d10 | Result |
---|---|
1 |
Roll on "1-1000" |
2 |
Roll on "1001-2000" |
3 |
Roll on "2001-3000" |
4 |
Roll on "3001-4000" |
5 |
Roll on "4001-5000" |
6 |
Roll on "5001-6000" |
7 |
Roll on "6001-7000" |
8 |
Roll on "7001-8000" |
9 |
Roll on "8001-9000" |
10 |
Roll on "9001-10000" |
d1000 | Result |
---|---|
1 |
1d10 of casterís fingers turn to stone |
2 |
1d100 bees swarm harmlessly around the caster for several weeks |
3 |
1d100 sparkling motes dance about the casterís head until dawn |
4 |
1d100% of casterís body turns to iron for that many rounds |
5 |
1d12 ducklings identify the caster as their mother |
6 |
1d4 of casterís fingers move from his left hand to his right hand |
7 |
1d4 of casterís limbs are as durable as steel |
8 |
1d4 of casterís limbs are covered in fish scales |
9 |
1d4 of casterís limbs are invisible |
10 |
1d8 of casterís primary orifices seal shut |
11 |
3d10 harmless lumps as big as walnuts cover the casterís body |
12 |
3d10 quarts of olive oil pour from casterís ears |
13 |
4d6 non-functioning eyes appear on the casterís face and head |
14 |
A 100 yard radius around casterís home is stripped of vegetation |
15 |
A 2d6 foot radius around caster sinks as many feet into the earth |
16 |
A basementís been installed in casterís home while heís been away |
17 |
A close friend of the caster is an assassin hired to kill him |
18 |
A distant but powerful army declares war on the caster |
19 |
A drop of the casterís blood can purify 1d4 gallons of water |
20 |
A family of skunks has taken up residence in the casterís home |
21 |
A fast-growing oak sprouts beneath the casterís home |
22 |
A foot-long steel bar runs completely through the casterís thigh |
23 |
A geyser temporarily erupts from one of the casterís pockets |
24 |
A glowing orb hovers over casterís head while heís invisible |
25 |
A great wind blows the caster 1d100 yards in a random direction |
26 |
A group of necromancers take an interest in the casterís skeleton |
27 |
A group of scholars think the casterís a visitor from the future |
28 |
A henís egg tumbles out of each of the casterís ears |
29 |
A huge balloon shaped like the caster drifts past overhead |
30 |
A kill-on-sight order has been issued for the caster kingdom-wide |
31 |
A large haystack falls from the sky onto caster |
32 |
A large oak sprouts from one of the casterís pockets |
33 |
A length of chain now runs completely through the casterís torso |
34 |
A life-sized statue of caster appears nearby, made of cheese |
35 |
A magical blast detonates at casterís location, but heís unharmed |
36 |
A mound of snow falls onto caster and buries him up to his chest |
37 |
A page falls out of casterís spellbook each time itís opened |
38 |
A skeleton mimics caster, exactly duplicating his movements |
39 |
A small fountain wells up in the casterís home |
40 |
A strong net falls from the sky and entangles the caster |
41 |
A swirl of rainbows accompanies any spell cast by caster |
42 |
A tornado picks caster up and deposits him atop the nearest house |
43 |
After a horrifying tragedy, caster squanders the worldís goodwill |
44 |
After each spell, a lighted cigar appears in casterís mouth |
45 |
After each spell, a pebble falls from each of casterís ears |
46 |
After each spell, ants seem to course from the casterís eyes |
47 |
After each spell, caster accuses someone nearby of impropriety |
48 |
After each spell, caster appears astonishingly ugly for 1d4 turns |
49 |
After each spell, caster appears to be decomposing |
50 |
After each spell, caster appears to be made of pure ice |
51 |
After each spell, caster appears to be utterly insane |
52 |
After each spell, caster applauds himself |
53 |
After each spell, caster begs someone nearby not to kill him |
54 |
After each spell, caster berates someone standing nearby |
55 |
After each spell, caster briefly appears to be a rotting corpse |
56 |
After each spell, caster briefly appears to be on fire |
57 |
After each spell, caster briefly appears to bleed from his eyes |
58 |
After each spell, caster briefly looks like a photo negative |
59 |
After each spell, caster briefly seems to be of the opposite sex |
60 |
After each spell, caster briefly sees fire all around him |
61 |
After each spell, caster briefly thinks that heís choking |
62 |
After each spell, caster can sense secret doors for 1d4 rounds |
63 |
After each spell, caster canít be magically healed for one hour |
64 |
After each spell, caster canít traverse a doorway for 1d10 rounds |
65 |
After each spell, caster dances like a honeybee |
66 |
After each spell, caster experiences a burning sensation |
67 |
After each spell, caster feels ants crawling all over him |
68 |
After each spell, caster feels compelled to wash his hands |
69 |
After each spell, caster feels completely alone and isolated |
70 |
After each spell, caster feels distractingly hungry |
71 |
After each spell, caster feels overwhelmingly dizzy |
72 |
After each spell, caster feels transcendent euphoria |
73 |
After each spell, caster forgets everyoneís name for one hour |
74 |
After each spell, caster forgets his name for one hour |
75 |
After each spell, caster glows with infernal radiance |
76 |
After each spell, caster growls like a rabid dog |
77 |
After each spell, caster has a brief vision of some distant land |
78 |
After each spell, caster has a strong craving for twigs and bark |
79 |
After each spell, caster is 5% likely to be stricken mute |
80 |
After each spell, caster is 25% likely to turn briefly invisible |
81 |
After each spell, caster is 30% likely to lose his balance |
82 |
After each spell, caster is 60% likely to flap his arms |
83 |
After each spell, caster is afraid of his own name |
84 |
After each spell, caster is as hairy as an ape for one hour |
85 |
After each spell, caster is base AC zero for 1d4 rounds |
86 |
After each spell, caster is bathed in an otherworldly green light |
87 |
After each spell, caster is blind in one eye for one hour |
88 |
After each spell, caster is grief-stricken for 1d10 rounds |
89 |
After each spell, caster is hopelessly drunk for 1d4 rounds |
90 |
After each spell, caster is immune to bludgeons for 1d4 rounds |
91 |
After each spell, caster is immune to missile fire for one round |
92 |
After each spell, caster is intensely magnetic for 1d8 rounds |
93 |
After each spell, caster is matte black for 1d4 rounds |
94 |
After each spell, caster is suddenly facing True North |
95 |
After each spell, caster is wracked by existential horror |
96 |
After each spell, caster looks like a cadaver for 1d4 rounds |
97 |
After each spell, caster makes short, barking cries |
98 |
After each spell, caster oozes sweet-smelling oil for 1d4 rounds |
99 |
After each spell, caster polymorphs very briefly |
100 |
After each spell, caster reeks of alcohol for 2d6 rounds |
101 |
After each spell, caster salivates copiously |
102 |
After each spell, caster seems withdrawn and despondent |
103 |
After each spell, caster shakes like a rag doll for 2d4 seconds |
104 |
After each spell, caster shivers uncontrollably for 1d4 rounds |
105 |
After each spell, caster shrinks by 10d10% for 1d4 rounds |
106 |
After each spell, caster shrinks by 50% |
107 |
After each spell, caster smells strongly of turpentine |
108 |
After each spell, caster suffers brief visions of carnage |
109 |
After each spell, caster suffers disorienting vertigo |
110 |
After each spell, caster thinks that heís drowning |
111 |
After each spell, caster thinks that his clothes are on fire |
112 |
After each spell, caster trumpets like an elephant |
113 |
After each spell, caster vanishes very briefly vanishes |
114 |
After each spell, casterís clothes age 1d100 years |
115 |
After each spell, casterís clothes billow with green smoke |
116 |
After each spell, casterís eyes briefly double in size |
117 |
After each spell, casterís face looks 50 years older |
118 |
After each spell, casterís feet are covered with ash |
119 |
After each spell, casterís hair grows two inches |
120 |
After each spell, casterís hands display classic stigmata |
121 |
After each spell, casterís hands steam wildly |
122 |
After each spell, casterís head turns 360° at the neck, unharmed |
123 |
After each spell, casterís head turns invisible for 1d4 rounds |
124 |
After each spell, casterís heart pounds audibly |
125 |
After each spell, casterís left arm turns to stone for one hour |
126 |
After each spell, casterís spellbook throbs with deep red light |
127 |
After each spell, casterís Strength is halved for one hour |
128 |
After each spell, gravity briefly doubles for the caster |
129 |
After each spell, he giggles for 1d4-1 rounds |
130 |
After each spell, light shines from casterís mouth for 1d6 rounds |
131 |
After each spell, small lumps of ice fall from casterís nostrils |
132 |
After each spell, smoke hangs in the air about the caster |
133 |
After each spell, stones near the caster glisten with slime |
134 |
After each spell, sunlight is painful to caster for 1d4 rounds |
135 |
Alcohol has no effect upon the caster, but cheese is intoxicating |
136 |
All holy symbols within 100 yards bear the casterís image |
137 |
All of casterís clothing is colored safety orange |
138 |
All of casterís clothing is permanently moist |
139 |
All of casterís enemies with 100 yards vanish until dawn |
140 |
All of casterís fingers are as long as his middle finger |
141 |
All of casterís fingers are clear like glass |
142 |
All of casterís fingers double in thickness |
143 |
All of casterís fingers migrate to one hand |
144 |
All of casterís monetary wealth appears atop the nearest mountain |
145 |
All of casterís monetary wealth is revealed to be counterfeit |
146 |
All of casterís possessions age 1d1000 years |
147 |
All of casterís possessions are thrown 4d6 hours into the future |
148 |
All of casterís possessions have been seized by the government |
149 |
All trees within 100 yards form into a tight circle around caster |
150 |
All undead within 1d4 miles blame the caster for their undeath |
151 |
All undead within 1d4 miles race to the casterís current location |
152 |
All vegetation now within 10 miles is highly toxic to caster |
153 |
All vegetation now within 100 yards is invisible to caster |
154 |
All who meet caster are 50% likely to think he smells like manure |
155 |
All who meet caster are 60% likely to think heís a lycanthrope |
156 |
All who meet caster are 60% likely to think heís undead |
157 |
All within 10 yards of caster are sprayed with viscous ectoplasm |
158 |
All within 10 yards of caster attack him for 1d4 rounds |
159 |
Alternating pages of casterís spellbook are indestructible |
160 |
An accurate illusion of caster copies his movements one mile away |
161 |
An illusory statue of the caster stands at this spot for one year |
162 |
An image of casterís beating heart hovers in the nearest doorway |
163 |
An image of the casterís head hovers over his actual head |
164 |
An image the of casterís beating heart hovers over his head |
165 |
Any Abjurations currently affecting the caster are Dispelled |
166 |
Any armor that the caster is wearing right now shrinks by 80% |
167 |
Any armor that the caster is wearing right now vanishes forever |
168 |
Any arrow striking the caster disintegrates in 1d4 rounds |
169 |
Any arrow striking the caster inflicts equal damage on its archer |
170 |
Any attack-based spell cast by caster is 10% likely to affect him |
171 |
Any attack-based spell cast by caster is delayed 1d4 rounds |
172 |
Any attempt to change shape locks the caster into that new shape |
173 |
Any attempt to change shape makes the caster forget his true form |
174 |
Any attempt to change shape will age the caster 1d10 years |
175 |
Any attempt to change shape will be only partially successful |
176 |
Any attempt to change shape will cause the caster to take root |
177 |
Any attempt to change shape will leave his feet unchanged |
178 |
Any attempt to change shape will make the caster bald forever |
179 |
Any attempt to change shape will render the caster genderless |
180 |
Any attempt to change shape will shrink the caster by 2d10% |
181 |
Any attempt to change shape will teleport the caster 1d1000 miles |
182 |
Any attempt to change shape will teleport the caster to this spot |
183 |
Any attempt to change shape will turn him into 2d12 ducklings |
184 |
Any attempt to change shape will turn the caster inside-out |
185 |
Any attempt to change shape will turn the caster into a geranium |
186 |
Any attempt to change shape will turn the caster into a monkey |
187 |
Any attempt to change shape will turn the caster into a pelican |
188 |
Any attempt to change shape will turn the caster into a penguin |
189 |
Any attempt to change shape will turn the caster into a rabbit |
190 |
Any attempt to change shape will turn the caster into a shrubbery |
191 |
Any attempt to change shape will turn the caster into a snowman |
192 |
Any attempt to change shape will turn the caster into a toddler |
193 |
Any attempt to change shape will turn the caster into a troll |
194 |
Any attempt to change shape will turn the caster into a wax dummy |
195 |
Any attempt to read casterís mind reveals a homicidal maniac |
196 |
Any attempt to read casterís mind reveals an absolute void |
197 |
Any attempt to use rope inspires the caster to hang himself |
198 |
Any attempt to use rope leaves caster hopelessly entangled |
199 |
Any attempt to use rope leaves hideous welts on the casterís body |
200 |
Any blade that has drawn the casterís blood is invisible to him |
201 |
Any bread that caster bakes remains warm until itís eaten |
202 |
Any building that the caster enters appears to catch fire |
203 |
Any building that the caster enters ejects him forcefully |
204 |
Any clothing worn by caster is invisible to him while he wears it |
205 |
Any clothing worn by caster smells like carrion while he wears it |
206 |
Any coins in casterís possession are gold-plated |
207 |
Any coins in casterís possession become copper pieces |
208 |
Any coins now carried by caster are water-soluble for 1d4 weeks |
209 |
Any coins now carried by caster ignite and burn like tinder |
210 |
Any creature Summoned by caster emerges from his mouth |
211 |
Any creatures Summoned near caster are invisible to him |
212 |
Any creatures Summoned near caster immediately befriend him |
213 |
Any damage against caster is rolled twice, using the higher roll |
214 |
Any damage against caster is rolled twice, using the lower roll |
215 |
Any electricity-based magic used by caster discharges on him |
216 |
Any electricity-based magic used by caster reeks of ozone |
217 |
Any fire extinguished by caster rekindles itself 1d4 turns later |
218 |
Any fire-based spell used by caster has only 25% of normal range |
219 |
Any fires set by caster are invisible for 2d6 hours |
220 |
Any fires set by caster attract undead like moths to a candle |
221 |
Any fires set by caster jingle like wind chimes while they burn |
222 |
Any fires set by caster make those near it appear to be undead |
223 |
Any fires set by caster produce no heat |
224 |
Any fires set by caster produce no smoke |
225 |
Any fires set by caster whisper vague threats against him |
226 |
Any food now carried by caster combusts |
227 |
Any food now carried by caster is 10X as nutritious |
228 |
Any food now carried by caster is fused into glass |
229 |
Any food now carried by caster is sealed in airtight tin cans |
230 |
Any food now carried by caster is toxic to Dwarves |
231 |
Any food now carried by caster smells like carrion |
232 |
Any food now carried by caster turns to ice |
233 |
Any food now carried by caster turns to iron |
234 |
Any food now carried by caster turns to spun sugar |
235 |
Any gems in casterís possession are replaced by lumps of gelatin |
236 |
Any hammer thrown by caster returns to his hand one round later |
237 |
Any horse ridden by caster suffers no fatigue while he rides it |
238 |
Any intelligent weapons now carried by caster hate him forever |
239 |
Any intelligent weapons seen by caster look vaguely familiar |
240 |
Any magic currently affecting the caster is Dispelled |
241 |
Any magic currently affecting the caster is suppressed until dawn |
242 |
Any magic items owned by caster appear in a heap nearby |
243 |
Any magic items owned by caster are non-functional for 1d10 days |
244 |
Any magical scrolls now carried by caster are fireproof |
245 |
Any magical scrolls now carried by caster are forgeries |
246 |
Any magical scrolls now carried by caster are subtly tainted |
247 |
Any magical scrolls now carried by caster discharge spontaneously |
248 |
Any magical scrolls now carried by caster turn to steel |
249 |
Any metal object carried by caster is 90% transparent |
250 |
Any metal object carried by caster seems 10x its normal weight |
251 |
Any metal that caster is carrying turns to liquid like mercury |
252 |
Any missile fired at caster is 10% likely to explode when it hits |
253 |
Any missile fired at caster is at a -3 penalty to hit him |
254 |
Any missile fired by caster is 10% likely to vanish in flight |
255 |
Any missile shot by caster is destroyed by lightning mid-flight |
256 |
Any missile striking caster is 10% likely to be just an illusion |
257 |
Any mountain more than one mile from caster is invisible to him |
258 |
Any ranged spell used by caster seems to issue from his eyes |
259 |
Any ranged spell used by caster seems to issue from someone else |
260 |
Any rope currently carried by caster doubles in length |
261 |
Any rope currently carried by caster turns to braided gold wire |
262 |
Any rope that caster is now carrying becomes frictionless |
263 |
Any rope that caster is now carrying is soaked with lamp oil |
264 |
Any shield held by caster appears to be made of Swiss cheese |
265 |
Any shield held by caster appears to weigh 100 pounds |
266 |
Any shield held by caster gains a +1 bonus while he holds it |
267 |
Any shield held by caster is ethereal in the presence of weapons |
268 |
Any shield held by caster is impervious to magical fire |
269 |
Any spells cast by caster are accompanied by twinkling lights |
270 |
Any spells cast by caster upon himself have an undesirable effect |
271 |
Any spells cast by caster upon himself lapse after one round |
272 |
Any spells cast by caster within the last hour are negated |
273 |
Any spells caster now has memorized will fail when he casts them |
274 |
Any undead in the area attack the caster but ignore everyone else |
275 |
Any undead in the area flee from the caster for 2d10 rounds |
276 |
Any wood within 25 yards flies toward the caster for 1d10 rounds |
277 |
Any writing implement used by caster breaks, runs dry, etc. |
278 |
Anyone attempting to rob caster must tell him about it beforehand |
279 |
Anyone drinking a potion near caster looks like him until sunset |
280 |
Anyone drinking a potion shrinks by 50% for its duration |
281 |
Anyone in casterís presence canít employ Direction Sense |
282 |
Anyone in casterís presence thinks that he represents True North |
283 |
Anyone related to caster by blood is invisible to him |
284 |
Anyone slain by caster becomes invisible upon death |
285 |
Anyone trying to pick casterís pocket shrinks by 50% |
286 |
Anyone trying to scry the casterís whereabouts sees this location |
287 |
Anyone voluntarily struck by casterís magic resents him for it |
288 |
Anyone who knows casterís name gives him an offensive nickname |
289 |
Anyone who looks deep into casterís mouth risks insanity |
290 |
Anything caster drinks is 50% likely to fall from his mouth |
291 |
Anything written by caster appears as gibberish to everyone else |
292 |
Artifacts react unpredictably when caster attempts to use them |
293 |
Before each spell, caster must address someone who isnít there |
294 |
Before each spell, caster must anoint his head with water |
295 |
Before each spell, caster must bark like a dog for 2d6 seconds |
296 |
Before each spell, caster must bite a gold coin |
297 |
Before each spell, caster must blaspheme some god of chaos |
298 |
Before each spell, caster must claim that his shoes are too tight |
299 |
Before each spell, caster must claim to be invincible |
300 |
Before each spell, caster must clear his throat loudly |
301 |
Before each spell, caster must confess an embarrassing secret |
302 |
Before each spell, caster must confess that heís a charlatan |
303 |
Before each spell, caster must crack his knuckles |
304 |
Before each spell, caster must drop a gold coin to the ground |
305 |
Before each spell, caster must give himself permission to cast it |
306 |
Before each spell, caster must hold his breath for 1d10 seconds |
307 |
Before each spell, caster must ingest a pinch of dust |
308 |
Before each spell, caster must insult a close friend |
309 |
Before each spell, caster must invoke some monstrous entity |
310 |
Before each spell, caster must issue what sounds like a prophecy |
311 |
Before each spell, caster must light a small candle |
312 |
Before each spell, caster must make a new and improbable vow |
313 |
Before each spell, caster must make an embarrassing admission |
314 |
Before each spell, caster must pat himself on the head |
315 |
Before each spell, caster must pluck 1d6 hairs from his head |
316 |
Before each spell, caster must predict that heíll die by sunset |
317 |
Before each spell, caster must prick his finger with a rusty pin |
318 |
Before each spell, caster must profess a thirst for human blood |
319 |
Before each spell, caster must profess love for someone nearby |
320 |
Before each spell, caster must promise to change his name |
321 |
Before each spell, caster must remove one article of clothing |
322 |
Before each spell, caster must say "Magic is my business." |
323 |
Before each spell, caster must say "My God, itís full of stars." |
324 |
Before each spell, caster must say "The prophecy is fulfilled." |
325 |
Before each spell, caster must say "This probably wonít work." |
326 |
Before each spell, caster must shed at least 1d4 tears |
327 |
Before each spell, caster must shout a different prime number |
328 |
Before each spell, caster must snap a twig or the like |
329 |
Before each spell, caster must speak a new and original rhyme |
330 |
Before each spell, caster must speak a new and relevant pun |
331 |
Before each spell, caster must speak ill of a good friend |
332 |
Before each spell, caster must tear one article of clothing |
333 |
Before each spell, caster must tie a knot in a piece of string |
334 |
Before each spell, caster must touch his eyes, ears, and nose |
335 |
Before each spell, caster must touch liquid water |
336 |
Before each spell, caster must trace a circle in the air |
337 |
Before each spell, caster must vow that this is his final spell |
338 |
Beneficial magic potions have an opposite effect upon the caster |
339 |
Bits of flesh fall from casterís body until heís a bare skeleton |
340 |
Blades seem extraordinarily dull while caster wields them |
341 |
Caster accidentally creates a virulent plague in his workshop |
342 |
Caster accuses his nearest ally of murdering him |
343 |
Caster acquires an exact copy of every non-magical thing he owns |
344 |
Caster acquires lycanthropy, but only in his left leg |
345 |
Caster acquires proficiency in some weapon that will never exist |
346 |
Caster addresses everyone he knows by his own name |
347 |
Caster adopts a habit of nightly self-flagellation |
348 |
Caster adopts a universally obscene gesture as his trademark |
349 |
Caster adopts bizarre rituals concerning the preparation of food |
350 |
Caster adopts fastidious standards of hygiene |
351 |
Caster adopts some unlikely animal as a kind of spirit totem |
352 |
Caster adopts some unlikely object as a kind of holy symbol |
353 |
Caster adopts the next religion he encounters for the first time |
354 |
Caster ages 1d10 years per hour until sunset tonight |
355 |
Caster ages 1d10 years/round for 2 turns, then reverts to normal |
356 |
Caster ages backwards 2d4 years over that many rounds |
357 |
Caster ages normally but forever retains his current appearance |
358 |
Caster ages one year per day spent on open water |
359 |
Caster ages one year per mile that he travels away from this spot |
360 |
Caster always appears healthy and wealthy |
361 |
Caster always appears sickly and destitute |
362 |
