandering sycophants |
278 |
6278 Target is surrounded by rabid wolves |
279 |
6279 Target is surrounded by servitors who want to assassinate him |
280 |
6280 Target is surrounded by vermin and small pests |
281 |
6281 Target is susceptible to rust while carrying gold |
282 |
6282 Target is suspected of having trafficked with demons in a church |
283 |
6283 Target is suspected of having wrought a plague upon this nation |
284 |
6284 Target is suspected of holding the secret of all existence |
285 |
6285 Target is suspected of plotting to exterminate his entire species |
286 |
6286 Target is suspended above the tallest tree nearby |
287 |
6287 Target is suspended over a flaming pit until sunset |
288 |
6288 Target is swarmed by countless flies, but they don't bother him |
289 |
6289 Target is swarmed by undead whenever he uses a magic item |
290 |
6290 Target is swept 3d100 yards by a wave of molasses |
291 |
6291 Target is the most unrepentant coward in the entire world |
292 |
6292 Target is the subject of a distant being's use of the Wish spell |
293 |
6293 Target is thought to be a malefic figure as foretold by prophecy |
294 |
6294 Target is thrown 1d4 rounds into the past |
295 |
6295 Target is thrown 8d6 hours into the future |
296 |
6296 Target is thrown 8d6 yards into the air |
297 |
6297 Target is thrown down the nearest flight of stairs |
298 |
6298 Target is thrown into a coma for 1d6 days |
299 |
6299 Target is thrown into the nearest briar patch |
300 |
6300 Target is tied between two trees like a hammock |
301 |
6301 Target is tied to the ground with rope made of his own hair |
302 |
6302 Target is tightly bound by strips of adhesive cloth |
303 |
6303 Target is tightly chained to the nearest tree |
304 |
6304 Target is tightly swaddled in a coarse wool blanket |
305 |
6305 Target is tightly wrapped in blood-soaked bandages |
306 |
6306 Target is tightly wrapped in strips of raw and greasy bacon |
307 |
6307 Target is tormented by countless demonic voices |
308 |
6308 Target is tormented by false but realistic echoes of a past life |
309 |
6309 Target is tormented by illusory ants crawling all over him |
310 |
6310 Target is tormented by invisible barbs that catch in his flesh |
311 |
6311 Target is tormented by shrill and discordant music |
312 |
6312 Target is tormented by the awareness of his mortality |
313 |
6313 Target is tormented by visions of his own damnation |
314 |
6314 Target is tormented by visions of his own descent into madness |
315 |
6315 Target is tormented by visions of the damned |
316 |
6316 Target is tormented by visions of the torture of his allies |
317 |
6317 Target is tormented by voices telling him to kill his allies |
318 |
6318 Target is tormented by voices telling him to kill the king |
319 |
6319 Target is unable to look directly at the caster |
320 |
6320 Target is unaffected by natural winds |
321 |
6321 Target is unexpectedly thrust into a position of political power |
322 |
6322 Target is unusually clumsy for 1d4 hours after he says his name |
323 |
6323 Target is utterly fearless until sunset tomorrow |
324 |
6324 Target is violently allergic to some common non-magical species |
325 |
6325 Target is violently compressed to the size of a grain of rice |
326 |
6326 Target is violently pushed 1d10 yards, stunned for as many rounds |
327 |
6327 Target is wearing a diver's mask, snorkel, and swim fins |
328 |
6328 Target is wearing a formal suit made entirely of lettuce |
329 |
6329 Target is wearing a formal suit made entirely of smoked meats |
330 |
6330 Target is wearing a necklace of severed human ears |
331 |
6331 Target is wearing nothing but strategically-placed coconut shells |
332 |
6332 Target is wearing the entire skin from an orc or goblin |
333 |
6333 Target is wearing the leathered skin from his own corpse |
334 |
6334 Target is wholly invulnerable for 1d4 rounds |
335 |
6335 Target is widely famed for his prowess with the scissors |
336 |
6336 Target is widely recognized as a traitor to his race and species |
337 |
6337 Target is, by his very nature, impossible |
338 |
6338 Target jingles like sleigh bells while trying to move stealthily |
339 |
6339 Target kills himself at sunset tonight but is resurrected at dawn |
340 |
6340 Target knows a secret that damages the sanity of any who learn it |
341 |
6341 Target knows an economical way to extract aluminum from bauxite |
342 |
6342 Target knows but won't tell the location of an important artifact |
343 |
6343 Target knows everything there is to know about the caster |
344 |
6344 Target knows exactly what will happen in the next 2d6 rounds |
345 |
6345 Target knows the current location of every Dwarf within 10 miles |
346 |
6346 Target knows the location of every lock within one mile |
347 |
6347 Target labors to conceal a humiliating secret from his allies |
348 |
6348 Target lacks any concept of personal property |
349 |
6349 Target laughs like a braying donkey when he injures someone |
350 |
6350 Target laughs outrageously at the sight of his allies blood |
351 |
6351 Target learns that a deranged cult worships him as a god |
352 |
6352 Target leaves no scent for 1d4 weeks |
353 |
6353 Target leeches 2d10 hit points from the caster |
354 |
6354 Target levitates 10d10 yards into the air for that many rounds |
355 |
6355 Target levitates 1d10 feet in each of the next 1d6 rounds |
356 |
6356 Target literally laughs at danger, so much so that it's annoying |
357 |
6357 Target looks as though half of his body has been severely burned |
358 |
6358 Target looks as though half of his body is made of pumice |
359 |
6359 Target looks as though half of his body is made of wood |
360 |
6360 Target looks as though he's made entirely of clay |
361 |
6361 Target looks exactly like the caster for 1d4 days |
362 |
6362 Target looks like a photo-negative for 1d4 days |
363 |
6363 Target looks like a photo-negative while wielding a weapon |
364 |
6364 Target looks vaguely demonic whenever he uses a magic item |
365 |
6365 Target loses 1d100 hit points if he speaks his name before sunset |
366 |
6366 Target loses 1d100 hit points unless he eats 3lbs of gold by dawn |
367 |
6367 Target loses 1d100% of his mass |
368 |
6368 Target loses 1d4 hit points every time he draws a weapon |
369 |
6369 Target loses 1d4 levels/hit dice |
370 |
6370 Target loses a point of Intelligence for each hit point he loses |
371 |
6371 Target loses all but one hit point, then regains one per round |
372 |
6372 Target loses all hit points gained due to high Constitution |
373 |
6373 Target loses all sense of decency and restraint |
374 |
6374 Target loses half of his remaining hit points |
375 |
6375 Target loses one hit point each day for the next 1d100 days |
376 |
6376 Target loses one hit point per hour until dawn tomorrow |
377 |
6377 Target loses one hit point per person now within a 10 yard radius |
378 |
6378 Target loses one hit point per round until he eats some raw meat |
379 |
6379 Target loses one hit point per round until he strips naked |
380 |
6380 Target loses one hit point per round until he swallows a coin |
381 |
6381 Target loses one hit point per round until he's struck by magic |
382 |
6382 Target loses the sense of object permanence |
383 |
6383 Target makes a spirited effort to detach one of his legs |
384 |
6384 Target makes a spirited effort to disarm his allies |
385 |
6385 Target makes a spirited effort to eat his own foot 6386 |
386 |
Target makes a spirited effort to extract his own heart |
387 |
6387 Target makes a spirited effort to pull out his own tongue |
388 |
6388 Target makes a spirited effort to remove his lower jaw |
389 |
6389 Target makes a spirited effort to scour the flesh from his hands |
390 |
6390 Target makes a spirited effort to swallow his weapon |
391 |
6391 Target makes a spirited effort to tear off his ears |
392 |
6392 Target makes outrageous claims about his martial skill |
393 |
6393 Target makes outrageous claims about his wealth and property |
394 |
6394 Target mimics the actions of one of his allies for 2d6 rounds |
395 |
6395 Target mimics the caster's actions for 1d10 rounds |
396 |
6396 Target mistakes himself for someone else |
397 |
6397 Target moos like a cow each time he draws a weapon |
398 |
6398 Target must carry a blade at all times that has never drawn blood |
399 |
6399 Target must carry a burning candle at all times |
400 |
6400 Target must carry a fifty pound wheel of cheese until sunset |
401 |
6401 Target must carry a small stone from this spot at all times |
402 |
6402 Target must carry a wooden staff taller than he is at all times |
403 |
6403 Target must carry at least 30 feet of rope at all times |
404 |
6404 Target must carry at least 4d6 gold coins at all times |
405 |
6405 Target must carry at least five pounds of wood at all times |
406 |
6406 Target must carry at least one pound of feathers at all times |
407 |
6407 Target must climb a tall tree during the next thunderstorm |
408 |
6408 Target must disrobe before entering any cave or mine |
409 |
6409 Target must douse himself with 2d6 gallons of water or combust |
410 |
6410 Target must draw his weapon every time he says his name |
411 |
6411 Target must drink 2d4 gallons of water before sunset |
412 |
6412 Target must eat 3d6 pounds of food before dawn tomorrow |
413 |
6413 Target must eat a pound of grass or leaves before dawn |
414 |
6414 Target must eat a pound of ice by sunset tonight |
415 |
6415 Target must give his name whenever he's asked for it |
416 |
6416 Target must lie whenever he's asked his name |
417 |
6417 Target must re-roll any attribute scores that are higher than 15 |
418 |
6418 Target must re-roll any attribute scores that are lower than 12 |
419 |
6419 Target must return to this location at least once each month |
420 |
6420 Target must Save at each sunset or forget what happened that day |
421 |
6421 Target must Save each morning or be ethereal until dusk |
422 |
6422 Target must Save each morning or shrink by 10% |
423 |
6423 Target must Save each morning, or he can't use his arms that day |
424 |
6424 Target must Save each morning, or his left leg bursts into flame |
425 |
6425 Target must Save each night or else sleep for 6d8+24 hours |
426 |
6426 Target must Save or 1d100 of his bones explode |
427 |
6427 Target must Save or 1d100 of his bones turn to glass |
428 |
6428 Target must Save or 1d100 of his bones turn to steel |
429 |
6429 Target must Save or be dragged to the bottom of the nearest lake |
430 |
6430 Target must Save or be struck dead by a meteor |
431 |
6431 Target must Save or each of his bones teleports 1d4 miles |
432 |
6432 Target must Save or forfeit ownership of all of his possessions |
433 |
6433 Target must Save or he beheads himself with his next attack |
434 |
6434 Target must Save or he will never have existed |
435 |
6435 Target must Save or his hands and weapons vanish until sunset |
436 |
6436 Target must Save or his temperature rises 1° per round |
437 |
6437 Target must Save or lose 1d4 from each attribute score |
438 |
6438 Target must Save when he's hit by a bludgeon or shatter |
439 |
6439 Target must Save when he's hit by a bludgeon or shriek in panic |
440 |
6440 Target must Save when he's hit by a bludgeon or turn inside out |
441 |
6441 Target must Save when he's hit by a bludgeon or turn to butter |
442 |
6442 Target must say his name every time he draws a weapon |
443 |
6443 Target must scale the tallest mountain within 100 miles |
444 |
6444 Target must take 1d10 steps backward each time he draws a weapon |
445 |
6445 Target now has 1d12 x 10% of his full hit points |
446 |
6446 Target now has an odd number of limbs |
447 |
6447 Target now has three legs spaced evenly around his pelvis |
448 |
6448 Target obsessively cleans and polishes any magical items he owns |
449 |
6449 Target obsessively pursues a man who turns into a green monster |
450 |
6450 Target obsessively pursues an immortal beast with glass eyes |
451 |
6451 Target obsessively pursues some crazy get-rich-quick scheme |
452 |
6452 Target obsessively pursues the one-armed man who killed his wife |
453 |
6453 Target offered his legs as collateral on a high-interest loan |
454 |
6454 Target only needs to blink once every 4d6 hours |
455 |
6455 Target only needs to eat one normal-sized meal per week |
456 |
6456 Target opens a chain of big-box retail stores |
457 |
6457 Target owes a big favor to a powerful and malevolent entity |
458 |
6458 Target owes a big favor to someone to whom he's morally opposed |
459 |
6459 Target perceives a vast army to be just beyond the nearest ridge |
460 |
6460 Target perceives aggressive creditors to be hunting him endlessly |
461 |
6461 Target perceives all foliage to be ablaze |
462 |
6462 Target perceives constant rainfall from now on |
463 |
6463 Target perceives everyone nearby to be sheathed in golden flame |
464 |
6464 Target perceives everyone nearby to be sprouting peacock feathers |
465 |
6465 Target perceives everyone nearby to look just like him |
466 |
6466 Target perceives everything except himself to be 50% larger |
467 |
6467 Target perceives everything nearby to be aligned against him |
468 |
6468 Target perceives everything nearby to made of gold |
469 |
6469 Target perceives everything to be blighted and drained of color |
470 |
6470 Target perceives himself to be bathed in silver light |
471 |
6471 Target perceives himself to be the wealthiest person in the world |
472 |
6472 Target perceives hints of prophecy in any music he hears |
473 |
6473 Target perceives menacing waterfowl all around him |
474 |
6474 Target perceives profound secrets in everyday conversation |
475 |
6475 Target perceives shocking insults in everyday conversation |
476 |
6476 Target perceives weather conditions to be six months out of sync |
477 |
6477 Target perceives worms to be wriggling from his every orifice |
478 |
6478 Target permanently abandons his principal weapon |
479 |
6479 Target permanently ages one year for each hit point he loses |
480 |
6480 Target permanently gains 1d4 hit points |
481 |
6481 Target permanently loses 1d10 toes |
482 |
6482 Target permanently loses 1d4 hit points |
483 |
6483 Target permanently loses half his current hit points |
484 |
6484 Target poses and spits water like a fountain for one turn |
485 |
6485 Target presents a long list of grievances to the caster |
486 |
6486 Target pretends that he has a personal relationship with his god |
487 |
6487 Target pretends that he's been Charmed by the caster |
488 |
6488 Target punches his jaw repeatedly until he knocks himself out |
489 |
6489 Target quickly regenerates any lost fingers or toes |
490 |
6490 Target races away in a random direction and can't stop until dawn |
491 |
6491 Target races headlong toward any magic user he encounters |
492 |
6492 Target races to the nearest cave and hides there |
493 |
6493 Target races to the nearest cave entrance |
494 |
6494 Target races to the nearest library and tries to burn it down |
495 |
6495 Target races to the nearest temple and messily desecrates it |
496 |
6496 Target races toward his home at top speed |
497 |
6497 Target races toward the caster and begs to be killed |
498 |
6498 Target races toward the caster, embraces him, & vanishes with him |
499 |
6499 Target races toward the nearest lake and jumps into it |
500 |
6500 Target races toward the nearest monarch and attacks him |
501 |
6501 Target races toward the nearest ocean and wades out 1d4 miles |
502 |
6502 Target races toward the nearest open fire and jumps into it |
503 |
6503 Target races toward the nearest open pit and jumps into it |
504 |
6504 Target rattles like a bucket of stones while moving with stealth |
505 |
6505 Target reacts violently to any representative of the king |
506 |
6506 Target reacts violently to anyone bearing a scar on his face |
507 |
6507 Target reacts violently to anyone bearing a tattoo |
508 |
6508 Target reacts violently to anyone displaying a holy symbol |
509 |
6509 Target reacts violently to anyone he sees who is now injured |
510 |
6510 Target reacts violently to anyone he thinks is able to kill him |
511 |
6511 Target reacts violently to anyone nearby when he awakens |
512 |
6512 Target reacts violently to anyone not of his race |
513 |
6513 Target reacts violently to anyone not wearing a hat |
514 |
6514 Target reacts violently to anyone refusing to address him as sire |
515 |
6515 Target reacts violently to anyone representing a deity |
516 |
6516 Target reacts violently to anyone taller than he is |
517 |
6517 Target reacts violently to anyone wearing a cloak |
518 |
6518 Target reacts violently to anyone wearing a gold ring |
519 |
6519 Target reacts violently to anyone wearing a hat or helmet |
520 |
6520 Target reacts violently to anyone wearing leather |
521 |
6521 Target reacts violently to anyone who addresses him by name |
522 |
6522 Target reacts violently to anyone who addresses the caster |
523 |
6523 Target reacts violently to anyone who asks his name |
524 |
6524 Target reacts violently to anyone who attacks the caster |
525 |
6525 Target reacts violently to anyone who carries an axe |
526 |
6526 Target reacts violently to anyone who displays fear or pity |
527 |
6527 Target reacts violently to anyone who displays the color red |
528 |
6528 Target reacts violently to anyone who doesn't offer him money |
529 |
6529 Target reacts violently to anyone who doesn't recognize him |
530 |
6530 Target reacts violently to anyone who draws a weapon near him |
531 |
6531 Target reacts violently to anyone who eats in front of him |
532 |
6532 Target reacts violently to anyone who eats meat in his presence |
533 |
6533 Target reacts violently to anyone who gives him an order |
534 |
6534 Target reacts violently to anyone who has a beard |
535 |
6535 Target reacts violently to anyone who has long hair |
536 |
6536 Target reacts violently to anyone who has no beard |
537 |
6537 Target reacts violently to anyone who lights a fire near him |
538 |
6538 Target reacts violently to anyone who mentions a deity by name |
539 |
6539 Target reacts violently to anyone who mentions his martial skill |
540 |
6540 Target reacts violently to anyone who offers him aid in battle |
541 |
6541 Target reacts violently to anyone who offers him food or water |
542 |
6542 Target reacts violently to anyone who offers him hospitality |
543 |
6543 Target reacts violently to anyone who offers him money |
544 |
6544 Target reacts violently to anyone who questions his bravery |
545 |
6545 Target reacts violently to anyone who receives magical healing |
546 |
6546 Target reacts violently to anyone who refuses to give him money |
547 |
6547 Target reacts violently to anyone who refuses to worship him |
548 |
6548 Target reacts violently to anyone who says a magic word near him |
549 |
6549 Target reacts violently to anyone who seems to have a magic item |
550 |
6550 Target reacts violently to anyone who sees him get injured |
551 |
6551 Target reacts violently to anyone who shows him common courtesy |
552 |
6552 Target reacts violently to anyone who speaks while on horseback |
553 |
6553 Target reacts violently to anyone who speaks with an accent |
554 |
6554 Target reacts violently to anyone who spends money on armor |
555 |
6555 Target reacts violently to anyone who suggests that he's mortal |
556 |
6556 Target reacts violently to anyone who touches him |
557 |
6557 Target reacts violently to anyone who uses magic |
558 |
6558 Target reacts violently to anyone who wears jewelry |
559 |
6559 Target reacts violently to anyone who wields a magical weapon |
560 |
6560 Target reacts violently to anyone whom he perceives to be ill |
561 |
6561 Target reacts violently to anyone wielding a bloodstained weapon |
562 |
6562 Target reacts violently to anyone wielding a wooden bludgeon |
563 |
6563 Target reacts violently to anyone with bloodstained clothes |
564 |
6564 Target reacts violently to Elves who learn his name |
565 |
6565 Target reacts violently to the next person to draw blood near him |
566 |
6566 Target realizes that has an extra eye in the back of his head |
567 |
6567 Target realizes that he murdered 1d10 people closest to him |
568 |
6568 Target realizes that he's a mechanical simulacrum |
569 |
6569 Target realizes that he's always been a ravenous cannibal |
570 |
6570 Target realizes that he's been chewing on gravel for several days |
571 |
6571 Target realizes that he's being controlled by invisible entities |
572 |
6572 Target realizes that he's had an arrow in his thigh for days |
573 |
6573 Target realizes that he's lost and doesn't know anyone nearby |
574 |
6574 Target realizes that the back of his head is removable |
575 |
6575 Target receives a massive shock the next time he touches metal |
576 |
6576 Target receives a sign that he should abandon all worldly goods |
577 |
6577 Target receives a sign that he should devote himself to magic |
578 |
6578 Target receives a sign that he should reject all magic |
579 |
6579 Target receives a sign that his murder is imminent |
580 |
6580 Target reeks of carrion when he's angry |
581 |
6581 Target reeks of cheap perfume between sunset and dawn |
582 |
6582 Target reeks of chlorine while he speaks |
583 |
6583 Target reeks of gasoline for the rest of his life |
584 |
6584 Target reeks of manure while in polite company |
585 |
6585 Target reflection appears in every mirror within 10 miles |
586 |
6586 Target refuses any offers of first aid or magical healing |
587 |
6587 Target refuses to believe that metal weapons can harm him |
588 |
6588 Target refuses to believe that poisons are poisonous |
589 |
6589 Target refuses to believe that the caster exists |
590 |
6590 Target refuses to eat any cooked meat |
591 |
6591 Target refuses to eat or sleep for 2d4-1 days |
592 |
6592 Target refuses to eat until his magical sword is returned |
593 |
6593 Target refuses to eat within 6d10 miles of this spot |
594 |
6594 Target refuses to give medical aid to his allies |
595 |
6595 Target refuses to share food or water with his allies |
596 |
6596 Target refuses to speak his native tongue while outdoors |
597 |
6597 Target refuses to speak to anyone at all for 1d8 days |
598 |
6598 Target refuses to speak to anyone not of his race |
599 |
6599 Target refuses to speak to anyone of his race |
600 |
6600 Target refuses to speak to anyone who addresses him by name |
601 |
6601 Target refuses to speak to anyone who is looking at him |
602 |
6602 Target refuses to speak to anyone who shares his native tongue |
603 |
6603 Target refuses to speak to anyone whom he knows to employ magic |
604 |
6604 Target regains his full hit points in each of the next 1d8 rounds |
605 |
6605 Target regenerates one hit point for each pint of blood he drinks |
606 |
6606 Target regresses to infancy but quickly grows to his correct age |
607 |
6607 Target re-rolls 1d4 of his attribute scores, using 2d10 |
608 |
6608 Target re-rolls his hit points |
609 |
6609 Target retains a perfect memory of the next 4d12 hours |
610 |
6610 Target rightly believes that everyone is trying to kill him |
611 |
6611 Target roars like a lion whenever he sees food |
612 |
6612 Target runs 1d4 miles at top speed in a random direction |
613 |
6613 Target runs completely around the nearest lake |
614 |
6614 Target salivates heavily during battle |
615 |
6615 Target screams as though in agony for 1d4 hours |
616 |
6616 Target secretes 10 gallons of foul brine over the next 1d8 turns |
617 |
6617 Target secretes a sticky pus from his eyes, nose, and ears |
618 |
6618 Target sees anything more than 20 yards away as dull gray |
619 |
6619 Target sees spectacular lightning overhead, but no one else does |
620 |
6620 Target shakes violently when attempting to use magic items |
621 |
6621 Target shakes violently while touching magic items |
622 |
6622 Target shimmers like a desert mirage, making him -1 ToHit |
623 |
6623 Target shrinks by 25% during each of the next 1d10 days |
624 |
6624 Target shrinks by 8d10% when he next attacks the caster |
625 |
6625 Target single-mindedly attacks the tallest person he can see |
626 |
6626 Target single-mindedly tries to kill the caster until one is dead |
627 |
6627 Target sinks halfway to the center of the world |
628 |
6628 Target smells like 1,000 roses whenever he uses a magic item |
629 |
6629 Target smells like 10 corpses whenever he uses a magic item |
630 |
6630 Target smells like fungus for 1d4 hours after every battle |
631 |
6631 Target smells like roses for one hour after every battle |
632 |
6632 Target smells rotting flesh everywhere for 1d4 weeks |
633 |
6633 Target smells strongly of blood whenever he uses a magic item |
634 |
6634 Target smells strongly of cabbage until his next birthday |
635 |
6635 Target smells strongly of sauerkraut for the rest of his life |
636 |
6636 Target smells strongly of sour milk until next wounded in battle |
637 |
6637 Target smells strongly of vanilla for 2d4 days |
638 |
6638 Target sneezes and 10d10 angry wasps spew from his nose |
639 |
6639 Target sneezes and blows 1d4 pounds of iron filings from his nose |
640 |
6640 Target sneezes and blows all of his teeth from his mouth |
641 |
6641 Target snorts like a pig before and after he says his name |
642 |
6642 Target sounds as though he's shouting through a distant megaphone |
643 |
6643 Target speaks only in an archaic dialect of his native language |
644 |
6644 Target spends 1d4 rounds obsessing over the impact of his actions |
645 |
6645 Target spends 1d4 turns trying to fell a tree with his bare hands |
646 |
6646 Target spends 2d4 rounds trying to remove one of his vital organs |
647 |
6647 Target spends 2d8 rounds praising the caster for his magic skills |
648 |
6648 Target spends a few rounds trying to convince himself he's dead |
649 |
6649 Target spends a few rounds trying to unscrew his own head |
650 |
6650 Target spends all of his money to buy something totally worthless |
651 |
6651 Target spins a cocoon & emerges in 1d4 days with butterfly wings |
652 |
6652 Target spins like a top for 1d8 rounds |
653 |
6653 Target spits out small lumps of coal after any melee |
654 |
6654 Target sprays a gallon of milk from his nose |
655 |
6655 Target sprays a huge gout of jet-black ink from his nose |
656 |
6656 Target sprouts 1d10 additional noses all over his body |
657 |
6657 Target sprouts 1d10 fingers from his cheeks |
658 |
6658 Target sprouts 1d10 pairs of delicate antennae |
659 |
6659 Target sprouts 1d100 additional ears on his body |
660 |
6660 Target sprouts 1d6 additional noses somewhere on his body |
661 |
6661 Target sprouts 3d10 tufts of coarse, ugly hair on his body |
662 |
6662 Target sprouts a bunch of flexible metal tines on his face |
663 |
6663 Target sprouts a clumsy elephant's trunk at the back of his head |
664 |
6664 Target sprouts a collar of holly from the skin of his neck |
665 |
6665 Target sprouts a horse's tail from the center of his chest |
666 |
6666 Target sprouts a long, prehensile tail from his chest |
667 |
6667 Target sprouts a non-functional face between his shoulder blades |
668 |
6668 Target sprouts a non-functioning hand from the top of his head |
669 |
6669 Target sprouts a pair of compound eyes from his cheekbones |
670 |
6670 Target sprouts a pair of loathsome tentacles from his forehead |
671 |
6671 Target sprouts a pair of retractable fangs in each palm |
672 |
6672 Target sprouts a pig's tail from between his eyes |
673 |
6673 Target sprouts a small foot from the top of his head |
674 |
6674 Target sprouts a torch sconce between his shoulder blades |
675 |
6675 Target sprouts a vulture's wing between his shoulder blades |
676 |
6676 Target sprouts an additional foot from each knee |
677 |
6677 Target sprouts an additional foot from each shoulder |
678 |
6678 Target sprouts an additional forearm and hand from one elbow |
679 |
6679 Target sprouts an additional hand from each shoulder |
680 |
6680 Target sprouts an additional hand from one of his arms |
681 |
6681 Target sprouts an additional hand from the palm of one hand |
682 |
6682 Target sprouts an additional head beside the existing one |
683 |
6683 Target sprouts an additional limb |
684 |
6684 Target sprouts an additional mouth next to his original one |
685 |
6685 Target sprouts an additional pair of eyes on his forehead |
686 |
6686 Target sprouts an additional pair of nostrils on his forehead |
687 |
6687 Target sprouts an additional pair of thumbs on his forehead |
688 |
6688 Target sprouts an additional thumb from the back of each hand |
689 |
6689 Target sprouts an iguana's tail from his chin |
690 |
6690 Target sprouts an intelligent fungus atop his head |
691 |
6691 Target sprouts an ox horn from his chin |
692 |
6692 Target sprouts an ox horn from one side of his head |
693 |
6693 Target sprouts countless leaves, each bearing a mysterious rune |
694 |
6694 Target sprouts deer antlers from his shoulder blades |
695 |
6695 Target sprouts enormous fangs from his lower jaw |
696 |
6696 Target sprouts harmless but acrid blue mold all over his body |
697 |
6697 Target sprouts retractable iron claws from his fingers |
698 |
6698 Target sprouts small, flashing lights along his spine |
699 |
6699 Target sprouts wool like a sheep |
700 |
6700 Target stalks the caster, always at least one mile distant |
701 |
6701 Target steals credit for writing a list of 7,000 random effects |
702 |
6702 Target stretches into an upright "X" for 1d10 rounds |
703 |
6703 Target struggles with some trite philosophical conundrum |
704 |
6704 Target suddenly has 2d10 carpenter's nails in his mouth |
705 |
6705 Target suddenly has a horseshoe in his mouth |
706 |
6706 Target suddenly owns a book describing how to build a spacecraft |
707 |
6707 Target suddenly owns a large pouch made of his own leathered skin |
708 |
6708 Target suddenly owns an exact replica of his own skeleton |
709 |
6709 Target suddenly owns an exact replica of some person nearby |
710 |
6710 Target suddenly owns an exact replica of the caster's skeleton |
711 |
6711 Target suddenly realizes that fire can harm him |
712 |
6712 Target suddenly realizes that he doesn't know how to use weapons |
713 |
6713 Target suddenly realizes that he has a conjoined twin |
714 |
6714 Target suddenly realizes that he's terrified of spiders |
715 |
6715 Target suddenly realizes that he's undead |
716 |
6716 Target suddenly realizes that magic doesn't really exist |
717 |
6717 Target suddenly realizes that magical illusions can't hurt him |
718 |
6718 Target suddenly realizes that the caster is only an illusion |
719 |
6719 Target suddenly senses that his identity is a fictional construct |
720 |
6720 Target suffers a fit of crippling paranoia for 1d4 turns |
721 |
6721 Target suffers a seizure lasting 1d10 rounds |
722 |
6722 Target suffers burns if he touches water hotter than 80° |
723 |
6723 Target suffers double damage from injuries while he's wet |
724 |
6724 Target suffers extreme hypothermia |
725 |
6725 Target suffers from a disfiguring pox, but his teeth are radiant |
726 |
6726 Target suffers from hysterical pregnancy |
727 |
6727 Target suffers half damage from metal weapons while it's snowing |
728 |
6728 Target suffers immense pain while in close proximity to fire |
729 |
6729 Target suffers intense dread when he tries to use a magic item |
730 |
6730 Target suffers no damage from dragons breath for 1d4 weeks |
731 |
6731 Target suffers no damage from falls of less than 1d100 feet |
732 |
6732 Target suffers no damage from magical blades for 2d4 days |
733 |
6733 Target suffers no damage from wounds inflicted by orcs |
734 |
6734 Target suffers only half damage from acid for 1d4 days |
735 |
6735 Target suffers only half damage from fire for 1d8 days |
736 |
6736 Target suffers only half damage from now until midnight |
737 |
6737 Target suffers only half damage from wounds received in daylight |
738 |
6738 Target suffers severe burns if cut by a magical blade |
739 |
6739 Target suffers severe burns the next time he removes his clothes |
740 |
6740 Target suffers severe convulsions in the presence of kobolds |
741 |
6741 Target suffers severe frostbite the next time he touches metal |
