Fantasy - D10000 Wild Magic Table v2

Description (more info)

You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/

Result

Roll on "EffectAll".

If not otherwise specified, this effect lasts until LOWER(Roll on "Duration") or the effect is otherwise dispelled.

Subcharts

Duration (d100)

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

Effect1 (d1000)

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

Effect2 (d1000)

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

Effect3 (d1000)

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

Effect4 (d1000)

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

Effect5 (d1000)

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

Effect6 (d1000)

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

Effect7 (d1000)

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

Effect8 (d1000)

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

Effect9 (d1000)

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

Effect10 (d1000)

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!

EffectAll (d10)

d10 Result

1

Roll on "Effect1"

2

Roll on "Effect2"

3

Roll on "Effect3"

4

Roll on "Effect5"

5

Roll on "Effect4"

6

Roll on "Effect6"

7

Roll on "Effect7"

8

Roll on "Effect8"

9

Roll on "Effect9"

10

Roll on "Effect10"