Caster always feels as if the temperature is what it is right now |
363 |
Caster always pays 10% more than the asking price |
364 |
Caster always sees his surroundings as misty and fog-shrouded |
365 |
Caster always thinks itís fifty degrees colder than it really is |
366 |
Caster always thinks that thereís one more step in the staircase |
367 |
Caster and everyone else forgets and canít discern his age |
368 |
Caster and nearest intelligent weapon exchange personalities |
369 |
Caster and one nearby ally teleport to the casterís home |
370 |
Caster annoys everyone by insisting that heís ambidextrous |
371 |
Caster appears increasingly decrepit as the day wears on |
372 |
Caster appears to be a bare skeleton from the waist down |
373 |
Caster appears to be a bare skeleton from the waist up |
374 |
Caster appears to be at full health, no matter how badly injured |
375 |
Caster appears to be bleeding profusely whenever heís indoors |
376 |
Caster appears to be composed of translucent quartz |
377 |
Caster appears to be covered in ugly scales for one day each week |
378 |
Caster appears to be made of countless flesh-colored pebbles |
379 |
Caster appears to be made out of bricks until sunset tomorrow |
380 |
Caster appears to be of a different species while sleeping |
381 |
Caster appears to be of opposite sex while brandishing a shield |
382 |
Caster appears to be on fire while his spellbook is open |
383 |
Caster appears to be operating his body from a remote location |
384 |
Caster appears to be undead for one hour after each meal |
385 |
Caster appears to be undead while in the presence of undead |
386 |
Caster appears to be weathered like an ancient statue |
387 |
Caster appears to have a railroad spike jutting from his forehead |
388 |
Caster appears to have been carved from wood with an axe |
389 |
Caster appears to have been crafted out of clay by children |
390 |
Caster appears to have been torn apart and hastily reassembled |
391 |
Caster appears to shrivel like a raisin after each casting |
392 |
Caster appears translucent to anyone of the opposite sex |
393 |
Caster asks Elves if they can supply him with fudge cookies |
394 |
Caster ate the last of the rations that his party was carrying |
395 |
Caster ate two or three pounds of apple seeds this morning |
396 |
Caster attempts to drink every potion he sees |
397 |
Caster attracts undead in any town he enters |
398 |
Caster attracts zealous sycophants wherever he goes |
399 |
Caster automatically believes that his own illusions are real |
400 |
Caster awakens to find that the last 1d8 hours were only a dream |
401 |
Caster bears the birthmark of the lineage of powerful kings |
402 |
Caster becomes disturbingly frenetic until sunset |
403 |
Caster becomes flat as a sheet of parchment for 2d6 rounds |
404 |
Caster becomes increasingly simian as the days wear on |
405 |
Caster becomes invisible to anyone who successfully Charms him |
406 |
Caster becomes lost if he enters a cave by himself |
407 |
Caster becomes lost if he enters a forest by himself |
408 |
Caster becomes powerfully addicted to necromantic magic |
409 |
Caster becomes powerfully addicted to Chaos Bursts |
410 |
Caster becomes tightly stuck to the next chair in which he sits |
411 |
Caster becomes unconscious when he becomes invisible |
412 |
Caster becomes violently ill if he eats near a fire |
413 |
Caster becomes visibly anxious at the sight of holy water |
414 |
Caster begins aging backwards, one year per round |
415 |
Caster begins growing one inch per week |
416 |
Caster begins his conversations with an insulting comment |
417 |
Caster begins to resemble the next person who touches him |
418 |
Caster begins worshipping his spellbook with burnt offerings |
419 |
Caster believes that a nearby sheep is his polymorphed true love |
420 |
Caster briefly turns translucent after casting a spell |
421 |
Caster burns with homicidal rage whenever heís struck by magic |
422 |
Caster can alter his weight by up to 50% at will |
423 |
Caster can always sense his location relative to this location |
424 |
Caster can appear to be 50% fatter at will |
425 |
Caster can appraise gems by tasting them |
426 |
Caster can ask three questions of the next tree he touches |
427 |
Caster can assess the purity of any metal by tasting it |
428 |
Caster can be accurately described as "frumious" |
429 |
Caster can be injured but not killed by any bludgeoning weapon |
430 |
Caster can be injured but not killed by any female creature |
431 |
Caster can be injured but not killed by any male creature |
432 |
Caster can be injured by fire, but it canít kill him |
433 |
Caster can be injured by metal weapons, but they canít kill him |
434 |
Caster can be injured normally but can only be slain by fire |
435 |
Caster can be injured normally but can only be slain by magic |
436 |
Caster can become invisible at will while heís knee-deep in snow |
437 |
Caster can become invisible while standing neck-deep in water |
438 |
Caster can breathe underwater, but he always smells like a fish |
439 |
Caster can carry any weight of books but only in his bare hands |
440 |
Caster can cause one creature near him to turn to iron |
441 |
Caster can cause one nearby person to age 1d10 years |
442 |
Caster can change the size of his ears at will |
443 |
Caster can conjure apples out of thin air, one at a time |
444 |
Caster can control any undead skeletons now within 100 yards |
445 |
Caster can detach either of his hands at will |
446 |
Caster can detach his head easily but dies if he does so |
447 |
Caster can detect non-magical fire within 500 yards |
448 |
Caster can detect the nearest potable water at will |
449 |
Caster can detect the presence of elementals within 100 yards |
450 |
Caster can detect True East at will |
451 |
Caster can discern a personís age by touching him |
452 |
Caster can discern a treeís age by touching it |
453 |
Caster can discern whether people are really unconscious |
454 |
Caster can discern which spells a magic user has memorized |
455 |
Caster can disgorge a pound of sawdust once per day |
456 |
Caster can double his spellsí range if heís carrying no metal |
457 |
Caster can double his weight for up to 1d4 rounds per day |
458 |
Caster can drink only from a golden bowl worth 100 gold pieces |
459 |
Caster can easily walk on ice while barefoot |
460 |
Caster can echolocate like a dolphin while naked and underwater |
461 |
Caster can endure normal fire one round per point of Constitution |
462 |
Caster can extend his legs to 150% of their normal length at will |
463 |
Caster can extend his legs to 2X their normal length at will |
464 |
Caster can handle red-hot metal with his bare hands |
465 |
Caster can hear what occurs at this location from up to 10 miles |
466 |
Caster can hear whatís going on in his home, wherever he is |
467 |
Caster can hold his breath for 3X his Wisdom score in rounds |
468 |
Caster can hurl a baseball-sized object beyond the horizon |
469 |
Caster can identify any kind of fungus on sight |
470 |
Caster can ignite twigs by sticking them in his mouth |
471 |
Caster can ignore any spell cast on him but is 80% likely to die |
472 |
Caster can induce ravenous hunger in others |
473 |
Caster can inflate his left hand like a balloon |
474 |
Caster can instantly count quantities of fewer than 1,000 items |
475 |
Caster can judge visible distances with amazing accuracy |
476 |
Caster can light candles simply by touching their wicks |
477 |
Caster can magically create edible but non-nourishing food |
478 |
Caster can make his ears resemble noses at will |
479 |
Caster can memorize spells 4x faster than is normally required |
480 |
Caster can move easily through running water less than waist-deep |
481 |
Caster can move in total silence for his Wisdom score in rounds |
482 |
Caster can move silently while holding a thumb in each nostril |
483 |
Caster can never again come within one mile of his home |
484 |
Caster can no longer use charged magic items |
485 |
Caster can only digest food that is spoiled or rotting |
486 |
Caster can only use electrical magic while standing in water |
487 |
Caster can only wear one shoe at a time |
488 |
Caster can open his mouth as wide as he is tall |
489 |
Caster can pass his right arm through up to six inches of wood |
490 |
Caster can reattach his own limbs if theyíre severed |
491 |
Caster can recall his own birth with perfect clarity |
492 |
Caster can remove his tongue and replace it at will |
493 |
Caster can remove one eye and replace it at will |
494 |
Caster can remove or negate one curse |
495 |
Caster can resemble a decaying zombie at will |
496 |
Caster can retract his feet into his ankles at will |
497 |
Caster can retract his fingers into his palms at will |
498 |
Caster can retract his nose into his face at will |
499 |
Caster can scale walls like a monkey while unencumbered |
500 |
Caster can see in total darkness if he has a banana in his pocket |
501 |
Caster can see secret doors easily but canít see normal doors |
502 |
Caster can see through fire |
503 |
Caster can see through his eyelids for up to 1d6 rounds at a time |
504 |
Caster can see through stone if he has a pebble in his mouth |
505 |
Caster can see underwater clearly while naked and wielding an axe |
506 |
Caster can seem to be infected with a particular disease at will |
507 |
Caster can seen in total darkness for 1d4 days |
508 |
Caster can sense intelligent weapons within 10 yards |
509 |
Caster can sense people whoíve been affected by Chaos Bursts |
510 |
Caster can speak but canít engage in actual conversations |
511 |
Caster can speak in a whisper to anyone in his line of sight |
512 |
Caster can speak in any of 2d4 voices at will |
513 |
Caster can speak with ants but can only ask yes/no questions |
514 |
Caster can speak with carrion birds, but he smells like a corpse |
515 |
Caster can speak with carrion birds, but heís permanently bald |
516 |
Caster can speak with domestic fowl, but he crows at sunrise |
517 |
Caster can speak with domestic fowl, but they tend to lie to him |
518 |
Caster can speak with honeybees while dancing like one of them |
519 |
Caster can speak with oysters while holding a pearl in his mouth |
520 |
Caster can speak with small fish, but only while underwater |
521 |
Caster can spot the strongest member of any group of five or more |
522 |
Caster can stretch his left arm 2X the length of his body |
523 |
Caster can subsist on bark for up to 1d4 days at a time |
524 |
Caster can Summon 1d10 rabbits, once per level per week |
525 |
Caster can Summon a powerful entity to answer one question |
526 |
Caster can Summon a powerful entity who will then try to kill him |
527 |
Caster can Summon but not control a powerful, malevolent entity |
528 |
Caster can Summon up to 1d10 pigeons per month |
529 |
Caster can survive at the bottom of the sea for 1d4 minutes |
530 |
Caster can survive in the depths of space, if he can get there |
531 |
Caster can survive one fall of up to twenty miles |
532 |
Caster can taste foods simply by touching them |
533 |
Caster can teleport 10 feet straight up, once per day |
534 |
Caster can teleport 10 times at will but loses a finger each time |
535 |
Caster can teleport at will but ages 1d100 years each time |
536 |
Caster can teleport at will but arrives unconscious for one hour |
537 |
Caster can teleport at will but canít pick the destination |
538 |
Caster can teleport at will but doesnít arrive for 1d12 months |
539 |
Caster can teleport at will but is 10% likely to arrive dead |
540 |
Caster can teleport at will but is paralyzed from the neck down |
541 |
Caster can teleport at will but loses 1d100 hit points each time |
542 |
Caster can teleport at will but only while naked and unencumbered |
543 |
Caster can teleport at will but shrinks by 50% per mile traveled |
544 |
Caster can teleport at will to this exact spot 2d6 times |
545 |
Caster can teleport into the nearest hollow tree, once |
546 |
Caster can teleport up to fifty feet once per day |
547 |
Caster can throw one baseball-sized item 2d6 days into the future |
548 |
Caster can throw one nearby person 1d10 rounds into the future |
549 |
Caster can throw one nearby person 1d4 days into the future |
550 |
Caster can transmute magically-created metal into wood |
551 |
Caster can travel in time but ages 1d10 years per round traveled |
552 |
Caster can turn 360° at the waist without harm |
553 |
Caster can turn ethereal at will but canít revert for 3d8 days |
554 |
Caster can turn his arms to wood for up to 1d6 rounds per day |
555 |
Caster can turn his bones invisible at will |
556 |
Caster can turn his hands invisible at will 1d8 times per day |
557 |
Caster can turn his head completely around once per day |
558 |
Caster can turn into a cat but canít resume his true form |
559 |
Caster can turn into a falcon but is only 30% likely to turn back |
560 |
Caster can turn into a small tree while heís indoors |
561 |
Caster can turn into any kind of fish if no water is nearby |
562 |
Caster can turn invisible while he holds his breath |
563 |
Caster can turn invisible while naked and motionless |
564 |
Caster can walk on inclines of 45° or less as if they were flat |
565 |
Caster can withstand ocean depths while holding a bar of sodium |
566 |
Caster can, at will, appear to be the next person he touches |
567 |
Caster canít attack anyone more than 20 feet away from him |
568 |
Caster canít be beheaded |
569 |
Caster canít be blinded or dazzled by sunlight |
570 |
Caster canít be burned by magical fire for 1d4 hours |
571 |
Caster canít be burned by steam or scalding water |
572 |
Caster canít be Charmed by anyone of the opposite sex |
573 |
Caster canít be crushed by any weight of stone |
574 |
Caster canít be cut by any blade until he casts his next spell |
575 |
Caster canít be cut by glass |
576 |
Caster canít be cut by non-magical blades for 1d4 days |
577 |
Caster canít be harmed by any member of the royal family |
578 |
Caster canít be harmed by loud, non-magical sound |
579 |
Caster canít be harmed by refined metals for 1d4 hours |
580 |
Caster canít be harmed while he stands where he is right now |
581 |
Caster canít be killed by anyone of his own race |
582 |
Caster canít be overwhelmed by foul odors |
583 |
Caster canít be seen through glass or ice |
584 |
Caster canít be strangled |
585 |
Caster canít breathe for 4d6 rounds |
586 |
Caster canít bring his left hand within 18 inches of his head |
587 |
Caster canít carry anything larger than his own head |
588 |
Caster canít carry anything made entirely of metal |
589 |
Caster canít carry refined metal in a wooded environment |
590 |
Caster canít cast any spells he now has memorized for 1d8 days |
591 |
Caster canít cast fire-based magic while in the rain |
592 |
Caster canít cast fire-based spells in a wooded environment |
593 |
Caster canít cast force-based spells (Wall of Force, etc.) |
594 |
Caster canít cast magic on anyone not wearing armor |
595 |
Caster canít cast magic on anyone while theyíre eating |
596 |
Caster canít cast magic unless heís within sight of a tree |
597 |
Caster canít cast magic upon himself for 1d4 weeks |
598 |
Caster canít create magical walls or barriers |
599 |
Caster canít create normal or magical fire for 1d4 days |
600 |
Caster canít create permanent magical objects or effects |
601 |
Caster canít cross moving water while brandishing a weapon |
602 |
Caster canít cross moving water while carrying his spellbook |
603 |
Caster canít cross moving water while wearing clothes |
604 |
Caster canít cross moving water while wearing magical rings |
605 |
Caster canít cross moving water without assistance |
606 |
Caster canít determine when heís hungry or thirsty |
607 |
Caster canít eat any cooked meat |
608 |
Caster canít eat any food that doesnít contain a handful of soil |
609 |
Caster canít eat any food that he himself didnít prepare |
610 |
Caster canít eat any salted or cured meat |
611 |
Caster canít eat while at full hit points |
612 |
Caster canít employ magical means of improving his Armor Class |
613 |
Caster canít enter any artificial structure for 2d4 weeks |
614 |
Caster canít enter any building in which Dwarves are present |
615 |
Caster canít go more than 10í from this location for 24 hours |
616 |
Caster canít harm or be harmed by elementals for 4d10 months |
617 |
Caster canít inflict injury upon himself with any metal weapon |
618 |
Caster canít learn any new spells until heís been resurrected |
619 |
Caster canít learn any new spells within 1d10 miles of here |
620 |
Caster canít lift both feet from the ground at the same time |
621 |
Caster canít move his arms for 1d4 turns |
622 |
Caster canít move his left arm or right leg for 1d4 turns |
623 |
Caster canít move more than 10 feet from the next tree he touches |
624 |
Caster canít open any door constructed primarily of wood |
625 |
Caster canít open any door that has a hinge made of metal |
626 |
Caster canít open any door that opens toward him |
627 |
Caster canít open any door unless his hair is wet |
628 |
Caster canít open any door while anyone is watching |
629 |
Caster canít quite be certain that he really exists |
630 |
Caster canít remember the last 2d12+12 hours |
631 |
Caster canít remove any magical armor that heís now wearing |
632 |
Caster canít remove his hands from his pockets |
633 |
Caster canít run while his eyes are open |
634 |
Caster canít see any extra-planar creatures for one year |
635 |
Caster canít see through glass, ice, diamond, or the like |
636 |
Caster canít sleep indoors while itís raining |
637 |
Caster canít sleep more than 1d4 hours at a time |
638 |
Caster canít sleep until he shaves his head bald |
639 |
Caster canít sleep until heís walked at least 4d8 miles from here |
640 |
Caster canít speak for one hour and can only croak like a frog |
641 |
Caster canít speak for one hour if heís wearing clothes |
642 |
Caster canít speak in anything less than a full shout |
643 |
Caster canít speak in sentences longer than 10 syllables |
644 |
Caster canít speak to anyone holding a blood-stained weapon |
645 |
Caster canít speak to anyone whom heís not currently touching |
646 |
Caster canít speak unless he first turns in a circle |
647 |
Caster canít speak unless heís brandishing a weapon |
648 |
Caster canít speak unless heís carrying at least one gold coin |
649 |
Caster canít speak unless his thumbs are touching |
650 |
Caster canít speak until heís removed 1d10 articles of clothing |
651 |
Caster canít speak while holding a weapon |
652 |
Caster canít stand with both feet on the ground at the same time |
653 |
Caster canít stop talking for 6d12 hours |
654 |
Caster canít tolerate the presence of wet ink |
655 |
Caster canít touch food with his hands |
656 |
Caster canít use any blade longer than his forearm |
657 |
Caster canít use any magic until someone cuts him with a blade |
658 |
Caster canít use magic between sunrise and noon |
659 |
Caster canít use magic for 1d4 rounds after being wounded |
660 |
Caster canít use magic for 1d6 rounds after being struck by magic |
661 |
Caster canít use magic for six hours after ingesting meat |
662 |
Caster canít use magic items for one turn after casting a spell |
663 |
Caster canít use magic items that contain gold |
664 |
Caster canít use magic items until sunrise |
665 |
Caster canít use magic items while at full hit points |
666 |
Caster canít use magic unless he swallows a gold coin each day |
667 |
Caster canít use magic unless heís holding a buzzardís feather |
668 |
Caster canít use magic until he eats a pound of feathers |
669 |
Caster canít use magic until sunset tomorrow |
670 |
Caster canít use magic while sitting |
671 |
Caster canít use magic within 1d4 miles of this spot for 5d6 days |
672 |
Caster canít use missile weapons for one week |
673 |
Caster canít use non-magical blades for 1d6 days |
674 |
Caster canít use the spell Dispel Magic |
675 |
Caster canít use the spell that triggered this Burst for one year |
676 |
Caster canít use weapons that contain wood |
677 |
Caster canít wake without assistance |
678 |
Caster canít walk (run, etc.) while wearing a magic ring |
679 |
Caster canít wear magical rings |
680 |
Caster canít wield any weapon longer than his arm |
681 |
Caster changes his name to its reverse: "Tom" becomes "Mot" |
682 |
Caster claims that heís doing the work of some god or other |
683 |
Caster claims to be able to command dragons to do his bidding |
684 |
Caster claims to be immune to inorganic poisons |
685 |
Caster claims to be the offspring of a god and a mortal |
686 |
Caster claims to have begotten a child with a god |
687 |
Caster claims to have committed logically impossible acts |
688 |
Caster claims to have created the universe |
689 |
Caster claims to have invented the Fireball spell |
690 |
Caster combusts instantly if heís stabbed by a silver dagger |
691 |
Caster comes into possession of 1d100 acres of swampland |
692 |
Caster comes into possession of a bag full of mismatched teeth |
693 |
Caster comes into possession of a black velvet painting of Elves |
694 |
Caster comes into possession of a foul, decomposing skull |
695 |
Caster comes into possession of a golden vial of silver fluid |
696 |
Caster comes into possession of a ring that canít be removed |
697 |
Caster comes into possession of a three-legged pony |
698 |
Caster comes into possession of an apparently magical lamp |
699 |
Caster comes into possession of his great-grandfatherís jawbone |
700 |
Caster completely blends into his surroundings while heís asleep |
701 |
Caster completely blends into his surroundings while upside down |
702 |
Caster compulsively hordes some kind of small, worthless item |
703 |
Caster confesses to every crime he hears about |
704 |
Caster confesses to improbable crimes (e.g. "I stole the moonÖ") |
705 |
Caster consistently overestimates his martial and magical prowess |
706 |
Caster continues to age normally but canít die of old age |
707 |
Caster coughs violently in the presence of undead |
708 |
Caster craves moss |
709 |
Caster craves wood like a termite |
710 |
Caster cries like a baby whenever heís hungry or canít sleep |
711 |
Caster cries like a baby whenever heís struck by magic |
712 |
Caster dances like a belly-dancer for 2d6 rounds |
713 |
Caster declares himself to be the center of the universe |
714 |
Caster declares that Dwarves are indistinguishable from orcs |
715 |
Caster declares that he can redeem the damned |
716 |
Caster declares that he has the power to absolve sins |
717 |
Caster declares that he is the judge of all mankind |
718 |
Caster declares that these pretzels are making him thirsty |
719 |
Caster deeply resents anyone who asks him to use magic |
720 |
Caster deeply resents anyone who doesnít praise his magical skill |
721 |
Caster deeply resents anyone who eats meat in his presence |
722 |
Caster deeply resents anyone who uses magic in his presence |
723 |
Caster demands that employers pay him in wood instead of gold |
724 |
Caster demands that his allies adopt fastidious hygiene standards |
725 |
Caster demands that his allies treat him as though heís invisible |
726 |
Caster demands that people call him Ishmael |
727 |
Caster demands that people call him Legion, for he is many |
728 |
Caster demands that people call him The Spell-Meister |
729 |
Caster derives no nourishment from food cooked over a fire |
730 |
Caster derives no nourishment from food eaten after sunset |
731 |
Caster derives no nourishment from food eaten near a lake |
732 |
Caster develops a stutter while in the presence of undead |
733 |
Caster develops an intense hunger for leather strapping |
734 |
Caster develops an intense hunger for the pages of his spellbook |
735 |
Caster didnít actually exist prior to this Chaos Burst |
736 |
Caster dies if he slays a zombie in the next 1d6 days |
737 |
Caster dies instantly if his blood is spilled by a god |
738 |
Caster dies instantly if his blood is spilled by mistletoe |
739 |
Caster dies painfully but arises at dawn having gained one level |
740 |
Caster discovers a whole pantheon of hitherto overlooked deities |
741 |
Caster discovers that one of his limbs belongs to someone else |
742 |
Caster discovers that one of his limbs is a clockwork replica |
743 |
Caster disgorges 10d10 feet of rubber tubing |