742 |
6742 Target suffers splitting headaches after using magic items |
743 |
6743 Target swallowed a tiny but powerful artifact yesterday |
744 |
6744 Target swaps places with himself from 1d10+10 rounds ago |
745 |
6745 Target swears undying loyalty to the next person to say his name |
746 |
6746 Target sweats viscous and fragrant oil |
747 |
6747 Target teleports 100 yards north in each of the next 1d10 rounds |
748 |
6748 Target teleports 6d6 miles & back in each of the next 2d6 rounds |
749 |
6749 Target teleports 8d10 miles when he next attacks the caster |
750 |
6750 Target teleports into the nearest convent |
751 |
6751 Target teleports into the nearest grain silo |
752 |
6752 Target teleports into the nearest leper colony |
753 |
6753 Target teleports into the nearest monastery |
754 |
6754 Target teleports into the nearest oubliette |
755 |
6755 Target teleports into the nearest unoccupied sarcophagus |
756 |
6756 Target teleports one mile upon his next successful attack |
757 |
6757 Target teleports to a barren, arctic wasteland for 1d4+1 hours |
758 |
6758 Target teleports to a point 1d100 feet above the nearest lake |
759 |
6759 Target teleports to a tiny and distant island for 1d4 days |
760 |
6760 Target teleports to an impenetrable forest for 4d6 hours |
761 |
6761 Target teleports to the base of the largest tree within 100 miles |
762 |
6762 Target teleports to the caster's location in exactly 24 hours |
763 |
6763 Target teleports to the centerpoint of the nearest lake's surface |
764 |
6764 Target teleports to the exact place where he awoke this morning |
765 |
6765 Target teleports to the exact place where he last ate a full meal |
766 |
6766 Target teleports to the exact place where he met the caster |
767 |
6767 Target teleports to the exact place where he was born |
768 |
6768 Target teleports to the exact place where he'll be in 24 hours |
769 |
6769 Target teleports to the exact place where the caster was born |
770 |
6770 Target teleports to the location of the nearest anvil |
771 |
6771 Target teleports to the place where he last paid for a meal |
772 |
6772 Target teleports to the place where his blood was last spilled |
773 |
6773 Target teleports to this spot at both dawn and sunset tomorrow |
774 |
6774 Target teleports to this spot on the first day of each month |
775 |
6775 Target teleports to this spot upon losing 50% of his hit points |
776 |
6776 Target teleports to this spot when his blood is next spilled |
777 |
6777 Target teleports well beyond the caster's line of sight |
778 |
6778 Target tells embarrassing lies about himself at every opportunity |
779 |
6779 Target thinks he'll die if he climbs a tree taller than he is |
780 |
6780 Target thinks he'll die if he sees a shooting star |
781 |
6781 Target thinks he'll die if he wields a magical weapon |
782 |
6782 Target thinks he'll die if struck again by the caster's magic |
783 |
6783 Target thinks he'll die unless the caster saves him |
784 |
6784 Target thinks he's an elephant until he's next injured |
785 |
6785 Target thinks that 1d100 years have passed |
786 |
6786 Target thinks that a mighty artifact is hidden in a nearby lake |
787 |
6787 Target thinks that he can control the caster for 1d6 rounds |
788 |
6788 Target thinks that he's thoroughly soaked with lamp oil |
789 |
6789 Target thinks that he's under the caster's control until sunset |
790 |
6790 Target thinks that his attacks heal rather than inflict damage |
791 |
6791 Target thinks that his clothing is on fire for 1d10 rounds |
792 |
6792 Target thinks that his enemies are only illusions |
793 |
6793 Target thinks that his left arm has turned to stone |
794 |
6794 Target thinks that his skin is trying to suffocate him |
795 |
6795 Target thinks that his sweat is flammable |
796 |
6796 Target thinks that his weapon is intelligent and powerful |
797 |
6797 Target thinks that his weapon will explode on contact with metal |
798 |
6798 Target thinks that non-magical fire is a manifestation of his god |
799 |
6799 Target thinks that non-magical fire is an offense against his god |
800 |
6800 Target thinks that one of his limbs is as fragile as glass |
801 |
6801 Target thinks that the nearest fire is an avatar of his god |
802 |
6802 Target thinks that the nearest statue is his close relative |
803 |
6803 Target thinks that the nearest statue was once his close friend |
804 |
6804 Target throws all of his belongings into the next fire he sees |
805 |
6805 Target throws his weapon into the next chasm he passes |
806 |
6806 Target tries to bite off 1d10 of his fingers, one try per finger |
807 |
6807 Target trips and falls over in each of the next 1d6 rounds |
808 |
6808 Target trips over what he realizes is his own grave marker |
809 |
6809 Target trumpets like an elephant when he draws a weapon |
810 |
6810 Target trusts everyone unquestioningly, no matter how unworthy |
811 |
6811 Target trusts no one who's visibly carrying a weapon |
812 |
6812 Target trusts the caster absolutely and unquestioningly |
813 |
6813 Target trusts the caster implicitly until the caster next speaks |
814 |
6814 Target turns in a circle every time he passes through a doorway |
815 |
6815 Target turns into a pumpkin at midnight tonight; reverts at dawn |
816 |
6816 Target turns into a tree at each sunset but reverts at dawn |
817 |
6817 Target understands 3d6 languages but can speak and write only one |
818 |
6818 Target vanishes for 1d4 days, then reappears unaware of the lapse |
819 |
6819 Target vanishes until 1d4 different people say his name |
820 |
6820 Target vanishes until the caster dies or gains a level |
821 |
6821 Target vanishes until two different people say his name |
822 |
6822 Target volunteers for any task, the more dangerous, the better |
823 |
6823 Target vows not to eat meat unless it comes from primates |
824 |
6824 Target vows to adopt a life of asceticism and poverty |
825 |
6825 Target vows to eat an entire person before the end of next month |
826 |
6826 Target vows to eat only raw meat starting tomorrow |
827 |
6827 Target vows to eat only rotting meat starting tomorrow |
828 |
6828 Target vows to forego all magical healing for one full year |
829 |
6829 Target vows to return to this exact spot once per week |
830 |
6830 Target vows to slay anyone who uses magic on him |
831 |
6831 Target vows to slay every necromancer he meets |
832 |
6832 Target vows to smite those who take his name in vain |
833 |
6833 Target vows to tithe 90% of his income |
834 |
6834 Target wails inconsolably for 1d10 rounds |
835 |
6835 Target wakes each day bald, but his hair regrows by noon |
836 |
6836 Target wakes each day certain that he's been buried for weeks |
837 |
6837 Target wakes each day certain that he's been tortured for weeks |
838 |
6838 Target wakes each day certain that he's gone blind |
839 |
6839 Target wakes each day certain that he's immortal |
840 |
6840 Target wakes each day certain that he's spent a month in the snow |
841 |
6841 Target wakes each day certain that he's still dreaming |
842 |
6842 Target wakes each day certain that he's the king |
843 |
6843 Target wakes each day certain that his heart has been removed |
844 |
6844 Target wakes each day covered in dirt as though recently buried |
845 |
6845 Target wakes each day covered in finely-powdered rust |
846 |
6846 Target wakes each day with his pockets full of twigs and gravel |
847 |
6847 Target wakes tomorrow certain that it's yesterday |
848 |
6848 Target wakes tomorrow floating in the middle of the nearest lake |
849 |
6849 Target wakes tomorrow within 1d10 yards of the caster |
850 |
6850 Target was assembled from portions of corpses |
851 |
6851 Target was just released after decades of solitary confinement |
852 |
6852 Target was the caster in a past life |
853 |
6853 Target was Wished into existence by a delusional necromancer |
854 |
6854 Target wastes many hours writing a list of 10,000 random effects |
855 |
6855 Target whistles like a teapot when struck by magic |
856 |
6856 Target will be devoured by a dragon within 24 hours |
857 |
6857 Target will befriend a dragon within 24 hours |
858 |
6858 Target will betray himself at the most inopportune time |
859 |
6859 Target will betray his closest ally in his time of greatest need |
860 |
6860 Target will combust in 1d10 rounds unless he eats 2d10 gold coins |
861 |
6861 Target will combust violently in 2d10 rounds |
862 |
6862 Target will die unless he spends 100 gold pieces each day |
863 |
6863 Target will either die or become a god at the next solstice |
864 |
6864 Target will gouge out his eyes unless he's retrained or attacked |
865 |
6865 Target will rescue his closest ally but it will cost his own life |
866 |
6866 Target will soon be arrested for bearing forged letters of marque |
867 |
6867 Target will soon be arrested for running an illegal orphanage |
868 |
6868 Target will soon be mistaken for a mighty figure out of legend |
869 |
6869 Target will spend any amount necessary to buy a handful of smoke |
870 |
6870 Target wobbles and clangs like a buoy while walking in fog |
871 |
6871 Target won't be able to sleep in the next 1d100 days |
872 |
6872 Target wrongly believes that everyone is trying to kill him |
873 |
6873 Target's AC is re-rolled on 1d10 in each of the next 2d10 rounds |
874 |
6874 Target's age doubles twice |
875 |
6875 Target's age fluctuates 5d10 years each round for 10 rounds |
876 |
6876 Target's age is now 3d20, with all related bonuses and penalties |
877 |
6877 Target's age is re-rolled on 10d10 each morning |
878 |
6878 Target's age varies by 1d10 years each time he's wounded |
879 |
6879 Target's allies all attack him for 1d4 rounds |
880 |
6880 Target's allies all sound just like him |
881 |
6881 Target's allies are all healed, but he's reduced to one hit point |
882 |
6882 Target's allies are all standing within arm's reach of him |
883 |
6883 Target's allies are condescending and patronizing to him |
884 |
6884 Target's allies are immune to the target's weapons for 1d12 hours |
885 |
6885 Target's allies are stricken blind until the target says his name |
886 |
6886 Target's allies are teleported at least 1d4 miles away from him |
887 |
6887 Target's allies arrange to sell him for a substantial profit |
888 |
6888 Target's allies assembled him from artificial parts |
889 |
6889 Target's allies attempt to steal and sell all of his belongings |
890 |
6890 Target's allies betrayed him terribly within the last 1d4 days |
891 |
6891 Target's allies can come within 10 yards of him during melee |
892 |
6892 Target's allies can't communicate with him until he spills blood |
893 |
6893 Target's allies can't defend him in a fight |
894 |
6894 Target's allies can't digest any food that he prepares |
895 |
6895 Target's allies can't distinguish the target from the caster |
896 |
6896 Target's allies can't draw weapons within 10 yards of him |
897 |
6897 Target's allies can't look directly at him for 1d4 days |
898 |
6898 Target's allies can't see him while he's at full hit point |
899 |
6899 Target's allies can't speak to him while he has a weapon drawn |
900 |
6900 Target's allies conspire to sell him into slavery |
901 |
6901 Target's allies conspire to sell his soul to a demon |
902 |
6902 Target's allies each carry a small vial filled with his blood |
903 |
6903 Target's allies each find 1d10 gold pieces |
904 |
6904 Target's allies each give him 1d100 gold pieces |
905 |
6905 Target's allies fear that he's about to go on a homicidal rampage |
906 |
6906 Target's allies go berserk if he is slain |
907 |
6907 Target's allies have never liked or respected him |
908 |
6908 Target's allies look just like him for 4d6 hours |
909 |
6909 Target's allies look just like him until sunset |
910 |
6910 Target's allies mock and ridicule him mercilessly until sunset |
911 |
6911 Target's allies speak no language he can understand for 2d8 days |
912 |
6912 Target's allies spread vicious and humiliating rumors about |
913 |
6913 Target's allies suspect that he belongs to a divine lineage |
914 |
6914 Target's allies suspect that he's a mechanical impostor |
915 |
6915 Target's allies suspect that he's hiding vast wealth from them |
916 |
6916 Target's allies suspect that he's joined a violent cult |
917 |
6917 Target's allies suspect that he's plotting to betray them |
918 |
6918 Target's allies suspect that he's really the caster |
919 |
6919 Target's allies swear a blood oath against whoever slays him |
920 |
6920 Target's allies think that he can resurrect the dead |
921 |
6921 Target's allies think that he fulfills an ancient prophecy |
922 |
6922 Target's allies think that he has some terribly virulent disease |
923 |
6923 Target's allies think that he plans to sacrifice them to his god |
924 |
6924 Target's allies think that he's ablaze |
925 |
6925 Target's allies think that he's at death's door |
926 |
6926 Target's allies think that he's being controlled by unseen forces |
927 |
6927 Target's allies think that he's damned beyond hope of redemption |
928 |
6928 Target's allies think that he's dead, and they try to bury him |
929 |
6929 Target's allies think that he's drowning |
930 |
6930 Target's allies think that he's far more powerful than he lets on |
931 |
6931 Target's allies think that he's guilty of many unspeakable crimes |
932 |
6932 Target's allies think that he's ingested a powerful toxin |
933 |
6933 Target's allies think that he's possessed by a powerful demon |
934 |
6934 Target's allies think that he's under the caster's control |
935 |
6935 Target's allies think that his name is "Fungus" |
936 |
6936 Target's allies think that his touch is poisonous to them |
937 |
6937 Target's allies trust him implicitly |
938 |
6938 Target's allies utterly terrify him for 1d8 hours |
939 |
6939 Target's allies worship him as a god for 1d8 days |
940 |
6940 Target's ankle is tightly chained to his neck |
941 |
6941 Target's ankles are bound by a large and heavy padlock |
942 |
6942 Target's apparent physical age fluctuates by 1d100 years daily |
943 |
6943 Target's arms appear to be stricken with advanced leprosy |
944 |
6944 Target's arms are as limp as rope for 4d6 rounds |
945 |
6945 Target's arms are encased in straight, tight-fitting steel tubes |
946 |
6946 Target's arms are henceforth as limber as snakes |
947 |
6947 Target's arms are replaced by inert duplicates of his head |
948 |
6948 Target's arms can't be bound by cloth, rope, or vines |
949 |
6949 Target's arms can't be broken by any natural means |
950 |
6950 Target's arms can't be harmed by claws or teeth |
951 |
6951 Target's arms can't be harmed by non-magical weapons |
952 |
6952 Target's arms flap like a hummingbird's wings for 3d6 rounds |
953 |
6953 Target's arms have been repeatedly severed and reattached |
954 |
6954 Target's arms reflect light like a mirror |
955 |
6955 Target's arms shrink to the size of an infant's arms |
956 |
6956 Target's arms spin like propellers until he's hit by magic |
957 |
6957 Target's arms vanish, but he sprouts a trunk like an elephant |
958 |
6958 Target's arms wheeze like hydraulics when he moves them |
959 |
6959 Target's arms wriggle like angry snakes |
960 |
6960 Target's attacks are 5% likely to inflict 5X normal damage |
961 |
6961 Target's attacks are 5% likely to inflict equal damage upon him |
962 |
6962 Target's attacks are 10% likely to inflict no damage at all |
963 |
6963 Target's attacks are 10% likely to inflict only illusory damage |
964 |
6964 Target's attacks are accompanied by eerie, disembodied chanting |
965 |
6965 Target's attacks are accompanied by mocking, disembodied laughter |
966 |
6966 Target's attacks are accompanied by the sound of breaking glass |
967 |
6967 Target's attacks cause maximum damage, but he takes equal damage |
968 |
6968 Target's attempts at tracking invariably lead to his own trail |
969 |
6969 Target's blood burn as bright as magnesium |
970 |
6970 Target's blood can eat through steel and iron like acid |
971 |
6971 Target's blood hold the secret to eternal life |
972 |
6972 Target's blood induces wild hallucinations in any who spill it |
973 |
6973 Target's blood is highly flammable for 2d10 rounds |
974 |
6974 Target's blood is invisible |
975 |
6975 Target's blood is widely believed to be a panacea |
976 |
6976 Target's blood smells powerfully of sulfur |
977 |
6977 Target's body appears to be full of holes like Swiss cheese |
978 |
6978 Target's body appears to be made entirely of cork |
979 |
6979 Target's body appears to be made of porous wax |
980 |
6980 Target's body can absorb twice its weight in water |
981 |
6981 Target's body climbs into a tree each night as he sleeps |
982 |
6982 Target's body inflates to twice its normal volume |
983 |
6983 Target's body is covered with sores and blisters |
984 |
6984 Target's body is infested with an enormous colony of termites |
985 |
6985 Target's body is scarred as if he d been pushed through a screen |
986 |
6986 Target's body is scoured with steel wool |
987 |
6987 Target's body rings like an enormous church bell 1d12 times |
988 |
6988 Target's body slowly absorbs any clothing he wears |
989 |
6989 Target's body, clothing, and gear are uniformly bright orange |
990 |
6990 Target's bones are as brittle as chalk until sunset tomorrow |
991 |
6991 Target's bones are discovered to have been stolen |
992 |
6992 Target's bones are intensely magnetic |
993 |
6993 Target's bones are sought by poachers |
994 |
6994 Target's bones are visible through his skin while he sleeps |
995 |
6995 Target's bones are visible through his skin while he's wet |
996 |
6996 Target's bones are weightless |
997 |
6997 Target's bones can never be rendered invisible |
998 |
6998 Target's bones can't be broken by any natural physical force |
999 |
6999 Target's bones chime like bells when he's struck |
1000 |
7000 Target's bones clatter inside his body like a bare skeleton |
d1000 | Result |
---|---|
1 |
7001 Target's bones combust if exposed to direct sunlight |
2 |
7002 Target's bones fuse into a single, inflexible mass |
3 |
7003 Target's bones turn to ice |
4 |
7004 Target's bones turn to muscle |
5 |
7005 Target's boots are discovered to be living organisms |
6 |
7006 Target's boots can never sink underwater while he wears them |
7 |
7007 Target's boots fuse to the ground where he's now standing |
8 |
7008 Target's boots turn to glass |
9 |
7009 Target's Charisma is raised to 25 for 1d6 rounds |
10 |
7010 Target's closest ally attacks him for 1d10 rounds |
11 |
7011 Target's closest ally is permanently invisible to him |
12 |
7012 Target's closest ally turns out to be his clone |
13 |
7013 Target's closest ally will betray him in his hour of need |
14 |
7014 Target's clothes always appear to be filthy |
15 |
7015 Target's clothes always resemble the clothes he's now wearing |
16 |
7016 Target's clothes and gear are affected by Reverse Gravity |
17 |
7017 Target's clothes and gear are highly flammable |
18 |
7018 Target's clothes and gear are insulated against electricity |
19 |
7019 Target's clothes appear 10d10 centuries out of date |
20 |
7020 Target's clothes appear to be made of ice |
21 |
7021 Target's clothes are 90% transparent while in mixed company |
22 |
7022 Target's clothes are as delicate as cobweb |
23 |
7023 Target's clothes are as rigid as boiled leather |
24 |
7024 Target's clothes are as susceptible to rust as iron |
25 |
7025 Target's clothes are chilled nearly to absolute zero |
26 |
7026 Target's clothes are consumed by fire, but he is unharmed |
27 |
7027 Target's clothes are devoured by vermin over the next 4d6 rounds |
28 |
7028 Target's clothes are extraordinarily elastic |
29 |
7029 Target's clothes are seized by the local authorities |
30 |
7030 Target's clothes are soaked with a fetid and viscous slime |
31 |
7031 Target's clothes are soaked with a powerful acid |
32 |
7032 Target's clothes are soaked with beer |
33 |
7033 Target's clothes are soaked with butterscotch pudding |
34 |
7034 Target's clothes are soaked with deer musk |
35 |
7035 Target's clothes are soaked with icy water once every 1d12 hours |
36 |
7036 Target's clothes are soaked with strong perfume |
37 |
7037 Target's clothes are stuffed full of snow |
38 |
7038 Target's clothes attract wasps, hornets, and bees |
39 |
7039 Target's clothes billow with foul smoke when he uses a magic item |
40 |
7040 Target's clothes billow with foul smoke when he wields a weapon |
41 |
7041 Target's clothes billow with foul smoke when he's underground |
42 |
7042 Target's clothes billow with scalding steam |
43 |
7043 Target's clothes can't be moved more than 10 yards from this spot |
44 |
7044 Target's clothes can't be pierced by wooden weapons |
45 |
7045 Target's clothes clatter like a suit of armor while he walks |
46 |
7046 Target's clothes combust if worn while crossing moving water |
47 |
7047 Target's clothes defy community standards of decency |
48 |
7048 Target's clothes double in size in each of the next 1d8 rounds |
49 |
7049 Target's clothes double in weight in each of the next 1d8 rounds |
50 |
7050 Target's clothes exactly match the caster's clothes |
51 |
7051 Target's clothes exude fragrant smoke for 1d4 weeks |
52 |
7052 Target's clothes glow in the dark |
53 |
7053 Target's clothes have been buried for weeks in a midden |
54 |
7054 Target's clothes heat to 500° |
55 |
7055 Target's clothes ignite each time he uses a magic item |
56 |
7056 Target's clothes inflate to the size of a house |
57 |
7057 Target's clothes make him appear to suffer from leprosy |
58 |
7058 Target's clothes mock him with whispers that only he can hear |
59 |
7059 Target's clothes protect him against extremes of natural weather |
60 |
7060 Target's clothes shrink by one percent per round |
61 |
7061 Target's clothes smolder from now until dawn, but he is unharmed |
62 |
7062 Target's clothes teleport 1d10 yards |
63 |
7063 Target's clothes totally unravel over the next 3d10 rounds |
64 |
7064 Target's clothes turn invisible each time he uses a magic item |
65 |
7065 Target's clothes writhe like a living creature for 24 hours |
66 |
7066 Target's corpse will never decay by natural processes |
67 |
7067 Target's current hit point total is his maximum hit point total |
68 |
7068 Target's deadliest foe appears in the area, armed to the teeth |
69 |
7069 Target's deadliest foe will rescue him in his hour of need |
70 |
7070 Target's death is expected to yield vast riches for his slayer |
71 |
7071 Target's death is one of the final precursors to the apocalypse |
72 |
7072 Target's death will awaken a nightmarish, slumbering deity |
73 |
7073 Target's death will be horrible enough to inspire legends |
74 |
7074 Target's death will bring swift retaliation from the authorities |
75 |
7075 Target's death will herald the coming of an age of horrors |
76 |
7076 Target's death will inflict a plague upon the surrounding area |
77 |
7077 Target's death will lead to mass rioting |
78 |
7078 Target's death will reveal him to be a horrific, demonic entity |
79 |
7079 Target's ears are indestructible |
80 |
7080 Target's ears are prehensile |
81 |
7081 Target's ears are the size of dinner plates |
82 |
7082 Target's ears explode if removed |
83 |
7083 Target's ears melt like wax |
84 |
7084 Target's ears migrate about his head as the days wear on |
85 |
7085 Target's ears migrate to his shoulders |
86 |
7086 Target's ears shrivel and fall off over the next 1d8 days |
87 |
7087 Target's ears turn slowly counter-clockwise |
88 |
7088 Target's ears, nose, and lips are invisible for 1d4 days |
89 |
7089 Target's ears, nose, and lips double in size |
90 |
7090 Target's ears, nose, and lips fall off |
91 |
7091 Target's ears, nose, and lips turn bright blue |
92 |
7092 Target's entire family is arrested by royal decree |
93 |
7093 Target's explodes if any attempt is made at resurrection |
94 |
7094 Target's expression is permanently locked into a manic smile |
95 |
7095 Target's eyes appear to be bundles of writhing worms |
96 |
7096 Target's eyes appear to be tiny fireballs |
97 |
7097 Target's eyes automatically filter out harmfully bright light |
98 |
7098 Target's eyes bulge from the top of his head like a frog's eyes |
99 |
7099 Target's eyes bulge to the size of hen's eggs |
100 |
7100 Target's eyes burst, blinding him, but they grow back in 1d4 days |
101 |
7101 Target's eyes can move independently, like a chameleon's |
102 |
7102 Target's eyes each have 1d4 irises and pupils |
103 |
7103 Target's eyes glow with malevolent fire when he faces true north |
104 |
7104 Target's eyes merge into a single eye somewhere on his face |
105 |
7105 Target's eyes migrate to just above his ears |
106 |
7106 Target's eyes see normally but appear lifeless like a doll's eyes |
107 |
7107 Target's eyes steam and hiss like quenching metal |
108 |
7108 Target's face appears to have been roughly chiseled out of coal |
109 |
7109 Target's face appears to have been welded to his skull |
110 |
7110 Target's face begins to look more and more bat-like |
111 |
7111 Target's face can't be harmed by acid |
112 |
7112 Target's face glows pale green when he tells a lie |
113 |
7113 Target's face is badly sunburned in a checkerboard pattern |
114 |
7114 Target's face is flattened to his skull |
115 |
7115 Target's face is scarred as by acid or flame |
116 |
7116 Target's face is scarred as though horribly slashed years ago |
117 |
7117 Target's face is tattooed with cryptic runes and sigils |
118 |
7118 Target's face looks as though he's been pounded with hammers |
119 |
7119 Target's face looks as though something exploded in his nose |
120 |
7120 Target's face looks like badly melted wax |
121 |
7121 Target's face migrates to the top of his head |
122 |
7122 Target's family disowns him and places a bounty on his head |
123 |
7123 Target's family includes at least one demonic abomination |
124 |
7124 Target's family relocates to a distant land without telling him |
125 |
7125 Target's feet appear to be made of clay |
126 |
7126 Target's feet are fused to the ground beneath him |
127 |
7127 Target's feet are henceforth clear like glass |
128 |
7128 Target's feet are now prehensile, but his hands are not |
129 |
7129 Target's feet can rotate 360° at the ankle without harming him |
130 |
7130 Target's feet can't come within one yard of each other |
131 |
7131 Target's feet explode if he ventures more than one mile from here |
132 |
7132 Target's feet shriek incessantly while he wears shoes or boots |
133 |
7133 Target's fingernails are hard as steel and susceptible to rust |
134 |
7134 Target's fingernails begin to grow 1d4 inches per round |
135 |
7135 Target's fingernails glow like burning coals |
136 |
7136 Target's fingernails pulse with an unholy glow under moonlight |
137 |
7137 Target's fingernails react to water like pure sodium |
138 |
7138 Target's fingers and thumbs are intertwined like tangled rope |
139 |
7139 Target's fingers and thumbs connect directly to his wrists |
140 |
7140 Target's fingers and thumbs shuffle positions |
141 |
7141 Target's fingers merge into a single digit like a mitten |
142 |
7142 Target's fists are attracted to each other like strong magnets |
143 |
7143 Target's fists are each as large as his head |
144 |
7144 Target's fists can't come within five feet of the ground |
145 |
7145 Target's fists retract into his forearms when not in use |
146 |
7146 Target's flesh is utterly transparent to artificial light |
147 |
7147 Target's footfalls strike sparks on the ground |
148 |
7148 Target's footprints are perfectly rectangular |
149 |
7149 Target's footprints completely vanish after 1d10 rounds |
150 |
7150 Target's footprints look like arrows pointing which way he went |
151 |
7151 Target's footprints look like he's executing complex dance steps |
152 |
7152 Target's forearms are invisible |
153 |
7153 Target's hair can't be cut by non-magical metal |
154 |
7154 Target's hair falls out and is replaced by lush feathers |
155 |
7155 Target's hair falls out and is replaced by thick grass |
156 |
7156 Target's hair falls out and tiny spikes sprout all over his head |
157 |
7157 Target's hair floats as though underwater |
158 |
7158 Target's hair grows 1d12 inches each time he's struck by magic |
159 |
7159 Target's hair is severely tangled in the nearest tree or bush |
160 |
7160 Target's hair is styled into a tall bouffant |
161 |
7161 Target's hair moves from his head to somewhere else on his body |
162 |
7162 Target's hair noticeably changes color every six hours |
163 |
7163 Target's hands and feet are abnormally spongy |
164 |
7164 Target's hands and feet are scarred with arcane symbols |
165 |
7165 Target's hands and feet are tightly wrapped in adhesive cloth |
166 |
7166 Target's hands and feet can never be rendered magically invisible |
167 |
7167 Target's hands and feet give off unsettling vapors |
168 |
7168 Target's hands and feet reform into perfect cubes |
169 |
7169 Target's hands and feet shuffle their locations |
170 |
7170 Target's hands and feet turn to pig's hooves for 1d4 days |
171 |
7171 Target's hands applaud despite his wishes for 3d10 rounds |
172 |
7172 Target's hands are bound in adamantite shackles |
173 |
7173 Target's hands are encased in thick blobs of candle wax |
174 |
7174 Target's hands are invisible while he wields a weapon |
175 |
7175 Target's hands are magically slicked with butter for 1d4 hours |
176 |
7176 Target's hands are nailed to the nearest tree |
177 |
7177 Target's hands are shaped like those of a bat, minus the wings |
178 |
7178 Target's hands are utterly paralyzed until he's struck by magic |
179 |
7179 Target's hands attempt to strangle him for 3d10 rounds |
180 |
7180 Target's hands become ethereal while he wields a weapon |
181 |
7181 Target's hands can never be severed from his arms |
182 |
7182 Target's hands can't be burned by acid, fire, or electricity |
183 |
7183 Target's hands can't be burned by magical fire |
184 |
7184 Target's hands can't be cut by any blade forged by a mortal |
185 |
7185 Target's hands can't be cut by non-magical blades |
186 |
7186 Target's hands can't come within 18 inches of his mouth |
187 |
7187 Target's hands change color each hour |
188 |
7188 Target's hands combust if he tries to wear gloves |
189 |
7189 Target's hands combust if they come into contact with each other |
190 |
7190 Target's hands flap like birds wings for 1d10 rounds |
191 |
7191 Target's hands freeze to the next wooden object he touches |
192 |
7192 Target's hands fuse to the next metal object he handles |
193 |
7193 Target's hands fuse together behind his back |
194 |
7194 Target's hands itch slightly when he touches a magic item |
195 |
7195 Target's hands look black and necrotic after handling magic items |
196 |
7196 Target's hands melt like wax if exposed to magical fire |
197 |
7197 Target's hands rotate 180° at the wrists |
198 |
7198 Target's hands shrink by 50% |
199 |
7199 Target's hands steam vigorously when he's struck by magic |
200 |
7200 Target's hands try to grab his ankles while he's walking |
201 |
7201 Target's hands turn to metal but otherwise function normally |
202 |
7202 Target's hands vanish while he sleeps but return before he wakes |
203 |
7203 Target's hat animates and attempts to eat his head |
204 |
7204 Target's hat bleeds profusely until sunset tomorrow |
205 |
7205 Target's hat is replaced by a spittoon or chamber pot |
206 |
7206 Target's hat is replaced by half of a hollowed-out coconut |
207 |
7207 Target's head always appear to face true north |
208 |
7208 Target's head appears as a photo-negative |
209 |
7209 Target's head appears to age at a rate of one year per day |
210 |
7210 Target's head appears to be a naked brain |
211 |
7211 Target's head appears to be made of delicate porcelain |
212 |
7212 Target's head appears to be made of fire |
213 |
7213 Target's head appears to be made of ice |
214 |
7214 Target's head appears to be made of pure gold |
215 |
7215 Target's head appears to be made of sand |
216 |
7216 Target's head appears to be made of the finest crystal |
217 |
7217 Target's head appears to be made of wood |
218 |
7218 Target's head appears to be severely cracked like an egg |
219 |