744 |
Caster disgorges 1d100 gold pieces |
745 |
Caster disgorges 1d100 pounds of wet, coarse sand |
746 |
Caster disgorges 1d4 apples per hour for the next 3d8 hours |
747 |
Caster disgorges 1d4 gallons of foul, necrotic mush |
748 |
Caster disgorges 1d6 gallons of rusty sludge |
749 |
Caster disgorges 2d10 pounds of carrots |
750 |
Caster disgorges 2d4 full-sized wool blankets |
751 |
Caster disgorges a 100 foot length of fine silver wire |
752 |
Caster disgorges a ball of solid bone nine inches in diameter |
753 |
Caster disgorges a bar of copper four feet in length |
754 |
Caster disgorges a bar of soap as large as his spellbook |
755 |
Caster disgorges a bolt of finely embroidered silk |
756 |
Caster disgorges a book about gastrointestinal anomalies |
757 |
Caster disgorges a book of carpet samples |
758 |
Caster disgorges a box of rare botanical samples |
759 |
Caster disgorges a bushel of ripe peaches |
760 |
Caster disgorges a coffin large enough to accommodate his corpse |
761 |
Caster disgorges a four-course meal for three |
762 |
Caster disgorges a full-grown cactus |
763 |
Caster disgorges a full-sized barrel |
764 |
Caster disgorges a glass cube four inches on a side |
765 |
Caster disgorges a glass vial containing a mysterious potion |
766 |
Caster disgorges a golden birdcage |
767 |
Caster disgorges a kingís long-lost signet ring |
768 |
Caster disgorges a large bunch of bananas |
769 |
Caster disgorges a large chair |
770 |
Caster disgorges a large pane of glass |
771 |
Caster disgorges a length of heavy chain |
772 |
Caster disgorges a life-sized ice sculpture of a horse |
773 |
Caster disgorges a long hunk of driftwood |
774 |
Caster disgorges a lump of brass the size of his torso |
775 |
Caster disgorges a medium-sized astrolabe |
776 |
Caster disgorges a mop and a wooden bucket full of suds |
777 |
Caster disgorges a mysterious and important-looking key |
778 |
Caster disgorges a pair of deer antlers |
779 |
Caster disgorges a pair of smithís fire tongs |
780 |
Caster disgorges a pouch full of rare and ancient coins |
781 |
Caster disgorges a pound of mercury |
782 |
Caster disgorges a pound of molten lead |
783 |
Caster disgorges a ring full of keys that donít fit any lock |
784 |
Caster disgorges a shipís anchor |
785 |
Caster disgorges a small brazier full of burning coals |
786 |
Caster disgorges a sort of bowl-shaped porcelain chair |
787 |
Caster disgorges a weapon that he misplaced 1d12 months ago |
788 |
Caster disgorges a whole pumpkin |
789 |
Caster disgorges a wrought-iron staircase banister |
790 |
Caster disgorges an airtight canister filled with nitrogen gas |
791 |
Caster disgorges an elephantís femur |
792 |
Caster disgorges an entire beehive |
793 |
Caster disgorges an exact copy of the head of someone nearby |
794 |
Caster disgorges an oil painting of this scene |
795 |
Caster disgorges an ostrich egg |
796 |
Caster disgorges enough snow to blanket an area ten feet square |
797 |
Caster disgorges half of a canoe |
798 |
Caster disgorges the carcass of a strange and colorful bird |
799 |
Caster disgorges the emblem of some diabolical religious cult |
800 |
Caster disgorges the entire, intact skin of a giraffe |
801 |
Caster disgorges the entire, intact skin of someone nearby |
802 |
Caster disgorges what appears to be his entire nervous system |
803 |
Caster disgorges what appears to be his own still-beating heart |
804 |
Caster displays all the signs of full demonic possession |
805 |
Caster distrusts anyone displaying a cut gem or jewel |
806 |
Caster distrusts anyone taller than he is |
807 |
Caster distrusts anyone who doesnít know the casterís name |
808 |
Caster distrusts anyone who doesnít resemble him |
809 |
Caster distrusts anyone who wonít let him examine their teeth |
810 |
Caster distrusts anyone whoís wearing armor |
811 |
Caster distrusts other members of his race |
812 |
Caster distrusts other spellcasters |
813 |
Caster doesnít need to drink fluids for the next 1d100 weeks |
814 |
Caster doesnít need to eat during the new moon |
815 |
Caster doesnít need to eat for the next 1d100 weeks |
816 |
Caster doesnít remember anyone now within 10 miles |
817 |
Caster donates all of his money to some unlikely charity |
818 |
Caster dreams each night of a powerful and malevolent artifact |
819 |
Caster dreams each night of being painfully turned inside out |
820 |
Caster dreams each night of being worshipped by gods |
821 |
Caster dreams of being stalked by an invisible hunter from space |
822 |
Caster dreams of unicorns and wonders if heís an automaton |
823 |
Caster drinks any potions heís now carrying |
824 |
Caster eat food for 1d12 hours after using a magic item |
825 |
Caster embraces someone nearby and is reluctant to let go |
826 |
Caster embraces the nearest tree and refuses to let go |
827 |
Caster ends his conversations with an annoying catch phrase |
828 |
Caster engages in a long, heated debate with the nearest tree |
829 |
Caster enjoys the taste of fire |
830 |
Caster enjoys the taste of lamp oil |
831 |
Caster erases one randomly-chosen spell from his spellbook |
832 |
Caster experiences pain if he handles jewels or precious gems |
833 |
Caster experiences pain when he spends money |
834 |
Caster experiences violent, full-body spasms for 2d4 rounds |
835 |
Caster faces True North and is stuck that way for one turn |
836 |
Caster falls down the next flight of steps he encounters |
837 |
Caster falls from the nearest tree |
838 |
Caster falls madly in love with someone heís never heard of |
839 |
Caster falls madly in love with someone whoís never existed |
840 |
Caster fears densely wooded areas |
841 |
Caster fears non-magical, non-humanoid mammals |
842 |
Caster fears that heíll be damned forever whenever he uses magic |
843 |
Caster fears that heíll cease to exist if he causes another Burst |
844 |
Caster fears that his allies are vanishing one by one |
845 |
Caster fears that his limbs are vanishing one by one |
846 |
Caster fears that spiders have lain countless eggs in his brain |
847 |
Caster fears the reaper |
848 |
Caster feels a psychic bond to someone unknown but nearby |
849 |
Caster feels as if heís always walking on a slope |
850 |
Caster feels as though heís trudging through knee-deep snow |
851 |
Caster feels as though heís trudging uphill |
852 |
Caster feels constant, overwhelming hunger while in his home |
853 |
Caster feels countless small snakes crawling all over his body |
854 |
Caster feels incredible hostility toward non-magic users |
855 |
Caster feels incredible hostility toward other magic users |
856 |
Caster feels inexplicable anxiety when he hears his name |
857 |
Caster feels inexplicable anxiety while at full hit points |
858 |
Caster feels inexplicable nostalgia when he meets new people |
859 |
Caster feels intense but unfocused hatred for 1d6 hours |
860 |
Caster feels intense discomfort when people smile at him |
861 |
Caster feels more comfortable among the undead than the living |
862 |
Caster feels overpowering fear in the presence of steam |
863 |
Caster feels overpowering hatred for the next magic item he sees |
864 |
Caster feels powerless unless everyone knows heís a magic user |
865 |
Caster feels powerless unless heís wearing boots on his hands |
866 |
Caster feels strangely calm while in the presence of dragons |
867 |
Caster feels thorny roots growing slowly through his flesh |
868 |
Caster fiercely covets the next magical ring he sees |
869 |
Caster finds 1d100 cans containing pink, processed meat in jelly |
870 |
Caster finds 1d4 extra spells in his spellbook |
871 |
Caster finds 1d4 small rodents living in his spellbook |
872 |
Caster finds 2d6 white pills, each of which heals 1d20 hit points |
873 |
Caster finds 2d8 real-looking but useless spells in his spellbook |
874 |
Caster finds a barrel full of rancid mayonnaise |
875 |
Caster finds a book describing the methods for self-dissection |
876 |
Caster finds a book that will shatter his sanity if he reads it |
877 |
Caster finds a compelling but incomprehensible magical tome |
878 |
Caster finds a copy of Aristotleís long-lost Poetics of Comedy |
879 |
Caster finds a copy of his own ghost-written autobiography |
880 |
Caster finds a crystal containing a tiny image of himself |
881 |
Caster finds a cube of frozen human blood, one foot on a side |
882 |
Caster finds a four-valve trumpet that can raise the dead |
883 |
Caster finds a handful of mysterious pills in his pocket |
884 |
Caster finds a handful of rainbow-colored powder in his pocket |
885 |
Caster finds a hideous carved idol of a cephalopoid god-monster |
886 |
Caster finds a key that explodes when inserted into any lock |
887 |
Caster finds a large, cursed diamond in the next hole he digs |
888 |
Caster finds a large, gold box containing nothing but sand |
889 |
Caster finds a large, metal disc engraved with his image |
890 |
Caster finds a list of assassination targets; his name is next |
891 |
Caster finds a magic wand but for some reason is afraid to use it |
892 |
Caster finds a minor artifact in the next hole he digs |
893 |
Caster finds a mirror that grants false visions of the future |
894 |
Caster finds a mirror that reflects everyone but him |
895 |
Caster finds a mirror that reflects only vampires |
896 |
Caster finds a notebook detailing the way he was built in a lab |
897 |
Caster finds a number that divides evenly into all prime numbers |
898 |
Caster finds a pair of gloves that devour any hands inside them |
899 |
Caster finds a pair of gloves that turn to steel when worn |
900 |
Caster finds a pair of stone tablets engraved with quaint laws |
901 |
Caster finds a possibly inaccurate chronology of his entire life |
902 |
Caster finds a potion 90% likely to heal and 10% likely to kill |
903 |
Caster finds a potion that can instantly cause his death |
904 |
Caster finds a potion that can instill zealous religious fervor |
905 |
Caster finds a potion that can turn him into an invisible cat |
906 |
Caster finds a potion that induces permanent madness in horses |
907 |
Caster finds a potion that makes the drinker even more visible |
908 |
Caster finds a pouch full of 1d100 totally identical teeth |
909 |
Caster finds a pouch full of highly flammable black dust |
910 |
Caster finds a powder that burns trolls as if it were strong acid |
911 |
Caster finds a powder that can dissolve up to one pound of gold |
912 |
Caster finds a powder that can eliminate any poison from food |
913 |
Caster finds a powder that can render the invisible visible |
914 |
Caster finds a powder that can turn a zombie into an inert corpse |
915 |
Caster finds a powder that can turn an inert corpse into a zombie |
916 |
Caster finds a powder that combusts in the presence of orcs |
917 |
Caster finds a powder that induces addictive euphoria if inhaled |
918 |
Caster finds a powder that induces extreme covetousness |
919 |
Caster finds a powder that is highly toxic to everyone but him |
920 |
Caster finds a powder that is highly toxic to him but no one else |
921 |
Caster finds a powder that is highly toxic to large-sized insects |
922 |
Caster finds a powder that quickly seals open wounds |
923 |
Caster finds a powder that repels elementals |
924 |
Caster finds a sack full of his own crematory remains |
925 |
Caster finds a satchel containing his weight in gold pieces |
926 |
Caster finds a scroll describing exactly how & when heíll die |
927 |
Caster finds a secret passage in the next room he enters |
928 |
Caster finds a set of high-quality watchmakerís tools |
929 |
Caster finds a small iron box containing 4d8 of his own teeth |
930 |
Caster finds a treasure map in the next animal he butchers |
931 |
Caster finds a treasure map that others will kill to possess |
932 |
Caster finds a trumpet that, if blown, may herald the End Times |
933 |
Caster finds a weapon that can kill a god |
934 |
Caster finds a wooden box whose interior canít be illuminated |
935 |
Caster finds an amulet that repels Summoned creatures |
936 |
Caster finds black meat like a tainted cheese |
937 |
Caster finds blueprints for building some anachronistic device |
938 |
Caster finds convincing evidence that heís just a clone |
939 |
Caster finds foul odors pleasant and pleasant scents repulsive |
940 |
Caster finds his own decaying corpse in the next hole he digs |
941 |
Caster finds proof that a dangerous secret society runs the world |
942 |
Caster finds strong evidence that the apocalypse is nigh |
943 |
Caster finds strong evidence that the planet is artificial |
944 |
Caster finds the ruins of a vast magical library |
945 |
Caster finds the sight of cooked meat to be highly offensive |
946 |
Caster finds the whole idea of "names" to be silly and pointless |
947 |
Caster finds the wreckage of a seagoing vessel in a nearby forest |
948 |
Caster finds two of the three keys needed to unlock the world |
949 |
Caster flees this spot and canít return for at least one year |
950 |
Caster flees, panic-stricken, at top speed in a random direction |
951 |
Caster flickers like a guttering candle for 1d6 turns |
952 |
Caster flies into a fury when he removes his shoes |
953 |
Caster flies into a murderous rage and attacks his nearest ally |
954 |
Caster forgets any fire that he lights |
955 |
Caster forgets any first-level spell he now has memorized |
956 |
Caster forgets everyoneís name |
957 |
Caster forgets everything he knows about etiquette |
958 |
Caster forgets how to open his spellbook |
959 |
Caster forgets how to use knives and blades of all kinds |
960 |
Caster forgets how to use magic for 1d4 days |
961 |
Caster forgets how to walk for 1d12 hours |
962 |
Caster forgets that his name is a vile expletive in Dwarfish |
963 |
Caster gains 1d4 points of Strength; loses one point per day |
964 |
Caster gains experience at 2X normal rate until he gains a level |
965 |
Caster gains minor access to a formerly forbidden school of magic |
966 |
Caster gains no benefit from magical healing during daylight |
967 |
Caster gains no benefit from wearing gloves or gauntlets |
968 |
Caster gains one pound per level of spells he casts |
969 |
Caster gains one pound per round for the next 1d100 rounds |
970 |
Caster generally seems to be lying when talking about magic |
971 |
Caster gets a splinter every time he wields a wooden weapon |
972 |
Caster gives his party two weeksí notice before resigning |
973 |
Caster glows as bright as daylight while heís asleep |
974 |
Caster goes berserk and attacks the next undead creature he sees |
975 |
Caster goes berserk in the presence of royalty |
976 |
Caster goes berserk whenever he receives magical healing |
977 |
Caster goes on and on about his misunderstood genius |
978 |
Caster goes out of his way to appear humble and unassuming |
979 |
Caster goes out of his way to avoid using magic in combat |
980 |
Caster goes out of his way to be offensive to royalty |
981 |
Caster goes out of his way to draw attention to himself in battle |
982 |
Caster gradually becomes more and more angular |
983 |
Caster gradually becomes more and more turtle-like |
984 |
Caster growls in his sleep like a tiger |
985 |
Caster grows 1d10 new and mysterious organs in his abdomen |
986 |
Caster grows an additional finger each week |
987 |
Caster grows one inch per day for the next 2d4-1 days |
988 |
Caster hallucinates wildly the next time he drinks water |
989 |
Caster hallucinates wildly until he drinks a quart of water |
990 |
Caster has 5 Intelligence for 1d6 turns |
991 |
Caster has 5 Strength for 1d4 turns |
992 |
Caster has 1d100 real-looking but useless copies of his spellbook |
993 |
Caster has a +10 bonus on each of his next 1d4 dice rolls |
994 |
Caster has a 10% chance to control any Summoned entity he sees |
995 |
Caster has a 10% chance to pick any mechanical lock |
996 |
Caster has a 25% chance to go blind in each of the next 4 rounds |
997 |
Caster has a blood-sworn enemy in every town within 500 miles |
998 |
Caster has a clear memory of building himself from scratch |
999 |
Caster has a close relative in every town within 500 miles |
1000 |
Caster has a crystal cube that enables him to see through wood |
d1000 | Result |
---|---|
1 |
Caster has a cumulative 1% chance daily to be eaten by a dragon |
2 |
Caster has a cumulative 1% chance daily to turn to stone |
3 |
Caster has a flat 10% chance to know any new language he hears |
4 |
Caster has a habit of issuing idle but poorly-considered threats |
5 |
Caster has a large but harmless hole at the top of his head |
6 |
Caster has a parrot on his shoulder and a peg leg |
7 |
Caster has a powerful craving for charcoal, sulfur, and saltpeter |
8 |
Caster has a powerful craving for the bark of the hemlock tree |
9 |
Caster has a reputation, perhaps undeserved, for wild debauchery |
10 |
Caster has a scar as if his head were severed and reattached |
11 |
Caster has a small keyhole in the palm of his right hand |
12 |
Caster has a star-shaped dent at the back of his head |
13 |
Caster has a violent argument with the next soldier he meets |
14 |
Caster has an almost paralyzing fear of death and the dead |
15 |
Caster has an answer for everything |
16 |
Caster has an extraordinary sense of balance |
17 |
Caster has an identical face on the back of his head |
18 |
Caster has an inexplicable but overwhelming fear of sunrise |
19 |
Caster has an out-of-body experience and can't find his way back |
20 |
Caster has an overpowering hatred of artificial light sources |
21 |
Caster has an ugly mole just like a nose |
22 |
Caster has an ugly nose just like a mole |
23 |
Caster has been carrying a sack full of manure for 1d4 days |
24 |
Caster has blasphemous tattoos over most of his body |
25 |
Caster has dreadful dreams of a foul, ancient, and tentacled god |
26 |
Caster has faulty direction sense while carrying his spellbook |
27 |
Caster has misgivings about those mushrooms he ate yesterday |
28 |
Caster has no internal organs; he's a homogenous mush inside |
29 |
Caster has no scent whatsoever |
30 |
Caster has ram's horns growing from his hips |
31 |
Caster has rings on his fingers and bells on his toes |
32 |
Caster has scars as if his skeleton had been torn out of his body |
33 |
Caster has silly and pornographic tattoos over most of his body |
34 |
Caster has ten thumbs in his mouth |
35 |
Caster has ten thumbs instead of fingers |
36 |
Caster has ten thumbs somewhere on his body |
37 |
Caster has tiny mathematical formulae tattooed all over his body |
38 |
Caster has vivid but false memories of a past life |
39 |
Caster has vivid but false memories of the last 24 hours |
40 |
Caster has vivid dreams of his own death each night |
41 |
Caster hasn't eaten during the past 1d100 days |
42 |
Caster hatches numerous schemes for destroying the world |
43 |
Caster hears a heavenly choir singing his praises for 1d4 hours |
44 |
Caster hears crickets chirping loudly from now on |
45 |
Caster hears malevolent voices nearby whispering about his doom |
46 |
Caster hears normally except for voices, which seem subtly muted |
47 |
Caster hears the echo of his own voice whenever he speaks |
48 |
Caster hears the footfalls of a hungry predator nearby |
49 |
Caster hears waves crashing on a beach no matter where he is |
50 |
Caster henceforth casts this spell as if he's two levels higher |
51 |
Caster henceforth gains an additional hit point at each level |
52 |
Caster henceforth has a bonus 10% chance to learn new spells |
53 |
Caster henceforth needs only one-third the normal amount of food |
54 |
Caster hurls his spellbook as far as he can |
55 |
Caster informs people of what he judges his greatest weakness |
56 |
Caster insists that he's proficient in some obscure martial art |
57 |
Caster invokes dubiously relevant entities in times of stress |
58 |
Caster is 1% likely to be killed by a meteor on any given day |
59 |
Caster is 5% likely to become a god if he drowns himself |
60 |
Caster is 5% likely to become a god if he kills himself by fire |
61 |
Caster is 10% likely never to have existed at all |
62 |
Caster is 10% likely to be immune to any single dose of poison |
63 |
Caster is 10% likely to be invisible to any female that he meets |
64 |
Caster is 10% likely to be invisible to any male that he meets |
65 |
Caster is 10% likely to be resurrected if his corpse is set afire |
66 |
Caster is 10% likely to be totally immune to any single attack |
67 |
Caster is 10% likely to believe even the most outrageous of lies |
68 |
Caster is 10% likely to have been sired by a powerful demon |
69 |
Caster is 10% likely to sympathize with any enemy he injures |
70 |
Caster is 15% likely to have read any book he sees |
71 |
Caster is 20% likely to faint outright at the sight of blood |
72 |
Caster is 20% likely to sneeze and disrupt any spell he casts |
73 |
Caster is 20% likely to turn to stone while swimming |
74 |
Caster is 2X as old as the oldest person within 100 yards |
75 |
Caster is 50% likely to drown in any water deeper than he is tall |
76 |
Caster is 60% likely to misplace any money he receives |
77 |
Caster is able to see his own eyes |
78 |
Caster is absolutely convinced that he's a zombie |
79 |
Caster is afflicted with severe frostbite in 1d4 limbs |
80 |
Caster is afflicted with vampirism, but only during the day |
81 |
Caster is always and easily recognizable as a spellcaster |
82 |
Caster is an untamed youth, that's the truth, with a cloak full of eagles |
83 |
Caster is attacked by a shark when he next enters a river |
84 |
Caster is attacked by countless stinging earthworms |
85 |
Caster is attacked by goats the next time he crosses a bridge |
86 |
Caster is attacked by vengeful imps that resemble small children |
87 |
Caster is attended by numerous grooming birds, like a crocodile |
88 |
Caster is blind unless he's carrying at least 4d10 gold coins |
89 |
Caster is blind while he's invisible |
90 |
Caster is blind while his spellbook is open |
91 |
Caster is blind while within any artificial structure |
92 |
Caster is blinded for 2d8 rounds by a swirl of tiny feathers |
93 |
Caster is bricked up in an underground cell with a cask of wine |
94 |
Caster is briefly obscured by a dense cloud of sawdust |
95 |
Caster is briefly paralyzed at the sight of his own blood |
96 |
Caster is briefly stunned by a shower of hard beans |
97 |
Caster is brutally punched in the stomach by an unseen hand |
98 |
Caster is carrying 1d4+1 waterskins filled with human blood |
99 |
Caster is carrying a bowl full of water that he must not spill |
100 |
Caster is certain that a horrible monster is living inside him |
101 |
Caster is certain that every meal he eats contains strong poison |
102 |
Caster is certain that he can breathe underwater |
103 |
Caster is certain that he has just killed his guardian angel |
104 |
Caster is certain that he used to have four arms |
105 |
Caster is certain that he'll become immortal if he's beheaded |
106 |
Caster is certain that he'll die in the next 1d4 rounds |
107 |
Caster is certain that he's recently returned from the future |
108 |
Caster is certain that he's transforming into a horrible monster |
109 |
Caster is certain that his soul is buried under the nearest tree |
110 |
Caster is chained to a desk in some high-rise office building |
111 |
Caster is chained to an anvil |
112 |
Caster is clad in funerary wraps as if he's about to be interred |
113 |
Caster is completely invulnerable to all harm for 1d4 rounds |
114 |
Caster is convinced that he once ate an entire person |
115 |
Caster is convinced that he only exists as numbers on paper |
116 |
Caster is convinced that his allies plan to kill and eat him |
117 |
Caster is covered in a shell of frozen slime |
118 |
Caster is covered in barnacles |
119 |
Caster is covered in indelible, jet-black handprints |
120 |
Caster is covered in ketchup |
121 |
Caster is covered in peanut butter |
122 |
Caster is covered in sucker marks as though hugged by an octopus |
123 |
Caster is deaf and blind until sunrise tomorrow |
124 |
Caster is determined to destroy his staff or spellbook |
125 |
Caster is determined to rid himself of his nails, teeth, and hair |
126 |
Caster is distracted by something stuck between his teeth |
127 |
Caster is drawn forcefully toward the spell's target point |
128 |
Caster is dressed like a high-class burlesque performer |
129 |
Caster is eager to find out just how fireproof he really is |
130 |
Caster is eager to find out just how much blood he can lose |
131 |
Caster is encased from the waist down in a block of cheese |
132 |
Caster is encased up to his neck in a shell of concrete |
133 |
Caster is enclosed in a large paper bag |
134 |
Caster is entirely immune to magic for 1d8 rounds |
135 |
Caster is feared and respected by Hill Giants |
136 |
Caster is fiercely addicted to some astonishingly rare substance |
137 |
Caster is filled with Righteous Indignation |
138 |
Caster is forcibly barred from the next town he attempts to enter |
139 |
Caster is full o' the milk of human kindness |
140 |
Caster is half the age of the youngest person within 100 yards |
141 |
Caster is Healed each time he triggers a Chaos Burst |
142 |
Caster is held responsible for the massacre of innocent townsfolk |
143 |
Caster is held without counsel in a secure location for 1d4 days |
144 |
Caster is horribly afraid to use magic weapons in daylight |
145 |
Caster is horribly afraid to use metal weapons |
146 |
Caster is hurled from here into the nearest lake |
147 |
Caster is immune to all attempts at telepathy or mind-reading |
148 |
Caster is immune to all harm until he attacks or uses magic |
149 |
Caster is immune to all poisons, but normal ice is deadly to him |
150 |
Caster is immune to any bludgeon not forged on this world |
151 |
Caster is immune to any poison administered via blade or needle |
152 |
Caster is immune to any poison ingested with food or drink |
153 |
Caster is immune to beneficial clerical magic for 1d6 days |
154 |
Caster is immune to beneficial enchantments for 1d8 days |
155 |
Caster is immune to cold-based attacks while blindfolded |
156 |
Caster is immune to cold-based attacks while he's on fire |
157 |
Caster is immune to electrical attacks while he's barefoot |
158 |
Caster is immune to electrical magic at night while it's snowing |
159 |
Caster is immune to fear while holding a spider in his mouth |
160 |
Caster is immune to fire from the waist down |
161 |
Caster is immune to fire while holding a wren's egg in his mouth |
162 |
Caster is immune to gaze attacks while holding his open spellbook |
163 |
Caster is immune to gaze attacks while singing |
164 |
Caster is immune to liquid-based poisons for one year |
165 |
Caster is immune to magic for 1d8 days but can't use magic either |
166 |
Caster is immune to magic until he imbibes any liquid |
167 |
Caster is immune to missile-based spells while naked |
168 |
Caster is immune to natural cold while naked and unencumbered |
169 |
Caster is immune to necromantic magic while standing on his head |
170 |
Caster is immune to necromantic magic while wearing silk mittens |
171 |
Caster is immune to non-magical charm-based effects |
172 |
Caster is immune to non-magical disease while holding a chicken |
173 |
Caster is immune to non-magical missiles for 1d8 hours |
174 |
Caster is immune to non-magical venom |
175 |
Caster is immune to non-magical, non-gaseous poisons |
176 |
Caster is immune to oil-based fire for 1d12 months |
177 |
Caster is immune to poison gas while his feet are wet |
178 |
Caster is immune to sarcasm |
179 |
Caster is immune to the effects of dehydration |
180 |
Caster is immune to the effects of illusory sound |
181 |
Caster is immune to the effects of smoke inhalation |
182 |
Caster is immune to the effects of the Wish spell |
183 |
Caster is immune to the next 1d100 hit points of fire damage |
184 |
Caster is inappropriately frank about his bodily functions |
185 |
Caster is inclined to attack any who offer him magical healing |
186 |
Caster is inclined to attack anyone representing the crown |
187 |
Caster is increasingly convinced that he just might be a deity |
188 |
Caster is intensely curious about the limits of his own mortality |
189 |
Caster is intensely curious about the taste of certain poisons |
190 |
Caster is invisible from his hips to his sternum |
191 |
Caster is invisible to 1d4 people nearby |
192 |
Caster is invisible to dragons for one year |
193 |
Caster is invisible to dragons while in direct sunlight |
194 |
Caster is invisible to female herbivores |
195 |
Caster is invisible to females for 2d6 turns |
196 |
Caster is invisible to Hill Giants |
197 |
Caster is invisible to himself for 1d4 weeks |
198 |
Caster is invisible to himself from the waist down |
199 |
Caster is invisible to horses |
200 |
Caster is invisible to infravision |
201 |
Caster is invisible to inherently invisible creatures |
202 |
Caster is invisible to males for 2d6 turns |
203 |
Caster is invisible to members of his immediate family |
204 |
Caster is invisible to non-magical reptiles |
205 |
Caster is invisible to non-magical reptiles for 1d4 hours |
206 |
Caster is invisible to the person who most recently wounded him |
207 |
Caster is invisible while underwater |
208 |
Caster is invited to join a colony of cannibals for dinner |
209 |
Caster is known to have had illicit dealings with the undead |
210 |
Caster is known to have predicated in scandalous fertility rites |
211 |
Caster is naturally camouflaged for stealth in a snowy setting |
212 |
Caster is nearly paralyzed by fear while his spellbook is open |
213 |
Caster is on the verge of starvation, no matter how much he eats |
214 |
Caster is owed a favor by the local magistrate |
215 |
Caster is paralyzed from the neck up for 1d6 rounds |
216 |
Caster is partially immune to magical cold while holding an apple |
217 |
Caster is permanently disfigured by the next fire he sets |
218 |
Caster is permanently invisible to the next person to injure him |
219 |
Caster is pinned beneath a large tombstone bearing his name |
220 |
Caster is poisoned and has 6d6 days to find its only antidote |
221 |
Caster is punctured as if he'd spent the night in an iron maiden |
222 |
Caster is ravenously hungry after each battle |
223 |
Caster is reduced to first level for 4d6 hours |
224 |
Caster is reduced to one hit point when he next triggers a Burst |
225 |
Caster is related by blood to no one who has ever lived |
226 |
Caster is reluctant to bring his spellbook indoors |
227 |
Caster is reluctant to carry any weapons after sunset |
228 |
Caster is reluctant to cast any spell that he now has memorized |
229 |
Caster is reluctant to enter any building he's previously entered |
230 |
Caster is reluctant to get blood on any of his weapons |
231 |
Caster is reluctant to wield any weapon that hasn't drawn blood |
232 |
Caster is rumored to be an artificial, creature without a soul |
233 |
Caster is rumored to be plotting a political assassination |
234 |
Caster is rumored to be protected by a mighty dragon |
235 |
Caster is rumored to be the reincarnation of a despised tyrant |
236 |
Caster is rumored to drink orc's blood by the quart |
237 |
Caster is rumored to have been replaced by an infernal impostor |
238 |
Caster is rumored to have killed the last person to ask his name |
239 |
Caster is rumored to have murdered hundreds of innocent people |
240 |
Caster is rumored to have orc's blood flowing through his veins |
241 |
Caster is rumored to have paid orcs to perform unseemly services |
242 |
Caster is rumored to have participated in dreadful funerary rites |
243 |
Caster is rumored to have participated in genocide against Elves |
244 |
Caster is rumored to have participated in the murder of a deity |
245 |
Caster is rumored to have performed horrid rituals on Dwarves |
246 |
Caster is rumored to have placed a huge bounty on his own head |
247 |
Caster is rumored to have sold his family into slavery |
248 |
Caster is rumored to have the heart of a goblin |
249 |
Caster is rumored to have wronged a member of the royal family |
250 |
Caster is rumored to use clairvoyance for purposes of voyeurism |
251 |
Caster is scarred as if he'd been burned over 80% of his body |
252 |
Caster is scrupulously honest in all financial dealings |
253 |
Caster is sealed in a huge but otherwise normal chicken egg |
254 |
Caster is sealed in a pine coffin |
255 |
Caster is sealed in an oak barrel |
256 |
Caster is seated on a platform high atop a tall, narrow pole |
257 |
Caster is skilled in a new weapon but can't use it in daylight |
258 |
Caster is Slowed when he becomes invisible |
259 |
Caster is smeared from head to toe with molasses |
260 |
Caster is soaked each time he casts a water-based spell |
261 |
Caster is somewhere around Barstow, on the edge of the desert |
262 |
Caster is soon jailed for public lewdness and profanity |
263 |
Caster is soon jailed for suspicion of murder |
264 |
Caster is soon jailed for unlawful use of magical knowledge |
265 |
Caster is sought by a band of militant vivisectionists |
266 |
Caster is sparsely flecked with salt like a pretzel |
267 |
Caster is standing in an open field, west of a white house |
268 |
Caster is stricken mute until he's cut by a magic weapon |
269 |
Caster is stripped of monetary wealth except what he's carrying |
270 |
Caster is suddenly alone at the center of a vast field of slag |
271 |
Caster is suddenly carrying a twenty-pound sack full of straw |
272 |
Caster is suddenly in the throes of advanced labor |
273 |
Caster is suddenly on the other side of the nearest locked door |
274 |
Caster is suddenly seated on a throne formed of apple cores |
275 |
Caster is suddenly sitting in an elegant bathtub |
276 |
Caster is suddenly standing at the base of the nearest waterfall |
277 |
Caster is suddenly standing atop a single stilt |
278 |
Caster is suddenly standing atop a very tall ladder |
279 |
Caster is suddenly standing atop the nearest boulder |
280 |
Caster is suddenly standing atop the nearest horse |
281 |
Caster is suddenly standing in a bucket of butter |
282 |
Caster is suddenly standing in a canoe on a rushing river |
283 |
Caster is suddenly standing in the middle of a snow-covered field |
284 |
Caster is suddenly standing in the nearest blacksmith's smithy |
285 |
Caster is suddenly standing in the nearest brothel |
286 |
Caster is suddenly standing in the nearest holy water font |
287 |
Caster is suddenly standing in the nearest pig sty |
288 |
Caster is suddenly standing knee-deep in manure |
289 |
Caster is suddenly standing on a two-foot cube of solid aluminum |
290 |
Caster is suddenly surrounded by a quartet of skunks |
291 |
Caster is suddenly unsure that he really wants to be a magic user |
292 |
Caster is suddenly wearing a full suit of Elven chain armor |
293 |
Caster is surrounded by eight-foot-tall slabs of concrete |
294 |
Caster is suspected of plotting the destruction of the world |
295 |
Caster is terrible at estimating quantities, distance, and time |
296 |
Caster is terrified of hourglasses and time-keeping devices |
297 |
Caster is the victim of a vast, well-coordinated conspiracy |
298 |
Caster is the victim of a well-coordinated propaganda assault |
299 |
Caster is the worst liar in the history of intelligent discourse |
300 |
Caster is thickly shrouded in cobwebs |
301 |
Caster is thoroughly entangled in the tentacles of a man-of-war |
302 |
Caster is thoroughly smeared in bacon grease |
303 |
Caster is thoroughly soaked with egg whites |
304 |
Caster is thought to have a huge bounty on his head |
305 |
Caster is thrown 1d4x1000 years into the future for 1d4 rounds |
306 |
Caster is thrown 4d6 feet into the air |
307 |
Caster is thrown 4d6 hours into the future |
308 |
Caster is thrown violently backward from the spell's target point |
309 |
Caster is tightly bound in strong wire |
310 |
Caster is tightly wrapped in a straightjacket |
311 |
Caster is trampled by a boar |
312 |
Caster is trapped in a column of brackish water for 1d4 rounds |
313 |
Caster is unable to ask questions |
314 |
Caster is unable to cross any bridge that spans flowing water |
315 |
Caster is unable to enter into infernal pacts |
316 |
Caster is unaffected by magical wind for 1d4 months |
317 |
Caster is unaffected by magically-created metal |
318 |
Caster is unaffected by natural wind |
319 |
Caster is unaffected by the spell Remove Curse |
320 |
Caster is unharmed by extremes of sound |
321 |
Caster is unharmed by moldy or rotten food |
322 |
Caster is universally treated like a hated criminal for 1d8 days |
323 |
Caster is unknowingly inducted into a secret society |
324 |
Caster is utterly unable to assess his own injuries |
325 |
Caster is utterly unable to disguise himself by magic |
326 |
Caster is vaguely aware of any deliberate threat upon his life |
327 |
Caster is very susceptible to peer pressure in matters of alcohol |
328 |
Caster is violently ejected from the next building he enters |
329 |
Caster is wearing a deep-sea diving costume with copper helmet |
330 |
Caster is wearing a welder's mask and can't remove it until dawn |
331 |
Caster is wearing an ornate mask made of the most delicate glass |
332 |
Caster is wearing blood-soaked surgical gloves |
333 |
Caster is wearing boxing gloves and can't remove them until dawn |
334 |
Caster is wearing bunny fur |
335 |
Caster is wearing clothes that are 10d10 centuries out of date |
336 |
Caster is wearing enough clothing for 3d4 people |
337 |
Caster is wearing extraordinarily glamorous false eyelashes |
338 |
Caster is wearing golf shoes |
339 |
Caster is wearing his mother's wedding gown |
340 |
Caster is wearing horseshoes |
341 |
Caster is wearing ice skates |
342 |
Caster is wearing nothing but a thin loincloth |
343 |
Caster is wearing roller skates |
344 |
Caster is wearing snowshoes and can't remove them until it snows |
345 |
Caster is wearing the clothes that he'll be wearing when he dies |
346 |
Caster is wearing the leathered skin of a recently dead king |
347 |
Caster is wearing what appears to be his heart on his sleeve |
348 |
Caster is widely known to be a reprehensible hedonist |
349 |
Caster is worshipped as a god by some degenerate, isolated tribe |
350 |
Caster is wracked by searing pain every time he asks a question |
351 |
Caster is wracked by searing pain when he draws another's blood |
352 |
Caster is wracked by searing pain when he touches the undead |
353 |
Caster isn't quite certain that he's not the spawn of a demon |
354 |
Caster jams both thumbs deep into his nostrils for 1d6 rounds |
355 |
Caster just barely passes for a member of his race |
356 |
Caster keeps smelling burnt toast |
357 |
Caster keeps talking despite everyone's utter lack of interest |
358 |
Caster knows a method by which gold can be tempered like steel |
359 |
Caster knows a new language for 1d4 weeks |
360 |
Caster knows a spell that will slay him instantly |
361 |
Caster knows that he'll go mad if he says his name aloud |
362 |
Caster knows the location of every mammal now within one mile |
363 |
Caster knows the secret language of frogs and toads |
364 |
Caster laughs heartily when he sees his allies injured |
365 |
Caster leaps from the next bridge that he crosses |
366 |
Caster learns a damaging secret about one of his allies |
367 |
Caster learns that he's been assigned to some government position |
368 |
Caster learns that his arranged marriage is due to occur tomorrow |
369 |
Caster learns that his parents were undead on the day he was born |
370 |
Caster leaves no footprints in snow |
371 |
Caster likes to tell everyone that he has an eidetic memory |
372 |
Caster looks as if he's been submerged in a bog for six months |
373 |
Caster loses 10d1000 gold pieces in a wacky investment scheme |
374 |
Caster loses 1d10 hit points if a nearby cleric Turns Undead |
375 |
Caster loses 1d10 points of Strength; regains one point per day |
376 |
Caster loses 1d4 hit points each round that he's invisible |
377 |
Caster loses 1d4 hit points every time he speaks a pun |
378 |
Caster loses 1d4 hit points per hour until sunset tonight |
379 |
Caster loses 3d8 hit points any time he uses the spell Read Magic |
380 |
Caster loses access to a single school of magic for 1d4 weeks |
381 |
Caster loses access to all but one school of magic for 2d6 days |
382 |
Caster loses all comprehension of the concept of money |
383 |
Caster loses all hair on the left side of his body |
384 |
Caster loses one hit point each time he calls someone by name |
385 |
Caster loses one hit point per level of spells cast in sunlight |
386 |
Caster loses one point of Charisma for each hit point he loses |
387 |
Caster loses one point of Charisma per day for 3d6 weeks |
388 |
Caster loses one pound per level of spell he casts |
389 |
Caster loses only 1 hit point from the next 3d8 attacks upon him |
390 |
Caster makes outrageous bets about the most unlikely events |
391 |
Caster mentions a wish to join a secret society called The Tres |
392 |
Caster mispronounces everyone's name, offensively if possible |
393 |
Caster must carry at least one pound of raw meat at all times |
394 |
Caster must carry his spellbook in hand, not in a bag or pouch |
395 |
Caster must drink his weight in water by sunset |
396 |
Caster must drink salt water instead of fresh water |
397 |
Caster must eat at least one pound of salt each week |
398 |
Caster must include a vile expletive in every sentence he speaks |
399 |
Caster must insult any figure of authority at least 1d4 times |
400 |
Caster must Save or his arms start decomposing as if he's dead |
401 |
Caster must Save or turn into an anthropomorphic weasel |
402 |
Caster must Save vs Fortitude or food turns to iron in his mouth |
403 |
Caster must Save vs Fortitude or his lungs turn to gold |
404 |
Caster must Save vs Fortitude, or his weight doubles |
405 |
Caster must Save vs Will or attempt to disembowel himself |
406 |
Caster must Save vs Will or begin aging twenty years per round |
407 |
Caster must Save vs Will, or he becomes permanently illiterate |
408 |
Caster must state his name to anyone who asks it |
409 |
Caster no longer able to share with others |
410 |
Caster no longer believes that magic really exists |
411 |
Caster no longer needs to eat but can't heal injuries naturally |
412 |
Caster no longer perspires |
413 |
Caster no longer produces saliva |
414 |
Caster now breathes nitrogen instead of oxygen |
415 |
Caster obsessively pursues his goal of acquiring a second head |
416 |
Caster offers to sell his spellbook to the lowest bidder |
417 |
Caster only needs to eat during alternating weeks |
418 |
Caster owes 10d100 gold pieces to the next person he touches |
419 |
Caster owes 1d4 gold pieces to everyone within 100 yards |
420 |
Caster owes a colossal sum of money to a local lender |
421 |
Caster owes his life to someone who won't be born for centuries |
422 |
Caster perceives an assassin hiding behind every tree and rock |
423 |
Caster perceives marbles to be rolling around inside his skull |
424 |
Caster perceives mysterious ships to be flying in the air nearby |
425 |
Caster permanently gains 1d4-1 hit points |
426 |
Caster permanently gains an additional 1d4 hit points |
427 |
Caster permanently loses 1d4-1 hit points |
428 |
Caster permanently loses the sense of taste |
429 |
Caster prefers not to cast magic indoors |
430 |
Caster prefers not to cast magic unless it's raining |
431 |
Caster prefers not to cast magic while anyone is watching him |
432 |
Caster prefers not to cast magic while it's raining |
433 |
Caster projects an air of competence even when it's unwarranted |
434 |
Caster prophesies that he'll die by drowning in melted butter |
435 |
Caster publicly curses a member of the royal family |
436 |
Caster pursues a disastrous fiscal policy despite public outcry |
437 |
Caster quickly rusts if someone else's blood touches him |
438 |
Caster randomly teleports 1d100 yards when he becomes invisible |
439 |
Caster raves like a lunatic whenever he witnesses a spellcasting |
440 |
Caster reacts to hospitality with shocking boorishness |
441 |
Caster reacts violently to any perceived insults |
442 |
Caster reacts violently to anyone bearing a coat-of-arms |
443 |
Caster reacts violently to anyone he hears using improper grammar |
444 |
Caster reacts violently to anyone who asks his name |
445 |
Caster reacts violently to conspicuous rhymes in speech |
446 |
Caster reacts violently to offers of food or water |
447 |
Caster reacts violently to religious symbols displayed in battle |
448 |
Caster reacts violently to the scent of baking bread |
449 |
Caster realizes he's an escaped slave whose owner is tracking him |
450 |
Caster realizes that chickens and ducks are plotting a mutiny |
451 |
Caster realizes that he's his left arm isn't actually attached |
452 |
Caster realizes that he's lived this day repeatedly for years |
453 |
Caster realizes that he's skilled in the use of the bola |
454 |
Caster realizes that he's standing on a trapdoor over a deep pit |
455 |
Caster realizes that he's very close to fulfilling his destiny |
456 |
Caster realizes that his name is a synonym for manure |
457 |
Caster recalls enduring hideous torture but doesn't know when |
458 |
Caster recalls every insult with remarkable clarity |
459 |
Caster receives a divine vision of some dreadfully mundane event |
460 |
Caster receives no Save against the next spell cast against him |
461 |
Caster recently drank a poison or a potion; he can't recall which |
462 |
Caster recently found a powerful artifact but doesn't realize it |
463 |
Caster recently took an inviolable vow but can quite remember it |
464 |
Caster recites a long list of grievances against his allies |
465 |
Caster recites that bit from Macbeth whenever he holds a dagger |
466 |
Caster refers to his allies by cute nicknames |
467 |
Caster refers to his spellbook as his "Booky-Wooky" |
468 |
Caster refuses to carry any gems or jewels |
469 |
Caster refuses to eat in the presence of Dwarves |
470 |
Caster refuses to enter any town that isn't encircled by a wall |
471 |
Caster refuses to handle any blade that hasn't drawn blood |
472 |
Caster refuses to rage, rage against the dying of the light |
473 |
Caster refuses to speak to anyone while his spellbook is open |
474 |
Caster refuses to speak to anyone who addresses him by name |
475 |
Caster refuses to speak with one particular ally |
476 |
Caster refuses to wield any weapon not engraved with his name |
477 |
Caster refuses to wield any weapon that has ever drawn blood |
478 |
Caster repeats the next round 1d100 times |
479 |
Caster requires only 1d8 hours of sleep per week |
480 |
Caster reveals that he enjoys the taste of roasted Dwarf |
481 |
Caster reveals that he's a doppelganger |
482 |
Caster routinely forgets magical command words |
483 |
Caster routinely forgets that he can't breathe underwater |
484 |
Caster routinely forgets that poisons are harmful when ingested |
485 |
Caster routinely forgets the reason he stood up, sat down, etc. |
486 |
Caster routinely forgets to douse campfires, cooking fires, etc. |
487 |
Caster routinely forgets to draw a weapon before attacking |
488 |
Caster routinely forgets to eat, even when he's famished |
489 |
Caster routinely forgets to lie down before sleeping |
490 |
Caster routinely forgets to put his clothes on after bathing |
491 |
Caster routinely forgets to remove his clothes before bathing |
492 |
Caster routinely forgets where he is and where he's going |
493 |
Caster routinely forgets where he left his spellbook |
494 |
Caster routinely forgets whether or not he's wearing armor |
495 |
Caster routinely forgets which spells he has memorized |
496 |
Caster routinely loses his train of thought mid-sentence |
497 |
Caster runs to and attempts to uproot the nearest tree |
498 |
Caster runs to the nearest abattoir |
499 |
Caster seeks sanctuary in the nearest brothel |
500 |
Caster sees as if everything is cloaked in perpetual twilight |
501 |
Caster sees as if his eyes were hovering one foot to the left |
502 |
Caster sees as if his eyes were in the back of his head |
503 |
Caster sees as if his eyes were where his ears are |
504 |
Caster sees colorful ribbons swirling in the air around him |
505 |
Caster sees cryptic messages in the patterns of plant growth |
506 |
Caster sees everything as if he's deep underwater |
507 |
Caster sees everything as through a glass, darkly |
508 |
Caster sees geysers of flaming pitch erupting all around him |
509 |
Caster sees ghostly courtesans all around him |
510 |
Caster sees huge bats and manta rays whirling all around him |
511 |