7219 Target's head blazes with illusory fire for 1d4 months |
220 |
7220 Target's head can survive away from his body for 3d8 hours |
221 |
7221 Target's head can't be harmed by magical electricity |
222 |
7222 Target's head considers itself separate from his body |
223 |
7223 Target's head deflates like a balloon while he sleeps |
224 |
7224 Target's head explodes but regrows over the next 1d10 rounds |
225 |
7225 Target's head explodes if he's decapitated |
226 |
7226 Target's head glows like a jack-o-lantern |
227 |
7227 Target's head goes on a murderous rampage if he's decapitated |
228 |
7228 Target's head has a chunk missing as though hacked by an axe |
229 |
7229 Target's head has a large hole through it like a doughnut |
230 |
7230 Target's head has an arrow running harmlessly through it |
231 |
7231 Target's head increases in size by a factor of 1d4+1 |
232 |
7232 Target's head is artificial |
233 |
7233 Target's head is claimed as a sacred relic by orcs or goblins |
234 |
7234 Target's head is clear like glass for 1d4 weeks |
235 |
7235 Target's head is covered in coarse and ugly scales |
236 |
7236 Target's head is covered with numerous disc-shaped scars |
237 |
7237 Target's head is encased in a durable, transparent globe |
238 |
7238 Target's head is enclosed in an indestructible helmet |
239 |
7239 Target's head is enwrapped in delicate gold filigree |
240 |
7240 Target's head is flattened on top like a pounded wooden stake |
241 |
7241 Target's head is immune to extremes of pressure |
242 |
7242 Target's head is impervious to magical fire |
243 |
7243 Target's head is impervious to missile weapons |
244 |
7244 Target's head is impervious to non-magical bludgeons |
245 |
7245 Target's head is impervious to polymorph magic |
246 |
7246 Target's head is invisible from the chin to the ears |
247 |
7247 Target's head is of no particular physiological importance |
248 |
7248 Target's head is prehensile |
249 |
7249 Target's head is protected as though he's wearing a steel helmet |
250 |
7250 Target's head is scarred as though split down the middle |
251 |
7251 Target's head is shaped like a light bulb |
252 |
7252 Target's head is Slowed for 1d4 hours |
253 |
7253 Target's head is stuck in a huge conch shell |
254 |
7254 Target's head is vestigial |
255 |
7255 Target's head no longer ages |
256 |
7256 Target's head seems on the verge of bursting |
257 |
7257 Target's head shrinks to the size of his closed fist |
258 |
7258 Target's head spins rapidly at the neck for 2d10 rounds |
259 |
7259 Target's head splits in half, revealing his real head inside |
260 |
7260 Target's head strongly resembles a foot |
261 |
7261 Target's head throbs visibly when he's angry |
262 |
7262 Target's head vanishes and his face appears on his chest |
263 |
7263 Target's head was stolen from a necromancer's workshop |
264 |
7264 Target's head will be claimed by warring factions after he dies |
265 |
7265 Target's heart is safe in a silver urn buried in the forest |
266 |
7266 Target's heart turns to solid gold, potentially killing him |
267 |
7267 Target's highest attribute score drops to 3 for 2d12 hours |
268 |
7268 Target's highest attribute score is halved for 1d4 days |
269 |
7269 Target's highest attribute score is re-rolled daily |
270 |
7270 Target's hindquarters resemble those of a donkey |
271 |
7271 Target's hit points are doubled for the next 24 hours |
272 |
7272 Target's huge likeness appears on the side of a nearby mountain |
273 |
7273 Target's image appears on every flag and banner within 10 miles |
274 |
7274 Target's internal organs have been culled from various animals |
275 |
7275 Target's internal organs murmur and chant inside him |
276 |
7276 Target's internal organs shuffle positions |
277 |
7277 Target's internal organs turn into infernal oranges |
278 |
7278 Target's intestines are more intelligent than he is |
279 |
7279 Target's intestines are replaced by a length of noisy chain |
280 |
7280 Target's jawbone becomes that of an ass |
281 |
7281 Target's knees and elbows become ball-joints like his shoulders |
282 |
7282 Target's knees and elbows can't straighten to more than 120° |
283 |
7283 Target's knees and elbows creak like rusty metal |
284 |
7284 Target's knees and elbows vanish |
285 |
7285 Target's large intestine explodes |
286 |
7286 Target's left arm has Strength 18/00 |
287 |
7287 Target's left arm is fused into a nearby boulder |
288 |
7288 Target's left arm is permanently invisible |
289 |
7289 Target's left arm moves to his right shoulder |
290 |
7290 Target's left foot appears to be that of a large duck |
291 |
7291 Target's left foot can never again tolerate a shoe or boot |
292 |
7292 Target's left foot henceforth appears to be badly mangled |
293 |
7293 Target's left foot is wholly invulnerable to all harm |
294 |
7294 Target's left foot sinks six inches into the ground at each step |
295 |
7295 Target's left foot sprouts a pair of thumbs |
296 |
7296 Target's left foot takes root |
297 |
7297 Target's legs are covered in bark |
298 |
7298 Target's legs are fireproof |
299 |
7299 Target's legs are invisible in direct sunlight |
300 |
7300 Target's legs are shaped like springs and twang when he walks |
301 |
7301 Target's legs can't be cut by non-magical weapons |
302 |
7302 Target's legs exactly resemble his arms |
303 |
7303 Target's legs exchange positions |
304 |
7304 Target's legs fuse together, and his arms fuse to his sides |
305 |
7305 Target's legs shrink by 1d10 x 10% for 1d12 hours |
306 |
7306 Target's level is halved |
307 |
7307 Target's limbs change proportion to match those of an infant |
308 |
7308 Target's limbs shrink to the size of an infant's limbs |
309 |
7309 Target's lips are sewn shut with fine gold wire |
310 |
7310 Target's lips move constantly as though he's singing to himself |
311 |
7311 Target's lips vanish |
312 |
7312 Target's loses 1d10 levels but regains one per day |
313 |
7313 Target's maximum natural lifespan doubles |
314 |
7314 Target's maximum natural lifespan increases by 1d100 years |
315 |
7315 Target's maximum natural lifespan is 1d10 years more than his age |
316 |
7316 Target's maximum natural lifespan is reduced by 50% |
317 |
7317 Target's memories of the last 1d12 hours are full of butterflies |
318 |
7318 Target's memories of the last 1d12 hours are vivid but incorrect |
319 |
7319 Target's most valuable possession animates and attacks him |
320 |
7320 Target's most valuable possession becomes brittle as glass |
321 |
7321 Target's most valuable possession bursts into flame |
322 |
7322 Target's most valuable possession can't be affected by magic |
323 |
7323 Target's most valuable possession doubles in size |
324 |
7324 Target's most valuable possession flies toward him at great speed |
325 |
7325 Target's most valuable possession is affected by reverse gravity |
326 |
7326 Target's most valuable possession is an illusion |
327 |
7327 Target's most valuable possession is coveted by all who see it |
328 |
7328 Target's most valuable possession is encased in glass |
329 |
7329 Target's most valuable possession is indestructible |
330 |
7330 Target's most valuable possession is sold for 1d100 gold pieces |
331 |
7331 Target's most valuable possession is stolen by the king |
332 |
7332 Target's most valuable possession now belongs to someone else |
333 |
7333 Target's most valuable possession turns permanently invisible |
334 |
7334 Target's most valuable possession turns to lead |
335 |
7335 Target's mouth and each nostril is plugged by a cork |
336 |
7336 Target's mouth and one of his eyes exchange places |
337 |
7337 Target's mouth appears to be full of angry hornets |
338 |
7338 Target's mouth can speak with a mind of its own |
339 |
7339 Target's mouth can't be opened while he's wearing a hat |
340 |
7340 Target's mouth glows as though he's eating fireflies |
341 |
7341 Target's mouth glows like a forge |
342 |
7342 Target's mouth is full of moths |
343 |
7343 Target's mouth is now located on the back of his head |
344 |
7344 Target's mouth is packed completely full of leaves |
345 |
7345 Target's mouth is replaced by a duck's bill |
346 |
7346 Target's mouth is replaced by a hideous scolex |
347 |
7347 Target's mouth is replaced by a toucan's beak |
348 |
7348 Target's mouth opens to a span of 4d4 inches |
349 |
7349 Target's mouth vanishes for 1d6 hours |
350 |
7350 Target's neck and head shift 1d4+4 inches to the left |
351 |
7351 Target's neck attempts to devour his head |
352 |
7352 Target's neck can extend an additional 1d4 feet at will |
353 |
7353 Target's neck can retract into his torso like a turtle's |
354 |
7354 Target's neck can't be broken |
355 |
7355 Target's neck doubles in length |
356 |
7356 Target's neck flares like a lizard's frill when he's angry |
357 |
7357 Target's neck has a frill like a triceratops |
358 |
7358 Target's neck is as thin as a spear-shaft |
359 |
7359 Target's neck is encircled by a tight steel collar |
360 |
7360 Target's neck is impervious to blades |
361 |
7361 Target's neck is scarred and twisted as if he survived a hanging |
362 |
7362 Target's next 1d10 attacks affect him as well |
363 |
7363 Target's next 1d10 attacks don't take effect for 1d10 rounds |
364 |
7364 Target's next 1d10 attacks have a damage bonus of 1d6 hit points |
365 |
7365 Target's next 1d10 attacks inflict only illusionary damage |
366 |
7366 Target's next attack inflicts damage that only a Wish can heal |
367 |
7367 Target's next missile attack automatically strikes him instead |
368 |
7368 Target's next missile attack causes whoever is hit to combust |
369 |
7369 Target's next missile attack equally injures an extra 1d6 people |
370 |
7370 Target's next missile attack Heals its victim to full hit points |
371 |
7371 Target's next missile attack inflicts 1d10 times normal damage |
372 |
7372 Target's next missile attack strikes a nearby tree and ignites it |
373 |
7373 Target's next missile attack teleports whoever it hits 1d4 miles |
374 |
7374 Target's next missile attack turns its victim invisible |
375 |
7375 Target's nose looks like a small, clenched fist |
376 |
7376 Target's nose turns into a wolf's snout under the full moon |
377 |
7377 Target's nose turns to flint |
378 |
7378 Target's nostrils are each as large as his mouth |
379 |
7379 Target's nostrils glow with an unholy radiance |
380 |
7380 Target's nostrils migrate to the top of his head |
381 |
7381 Target's own corpse appears from the future as a powerful undead |
382 |
7382 Target's physical age is now 1d100 |
383 |
7383 Target's pockets and mouth are full of sand |
384 |
7384 Target's possessions are hidden beneath a nearby boulder |
385 |
7385 Target's possessions are possessed by a powerful demon |
386 |
7386 Target's possessions turn to solid aluminum |
387 |
7387 Target's possessions, if enchanted, acquire hostile intelligence |
388 |
7388 Target's possessions, if enchanted, swap their enchantments |
389 |
7389 Target's presence causes birds to fall silent |
390 |
7390 Target's presence causes birds to sing ominous songs |
391 |
7391 Target's presence causes insects to exhibit strange behaviors |
392 |
7392 Target's presence causes magical metal to appear badly tarnished |
393 |
7393 Target's presence causes metal to yield disturbing reflections |
394 |
7394 Target's presence causes priests and clerics to blaspheme openly |
395 |
7395 Target's presence causes Summoned creatures to be Slowed |
396 |
7396 Target's presence causes undead to appear to smolder gently |
397 |
7397 Target's presence is 20% likely to make Summoned creatures vanish |
398 |
7398 Target's presence makes cooked meat taste blood-raw |
399 |
7399 Target's presence makes fires burn in a festive blue-green hue |
400 |
7400 Target's presence makes foliage appear sickly and blighted |
401 |
7401 Target's presence makes hoofed animals nervous |
402 |
7402 Target's presence makes impassable trails seem passable |
403 |
7403 Target's presence makes merchants hostile to bargaining |
404 |
7404 Target's presence makes mind-reading impossible |
405 |
7405 Target's presence makes missile weapons leave rainbow trails |
406 |
7406 Target's presence makes secret doors twice as easy to find |
407 |
7407 Target's presence makes secret doors twice as hard to find |
408 |
7408 Target's presence makes smoke assume disturbing, ghostly shapes |
409 |
7409 Target's presence renders clockwork devices temporarily inert |
410 |
7410 Target's presence renders magical weapons temporarily invisible |
411 |
7411 Target's presence renders maps temporarily illegible |
412 |
7412 Target's principal weapon sprouts 10d10 roses |
413 |
7413 Target's scent causes hallucinations in animals used to track him |
414 |
7414 Target's shadow appears to flicker like a shadowy flame |
415 |
7415 Target's shadow can travel up to 1d4 miles away from him |
416 |
7416 Target's shadow races around him in a tight circle |
417 |
7417 Target's shadow rises up and tries to strangle him |
418 |
7418 Target's skin acquires 1d100 blasphemous tattoos |
419 |
7419 Target's skin ages 10X as fast as the rest of his body |
420 |
7420 Target's skin appears permanently stained with blood |
421 |
7421 Target's skin appears slightly inflated after each battle |
422 |
7422 Target's skin appears to be the texture of pumice |
423 |
7423 Target's skin appears to be the texture of sandstone |
424 |
7424 Target's skin appears to have been gnawed by countless rodents |
425 |
7425 Target's skin appears to have been roughly stitched together |
426 |
7426 Target's skin appears to have been torn off and reattached |
427 |
7427 Target's skin appears to have been turned inside-out |
428 |
7428 Target's skin appears uniformly smooth and waxy |
429 |
7429 Target's skin appears weathered like an ancient statue |
430 |
7430 Target's skin attracts scavengers as if it were carrion |
431 |
7431 Target's skin can't be burned, but fire still causes him pain |
432 |
7432 Target's skin can't be cut |
433 |
7433 Target's skin can't be cut by magical weapons under moonlight |
434 |
7434 Target's skin can't be cut, and his mouth and nose seal shut |
435 |
7435 Target's skin can't be pierced by carved wood |
436 |
7436 Target's skin can't be pierced by stone weapons |
437 |
7437 Target's skin can't be pierced by teeth or claws |
438 |
7438 Target's skin cracks painfully like a dried-up riverbed |
439 |
7439 Target's skin develops an intricate patchwork of scars |
440 |
7440 Target's skin displays a series of concentric rings like a target |
441 |
7441 Target's skin displays cryptic and constantly-changing runes |
442 |
7442 Target's skin doubles in size |
443 |
7443 Target's skin erupts into countless weeping boils |
444 |
7444 Target's skin erupts with 3d10 acrid fungal outgrowths |
445 |
7445 Target's skin freezes to his weapon each time he wields it |
446 |
7446 Target's skin gives him a natural AC of 3, but only while naked |
447 |
7447 Target's skin glistens as though soaked with lamp oil |
448 |
7448 Target's skin glows cherry red during melee |
449 |
7449 Target's skin glows pale green in moonlight |
450 |
7450 Target's skin has the texture of rough bark |
451 |
7451 Target's skin is 10% likely to be fireproof during any given day |
452 |
7452 Target's skin is a widely coveted delicacy |
453 |
7453 Target's skin is actually an intricate pattern of tiny tiles |
454 |
7454 Target's skin is as combustible as paper |
455 |
7455 Target's skin is as hard as bronze |
456 |
7456 Target's skin is as white as snow until the next vernal equinox |
457 |
7457 Target's skin is charred and blackened, but he is unharmed |
458 |
7458 Target's skin is covered in scales like a fish |
459 |
7459 Target's skin is flayed from his limbs, but it regrows by dawn |
460 |
7460 Target's skin is forever the color of the next stone he touches |
461 |
7461 Target's skin is invisible by firelight |
462 |
7462 Target's skin is invisible in the presence of undead |
463 |
7463 Target's skin is invisible while he's standing in water |
464 |
7464 Target's skin is magically delicious |
465 |
7465 Target's skin is mildly magnetic while wet |
466 |
7466 Target's skin is patterned like a checkerboard |
467 |
7467 Target's skin is patterned like a Holstein |
468 |
7468 Target's skin is patterned like modern camouflage gear |
469 |
7469 Target's skin is permanently and disturbingly moist |
470 |
7470 Target's skin is permanently crisscrossed with fine lines |
471 |
7471 Target's skin is repeatedly tattooed with caster's name |
472 |
7472 Target's skin is repeatedly tattooed with his own name |
473 |
7473 Target's skin is repeatedly tattooed with slurs against the king |
474 |
7474 Target's skin is rumored to produce the world's finest leather |
475 |
7475 Target's skin reeks of mold and mildew |
476 |
7476 Target's skin reflects torchlight perfectly, but not sunlight |
477 |
7477 Target's skin ripples in the wind like a cloth sheet |
478 |
7478 Target's skin rotates 180° |
479 |
7479 Target's skin shimmers like mother-of-pearl from now on |
480 |
7480 Target's skin sizzles harmlessly on contact with water |
481 |
7481 Target's skin smolders during combat |
482 |
7482 Target's skin turns as black as pitch while in sunlight |
483 |
7483 Target's skin will melt if he gets too close to a campfire |
484 |
7484 Target's skin writhes and pulses while he's eating |
485 |
7485 Target's skull is inscribed with a mysterious rune of power |
486 |
7486 Target's skull sprouts numerous knobby projections |
487 |
7487 Target's speech is intelligible to anyone, regardless of language |
488 |
7488 Target's speech is reversed while his weapon is drawn |
489 |
7489 Target's speech seems unaccountably rude and aggressive |
490 |
7490 Target's speech sounds like the buzzing of innumerable bees |
491 |
7491 Target's spine bends 90° halfway along its length |
492 |
7492 Target's spine can twist 360° without harming him |
493 |
7493 Target's spine doubles in length |
494 |
7494 Target's spine is fused into a single bone for 1d8 hours |
495 |
7495 Target's spine is indestructible |
496 |
7496 Target's spine is reconfigured like a quadruped's |
497 |
7497 Target's spine juts from his flesh along his entire back |
498 |
7498 Target's spine sprouts needle-sharp projections |
499 |
7499 Target's spine twists like a corkscrew |
500 |
7500 Target's sternum sprouts 2d4 inch-long spikes |
501 |
7501 Target's sternum turns to glass |
502 |
7502 Target's sternum turns to steel |
503 |
7503 Target's sternum vanishes |
504 |
7504 Target's sweat is brightly phosphorescent by firelight |
505 |
7505 Target's teeth and tongue fall out when he next opens his mouth |
506 |
7506 Target's teeth and tongue turn invisible |
507 |
7507 Target's teeth are etched with cryptic runes |
508 |
7508 Target's teeth are perfectly reflective of natural light |
509 |
7509 Target's teeth are so beautiful that they re painful to look at |
510 |
7510 Target's teeth can never be rendered invisible |
511 |
7511 Target's teeth glow brightly while his mouth is open |
512 |
7512 Target's teeth glow like coals in a forge |
513 |
7513 Target's teeth glow like torches when he's struck by magic |
514 |
7514 Target's teeth resonate in his jaw when he uses a magic item |
515 |
7515 Target's teeth shoot from his mouth like bullets |
516 |
7516 Target's teeth teleport into the mouth of someone nearby |
517 |
7517 Target's teeth turn as black as coal |
518 |
7518 Target's teeth turn to diamonds 1d4 hours after being extracted |
519 |
7519 Target's teeth turn to soap |
520 |
7520 Target's teeth turn to steel |
521 |
7521 Target's teeth were cut from diamonds by a Gnome master lapidary |
522 |
7522 Target's toes are each as large as his big toe |
523 |
7523 Target's toes become gangrenous |
524 |
7524 Target's toes constantly exude a fragrant steam |
525 |
7525 Target's toes each grow 1d12 inches, rolling for each separately |
526 |
7526 Target's torso and arms are encased in tight-fitting steel plate |
527 |
7527 Target's torso and arms are invisible for 1d4 months |
528 |
7528 Target's torso does not age and will not decay upon death |
529 |
7529 Target's torso inspires fear and dread in all who touch it |
530 |
7530 Target's torso is artificial |
531 |
7531 Target's torso is hollow and can store up to 2d4 cubic feet |
532 |
7532 Target's torso is pierced by 4d10 long needles |
533 |
7533 Target's torso is reproduced as a marble sculpture nearby |
534 |
7534 Target's torso is sought by wizards for its alchemical properties |
535 |
7535 Target's torso regenerates his limbs and head as needed |
536 |
7536 Target's torso shines like a beacon for 1d4 days |
537 |
7537 Target's torso shines like a beacon when he uses a magic item |
538 |
7538 Target's torso shrinks by 50% |
539 |
7539 Target's torso sprouts a face with malign intelligence and power |
540 |
7540 Target's torso teleports 1d4 feet to the left |
541 |
7541 Target's torso unzips and dumps out all of his organs |
542 |
7542 Target's vertebrae are replaced by titanium replicas |
543 |
7543 Target's vision is unimpaired by non-magical rain |
544 |
7544 Target's voice causes metal to resonate lightly |
545 |
7545 Target's voice crackles with static until sunrise tomorrow |
546 |
7546 Target's voice induces fear in herbivores |
547 |
7547 Target's voice inspires confidence in others of his species |
548 |
7548 Target's voice inspires dread in anyone of the opposite sex |
549 |
7549 Target's voice is inaudible to others of his species |
550 |
7550 Target's voice is nearly unintelligible when he wields his weapon |
551 |
7551 Target's voice issues from his navel |
552 |
7552 Target's voice issues from his weapon for the next few weeks |
553 |
7553 Target's voice issues from the nearest wooden object |
554 |
7554 Target's voice issues from this spot for 2d10 days |
555 |
7555 Target's voice seems to issue from whomever he's addressing |
556 |
7556 Target's voice sounds as though he's shouting from a distance |
557 |
7557 Target's voice sounds like a muted trumpet |
558 |
7558 Target's voice sounds like someone of the opposite sex |
559 |
7559 Target's voice sounds like the barking of feral dogs |
560 |
7560 Target's voice sounds like the braying of donkeys |
561 |
7561 Target's voice sounds like the chirping of crickets for 3d8 hours |
562 |
7562 Target's voice sounds like the honking of geese |
563 |
7563 Target's voice sounds oddly artificial and disturbing |
564 |
7564 Target's waterskin is filled with his own blood |
565 |
7565 Target's waterskin is filled with hot pepper sauce |
566 |
7566 Target's waterskin is filled with liquid soap |
567 |
7567 Target's waterskin is filled with mercury |
568 |
7568 Target's waterskin is filled with molten gold |
569 |
7569 Target's waterskin is filled with water from the River Styx |
570 |
7570 Target's weapon adheres to the next creature whose blood it draws |
571 |
7571 Target's weapon adheres to the next person to touch it |
572 |
7572 Target's weapon appears to be an umbrella while not in use |
573 |
7573 Target's weapon appears to be made of cheese for 1d6 days |
574 |
7574 Target's weapon appears to be made of diamond |
575 |
7575 Target's weapon appears to be made of ice |
576 |
7576 Target's weapon appears to be made of solid water |
577 |
7577 Target's weapon appears to be of much higher quality than it is |
578 |
7578 Target's weapon appears to be very hot to anyone else wielding it |
579 |
7579 Target's weapon appears to be worth 50X its real value |
580 |
7580 Target's weapon attacks him the next time he's wounded in battle |
581 |
7581 Target's weapon attracts the attention of the authorities |
582 |
7582 Target's weapon attracts undead while it's drawn |
583 |
7583 Target's weapon blazes with illusionary flame while it's drawn |
584 |
7584 Target's weapon burns anyone who wields it, other than the target |
585 |
7585 Target's weapon burns like an oil-soaked wick but isn't consumed |
586 |
7586 Target's weapon burns target's hand the next time he wields it |
587 |
7587 Target's weapon can be disassembled into 1d20 tiny pieces |
588 |
7588 Target's weapon can freeze 10 cubic feet of water, once per week |
589 |
7589 Target's weapon can hurl 2d6 magic missiles, then it disappears |
590 |
7590 Target's weapon can inflict no damage for 1d10 rounds |
591 |
7591 Target's weapon can injure anyone now within 1d10 feet of it |
592 |
7592 Target's weapon can injure but not kill anyone |
593 |
7593 Target's weapon can return polymorphed beings to their true forms |
594 |
7594 Target's weapon can spray enough octopus ink to blind one foe |
595 |
7595 Target's weapon can't be altered by any non-magical means |
596 |
7596 Target's weapon can't be harmed by magical fire |
597 |
7597 Target's weapon can't be teleported |
598 |
7598 Target's weapon can't be wielded unless the wielder is naked |
599 |
7599 Target's weapon can't cut flesh for 1d12 hours |
600 |
7600 Target's weapon can't harm non-humanoid mammals |
601 |
7601 Target's weapon can't harm undead |
602 |
7602 Target's weapon can't injure anyone of his sex |
603 |
7603 Target's weapon can't injure anyone of the opposite sex |
604 |
7604 Target's weapon can't pass through doorways |
605 |
7605 Target's weapon causes fire to be invisible while it's drawn |
606 |
7606 Target's weapon causes him to issue ridiculous threats |
607 |
7607 Target's weapon causes its wielder to be Slowed during melee |
608 |
7608 Target's weapon clangs like a bell when used in melee |
609 |
7609 Target's weapon coils about his arm for 1d4 rounds |
610 |
7610 Target's weapon delivers an electrical shock with every strike |
611 |
7611 Target's weapon develops an intense and obvious dislike of him |
612 |
7612 Target's weapon dims light in a 10-yard radius while it's drawn |
613 |
7613 Target's weapon disintegrates if ever it wounds him |
614 |
7614 Target's weapon disintegrates if it's hit by magic |
615 |
7615 Target's weapon disrupts infravision within a 100 yard radius |
616 |
7616 Target's weapon dissolves its wielder's clothes during battle |
617 |
7617 Target's weapon doubles in weight after each failed strike |
618 |
7618 Target's weapon doubles in weight each time it draws blood |
619 |
7619 Target's weapon draws lightning bolts down from the sky |
620 |
7620 Target's weapon drips with blood until it next draws blood |
621 |
7621 Target's weapon drips with molasses during battle |
622 |
7622 Target's weapon enables him to breathe underwater for 3d8 rounds |
623 |
7623 Target's weapon explodes if ever it inflicts maximum damage |
624 |
7624 Target's weapon floats on water as readily as wood |
625 |
7625 Target's weapon giggles menacingly upon contact with blood |
626 |
7626 Target's weapon glows as bright as the sun, but only to him |
627 |
7627 Target's weapon glows blue except in the presence of orcs |
628 |
7628 Target's weapon glows blue in his presence |
629 |
7629 Target's weapon glows blue in the presence of orcs or birds |
630 |
7630 Target's weapon glows blue in the presence of swords |
631 |
7631 Target's weapon glows blue whenever he tries to remain hidden |
632 |
7632 Target's weapon glows brightly when his blood has been spilled |
633 |
7633 Target's weapon glows like a firefly when wielded underground |
634 |
7634 Target's weapon glows red hot during battle but doesn't harm him |
635 |
7635 Target's weapon grows to 10x its normal size |
636 |
7636 Target's weapon has a +10 ToHit and Damage bonus for 1d4 rounds |
637 |
7637 Target's weapon has a +4 bonus when used against him |
638 |
7638 Target's weapon has a +4 bonus when used against his allies |
639 |
7639 Target's weapon has a +4 bonus when used against the caster |
640 |
7640 Target's weapon has a +4 bonus while he's standing in water |
641 |
7641 Target's weapon has a -4 ToHit penalty while in direct sunlight |
642 |
7642 Target's weapon has a constant sheath of frost |
643 |
7643 Target's weapon has been broken and reforged many times |
644 |
7644 Target's weapon has been prophesied to kill the king |
645 |
7645 Target's weapon has never been tempered or hardened |
646 |
7646 Target's weapon heats to 1,000° the next time it draws blood |
647 |
7647 Target's weapon hisses during battle like quenched steel |
648 |
7648 Target's weapon hums audibly during battle |
649 |
7649 Target's weapon induces a fear of magic in anyone wounded by it |
650 |
7650 Target's weapon induces pessimism in his allies during melee |
651 |
7651 Target's weapon induces racial hatred in Dwarves and Elves |
652 |
7652 Target's weapon induces vertigo in anyone wielding it |
653 |
7653 Target's weapon induces vertigo in anyone wounded by it |
654 |
7654 Target's weapon inflates like a balloon |
655 |
7655 Target's weapon inspires him to embark on a murderous rampage |
656 |
7656 Target's weapon instills Fear in any who ve been wounded by it |
657 |
7657 Target's weapon instills Fear in goblins and kobolds |
658 |
7658 Target's weapon instills Fear in him after each battle |
659 |
7659 Target's weapon instills Fear in his allies during battle |
660 |
7660 Target's weapon instills Fear in its wielder during melee |
661 |
7661 Target's weapon is 5% likely to explode when it inflicts damage |
662 |
7662 Target's weapon is 5% likely to kill whomever it next injures |
663 |
7663 Target's weapon is 5% likely to melt when immersed in water |
664 |
7664 Target's weapon is 5% likely to sever its wielder's hand |
665 |
7665 Target's weapon is 5% likely to start a war when it draws blood |
666 |
7666 Target's weapon is 5% likely to turn to glass in each battle |
667 |
7667 Target's weapon is +4 against anyone with an intelligent weapon |
668 |
7668 Target's weapon is 10% likely to inflict tetanus upon its wielder |
669 |
7669 Target's weapon is 20% likely to droop like a noodle in battle |
670 |
7670 Target's weapon is 20% likely to poison him when it draws blood |
671 |
7671 Target's weapon is 20% likely to turn ethereal during battle |
672 |
7672 Target's weapon is 20% likely to vanish each time he draws it |
673 |
7673 Target's weapon is a holy relic for a decadent tribe of kobolds |
674 |
7674 Target's weapon is a legendary item straight out of myth |
675 |
7675 Target's weapon is a mighty but hitherto unknown artifact |
676 |
7676 Target's weapon is a prized relic stolen from the Royal Armory |
677 |
7677 Target's weapon is as pliant as soft clay for 1d4 rounds |
678 |
7678 Target's weapon is as supple as silk for 1d4 turns |
679 |
7679 Target's weapon is bent into a torc around his neck |
680 |
7680 Target's weapon is bent into the shape of a paperclip |
681 |
7681 Target's weapon is chained by its hilt to a collar about his neck |
682 |
7682 Target's weapon is chained by its hilt to the nearest boulder |
683 |
7683 Target's weapon is clear like glass but is all but unbreakable |
684 |
7684 Target's weapon is cloned |
685 |
7685 Target's weapon is edible, but only to him |
686 |
7686 Target's weapon is embarrassed to be seen with him |
687 |
7687 Target's weapon is etched with his likeness |
688 |
7688 Target's weapon is guilty of numerous capital crimes |
689 |
7689 Target's weapon is highly elastic along its long axis until dawn |
690 |
7690 Target's weapon is immune to rust and the passage of time |
691 |
7691 Target's weapon is intensely coveted by demonic hordes |
692 |
7692 Target's weapon is intensely coveted by pacifistic monks |
693 |
7693 Target's weapon is invisible to everyone else during battle |
694 |
7694 Target's weapon is invisible to him in daylight |
695 |
7695 Target's weapon is invisible to him until it draws his blood |
696 |
7696 Target's weapon is nearly indestructible but dissolves in water |
697 |
7697 Target's weapon is part of a set sought by a wealthy collector |
698 |
7698 Target's weapon is perfectly balanced for a non-magical +2 ToHit |
699 |
7699 Target's weapon is permanently -2 ToHit |
700 |
7700 Target's weapon is refurbished to better-than-new condition |
701 |
7701 Target's weapon is replaced by a vastly inferior replica |
702 |
7702 Target's weapon is replaced by an indestructible replica |
703 |
7703 Target's weapon is riddled with holes but functions normally |
704 |
7704 Target's weapon is sheathed in a scab-like shell |
705 |
7705 Target's weapon is sheathed in a shell of chocolate |
706 |
7706 Target's weapon is sheathed in a soft wool tube |
707 |
7707 Target's weapon is stuck high in the branches of a nearby tree |
708 |
7708 Target's weapon is suddenly 10d100 years older |
709 |
7709 Target's weapon is thrown 1d1000 years into the past |
710 |
7710 Target's weapon is tied to both of the target's hands |
711 |
7711 Target's weapon is translucent like smoked glass |
712 |
7712 Target's weapon is twisted like a corkscrew |
713 |
7713 Target's weapon is vulnerable to magical fire while he wields it |
714 |
7714 Target's weapon is weightless when not in use |
715 |
7715 Target's weapon kills him outright if used against him |
716 |
7716 Target's weapon makes him 1d20 years older while it's drawn |
717 |
7717 Target's weapon makes him appear somehow less imposing |
718 |
7718 Target's weapon makes him highly susceptible illusion magic |
719 |
7719 Target's weapon melts if ever it's immersed in sea water |
720 |
7720 Target's weapon melts like a candle |
721 |
7721 Target's weapon must be fed one mouse or rat per day, or it dies |
722 |
7722 Target's weapon passes through armor unimpeded |
723 |
7723 Target's weapon passes through flesh unimpeded |
724 |
7724 Target's weapon practically reeks of malevolent hatred |
725 |
7725 Target's weapon puts forth huge plumes of smoke while it's drawn |
726 |
7726 Target's weapon renders him mute for 1d8 hours after each battle |
727 |
7727 Target's weapon repels his allies while it's drawn |
728 |
7728 Target's weapon repels non-magical vermin |
729 |
7729 Target's weapon repels normal flame to a distance of one foot |
730 |
7730 Target's weapon repels oxygen while it's drawn |
731 |
7731 Target's weapon ridicules him in front of his allies |
732 |
7732 Target's weapon rings like a bell to mark the hours |
733 |
7733 Target's weapon shatters the next time he's burned by fire |
734 |
7734 Target's weapon shatters the next time it strikes metal |
735 |
7735 Target's weapon shrieks until sunset tomorrow |
736 |
7736 Target's weapon shrinks by 75% upon contact with blood |
737 |
7737 Target's weapon shrinks to 10% of its normal size |
738 |
7738 Target's weapon spins rapidly around its axis for 10d10 rounds |
739 |
7739 Target's weapon sprouts 1d100 teeth along its length |
740 |
7740 Target's weapon sprouts leaves |
741 |
7741 Target's weapon starts bleeding profusely |
742 |
7742 Target's weapon teleports exactly 1d10 yards due north |
743 |
7743 Target's weapon teleports to the caster's home |
744 |
7744 Target's weapon teleports to the target, 1d4 weeks in the future |
745 |
7745 Target's weapon thinks that he's its mother |
746 |
7746 Target's weapon turns ethereal in the presence of other weapons |
747 |
7747 Target's weapon turns inside-out |
748 |
7748 Target's weapon turns into a rattan simulation |
749 |
7749 Target's weapon turns into a replica of the caster's weapon |
750 |
7750 Target's weapon turns into a shield for 1d4 days |
751 |
7751 Target's weapon turns into a small glass replica when not in use |
752 |
7752 Target's weapon turns into a two-by-four eight feet in length |
753 |
7753 Target's weapon turns into an umbrella under each full moon |
754 |
7754 Target's weapon turns to lightweight plastic |
755 |
7755 Target's weapon turns to sodium during the next rainstorm |
756 |
7756 Target's weapon urges him to leap from the nearest bridge |
757 |
7757 Target's weapon vanishes until he dies |
758 |
7758 Target's weapon vanishes when he dies |
759 |
7759 Target's weapon was forged by his descendent years in the future |
760 |
7760 Target's weapon was forged by someone who has never existed |
761 |
7761 Target's weapon was forged from the bones of a slain god |
762 |
7762 Target's weapon was forged in a volcano by demonic weaponsmiths |
763 |
7763 Target's weapon was forged on the western slope of Heaven |
764 |
7764 Target's weapon was lost in a tragic shipwreck decades ago |
765 |
7765 Target's weapon was shrinks him by 5% each time it draws blood |
766 |
7766 Target's weapon was stolen from the gods, and they want it back |
767 |
7767 Target's weapon weighs as much as he does |
768 |
7768 Target's weapon whispers terrible secrets to any who wield it |
769 |
7769 Target's weapon will be instrumental in the world's destruction |
770 |
7770 Target's weapon will be irretrievably lost by this time tomorrow |
771 |
7771 Target's weapons and gear teleport 10d10 yards into the air |
772 |
7772 Target's weight quadruples while he's swimming or wading |
773 |
7773 Target's weight temporarily doubles with each step upon a bridge |
774 |
7774 Teleportation is impossible within 10 yards of target |
775 |
7775 The bones of target's hand and feet turn to high-grade steel |
776 |
7776 The buzzing of bees fills the air whenever target draws a weapon |
777 |
7777 The flesh of target's face pulses as though full of maggots |
778 |
7778 The ground beneath target's feet briefly acts as a trampoline |
779 |
7779 The ground beneath target's feet briefly shines like the sun |
780 |
7780 The ground beneath target's feet collapses into a cave below |
781 |
7781 The ground beneath target's feet contains an unquiet spirit |
782 |
7782 The ground now at target's feet acquires sentience |
783 |
7783 The ground now at target's feet appears in the caster's home |
784 |
7784 The ground now at target's feet breaks off and drifts out to sea |
785 |
7785 The ground now at target's feet collapses into a cavern below |
786 |
7786 The ground now at target's feet conceals a sacred cairn |
787 |
7787 The ground now at target's feet explodes for 10d10 hit points |
788 |
7788 The ground now at target's feet exudes noxious and fetid vapors |
789 |
7789 The ground now at target's feet heats to 10 x 1d100 degrees |
790 |
7790 The ground now at target's feet hides the gate to a buried city |
791 |
7791 The ground now at target's feet hurls him 1d4 miles away |
792 |
7792 The ground now at target's feet is a blanket over a deep pit |
793 |
7793 The ground now at target's feet is a portal to some nether plane |
794 |
7794 The ground now at target's feet is an illusion |
795 |
7795 The ground now at target's feet is charred black as by a bonfire |
796 |
7796 The ground now at target's feet is dangerously slick with ice |
797 |
7797 The ground now at target's feet is edible |
798 |
7798 The ground now at target's feet is forever barren of vegetation |
799 |
7799 The ground now at target's feet is fused into glass |
800 |
7800 The ground now at target's feet is intensely magnetic |
801 |
7801 The ground now at target's feet is invisible to him |
802 |
7802 The ground now at target's feet is obviously artificial |
803 |
7803 The ground now at target's feet is powerfully toxic to him |
804 |
7804 The ground now at target's feet is soaked with blood |
805 |
7805 The ground now at target's feet is strewn with shards of metal |
806 |
7806 The ground now at target's feet is strongly adhesive |
807 |
7807 The ground now at target's feet is the back of a huge turtle |
808 |
7808 The ground now at target's feet is the top of a buried column |
809 |
7809 The ground now at target's feet is yanked from under him |
810 |
7810 The ground now at target's feet rises 10d10 yards into the air |
811 |
7811 The ground now at target's feet seems to move like a ship's deck |
812 |
7812 The ground now at target's feet shines as bright as the sun |
813 |
7813 The ground now at target's feet sinks 1d10 yards into the ground |
814 |
7814 The ground now at target's feet starts to digest him |
815 |
7815 The ground now at target's feet suppresses magic within 10 yards |
816 |
7816 The ground now at target's feet turns to cement and hardens |
817 |
7817 The ground now at target's feet turns to cobblestone |
818 |
7818 The ground now at target's feet turns to molten glass |
819 |
7819 The ground now at target's feet turns to quicksand |
820 |
7820 The ground now at target's feet turns to warm butter |
821 |
7821 The ground now at target's feet whispers horrific threats to him |
822 |
7822 The left half of target's skeleton rebels against the right |
823 |
7823 The left half of target's skeleton vanishes |
824 |
7824 The right half of target's head vanishes, but he is unharmed |
825 |
7825 The scent of the target's blood induces Fear in others |
826 |
7826 The scent of the target's blood induces paranoid delusions |
827 |
7827 The scent of the target's blood induces profound calm in horses |
828 |
7828 The scent of the target's blood inspires savage bloodlust |
829 |
7829 The sight of the target's weapon effects undead like sunlight |
830 |
7830 The sight of the target's weapon induces intense covetousness |
831 |
7831 The target is blamed for the worst thing that has ever happened |
832 |
7832 The target takes credit for all sorts of diplomatic successes |
833 |
7833 The top few inches of target's head vanish, but he is unharmed |
834 |
7834 Thousands of nails are embedded harmlessly in target's flesh |
835 |
7835 Thousands of snails rain down harmlessly upon the target |
836 |
7836 To the target, all liquids taste like acrid poison |
837 |
7837 To the target, all liquids taste like his own blood |
838 |
7838 To the target, all liquids taste like strong vinegar |
839 |
7839 To the target, all liquids taste like the sweetest nectar |
840 |
7840 To the target, everyone appears to be a hideously decayed corpse |
841 |
7841 To the target, everyone appears to be an artificial approximation |
842 |
7842 To the target, everyone appears to be plated in gold |
843 |
7843 To the target, the previous 1d4 rounds were only a dream |
844 |
7844 Undead are attracted to the target as though he can help them |
845 |
7845 Undead are invisible to the target |
846 |
7846 Undead can't speak in the target's presence |
847 |
7847 Undead declare a coordinated war against the target |
848 |
7848 Undead ignore target and can't be harmed by him |
849 |
7849 Undead recognize the target as one of their own |
850 |
7850 Undead that attack the target are 40% likely to be Turned |
851 |
7851 Undead will not relent until the target is also undead |
852 |
7852 Until dawn, target resembles the person who last wounded him |
853 |
7853 Until sunset tonight, all within one mile want to kill the target |
854 |
7854 Vines bind the target tightly to a nearby tree |
855 |
7855 Vines sprout from any open wounds the target now has |
856 |
7856 Vines sprout from the ground at target's feet and attack him |
857 |
7857 Vines sprout from the target's weapon and bind his limbs |
858 |
7858 Viscous slime drips from the target's mouth from now on |
859 |
7859 Water always feels 50° colder to the target |
860 |
7860 Water boils on contact with the target's flesh |
861 |
7861 Water gives no benefit to target if imbibed while indoors |
862 |
7862 Water has no weight when carried by the target |
863 |
7863 Water induces amnesia in target if ingested between dawn and noon |
864 |
7864 Water is a deadly poison to target for 2d12 hours |
865 |
7865 Water is invisible while within 10 feet of the target |
866 |
7866 Water is toxic to target if ingested between noon and dusk |
867 |
7867 Water spews from target's ears during battle |
868 |
7868 Waterfowl attack the target on sight |
869 |
7869 Waterfowl swear eternal loyalty to the target |
870 |
7870 Weapons are invisible to the target while he wields them |
871 |
7871 Whatever is now in target's hand heats to 500° |
872 |
7872 Whatever is now in target's hand is embossed with his name |
873 |
7873 Whatever is now in target's hand is replaced by a sunflower |
874 |
7874 Whatever is now in target's hand is worth 10X its normal value |
875 |
7875 Whatever is now in target's hand now belongs to the caster |
876 |
7876 Whatever is now in target's hand turns to gold |
877 |
7877 Whatever is now in target's hand vanishes for 1d6 days |
878 |
7878 Whatever is now in target's hand weighs more than he does |
879 |
7879 Whatever target does, he claims some bizarre, fantastical motive |
880 |
7880 Whatever target does, he claims to be fulfilling his deity's will |
881 |
7881 Whatever target is wearing is stuck to him like glue |
882 |
7882 When caster dies, target begins aging 1d10 years per round |
883 |
7883 When injured, target is 5% likely to fly into a berserker rage |
884 |
7884 When injured, target is 10% likely to attack his nearest ally |
885 |
7885 When injured, target must Save or go blind until the next round |
886 |
7886 When injured, target weeps like a baby for 1d10 rounds |
887 |
7887 When target dies, all within one mile are struck blind until dawn |
888 |
7888 When target dies, countless abhorrent deeds are attributed to him |
889 |
7889 When target dies, everyone who knew him forgets all about him |
890 |
7890 When target dies, he is posthumously crowned king |
891 |
7891 When target dies, he is rumored never to have existed |
892 |
7892 When target dies, he's immediately resurrected 10d100 miles away |
893 |
7893 When target dies, his corpse animates and races to this spot |
894 |
7894 When target dies, his corpse attacks the nearest person |
895 |
7895 When target dies, his corpse burns with green flame until sunset |
896 |
7896 When target dies, his corpse grows by a factor of 2d10 |
897 |
7897 When target dies, his corpse immediately turns to granite |
898 |
7898 When target dies, his corpse metamorphoses into something awful |
899 |
7899 When target dies, his corpse runs wild through the nearest town |
900 |
7900 When target dies, his corpse teleports into the caster's home |
901 |
7901 When target dies, his killer is hailed as a national hero |
902 |
7902 When target dies, his killer is named his executor |
903 |
7903 When target dies, his skeleton animates as a free willed undead |
904 |
7904 When target dies, his soul commandeers the nearest undead body |
905 |
7905 When target dies, his soul is trapped in his weapon |
906 |
7906 When target draws a weapon, a nearby tree drops its leaves |
907 |
7907 When target draws a weapon, he can't put it down until sunset |
908 |
7908 When target draws a weapon, he feels that he'll die in 1d6 rounds |
909 |
7909 When target draws a weapon, he must declare his name and title |
910 |
7910 When target draws a weapon, he must draw blood within 1d6 rounds |
911 |
7911 When target draws a weapon, he must pass a DEX check or drop it |
912 |
7912 When target draws a weapon, he must Save or lose 1d4-1 hit points |
913 |
7913 When target draws a weapon, he's randomly teleported 1d20 yards |
914 |
7914 When target draws a weapon, he's stricken with intense fear |
915 |
7915 When target draws a weapon, he's stunned for 1d4 rounds |
916 |
7916 When target draws a weapon, his allies all shout his name |
917 |
7917 When target draws a weapon, his weapon arm glows like a firefly |
918 |
7918 When target draws a weapon, it costs him 1d4 gold pieces |
919 |
7919 When target draws a weapon, it turns invisible for 1d4 rounds |
920 |
7920 When target draws a weapon, me must Save or become wildly drunk |
921 |
7921 When target draws a weapon, someone nearby declares him a coward |
922 |
7922 When target draws a weapon, someone nearby laughs at him |
923 |
7923 When target draws a weapon, the scent of eggs fills the air |
924 |
7924 When target is next struck by magic, he becomes chaotic evil |
925 |
7925 When target is next struck by magic, he becomes powerfully drunk |
926 |
7926 When target is next struck by magic, he hates that spell's caster |
927 |
7927 When target is next struck by magic, he teleports 1d6 miles |
928 |
7928 When target next sleeps, a small tree sprouts from his chest |
929 |
7929 When target next sleeps, everyone nearby dreams of killing him |
930 |
7930 When target next sleeps, he sleeps for 2d20 days and nights |
931 |
7931 When target next spills blood, any coins he's holding are doubled |
932 |
7932 When target next spills blood, he finds 1d1000 gold pieces |
933 |
7933 When target next spills blood, he is excommunicated and condemned |
934 |
7934 When target next spills blood, he loses 1d10 hit points |
935 |
7935 When target next spills blood, he loses any wealth he's carrying |
936 |
7936 When target next spills blood, he regains 1d10 hit points |
937 |
7937 When target next spills blood, he suffers cannibalistic urges |
938 |
7938 When target next spills blood, he suffers dreadful hallucinations |
939 |
7939 When target next spills blood, he takes a vow of pacifism |
940 |
7940 When target next spills blood, he thinks he'll die by nightfall |
941 |
7941 When target next spills blood, he vanishes for 1d4 days |
942 |
7942 When target next spills blood, he's thrown 4d8 yards into the air |
943 |
7943 When target next spills blood, his allies attack him |
944 |
7944 When target next spills blood, his clothes are soaked in it |
945 |
7945 When target next spills blood, his clothes burst into flame |
946 |
7946 When target next spills blood, his feet take root in the ground |
947 |
7947 When target next spills blood, his allies think he's dying |
948 |
7948 When target next spills blood, his skin and hair become blood-red |
949 |
7949 When target next spills blood, his Strength is halved until dawn |
950 |
7950 When target next spills blood, his victim grows obsessed with him |
951 |
7951 When target next spills blood, his waterskin fills with blood |
952 |
7952 When target next spills blood, his weapon attacks him |
953 |
7953 When target next spills blood, his weapon steams and hisses |
954 |
7954 When target next spills blood, his weapon vanishes for 1d4 days |
955 |
7955 When target next uses rope, he ties an insoluble knot |
956 |
7956 When target next uses rope, he's attacked by undead skeletons |
957 |
7957 When target next uses rope, it attacks him as if it were a snake |
958 |
7958 When target next uses rope, it hauls him high into the air |
959 |
7959 When target next uses rope, it shocks him like electrical wire |
960 |
7960 When target next uses rope, it winds around him and combusts |
961 |
7961 When target rolls a natural 20 ToHit, he wounds himself instead |
962 |
7962 When target rolls a natural 20 ToHit, his weapon explodes |
963 |
7963 When target says his name, he adds a wildly effusive honorific |
964 |
7964 When target says his name, he can't tell a lie for one hour |
965 |
7965 When target says his name, his age doubles |
966 |
7966 When target says his name, his clothes are soaked with brine |
967 |
7967 When target says his name, his clothes become amazingly clean |
968 |
7968 When target says his name, mocking laughter echoes in the sky |
969 |
7969 When target says his name, someone nearby adopts his name |
970 |
7970 When target says his name, someone nearby forgets his own name |
971 |
7971 When target says his name, someone nearby weeps openly |
972 |
7972 When target sees or is hit by magic, he giggles for 1d10 rounds |
973 |
7973 When target sees or is hit by magic, his head becomes invisible |
974 |
7974 When target sneezes, 1d4 nearby trees are rendered invisible |
975 |
7975 When target sneezes, bits of hot gravel spray from his nostrils |
976 |
7976 When target uses magic, he thinks he's spinning rapidly |
977 |
7977 While outdoors, target feels uncomfortable walking upright |
978 |
7978 While outdoors, target perceives everything to be shrouded in fog |
979 |
7979 While target sleeps, he dreams that he's in hell |
980 |
7980 While target sleeps, he dreams that he's undergoing surgery |
981 |
7981 While target sleeps, he is invisible and inaudible to his allies |
982 |
7982 While target sleeps, he sees and hears through the caster |
983 |
7983 While target sleeps, he's 40% likely to regain 1d10 hit points |
984 |
7984 While target sleeps, he's absolutely invulnerable to harm |
985 |
7985 While target sleeps, he's bound by countless spider webs |
986 |
7986 While target sleeps, his body races away in a random direction |
987 |
7987 While target sleeps, his clothes deteriorate to filthy rags |
988 |
7988 While target sleeps, someone writes obscene limericks on his skin |
989 |
7989 While target stands still, he rotates slowly counter-clockwise |
990 |
7990 While target stands still, pigeons treat him just like a statue |
991 |
7991 Yesterday, target ate 1d10 pounds of baked beans |
992 |
7992 Yesterday, target had dark premonitions of this exact moment |
993 |
7993 Yesterday, target ingested some powerful but slow-acting poison |
994 |
7994 Yesterday, target learned that he and caster are closely related |
995 |
7995 Yesterday, target learned that he had 36 hours left to live |
996 |
7996 Yesterday, target stole a magic ruby from a dragon |
997 |
7997 Yesterday, target took a sacred vow that he just now violated |
998 |
7998 Yesterday, target was sentenced to be executed at dawn tomorrow |
999 |
7999 Yesterday, target's feet were burned to a crisp |
1000 |
8000 Yesterday, target's head was removed and shoddily reattached |
d1000 | Result |
---|---|
1 |
8001 1,000 cubic feet of dirt and rock rise as a 16HD earth elemental |
2 |
8002 1d10 nearby trees uproot and race to the nearest town square |
3 |
8003 1d10 nearby trees uproot and vanish into the sky |
4 |
8004 1d100 adorable but demonic puppies scamper through the area |
5 |
8005 1d100 skeletons rise from the ground and begin building a pyramid |
6 |
8006 1d100 stone spheres, one foot in diameter, appear in the area |
7 |
8007 1d100% of a major continent sinks beneath the sea |
8 |
8008 1d1000 clay bricks fall from the sky |
9 |
8009 1d1000 skeletons rise from the ground and march to the sea |
10 |
8010 1d20 skeletons rise from the ground and attack anyone nearby |
11 |
8011 1d4 creatures nearby are suddenly gold-plated |
12 |
8012 1d4 creatures nearby double in size |
13 |
8013 1d4 gallons of molten gold pour from the target point |
14 |
8014 1d4 magical golden apples appear nearby |
15 |
8015 1d6 aggressive, human-sized pigeons appear in the area |
16 |
8016 1d6 horses nearby are turned into carousel horses |
17 |
8017 1d6 people nearby adopt entirely new personalities |
18 |
8018 1d6 people nearby are 50% likely to gain a level or die outright |
19 |
8019 1d6 people nearby are chained together |
20 |
8020 1d6 people nearby are duplicated exactly |
21 |
8021 1d6 people nearby are hurled high into the air |
22 |
8022 1d6 people nearby are identified as harbingers of vile pestilence |
23 |
8023 1d6 people nearby are pulled into the target point and destroyed |
24 |
8024 1d6 people nearby are tarred and feathered |
25 |
8025 1d6 people nearby are teleported 1d4 miles |
26 |
8026 1d6 people nearby are unable to wield weapons for 1d8 hours |
27 |
8027 1d6 people nearby can breathe water as readily as air |
28 |
8028 1d6 people nearby feel like they re drowning |
29 |
8029 1d6 people nearby flee from the area at top speed |
30 |
8030 1d6 people nearby grow feathers like peacocks |
31 |
8031 1d6 people nearby grow wool like sheep |
32 |
8032 1d6 people nearby join forces against all others nearby |
33 |
8033 1d6 people nearby look exactly alike |
34 |
8034 1d6 people nearby look like children for 1d4 years |
35 |
8035 1d6 people nearby must Save or be Disintegrated |
36 |
8036 1d6 people nearby shrink by 5d10+50% |
37 |
8037 1d6 people nearby will become zombies in 3d6 days |
38 |
8038 2d100 spectators appear in the area |
39 |
8039 2d100 wild bulls appear in the area |
40 |
8040 4d10 duplicates of someone nearby appear in the area |
41 |
8041 4d100 zombies appear in the area and race to the nearest town |
42 |
8042 4d100 zombies appear in the area and start attacking |
43 |
8043 A 100 yard radius is blanketed by a thick cloud of chlorine gas |
44 |
8044 A 100 yard radius is blanketed by snow to a depth of 2d4 feet |
45 |
8045 A 100 yard radius is carpeted with small white pebbles |
46 |
8046 A 100 yard radius is covered by a dense growth of fragrant grass |
47 |
8047 A 100 yard radius is covered by ankle-deep fetid mud |
48 |
8048 A 100 yard radius is covered by ankle-deep white sand |
49 |
8049 A 100 yard radius is covered by slimy, decaying vegetable matter |
50 |
8050 A 100 yard radius is covered with acrid cinders and ash |
51 |
8051 A 100 yard radius is covered with nuggets of artificial stone |
52 |
8052 A 100 yard radius is discovered to be an ancient graveyard |
53 |
8053 A 100 yard radius is encircled by a dense curtain of smoke |
54 |
8054 A 100 yard radius is encircled by a moat of lava 20 feet across |
55 |
8055 A 100 yard radius is encircled by a ring of raised earth |
56 |
8056 A 100 yard radius is encircled by a wall of hay bales |
57 |
8057 A 100 yard radius is indistinguishable from the moon's surface |
58 |
8058 A 100 yard radius is rendered totally silent until dawn tomorrow |
59 |
8059 A 100 yard radius is shaken by a powerful earthquake for 1d4 days |
60 |
8060 A 100 yard radius is strewn with blood-soaked rags |
61 |
8061 A 100 yard radius is strewn with decaying marine life |
62 |
8062 A 100 yard radius is strewn with jagged metal and coils of wire |
63 |
8063 A 100 yard radius is strewn with seashells and driftwood |
64 |
8064 A 100 yard radius is stripped of vegetation, soil, and water |
65 |
8065 A 100 yard radius swirls with finely-milled flour for 1d6 turns |
66 |
8066 A 1d10 mile radius becomes a dense and temperate forest |
67 |
8067 A 1d10 mile radius becomes a pastoral idyll |
68 |
8068 A 1d10 mile radius becomes a peaceful lake |
69 |
8069 A 1d10 mile radius becomes an arid and desolate desert |
70 |
8070 A 5,000 pound iron slab appears 1d10 yards above the target point |
71 |
8071 A baby born in a nearby town is prophesied to destroy the kingdom |
72 |
8072 A baby born in a nearby town is the spawn of a powerful demon |
73 |
8073 A blasphemous tome appears at the target point |
74 |
8074 A charred human corpse bearing a magical sword appears nearby |
75 |
8075 A column of green light shines from the target point into the sky |
76 |
8076 A cube of dry ice 10 feet across appears at the target point |
77 |
8077 A cube of granite 10 feet across appears a the target point |
78 |
8078 A deafening cacophony blares from the target point until sunset |
79 |
8079 A deity has died, and someone nearby is blamed for his death |
80 |
8080 A dense tangle of thorny vines fills the area |
81 |
8081 A featureless black slab appears nearby measuring 1 x 4 x 9 |
82 |
8082 A fissure runs from beneath the target point to the nearest lake |
83 |
8083 A flaming sword appears at the target point, turning every way |
84 |
8084 A flock of 5d20 human-sized geese lands in the area |
85 |
8085 A four-dimensional cube appears at the target point |
86 |
8086 A fully outfitted galleon appears nearby |
87 |
8087 A gargantuan, tentacled monstrosity rises from the nearest ocean |
88 |
8088 A giant sequoia quickly grows from beneath the target point |
89 |
8089 A heavy rope runs from the target point into the sky |
90 |
8090 A herd of animals not native to this area stampedes through it |
91 |
8091 A horrifyingly loathsome creature races through the area |
92 |
8092 A huge army appears to be approaching from the distance |
93 |
8093 A huge city is just barely visible on the surface of the moon |
94 |
8094 A huge earthen fist rises from the ground below the target point |
95 |
8095 A huge glacier forms at the target point over the next 1d4 days |
96 |
8096 A huge outcrop of beautiful crystals erupts under the target point |
97 |
8097 A huge vein of highly toxic metal runs directly under this area |
98 |
8098 A huge volume of confetti rains down in a 100 yard radius |
99 |
8099 A jug full of highly volatile liquid appears at the target point |
100 |
8100 A large pool of fetid slime appears beneath the target point |
101 |
8101 A large pool of liquid helium appears beneath the target point |
102 |
8102 A large pool of molten aluminum appears beneath the target point |
103 |
8103 A large, hay-packed wooden crate marked "FRAGILE" appears nearby |
104 |
8104 A leather briefcase containing something beautiful appears nearby |
105 |
8105 A local ruler declares any use of magic to be treasonous |
106 |
8106 A local ruler declares some crazy new taboo punishable by death |
107 |
8107 A local ruler has a mad plan to tax the poor instead of the rich |
108 |
8108 A local ruler has ordered the execution of 1d4 people nearby |
109 |
8109 A local ruler has quite obviously sold his soul to a demon |
110 |
8110 A local ruler invades a sovereign nation under false pretenses |
111 |
8111 A local ruler is known to kill and eat 1d4 people each week |
112 |
8112 A local ruler is revealed to be an illusion |
113 |
8113 A local ruler is under the control of infernal powers |
114 |
8114 A local ruler orders the execution of anyone causing a Chaos Burst |
115 |
8115 A local ruler shames his title with interpersonal indiscretions |
116 |
8116 A local ruler values empty rhetoric over valid policy |
117 |
8117 A lump of heavy and very toxic metal appears at the target point |
118 |
8118 A massive explosion flattens all stone structures within one mile |
119 |
8119 A mighty hailstorm pummels the area for 1d4 hours |
120 |
8120 A mysterious gold sarcophagus appears at the target point |
121 |
8121 A new, non-magical, and deadly virus issues from the target point |
122 |
8122 A one mile radius appears gloomy and blighted for 1d12 months |
123 |
8123 A one mile radius is illuminated by full daylight for 3d10 days |
124 |
8124 A one mile radius is rotates 360° every 24 hours |
125 |
8125 A one mile radius is shrouded by an eclipse for 2d8-1 days |
126 |
8126 A one mile radius looks like a desert wasteland for one year |
127 |
8127 A perfect 10 foot sphere of ice appears at the target point |
128 |
8128 A pitiable demon appears at the target point, begging sanctuary |
129 |
8129 A powerful and malign spirit emerges from the target point |
130 |
8130 A powerful and radical religious sect usurps the throne |
131 |
8131 A powerful demon takes up residence in a nearby house |
132 |
8132 A powerful earthquake shifts this whole area one mile north |
133 |
8133 A sandstorm sweeps through the area for 2d6 turns |
134 |
8134 A sculpted ice portrait appears for everyone within 50 yards |
135 |
8135 A small, mysterious island appears in the nearest river |
136 |
8136 A sphere of annihilation appears at the spell's target point |
137 |
8137 A steel tower 100 yards tall emerges form under the target point |
138 |
8138 A stolen dragon egg appears at the target point |
139 |
8139 A stone cube 25 yards across rises from beneath the target point |
140 |
8140 A terrible din fills the air like the clanging of pots and pans |
141 |
8141 A terrible fire occurred on this site 4d6 hours ago |
142 |
8142 A terrible fire will occur on this site 4d6 hours from now |
143 |
8143 A thin shaft of stone runs from the target point to the sea |
144 |
8144 A tornado arises at the target point and devastates the area |
145 |
8145 A torrent of thick, soapy foam sprays from the target point |
146 |
8146 A viscous corrosive fluid drips coats all exposed rock nearby |
147 |
8147 A volcano erupts at the center of the nearest town |
148 |
8148 A volley of 10d20 arrows rains down on the area |
149 |
8149 A widespread peasants revolt begins in 1d12 hours |
150 |
8150 A Chaos Burst occurs when each of the next 1d4 people speak nearby |
151 |
8151 Abnormally large locusts plague the area for 1d8 weeks |
152 |
8152 Acrid fungus sprouts under the target point and quickly spreads |
153 |
8153 Air in this area is 75% thinner than the surrounding atmosphere |
154 |
8154 All air within one mile is totally opaque but otherwise normal |
155 |
8155 All armor removed in this area shrinks by 25% |
156 |
8156 All armor within 50 yards becomes clear like glass |
157 |
8157 All armor within 50 yards is as heavy as lead |
158 |
8158 All armor within 50 yards is weightless for 1d12 months |
159 |
8159 All armor within one mile is ethereal until sunset |
160 |
8160 All artificial light sources within one mile are rendered inert |
161 |
8161 All artificial structures within 50 yards cease to exist |
162 |
8162 All attack rolls in the next 1d10 rounds must be made twice |
163 |
8163 All bags of holding within one mile are completely full of anvils |
164 |
8164 All birds within 50 yards explode, 1d6 hit points per bird |
165 |
8165 All birds within one mile are completely plucked |
166 |