Caster sees in daylight as if it's night, and vice versa |
512 |
Caster sees menacing, shadowy figures everywhere he goes |
513 |
Caster sees the spell's target point as a place of great holiness |
514 |
Caster selected today's attire with insufficient forethought |
515 |
Caster seriously considers abandoning magic for all time |
516 |
Caster seriously considers entering the clergy |
517 |
Caster shatters like glass if he falls more than 2X his height |
518 |
Caster shivers uncontrollably in the presence of fire |
519 |
Caster shows all signs of plague but is actually quite healthy |
520 |
Caster shows everyone his wounds and asks if they look infected |
521 |
Caster shrieks like a fire alarm in the presence of fire |
522 |
Caster shrinks by 50% upon losing 50% of his hit points |
523 |
Caster shuns the company of other magic users |
524 |
Caster shuns the use of magic items as being "amateurish" |
525 |
Caster shuns the use of weapons that contain ferrous metal |
526 |
Caster sinks like a stone in water but cannot drown |
527 |
Caster smells faintly of cabbage |
528 |
Caster smells strongly burnt toast |
529 |
Caster smells strongly of alcohol |
530 |
Caster smells strongly of blood while he's wet |
531 |
Caster smells strongly of boiling tar |
532 |
Caster smells strongly of exotic perfumes |
533 |
Caster smells strongly of fuel oil |
534 |
Caster smells strongly of fungus while he's near a campfire |
535 |
Caster smells strongly of garlic |
536 |
Caster smells strongly of peppermint |
537 |
Caster smells strongly of rose petals |
538 |
Caster sneezes 1d20 times in each of the next 1d20 rounds |
539 |
Caster sneezes repeatedly when he becomes invisible |
540 |
Caster sparkles as though dusted with glitter from now on |
541 |
Caster speaks in an obviously fake and irritating Cockney accent |
542 |
Caster spends 1d4 rounds attacking the nearest tree |
543 |
Caster spends 1d4 rounds attempting to ignite his shoes |
544 |
Caster spends 1d4 rounds trying to cast this same spell |
545 |
Caster spends 1d4 rounds trying to strangle himself with his hair |
546 |
Caster spends 2d10 rounds racing toward the nearest coastline |
547 |
Caster spends 2d10 rounds trying to look into his own ears |
548 |
Caster spends all of his money on the next thing he buys |
549 |
Caster spews philosophical gobbledygook about one-hand-clapping |
550 |
Caster spouts water like a gargoyle for 1d4 rounds |
551 |
Caster spreads vicious and embarrassing rumors about himself |
552 |
Caster sprouts a dorsal fin |
553 |
Caster sprouts a ghastly tentacle from the center of his chest |
554 |
Caster sprouts a large, spongy mass between his shoulder blades |
555 |
Caster sprouts a mane like a lion's |
556 |
Caster sprouts a new ear on the back of one hand |
557 |
Caster sprouts a pretty flower from his chin |
558 |
Caster sprouts a prominent brow ridge |
559 |
Caster sprouts a retractable metal antenna from his forehead |
560 |
Caster sprouts a small, flaming wick atop of his head |
561 |
Caster sprouts a tiny horn from the tip of his nose |
562 |
Caster sprouts a zipper along the length of his spine |
563 |
Caster sprouts an additional ear behind each of his normal ears |
564 |
Caster sprouts an eye at the exact top of his head |
565 |
Caster sprouts an ugly protuberance from his forearm |
566 |
Caster sprouts sharp blades along the edges of his forearms |
567 |
Caster sprouts tiny, useless wings from the bridge of his nose |
568 |
Caster sprouts wild-looking feathers on his cheeks |
569 |
Caster sprouts wires and rubber tubing from his flesh |
570 |
Caster stands in uffish thought for 3d4 rounds |
571 |
Caster stares at the spell's target point for 1d10 rounds |
572 |
Caster starts billing his allies for each spell he casts |
573 |
Caster starts dancing and can't stop until he's struck by magic |
574 |
Caster starts running and thinks he'll explode if he stops |
575 |
Caster steps into a snare and is hoisted high into a tree |
576 |
Caster steps onto a loose stone and tumbles down the nearest hill |
577 |
Caster sticks to the next metal item he touches for 1d6 turns |
578 |
Caster stumbles into the next campfire that he passes |
579 |
Caster suddenly has 2d4+2 toes jutting from his face |
580 |
Caster suddenly has feet like an elephant |
581 |
Caster suddenly has misgivings about his skill as a magic user |
582 |
Caster suddenly has ten toes on each foot |
583 |
Caster suddenly has ten toes on one foot and none on the other |
584 |
Caster suddenly realizes that he's been naked for 2d8 days |
585 |
Caster suddenly realizes that his clothing is made of human skin |
586 |
Caster suddenly starts hemorrhaging honey and molasses |
587 |
Caster suffers 10X normal damage from falls of more than 20 feet |
588 |
Caster suffers 2x the damage from the next 1d4 attacks on him |
589 |
Caster suffers acute paranoia whenever he hears his name |
590 |
Caster suffers an intense, debilitating fever for 1d4 days |
591 |
Caster suffers bouts of rampant xenophobia |
592 |
Caster suffers brief pain every time he closes a book |
593 |
Caster suffers cramps if he uses magic within an hour of eating |
594 |
Caster suffers crippling arthritis pain |
595 |
Caster suffers delusions about the efficacy of the Free Market |
596 |
Caster suffers fools gladly |
597 |
Caster suffers incredible fear the next time he crosses a bridge |
598 |
Caster suffers intense pain during attempts at magical healing |
599 |
Caster suffers intense pain in his eyes whenever he sees undead |
600 |
Caster suffers intense pain whenever he changes shape |
601 |
Caster suffers intense pain whenever he eats cooked meat |
602 |
Caster suffers intense pain whenever he enters a temple or church |
603 |
Caster suffers intense pain whenever he passes through a doorway |
604 |
Caster suffers intense pain whenever he treads upon grass |
605 |
Caster suffers intense pain whenever he tries to sing |
606 |
Caster suffers intense pain whenever he uses Divination magic |
607 |
Caster suffers intense pain whenever he wields a magical blade |
608 |
Caster suffers maximum damage from the next 1d4 attacks upon him |
609 |
Caster suffers the bends as if he surfaced too quickly |
610 |
Caster suffers the tortures of the damned for 1d4 hours |
611 |
Caster suspects that all foliage nearby is hostile to him |
612 |
Caster suspects that everyone nearby is trying to rob him |
613 |
Caster suspects that his allies have all joined a dangerous cult |
614 |
Caster suspects that his use of magic is entirely delusional |
615 |
Caster suspects that someone nearby has taken over his mind |
616 |
Caster suspects that someone nearby is a mechanical automaton |
617 |
Caster takes a big bite out of his spellbook |
618 |
Caster takes a big bite out of the nearest statue |
619 |
Caster takes a big bite out of the nearest tree |
620 |
Caster takes a vow of absolute pacifism for 2d4-1 days |
621 |
Caster teleports one mile the next time he crosses a river |
622 |
Caster teleports to exactly where he was standing an hour ago |
623 |
Caster teleports to the planet's moon for 1d4 hours |
624 |
Caster teleports to the site of another caster's Chaos Burst |
625 |
Caster teleports to the site of the most recent state execution |
626 |
Caster teleports to the spot where he last ate |
627 |
Caster tells everyone that he has an eidetic memory |
628 |
Caster tells everyone that his bones are made of diamond |
629 |
Caster tells malicious lies about his employer or benefactor |
630 |
Caster tells malicious lies in the presence of clergy |
631 |
Caster tends to be marked as the strongest member of his party |
632 |
Caster tends to become briefly invisible at inconvenient times |
633 |
Caster tends to dribble heavily when drinking from a mug or cup |
634 |
Caster thinks that "high-ho, high-ho" is a proper Dwarf greeting |
635 |
Caster thinks that a distant mountain is made of gold |
636 |
Caster thinks that a huge fire is blazing all around him |
637 |
Caster thinks that a magic candle is burning in his stomach |
638 |
Caster thinks that a nearby ally is sapping his magical energies |
639 |
Caster thinks that a past life is intruding upon his current one |
640 |
Caster thinks that a snake runs the length of his digestive tract |
641 |
Caster thinks that a violent hailstorm is going on |
642 |
Caster thinks that all fire is an illusion |
643 |
Caster thinks that all of his suspicions are justified |
644 |
Caster thinks that all other magic users are out to get him |
645 |
Caster thinks that all royalty is hopelessly corrupt |
646 |
Caster thinks that an ally will kill him before sunset tomorrow |
647 |
Caster thinks that any wound he receives is much, much worse |
648 |
Caster thinks that elementals pose no threat to him |
649 |
Caster thinks that every herbivore in the world hates him |
650 |
Caster thinks that every scratch will infect him with lycanthropy |
651 |
Caster thinks that everyone he knows is an impostor |
652 |
Caster thinks that everyone is jealous of his magical prowess |
653 |
Caster thinks that everyone thinks that he is an impostor |
654 |
Caster thinks that everything he owns has been replaced by a copy |
655 |
Caster thinks that everything he owns is powerfully enchanted |
656 |
Caster thinks that evil beings will kill to possess his spellbook |
657 |
Caster thinks that food prepared by others is poisonous to him |
658 |
Caster thinks that gold will burn him if placed against his skin |
659 |
Caster thinks that he came into existence just 1d4 days ago |
660 |
Caster thinks that he can become invisible to undead at will |
661 |
Caster thinks that he can command dragons to do his bidding |
662 |
Caster thinks that he can communicate with ants |
663 |
Caster thinks that he can communicate with cats |
664 |
Caster thinks that he can fly by leaping off of tall buildings |
665 |
Caster thinks that he can handle red-hot metal without harm |
666 |
Caster thinks that he can neutralize poisons by swallowing them |
667 |
Caster thinks that he can restore the undead to true life |
668 |
Caster thinks that he can speak directly to his deity |
669 |
Caster thinks that he can speak with birds |
670 |
Caster thinks that he can survive many hammer blows to the skull |
671 |
Caster thinks that he died during his youth |
672 |
Caster thinks that he has a weakness to green rock |
673 |
Caster thinks that he has diplomatic immunity |
674 |
Caster thinks that he has the power to speak prophecy |
675 |
Caster thinks that he is attended by invisible undead retainers |
676 |
Caster thinks that he just died and is now a zombie |
677 |
Caster thinks that he knows the location of a vast horde of gold |
678 |
Caster thinks that he looks totally different after each sunrise |
679 |
Caster thinks that he must eat a pound of soil by midnight |
680 |
Caster thinks that he must hold an awkward item to cast magic |
681 |
Caster thinks that he must learn a new spell before sunset |
682 |
Caster thinks that he must protect the target at all costs |
683 |
Caster thinks that he must quickly remove and burn his clothes |
684 |
Caster thinks that he must undertake some bizarre quest |
685 |
Caster thinks that he owes thousands of gold pieces to the king |
686 |
Caster thinks that he owns everything now in his line of sight |
687 |
Caster thinks that he smells strongly of manure |
688 |
Caster thinks that he'll be a god if he removes all of his skin |
689 |
Caster thinks that he'll be canonized immediately after his death |
690 |
Caster thinks that he'll be eaten by zombies if he falls asleep |
691 |
Caster thinks that he'll be executed for treason at dawn tomorrow |
692 |
Caster thinks that he'll be executed for treason if he uses magic |
693 |
Caster thinks that he'll be immolated if he uses magical fire |
694 |
Caster thinks that he'll be killed in his sleep one night soon |
695 |
Caster thinks that he'll catch a disease if he uses magic items |
696 |
Caster thinks that he'll combust if he gets wet |
697 |
Caster thinks that he'll combust if he tells a lie |
698 |
Caster thinks that he'll combust unless he wears a garland of ivy |
699 |
Caster thinks that he'll contract every disease he encounters |
700 |
Caster thinks that he'll die if a particular person nearby dies |
701 |
Caster thinks that he'll die unless he eats a magical scroll |
702 |
Caster thinks that he'll drown in the next water he crosses |
703 |
Caster thinks that he'll excrete diamonds if he ingests coal |
704 |
Caster thinks that he'll melt if he gets too close to a fire |
705 |
Caster thinks that he's a master thief |
706 |
Caster thinks that he's a priest of a foul, tentacled monstrosity |
707 |
Caster thinks that he's actually 10X older than he appears to be |
708 |
Caster thinks that he's aging at a rate of one year per hour |
709 |
Caster thinks that he's been declared The Protector Of The Forest |
710 |
Caster thinks that he's been spared for some infernal purpose |
711 |
Caster thinks that he's being attacked by piranha |
712 |
Caster thinks that he's being attacked by the nearest boulder |
713 |
Caster thinks that he's being consumed by invisible worms |
714 |
Caster thinks that he's being held against his will |
715 |
Caster thinks that he's being savaged by rabid dogs |
716 |
Caster thinks that he's being squeezed by a large python |
717 |
Caster thinks that he's dead and hopes his allies don't find out |
718 |
Caster thinks that he's destined to be hanged at midnight tonight |
719 |
Caster thinks that he's destined to die in a comical fashion |
720 |
Caster thinks that he's died and gone to heaven |
721 |
Caster thinks that he's fireproof while he's naked |
722 |
Caster thinks that he's guilty of sedition and treason |
723 |
Caster thinks that he's highly combustible |
724 |
Caster thinks that he's immune to lycanthropy |
725 |
Caster thinks that he's immune to necromantic magic |
726 |
Caster thinks that he's immune to non-magical diseases |
727 |
Caster thinks that he's indentured to some nearby landowner |
728 |
Caster thinks that he's invincible while he's talking |
729 |
Caster thinks that he's invulnerable to magical weapons |
730 |
Caster thinks that he's invulnerable to missile weapons |
731 |
Caster thinks that he's invulnerable while he's invisible |
732 |
Caster thinks that he's invulnerable while wearing a hat |
733 |
Caster thinks that he's just escaped from rogue vivisectionists |
734 |
Caster thinks that he's next in line for the throne of hell |
735 |
Caster thinks that he's on fire and begs people to extinguish him |
736 |
Caster thinks that he's raised himself from the dead |
737 |
Caster thinks that he's seeing through someone else's eye |
738 |
Caster thinks that he's slowly transforming into a dragon |
739 |
Caster thinks that he's sold his soul to several different demons |
740 |
Caster thinks that he's sold his soul to that guy at the market |
741 |
Caster thinks that he's soon to be bronze-plated |
742 |
Caster thinks that he's standing at the edge of a cliff |
743 |
Caster thinks that he's standing in a chest-high heap of manure |
744 |
Caster thinks that he's standing in waist-deep water |
745 |
Caster thinks that he's standing on a tall, narrow staircase |
746 |
Caster thinks that he's stolen this body from its rightful owner |
747 |
Caster thinks that he's the child of some unlikely person nearby |
748 |
Caster thinks that he's the lizard king and can do anything |
749 |
Caster thinks that he's the man in the moon |
750 |
Caster thinks that he's the victim of an elaborate practical joke |
751 |
Caster thinks that he's the victim of circumstance |
752 |
Caster thinks that he's water soluble |
753 |
Caster thinks that his actions are fulfilling ancient prophecy |
754 |
Caster thinks that his allies will all be dead before morning |
755 |
Caster thinks that his allies' wounds are much more serious |
756 |
Caster thinks that his ancestors are speaking through his allies |
757 |
Caster thinks that his ancestors came from a distant world |
758 |
Caster thinks that his brain will pop if he learns one more spell |
759 |
Caster thinks that his clothing is drenched in strong acid |
760 |
Caster thinks that his current alignment isn't his true alignment |
761 |
Caster thinks that his death will bring about the apocalypse |
762 |
Caster thinks that his death will open the gates of heaven |
763 |
Caster thinks that his death will open the gates of hell |
764 |
Caster thinks that his deity has commanded him to kill his allies |
765 |
Caster thinks that his destiny awaits him in the nearest cave |
766 |
Caster thinks that his face is far too hideous to look at |
767 |
Caster thinks that his face is just a mask he wears on his skull |
768 |
Caster thinks that his hands will disintegrate if he touches gold |
769 |
Caster thinks that his head is a parasitic organism |
770 |
Caster thinks that his head is an extraneous, vestigial appendage |
771 |
Caster thinks that his head was sewn onto this body only recently |
772 |
Caster thinks that his head will fall off if he removes his hat |
773 |
Caster thinks that his head will shatter if he wears a hat |
774 |
Caster thinks that his magic items are about to explode |
775 |
Caster thinks that his magic items are plotting against him |
776 |
Caster thinks that his soul is controlling his body from far away |
777 |
Caster thinks that his soul was forced into this current body |
778 |
Caster thinks that his spellbook belongs to someone else |
779 |
Caster thinks that his spellbook is a living entity |
780 |
Caster thinks that his spellbook is incredibly flammable |
781 |
Caster thinks that his spellbook is trying to consume his soul |
782 |
Caster thinks that his spellbook is trying to kill him |
783 |
Caster thinks that his teeth will explode if chews meat |
784 |
Caster thinks that horses are conspiring against him |
785 |
Caster thinks that imps and demons harass him while he sleeps |
786 |
Caster thinks that it's cute when he speaks in baby-talk |
787 |
Caster thinks that life is a simulation and he's soaking in a vat |
788 |
Caster thinks that many of his memories were falsely implanted |
789 |
Caster thinks that mighty deities are vying for his soul |
790 |
Caster thinks that must hold one hand to his head at all times |
791 |
Caster thinks that no non-magical animal can harm him |
792 |
Caster thinks that no one really trusts him |
793 |
Caster thinks that no one really understands what he's saying |
794 |
Caster thinks that one his allies will kill him while he sleeps |
795 |
Caster thinks that people are just using him for his money |
796 |
Caster thinks that people think he's some kind of deity |
797 |
Caster thinks that rhyming words have mystical significance |
798 |
Caster thinks that some item he's carrying is about to explode |
799 |
Caster thinks that some item he's carrying will soon explode |
800 |
Caster thinks that some nearby person killed him yesterday |
801 |
Caster thinks that someone else can see through his eyes |
802 |
Caster thinks that something valuable's been stolen from him |
803 |
Caster thinks that the king owes him a big favor |
804 |
Caster thinks that the stars are speaking to him |
805 |
Caster thinks that the target is the only one who can save him |
806 |
Caster thinks that the target's death will cause the apocalypse |
807 |
Caster thinks that the top of his head should be flattened |
808 |
Caster thinks that the universe will cease to exist when he dies |
809 |
Caster thinks that the world's rotation will hurl him into space |
810 |
Caster thinks that this date will live in infamy |
811 |
Caster thinks that this is all just a big misunderstanding |
812 |
Caster thinks that Chaos Bursts are proof that he's nearly a deity |
813 |
Caster threatens to kill and eat anyone who insults him |
814 |
Caster tries to commit hara-kiri with some sort of cudgel |
815 |
Caster tries to pop his head by squeezing it with both hands |
816 |
Caster tries to swallow any writing instrument that he's carrying |
817 |
Caster tries very hard to peel his face from his skull |
818 |
Caster tries very hard to twist his nose upside down |
819 |
Caster turns bright blue while he's bleeding |
820 |
Caster turns into a clothing store mannequin for 1d6 rounds |
821 |
Caster turns into a small, pot-bellied pig |
822 |
Caster turns into an elemental of equal hit dice for 1d4 rounds |
823 |
Caster turns invisible to himself but not to anyone else |
824 |
Caster turns to stone but is fully restored at dawn tomorrow |
825 |
Caster unleashes a torrent of shocking profanity for 2d4 rounds |
826 |
Caster uses fire-based magic in preference to other magic |
827 |
Caster utters shocking blasphemies in the presence of clergy |
828 |
Caster utters shocking profanities at inappropriate times |
829 |
Caster vanishes; has a 1% cumulative chance per round to return |
830 |
Caster vanishes; in 1d8 rounds he appears at the target point |
831 |
Caster volunteers for the most dangerous task he can find |
832 |
Caster vows not to rest until he's found the real killers |
833 |
Caster vows to commit deicide before the end of the year |
834 |
Caster vows to make a little birdhouse in his soul |
835 |
Caster vows to slay the next person to use magic on him |
836 |
Caster vows to slay the next person who addresses him by name |
837 |
Caster wagers all of his money on an improbable contest |
838 |
Caster walks with a profound limp except while naked |
839 |
Caster wants to join the next flock of birds he sees |
840 |
Caster was born in the universe that existed before this one |
841 |
Caster wears eyeglasses and has an odd birthmark on his forehead |
842 |
Caster weeps powerfully adhesive tears for 1d6 rounds |
843 |
Caster weeps tears of blood whenever someone says his name |
844 |
Caster will appear to be his current age for the rest of his life |
845 |
Caster will combust unless he immerses himself within an hour |
846 |
Caster will die if struck by a wooden club in the next 1d4 rounds |
847 |
Caster wins a magical lamp shaped like a woman's leg |
848 |
Caster wishes to divest himself of all worldly goods |
849 |
Caster won't age for 100 years if he cuts off his thumbs |
850 |
Caster won't remember the next 4d6 hours |
851 |
Caster, his gear, and clothes are translucent for 2d4-1 days |
852 |
Caster's age is doubled until sunrise tomorrow |
853 |
Caster's allies completely ignore him for 1d6 hours |
854 |
Caster's allies have never quite trusted him |
855 |
Caster's allies suspect that he isn't quite housebroken |
856 |
Caster's allies suspect that he secretly eats mice and rats |
857 |
Caster's allies treat him like a child for 2d12 hours |
858 |
Caster's allies worship him as a god for 1d4 days |
859 |
Caster's Armor Class is improved by 1d4 until dawn |
860 |
Caster's Armor Class is worsened by 1d6 until sunset tomorrow |
861 |
Caster's arms and legs are bound in shackles of gold |
862 |
Caster's arms and legs look like chicken's legs |
863 |
Caster's arms are covered by scars from ritual burns |
864 |
Caster's arms are covered in hideous welts and bruises |
865 |
Caster's arms are tied together in a tight knot |
866 |
Caster's arms from shoulder to wrist are unharmed by acid |
867 |
Caster's arms vanish for the duration of the intended spell |
868 |
Caster's attacks are 20% likely to inflict no damage on undead |
869 |
Caster's attempts at scrying yield sanity-damaging visions |
870 |
Caster's attempts at scrying yield visions of a sunken city |
871 |
Caster's attempts at scrying yield visions of astonishing boredom |
872 |
Caster's attempts at scrying yield visions of his own home |
873 |
Caster's attempts at scrying yield visions of horrific carnage |
874 |
Caster's attempts at scrying yield visions of impossible events |
875 |
Caster's attempts at scrying yield visions of incredible beauty |
876 |
Caster's attempts at scrying yield visions of nonexistent places |
877 |
Caster's attempts at scrying yield visions of raucous debauchery |
878 |
Caster's attempts at scrying yield visions of sugarplums |
879 |
Caster's attempts at scrying yield visions of the caster himself |
880 |
Caster's attempts at scrying yield visions of the distant future |
881 |
Caster's attempts at scrying yield visions of the distant past |
882 |
Caster's attempts at scrying yield visions of this location |
883 |
Caster's attempts at scrying yield visions of utter desolation |
884 |
Caster's attempts at scrying yield wildly inaccurate visions |