8166 All bladed weapons within 50 yards are intensely magnetic |
167 |
8167 All blades within 50 yards are 10% likely to turn to gold |
168 |
8168 All blades within 50 yards are engraved with cryptic sigils |
169 |
8169 All blades within 50 yards are restored to pristine condition |
170 |
8170 All blades within 50 yards become clear like glass |
171 |
8171 All blades within 50 yards bend 90° halfway along their length |
172 |
8172 All blades within 50 yards must Save or crumble into rust |
173 |
8173 All blades within one mile are blunted until sunset |
174 |
8174 All blades within one mile glow cherry red until sunset tomorrow |
175 |
8175 All bowstrings within 50 yards break the next time they re drawn |
176 |
8176 All carved wood within 50 yards gains rudimentary intelligence |
177 |
8177 All chain mail within 50 yards appears moth-eaten and threadbare |
178 |
8178 All chain mail within 50 yards is highly attractive to lightning |
179 |
8179 All chain mail within 50 yards is slicked with ice |
180 |
8180 All chain mail within 50 yards is strongly magnetic |
181 |
8181 All cloth within 50 yards begins to digest itself |
182 |
8182 All cloth within 50 yards can never be rendered invisible |
183 |
8183 All cloth within 50 yards is as shiny and lustrous as gold |
184 |
8184 All cloth within 50 yards is rendered as brittle as eggshell |
185 |
8185 All cloth within 50 yards is rendered as stiff as wood |
186 |
8186 All cloth within 50 yards is scrubbed clean |
187 |
8187 All cloth within 50 yards is soaked with gasoline |
188 |
8188 All cloth within 50 yards seems unusually heavy |
189 |
8189 All cloth within 50 yards smolders and smokes until dawn |
190 |
8190 All cloth within 50 yards turns invisible upon exiting the area |
191 |
8191 All cloth within 50 yards turns to burlap until sunset tomorrow |
192 |
8192 All cloth within one mile is invisible until sunset tomorrow |
193 |
8193 All coins within 50 yards appear in a heap at the target point |
194 |
8194 All coins within 50 yards are engraved with cryptic runes |
195 |
8195 All coins within 50 yards are invisible under moonlight |
196 |
8196 All coins within 50 yards become flexible as rubber |
197 |
8197 All coins within 50 yards double in value |
198 |
8198 All coins within 50 yards explode, 1d4-1 hit points per coin |
199 |
8199 All coins within 50 yards heat to 1,000° |
200 |
8200 All coins within 50 yards turn to mercury |
201 |
8201 All coins within one mile are easily recognized as counterfeit |
202 |
8202 All curses now in effect within 100 yards are negated |
203 |
8203 All dragons within 1d10 miles are enraged beyond all reason |
204 |
8204 All dragons within 1d10 miles shrink by 10d10% |
205 |
8205 All Dwarves within 10 miles are secretly fond of orcs |
206 |
8206 All Dwarves within 10 miles are violently allergic to alcohol |
207 |
8207 All Dwarves within 10 miles are violently allergic to gold |
208 |
8208 All Dwarves within 10 miles become intensely claustrophobic |
209 |
8209 All Dwarves within 10 miles have orange skin and green hair |
210 |
8210 All Dwarves within 10 miles lose their infravision for 1d4 months |
211 |
8211 All Elves within 10 miles are carrying vials of Dwarf blood |
212 |
8212 All Elves within 10 miles develop a powerful fear of heights |
213 |
8213 All Elves within 10 miles forget how to speak Elvish |
214 |
8214 All Elves within 10 miles sprout jagged fangs |
215 |
8215 All Elves within 50 yards are allergic to wood |
216 |
8216 All ferrous metal within 50 yards doubles in weight |
217 |
8217 All ferrous metal within 50 yards is as shiny & lustrous as gold |
218 |
8218 All ferrous metal within 50 yards is invisible until it gets wet |
219 |
8219 All ferrous metal within 50 yards is magnetized |
220 |
8220 All ferrous metal within 50 yards is rustproof for one year |
221 |
8221 All ferrous metal within 50 yards is somewhat resistant to magic |
222 |
8222 All ferrous metal within 50 yards is strangely opalescent |
223 |
8223 All ferrous metal within 50 yards vanishes until sunset tomorrow |
224 |
8224 All fires lit in this area are waterproof for the next 1d6 weeks |
225 |
8225 All fires lit in this area flare up wildly for 1d4 rounds |
226 |
8226 All fires lit in this area reek of brimstone |
227 |
8227 All flesh within 50 yards is clear like glass until sunset |
228 |
8228 All foliage within 50 yards is poisonous to humans and demihumans |
229 |
8229 All foliage within 50 yards is replaced by plastic replicas |
230 |
8230 All food consumed within one mile is overpoweringly delicious |
231 |
8231 All food consumed within one mile is unpalatably bitter |
232 |
8232 All food within 50 yards completely spoils by sunset |
233 |
8233 All food within 50 yards freezes solid |
234 |
8234 All food within 50 yards is crawling with illusory maggots |
235 |
8235 All food within 50 yards is poisonous for the next 1d4 hours |
236 |
8236 All food within 50 yards is stripped of all nutritive value |
237 |
8237 All food within one mile turns to salt |
238 |
8238 All footprints within one mile fossilize by dawn tomorrow |
239 |
8239 All forged steel within 100 yards turns to aluminum |
240 |
8240 All forged steel within 100 yards turns to slate |
241 |
8241 All gems within 50 yards are duplicated exactly |
242 |
8242 All gems within 50 yards become spherical |
243 |
8243 All gems within 50 yards turn to sodium when placed in water |
244 |
8244 All gems within 50 yards vibrate in the presence of gold |
245 |
8245 All Gnomes within 10 miles develop a dislike of gems and jewels |
246 |
8246 All Gnomes within 10 miles grow 1d20 inches |
247 |
8247 All goblins within 10 miles appear in the immediate area |
248 |
8248 All goblins within 10 miles are afraid of the dark |
249 |
8249 All goblins within 10 miles are exterminated |
250 |
8250 All goblins within 10 miles are transformed into Elves |
251 |
8251 All goblins within 10 miles become vegetarian pacifists |
252 |
8252 All goblins within 10 miles swear allegiance to someone nearby |
253 |
8253 All goblins within 10 miles swear vengeance upon someone nearby |
254 |
8254 All gold within 50 yards always seems to be 200° |
255 |
8255 All gold within 50 yards becomes transparent when submerged |
256 |
8256 All gold within 50 yards begins to rust like damp steel |
257 |
8257 All gold within 50 yards induces extreme covetousness |
258 |
8258 All gold within 50 yards is 10% likely to turn to lead |
259 |
8259 All gold within 50 yards is 50% likely to be counterfeit |
260 |
8260 All gold within 50 yards is attracted to magnets like iron |
261 |
8261 All gold within 50 yards is drawn to the target point |
262 |
8262 All gold within 50 yards is indestructible for one year |
263 |
8263 All gold within 50 yards is irresistibly attractive to undead |
264 |
8264 All gold within 50 yards is severely tarnished |
265 |
8265 All gold within 50 yards is thrown 1d10 years into the future |
266 |
8266 All gold within 50 yards is weightless for 2d10 rounds |
267 |
8267 All gold within 50 yards sweats some kind of foul liquid |
268 |
8268 All ground within 10 miles is at exactly the same elevation |
269 |
8269 All Halflings within 10 miles develop a penchant for violence |
270 |
8270 All Halflings within 10 miles develop a strong wanderlust |
271 |
8271 All hats or helmets within 50 yards are drawn to the target point |
272 |
8272 All hats or hoods within 50 yards burst into flame |
273 |
8273 All herbivores within 100 yards are panic-stricken |
274 |
8274 All horses within 100 yards have built-in saddles |
275 |
8275 All horses within 100 yards shrink by 1% per round |
276 |
8276 All horses within one mile become bipedal for 1d4 weeks |
277 |
8277 All horses within one mile become clear like glass |
278 |
8278 All houses within one mile appear to be of much higher quality |
279 |
8279 All houses within one mile are fireproof for one year |
280 |
8280 All humans within 10 miles are suddenly wearing peculiar hats |
281 |
8281 All humans within 10 miles think that demihumans are subhuman |
282 |
8282 All inanimate matter nearby wobbles as though made of gelatin |
283 |
8283 All ink within 50 yards appears to be made from human blood |
284 |
8284 All ink within 50 yards is powerfully hallucinogenic |
285 |
8285 All ink within one mile is invisible for 2d4-1 days |
286 |
8286 All ink within one mile is invisible in sunlight |
287 |
8287 All inorganic matter within 10 miles appears blurry until sunset |
288 |
8288 All inorganic matter within 10 yards disappears |
289 |
8289 All inorganic matter within 10 yards turns to ice |
290 |
8290 All inorganic matter within 50 yards appears to be magical |
291 |
8291 All invisible matter within 100 yards becomes permanently visible |
292 |
8292 All invisible matter within one mile is clear like glass |
293 |
8293 All leather within 50 yards begins sweating profusely |
294 |
8294 All leather within 50 yards is as rigid as steel |
295 |
8295 All leather within 50 yards shatters like glass |
296 |
8296 All leather within 50 yards turns to silk |
297 |
8297 All living creatures nearby are driven away for 1d4 months |
298 |
8298 All living creatures nearby are enraged beyond reason |
299 |
8299 All lycanthropes within one mile are cured of their lycanthropy |
300 |
8300 All lycanthropes within one mile are locked in their current form |
301 |
8301 All lycanthropes within one mile develop a great fear of the dark |
302 |
8302 All lycanthropes within one mile have a new kind of lycanthropy |
303 |
8303 All magic items used nearby are 10% likely to burn out forever |
304 |
8304 All magic items within 50 yards appear to be blazing with fire |
305 |
8305 All magic items within 50 yards are easily recognized as magical |
306 |
8306 All magic items within 50 yards disappear until sunset tomorrow |
307 |
8307 All magic items within 50 yards fail to function 20% of the time |
308 |
8308 All magic items within 50 yards hum softly for 1d4 days |
309 |
8309 All magic potions within 50 yards are 10X as powerful |
310 |
8310 All magic potions within 50 yards are powerfully toxic |
311 |
8311 All magic potions within 50 yards are rendered inert |
312 |
8312 All magic potions within 50 yards become Potions of Flying |
313 |
8313 All magic potions within 50 yards freeze solid when imbibed |
314 |
8314 All magic potions within 50 yards induce overwhelming thirst |
315 |
8315 All magic potions within 50 yards induce wild hallucinations |
316 |
8316 All magic potions within 50 yards yield the opposite effect |
317 |
8317 All magic rings within 50 yards appear at the target point |
318 |
8318 All magic rings within 50 yards are identical in appearance |
319 |
8319 All magic rings within 50 yards are inert for one week |
320 |
8320 All magic rings within 50 yards are now as large as hula hoops |
321 |
8321 All magic rings within 50 yards are unharmed by fire or heat |
322 |
8322 All magic rings within 50 yards attract lightning |
323 |
8323 All magic rings within 50 yards fuse to their wearers fingers |
324 |
8324 All magic rings within 50 yards grant a +1 Armor Class bonus |
325 |
8325 All magic rings within 50 yards must Save or Disintegrate |
326 |
8326 All magic rings within 50 yards shine as brightly as the Sun |
327 |
8327 All magic rings within 50 yards shrink by 10% with each use |
328 |
8328 All magic rings within 50 yards turn to crystal |
329 |
8329 All magic rings within 50 yards turn to lead while not being worn |
330 |
8330 All magic rings within 50 yards whistle softly while in use |
331 |
8331 All magic weapons nearby are ethereal until sunset |
332 |
8332 All magic weapons nearby gain an additional +1 ToHit for 1d6 days |
333 |
8333 All magic weapons nearby glow like fireflies under the new moon |
334 |
8334 All magic weapons nearby lose their enchantments until dawn |
335 |
8335 All magic weapons within 100 yards are non-magical for 1d4 days |
336 |
8336 All magical animals nearby become their non-magical equivalents |
337 |
8337 All magical animals nearby desire to leave the area |
338 |
8338 All magical garments within one mile are filthy and foul-smelling |
339 |
8339 All magical garments within one mile burst into flame |
340 |
8340 All magical light sources within 100 yards are 2X as bright |
341 |
8341 All magical light sources within 100 yards dim by 50% |
342 |
8342 All magical light sources within one mile are extinguished |
343 |
8343 All magical light sources within one mile are hot as normal fire |
344 |
8344 All magical light sources within one mile attract magical moths |
345 |
8345 All magical light sources within one mile flash like strobes |
346 |
8346 All magical light sources within one mile hum loudly while in use |
347 |
8347 All magical light sources within one mile only work underground |
348 |
8348 All magical light sources within one mile produce blood-red light |
349 |
8349 All magical light sources within one mile yield darkness instead |
350 |
8350 All mechanical locks within one mile are fused shut |
351 |
8351 All mechanical locks within one mile are invisible for 1d12 months |
352 |
8352 All mechanical locks within one mile can only open under moonlight |
353 |
8353 All mechanical locks within one mile spring open |
354 |
8354 All members of a major race are discovered to be artificial |
355 |
8355 All members of a major race are rendered sterile |
356 |
8356 All metal armor nearby has been soaking in vinegar |
357 |
8357 All metal armor nearby is chilled to freezing |
358 |
8358 All metal gauntlets within 50 yards are non-removable until dawn |
359 |
8359 All metal gauntlets within 50 yards are rustproof |
360 |
8360 All metal gauntlets within 50 yards cause terrible chafing |
361 |
8361 All metal gauntlets within 50 yards close into fists |
362 |
8362 All metal gauntlets within 50 yards heat to 400° |
363 |
8363 All metal gauntlets within 50 yards insulate against electricity |
364 |
8364 All metal gauntlets within 50 yards shrink by 25% |
365 |
8365 All metal gauntlets within 50 yards turn to silk |
366 |
8366 All metal weapons wielded nearby seem to be 500° |
367 |
8367 All metal within 50 yards appears to be made of solid shadow |
368 |
8368 All metal within 50 yards induces frostbite while in daylight |
369 |
8369 All metal within 50 yards is entirely non-reflective |
370 |
8370 All metal within 50 yards is flammable for 2d10 rounds |
371 |
8371 All metal within 50 yards is indestructible until sunset tomorrow |
372 |
8372 All metal within 50 yards is invisible when anointed with blood |
373 |
8373 All metal within 50 yards is non-conductive of electricity |
374 |
8374 All metal within 50 yards is polished to mirror-brightness |
375 |
8375 All metal within 50 yards is twice as heavy when it's wet |
376 |
8376 All metal within 50 yards liquefies for 2d6 rounds, then reforms |
377 |
8377 All metal within 50 yards shimmers like mother of pearl |
378 |
8378 All missile weapons within 50 yards are inoperative until sunset |
379 |
8379 All missile weapons within 50 yards combust when they re fired |
380 |
8380 All missile weapons within 50 yards have 2X normal maximum range |
381 |
8381 All missile weapons within 50 yards vanish when they re fired |
382 |
8382 All nearby age 3d20 years but return to normal at sunset tomorrow |
383 |
8383 All nearby must eat their meat, or they can't have any pudding |
384 |
8384 All nearby who ve drawn blood in the past day are deaf until dawn |
385 |
8385 All nearby who ve drawn blood in the past day weep for 3d8 rounds |
386 |
8386 All nearby with more than 10 gold pieces age that many years |
387 |
8387 All nearby with more than 10 gold pieces give it all to charity |
388 |
8388 All nearby with more than 10 gold pieces heal as many hit points |
389 |
8389 All nearby with more than 10 gold pieces lose as many hit points |
390 |
8390 All nearby with more than 10 gold pieces pass out for 1d8 hours |
391 |
8391 All nearby with more than 10 gold pieces teleport that many yards |
392 |
8392 All nonliving wood within 50 yards is as brittle as a pretzel |
393 |
8393 All nonliving wood within 50 yards is as pliant as grass |
394 |
8394 All non-magical animals nearby are healed of all disease |
395 |
8395 All non-magical animals nearby are restored to full hit points |
396 |
8396 All non-magical animals nearby shrink by 40% |
397 |
8397 All non-magical books within 50 yards are duplicated |
398 |
8398 All non-magical books within 50 yards must Save or combust |
399 |
8399 All non-sentient animals nearby are 1d100 years |
400 |
8400 All non-sentient animals nearby are panic-stricken |
401 |
8401 All non-sentient animals within 50 yards become vaguely evil |
402 |
8402 All open wounds within 50 yards steam violently but harmlessly |
403 |
8403 All paper now nearby glows in the dark permanently |
404 |
8404 All paper now nearby is fireproof |
405 |
8405 All plant life within 10 miles is sky-blue from now on |
406 |
8406 All plant-based fabric within 50 yards becomes dull brown |
407 |
8407 All plant-based fabric within 50 yards combusts |
408 |
8408 All priestly magic within 500 yards is dispelled |
409 |
8409 All priestly magic within 500 yards is suppressed for 1d10 turns |
410 |
8410 All reflective surfaces in the area display imaginary scenes |
411 |
8411 All reflective surfaces in the area display scenes of carnage |
412 |
8412 All right arms within 50 yards are ethereal until sunset |
413 |
8413 All right arms within 50 yards are invulnerable for 1d10 hours |
414 |
8414 All right arms within 50 yards are paralyzed until dawn |
415 |
8415 All rope within 50 yards can't be cut or broken |
416 |
8416 All rope within 50 yards ignites along its entire length |
417 |
8417 All rope within 50 yards is as rigid as wood |
418 |
8418 All rope within 50 yards is as strong as steel wire |
419 |
8419 All rope within 50 yards is forever unable to hold a knot |
420 |
8420 All rope within 50 yards is permanently invisible |
421 |
8421 All rope within 50 yards shortens by 80% |
422 |
8422 All rope within 50 yards straightens and becomes hard as stone |
423 |
8423 All rope within 50 yards stretches like elastic |
424 |
8424 All rope within 50 yards turns to flesh |
425 |
8425 All saddles within 50 yards are as durable as tempered steel |
426 |
8426 All saddles within 50 yards disappear |
427 |
8427 All shields within 50 yards are fragile like glass for 1d4 rounds |
428 |
8428 All shields within 50 yards are impervious to fire |
429 |
8429 All shields within 50 yards are impervious to harm until sunset |
430 |
8430 All shields within 50 yards are imprinted with ugly faces |
431 |
8431 All shields within 50 yards gain a +1 bonus lasting 1d10 battles |
432 |
8432 All soil and rock within 100 yards vanishes |
433 |
8433 All soil within 50 yards is seeded with an aggressive vegetable |
434 |
8434 All soil within 50 yards turns invisible |
435 |
8435 All spells cast in the last 1d4 rounds are retroactively negated |
436 |
8436 All spells cast in the last 1d4 rounds recur in 1d4 rounds |
437 |
8437 All spells cast in the next 2d6 rounds are invisible in effect |
438 |
8438 All spells cast in the next 2d6 rounds occur 2d6 rounds later |
439 |
8439 All spells cast in this area are accompanied by trumpet fanfare |
440 |
8440 All spells cast in this area are delayed by 2d10 rounds |
441 |
8441 All Summoned creatures within 10 miles are dismissed |
442 |
8442 All Summoned creatures within 10 miles vanish in 1d4 rounds |
443 |
8443 All swords within one mile are hopelessly blunted for 1d4 days |
444 |
8444 All swords within one mile turn to golf clubs until dawn tomorrow |
445 |
8445 All teeth within 50 yards are as black as coal for 1d4 weeks |
446 |
8446 All teeth within 50 yards are rendered invisible for 1d12 months |
447 |
8447 All tempered metal within 50 yards is reduced in weight by 50% |
448 |
8448 All tempered metal within 50 yards is soft as rubber until dawn |
449 |
8449 All thumbs within 50 yards are immune to polymorph magic |
450 |
8450 All thumbs within 50 yards vanish for 1d4 hours |
451 |
8451 All transparent matter within one mile is as fragile as glass |
452 |
8452 All transparent matter within one mile is rendered invisible |
453 |
8453 All trees within 10 miles drop their leaves until next spring |
454 |
8454 All trees within 50 yards are glazed with ice |
455 |
8455 All trees within 50 yards are impervious to saws and axes |
456 |
8456 All trees within 50 yards bear watermelons for 1d4 months |
457 |
8457 All trees within 50 yards become ambulatory |
458 |
8458 All trees within 50 yards become omnivorous |
459 |
8459 All trees within 50 yards chant dirges at every sunset |
460 |
8460 All trees within 50 yards gain a semblance of sentience |
461 |
8461 All trees within 50 yards turn permanently invisible |
462 |
8462 All trees within a one mile vanish |
463 |
8463 All trees within one mile are cut down and stacked as cordwood |
464 |
8464 All trees within one mile are hollow |
465 |
8465 All trees within one mile crumble to dust within 1d4 days |
466 |
8466 All trees within one mile double in height |
467 |
8467 All trees within one mile drip with blood |
468 |
8468 All trees within one mile uproot and move 10 miles to the north |
469 |
8469 All trolls within 10 miles adopt a kinder, gentler philosophy |
470 |
8470 All trolls within 10 miles lose their ability to regenerate |
471 |
8471 All undead skeletons within 10 miles turn to wood |
472 |
8472 All undead within 1d100 miles vanish until sunset tomorrow |
473 |
8473 All undead within 50 yards are restored to full hit points |
474 |
8474 All undead within 50 yards are teleported 1d4 miles |
475 |
8475 All undead within 50 yards attack one random person nearby |
476 |
8476 All undead within one mile can exhale clouds of fog at will |
477 |
8477 All undead within one mile combust and burn until sunset tomorrow |
478 |
8478 All undead within one mile require air just like living creatures |
479 |
8479 All undead within one mile think that they re still alive |
480 |
8480 All vegetable matter within 50 yards, alive or dead, dissolves |
481 |
8481 All vegetation within 10 miles is 10X as nutritious for 1d4 weeks |
482 |
8482 All vegetation within 10 miles is incredibly toxic for 1d4 days |
483 |
8483 All vegetation within 10 miles tastes like manure when cooked |
484 |
8484 All vegetation within 50 yards becomes incredibly lush |
485 |
8485 All vegetation within 50 yards dies within 1d4 rounds |
486 |
8486 All vegetation within 50 yards grows 100X as fast for 2d4 days |
487 |
8487 All vegetation within 50 yards is frozen solid |
488 |
8488 All vegetation within 50 yards turns bone-white for 1d4 days |
489 |
8489 All visible trails or tracks within 10 miles vanish completely |
490 |
8490 All voices within 50 yards seem to issue from the same person |
491 |
8491 All voices within 50 yards sound identical |
492 |
8492 All water within 10 miles is chilled to just above freezing |
493 |
8493 All water within 50 yards becomes invisible |
494 |
8494 All water within 50 yards becomes thick like gelatin |
495 |
8495 All water within 50 yards does nothing to mitigate thirst |
496 |
8496 All water within 50 yards doubles in volume 1d6 times |
497 |
8497 All water within 50 yards holds its temperature for one year |
498 |
8498 All water within 50 yards looks foul but is fresh and sweet |
499 |
8499 All water within 50 yards remains liquid for at least 1d4 months |
500 |
8500 All water within 50 yards smells and tastes strongly of fish |
501 |
8501 All water within 50 yards turns to for over the next 1d4 rounds |
502 |
8502 All water within 50 yards turns to glass |
503 |
8503 All water within 50 yards turns to milk |
504 |
8504 All water within one mile vanishes |
505 |
8505 All weapons and armor within 50 yards seem to be 3X normal weight |
506 |
8506 All weapons nearby are bound to this area and will return to it |
507 |
8507 All weapons within 50 yards appear to be made of bone |
508 |
8508 All weapons within 50 yards are +1 ToHit until dawn tomorrow |
509 |
8509 All weapons within 50 yards are +10 ToHit for 1d4 rounds |
510 |
8510 All weapons within 50 yards are +2 ToHit for 2d12 hours |
511 |
8511 All weapons within 50 yards are +2 ToHit Summoned creatures |
512 |
8512 All weapons within 50 yards are +2 ToHit until their next hit |
513 |
8513 All weapons within 50 yards are +5 ToHit but -5 to damage |
514 |
8514 All weapons within 50 yards are -4 ToHit anyone currently nearby |
515 |
8515 All weapons within 50 yards are caked in sticky clay |
516 |
8516 All weapons within 50 yards are cleaned, polished, and sterilized |
517 |
8517 All weapons within 50 yards are edible |
518 |
8518 All weapons within 50 yards are etched with their owners names |
519 |
8519 All weapons within 50 yards are impervious to Alteration magic |
520 |
8520 All weapons within 50 yards are invulnerable to acid |
521 |
8521 All weapons within 50 yards are marked with demonic sigils |
522 |
8522 All weapons within 50 yards are piled at the target point |
523 |
8523 All weapons within 50 yards are repelled from the target point |
524 |
8524 All weapons within 50 yards are sealed in candle wax |
525 |
8525 All weapons within 50 yards are stuck in their sheathes |
526 |
8526 All weapons within 50 yards are terribly unwieldy for 4d6 rounds |
527 |
8527 All weapons within 50 yards are the property of some distant king |
528 |
8528 All weapons within 50 yards attract flies and gnats for one week |
529 |
8529 All weapons within 50 yards exude aromatic smoke for 1d6 hours |
530 |
8530 All weapons within 50 yards glow red as though they re very hot |
531 |
8531 All weapons within 50 yards hum in the presence of spilled blood |
532 |
8532 All weapons within 50 yards must Save or be bent like corkscrews |
533 |
8533 All weapons within 50 yards steam violently on contact with water |
534 |
8534 All weapons within 50 yards were forged by an undead smith |
535 |
8535 All weapons within one mile vanish until dawn tomorrow |
536 |
8536 All wheeled vehicles within one mile burst into flame |
537 |
8537 All wheeled vehicles within one mile sink 1d4 feet into the mud |
538 |
8538 All wheels within one mile are chrome-plated |
539 |
8539 All wheels within one mile become perfectly square |
540 |
8540 All who saw this casting are 10% likely to be driven insane |
541 |
8541 All who saw this casting are healed for 1d4 hit points |
542 |
8542 All who saw this casting are soaked with cold gravy |
543 |
8543 All who saw this casting are stricken mute until sunset |
544 |
8544 All who saw this casting are stricken totally deaf for 1d12 hours |
545 |
8545 All who saw this casting are thrown 1d4 days into the future |
546 |
8546 All who saw this casting are unable to sleep for 2d10 days |
547 |
8547 All who saw this casting despise magic for until dawn tomorrow |
548 |
8548 All who saw this casting giggle like lunatics for 3d4 rounds |
549 |
8549 All who saw this casting hear an eerie moaning for 1d4 days |
550 |
8550 All who saw this casting howl at the moon for the next 1d8 nights |
551 |
8551 All who saw this casting lose 1d20 points of Wisdom until sunset |
552 |
8552 All who saw this casting lose 1d4 hit points |
553 |
8553 All who saw this casting stare at the target point until dawn |
554 |
8554 All who saw this casting think that its target has been slain |
555 |
8555 All who saw this casting undertake a pilgrimage to a distant town |
556 |
8556 All within 10 feet are wrapped like mummies |
557 |
8557 All within 10 feet feel like they ve just run a marathon |
558 |
8558 All within 10 feet must Save or be teleported 1d100 miles |
559 |
8559 All within 10 feet point loses 1d100 hit points |
560 |
8560 All within 10 miles are convinced that the apocalypse is nigh |
561 |
8561 All within 10 miles identify the target point as a holy site |
562 |
8562 All within 10 miles seek to worship someone near the target point |
563 |
8563 All within 10 yards divest themselves of all gems and jewels |
564 |
8564 All within 10 yards find a diamond worth 1,000 gold pieces |
565 |
8565 All within 50 miles realize that thieves cant is fictitious |
566 |
8566 All within 50 miles rise up against the king |
567 |
8567 All within 50 yards acquire a distinctive accent |
568 |
8568 All within 50 yards adopt new names and answer only to them |
569 |
8569 All within 50 yards age 1d12 months |
570 |
8570 All within 50 yards and in armor are paralyzed for 2d6 rounds |
571 |
8571 All within 50 yards appear blurry to each other for 1d12 hours |
572 |
8572 All within 50 yards appear to be 1d100 years older |
573 |
8573 All within 50 yards appear to be covered with festering sores |
574 |
8574 All within 50 yards appear to be indescribably ugly to each other |
575 |
8575 All within 50 yards appear to have advanced leprosy |
576 |
8576 All within 50 yards appear to have bubonic plague |
577 |
8577 All within 50 yards are 5% likely to be turned inside out |
578 |
8578 All within 50 yards are 5% likely to become amphibious |
579 |
8579 All within 50 yards are 5% likely to die at dawn tomorrow |
580 |
8580 All within 50 yards are 5% likely to freeze solid |
581 |
8581 All within 50 yards are 5% likely to inherit a small keep |
582 |
8582 All within 50 yards are 5% likely to suffer total amnesia |
583 |
8583 All within 50 yards are 10% likely to age 1d100 years |
584 |
8584 All within 50 yards are 10% likely to be closely related |
585 |
8585 All within 50 yards are 10% likely to be stricken bald forever |
586 |
8586 All within 50 yards are 10% likely to wake tomorrow as undead |
587 |
8587 All within 50 yards are -2 ToHit for 2d10 rounds |
588 |
8588 All within 50 yards are 20% likely to be knocked unconscious |
589 |
8589 All within 50 yards are 20% likely to be paralyzed for 1d4 hours |
590 |
8590 All within 50 yards are 20% likely to lose all but one hit point |
591 |
8591 All within 50 yards are 25% likely to be covered in chocolate |
592 |
8592 All within 50 yards are 30% likely to vanish for 1d6 rounds |
593 |
8593 All within 50 yards are 40% likely to regain full hit points |
594 |
8594 All within 50 yards are a peculiar shade of blue-gray |
595 |
8595 All within 50 yards are AC 0 (no modifiers) for 2d6 hours |
596 |
8596 All within 50 yards are arrested for sedition and treason |
597 |
8597 All within 50 yards are at risk of awakening a vengeful god |
598 |
8598 All within 50 yards are attacked by countless magpies |
599 |
8599 All within 50 yards are attacked by locusts |
600 |
8600 All within 50 yards are banded like protected wildlife |
601 |
8601 All within 50 yards are blamed for some recent catastrophe |
602 |
8602 All within 50 yards are blind while at full hit points |
603 |
8603 All within 50 yards are branded heretics and ordered slain |
604 |
8604 All within 50 yards are branded with the mark of some random god |
605 |
8605 All within 50 yards are carrying an additional 5d10 gold pieces |
606 |
8606 All within 50 yards are carrying an identical iron medallion |
607 |
8607 All within 50 yards are carrying ornate ceremonial daggers |
608 |
8608 All within 50 yards are carrying small discs of carved stone |
609 |
8609 All within 50 yards are charged with an arduous divine quest |
610 |
8610 All within 50 yards are claimed as slaves by the nearest tyrant |
611 |
8611 All within 50 yards are considered pariahs |
612 |
8612 All within 50 yards are covered in creosote |
613 |
8613 All within 50 yards are covered in powdered sugar like doughnuts |
614 |
8614 All within 50 yards are covered with honey and feathers |
615 |
8615 All within 50 yards are disarmed |
616 |
8616 All within 50 yards are discovered to be clones |
617 |
8617 All within 50 yards are doused with molasses |
618 |
8618 All within 50 yards are drafted into military service |
619 |
8619 All within 50 yards are draped in tough, fibrous filaments |
620 |
8620 All within 50 yards are draped with pungent floral garlands |
621 |
8621 All within 50 yards are drenched with cold, soapy water |
622 |
8622 All within 50 yards are drenched with olive oil |
623 |
8623 All within 50 yards are dressed and painted like clowns |
624 |
8624 All within 50 yards are dressed in black and have jet-black hair |
625 |
8625 All within 50 yards are dressed in high quality fur |
626 |
8626 All within 50 yards are dressed in illusory formal wear |