885 |
Caster's attempts to change shape always fail spectacularly |
886 |
Caster's back is scarred in a checkerboard pattern of burns |
887 |
Caster's back is scarred with the imprint of a dragon's foot |
888 |
Caster's base Armor Class is 8 |
889 |
Caster's base Armor Class is 12 |
890 |
Caster's big toes become opposable like thumbs |
891 |
Caster's blood causes metal to become invisible |
892 |
Caster's blood combusts violently within his body |
893 |
Caster's blood is a sickly green and smells like manure |
894 |
Caster's blood is poisonous to vampires and were-beasts |
895 |
Caster's blood is sought as a panacea by Dwarves and Gnomes |
896 |
Caster's blood is strongly adhesive after it leaves his body |
897 |
Caster's blood is toxic to him, if ingested |
898 |
Caster's blood is weightless |
899 |
Caster's blood is worth more than gold, in the proper market |
900 |
Caster's blood leaves indelible stains on rock and stone |
901 |
Caster's blood radiates intense magic |
902 |
Caster's body appears to have been shredded and reassembled |
903 |
Caster's body can act independently if separated from his head |
904 |
Caster's body is 40% fireproof |
905 |
Caster's body is an artificial construct |
906 |
Caster's body is covered in festering scabs |
907 |
Caster's body is covered in ugly, livid bruises |
908 |
Caster's body is reset to a 48-hour cycle rather than 24 |
909 |
Caster's body is rumored to contain countless diamonds |
910 |
Caster's body is scarred as if he's undergone an autopsy |
911 |
Caster's body is scarred with innumerable cryptic runes |
912 |
Caster's body swivels 180° at the waist and stays that way |
913 |
Caster's bones are as fragile as glass for 1d4 rounds |
914 |
Caster's bones can't be broken but are highly combustible |
915 |
Caster's bones can't be broken unless he's barefoot |
916 |
Caster's bones will be powerfully explosive after his death |
917 |
Caster's boots adhere strongly to stone while he's wearing them |
918 |
Caster's boots are worth 10d100 gold pieces |
919 |
Caster's boots can never move more than ten feet from this spot |
920 |
Caster's boots have been kidnapped and held for a high ransom |
921 |
Caster's boots weigh 100 pounds when wet |
922 |
Caster's casting times are shortened by 50% for 2d4-1 days |
923 |
Caster's center of gravity changes daily |
924 |
Caster's center of gravity is 1d4 feet to his left |
925 |
Caster's center of gravity is at the level of his eyes |
926 |
Caster's center of gravity is at the level of his feet |
927 |
Caster's closest blood relative ascends to godhood |
928 |
Caster's closest blood relative has been abducted by a vile cult |
929 |
Caster's closest blood relative is slated for execution tomorrow |
930 |
Caster's closest blood relative vows to slay him |
931 |
Caster's clothes are 25% likely to be invisible to each viewer |
932 |
Caster's clothes are burned to cinders, but he is unharmed |
933 |
Caster's clothes are caked with salt |
934 |
Caster's clothes are drenched with goat's milk |
935 |
Caster's clothes are impervious to Alteration magic |
936 |
Caster's clothes are impervious to fire when it's not being worn |
937 |
Caster's clothes are invisible by firelight |
938 |
Caster's clothes are invisible in the presence of royalty |
939 |
Caster's clothes are soaked with lambs' blood |
940 |
Caster's clothes are soaked with lamp oil |
941 |
Caster's clothes are soaked with molasses |
942 |
Caster's clothes are stripped of any and all enchantments |
943 |
Caster's clothes are water soluble |
944 |
Caster's clothes clatter like metal when he moves |
945 |
Caster's clothes don't leave much to the imagination |
946 |
Caster's clothes heat by 1° per minute for the next 1d10 hours |
947 |
Caster's clothes maintain a constant temperature of 70° |
948 |
Caster's clothes radiate intense magic |
949 |
Caster's clothes turn to copper |
950 |
Caster's clothes turn to densely-woven spider's web |
951 |
Caster's clothes turn to living human flesh |
952 |
Caster's clothing inflates to the size of a house |
953 |
Caster's cranium enlarges by 25% |
954 |
Caster's cranium reforms into a tall, blunt cone |
955 |
Caster's death is ordered due to a Burst he triggered previously |
956 |
Caster's death is prophesied to precede centuries of prosperity |
957 |
Caster's death will inspire weeks of riots and revolution |
958 |
Caster's debt increases at a rate of 30% per month |
959 |
Caster's digestive system becomes independently sentient |
960 |
Caster's dominant hand becomes as clumsy as his other hand |
961 |
Caster's ears are burned from his head |
962 |
Caster's ears are on the same side of his head |
963 |
Caster's ears are unaffected by polymorph magic |
964 |
Caster's ears bleed harmlessly but copiously for 10d10 rounds |
965 |
Caster's ears can't be cut by any metal blade |
966 |
Caster's ears fall off and regrow every few days |
967 |
Caster's ears grow to the size of dinner plates |
968 |
Caster's ears resemble butterfly's wings |
969 |
Caster's elbows can't bend more than 90° |
970 |
Caster's entire head looks like a huge nose |
971 |
Caster's every attempt at music yields the same annoying tune |
972 |
Caster's eyelids look like lips |
973 |
Caster's eyes appear crystalline like diamonds |
974 |
Caster's eyes are artificial and were installed by demons |
975 |
Caster's eyes are invulnerable to heat and fire |
976 |
Caster's eyes are replaced by new ones every 1d4 days |
977 |
Caster's eyes can be safely removed for up to 1d4 hours |
978 |
Caster's eyes can't be harmed by any physical force or object |
979 |
Caster's eyes do not move, but he can see normally |
980 |
Caster's eyes glow red when he tries to make a good impression |
981 |
Caster's eyes merge into a single eye at the bridge of his nose |
982 |
Caster's eyes migrate to his cheekbones |
983 |
Caster's eyes migrate two inches higher on his forehead |
984 |
Caster's eyes sink 1d4 inches into his skull |
985 |
Caster's eyes swell shut for 2d12 hours |
986 |
Caster's eyeteeth grow into tusks like those of a walrus |
987 |
Caster's face and head are covered by a tight shell of fetid wax |
988 |
Caster's face and head resemble a snowman's |
989 |
Caster's face appears melted like wax |
990 |
Caster's face appears to age backwards at 2X the normal rate |
991 |
Caster's face appears to be made of chrome |
992 |
Caster's face appears to be made of hammered aluminum |
993 |
Caster's face appears to be upside-down |
994 |
Caster's face appears to float 1d4 inches in front of his skull |
995 |
Caster's face appears to have been sculpted from cold wax |
996 |
Caster's face doesn't move when he speaks; -2 to reaction rolls |
997 |
Caster's face elongates into a short snout with prominent teeth |
998 |
Caster's face falls off, leaving a bare skull until sunrise |
999 |
Caster's face is a mask |
1000 |
Caster's face is an illusion and can be dispelled as such |
d1000 | Result |
---|---|
1 |
Caster's face is concave |
2 |
Caster's face is covered with cactus spines |
3 |
Caster's face is fireproof |
4 |
Caster's face is glazed in a thick layer of ice |
5 |
Caster's face is pliant like rubber |
6 |
Caster's face is printed with intricate, dark blue tattoos |
7 |
Caster's face is scarred as though slashed by an eagle's talons |
8 |
Caster's face swells enough to be unrecognizable |
9 |
Caster's face tingles in the presence of magical animals |
10 |
Caster's face turns to wood |
11 |
Caster's feet are burned as if he's waded through ankle-deep acid |
12 |
Caster's feet are encased in brick |
13 |
Caster's feet can't be burned by magical fire |
14 |
Caster's feet inflate to 2X normal size while he wades in water |
15 |
Caster's feet shrink by 80% while he's wearing shoes or boots |
16 |
Caster's feet smolder gently for 1d6 hours without harming him |
17 |
Caster's feet vanish, but he can walk comfortably on his ankles |
18 |
Caster's fingernails are poisonous to him |
19 |
Caster's fingernails display otherworldly scenes |
20 |
Caster's fingernails each grow 1d20 inches |
21 |
Caster's fingernails exude a pungent green fluid |
22 |
Caster's fingernails grow 1d4 inches per day |
23 |
Caster's fingers appear to be made of delicate crystal |
24 |
Caster's fingers are as flexible as tentacles |
25 |
Caster's fingers are as rigid as steel while they're wet |
26 |
Caster's fingers are threaded like bolts |
27 |
Caster's fingers can't be severed from his hands |
28 |
Caster's fingers glow faintly in the presence of humans |
29 |
Caster's fingers randomly shuffle their positions |
30 |
Caster's fingers seem ice cold to anyone other than the caster |
31 |
Caster's fist fuses into an clumsy stub |
32 |
Caster's fist jams itself into his mouth |
33 |
Caster's footprints glow with sickly green light for 5d6 rounds |
34 |
Caster's footprints seem to shimmer and waver in sunlight |
35 |
Caster's footprints shine brightly while he's invisible |
36 |
Caster's hair and clothes become horribly entangled |
37 |
Caster's hair and clothes constantly stir as if blown by wind |
38 |
Caster's hair becomes tangled in any hat or helmet he wears |
39 |
Caster's hair becomes thick and coarse like that of a boar |
40 |
Caster's hair can never become invisible |
41 |
Caster's hair falls out each evening and regrows by morning |
42 |
Caster's hair freezes solid |
43 |
Caster's hair is clear like glass |
44 |
Caster's hair is discovered to be a bad toupee |
45 |
Caster's hair is fireproof |
46 |
Caster's hair is perpetually soaked with sea water |
47 |
Caster's hair is striped like a tiger's coat |
48 |
Caster's hair reeks of sulfur when he's near a campfire |
49 |
Caster's hair stands straight up for the next 1d4 weeks |
50 |
Caster's hand adheres to the next bludgeoning weapon he grips |
51 |
Caster's hand adheres to the next tree he touches |
52 |
Caster's hands and arms are covered with cactus needles |
53 |
Caster's hands and feet are invisible for 1d4 weeks |
54 |
Caster's hands appear to be crude wooden replicas |
55 |
Caster's hands appear to be made of solid gold |
56 |
Caster's hands appear to have been badly gnawed by rodents |
57 |
Caster's hands are blasted to a crisp but heal in 1d4+1 weeks |
58 |
Caster's hands are completely insulated against electricity |
59 |
Caster's hands are impervious to all harm for one week |
60 |
Caster's hands are invisible while he clasps them |
61 |
Caster's hands are totally numb for 10d10 rounds |
62 |
Caster's hands are translucent like smoky quartz |
63 |
Caster's hands can't come within 12 inches of each other |
64 |
Caster's hands can't come within 12 inches of his face |
65 |
Caster's hands detach the next time he puts them in his pockets |
66 |
Caster's hands explode but grow back by morning |
67 |
Caster's hands feel just like two balloons |
68 |
Caster's hands reform into lobster-like pincers |
69 |
Caster's hands shine like a beacon visible only to goblins |
70 |
Caster's hands shrink by 50% |
71 |
Caster's hands shrink or grow to fit any gloves he wears |
72 |
Caster's hands sprout coarse scales |
73 |
Caster's hands sprout luxuriant feathers |
74 |
Caster's head appears to hang loosely above his shoulders |
75 |
Caster's head appears translucent when backlit by firelight |
76 |
Caster's head deforms like a rubber ball when bludgeoned |
77 |
Caster's head explodes as a 20HD fireball if cut from his body |
78 |
Caster's head is demanded as tribute by some insane despot |
79 |
Caster's head is discovered to be a mechanical construct |
80 |
Caster's head is impervious to non-magical missile fire |
81 |
Caster's head is now shaped like a bell |
82 |
Caster's head is perfectly cylindrical until sunset tomorrow |
83 |
Caster's head is permanently surrounded by dense fog |
84 |
Caster's head is rendered permanently invisible |
85 |
Caster's head is sealed in a block of ice with breathing holes |
86 |
Caster's head is split down the middle but he is unharmed |
87 |
Caster's head once belonged to a great military leader |
88 |
Caster's head shines like a beacon visible only to orcs |
89 |
Caster's head turns into a pumpkin for 1d6 hours |
90 |
Caster's heart is mechanical and not subject to necromancy |
91 |
Caster's heart is widely rumored to be the Philosopher's Stone |
92 |
Caster's home and everything in it are invisible to him |
93 |
Caster's home appears to be shockingly evil to everyone but him |
94 |
Caster's home appears to have been abandoned for centuries |
95 |
Caster's home can't be entered through the front door |
96 |
Caster's home drops from the sky to land heavily nearby |
97 |
Caster's home fills with some kind of thick blue liquid |
98 |
Caster's home has a secret entrance accessible only to trolls |
99 |
Caster's home has a secret room that he's never noticed before |
100 |
Caster's home has served as a brothel while he's been away |
101 |
Caster's home has served as a cafeteria while he's been away |
102 |
Caster's home has served as a crematorium while he's been away |
103 |
Caster's home has served as a grain silo while he's been away |
104 |
Caster's home has served as a monastery while he's been away |
105 |
Caster's home has served as a mortuary while he's been away |
106 |
Caster's home has served as a pig sty while he's been away |
107 |
Caster's home has served as a prison while he's been away |
108 |
Caster's home has served as a public latrine while he's been away |
109 |
Caster's home has served as a stable while he's been away |
110 |
Caster's home has served as an abattoir while he's been away |
111 |
Caster's home has served as an armory while he's been away |
112 |
Caster's home has served as an unholy altar while he's been away |
113 |
Caster's home has served as barracks while he's been away |
114 |
Caster's home is a triumph of postmodern architecture |
115 |
Caster's home is at the center of a huge territorial squabble |
116 |
Caster's home is buried in compost |
117 |
Caster's home is destroyed by a huge magical explosion |
118 |
Caster's home is fireproof but water soluble |
119 |
Caster's home is flattened by a mysterious magical explosion |
120 |
Caster's home is infested with bubonic rats |
121 |
Caster's home is leveraged in a speculative financial scheme |
122 |
Caster's home is made of gingerbread |
123 |
Caster's home is packed completely full of manure |
124 |
Caster's home is packed completely full of pigs' ears |
125 |
Caster's home is packed completely full of salt |
126 |
Caster's home is packed completely full of snow |
127 |
Caster's home is seized through an act of Imminent Domain |
128 |
Caster's home is suddenly at the bottom of a deep, dark valley |
129 |
Caster's home is suddenly at the top of a forbidding mountain |
130 |
Caster's home levitates 1d10 yards in the air for that many days |
131 |
Caster's home resembles a large toadstool |
132 |
Caster's home sinks into the ground 1d10 inches per day |
133 |
Caster's home stands on a kobold burial mound |
134 |
Caster's home throbs and pulses like a gigantic heart |
135 |
Caster's home will cease to exist in 1d4 days |
136 |
Caster's image appears on every shield within 100 yards |
137 |
Caster's index finger is shaped like a key |
138 |
Caster's Intelligence is equal to his level for 2d12 hours |
139 |
Caster's Intelligence is reduced by 1d4 for a like number of days |
140 |
Caster's internal monologue becomes audible to others |
141 |
Caster's is unable to digest uncooked foods |
142 |
Caster's kidneys vanish |
143 |
Caster's knees can bend forward and backward with equal ease |
144 |
Caster's left arm appears to carry a powerful enchantment |
145 |
Caster's left arm appears to have been made from twine and glue |
146 |
Caster's left arm doubles in length 1d4 times |
147 |
Caster's left arm doubles in length; right arm shrinks by 50% |
148 |
Caster's left arm stretches to 2X the length of his body |
149 |
Caster's left hand and 10d10% of his arm turn to brass |
150 |
Caster's left hand can't be cut by any non-magical blade |
151 |
Caster's left hand is affected as by the spell Haste |
152 |
Caster's left hand is hideously warped and mangled |
153 |
Caster's left hand strongly resents his right hand |
154 |
Caster's left leg detaches and starts kicking him really hard |
155 |
Caster's left leg is covered by bark |
156 |
Caster's legs are both encased in a single thick, steel pipe |
157 |
Caster's legs are now exactly as long as his arms |
158 |
Caster's legs can't support his weight for 10d10 rounds |
159 |
Caster's legs double in length, and his arms shorten by 50% |
160 |
Caster's legs weigh as much as iron while he's wading |
161 |
Caster's limbs are rendered permanently invisible |
162 |
Caster's limbs each belong to a different species |
163 |
Caster's lungs are visible through his flesh and clothing |
164 |
Caster's lungs begin to function at 2X normal efficiency |
165 |
Caster's lungs begin to function at half normal efficiency |
166 |
Caster's lungs sound like bagpipes when he exerts himself |
167 |
Caster's lungs stop working for 1d10 rounds |
168 |
Caster's magic does not affect females for 1d4 days |
169 |
Caster's magic does not affect males for 1d4 days |
170 |
Caster's magic doesn't work if he's ankle-deep in water |
171 |
Caster's magic is detected by Detect Magic only 20% of the time |
172 |
Caster's magic is somewhat resistant to the spell Dispel Magic |
173 |
Caster's magic leaves a filmy residue on precious metals |
174 |
Caster's mass increases by a factor of 10 while he's on a boat |
175 |
Caster's missile-based spells seem to issue from his eyes |
176 |
Caster's missile-based spells seem to issue from his mouth |
177 |
Caster's missile-based spells seem to issue from the ground |
178 |
Caster's most powerful foe always knows caster's precise location |
179 |
Caster's motion is impeded by a strong wind that affects only him |
180 |
Caster's nearest ally attacks him for 1d6 rounds |
181 |
Caster's nearest ally is invisible to him for 1d4 days |
182 |
Caster's neck doubles in length |
183 |
Caster's neck is invisible |
184 |
Caster's next 1d8 attacks inflict only illusionary damage |
185 |
Caster's next attack causes equal damage to him and his target |
186 |
Caster's next attack heals its target of all damage and disease |
187 |
Caster's next spell affects only half of its intended targets |
188 |
Caster's next spell causes its target to become invisible |
189 |
Caster's next spell fills the air with the sound of buzzing bees |
190 |
Caster's next spell functions as a Disintegrate spell instead |
191 |
Caster's next spell functions but has an invisible effect |
192 |
Caster's next spell functions but knocks him unconscious |
193 |
Caster's next spell persists until he's injured |
194 |
Caster's next spell turns its target bright blue for its duration |
195 |
Caster's next Summoning calls up something he can not put down |
196 |
Caster's next Summoning turns him into the Summoned creature |
197 |
Caster's next Summoning yields 1d10 decapitated human heads |
198 |
Caster's next Summoning yields 1d1000 fluffy white rabbits |
199 |
Caster's next Summoning yields 1d4 chrome-plated ostriches |
200 |
Caster's next Summoning yields 1d8 tiny blue imps with white hats |
201 |
Caster's next Summoning yields 4d10 bushels of rotten apples |
202 |
Caster's next Summoning yields a 16HD Earth Elemental |
203 |
Caster's next Summoning yields a bucket of brine-soaked plums |
204 |
Caster's next Summoning yields a coil of rope one mile in length |
205 |
Caster's next Summoning yields a creature that attacks him |
206 |
Caster's next Summoning yields a creature that dies instantly |
207 |
Caster's next Summoning yields a horrifyingly loathsome monster |
208 |
Caster's next Summoning yields a mockery of the intended effect |
209 |
Caster's next Summoning yields a puddle of highly unstable goo |
210 |
Caster's next Summoning yields an ice sculpture |
211 |
Caster's next Summoning yields an illusion of the intended effect |
212 |
Caster's next Summoning yields something wildly inappropriate |
213 |
Caster's next Summoning yields the last thing that he expects |
214 |
Caster's next Summoning yields two of whatever he's Summoning |
215 |
Caster's nose looks like a noose |
216 |
Caster's nose looks like an ear |
217 |
Caster's nostrils are stuffed full of pimentos |
218 |
Caster's palms turn to stone |
219 |
Caster's pockets are filled with confectioner's sugar |
220 |
Caster's pockets are filled with glue |
221 |
Caster's pockets are filled with greasy candle stubs |
222 |
Caster's pockets are filled with live minnows |
223 |
Caster's pockets are filled with offal |
224 |
Caster's pockets are filled with stringy pasta |
225 |
Caster's pockets are filled with weeks-old goat cheese |
226 |
Caster's pockets are fireproof |
227 |
Caster's pockets are inaccessible for 1d6 days |
228 |
Caster's pockets are lined with chain mail |
229 |
Caster's pockets are lined with sharp, jagged teeth |
230 |
Caster's pockets vanish along with anything inside them |
231 |
Caster's presence causes all food to taste like liver |
232 |
Caster's presence causes birds in nearby trees to fall silent |
233 |
Caster's presence causes bowstrings to be abnormally elastic |
234 |
Caster's presence causes clockwork devices to malfunction |
235 |
Caster's presence causes food to be drained of all flavor |
236 |
Caster's presence causes holy symbols to seem unusually hot |
237 |
Caster's presence causes magical animals to be oddly intractable |
238 |
Caster's presence causes magical weapons to glow a dim red |
239 |
Caster's presence causes musical instruments to go out of tune |
240 |
Caster's presence causes people to sing wildly off-key |
241 |
Caster's presence causes the clanking of metal to be muted |
242 |
Caster's presence causes timekeeping devices to combust |
243 |
Caster's presence causes timekeeping devices to malfunction |
244 |
Caster's presence causes undead skeletons to sneeze |
245 |
Caster's presence causes worked stone to sweat |
246 |
Caster's presence induces lightheartedness in Dwarves |
247 |
Caster's presence makes it hard to discern the value of things |
248 |
Caster's principal weapon bends until the ends are touching |
249 |
Caster's principal weapon can indicate True North once per turn |
250 |
Caster's principal weapon can't be damaged by non-magical heat |
251 |
Caster's principal weapon can't exist on this plane for 4d8 days |
252 |
Caster's principal weapon can't kill anyone now within 10 miles |
253 |
Caster's principal weapon can't kill anyone of Elfin stock |
254 |
Caster's principal weapon disintegrates if it draws his blood |
255 |
Caster's principal weapon glows as though it's red hot |
256 |
Caster's principal weapon is as shiny as mirror for 1d12 months |
257 |
Caster's principal weapon is extremely sticky to the touch |
258 |
Caster's principal weapon is matte black between sunset and dawn |
259 |
Caster's principal weapon is older than the whole universe |
260 |
Caster's principal weapon is reclaimed by its former owner |
261 |
Caster's principal weapon is translucent like smoked glass |
262 |
Caster's principal weapon shrinks by 5d10+45% |
263 |
Caster's principal weapon sprouts luxuriant tresses |
264 |
Caster's reflection appears upside down |
265 |
Caster's reflection chants dire prophecies about him |
266 |
Caster's reflection commits suicide when he next sees it |
267 |
Caster's reflection harbors a deep and obvious resentment of him |
268 |
Caster's reflection is not mirror-reversed |
269 |
Caster's reflection shows him as battered corpse |
270 |
Caster's reflection shows him as he was 10 years ago |
271 |
Caster's reflection shows him beaten nearly to death |
272 |
Caster's right arm is encased in a cylinder of solid crystal |
273 |
Caster's right arm is just like his left arm, facing backwards |
274 |
Caster's right arm resembles a horse's foreleg |
275 |
Caster's right hand is a perfect sphere at the end of his wrist |
276 |
Caster's right hand struggles to grip his right elbow |
277 |
Caster's right leg increases in thickness by a factor of 1d4 |
278 |
Caster's right thigh is as long as his entire left leg |
279 |
Caster's skin appears cracked like an old oil painting |
280 |
Caster's skin appears pitted like Swiss cheese |
281 |
Caster's skin appears to have been boiled |
282 |
Caster's skin appears to have been riveted to his body in sheets |
283 |
Caster's skin appears to have been woven of flesh-colored thread |
284 |
Caster's skin can't be punctured by any mammal's teeth |
285 |
Caster's skin is blood red for 2d4-1 days |
286 |
Caster's skin is completely free of moles, scars, and blemishes |
287 |
Caster's skin is covered by human bite-marks |
288 |
Caster's skin is fireproof but tarnishes quickly in sunlight |
289 |
Caster's skin is infused with countless tiny glass nuggets |
290 |
Caster's skin is permanently stained by his blood |
291 |
Caster's skin is plaid from now on |
292 |
Caster's skin is suddenly the color of his hair |
293 |
Caster's skin ripples like a rain-spattered pond from now on |
294 |
Caster's skin varies in opacity from hour to hour |
295 |
Caster's skull becomes intensely magnetic |
296 |
Caster's speech doesn't match the movement of his lips |
297 |
Caster's speech is clearly audible to all within 50 yards |
298 |
Caster's speech is utterly unintelligible for 1d4 hours |
299 |
Caster's speech is utterly unintelligible to him |
300 |
Caster's spellbook absorbs moisture like a sponge |
301 |
Caster's spellbook acquires a saucy and antagonistic personality |
302 |
Caster's spellbook and any ink within it are waterproof |
303 |
Caster's spellbook appears to be in a language unknown to him |
304 |
Caster's spellbook appears to be on fire while it's open |
305 |
Caster's spellbook belongs to someone else who wants it back |
306 |
Caster's spellbook can be folded to the size of a deck of cards |
307 |
Caster's spellbook can be judged by its cover |
308 |
Caster's spellbook can be unfolded to function as a small boat |
309 |
Caster's spellbook can be unfolded to function as a small tent |
310 |
Caster's spellbook can be unfolded to serve as a table for six |
311 |
Caster's spellbook can be used as an anvil but weighs as much |
312 |
Caster's spellbook can dispense 1d4 gallons of pure water per day |
313 |
Caster's spellbook can hold 100 pounds like a Bag of Holding |
314 |
Caster's spellbook can hold 4x the usual number of spells |
315 |
Caster's spellbook can only be read by females |
316 |
Caster's spellbook can only be read by males |
317 |
Caster's spellbook can only be read in near-total darkness |
318 |
Caster's spellbook can withstand 100 hit points of fire damage |
319 |
Caster's spellbook can't be harmed or altered by any mortal means |
320 |
Caster's spellbook contains 1d8 spells he's never seen before |
321 |
Caster's spellbook contains a mysterious key |
322 |
Caster's spellbook contains nothing but gibberish for 1d4 days |
323 |
Caster's spellbook contains pages and pages of court transcripts |
324 |
Caster's spellbook contains pages and pages of idle gossip |
325 |
Caster's spellbook contains pages and pages of inaccurate maps |
326 |
Caster's spellbook contains pages and pages of New Age garbage |
327 |
Caster's spellbook contains pages and pages of ribald limericks |
328 |
Caster's spellbook contains pages and pages of risquÈ woodcuts |
329 |
Caster's spellbook contains pages and pages of shocking profanity |
330 |
Caster's spellbook contains pages and pages of tasty recipes |
331 |
Caster's spellbook contains pages and pages of trite haikus |
332 |
Caster's spellbook contains pages and pages of uplifting slogans |
333 |
Caster's spellbook contains pages and pages of utter gibberish |
334 |
Caster's spellbook giggles in the presence of other books |
335 |
Caster's spellbook giggles loudly when its pages are turned |
336 |
Caster's spellbook gives faulty warnings about his impending doom |
337 |
Caster's spellbook glows in the dark |
338 |
Caster's spellbook growls ominously when anyone else touches it |
339 |
Caster's spellbook has 60% Magic Resistance |
340 |
Caster's spellbook has a handle and can be used as a shield +1 |
341 |
Caster's spellbook has a hideous face embossed on its cover |
342 |
Caster's spellbook has a secret, flask-shaped compartment |
343 |
Caster's spellbook has a surprise ending |
344 |
Caster's spellbook has no clear beginning or end |
345 |
Caster's spellbook has straps and can be worn as a backpack |
346 |
Caster's spellbook induces madness in those of Lawful alignment |
347 |
Caster's spellbook induces nausea in anyone else who touches it |
348 |
Caster's spellbook induces ravenous hunger in any who read it |
349 |
Caster's spellbook is 30% likely to be invisible on any given day |
350 |
Caster's spellbook is as fragile as glass until sunset |
351 |
Caster's spellbook is bound in a sheathe of human skin |
352 |
Caster's spellbook is bound tightly shut in barbed wire |
353 |
Caster's spellbook is breaded and deep-fried |
354 |
Caster's spellbook is chrome-plated |
355 |
Caster's spellbook is covered in a thin shell of clay |
356 |
Caster's spellbook is coveted by a fire elemental |
357 |
Caster's spellbook is coveted by the undead |
358 |
Caster's spellbook is discovered to be a forgery |
359 |
Caster's spellbook is distributed as a mass-market paperback |
360 |
Caster's spellbook is drenched in goat's milk |
361 |
Caster's spellbook is ethereal to everyone except him |
362 |
Caster's spellbook is fiercely coveted by all who pass near it |
363 |
Caster's spellbook is filled with ways to dispose of corpses |
364 |
Caster's spellbook is found to be just one part of a trilogy |
365 |
Caster's spellbook is glazed like a doughnut |
366 |
Caster's spellbook is gritty like sandpaper |
367 |
Caster's spellbook is impervious to acid |
368 |
Caster's spellbook is impervious to cold |
369 |
Caster's spellbook is indestructible but appears to be decaying |
370 |
Caster's spellbook is invisible for one hour each day |
371 |
Caster's spellbook is invisible to everyone except magic users |
372 |
Caster's spellbook is invisible to him unless his hair is wet |
373 |
Caster's spellbook is invisible when wet |
374 |
Caster's spellbook is laminated |
375 |
Caster's spellbook is long overdue at the library |
376 |
Caster's spellbook is perfectly spherical for 1d12 hours |
377 |
Caster's spellbook is permanently water-soaked but undamaged |
378 |
Caster's spellbook is rewritten in a language known only to him |
379 |
Caster's spellbook is rewritten in a language unknown to him |
380 |
Caster's spellbook is riddled with holes like Swiss cheese |
381 |
Caster's spellbook is rumored to contain several lost spells |
382 |
Caster's spellbook is rumored to have been penned by heretics |
383 |
Caster's spellbook is sealed in a heavy wooden crate |
384 |
Caster's spellbook is sealed with a combination lock |
385 |
Caster's spellbook is sheathed in flame but doesn't burn |
386 |
Caster's spellbook is sought by power-crazed conjurers |
387 |
Caster's spellbook is stolen by someone on his way to the latrine |
388 |
Caster's spellbook is tightly wrapped in cellophane |
389 |
Caster's spellbook is transparent while closed |
390 |
Caster's spellbook is unintelligible for 1d100 hours |
391 |
Caster's spellbook is waterproof |
392 |
Caster's spellbook is weightless while it's open |
393 |
Caster's spellbook is wrapped in festive paper and ribbons |
394 |
Caster's spellbook is written entirely in purple crayon |
395 |
Caster's spellbook leaves a trail of ash wherever it's carried |
396 |
Caster's spellbook randomly shuffles its pages |
397 |
Caster's spellbook reeks as though drenched in perfume |
398 |
Caster's spellbook reeks indelibly of mold and mildew |
399 |
Caster's spellbook reeks of manure while it's open |
400 |
Caster's spellbook reeks of rotting, mildewed cloth |
401 |
Caster's spellbook seems badly scorched but is undamaged |
402 |
Caster's spellbook shines as bright as the sun for 4d6 hours |
403 |
Caster's spellbook shrinks to the size of a coin for 1d4 days |
404 |
Caster's spellbook sprays skunk-musk each time it's opened |
405 |
Caster's spellbook tastes like chicken between sunset and dawn |
406 |
Caster's spellbook teleports 10d20 yards straight up |
407 |
Caster's spellbook teleports 1d4 feet straight down |
408 |
Caster's spellbook tends to slam shut on his hand (1d2-1 damage) |
409 |
Caster's spellbook turns into a cat when he says a command word |
410 |
Caster's spellbook vanishes; he finds it in a nearby well |
411 |
Caster's spellbook vanishes; in 1d4 days he disgorges it |
412 |
Caster's spellbook warms a five foot radius to a comfy 70° |
413 |
Caster's spellbook was here just a minute ago |
414 |
Caster's spellbook was instrumental in the downfall of an empire |
415 |
Caster's spellbook was stolen from a secret monastery |
416 |
Caster's spellbook was stolen from a traveler from the future |
417 |
Caster's spellbook weighs 1d100+100 pounds |
418 |
Caster's spellbook weighs as much as he does |
419 |
Caster's spellbook will combust if he opens it before dawn |
420 |
Caster's spells function as though cast by someone half his level |
421 |
Caster's spells no longer work on some particular person nearby |
422 |
Caster's Strength increases by 1d6 for a like number of days |
423 |
Caster's Strength is halved |
424 |
Caster's Strength is halved until he's struck by fire-based magic |
425 |
Caster's Strength is rerolled hourly for the next 24 hours |
426 |
Caster's teeth appear shiny and black like obsidian |
427 |
Caster's teeth appear to drip blood for one week |
428 |
Caster's teeth become serrated and triangular like a shark's |
429 |
Caster's teeth can be broken by any physical force or object |
430 |
Caster's teeth can never become invisible |
431 |
Caster's teeth grow continuously, like a rodent's |
432 |
Caster's teeth shatter on contact with unrefined iron |
433 |
Caster's tongue is bifurcated along half of its length |
434 |
Caster's tongue is invisible during daylight hours |
435 |
Caster's tongue is removable |
436 |
Caster's voice becomes increasingly loud |
437 |
Caster's voice cracks like a teenage boy's voice |
438 |
Caster's voice inspires rage in dogs and wolves |
439 |
Caster's voice is hoarse and strained for 1d4 weeks |
440 |
Caster's voice issues from his right hand instead of his mouth |
441 |
Caster's voice makes people feel hostile and aggressive |
442 |
Caster's voice resonates in any gems nearby |
443 |
Caster's voice seems poorly matched to his age and sex |
444 |
Caster's voice seems to issue from 1d4 people around him |
445 |
Caster's voice seems to issue from his pockets |
446 |
Caster's voice seems to issue from some item he's now carrying |
447 |
Caster's voice sounds as if it's coming from a distant megaphone |
448 |
Caster's voice sounds as if it's coming through a metal tube |
449 |
Caster's voice sounds like he's 1d100 years older |
450 |
Caster's voice sounds like that of each person to whom he speaks |
451 |
Caster's voice sounds like the braying of donkeys |
452 |
Caster's voice sounds like the buzzing of metal bees |
453 |
Caster's voice sounds like the honking of geese |
454 |
Caster's voice sounds like the sputtering of a clogged drain |
455 |
Caster's waterskin is filled with mashed potatoes |
456 |
Caster's waterskin makes its contents taste brackish and foul |
457 |
Caster's weight increases tenfold while on a ladder |
458 |
Caster's weight increases tenfold while walking across ice |
459 |
Cooked meat is mildly poisonous to the caster |
460 |
Countless pine needles adhere tightly to the caster's skin |
461 |
Countless tiny wood chips swirl about the caster for 2d10 rounds |
462 |
Countless tiny worms cascade from caster's ears |
463 |
Crawling insects pour from caster's nostrils for 1d4 rounds |
464 |
Cryptic messages are embossed on the caster's chest and back |
465 |
Cryptic runes cover the caster's arms and hands |
466 |
Cryptic symbols flash constantly across caster's forehead |
467 |
Damage from caster's next 1d8 attacks appears 1d8 rounds later |
468 |
Damage inflicted upon caster can only be healed near firelight |
469 |
Damage inflicted upon caster is 10% likely to be just an illusion |
470 |
Damage inflicted upon caster is 10% likely to harm someone else |
471 |
Damage inflicted upon caster leaves unusually severe scars |
472 |
Domestic cats react to caster with astonishing ferocity |
473 |
Each day at noon, caster's age is reduced by 50% |
474 |
Each day at noon, caster's weapon heats to 2d100° |
475 |
Each day at sunset, caster suffers intense pain for 1d4 rounds |
476 |
Each day for 2d6 days, caster must reroll his attributes |
477 |
Each day, caster adds a cumbersome new title to his name |
478 |
Each day, caster attempts to prove that he's impervious to blades |
479 |
Each day, caster bores his allies with tales of his own heroism |
480 |
Each day, caster can add +1 (or +5%) to any one dice roll |
481 |
Each day, caster can cause one foe to miss one attack |
482 |
Each day, caster can detach his head for up to one hour |
483 |
Each day, caster can digest up to half a pound of stone |
484 |
Each day, caster can magically cause 1d6 people to hate him |
485 |
Each day, caster can roar like a dragon one time |
486 |
Each day, caster can see through one door as if it were glass |
487 |
Each day, caster can Summon 1d10 minnows up to 1d4 times |
488 |
Each day, caster decides to worship a different deity |
489 |
Each day, caster demands to be called by a different name |
490 |
Each day, caster displays a new phobia that disappears by sunset |
491 |
Each day, caster finds 1d10 human eyeballs in his pocket |
492 |
Each day, caster finds 1d4 gold pieces in his pocket |
493 |
Each day, caster finds a severed body part in his pocket |
494 |
Each day, caster has no idea who he is for 1d10 minutes |
495 |
Each day, caster increasingly obsesses about his waning lifespan |
496 |
Each day, caster insists on being called by a different name |
497 |
Each day, caster is 1% likely to be destroyed by a meteor strike |
498 |
Each day, caster is 5% likely to teleport to this target point |
499 |
Each day, caster is 10% likely to change sex until sunset |
500 |
Each day, caster is 40% likely to crave garlic intensely |
501 |
Each day, caster is 50% likely to leave no footprints |
502 |
Each day, caster is accosted by a man with a real estate scheme |
503 |
Each day, caster is attacked but not injured by a huge, ugly bird |
504 |
Each day, caster is immune to 1d6 hit points of damage |
505 |
Each day, caster loses 1d4 gold pieces |
506 |
Each day, caster must cast at least one spell upon himself |
507 |
Each day, caster must drink at least four gallons of water |
508 |
Each day, caster must eat a pound of tree bark, or he'll starve |
509 |
Each day, caster must eat at least one lighted candle |
510 |
Each day, caster must pluck at least one rose or be stricken mute |
511 |
Each day, caster must recite a new limerick, or he'll go insane |
512 |
Each day, caster must Save or be unable to count until sunset |
513 |
Each day, caster must Save or lose half of his hit points |
514 |
Each day, caster must Save vs Will or his home explodes |
515 |
Each day, caster must tell at least one outrageous lie |
516 |
Each day, caster recalls a new but entirely fictional past life |
517 |
Each day, caster reveals a new and offensive truth about himself |
518 |
Each day, caster sees great meaning in the first words he hears |
519 |
Each day, caster suffers violent withdrawal unless he uses magic |
520 |
Each day, caster tells the same stupid joke about gnomes |
521 |
Each day, caster threatens to murder someone nearby |
522 |
Each day, caster wakes because a small pebble hits his forehead |
523 |
Each day, caster wakes beneath a brine-soaked tangle of vines |
524 |
Each day, caster wakes beneath a layer of fine white sand |
525 |
Each day, caster wakes certain that he'll die before sunset |
526 |
Each day, caster wakes certain that the world will end by sunset |
527 |
Each day, caster wakes completely deaf until he drinks something |
528 |
Each day, caster wakes dressed in a mummy's filthy rags |
529 |
Each day, caster wakes exhausted as if he just ran a marathon |
530 |
Each day, caster wakes in a pile of dry leaves |
531 |
Each day, caster wakes looking as if he's been beaten with clubs |
532 |
Each day, caster wakes nearly out of his mind with rage |
533 |
Each day, caster wakes thinking that 1d100 days have passed |
534 |
Each day, caster wakes thinking that he's under attack |
535 |
Each day, caster wakes to find a loaf of warm bread on his chest |
536 |
Each day, caster wakes unable to see his allies for 1d4 turns |
537 |
Each day, caster wakes wearing a heavily powdered wig |
538 |
Each day, caster wakes wearing a straw hat |
539 |
Each day, caster wakes with a daisy sprouting from his mouth |
540 |
Each day, caster wakes with a gold coin in his mouth |
541 |
Each day, caster wakes with a hospital bracelet on his wrist |
542 |
Each day, caster wakes with his mouth packed full of flour |
543 |
Each day, caster wakes with no idea of how he got there |
544 |
Each day, caster wakes with several new and disturbing scars |
545 |
Each day, caster's face is unbearably hideous for 1d10 minutes |
546 |
Each day, caster's hair grows 10% longer |
547 |
Each day, caster's height fluctuates plus or minus 1d100% |
548 |
Each day, caster's height fluctuates plus or minus 1d6 inches |
549 |
Each day, caster's home shrinks by 1% |
550 |
Each day, caster's nostrils appear at a new place on his head |
551 |
Each day, one of caster's spells (random) has its effect reversed |
552 |
Each day, some part of caster's body falls off and regrows |
553 |
Each day, someone accuses the caster of grand theft |
554 |
Each day, someone accuses the caster of high treason |
555 |
Each day, someone accuses the caster of unwholesome practices |
556 |
Each day, someone accuses the caster or regicide |
557 |
Each day, the caster is praised for some act of amazing heroism |
558 |
Each hour, 1d4 small pine cones fall from the caster's ears |
559 |
Each morning, caster must Save or be rendered mute for that day |
560 |
Each morning, caster must Save or be sprayed by a skunk |
561 |
Each morning, caster must Save or contract a non-magical illness |
562 |
Each morning, caster must Save or earn the enmity of a monarch |
563 |
Each morning, caster must Save or he ages 1d4 days |
564 |
Each morning, caster must Save or he'll be arrested before sunset |
565 |
Each morning, caster must Save or his clothes dissolve by sunset |
566 |
Each night as caster sleeps, every blade he owns is sharpened |
567 |
Each night as caster sleeps, he's 5% likely to trigger a Burst |
568 |
Each night as caster sleeps, his ankles are bound by silk cord |
569 |
Each night as caster sleeps, his lips move as though he's talking |
570 |
Each of caster's big toes is now as long as the rest of his foot |
571 |
Each of caster's big toes is now as wide as the rest of his foot |
572 |
Each of caster's teeth is now a different and contrasting color |
573 |
Each of caster's teeth screams each time he opens his mouth |
574 |
Each of caster's toes is 5% likely to explode right now |
575 |
Eerie moans fill the air when caster touches holy water |
576 |
Efforts to become invisible make the caster much more visible |
577 |
Efforts to become invisible temporarily age the caster 1d10 years |
578 |
Elementals Summoned in caster's presence are 20% larger |
579 |
Elementals Summoned in caster's presence are at -2 to hit him |
580 |
Elementals Summoned in caster's presence are completely silent |
581 |
Elementals Summoned in caster's presence are horrible to look at |
582 |
Elementals Summoned in caster's presence are invisible to him |
583 |
Elementals Summoned in caster's presence are invulnerable to him |
584 |
Elementals Summoned in caster's presence are Slowed |
585 |
Elementals Summoned in caster's presence are terrified of him |
586 |
Elementals Summoned in caster's presence assume comical forms |
587 |
Elementals Summoned in caster's presence attack him outright |
588 |
Elementals Summoned in caster's presence attack their summoner |
589 |
Elementals Summoned in caster's presence can't be controlled |
590 |
Elementals Summoned in caster's presence crave decaying meat |
591 |
Elementals Summoned in caster's presence explode instantly |
592 |
Elementals Summoned in caster's presence flee the area at once |
593 |
Elementals Summoned in caster's presence look familiar to him |
594 |
Elementals Summoned in caster's presence mock him endlessly |
595 |
Elementals Summoned in caster's presence seem far more fierce |
596 |
Elementals Summoned in caster's presence totally ignore him |
597 |
Elementals Summoned in caster's presence vaguely resemble him |
598 |
Elementals Summoned in caster's presence weep until dismissed |
599 |
Elementals Summoned in caster's presence will not attack him |
600 |
Embarrassing rumors about the caster circulate far and wide |
601 |
Embarrassing sounds issue from the caster at inopportune times |
602 |
Even in darkness, caster is visible as though in full daylight |
603 |
Every third tooth falls from caster's mouth |
604 |
Everyone knows the caster's most embarrassing secret |
605 |
Everyone now harboring ill will toward caster forgets who he is |
606 |
Everyone now harboring ill will toward caster knows where he is |
607 |
Everyone thinks that the caster is using a false name |
608 |
Everyone thinks that the caster's use of magic is reckless |
609 |
Everyone thinks the caster to be vaguely unreliable |
610 |
Everyone who knows the caster suspects that he's really undead |
611 |
Everyone who knows the caster thinks that he owes them money |
612 |
Everyone within 100 miles hates the caster until at least sunset |
613 |
Everyone within 100 miles knows that the caster is a magic user |
614 |
Everyone within one mile appears as a skeleton to the caster |
615 |
Everything caster eats for 1d12 months tastes strongly of blood |
616 |
Fine gold wire is visibly threaded through the caster's flesh |
617 |
Fire-based magic is invisible to the caster |
618 |
Fires can't be sustained within three feet of caster's spellbook |
619 |
Flames shoot from caster's ears at least once per hour until dawn |
620 |
Foliage grows to entangle caster's feet if he stands still |
621 |
Food turns ethereal while the caster touches it |
622 |
For 1d4 days, caster can neutralize poisons by touch |
623 |
For 1d4 days, caster is certain that his saliva is poisonous |
624 |
For 1d4 rounds, caster's left foot is fused to the ground |
625 |
For 1d4 rounds, normal water can burn the caster like strong acid |
626 |
For 1d4 weeks, caster's eyelids glow brightly in the dark |
627 |
For 1d4 weeks, caster's nose hovers 1d4 inches before his face |
628 |
For 2d4-1 horrible days, caster works in a huge corporate office |
629 |
For 3d10 days caster is immune to magic cast by one person |
630 |
For 6d10 rounds, caster is the only person on the entire planet |
631 |
For one day, caster is so monstrously ugly that people attack him |
632 |
For one day, caster knows the location of all gold within 5 miles |
633 |
For several days, caster strongly resembles a drowned corpse |
634 |
Foul-smelling steam issues from the caster's nostrils |
635 |
Half of caster's body is as hairy as an ape |
636 |
Half of caster's body is immune to polymorph magic |
637 |
Half of caster's hair is replaced by very fine silver wire |
638 |
Holy symbols inspire dread in the caster |
639 |
Holy water boils on contact with caster's skin |
640 |
Honey flows through caster's veins instead of blood |
641 |
Horrific screams issue from the caster's spellbook |
642 |
Huge volumes of ectoplasm ooze from the caster's nostrils |
643 |
Icy winds buffet the caster for 2d8-1 days |
644 |
If alive, caster is totally healed in each of the next 1d6 hours |
645 |
If asked for identification, caster offers a funny self-portrait |
646 |
If caster attempts a Summoning, he vanishes for its duration |
647 |
If caster attempts to create or control undead, they attack him |
648 |
If caster casts a spell in the next turn, he thinks he's drowning |
649 |
If caster casts a spell in the next turn, his clothing vanishes |
650 |
If caster comes within one mile of a dragon, his hair falls out |
651 |
If caster comes within one mile of an ocean, he begins to drown |
652 |
If caster damages a statue, he suffers an equivalent injury |
653 |
If caster dies and is resurrected, he's 85% likely to change sex |
654 |
If caster draws a weapon before sunset, he goes berserk |
655 |
If caster draws a weapon before sunset, that weapon vanishes |
656 |
If caster falls more than twenty yards, he teleports to this spot |
657 |