627 |
8627 All within 50 yards are dressed in illusory full plate armor |
628 |
8628 All within 50 yards are dressed in wildly inappropriate attire |
629 |
8629 All within 50 yards are dressed like pirates |
630 |
8630 All within 50 yards are enraged beyond thought or reason |
631 |
8631 All within 50 yards are extremely short-tempered for 1d12 hours |
632 |
8632 All within 50 yards are filthy as though they ve never bathed |
633 |
8633 All within 50 yards are glazed with yellow ice |
634 |
8634 All within 50 yards are Held for 6d10 rounds |
635 |
8635 All within 50 yards are holding tiny stone carvings of themselves |
636 |
8636 All within 50 yards are immune to all magic for 1d6 rounds |
637 |
8637 All within 50 yards are immune to disease for 1d6 months |
638 |
8638 All within 50 yards are immune to missile fire for 2d6 rounds |
639 |
8639 All within 50 yards are immune to poison for 1d4 days |
640 |
8640 All within 50 yards are immune to polymorph magic for one year |
641 |
8641 All within 50 yards are immune to reason for 1d4 days |
642 |
8642 All within 50 yards are implicated in a huge royal scandal |
643 |
8643 All within 50 yards are individually shrouded in fog |
644 |
8644 All within 50 yards are invisible for 1d4 rounds |
645 |
8645 All within 50 yards are invisible to a single person nearby |
646 |
8646 All within 50 yards are invisible to all others within 50 yards |
647 |
8647 All within 50 yards are invisible to birds |
648 |
8648 All within 50 yards are invisible to reptiles for 1d6 hours |
649 |
8649 All within 50 yards are invisible when seen from below |
650 |
8650 All within 50 yards are involved in a diplomatic nightmare |
651 |
8651 All within 50 yards are invulnerable to wood for 1d10 rounds |
652 |
8652 All within 50 yards are liberally sprayed with octopus ink |
653 |
8653 All within 50 yards are now standing in the nearest building |
654 |
8654 All within 50 yards are now wearing tap-shoes |
655 |
8655 All within 50 yards are offered for sale on the open market |
656 |
8656 All within 50 yards are overpoweringly thirsty |
657 |
8657 All within 50 yards are painted with woad |
658 |
8658 All within 50 yards are paralyzed by indecision for 1d4 rounds |
659 |
8659 All within 50 yards are pardoned for any outstanding crimes |
660 |
8660 All within 50 yards are permanently branded as escaped slaves |
661 |
8661 All within 50 yards are profoundly drunk for 1d10 rounds |
662 |
8662 All within 50 yards are pushed 1d10 yards from the target point |
663 |
8663 All within 50 yards are ravenously hungry |
664 |
8664 All within 50 yards are restored to full hit points |
665 |
8665 All within 50 yards are rumored to be undead |
666 |
8666 All within 50 yards are rumored to belong to some bizarre cult |
667 |
8667 All within 50 yards are showered in maggots |
668 |
8668 All within 50 yards are smeared with a foul-smelling gelatin |
669 |
8669 All within 50 yards are sprayed with skunk musk |
670 |
8670 All within 50 yards are standing on three-foot cast iron discs |
671 |
8671 All within 50 yards are sterile for 2d12 months |
672 |
8672 All within 50 yards are stricken mute for 1d6 rounds |
673 |
8673 All within 50 yards are strongly addicted to some kind of poison |
674 |
8674 All within 50 yards are suddenly arranged in a big circle |
675 |
8675 All within 50 yards are suddenly barefoot |
676 |
8676 All within 50 yards are suddenly extremely drunk |
677 |
8677 All within 50 yards are suddenly seated in the lotus position |
678 |
8678 All within 50 yards are tempted to dabble in cannibalism |
679 |
8679 All within 50 yards are thoroughly cleansed |
680 |
8680 All within 50 yards are thrown 1d4 days into the future |
681 |
8681 All within 50 yards are unable to breathe for 1d20 rounds |
682 |
8682 All within 50 yards are unable to move their feet for 2d10 rounds |
683 |
8683 All within 50 yards are unable to sleep for 2d20 days |
684 |
8684 All within 50 yards are unable to use magic for 1d8 hours |
685 |
8685 All within 50 yards are unable to wield weapons while in armor |
686 |
8686 All within 50 yards are unable to wield wooden weapons until dawn |
687 |
8687 All within 50 yards are wearing beekeepers veils |
688 |
8688 All within 50 yards are wearing ostrich feathers in their hair |
689 |
8689 All within 50 yards are wearing wooden shoes |
690 |
8690 All within 50 yards become hopelessly lost for 1d4 hours |
691 |
8691 All within 50 yards believe that they re dreaming |
692 |
8692 All within 50 yards can see just fine in normal darkness |
693 |
8693 All within 50 yards covet the possessions of one person nearby |
694 |
8694 All within 50 yards crackle with ozone for 6d6 rounds |
695 |
8695 All within 50 yards dance lasciviously for 1d6 rounds |
696 |
8696 All within 50 yards develop an acute fear of wood |
697 |
8697 All within 50 yards die in a huge explosion but resurrect at dawn |
698 |
8698 All within 50 yards disarm themselves and race to a nearby river |
699 |
8699 All within 50 yards disarm themselves as quickly as they can |
700 |
8700 All within 50 yards exchange places with someone else nearby |
701 |
8701 All within 50 yards exhale steam as if the air were very cold |
702 |
8702 All within 50 yards feel a wildly different ambient temperature |
703 |
8703 All within 50 yards feel insects crawling over their skin |
704 |
8704 All within 50 yards feel intense hunger at the sight of blood |
705 |
8705 All within 50 yards feel overpowering fear for 2d6 rounds |
706 |
8706 All within 50 yards feel unfocused yet overwhelming disgust |
707 |
8707 All within 50 yards find obscene tattoos on their bodies |
708 |
8708 All within 50 yards find that their clothes are torn and bloody |
709 |
8709 All within 50 yards forget everyone's name |
710 |
8710 All within 50 yards forget how to use weapons or magic until dawn |
711 |
8711 All within 50 yards gain 1d1000 Experience Points |
712 |
8712 All within 50 yards grow 1d4 inches |
713 |
8713 All within 50 yards have a copy of a mysterious brass key |
714 |
8714 All within 50 yards have a mark identifying them as pariahs |
715 |
8715 All within 50 yards have an additional, functioning kidney |
716 |
8716 All within 50 yards have clouded vision for 2d6 rounds |
717 |
8717 All within 50 yards have conflicting memories of the past day |
718 |
8718 All within 50 yards have five pounds of butter in their pockets |
719 |
8719 All within 50 yards have gone without sleep for 3d4 days |
720 |
8720 All within 50 yards have horrifying visions of future tragedy |
721 |
8721 All within 50 yards have just run 1d10 miles |
722 |
8722 All within 50 yards have the exact same voice |
723 |
8723 All within 50 yards laugh like lunatics for 4d6 rounds |
724 |
8724 All within 50 yards levitate 1d6 feet for 2d6 rounds |
725 |
8725 All within 50 yards look and smell as if they ve been in a fire |
726 |
8726 All within 50 yards look like cadavers when seen from behind |
727 |
8727 All within 50 yards lose 1 hit point per round spent in that area |
728 |
8728 All within 50 yards lose 1d6 levels until sunset tomorrow |
729 |
8729 All within 50 yards lose 1d8 hit points but gain 1d10 hit points |
730 |
8730 All within 50 yards mount an attack upon the nearest castle |
731 |
8731 All within 50 yards move as if they re underwater |
732 |
8732 All within 50 yards must hibernate this winter |
733 |
8733 All within 50 yards must remain in this area until dawn tomorrow |
734 |
8734 All within 50 yards must remain within 10 yards of each other |
735 |
8735 All within 50 yards must repeat everything they say for 1d10 days |
736 |
8736 All within 50 yards must Save each morning or age 1d4 years |
737 |
8737 All within 50 yards must Save or be attacked by rats and mice |
738 |
8738 All within 50 yards must Save or be branded like cattle |
739 |
8739 All within 50 yards must Save or be burned for 1d10 hit points |
740 |
8740 All within 50 yards must Save or be Slowed |
741 |
8741 All within 50 yards must Save or be soaked with icy brine |
742 |
8742 All within 50 yards must Save or be stricken mute for 1d4 months |
743 |
8743 All within 50 yards must Save or be Teleported 2d10 miles |
744 |
8744 All within 50 yards must Save or be thrown into nearby trees |
745 |
8745 All within 50 yards must Save or be tightly bound in wire |
746 |
8746 All within 50 yards must Save or feel 1d100° colder |
747 |
8747 All within 50 yards must Save or feel 1d100° warmer |
748 |
8748 All within 50 yards must Save or flee in panic for 2d10 rounds |
749 |
8749 All within 50 yards must Save or sink 4d12 inches into the ground |
750 |
8750 All within 50 yards must Save or suffer blinding pain until dawn |
751 |
8751 All within 50 yards must Save or suffer frostbite in 1d10 fingers |
752 |
8752 All within 50 yards must Save or their clothes burst into flame |
753 |
8753 All within 50 yards must Save or their hair combusts |
754 |
8754 All within 50 yards must Save or their hands shrink by 50% |
755 |
8755 All within 50 yards must Save or they must re-roll their stats |
756 |
8756 All within 50 yards must Save vs Death or be shorn of all hair |
757 |
8757 All within 50 yards must Save, or their wounds will never heal |
758 |
8758 All within 50 yards now have bright blue hair |
759 |
8759 All within 50 yards preach a ridiculous "abstinence only" policy |
760 |
8760 All within 50 yards quickly devour any food that they re carrying |
761 |
8761 All within 50 yards run at top speed toward the target point |
762 |
8762 All within 50 yards see illusory animals flitting about the area |
763 |
8763 All within 50 yards shrink 1d4 inches |
764 |
8764 All within 50 yards smell like carrion until sunset tomorrow |
765 |
8765 All within 50 yards smell strongly of alcohol |
766 |
8766 All within 50 yards smell strongly of brimstone until sunrise |
767 |
8767 All within 50 yards smell strongly of manure for 1d4 days |
768 |
8768 All within 50 yards suddenly have perfectly groomed hair |
769 |
8769 All within 50 yards talk like 1930's movie gangsters |
770 |
8770 All within 50 yards think that a deity is in their midst |
771 |
8771 All within 50 yards think that all others nearby are lying |
772 |
8772 All within 50 yards think that all others nearby are on fire |
773 |
8773 All within 50 yards think that fire is edible |
774 |
8774 All within 50 yards think that they re being attacked by zombies |
775 |
8775 All within 50 yards think that they re in a parallel universe |
776 |
8776 All within 50 yards think that they re standing in knee-deep snow |
777 |
8777 All within 50 yards think that they ve suffered massive injuries |
778 |
8778 All within 50 yards think they'll die unless they remain standing |
779 |
8779 All within 50 yards think they ve shrunk by 90% |
780 |
8780 All within 50 yards throw their weapons as far as they can |
781 |
8781 All within 50 yards vanish for 3d10 rounds |
782 |
8782 All within 50 yards weep hysterically but can act normally |
783 |
8783 All within 50 yards who are injured smell strongly of peppermint |
784 |
8784 All within 50 yards who are not now bleeding fall unconscious |
785 |
8785 All within 50 yards who are now bleeding fall unconscious |
786 |
8786 All within 50 yards who breathe air suffocate for 2d10 rounds |
787 |
8787 All within 50 yards will be fully healed at the end of 3d8 rounds |
788 |
8788 All within 50 yards will become undead when they die |
789 |
8789 All within 50 yards will die if any one of them dies before dawn |
790 |
8790 All within 50 yards witness a miraculous manifestation of a deity |
791 |
8791 All wood within one mile is fireproof for 1d4 weeks |
792 |
8792 All worked stone within 50 yards absorbs water like a sponge |
793 |
8793 All worked stone within 50 yards begins eroding rapidly |
794 |
8794 All worked stone within 50 yards blazes with illusory flame |
795 |
8795 All worked stone within 50 yards clangs like bronze bells |
796 |
8796 All worked stone within 50 yards hums audibly in moonlight |
797 |
8797 All worked stone within 50 yards increases in size by 1d100% |
798 |
8798 All worked stone within 50 yards is as shiny as a mirror |
799 |
8799 All worked stone within 50 yards is briefly pliant as soft clay |
800 |
8800 All worked stone within 50 yards is clear like glass |
801 |
8801 All worked stone within 50 yards is etched with blasphemous runes |
802 |
8802 All worked stone within 50 yards is now 3d100° colder |
803 |
8803 All worked stone within 50 yards is water soluble |
804 |
8804 All worked stone within 50 yards oozes blood for 1d4 hours |
805 |
8805 All worked stone within 50 yards returns to its natural state |
806 |
8806 All worked stone within 50 yards turns to ice |
807 |
8807 All written text within 50 yards appears reversed in sunlight |
808 |
8808 All written text within 50 yards can only be read by moonlight |
809 |
8809 All written text within 50 yards hums audibly while being read |
810 |
8810 All written text within 50 yards is reversed |
811 |
8811 All written text within 50 yards shrinks by 50% |
812 |
8812 An ancient battle is endlessly reenacted on this site by ghosts |
813 |
8813 An animal species native to the area acquires sentience |
814 |
8814 An animal species native to the area actually controls the throne |
815 |
8815 An animal species native to the area is now immune to magic |
816 |
8816 An animal species native to the area quickly goes extinct |
817 |
8817 An arrogant, inarticulate twit achieves great political power |
818 |
8818 An asteroid 1d20 miles in diameter strikes the planet near here |
819 |
8819 An enormous black disc hovers over the area for 1d4 hours |
820 |
8820 An enormous cache of classified documents is found nearby |
821 |
8821 An enormous cache of D-Cell batteries is found nearby |
822 |
8822 An enormous castle formed entirely of ice appears nearby |
823 |
8823 An enormous fishing net settles over a 100 yard radius |
824 |
8824 An enormous head of sculpted stone bursts from the ground |
825 |
8825 An enormous oak tree appears at the target point |
826 |
8826 An enormous sand castle appears at the target point |
827 |
8827 An enormous volume of acrid smoke spews from the target point |
828 |
8828 An exact copy of the moon appears 180° away from the original one |
829 |
8829 An experimental forge in a nearby town achieves critical mass |
830 |
8830 An incredibly dangerous and powerful artifact appears nearby |
831 |
8831 An incredibly dangerous toxin is released into a nearby river |
832 |
8832 An incredibly foul entity is summoned to the target point |
833 |
8833 An ingot of metallic hydrogen appears at the target point |
834 |
8834 An ingot of neutronium appears at the target point |
835 |
8835 An ingot of some impossible metal appears at the target point |
836 |
8836 An intoxicatingly delightful scent issues from the target point |
837 |
8837 An intricate maze of panels of ice sprouts in a 100 yard radius |
838 |
8838 An intricate maze of tall hedges sprouts in a 100 yard radius |
839 |
8839 An intricate sculpture of blown glass appears at the target point |
840 |
8840 An invisible, whistling octopus slithers through the area |
841 |
8841 An overpoweringly foul stench issues from the target point |
842 |
8842 An unusually virulent form of plague breaks out in a nearby town |
843 |
8843 Ants appear to swarm on all blades within 50 yards |
844 |
8844 Any active charms and enchantments nearby are negated until dawn |
845 |
8845 Any alcoholic beverages within 50 yards are now 10X as potent |
846 |
8846 Any alcoholic beverages within 50 yards become powerfully toxic |
847 |
8847 Any alcoholic beverages within 50 yards combust violently |
848 |
8848 Any alcoholic beverages within 50 yards induce temporary insanity |
849 |
8849 Any alcoholic beverages within 50 yards turn to mercury |
850 |
8850 Any artifacts within 50 miles become non-functional for 2d6 days |
851 |
8851 Any beneficial enchantments now in effect nearby are dispelled |
852 |
8852 Any blades currently sheathed nearby make their sheathes combust |
853 |
8853 Any blood spilled in this area combusts on contact with water |
854 |
8854 Any blood spilled in this area discolors the ground |
855 |
8855 Any charged magical items nearby are fully recharged |
856 |
8856 Any charged magical items nearby are triggered upon their owners |
857 |
8857 Any charged magical items nearby can't be used until tomorrow |
858 |
8858 Any charged magical items nearby lose 1d10 charges |
859 |
8859 Any exposed rock nearby is polished as smooth as glass |
860 |
8860 Any fireball cast nearby is 1% likely to scorch a one mile radius |
861 |
8861 Any fires now burning within 10 miles are extinguished |
862 |
8862 Any fires now burning within 10 miles exude hallucinogenic smoke |
863 |
8863 Any fires now burning within 10 miles provide no heat |
864 |
8864 Any fires now burning within 10 miles provide no light |
865 |
8865 Any fires now burning within 10 miles turn into pools of water |
866 |
8866 Any fires now burning within 50 yards quadruple in size |
867 |
8867 Any fires now burning within ten miles attract undead like moths |
868 |
8868 Any food now in this area tastes strongly of blood |
869 |
8869 Any food now within 50 yards induces bacchanalia when eaten |
870 |
8870 Any food now within 50 yards induces drowsiness when eaten |
871 |
8871 Any food now within 50 yards induces madness when eaten |
872 |
8872 Any food now within 50 yards turns to iron |
873 |
8873 Any food now within 50 yards will turn to lead when consumed |
874 |
8874 Any gold nearby is invisible in sunlight |
875 |
8875 Any gold within 50 yards liquefies |
876 |
8876 Any ice or snow within 10 miles can't melt for 1d12 months |
877 |
8877 Any ice or snow within 10 miles feels painfully hot to the touch |
878 |
8878 Any magical protections now in place nearby are negated |
879 |
8879 Any magical seals or locks within one mile are negated |
880 |
8880 Any magical seals or locks within one mile are permanently sealed |
881 |
8881 Any magical seals or locks within one mile shine like the sun |
882 |
8882 Any magical symbols, glyphs, or seals within 50 yards are negated |
883 |
8883 Any magical traps within one mile are triggered |
884 |
8884 Any meat eaten nearby in the last 24 hours was human flesh |
885 |
8885 Any nearby outcroppings of rock burst into flame |
886 |
8886 Any nearby water in a container becomes carbonated |
887 |
8887 Any nearby water in a container becomes heavily chlorinated |
888 |
8888 Any non-living wood within one mile becomes clear like glass |
889 |
8889 Any open wounds in the area heal into scars shaped like runes |
890 |
8890 Any open wounds in the area heal into ugly, purplish scars |
891 |
8891 Any outstanding campaign plot inconsistencies are hereby resolved |
892 |
8892 Any pack animals within one mile race away at top speed |
893 |
8893 Any priest nearby is 10% likely to think he's his god |
894 |
8894 Any ranged spells cast nearby are delayed for 3d10 rounds |
895 |
8895 Any ranged spells cast nearby have a range of zero |
896 |
8896 Any range-zero spells cast nearby affect someone else instead |
897 |
8897 Any range-zero spells cast nearby last only one round |
898 |
8898 Any scroll cases within 50 yards are sealed for 1d100 years |
899 |
8899 Any scroll cases within 50 yards digest their contents |
900 |
8900 Any spells currently in effect within 100 yards are negated |
901 |
8901 Any standing water within 50 yards boils violently |
902 |
8902 Any standing water within 50 yards can be used as a scrying pool |
903 |
8903 Any water now within 50 yards can never be frozen |
904 |
8904 Any Wishes thus far granted to any within 50 yards are negated |
905 |
8905 Any wood now within 50 yards provides no heat if burned |
906 |
8906 Any wooden structures within one mile turn to durable stone |
907 |
8907 Anyone bearing a holy symbol nearby is healed for 1d4 hit points |
908 |
8908 Anyone bearing a holy symbol nearby loses 1d10 hit points |
909 |
8909 Anyone carrying a blanket nearby is swarmed by thousands of moths |
910 |
8910 Anyone carrying a blanket nearby is thrown 1d100 yards |
911 |
8911 Anyone carrying a blanket nearby is tightly swaddled in it |
912 |
8912 Anyone carrying a blanket nearby is unable to sleep for 3d10 days |
913 |
8913 Anyone carrying food nearby is arrested for smuggling contraband |
914 |
8914 Anyone carrying food nearby is swarmed by countless wasps |
915 |
8915 Anyone currently bleeding nearby is stricken with plague |
916 |
8916 Anyone currently bleeding nearby wakes tomorrow in prison |
917 |
8917 Anyone currently wielding a weapon nearby is stricken mute |
918 |
8918 Anyone in armor within 10 yards can't breathe for 2d10 rounds |
919 |
8919 Anyone in armor within 10 yards can't remove it for 1d10 days |
920 |
8920 Anyone in armor within 10 yards is afraid of magic for 2d8 rounds |
921 |
8921 Anyone in armor within 10 yards is attacked by a magical wolf |
922 |
8922 Anyone in armor within 10 yards is immune to magic for 1d4 rounds |
923 |
8923 Anyone in armor within 10 yards is pelted by hail for 3d10 rounds |
924 |
8924 Anyone in armor within 10 yards is thrown 1d10 yards |
925 |
8925 Anyone in armor within 10 yards loses 1d4 hit points |
926 |
8926 Anyone in armor within 10 yards regains 1d6 hit points |
927 |
8927 Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds |
928 |
8928 Anyone leaving the area finds that 1d4 weeks have passed |
929 |
8929 Anyone nearby and facing the target point disappears until dawn |
930 |
8930 Anyone nearby and facing the target point is blinded until dawn |
931 |
8931 Anyone nearby and facing the target point is blown back 6d10 feet |
932 |
8932 Anyone nearby and facing the target point is covered by moss |
933 |
8933 Anyone nearby and facing the target point is covered in soot |
934 |
8934 Anyone nearby and facing the target point is dusted with flour |
935 |
8935 Anyone nearby and facing the target point is obsessed with magic |
936 |
8936 Anyone nearby and facing the target point is paralyzed until dawn |
937 |
8937 Anyone nearby and facing the target point is suddenly naked |
938 |
8938 Anyone nearby and facing the target point loses all hair |
939 |
8939 Anyone nearby and facing the target point runs to a nearby river |
940 |
8940 Anyone nearby and less than five feet tall grows 1d6 inches |
941 |
8941 Anyone nearby and less than five feet tall vanishes for 1d4 days |
942 |
8942 Anyone nearby and more than five feet tall runs 1d10 miles away |
943 |
8943 Anyone nearby and more than five feet tall shrinks to that height |
944 |
8944 Anyone nearby and not wearing armor is attacked by huge wasps |
945 |
8945 Anyone nearby and not wearing armor loses 1d4 hit points |
946 |
8946 Anyone nearby at full hit points is fined 1d100 gold pieces |
947 |
8947 Anyone nearby at full hit points is immune to poison gas |
948 |
8948 Anyone nearby at full hit points is reduced to 1d4 hit points |
949 |
8949 Anyone nearby bearing a flag or standard is struck by lightning |
950 |
8950 Anyone nearby bearing a flag or standard shrinks by 25% |
951 |
8951 Anyone nearby can never be teleported while wearing clothes |
952 |
8952 Anyone nearby can never drown while barefoot |
953 |
8953 Anyone nearby of racially mixed blood suffers agony for 1d4 turns |
954 |
8954 Anyone nearby who ate in the past 1d4 hours is ravenously hungry |
955 |
8955 Anyone nearby who ate in the past 1d4 hours vanishes until dawn |
956 |
8956 Anyone nearby who attempts to teleport will wind up right here |
957 |
8957 Anyone nearby who spills blood by moonlight is stricken blind |
958 |
8958 Anyone nearby who tries to turn invisible glows brightly instead |
959 |
8959 Anyone nearby who tries to turn invisible loses 1d10 hit points |
960 |
8960 Anyone nearby who turns invisible is bright orange forever after |
961 |
8961 Anyone nearby who used magic in the past round falls unconscious |
962 |
8962 Anyone nearby who used magic in the past round is soaked in brine |
963 |
8963 Anyone nearby who's barefoot must Save or be shod like a horse |
964 |
8964 Anyone nearby who's barefoot must Save or their feet dissolve |
965 |
8965 Anyone nearby who's carrying an artifact is possessed by it |
966 |
8966 Anyone nearby who's carrying open flame is severely burned |
967 |
8967 Anyone nearby who's carrying open flame is stricken bald |
968 |
8968 Anyone nearby who's carrying open flame is terrified of fire |
969 |
8969 Anyone nearby who's carrying open flame is terrified of the dark |
970 |
8970 Anyone nearby who's carrying rope has a hanging scar on his neck |
971 |
8971 Anyone nearby who's carrying rope is thoroughly entangled in it |
972 |
8972 Anyone nearby who's carrying rope wakes tomorrow at this location |
973 |
8973 Anyone nearby who's slain by a zombie will become a zombie |
974 |
8974 Anyone nearby wielding a missile weapon is acutely near-sighted |
975 |
8975 Anyone nearby wielding a missile weapon is teleported 1d6 miles |
976 |
8976 Anyone nearby with a blade other than a sword can't locate it |
977 |
8977 Anyone nearby with a blade other than a sword falls unconscious |
978 |
8978 Anyone nearby with an axe is attacked by a nearby tree |
979 |
8979 Anyone nearby with an axe is desperate to fell the nearest tree |
980 |
8980 Anyone nearby with an axe is suddenly carrying a lute or guitar |
981 |
8981 Anyone nearby with an axe is totally invulnerable for 1d6 rounds |
982 |
8982 Anyone nearby with bloodstained clothes is revered as a prophet |
983 |
8983 Anyone nearby with bloodstained clothes smells like a corpse |
984 |
8984 Anyone nearby with formal military rank is ordered to the front |
985 |
8985 Anyone nearby with formal military rank is stripped of that rank |
986 |
8986 Anyone nearby with long hair is all but scalped |
987 |
8987 Anyone nearby with more than 50 gold pieces is terribly miserly |
988 |
8988 Anyone nearby with more than 50 gold pieces loses all wealth |
989 |
8989 Anyone now standing on bare earth nearby has +2 ToHit until dawn |
990 |
8990 Anyone now standing on bare earth nearby loses 1d10 hit points |
991 |
8991 Anyone now standing on bare earth nearby regains 1d10 hit points |
992 |
8992 Anyone now standing on bare earth nearby teleports 10d100 yards |
993 |
8993 Anyone now wielding a sword nearby is knocked to the ground |
994 |
8994 Anyone on a horse within 50 yards falls from it clumsily |
995 |
8995 Anyone on a horse within 50 yards has a craving for horsemeat |
996 |
8996 Anyone slain nearby completely decomposes in 1d4 rounds |
997 |
8997 Anyone slain nearby completely fossilizes in 1d4 rounds |
998 |
8998 Anyone slain nearby exudes flammable vapor for 1d4 days |
999 |
8999 Anyone slain nearby is resurrected with opposite alignment |
1000 |
9000 Anyone slain nearby is revealed to be a doppelganger |
d1000 | Result |
---|---|
1 |
9001 Anyone slain nearby issues cryptic prophecy before dying |
2 |
9002 Anyone slain nearby turns instantly to stone |
3 |
9003 Anyone slain nearby turns to coal over 1d4 rounds |
4 |
9004 Anyone using magic nearby briefly appears to be made of wood |
5 |
9005 Anyone using magic nearby gives off a pungent and offensive odor |
6 |
9006 Anyone using magic nearby glows a pale green hue for 24 hours |
7 |
9007 Anyone using magic nearby is intensely attractive for 1d4 rounds |
8 |
9008 Anyone wielding a sword nearby is highly susceptible to poison |
9 |
9009 Anyone wielding a sword nearby loses 1d4 fingers for 1d4 weeks |
10 |
9010 Anyone within 50 yards who is of Elfish descent is arrested |
11 |
9011 Anyone within 50 yards who is of Elfish descent is blinded |
12 |
9012 Anyone within 50 yards with a tattoo loses 4d10 hit points |
13 |
9013 Anyone within 50 yards with a tattoo will be skinned after death |
14 |
9014 Arcane magic cast within 10 miles is heralded by horrid shrieking |
15 |
9015 Arcane magic is impossible within 10 miles for 1d4 hours |
16 |
9016 Blinding smoke issues from the ground when magic is cast nearby |
17 |
9017 Blinding smoke swirls about the area for 1d4 hours |
18 |
9018 Blood sprays from the target point like water from a hose |
19 |
9019 Celestial voices resonate in the air for 1d10 turns |
20 |
9020 Combustion can never occur within 10 yards of the target point |
21 |
9021 Combustion is not possible within 10 miles for 3d8 hours |
22 |
9022 Countless droplets of sticky black tar rain down on the area |
23 |
9023 Countless sharpened stakes jut from the ground in the area |
24 |
9024 Countless slugs and snails litter the ground |
25 |
9025 Countless small lumps of cheese rain down on the area |
26 |
9026 Countless tiny carvings of wooden ducks rain down on the area |
27 |
9027 Diabolical voices issue from the target point |
28 |
9028 Diaphanous jellyfish drift through the air high overhead |
29 |
9029 Displays of hostile emotion are impossible nearby for 6d10 rounds |
30 |
9030 Distances in this area are very difficult to judge accurately |
31 |
9031 Divination magic is impossible for 1d4 days |
32 |
9032 Divination magic is wildly unreliable for 1d4 days |
33 |
9033 Eerie and ominous susurrations issue from the air for one week |
34 |
9034 Enormous birds circle silently overhead for 1d12 hours |
35 |
9035 Events now happening nearby are actually happening 500 years ago |
36 |
9036 Events now happening nearby are in exact accordance with prophecy |
37 |
9037 Events now happening nearby give rise to a new religion |
38 |
9038 Every living creature in the world falls asleep for 6d10 minutes |
39 |
9039 Every living creature in the world hears the word "Xyzzy" |
40 |
9040 Every tree within one mile has an eerie face carved in its bark |
41 |
9041 Every tree within one mile has cryptic runes carved in its bark |
42 |
9042 Every tree within one mile hums sonorously |
43 |
9043 Everyone nearby gains a language known only to those in this area |
44 |
9044 Everyone within 10 yards is chained together |
45 |
9045 Everyone within 50 yards disgorges a large, hairy spider |
46 |
9046 Everyone within 50 yards has 1d100 gold pieces in his pocket |
47 |
9047 Everyone within 50 yards has 1d6 orc's teeth in his pocket |
48 |
9048 Everyone within 50 yards has a 1% chance to become a god |
49 |
9049 Everyone within 50 yards has a 2% chance to explode |
50 |
9050 Everyone within 50 yards has a big snowball in his pocket |
51 |
9051 Everyone within 50 yards has a hen's egg in his pocket |
52 |
9052 Everyone within 50 yards has a lighted candle in his pocket |
53 |
9053 Everyone within 50 yards has a live cobra in his pocket |
54 |
9054 Everyone within 50 yards has a live salmon in his pocket |
55 |
9055 Everyone within 50 yards has a lump of quartz in his mouth |
56 |
9056 Everyone within 50 yards has a red hot coal in his pocket |
57 |
9057 Everyone within 50 yards has a signet ring in his pocket |
58 |
9058 Everyone within 50 yards has a small diamond in his pocket |
59 |
9059 Everyone within 50 yards has an iron ring around his wrist |
60 |
9060 Everyone within 50 yards has delicate glass globe in his pocket |
61 |
9061 Everyone within 50 yards has someone's severed hand in his pocket |
62 |
9062 Everyone within 50 yards is fined 1d100 gold pieces |
63 |
9063 Everyone within 50 yards is holding a wooden cup full of wine |
64 |
9064 Everyone within 50 yards is holding an ice cream cone |
65 |
9065 Everyone within 50 yards is stamped with the king's royal seal |
66 |
9066 Everyone within 50 yards is standing in a small bucket |
67 |
9067 Everyone within 50 yards is suddenly exhausted |
68 |
9068 Everyone within 50 yards is suddenly holding a block of dry ice |
69 |
9069 Everyone within 50 yards is suddenly holding a bucket of chum |
70 |
9070 Everyone within 50 yards is suddenly holding a chicken |
71 |
9071 Everyone within 50 yards is suddenly holding a helium balloon |
72 |
9072 Everyone within 50 yards is suddenly holding a small skull |
73 |
9073 Everyone within 50 yards is suddenly holding an ingot of lead |
74 |
9074 Everyone within 50 yards is suddenly indoors (or outdoors) |
75 |
9075 Everyone within 50 yards is tattooed with a sequential number |
76 |
9076 Everyone within 50 yards swaps his name with someone else nearby |
77 |
9077 Everyone within one mile identifies someone nearby as a deity |
78 |
9078 Everyone within one mile is stricken with intense apathy |
79 |
9079 Everything with one foot of the target point ceases to exist |
80 |
9080 Everything within 5 feet ceases to exist |
81 |
9081 Everything within 5 feet radiates strong magic for one year |
82 |
9082 Everything within 50 yards appears to be lit by blacklight |
83 |
9083 Everything within 50 yards appears to radiate intense evil |
84 |
9084 Everything within 50 yards is permanently drained of color |
85 |
9085 Everything within 50 yards shakes violently for 3d10 rounds |
86 |
9086 Evidence is found of a massive, systematic policy of torture |
87 |
9087 Evidence is found of alien intervention in this world's history |
88 |
9088 Farmland within one mile is amazingly fertile for 1d10+1 years |
89 |
9089 Farmland within one mile is barren for 1d10+1 years |
90 |
9090 Fast-drying concrete covers the area to a depth of 6d6 inches |
91 |
9091 Fire belches forth from the target point for 10d10 hours |
92 |
9092 Fires in this area are drawn toward the target point |
93 |
9093 Food eaten within one mile of this spot gives no nutrition |
94 |
9094 Food eaten within one mile provides twice the normal nutrition |
95 |
9095 For 1d10 rounds, air within 50 yards is as opaque as steel |
96 |
9096 For 1d10 rounds, all wood within 50 yards is water soluble |
97 |
9097 For 1d10 rounds, any spells cast nearby turn their casters yellow |
98 |
9098 For 1d10 rounds, water is highly toxic to all within 50 yards |
99 |
9099 For 1d4 days, fires lit nearby are hot enough to melt steel |
100 |
9100 For 1d4 days, fires lit nearby are visible through metal or stone |
101 |
9101 For 1d4 days, fires lit nearby aren't warm enough to melt ice |
102 |
9102 For 1d6 months, all flame in the world is blue |
103 |
9103 For 2d4 rounds, the ground within 50 yards flexes like elastic |
104 |
9104 For 2d4 rounds, the ground within 50 yards turns to quicksand |
105 |
9105 For one month the moon appears as bright as the Sun |
106 |
9106 For one month the moon appears to fill half of the night sky |
107 |
9107 For one month the Sun appears only as bright as the full moon |
108 |
9108 For one month the Sun is invisible though it still provides light |
109 |
9109 For one round, any nearby priest has 10% chance to summon his god |
110 |
9110 For one turn, the area is lit only by countless flashbulbs |
111 |
9111 For one turn, the area is lit only by flickering candlelight |
112 |
9112 For one year, flashing lights accompany spells cast in this area |
113 |
9113 For one year, spells cast in this area last only one round |
114 |
9114 From now on, all within 50 yards are left-handed |
115 |
9115 From now on, all within 50 yards look as wounded as they are now |
116 |
9116 Genocidal war breaks out between two or more major races |
117 |
9117 Gravity is skewed by 45° in this area until sunrise tomorrow |
118 |
9118 Gravity within 100 yards has no effect on wood |
119 |
9119 Half a ton of iron filings sprays from the target point |
120 |
9120 Half a ton of pureed carrots sprays from the target point |
121 |
9121 Half of the people nearby are half-invisible to the other half |
122 |
9122 Half of the people nearby are teleported 1d4 miles north |
123 |
9123 Half of the planet vanishes, but the remaining half is stable |
124 |
9124 Half the planet spins clockwise, the other half counter-clockwise |
125 |
9125 Hallucinogenic mist billows from the target point until sunset |
126 |
9126 Highly flammable gas sprays from the target point |
127 |
9127 Horrific, deafening laughter echoes through the area for one week |
128 |
9128 Horses tend to throw their riders while traveling in this area |
129 |
9129 Huge animal-shapes are traced in the soil in a one mile radius |
130 |
9130 Huge volumes of strongly emetic vapor spray from the target point |
131 |
9131 Huge, cryptic symbols appear on the side of a nearby mountain |
132 |
9132 Hundreds of highly venomous snakes emerge from the ground |
133 |
9133 Hundreds of hungry dogs appear in the vicinity |
134 |
9134 Hundreds of thousands of acorns fall from the sky |
135 |
9135 Hurricane-strength winds swirl around the target point |
136 |
9136 Ice cold water sprays from the ground beneath the target point |
137 |
9137 Ice suddenly covers the ground nearby to a depth of 1d6 inches |
138 |
9138 Icy mist issues from the target for 1d4 days |
139 |
9139 If indoors, all exits are sealed; if not, roll again |
140 |
9140 If indoors, the building is evacuated of air; if not, roll again |
141 |
9141 If indoors, the building shrinks by 50%; if not, roll again |
142 |
9142 If indoors, the building vanishes; if not, roll again |
143 |
9143 If the area is wooded, all nearby become lost; if not, roll again |
144 |
9144 In this area, moonlight causes sound to be stifled |
145 |
9145 In this area, non-magical metal is invisible under moonlight |
146 |
9146 In this area, sunlight seems 1d4 times as bright as normal |
147 |
9147 In this region, arcane magic is blamed for all kinds of disasters |
148 |
9148 In this region, Dwarves are considered a rare delicacy |
149 |
9149 In this region, Dwarves consider clothing to be unnecessary |
150 |
9150 In this region, gold is invulnerable to magic |
151 |
9151 In this region, hail has been falling for 2d4 days |
152 |
9152 In this region, it's been snowing for two weeks straight |
153 |
9153 In this region, missile weapons are considered cowardly |
154 |
9154 In this region, possession of gold is now a capital offense |
155 |
9155 In this region, the use of arcane magic is punishable by death |
156 |
9156 In this region, the use of magic items is heavily taxed |
157 |
9157 In this region, the use of priestly magic is strictly controlled |
158 |
9158 Innumerable glowing orbs emerge from the target point |
159 |
9159 It's suddenly night, lasting until dawn would normally occur |
160 |
9160 Jagged rocks erupt from the ground in a 100 yard radius |
161 |
9161 Large poppies bloom in a 100 yard radius from the target point |
162 |
9162 Lightning bolts issue from the spell's target point |
163 |
9163 Loud thunder booms overhead whenever magic is used in this area |
164 |
9164 Magic users are persecuted throughout this country |
165 |
9165 Magical healing is not possible within 10 miles |
166 |
9166 Magical healing is unreliable during daylight within 10 miles |
167 |
9167 Magical illusions are impossible within 10 miles for 2d4-1 days |
168 |
9168 Magical invisibility is forever impossible within 50 miles |
169 |
9169 Many thousands of birds soon take up residence in this area |
170 |
9170 Missile attacks are futile within 50 yards of the target point |
171 |
9171 Missiles fired nearby all fly toward the same creature |
172 |
9172 Missiles fired nearby are 5% likely to induce True Love |
173 |
9173 Missiles fired nearby can induce paralysis on a successful hit |
174 |
9174 Missiles fired nearby crash like thunder when they hit |
175 |
9175 Missiles fired nearby disintegrate while in flight |
176 |
9176 Missiles fired nearby explode into embers after 1d4 rounds |
177 |
9177 Missiles fired nearby fly straight up into the sky and vanish |
178 |
9178 Missiles fired nearby have an absolute range limit of 10 yards |
179 |
9179 Missiles fired nearby hit the spell's target point |
180 |
9180 Missiles fired nearby inflict damage only on a ToHit roll of 20 |
181 |
9181 Missiles fired nearby invariably miss their targets |
182 |
9182 Missiles fired nearby leave colorful trails of light |
183 |
9183 Missiles fired nearby travel an additional 1d10 miles |
184 |
9184 Moonlight in this area induces extreme covetousness |
185 |
9185 Moonlight in this area induces extreme melancholy in Elves |
186 |
9186 Moonlight in this area induces furious bloodlust |
187 |
9187 Moonlight in this area induces pain in lycanthropes |
188 |
9188 Moonlight in this area induces panic in those of INT 14 or above |
189 |
9189 Moonlight in this area induces unrestrained lecherousness |
190 |
9190 Moonlight in this area is blood red |
191 |
9191 Natural animals in this area can readily detect magic |
192 |
9192 Natural animals respond badly to anyone now within 50 yards |
193 |
9193 Nearest bridge appears in the immediate area |
194 |
9194 Nearest bridge appears to be a rainbow |
195 |
9195 Nearest bridge appears to be made of thick fog |
196 |
9196 Nearest bridge can't be crossed by anyone wearing footwear |
197 |
9197 Nearest bridge collapses after the next 1d6 people cross it |
198 |
9198 Nearest bridge is as pliant as rubber |
199 |
9199 Nearest bridge is burned |
200 |
9200 Nearest bridge is clear like glass |
201 |
9201 Nearest bridge is made of teeth |
202 |
9202 Nearest bridge is suddenly over troubled waters |
203 |
9203 Nearest bridge is takes 2d4 hours to cross |
204 |
9204 Nearest bridge opens like a drawbridge |
205 |
9205 Nearest bridge turns permanently invisible |
206 |
9206 Nearest building can only be entered by walking backwards |
207 |
9207 Nearest building is exactly duplicated at the target point |
208 |
9208 Nearest door appears at the target point |
209 |
9209 Nearest door is a jar |
210 |
9210 Nearest door is a portal to an ancient temple of a powerful deity |
211 |
9211 Nearest door opens to a point 1d10 days in the future |
212 |
9212 Nearest door opens to a point 1d10 miles in the air |
213 |
9213 Nearest door opens to the target point |
214 |
9214 Nearest doorway can't be traversed by anyone at full hit points |
215 |
9215 Nearest doorway can't be traversed by anyone wearing armor |
216 |
9216 Nearest doorway causes all who pass through it to age 1d4 years |
217 |
9217 Nearest forest acquires malevolent sentience and intelligence |
218 |
9218 Nearest forest is set ablaze |
219 |
9219 Nearest government collapses amid rumors of infernal pacts |
220 |
9220 Nearest government switches to a manure-based economic system |
221 |
9221 Nearest horse becomes bipedal |
222 |
9222 Nearest horse sprouts two additional pairs of functional legs |
223 |
9223 Nearest lake becomes crystal clear but is highly toxic to humans |
224 |
9224 Nearest lake can't be safely traversed by any sort of watercraft |
225 |
9225 Nearest lake completely drains in a slow, clockwise spiral |
226 |
9226 Nearest lake completely evaporates over the next 1d4 rounds |
227 |
9227 Nearest lake conceals a sunken city containing incredible riches |
228 |
9228 Nearest lake contains a sunken armada from some long-lost navy |
229 |
9229 Nearest lake contains an ice berg |
230 |
9230 Nearest lake doubles its volume during each of the next 1d4 days |
231 |
9231 Nearest lake drains to reveal the corpse of a long-dead deity |
232 |
9232 Nearest lake freezes completely solid over the next 1d4 rounds |
233 |
9233 Nearest lake heats to 200° over the next 1d4 rounds |
234 |
9234 Nearest lake is covered by a tarp |
235 |
9235 Nearest lake is encircled by a moat of flaming pitch |
236 |
9236 Nearest lake is home to a colony of unaging amphibious humanoids |
237 |
9237 Nearest lake is perpetually fog-shrouded |
238 |
9238 Nearest lake rises as a huge water elemental and walks to the sea |
239 |
9239 Nearest lake suddenly appears at the center of the nearest town |
240 |
9240 Nearest lake suppresses magic within one mile of its shores |
241 |
9241 Nearest lake undergoes massive tidal surges for one week |
242 |
9242 Nearest monastery conceals a gate to hell |
243 |
9243 Nearest monastery holds the only copies of many priceless books |
244 |
9244 Nearest monastery often engages in dangerous and abhorrent rites |
245 |
9245 Nearest mountain slides 1d10 miles north |
246 |
9246 Nearest oak tree grows to 20X its current size |
247 |
9247 Nearest oak tree is older than the entire world |
248 |
9248 Nearest oak tree periodically shoots poisonous thorns |
249 |
9249 Nearest oak tree turns to bronze |
250 |
9250 Nearest oak tree turns to solid gold |
251 |
9251 Nearest oak tree uproots and goes on a rampage |
252 |
9252 Nearest priest becomes fearless in the face of death |
253 |
9253 Nearest priest believes he's been excommunicated |
254 |
9254 Nearest priest believes that cannibalism is a sacrament |
255 |
9255 Nearest priest believes that clothing is an abomination |
256 |
9256 Nearest priest believes that he's recently slain his deity |
257 |
9257 Nearest priest believes that his deity has abandoned him |
258 |
9258 Nearest priest believes that his deity has made him immortal |
259 |
9259 Nearest priest believes that his deity is at his beck and call |
260 |
9260 Nearest priest believes that his deity is standing nearby |
261 |
9261 Nearest priest believes that someone nearby is his deity |
262 |
9262 Nearest priest falls badly out of favor with his deity |
263 |
9263 Nearest priest finds a book of nice and accurate prophecies |
264 |
9264 Nearest priest has been stealing from the church's coffers |
265 |
9265 Nearest priest has secretly engaged in commendable charity work |
266 |
9266 Nearest priest is implicated in a scandal involving livestock |
267 |
9267 Nearest priest is summoned by his deity |
268 |
9268 Nearest priest is wholly immune to arcane magic for 4d6 hours |
269 |
9269 Nearest priest realizes that he's worshipping the wrong deity |
270 |
9270 Nearest priest thinks he's being persecuted for his beliefs |
271 |
9271 Nearest river conceals the entrance to a great underground empire |
272 |
9272 Nearest river freezes solid over the next 1d10 rounds |
273 |
9273 Nearest river is dammed |
274 |
9274 Nearest river is damned |
275 |
9275 Nearest river is discovered to be artificial |
276 |
9276 Nearest river is now 1d4X as deep as it was this morning |
277 |
9277 Nearest river is permanently blood red but is otherwise unchanged |
278 |
9278 Nearest river now runs directly through the nearest town |
279 |
9279 Nearest river now runs directly through this area |
280 |
9280 Nearest stone structure undergoes explosive decompression |
281 |
9281 Nearest town breaks loose from the mainland and drifts out to sea |
282 |
9282 Nearest town descends into weeks of mindless debauchery |
283 |
9283 Nearest town erupts into riots and turf wars |
284 |
9284 Nearest town is actually hidden within a modern wildlife preserve |
285 |
9285 Nearest town is annexed by a warring neighbor nation |
286 |
9286 Nearest town is completely deserted |
287 |
9287 Nearest town is completely overrun by marauding orcs |
288 |
9288 Nearest town is inaccessible by land |
289 |
9289 Nearest town is populated entirely by a brutal and dangerous cult |
290 |
9290 Nearest town is populated entirely by anthropomorphic pigs |
291 |
9291 Nearest town is populated entirely by illusions |
292 |
9292 Nearest town is populated entirely by undead |
293 |
9293 Nearest town is razed |
294 |
9294 Nearest town is the site of an ancient magical battle |
295 |
9295 Nearest town is totally forgotten by the outside world |
296 |
9296 Nearest town secedes from the kingdom |
297 |
9297 Nearest town signs a secret pact with an invading horde of orcs |
298 |
9298 Nearest wizard breaks his staff and throws his books into the sea |
299 |
9299 Nearest wizard can only use magic in full daylight |
300 |
9300 Nearest wizard is beseeched by a girl, her dog, and three friends |
301 |
9301 Nearest wizard is challenged to a magical duel by a dragon |
302 |
9302 Nearest wizard is equally affected by magic he casts on others |
303 |
9303 Nearest wizard is exposed as a fraud and a charlatan |
304 |
9304 Nearest wizard is unable to cast magic upon himself |
305 |
9305 Nearest wizard suspects that he's a fraud and a charlatan |
306 |
9306 Next 1d4 people to draw weapons nearby fall unconscious |
307 |
9307 Next 1d4 people to draw weapons nearby forget how to use them |
308 |
9308 Next 1d4+1 spells cast in this area also trigger Chaos Bursts |
309 |
9309 Next area-effect magic used nearby affects only a single target |
310 |
9310 Next area-effect magic used nearby affects only males |
311 |
9311 Next area-effect magic used nearby centers on a point miles away |
312 |
9312 Next area-effect magic used nearby centers on its caster |
313 |
9313 Next fire-based magic used nearby causes panic in all who see it |
314 |
9314 Next fire-based magic used nearby detonates on its caster |
315 |
9315 Next fire-based magic used nearby produces cold instead of heat |
316 |
9316 Next fire-based magic used nearby produces impenetrable darkness |
317 |
9317 Next fire-based magic used nearby produces smoke but no fire |
318 |
9318 Next fire-based magic used nearby produces water instead of fire |
319 |
9319 Next person nearby to draw blood also loses that many hit points |
320 |
9320 Next person nearby to draw blood appears in the nearest prison |
321 |
9321 Next person nearby to draw blood becomes water soluble |
322 |
9322 Next person nearby to draw blood can use no weapon for 2d12 hours |
323 |
9323 Next person nearby to draw blood can't be blinded by smoke |
324 |
9324 Next person nearby to draw blood dies if he's wounded before dawn |
325 |
9325 Next person nearby to draw blood disgorges a large steel bowl |
326 |
9326 Next person nearby to draw blood gains that many hit points |
327 |
9327 Next person nearby to draw blood has a +4 ToHit bonus until dawn |
328 |
9328 Next person nearby to draw blood howls like a wolf under the moon |
329 |
9329 Next person nearby to draw blood is 10% likely to crumble to dust |
330 |
9330 Next person nearby to draw blood is 10% likely to explode |
331 |
9331 Next person nearby to draw blood is himself sprayed with blood |
332 |
9332 Next person nearby to draw blood is sought by the authorities |
333 |
9333 Next person nearby to draw blood is swarmed by innumerable bats |
334 |
9334 Next person nearby to draw blood is whisked away into the sky |
335 |
9335 Next person nearby to draw blood never needs to sleep again |
336 |
9336 Next person nearby to draw blood shrinks by 8d10% |
337 |
9337 Next person nearby to draw blood suffers extensive amnesia |
338 |
9338 Next person nearby to draw blood then tries to destroy his weapon |
339 |
9339 Next person nearby to draw blood thereafter thinks he's a vampire |
340 |
9340 Next person nearby to draw blood thinks that on fire |
341 |
9341 Next person nearby to draw blood vanishes for 1d4 days |
342 |
9342 Next person nearby to draw blood wakes tomorrow as a chimpanzee |
343 |
9343 Next person nearby to draw blood wakes tomorrow soaked in blood |
344 |
9344 Next person nearby to miss an attack can't attack for 4d6 hours |
345 |
9345 Next person nearby to miss an attack collapses into a deep coma |
346 |
9346 Next person nearby to miss an attack cries like a baby until dawn |
347 |
9347 Next person nearby to miss an attack shrieks wildly for 4d6 hours |
348 |
9348 Next person nearby to say his name can't use magic for 1d10 days |
349 |
9349 Next person nearby to say his name goes berserk |
350 |
9350 Next person nearby to say his name is attacked by rabbits |
351 |
9351 Next person nearby to say his name is attacked by rodents |
352 |
9352 Next person nearby to say his name is healed for 2d6 hit points |
353 |
9353 Next person nearby to say his name is targeted for assassination |
354 |
9354 Next person nearby to say his name permanently forgets his name |
355 |
9355 Next person nearby to say his name teleports into a nearby cave |
356 |
9356 Next person nearby to say his name then runs away at top speed |
357 |
9357 Next person nearby to say his name wakes 5d10 miles away tomorrow |
358 |
9358 Next person nearby to speak finds that his mouth has vanished |
359 |
9359 Next person nearby to speak is bound in coils of steel wire |
360 |
9360 Next person nearby to speak is hurled 10d10 feet in the air |
361 |
9361 Next person nearby to speak is thrown into a deep well |
362 |
9362 Next person nearby to use magic becomes two dimensional |
363 |
9363 Next person nearby to use magic is 5% likely to be disemboweled |
364 |
9364 Next person nearby to use magic is enslaved to someone nearby |
365 |
9365 Next person nearby to use magic is restored to full hit points |
366 |
9366 Next person nearby to use magic is turned to wood |
367 |
9367 Next person nearby to use magic is wrapped in a cocoon |
368 |
9368 Next person nearby to use magic loses the ability to feel pain |
369 |
9369 Next person nearby to use magic rises one level |
370 |
9370 Next person nearby to use magic sees illusory giraffes everywhere |
371 |
9371 Next person nearby to use magic then shuns all magic for 1d4 weeks |
372 |
9372 Next person nearby to use magic turns bright pink for 1d4 weeks |
373 |
9373 Next person nearby to use magic turns into a frog or a dove |
374 |
9374 Next person nearby to use magic turns into a zombie for 1d8 days |
375 |
9375 Next person nearby to use magic turns invisible above his nose |
376 |
9376 Next person nearby to use profanity is fined 500,000 gold pieces |
377 |
9377 Next person nearby to use profanity is stricken mute for one week |
378 |
9378 Next person slain nearby crumbles into a heap of toxic ash |
379 |
9379 Next person slain nearby disappears without a trace |
380 |
9380 Next person slain nearby explodes messily |
381 |
9381 Next person slain nearby flies into the air and vanishes |
382 |
9382 Next person slain nearby has his skull and spine torn out |
383 |
9383 Next person slain nearby haunts the area for hundreds of years |
384 |
9384 Next person slain nearby is borne away by wonder-working dolphins |
385 |
9385 Next person slain nearby is found to contain hundreds of mice |
386 |
9386 Next person slain nearby is immediately breaded and deep-fried |
387 |
9387 Next person slain nearby is immediately butchered like a deer |
388 |
9388 Next person slain nearby is immediately plated in chrome |
389 |
9389 Next person slain nearby is resurrected with full hit points |
390 |
9390 Next person slain nearby is soon thereafter worshipped as a god |
391 |
9391 Next person slain nearby is welcomed into his deity's pantheon |
392 |
9392 Next person slain nearby never really existed |
393 |
9393 Next person slain nearby slowly transforms into solid gold |
394 |
9394 Next person slain nearby sputters about like a deflating balloon |
395 |
9395 Next person slain nearby turns into a large swine as he dies |
396 |
9396 Next person slain nearby was the offspring of a god |
397 |
9397 Next person struck by magic nearby thinks he's a toddler |
398 |
9398 Next person to be injured nearby is permanently crippled |
399 |
9399 Next person to be injured nearby is restored to full hit points |
400 |
9400 Next person to cross the nearest bridge turns into a troll |
401 |
9401 Next plant-based magic used nearby turns its user to a scarecrow |
402 |
9402 Next plant-based magic uses nearby turns its user to a vegetarian |
403 |
9403 Next polymorph magic used nearby affects 1d4 other targets nearby |
404 |
9404 Next polymorph magic used nearby affects a random target nearby |
405 |
9405 Next polymorph magic used nearby can't be undone |
406 |
9406 Next polymorph magic used nearby completely heals its caster |
407 |
9407 Next polymorph magic used nearby doubles its caster's height |
408 |
9408 Next polymorph magic used nearby is only 50% effective |
409 |
9409 Next polymorph magic used nearby knocks its caster unconscious |
410 |
9410 Next polymorph magic used nearby lapses after one round |
411 |
9411 Next polymorph magic used nearby lasts for 1d100 days |
412 |
9412 Next polymorph magic used nearby leaves its caster badly deformed |
413 |
9413 Next polymorph magic used nearby makes its caster a quadruped |
414 |
9414 Next polymorph magic used nearby splits its target in two |
415 |
9415 Next polymorph magic used nearby turns its caster into a rooster |
416 |
9416 Next polymorph magic used nearby turns its caster into its target |
417 |
9417 Next polymorph magic used nearby turns its target into a whale |
418 |
9418 Next polymorph magic used nearby turns its target to living metal |
419 |
9419 Next polymorph magic used nearby turns its target to stone |
420 |
9420 Next polymorph magic used nearby yields a random result |
421 |
9421 Next spell cast in this area equally affects all within 50 yards |
422 |
9422 Next spell cast in this area has a permanent duration |
423 |
9423 Next weapon drawn nearby attacks its wielder |
424 |
9424 Next weapon drawn nearby becomes twice as heavy as its wielder |
425 |
9425 Next weapon drawn nearby can't cross running water |
426 |
9426 Next weapon drawn nearby can't kill anyone while its owner lives |
427 |
9427 Next weapon drawn nearby causes its wielder to distrust magic |
428 |
9428 Next weapon drawn nearby chills to -200° |
429 |
9429 Next weapon drawn nearby damages the sanity of its wielder |
430 |
9430 Next weapon drawn nearby disintegrates if used to kill someone |
431 |
9431 Next weapon drawn nearby fills its wielder with crippling fear |
432 |
9432 Next weapon drawn nearby forces its wielder to attack his allies |
433 |
9433 Next weapon drawn nearby hurls itself into the sky |
434 |
9434 Next weapon drawn nearby ignites and burns like magnesium |
435 |
9435 Next weapon drawn nearby inflicts only illusory damage |
436 |
9436 Next weapon drawn nearby inflicts only minimum possible damage |
437 |
9437 Next weapon drawn nearby instantly quadruples in size |
438 |
9438 Next weapon drawn nearby is as soft as silk until sunset tomorrow |
439 |
9439 Next weapon drawn nearby is attracted to the spell's target point |
440 |
9440 Next weapon drawn nearby is instantly struck by lightning |
441 |
9441 Next weapon drawn nearby makes its user's foes invisible to him |
442 |
9442 Next weapon drawn nearby makes its wielder seem far more powerful |
443 |
9443 Next weapon drawn nearby makes its wielder think he's immortal |
444 |
9444 Next weapon drawn nearby makes its wielder think he's invisible |
445 |
9445 Next weapon drawn nearby mimics its wielder's personality |
446 |
9446 Next weapon drawn nearby pulses with strange lights and music |
447 |
9447 Next weapon drawn nearby quickly becomes as hot as the Sun |
448 |
9448 Next weapon drawn nearby seizes control of its wielder's body |
449 |
9449 Next weapon drawn nearby vanishes until the melee is over |
450 |
9450 Next weapon drawn nearby was stolen from the royal armory |
451 |
9451 Next weapon nearby to draw blood appears to be horribly evil |
452 |
9452 Next weapon nearby to draw blood attracts a demon's attention |
453 |
9453 Next weapon nearby to draw blood becomes invisible to its wielder |
454 |
9454 Next weapon nearby to draw blood becomes legendary |
455 |
9455 Next weapon nearby to draw blood can thereafter cut through steel |
456 |
9456 Next weapon nearby to draw blood can't draw blood for 1d4 weeks |
457 |
9457 Next weapon nearby to draw blood ceases to exist |
458 |
9458 Next weapon nearby to draw blood doubles in length until sunrise |
459 |
9459 Next weapon nearby to draw blood glows in the presence of humans |
460 |
9460 Next weapon nearby to draw blood has been used to murder a king |
461 |
9461 Next weapon nearby to draw blood heats to 800° |
462 |
9462 Next weapon nearby to draw blood imparts visions of perdition |
463 |
9463 Next weapon nearby to draw blood induces bloodlust in its wielder |
464 |
9464 Next weapon nearby to draw blood induces envy in its wielder |
465 |
9465 Next weapon nearby to draw blood induces lethargy in its wielder |
466 |
9466 Next weapon nearby to draw blood induces mad panic in its wielder |
467 |
9467 Next weapon nearby to draw blood induces pacifism in its wielder |
468 |
9468 Next weapon nearby to draw blood infects its wielder with leprosy |
469 |
9469 Next weapon nearby to draw blood is +1 ToHit for one week |
470 |
9470 Next weapon nearby to draw blood is 10% likely to disintegrate |
471 |
9471 Next weapon nearby to draw blood is 10% likely to explode |
472 |
9472 Next weapon nearby to draw blood is -2 ToHit for one month |
473 |
9473 Next weapon nearby to draw blood is 25% likely to turn to ice |
474 |
9474 Next weapon nearby to draw blood is coveted by dragons |
475 |
9475 Next weapon nearby to draw blood is discovered to be a cheap copy |
476 |
9476 Next weapon nearby to draw blood is discovered to be an illusion |
477 |
9477 Next weapon nearby to draw blood is encased in a plaster cast |
478 |
9478 Next weapon nearby to draw blood is forever indestructible |
479 |
9479 Next weapon nearby to draw blood is found to be a mighty artifact |
480 |
9480 Next weapon nearby to draw blood is fused to its wielder's hand |
481 |
9481 Next weapon nearby to draw blood is replaced by an imperfect copy |
482 |
9482 Next weapon nearby to draw blood is slicked with butter |
483 |
9483 Next weapon nearby to draw blood is struck by lightning 1d6 times |
484 |
9484 Next weapon nearby to draw blood is suddenly as light as hydrogen |
485 |
9485 Next weapon nearby to draw blood is thereafter highly flammable |
486 |
9486 Next weapon nearby to draw blood is thereafter stolen by goblins |
487 |
9487 Next weapon nearby to draw blood is worth 100X its normal value |
488 |
9488 Next weapon nearby to draw blood knocks its wielder unconscious |
489 |
9489 Next weapon nearby to draw blood laughs malevolently until sunset |
490 |
9490 Next weapon nearby to draw blood leaps 1d4 months into the future |
491 |
9491 Next weapon nearby to draw blood makes its wielder smell horrible |
492 |
9492 Next weapon nearby to draw blood quickly ages 1d10000 years |
493 |
9493 Next weapon nearby to draw blood returns to its original owner |
494 |
9494 Next weapon nearby to draw blood returns to this spot in 6d6 days |
495 |
9495 Next weapon nearby to draw blood sinks 1d10 feet into the ground |
496 |
9496 Next weapon nearby to draw blood soaks its wielder in blood |
497 |
9497 Next weapon nearby to draw blood sprouts thorny projections |
498 |
9498 Next weapon nearby to draw blood suddenly weighs 1d4 tons |
499 |
9499 Next weapon nearby to draw blood suffers an inconvenient curse |
500 |
9500 Next weapon nearby to draw blood teleports to some dragon's horde |
501 |
9501 Next weapon nearby to draw blood thereafter craves blood |
502 |
9502 Next weapon nearby to draw blood thereby fulfills a prophecy |
503 |
9503 Next weapon nearby to draw blood vanishes if that victim dies |
504 |
9504 Next weapon nearby to draw blood was forged on another planet |
505 |
9505 Next weapon nearby to draw blood will vanish if it's cleaned |
506 |
9506 Next weapon nearby to draw blood winds up at the bottom of a well |
507 |
9507 Night falls in 1d4 rounds and lasts 2d4-1 days |
508 |
9508 No bipedal creatures can come within 10 yards of the target point |
509 |
9509 No bipedal creatures can speak within 100 yards of this place |
510 |
9510 No blade within one mile can be sharpened for 1d4 weeks |
511 |
9511 No blade within one mile can cut live flesh until noon tomorrow |
512 |
9512 No females within 50 yards can be injured by males for 6d8 hours |
513 |
9513 No females within one mile can speak until sunset tomorrow |
514 |
9514 No males within one mile can be injured for 1d4 rounds |
515 |
9515 No males within one mile can speak until sunset tomorrow |
516 |
9516 No memory, record, or evidence exists about the last 1d10 turns |
517 |
9517 No one currently wearing shoes nearby can speak until dawn |
518 |
9518 No one currently wearing shoes nearby can use magic for one week |
519 |
9519 No one in the world can die or be slain for 3d8 hours |
520 |
9520 No one in the world can sleep for 1d6 days |
521 |
9521 No one in the world can speak for 10d10 rounds |
522 |
9522 No one in the world can tell a lie for the next 24 hours |
523 |
9523 No one nearby can eat food for 1d8 days |
524 |
9524 No one nearby can teleport or be teleported for 1d4 years |
525 |
9525 No one nearby can use any form of scrying magic for one year |
526 |
9526 No one within 1,000 miles can successfully cast Dispel Magic |
527 |
9527 No one within 1,000 miles knows the spell Remove Curse |
528 |
9528 No one within 50 yards benefits from healing magic for 1d10 weeks |
529 |
9529 No one within 50 yards can cross running water for 1d4 days |
530 |
9530 No one within 50 yards can draw a weapon for 1d10 rounds |
531 |
9531 No one within 50 yards can leave the area for 4d6 hours |
532 |
9532 No one within 50 yards can see artificial light sources |
533 |
9533 No one within 50 yards can speak until dawn |
534 |
9534 No one within 50 yards can use rope or the like for 2d4 days |
535 |
9535 No one within 50 yards can wear armor for 1d6 days |
536 |
9536 No one within 50 yards ever again feels hunger |
537 |
9537 No one within 50 yards has eaten in 3d4 days |
538 |
9538 No one within 50 yards has slept in 4d6 days |
539 |
9539 No one within 50 yards is welcome in any city within 100 miles |
540 |
9540 No one within 50 yards needs to breathe until dawn tomorrow |
541 |
9541 No one within 50 yards needs to eat for the next month |
542 |
9542 No one within 50 yards trusts anyone else for 1d6 hours |
543 |
9543 No plants can ever grow again within 50 yards of the target point |
544 |
9544 No precipitation falls within 10 miles for 4d6 months |
545 |
9545 Non-magical gold is toxic to all within 50 yards |
546 |
9546 Non-sentient animals shun this area forever |
547 |
9547 Numerous fires erupt in the nearest town |
548 |
9548 One magic potion nearby is instantly lethal |
549 |
9549 One magic potion nearby will trigger a Chaos Burst when consumed |
550 |
9550 One random sword nearby is 40% likely to heal instead of wound |
551 |
9551 One random sword nearby is bent like a horseshoe |
552 |
9552 One random sword nearby is duplicated under every full moon |
553 |
9553 One random sword nearby is permanently blunted |
554 |
9554 One random sword nearby is razor-sharp and indestructible |
555 |
9555 One random sword nearby leaves faint rainbow streaks in the air |
556 |
9556 One random sword nearby opens like an umbrella |
557 |
9557 One random sword nearby protects its owner against natural acid |
558 |
9558 One random sword nearby protects its owner against natural cold |
559 |
9559 One random sword nearby protests loudly when wielded in combat |
560 |
9560 One random sword nearby turns into a flock of doves |
561 |
9561 One random sword nearby was forged in the fires of hell by demons |
562 |
9562 One random sword nearby will explode on contact with blood |
563 |
9563 One suit of armor nearby becomes free-willed and belligerent |
564 |
9564 One suit of armor nearby fuses into a single piece |
565 |
9565 One suit of armor nearby heats to 600° the next time it's struck |
566 |
9566 One suit of armor nearby is burned to slag |
567 |
9567 Plans for a perpetual motion device appear at the target point |
568 |
9568 Popular opinion nearby is sharply opposed to the use of magic |
569 |
9569 Poverty is rampant because employers hire cheap kobold laborers |
570 |
9570 Priestly magic is impossible within 10 miles for 1d4 hours |
571 |
9571 Racial bigotry flares up within a 100 mile radius for 1d4 weeks |
572 |
9572 Rats and similar vermin are drawn to this area in great numbers |
573 |
9573 Ruins discovered nearby hint at an ancient, advanced civilization |
574 |
9574 Scalding steam sprays violently from the spell's target point |
575 |
9575 Seawater is highly toxic to all within 50 yards |
576 |
9576 Several large saw blades whirl through the area for 2d6 rounds |
577 |
9577 Shadows in this area seem to conceal malicious, mischievous imps |
578 |
9578 Small pebbles pelt all within 50 yards who aren't wearing armor |
579 |
9579 Snow falls heavily in the area for 2d4-1 days and nights |
580 |
9580 Some dangerous anachronistic beast appears at the target point |
581 |
9581 Some magic item nearby absorbs its owner and becomes an artifact |
582 |
9582 Some magic item nearby gives off highly toxic light |
583 |
9583 Some major race dies out in the next 2d4 years |
584 |
9584 Some major race splits into two incompatible sub-species |
585 |
9585 Some non-magical animal nearby becomes immortal |
586 |
9586 Some non-magical animal nearby suddenly has 25 Intelligence |
587 |
9587 Someone nearby acquires 10% magic resistance |
588 |
9588 Someone nearby adopts a new mentor each day |
589 |
9589 Someone nearby always thinks that it's raining |
590 |
9590 Someone nearby attacks nobles on sight |
591 |
9591 Someone nearby attracts 2d10 followers who think he's a prophet |
592 |
9592 Someone nearby awakens tomorrow in a stone sepulcher |
593 |
9593 Someone nearby babbles about cone-shaped beings who took his mind |
594 |
9594 Someone nearby becomes intensely covetous of others magic items |
595 |
9595 Someone nearby briefly turns into a rooster at every sunrise |
596 |
9596 Someone nearby can become a zombie for 1d6 hours per week |
597 |
9597 Someone nearby can breathe only underwater for 4d6 hours |
598 |
9598 Someone nearby can leap across streams or rivers with ease |
599 |
9599 Someone nearby can never sit or lie down again |
600 |
9600 Someone nearby can now only be wounded by magic or silver weapons |
601 |
9601 Someone nearby can prove that all within 50 yards died years ago |
602 |
9602 Someone nearby can regenerate 1 hit point per hour for 1d4 weeks |
603 |
9603 Someone nearby can shrink to half his height at will |
604 |
9604 Someone nearby can speak only in a whisper |
605 |
9605 Someone nearby can subsist on twigs and grasses |
606 |
9606 Someone nearby can survive 1d4 beheadings |
607 |
9607 Someone nearby can turn invisible by holding a toad in his mouth |
608 |
9608 Someone nearby can't approach within 10 yards of an open door |
609 |
9609 Someone nearby can't be harmed by any nonferrous metal |
610 |
9610 Someone nearby can't be harmed by smoke |
611 |
9611 Someone nearby can't be physically harmed by demons |
612 |
9612 Someone nearby can't be strangled by non-magical rope or cord |
613 |
9613 Someone nearby can't move his arms in daylight |
614 |
9614 Someone nearby claims to speak for the creator of the universe |
615 |
9615 Someone nearby dances like a marionette for 1d10 rounds |
616 |
9616 Someone nearby develops a radical new philosophy of magic |
617 |
9617 Someone nearby discovers solid proof that he doesn't really exist |
618 |
9618 Someone nearby discovers solid proof that no deities really exist |
619 |
9619 Someone nearby disgorges 1d6 large housecats |
620 |
9620 Someone nearby disgorges 1d6 severed hands |
621 |
9621 Someone nearby disgorges a tin bucket of hot coals |
622 |
9622 Someone nearby disgorges himself |
623 |
9623 Someone nearby doubles in weight in each of the next 1d8 rounds |
624 |
9624 Someone nearby engages in frenetic calisthenics for 1d12 hours |
625 |
9625 Someone nearby feels crushing humiliation while in sunlight |
626 |
9626 Someone nearby feels intensely cold in the presence of horses |
627 |
9627 Someone nearby finds a book detailing horrific summoning rites |
628 |
9628 Someone nearby finds a complete map of his own nervous system |
629 |
9629 Someone nearby finds a large cloth bearing a bearded man's image |
630 |
9630 Someone nearby finds a potion that causes its drinker to explode |
631 |
9631 Someone nearby finds a potion that changes its drinker's sex |
632 |
9632 Someone nearby finds a potion that cures any non-magical disease |
633 |
9633 Someone nearby finds a potion that doubles its drinker's age |
634 |
9634 Someone nearby finds a potion that halves its drinker's age |
635 |
9635 Someone nearby finds a potion that turns its drinker into a gnome |
636 |
9636 Someone nearby finds a potion that turns its drinker into a tree |
637 |
9637 Someone nearby finds a potion that turns its drinker to sand |
638 |
9638 Someone nearby finds a tunnel running straight through the planet |
639 |
9639 Someone nearby finds an apparently simple wooden cup |
640 |
9640 Someone nearby finds his own severed head from some future time |
641 |
9641 Someone nearby flies into a terrible rage when he sees magic used |
642 |
9642 Someone nearby forever refuses to believe that magic truly exists |
643 |
9643 Someone nearby fosters rumors that he's a demigod |
644 |
9644 Someone nearby gains 10d100 experience points |
645 |
9645 Someone nearby glows from within as though he's swallowed a torch |
646 |
9646 Someone nearby goes berserk and is invulnerable for 1d10 rounds |
647 |
9647 Someone nearby habitually makes utterly improbable boasts |
648 |
9648 Someone nearby has a legitimate claim to the throne |
649 |
9649 Someone nearby has a potion that turns half of his body invisible |
650 |
9650 Someone nearby has a transcendent religious experience |
651 |
9651 Someone nearby has a treasure map carved into his back |
652 |
9652 Someone nearby has deeply offended the ruling family |
653 |
9653 Someone nearby has produced a child with a powerful demon |
654 |
9654 Someone nearby has two extra thumbs jutting from his forehead |
655 |
9655 Someone nearby hoots like an owl when he hears his name |
656 |
9656 Someone nearby inflates like a puffer fish whenever he's angry |
657 |
9657 Someone nearby inherits wealth equal to a small nation's treasury |
658 |
9658 Someone nearby is 3% likely to explode whenever he draws a weapon |
659 |
9659 Someone nearby is about to go totally insane |
660 |
9660 Someone nearby is accused of assassinating the king |
661 |
9661 Someone nearby is attended by 1d4 skeletal servants |
662 |
9662 Someone nearby is blamed for looting the nearest magical library |
663 |
9663 Someone nearby is blamed for some recent magical disaster |
664 |
9664 Someone nearby is blown all out of proportion |
665 |
9665 Someone nearby is bound in red-hot iron chains |
666 |
9666 Someone nearby is bound to this area and can never leave it |
667 |
9667 Someone nearby is carried away by a flock of vultures |
668 |
9668 Someone nearby is carrying a long-lost and forbidden manuscript |
669 |
9669 Someone nearby is carrying an artifact sacred to 1d4 races |
670 |
9670 Someone nearby is carrying an incredibly virulent plague |
671 |
9671 Someone nearby is certain that he's immune to poison |
672 |
9672 Someone nearby is chained high in the branches of a nearby tree |
673 |
9673 Someone nearby is completely fireproof for one year |
674 |
9674 Someone nearby is completely immune to non-magical poisons |
675 |
9675 Someone nearby is convinced that he'll be eternally damned |
676 |
9676 Someone nearby is covered with countless hideous and fetid scabs |
677 |
9677 Someone nearby is crushed as though at the bottom of the ocean |
678 |
9678 Someone nearby is discovered to be a spy |
679 |
9679 Someone nearby is discovered to be dangerously sociopathic |
680 |
9680 Someone nearby is doomed to die in a horribly embarrassing manner |
681 |
9681 Someone nearby is dragged bodily to hell |
682 |
9682 Someone nearby is dragged into the sea by hideous fish-people |
683 |
9683 Someone nearby is drawn and quartered |
684 |
9684 Someone nearby is encased up to his chin in a large glass cube |
685 |
9685 Someone nearby is entangled in a massive snarl of ribbons |
686 |
9686 Someone nearby is exempt from all laws concerning public decency |
687 |
9687 Someone nearby is fatally compressed into a small cube |
688 |
9688 Someone nearby is hit by lightning in each of the next 1d4 rounds |
689 |
9689 Someone nearby is immobilized at the spell's target point |
690 |
9690 Someone nearby is immune to all priestly magic for 1d12 months |
691 |
9691 Someone nearby is immune to bludgeoning weapons for 1d8 hours |
692 |
9692 Someone nearby is immune to most poison, but meat is toxic to him |
693 |
9693 Someone nearby is immune to stabbing weapons for 1d4 days |
694 |
9694 Someone nearby is immune to the spell that triggered this Burst |
695 |
9695 Someone nearby is implicated in a scandal involving livestock |
696 |
9696 Someone nearby is infected with a malign, intelligent parasite |
697 |
9697 Someone nearby is known to have destroyed one hundred dragon eggs |
698 |
9698 Someone nearby is peeled like a banana |
699 |
9699 Someone nearby is possessed by 1d8 demons |
700 |
9700 Someone nearby is revealed to be a colony of intelligent insects |
701 |
9701 Someone nearby is revealed to be many centuries old |
702 |
9702 Someone nearby is revealed to be of demonic heritage |
703 |
9703 Someone nearby is said to be the last prophet of a dying religion |
704 |
9704 Someone nearby is savaged by vicious, invisible dogs |
705 |
9705 Someone nearby is sentenced to be executed for heresy |
706 |
9706 Someone nearby is sheathed in candle wax |
707 |
9707 Someone nearby is stung by 1d1000 bees |
708 |
9708 Someone nearby is suddenly dressed in provocative leather attire |
709 |
9709 Someone nearby is suddenly hideously deformed |
710 |
9710 Someone nearby is tattooed head to toe with graphic, lurid scenes |
711 |
9711 Someone nearby is the illegitimate child of some local ruler |
712 |
9712 Someone nearby is the subject of a vivisectionist's experiments |
713 |
9713 Someone nearby is torn asunder by dozens of feral children |
714 |
9714 Someone nearby is unable to bend his legs until sunrise |
715 |
9715 Someone nearby is unable to move from this area until sunrise |
716 |
9716 Someone nearby is wearing a suit of solid gold plate armor |
717 |
9717 Someone nearby is wearing a suit of the finest sheer silk |
718 |
9718 Someone nearby leaves footprints that smolder harmlessly |
719 |
9719 Someone nearby must be killed before he destroys us all! |
720 |
9720 Someone nearby must be restrained or he'll cut off his own hands |
721 |
9721 Someone nearby must eat 2X as much food as normal to survive |
722 |
9722 Someone nearby must Save each day or grow slightly more frog-like |
723 |
9723 Someone nearby must Save each day or lose 5d100 experience points |
724 |
9724 Someone nearby must Save each day or permanently lose a hit point |
725 |
9725 Someone nearby must Save vs Death or air becomes poisonous to him |
726 |
9726 Someone nearby must Save vs Death or become a paper mache statue |
727 |
9727 Someone nearby must Save vs Death or freeze solid |
728 |
9728 Someone nearby must Save vs Death or grow supernaturally ugly |
729 |
9729 Someone nearby must Save vs Death or grow terrifyingly beautiful |
730 |
9730 Someone nearby must Save vs Death or his age doubles 2d6 times |
731 |
9731 Someone nearby must Save vs Death or his bones explode |
732 |
9732 Someone nearby must Save vs Death or his bones turn to soap |
733 |
9733 Someone nearby must Save vs Death or his clothing attacks him |
734 |
9734 Someone nearby must Save vs Death or his clothing turns to gold |
735 |
9735 Someone nearby must Save vs Death or his head doubles in size |
736 |
9736 Someone nearby must Save vs Death or his skin burns from his body |
737 |
9737 Someone nearby must Save vs Death or his teeth turn to glass |
738 |
9738 Someone nearby no longer heals naturally |
739 |
9739 Someone nearby no longer needs to breathe |
740 |
9740 Someone nearby no longer needs to eat |
741 |
9741 Someone nearby now has a blowhole but no nose |
742 |
9742 Someone nearby now has baleen instead of conventional teeth |
743 |
9743 Someone nearby now has three legs spaced evenly around his pelvis |
744 |
9744 Someone nearby now has two feet jutting from each ankle |
745 |
9745 Someone nearby owns the deed to the soul of someone else nearby |
746 |
9746 Someone nearby pitches a wacky investment scheme to the king |
747 |
9747 Someone nearby realizes that he's a dragon in humanoid form |
748 |
9748 Someone nearby realizes that he's been dead for centuries |
749 |
9749 Someone nearby realizes that he's carrying a dangerous artifact |
750 |
9750 Someone nearby realizes that he's just a fictional character |
751 |
9751 Someone nearby realizes that he's the avatar of a deity |
752 |
9752 Someone nearby realizes that his hands are someone else's hands |
753 |
9753 Someone nearby realizes that his skin is slowly dissolving |
754 |
9754 Someone nearby recalls being tortured by someone else nearby |
755 |
9755 Someone nearby refers to some noble as "Lord Manure of Excrement" |
756 |
9756 Someone nearby remembers 1d4 fictitious past lives |
757 |
9757 Someone nearby renounces all possessions and becomes an ascetic |
758 |
9758 Someone nearby rings like a bell whenever he sees magic used |
759 |
9759 Someone nearby sees the figure of Death standing beside him |
760 |
9760 Someone nearby sets fire to a tree and climbs into its branches |
761 |
9761 Someone nearby shows all the signs of late-term pregnancy |
762 |
9762 Someone nearby shrieks in horror until sunrise tomorrow |
763 |
9763 Someone nearby shrinks by 1d100% |
764 |
9764 Someone nearby shrinks by 50% from the waist up |
765 |
9765 Someone nearby smells like a corpse in the presence of magic |
766 |
9766 Someone nearby speculates about the virtues of dwarf-skin leather |
767 |
9767 Someone nearby spins and spits water like a garden sprinkler |
768 |
9768 Someone nearby sprays blood-red foam from his nose for 1d6 rounds |
769 |
9769 Someone nearby sprouts a troll's arm from the center of his chest |
770 |
9770 Someone nearby sprouts a turtle's shell atop his head |
771 |
9771 Someone nearby sprouts hideous, non-functional bat wings |
772 |
9772 Someone nearby sprouts inflatable sacs from his shoulder blades |
773 |
9773 Someone nearby sprouts ornate feathers from his tongue |
774 |
9774 Someone nearby sprouts plates from his back like a stegosaurus |
775 |
9775 Someone nearby suddenly has a neck like a giraffe |
776 |
9776 Someone nearby suddenly has eight eyes like a spider |
777 |
9777 Someone nearby suddenly has eight legs |
778 |
9778 Someone nearby suddenly has feet like a chicken |
779 |
9779 Someone nearby suffers cannibalistic mania while his allies sleep |
780 |
9780 Someone nearby suspects that he's trying to kill himself |
781 |
9781 Someone nearby swallowed a small explosive device this morning |
782 |
9782 Someone nearby teleports 1d10 yards in each of 1d10 rounds |
783 |
9783 Someone nearby thinks he can snuff fires by sitting in them |
784 |
9784 Someone nearby thinks he'll die if he says his name in moonlight |
785 |
9785 Someone nearby thinks he's invisible in the presence of royalty |
786 |
9786 Someone nearby thinks he's the last survivor of an extinct race |
787 |
9787 Someone nearby thinks that he smells like a corpse |
788 |
9788 Someone nearby tries suicide with the next silver weapon he sees |
789 |
9789 Someone nearby tries to cut himself in half lengthwise |
790 |
9790 Someone nearby tries to eat his own hands |
791 |
9791 Someone nearby tries to kill every cow he sees |
792 |
9792 Someone nearby tries to scalp himself |
793 |
9793 Someone nearby tries to swallow his own arm, elbow first |
794 |
9794 Someone nearby triggers a Burst when he next crosses a bridge |
795 |
9795 Someone nearby triggers a Burst when he next traverses a doorway |
796 |
9796 Someone nearby truly believes that he's a prophesized redeemer |
797 |
9797 Someone nearby turns to a heap of gold dust |
798 |
9798 Someone nearby turns to a heap of moist sand |
799 |
9799 Someone nearby turns to salt over the next 1d8 days |
800 |
9800 Someone nearby turns to stone over the next 5d6 days |
801 |
9801 Someone nearby turns to water |
802 |
9802 Someone nearby turns to wood when he drops to one hit point |
803 |
9803 Someone nearby vanishes and is replaced by a handsome wax replica |
804 |
9804 Someone nearby wakes tomorrow in a roc's nest |
805 |
9805 Someone nearby wakes tomorrow in the king's torture chamber |
806 |
9806 Someone nearby weeps tears of honey when he feels pain |
807 |
9807 Someone nearby who can read is rendered illiterate for 1d4 weeks |
808 |
9808 Someone nearby who can't read can suddenly read 1d6 languages |
809 |
9809 Someone nearby who has never before used magic finds an artifact |
810 |
9810 Someone nearby who is carrying a magic item tries to eat it |
811 |
9811 Someone nearby will be vital to a major truce between two races |
812 |
9812 Someone nearby will combust if he lights a fire by dawn tomorrow |
813 |
9813 Someone nearby will combust when he next crosses moving water |
814 |
9814 Someone nearby will die if he says his name backwards |
815 |
9815 Someone nearby will die if he travels more than a mile in one day |
816 |
9816 Someone nearby will explode if he draws blood by sunset today |
817 |
9817 Someone nearby will fall into a vat of molten cheese before dawn |
818 |
9818 Someone nearby will soon incite a war between two major races |
819 |
9819 Sparks dance along any blades that strike one another nearby |
820 |
9820 Suddenly it's raining harder than anyone has ever experienced |
821 |
9821 Suddenly the area is snowbound as from a year-long blizzard |
822 |
9822 Summonings are impossible within one mile of the target point |
823 |
9823 Temperature within 100 yards drops 1° per minute for 1d4 hours |
824 |
9824 Temperature within 100 yards rises 1° per minute for 1d4 hours |
825 |
9825 The arms of someone nearby turn into wings like those of a duck |
826 |
9826 The complete skeleton of a huge red dragon tumbles from the sky |
827 |
9827 The corpse of a forgotten deity is discovered in a nearby cave |
828 |
9828 The entire area begins sinking at a rate of one foot per week |
829 |
9829 The entire area enjoys full daylight for 1d10 years |
830 |
9830 The entire area gives an impression of peace and tranquility |
831 |
9831 The entire area gives off a powerful impression of evil |
832 |
9832 The entire area has been surrounded by an invading horde |
833 |
9833 The entire area hums as if vast machinery is buried in the ground |
834 |
9834 The entire area induces fear in those of four or fewer hit dice |
835 |
9835 The entire area induces sloth and lethargy in humans |
836 |
9836 The entire area is a dumping ground for dangerous magical waste |
837 |
9837 The entire area is a haven for zombies |
838 |
9838 The entire area is a massive shrine to an abominable god |
839 |
9839 The entire area is an illusion; it's actually barren and rocky |
840 |
9840 The entire area is as hot and steamy as a sauna for 2d12 hours |
841 |
9841 The entire area is blasted as if a huge conflagration has passed |
842 |
9842 The entire area is circled by a salt-water moat full of sharks |
843 |
9843 The entire area is claimed as a sacred goblin burial ground |
844 |
9844 The entire area is dark as midnight for 1d4 weeks |
845 |
9845 The entire area is directly over a gigantic vein of gold |
846 |
9846 The entire area is encircled by tall Corinthian columns of marble |
847 |
9847 The entire area is inimical to life for 4d12 months |
848 |
9848 The entire area is littered with hideously mutilated corpses |
849 |
9849 The entire area is located over a gargantuan termite colony |
850 |
9850 The entire area is located over the lair of an enormous dragon |
851 |
9851 The entire area is mirror-reversed |
852 |
9852 The entire area is shrouded in a thick and pungent fog |
853 |
9853 The entire area is strewn with jellyfish like a shore at low tide |
854 |
9854 The entire area is thickly shrouded by dust and cobwebs |
855 |
9855 The entire area is transported to a small island far out to sea |
856 |
9856 The entire area looks as if a huge battle took place yesterday |
857 |
9857 The entire area looks exactly as it did 1d10 centuries ago |
858 |
9858 The entire area looks exactly as it will 1d10 centuries from now |
859 |
9859 The entire area suffers an intense blizzard for 2d6 rounds |
860 |
9860 The entire area swirls with fine white powder |
861 |
9861 The entire area was at the bottom of the sea 1d4 weeks ago |
862 |
9862 The entire area will be the site of a monumental battle tomorrow |
863 |
9863 The entire planet experiences full daylight for 5d10+24 hours |
864 |
9864 The gates of hell open for 4d6 hours |
865 |
9865 The ground beneath the target point collapses into a vast cavern |
866 |
9866 The ground beneath the target point heats to its combustion point |
867 |
9867 The ground beneath the target point is charged with electricity |
868 |
9868 The ground beneath the target point looks like the portal to hell |
869 |
9869 The ground is totally flat from here to the horizon for 4d6 hours |
870 |
9870 The ground nearby harbors enormous, carnivorous earthworms |
871 |
9871 The ground nearby is highly susceptible to erosion |
872 |
9872 The ground nearby splits open to a depth of 1d10 miles |
873 |
9873 The ground within 50 yards has never been trod by a human foot |
874 |
9874 The ground within 50 yards heaves like a bubble on a pond |
875 |
9875 The ground within 50 yards is carpeted |
876 |
9876 The ground within 50 yards is covered by terra cotta tile |
877 |
9877 The ground within 50 yards is found to be completely artificial |
878 |
9878 The ground within 50 yards is incredibly sticky |
879 |
9879 The ground within 50 yards is now perfectly smooth steel |
880 |
9880 The ground within 50 yards is permanently swampy and waterlogged |
881 |
9881 The ground within 50 yards is tangled with invisible vines |
882 |
9882 The ground within 50 yards is the sanctum of a temperamental god |
883 |
9883 The ground within 50 yards shows signs of a recent meteor strike |
884 |
9884 The ground within 50 yards sinks to a point like a funnel or cone |
885 |
9885 The ground within 50 yards slowly turns into a deep, calm lake |
886 |
9886 The ground within 50 yards swarms with biting insects |
887 |
9887 The ground within 50 yards yields only poisonous vegetation |
888 |
9888 The high priest of some deity appears at the target point |
889 |
9889 The largest creature nearby doubles in size |
890 |
9890 The largest creature nearby turns invisible for 4d6 hours |
891 |
9891 The moon appears to blaze with cool blue fire for 1d12 months |
892 |
9892 The moon came into existence only 1d4 days ago |
893 |
9893 The moon doubles in size |
894 |
9894 The moon explodes |
895 |
9895 The moon has a huge bite taken out of it |
896 |
9896 The moon has a large hole all the way through it |
897 |
9897 The moon is full every night for the next year |
898 |
9898 The moon is no moon; it's a space station |
899 |
9899 The moon is now a cube |
900 |
9900 The moon is now geostationary |
901 |
9901 The moon is now solid gold except for a thin cover of dust |
902 |
9902 The moon moves 50% closer to the Earth |
903 |
9903 The moon resembles the face of someone nearby |
904 |
9904 The moon revolves around the planet at 1d4X its current rate |
905 |
9905 The moon suddenly holds untold riches and unimaginable dangers |
906 |
9906 The moon vanishes for 1d12 months |
907 |
9907 The moon whirls wildly through the sky for 7d4 days |
908 |
9908 The most powerful wizard nearby vanishes for 3d8 hours |
909 |
9909 The most powerful wizard within 10 miles changes sex |
910 |
9910 The most powerful wizard within 10 miles goes on a rampage |
911 |
9911 The most powerful wizard within 10 miles is actually a demon |
912 |
9912 The most valuable item within 50 yards turns out to be a fake |
913 |
9913 The most valuable sword within 50 yards turns to mercury |
914 |
9914 The nearest town's entire population appears nearby |
915 |
9915 The nearest town's entire population is linked into a hive-mind |
916 |
9916 The past 1d10 rounds were only an illusion |
917 |
9917 The Philosopher's Stone appears at the target point |
918 |
9918 The planet breaks loose from the Sun's gravity |
919 |
9919 The planet no longer rotates |
920 |
9920 The planet now has a ring around it |
921 |
9921 The planet now rotates half as fast |
922 |
9922 The planet now rotates in the opposite direction |
923 |
9923 The planet now rotates north-to-south |
924 |
9924 The planet now rotates twice as fast |
925 |
9925 The planet splits into two stable hemispheres 10 yards apart |
926 |
9926 The planet tumbles into another ice age |
927 |
9927 The planet's atmosphere leaks into space over the next 1d6 months |
928 |
9928 The planet's average temperature rises 1° per week for 4d6 weeks |
929 |
9929 The planet's hemispheres rotate at slightly different rates |
930 |
9930 The planet's oceans are becalmed |
931 |
9931 The planet's orbital radius shrinks by 1d8 x 10,000 miles |
932 |
9932 The royal family appears in the vicinity |
933 |
9933 The scent of honey and roses permeates everything within 50 yards |
934 |
9934 The scent of rotten eggs permeates everything within 50 yards |
935 |
9935 The sky appears to be ablaze as far as the eye can see |
936 |
9936 The sky appears to teem with a vast host of angels |
937 |
9937 The sky overhead swirls with dark colors for 1d4 turns |
938 |
9938 The sky whirls with dazzling colors until sunset tomorrow |
939 |
9939 The sound of hundreds of barking dogs fills the air |
940 |
9940 The sound of mighty winds fills the air, but the air is calm |
941 |
9941 The spell discharges randomly in each of the next 4d4 rounds |
942 |
9942 The spell discharges upon the next person nearby to draw blood |
943 |
9943 The sun appears pale blue from now on |
944 |
9944 The sun splits into a stable binary pair |
945 |
9945 The Burst is delayed until blood is drawn nearby; roll for effect |
946 |
9946 The Burst only affects females; roll for the underlying effect |
947 |
9947 The Burst only affects males; roll for the underlying effect |
948 |
9948 The Burst only appears to occur; roll again for apparent effect |
949 |
9949 The tallest person in the area develops an acute fear of heights |
950 |
9950 The tallest person in the area grows by 50% |
951 |
9951 The tallest person in the area is attacked by beavers |
952 |
9952 The tallest person in the area shrinks by 50% |
953 |
9953 The tallest tree nearby burns to the ground in 1d4 rounds |
954 |
9954 The target point acquires intelligence and free will |
955 |
9955 The target point becomes a window for seeing into other worlds |
956 |
9956 The target point becomes an open gateway to hell |
957 |
9957 The target point is a conduit to interstellar space |
958 |
9958 The target point is a tiny gateway to some distant world |
959 |
9959 The target point is direct conduit to Elemental Air |
960 |
9960 The target point is encircled by bright red plastic cones |
961 |
9961 The target point is intensely magnetic for 4d6 hours |
962 |
9962 The target point is rumored to be a site of healing |
963 |
9963 The target point is sealed in a 10 foot globe of force |
964 |
9964 The target point is the center of a zone of anti-magic |
965 |
9965 The target point is the site of some powerful deity's murder |
966 |
9966 The target point makes a noise like an air raid siren |
967 |
9967 The target point radiates intense cold for 4d6 hours |
968 |
9968 The target point radiates intense heat for 4d6 hours |
969 |
9969 The target point scrambles any effort to teleport near it |
970 |
9970 The temperature within 50 yards drops 10d10 degrees for one hour |
971 |
9971 The temperature within 50 yards rises 10d10 degrees for one hour |
972 |
9972 This day hasn't happened; time is reset to midnight last night |
973 |
9973 Thousands of carpenter's nails fall from the sky |
974 |
9974 Thousands of teeth rain down from the sky |
975 |
9975 Thousands of tiny glass ovoids fall from the sky |
976 |
9976 Time no longer passes within 1d4 yards of the target point |
977 |
9977 Time passes 10X as fast within 1d4 yards of the target point |
978 |
9978 Tomorrow's high tide crests at the spell's target point |
979 |
9979 Townspeople nearby are easily cowed by a charismatic speaker |
980 |
9980 Triumphant fanfare fills the air for 1d6 turns |
981 |
9981 Undead lobby the local ruler for legislative representation |
982 |
9982 Very salty rain falls for 1d4 hours |
983 |
9983 Viscous pus oozes from all wounds suffered within 50 yards |
984 |
9984 Viscous yellow goo seeps from any bladed weapons nearby |
985 |
9985 Volcanic ash blankets the area to a depth of 1d4 inches |
986 |
9986 Walking in this area is as arduous as trudging through deep snow |
987 |
9987 Water consumed in this area induces delusions of amphibiousness |
988 |
9988 Water consumed in this area tastes like the finest wine |
989 |
9989 Water consumed in this area tastes strongly of manure |
990 |
9990 Water flows from the target point to fill a 100-yard hemisphere |
991 |
9991 Water in this area boils at 70° Fahrenheit |
992 |
9992 Water in this area freezes at 70° Fahrenheit |
993 |
9993 Weather in this area changes drastically each hour for one week |
994 |
9994 Weather in this area is supernaturally intense for 1d4 months |
995 |
9995 While in this area, males are invisible to females, and vice versa |
996 |
9996 While in this area, no one can include nouns in their speech |
997 |
9997 While in this area, no one can inflict or suffer any injury |
998 |
9998 While in this area, no one can speak of anything outside the area |
999 |
9999 While in this area, no one can speak to anyone else in the area |
1000 |
0000 The Stars Are Right! |