If caster has a beard, it vanishes; if he doesn't, he grows one |
658 |
If caster has a missile weapon, he's attacked by small animals |
659 |
If caster has drawn blood recently, he vanishes until sunrise |
660 |
If caster has eaten in the past hour, he falls unconscious |
661 |
If caster has eaten in the past hour, he loses 2d10 hit points |
662 |
If caster has eaten in the past hour, he never has to eat again |
663 |
If caster has eaten in the past hour, he vanishes until lunchtime |
664 |
If caster has eaten meat in the past hour, it was human flesh |
665 |
If caster has eaten meat in the past hour, it wasn't really meat |
666 |
If caster has ever been resurrected, he loses 1d100 hit points |
667 |
If caster has ever been resurrected, he now gains one level |
668 |
If caster has ever been resurrected, he now loses one level |
669 |
If caster has ever been resurrected, he teleports to that spot |
670 |
If caster has slain anyone in cold blood, he's wracked by remorse |
671 |
If caster has slain anyone in cold blood, that person haunts him |
672 |
If caster ingests poison, he becomes powerfully addicted to it |
673 |
If caster ingests poison, he briefly gains 1d4 points of Wisdom |
674 |
If caster ingests poison, he can't be harmed by fire for 1d4 days |
675 |
If caster ingests poison, he combusts in 1d6 turns |
676 |
If caster ingests poison, he develops an intense, unusual phobia |
677 |
If caster ingests poison, he develops hundreds of ugly blisters |
678 |
If caster ingests poison, he forgets his name and how to speak |
679 |
If caster ingests poison, he hallucinates wildly for 2d20 hours |
680 |
If caster ingests poison, he is instantly aware of it |
681 |
If caster ingests poison, he smells like carrion for 1d4 weeks |
682 |
If caster ingests poison, he tries to cut it out of his body |
683 |
If caster ingests poison, he's 20% likely to change sex |
684 |
If caster ingests poison, his age is reduced by 1d20 years |
685 |
If caster ingests poison, his blood is corrosive to metal |
686 |
If caster ingests poison, his body shrinks by 1d100% |
687 |
If caster ingests poison, his fingers vanish |
688 |
If caster ingests poison, his teeth fall out |
689 |
If caster ingests poison, its onset is delayed by 1d4 days |
690 |
If caster ingests poison, non-magical antidotes are toxic to him |
691 |
If caster ingests poison, someone nearby also suffers its effect |
692 |
If caster is carrying a dagger, it grows as large as a greatsword |
693 |
If caster is carrying a pouch, he attempts to climb into it |
694 |
If caster is carrying a pouch, he likes to wear it as a hat |
695 |
If caster is carrying a pouch, he uses it as a hand-puppet |
696 |
If caster is carrying a weapon, it attempts to strike him |
697 |
If caster is carrying a weapon, it turns into an umbrella |
698 |
If caster is carrying any blades, he throws them in a nearby lake |
699 |
If caster is carrying any blades, they're now incredibly sharp |
700 |
If caster is carrying any bread, it animates and attacks him |
701 |
If caster is carrying any coins, each weighs as much as he does |
702 |
If caster is carrying any coins, he develops an allergy to gold |
703 |
If caster is carrying any keys, they're all suddenly identical |
704 |
If caster is carrying any kind of key, it explodes violently |
705 |
If caster is carrying any metal, he can't cast magic until dawn |
706 |
If caster is carrying any metal, he thinks that he's rusting |
707 |
If caster is carrying any wood, he tries to eat it like a termite |
708 |
If caster is carrying any wood, he's attacked by termites |
709 |
If caster is carrying food, he becomes violently ill for an hour |
710 |
If caster is carrying food, he eats all of it as fast as he can |
711 |
If caster is carrying food, he's attacked by hungry hungry hippos |
712 |
If caster is carrying food, it's 4X as nutritious as normal food |
713 |
If caster is carrying his spellbook, he teleports 2d4 miles |
714 |
If caster is carrying his spellbook, he teleports to his home |
715 |
If caster is carrying his spellbook, he's illiterate for one week |
716 |
If caster is carrying his spellbook, he's reluctant to open it |
717 |
If caster is carrying his spellbook, it teleports to his home |
718 |
If caster is carrying his spellbook, it vanishes until dawn |
719 |
If caster is hit by a bludgeon, his head resembles a watermelon |
720 |
If caster is hit by a bludgeon, his head rings like a bronze gong |
721 |
If caster is now at full hit points, he vanishes for 1d12 hours |
722 |
If caster is now bleeding, he ages 10d10 years |
723 |
If caster is now bleeding, he attacks his nearest ally |
724 |
If caster is now bleeding, he can never use invisibility magic |
725 |
If caster is now bleeding, he can't be healed before midnight |
726 |
If caster is now bleeding, he can't use magic for 1d4 days |
727 |
If caster is now bleeding, he can't use magic for 2d12 hours |
728 |
If caster is now bleeding, he changes sex for 1d6 days |
729 |
If caster is now bleeding, he declares war on an imagined enemy |
730 |
If caster is now bleeding, he flees at top speed in a panic |
731 |
If caster is now bleeding, he gains 10,000 Experience Points |
732 |
If caster is now bleeding, he gains one level |
733 |
If caster is now bleeding, he loses another 4d10 hit points |
734 |
If caster is now bleeding, he races to the nearest coastline |
735 |
If caster is now bleeding, he teleports to his home |
736 |
If caster is now bleeding, he thinks that he's somebody else |
737 |
If caster is now bleeding, he's attacked by a shark |
738 |
If caster is now bleeding, he's forever immune to healing magic |
739 |
If caster is now bleeding, he's immune to fire magic until sunset |
740 |
If caster is now bleeding, he's permanently invisible to goblins |
741 |
If caster is now bleeding, he's reduced to just one hit point |
742 |
If caster is now bleeding, he's restored to full Health |
743 |
If caster is now bleeding, he's stricken mute until he's healed |
744 |
If caster is now bleeding, his blood glows in the dark |
745 |
If caster is now bleeding, his blood is flammable for 2d12 hours |
746 |
If caster is now bleeding, his hair grows 8d12 inches |
747 |
If caster is now bleeding, his weapon is +4 ToHit for 2d12 hours |
748 |
If caster is now bleeding, his weapons vanish until dawn |
749 |
If caster is now bleeding, is base AC is zero for 1d10 hours |
750 |
If caster is now carrying a waterskin, it can hold 10d10 gallons |
751 |
If caster is now carrying a waterskin, it turns into bagpipes |
752 |
If caster is slain by a metal weapon, he can't be resurrected |
753 |
If caster is slain by a metal weapon, he'll rises as a zombie |
754 |
If caster is slain, he awakens the next day fully healed (once) |
755 |
If caster is slain, his killer is 20% likely to take his own life |
756 |
If caster is slain, his killer is universally hailed as a hero |
757 |
If caster is slain, his killer receives 100,000 gold pieces |
758 |
If caster is standing near open flame, he tries to extinguish it |
759 |
If caster is standing near open flame, he tries to ignite himself |
760 |
If caster is struck by an axe, he disgorges a pound of sawdust |
761 |
If caster is struck by an axe, he yells "timber" and falls over |
762 |
If caster is usually shy, he becomes very assertive, & vice versa |
763 |
If caster is wearing a magic ring, brackish slime oozes from it |
764 |
If caster is wearing a magic ring, everyone one nearby hates him |
765 |
If caster is wearing a magic ring, he acquires a new language |
766 |
If caster is wearing a magic ring, he acquires an unusual phobia |
767 |
If caster is wearing a magic ring, he ages 1d100 years until dawn |
768 |
If caster is wearing a magic ring, he ages one year per round |
769 |
If caster is wearing a magic ring, he becomes loudly belligerent |
770 |
If caster is wearing a magic ring, he becomes nocturnal |
771 |
If caster is wearing a magic ring, he can breathe underwater |
772 |
If caster is wearing a magic ring, he can't be harmed by ice |
773 |
If caster is wearing a magic ring, he can't Detect Magic |
774 |
If caster is wearing a magic ring, he can't discern True North |
775 |
If caster is wearing a magic ring, he can't eat while wearing it |
776 |
If caster is wearing a magic ring, he can't leave this spot |
777 |
If caster is wearing a magic ring, he can't remove it by himself |
778 |
If caster is wearing a magic ring, he can't sit until sunrise |
779 |
If caster is wearing a magic ring, he can't sleep for 2d10 days |
780 |
If caster is wearing a magic ring, he can't speak above a whisper |
781 |
If caster is wearing a magic ring, he can't use it for 1d4 days |
782 |
If caster is wearing a magic ring, he can't wear any other rings |
783 |
If caster is wearing a magic ring, he claims to be an impostor |
784 |
If caster is wearing a magic ring, he claims to be enslaved to it |
785 |
If caster is wearing a magic ring, he claims to be indestructible |
786 |
If caster is wearing a magic ring, he claims to despise it |
787 |
If caster is wearing a magic ring, he claims to have created it |
788 |
If caster is wearing a magic ring, he claims to have stolen it |
789 |
If caster is wearing a magic ring, he decides that he's a god |
790 |
If caster is wearing a magic ring, he disgorges a large bell |
791 |
If caster is wearing a magic ring, he disgorges one just like it |
792 |
If caster is wearing a magic ring, he feels 1d100° colder |
793 |
If caster is wearing a magic ring, he finds an enormous diamond |
794 |
If caster is wearing a magic ring, he finds another just like it |
795 |
If caster is wearing a magic ring, he forgets how to use it |
796 |
If caster is wearing a magic ring, he founds a bizarre cult |
797 |
If caster is wearing a magic ring, he goes insane for 1d4 days |
798 |
If caster is wearing a magic ring, he grows suspicious of Elves |
799 |
If caster is wearing a magic ring, he hasn't eaten in weeks |
800 |
If caster is wearing a magic ring, he hates to use it indoors |
801 |
If caster is wearing a magic ring, he hates to use it outdoors |
802 |
If caster is wearing a magic ring, he joins a bizarre cult |
803 |
If caster is wearing a magic ring, he misplaces it |
804 |
If caster is wearing a magic ring, he refuses to speak to Dwarves |
805 |
If caster is wearing a magic ring, he regains 2d6 hit points |
806 |
If caster is wearing a magic ring, he rings like a bell |
807 |
If caster is wearing a magic ring, he shrinks by 50% until dawn |
808 |
If caster is wearing a magic ring, he suffers cannibalistic urges |
809 |
If caster is wearing a magic ring, he suspects that it's a fake |
810 |
If caster is wearing a magic ring, he thinks his allies covet it |
811 |
If caster is wearing a magic ring, he thinks it's consuming him |
812 |
If caster is wearing a magic ring, he thinks it's controlling him |
813 |
If caster is wearing a magic ring, he thinks that it's on fire |
814 |
If caster is wearing a magic ring, he throws it 4d6 feet from him |
815 |
If caster is wearing a magic ring, he tries to destroy it |
816 |
If caster is wearing a magic ring, he tries to sever that finger |
817 |
If caster is wearing a magic ring, he uses it whenever possible |
818 |
If caster is wearing a magic ring, he wants to swallow it |
819 |
If caster is wearing a magic ring, he weeps tears of honey |
820 |
If caster is wearing a magic ring, he'll die if he removes it |
821 |
If caster is wearing a magic ring, he's accused of sedition |
822 |
If caster is wearing a magic ring, he's allergic to it |
823 |
If caster is wearing a magic ring, he's attacked by crows |
824 |
If caster is wearing a magic ring, he's attacked by scarabs |
825 |
If caster is wearing a magic ring, he's blind until he removes it |
826 |
If caster is wearing a magic ring, he's declared guilty of heresy |
827 |
If caster is wearing a magic ring, he's eager to behead himself |
828 |
If caster is wearing a magic ring, he's imprisoned far away |
829 |
If caster is wearing a magic ring, he's known to have stolen it |
830 |
If caster is wearing a magic ring, he's placed under arrest |
831 |
If caster is wearing a magic ring, he's related to the king |
832 |
If caster is wearing a magic ring, he's reluctant to use it |
833 |
If caster is wearing a magic ring, he's struck by lightning |
834 |
If caster is wearing a magic ring, he's swarmed by vermin |
835 |
If caster is wearing a magic ring, he's terrified of its power |
836 |
If caster is wearing a magic ring, he's wearing a copy in his nose |
837 |
If caster is wearing a magic ring, his Charisma is 3 until dawn |
838 |
If caster is wearing a magic ring, his Charisma is 18 until dawn |
839 |
If caster is wearing a magic ring, his clothes turn invisible |
840 |
If caster is wearing a magic ring, his clothes turn to lead |
841 |
If caster is wearing a magic ring, his ears and nose fall off |
842 |
If caster is wearing a magic ring, his eyes turn invisible |
843 |
If caster is wearing a magic ring, his fingernails grow 1d4 feet |
844 |
If caster is wearing a magic ring, his hands look like a corpse's |
845 |
If caster is wearing a magic ring, his hands switch wrists |
846 |
If caster is wearing a magic ring, his head turns invisible |
847 |
If caster is wearing a magic ring, his teeth turn to gold |
848 |
If caster is wearing a magic ring, holy water burns his skin |
849 |
If caster is wearing a magic ring, it acquires an odd new ability |
850 |
If caster is wearing a magic ring, it becomes clear like glass |
851 |
If caster is wearing a magic ring, it becomes part of his body |
852 |
If caster is wearing a magic ring, it can't cross moving water |
853 |
If caster is wearing a magic ring, it can't pass through doorways |
854 |
If caster is wearing a magic ring, it derides his magical prowess |
855 |
If caster is wearing a magic ring, it disintegrates upon removal |
856 |
If caster is wearing a magic ring, it explodes upon removal |
857 |
If caster is wearing a magic ring, it has 2X as many charges |
858 |
If caster is wearing a magic ring, it heats to 1,000° |
859 |
If caster is wearing a magic ring, it shines like the sun |
860 |
If caster is wearing a magic ring, it shrinks by 50% |
861 |
If caster is wearing a magic ring, it sprouts dozens of needles |
862 |
If caster is wearing a magic ring, it turns permanently invisible |
863 |
If caster is wearing a magic ring, it turns to lead |
864 |
If caster is wearing a magic ring, it weighs more than he does |
865 |
If caster is wearing a magic ring, it works only 75% of the time |
866 |
If caster is wearing a magic ring, it's as brittle as glass |
867 |
If caster is wearing a magic ring, it's on someone else's finger |
868 |
If caster is wearing a magic ring, it's suddenly in his stomach |
869 |
If caster is wearing a magic ring, its effect is reversed |
870 |
If caster is wearing a magic ring, its main function is altered |
871 |
If caster is wearing a magic ring, no one takes him seriously |
872 |
If caster is wearing a magic ring, smoke pours from his nostrils |
873 |
If caster is wearing a magic ring, that finger doubles in length |
874 |
If caster is wearing a magic ring, that finger turns into a thumb |
875 |
If caster is wearing a magic ring, that finger turns invisible |
876 |
If caster is wearing a magic ring, that hand ages 1d100 years |
877 |
If caster is wearing a magic ring, that hand attacks the other |
878 |
If caster is wearing a magic ring, that hand becomes gangrenous |
879 |
If caster is wearing a magic ring, that hand doubles in size |
880 |
If caster is wearing a magic ring, that hand has Dexterity 18 |
881 |
If caster is wearing a magic ring, that hand has Strength 18/00 |
882 |
If caster is wearing a magic ring, that hand is burned to a crisp |
883 |
If caster is wearing a magic ring, that hand is gnarled like wood |
884 |
If caster is wearing a magic ring, that hand is stricken numb |
885 |
If caster is wearing a magic ring, that hand looks like a claw |
886 |
If caster is wearing a magic ring, that hand looks like bare bone |
887 |
If caster is wearing a magic ring, that hand sprouts feathers |
888 |
If caster is wearing a magic ring, that hand turns into a foot |
889 |
If caster is wearing a magic ring, that hand turns to gold |
890 |
If caster is wearing a magic ring, that hand turns to stone |
891 |
If caster is wearing a magic ring, that hand's thumb vanishes |
892 |
If caster is wearing a magic ring, the bones in that hand vanish |
893 |
If caster is wearing a magic ring, water is poisonous to him |
894 |
If caster is wearing any armor, he attacks someone nearby |
895 |
If caster is wearing any armor, he removes it as fast as possible |
896 |
If caster is wearing any armor, he teleports to his home |
897 |
If caster is wearing any armor, it teleports to his home |
898 |
If caster is wearing any leather, he moos like a cow until sunset |
899 |
If caster is wearing any leather, he reeks of manure until sunset |
900 |
If caster is wearing gloves, he can't remove them |
901 |
If caster is wearing gloves, he requires no sleep for 1d4 weeks |
902 |
If caster is wearing gloves, they turn into fluffy wool mittens |
903 |
If caster is wearing gloves, they turn into rigid steel |
904 |
If caster kills anyone in the next turn, he also perishes |
905 |
If caster kills anyone in the next turn, he's declared a hero |
906 |
If caster rides a horse in the next 24 hours, it tries to eat him |
907 |
If caster sleeps in his boots, he can never again remove them |
908 |
If caster sleeps in his boots, they begin devouring him tonight |
909 |
If caster stands on a riverbank, he's attacked by crustaceans |
910 |
If caster stands on a riverbank, the bank crumbles beneath him |
911 |
If caster swallows a hot coal, he's 5% likely to turn to diamond |
912 |
If caster swallows a hot coal, it's 10% likely to turn to diamond |
913 |
If caster tells a lie, he giggles |
914 |
If caster tells a lie, he's 40% likely to declare it outright |
915 |
If caster uses Detect Magic, he loses 1d6 hit points |
916 |
If caster uses Detect Magic, he's blinded for 1d10 rounds |
917 |
If caster's carrying a dagger, he throws it at someone nearby |
918 |
If caster's carrying a dagger, he tries to stab himself with it |
919 |
If cut open, caster is found to be a mechanical construct |
920 |
If cut open, caster is found to be completely hollow |
921 |
If cut open, caster is found to be filled with gold coins |
922 |
If cut open, caster is found to be filled with thick red foam |
923 |
If cut open, caster is found to be made of soap |
924 |
If cut open, caster is found to be packed with gunpowder |
925 |
If cut open, caster is found to be stuffed with goose down |
926 |
If cut open, caster is found to be teeming with filthy worms |
927 |
If cut open, caster is found to contain 1d1000 feet of intestine |
928 |
If cut open, caster is found to contain countless glass beads |
929 |
If cut open, caster is found to contain only mildewed straw |
930 |
If cut open, caster is found to contain thousands of bees |
931 |
If cut open, caster is found to contain tiny replicas of himself |
932 |
If cut open, caster is found to house paper-wrapped candies |
933 |
If hit by a bludgeon on a natural 20, caster abandons magic use |
934 |
If hit by a bludgeon on a natural 20, caster ages 1d100 years |
935 |
If hit by a bludgeon on a natural 20, caster becomes a werewolf |
936 |
If hit by a bludgeon on a natural 20, caster becomes undead |
937 |
If hit by a bludgeon on a natural 20, caster bursts into flame |
938 |
If hit by a bludgeon on a natural 20, caster causes a Chaos Burst |
939 |
If hit by a bludgeon on a natural 20, caster changes sex |
940 |
If hit by a bludgeon on a natural 20, caster doubles in height |
941 |
If hit by a bludgeon on a natural 20, caster falls 1d100 feet |
942 |
If hit by a bludgeon on a natural 20, caster finds a magical ring |
943 |
If hit by a bludgeon on a natural 20, caster gains a new language |
944 |
If hit by a bludgeon on a natural 20, caster gains one level |
945 |
If hit by a bludgeon on a natural 20, caster gets hopelessly lost |
946 |
If hit by a bludgeon on a natural 20, caster goes berserk |
947 |
If hit by a bludgeon on a natural 20, caster grows 1d4 extra arms |
948 |
If hit by a bludgeon on a natural 20, caster grows another head |
949 |
If hit by a bludgeon on a natural 20, caster has a divine vision |
950 |
If hit by a bludgeon on a natural 20, caster hears ghostly voices |
951 |
If hit by a bludgeon on a natural 20, caster is badly sunburned |
952 |
If hit by a bludgeon on a natural 20, caster is blind until dawn |
953 |
If hit by a bludgeon on a natural 20, caster is briefly paralyzed |
954 |
If hit by a bludgeon on a natural 20, caster is cloned |
955 |
If hit by a bludgeon on a natural 20, caster is completely healed |
956 |
If hit by a bludgeon on a natural 20, caster is named a heretic |
957 |
If hit by a bludgeon on a natural 20, caster is paralyzed by fear |
958 |
If hit by a bludgeon on a natural 20, caster is thrown 1d100 feet |
959 |
If hit by a bludgeon on a natural 20, caster loses 1d8 teeth |
960 |
If hit by a bludgeon on a natural 20, caster loses all fear |
961 |
If hit by a bludgeon on a natural 20, caster loses all inhibition |
962 |
If hit by a bludgeon on a natural 20, caster loses his spellbook |
963 |
If hit by a bludgeon on a natural 20, caster loses one level |
964 |
If hit by a bludgeon on a natural 20, caster no longer needs food |
965 |
If hit by a bludgeon on a natural 20, caster returns to this spot |
966 |
If hit by a bludgeon on a natural 20, caster shatters like glass |
967 |
If hit by a bludgeon on a natural 20, caster suffers no damage |
968 |
If hit by a bludgeon on a natural 20, caster teleports 2d6 miles |
969 |
If hit by a bludgeon on a natural 20, caster wins 500 gold pieces |
970 |
If hit by a bludgeon on a natural 20, caster's head explodes |
971 |
If hit by a bludgeon on a natural 20, caster's Strength is halved |
972 |
If hit by a bludgeon on a natural 20, caster's teeth turn to gold |
973 |
If slain before sunset, caster dissolves into a putrid slush |
974 |
Illusions cast by caster make him 2X as heavy for their duration |
975 |
In matters of barter, caster offers his spellbook first |
976 |
In the next few days, caster unearths a statue of himself |
977 |
Iridescent plumage sprouts from caster's shoulder blades |
978 |
Lightning flashes about the caster's head during battle |
979 |
Lightning is 3% likely to strike the caster on any given day |
980 |
Luxuriant, leafy foliage sprouts from the caster's head |
981 |
Magic items are 10% likely to fail when caster uses them |
982 |
Magic items use charges at 50% normal rate if caster uses them |
983 |
Magical animals seem to mock the caster while he's not looking |
984 |
Magical armor bonuses are 50% likely to fail for the caster |
985 |
Magical armor bonuses no longer work at all for the caster |
986 |
Magical blades that hit the caster apply no magical damage bonus |
987 |
Magical creatures and fantastical animals are invisible to caster |
988 |
Magical creatures ignore and are impervious to the caster |
989 |
Merchants charge the caster 2X as much for their wares |
990 |
Merchants readily identify the caster as a notorious thief |
991 |
Merchants readily identify the caster as a trustworthy customer |
992 |
Meteoritic iron is powerfully toxic to the caster |
993 |
Mocking, spectral voices taunt the caster incessantly |
994 |
Money paid by caster appears to be obviously counterfeit |
995 |
Money paid by caster rapidly depreciates in value |
996 |
Mysterious runes are visible on the caster's skin in moonlight |
997 |
Nearest angry mob identifies caster as its leader |
998 |
Nearest angry mob identifies caster as the cause of its outrage |
999 |
Nearest ant colony begins worshipping the caster as its god |
1000 |
Nearest colony of bees identifies the caster as an enemy |
d1000 | Result |
---|---|
1 |
Nearest colony of bees identifies the caster as its queen |
2 |
Nearest dragon has a vendetta against the caster |
3 |
Nearest dragon urgently desires an audience with the caster |
4 |
Nearest horse has been plotting against the caster for years |
5 |
Nearest horse is ravenously hungry for the caster's flesh |
6 |
Nearest statue animates and begins stalking the caster |
7 |
Nearest tree falls on caster but doesn't make a sound |
8 |
Nearest tree falls on caster, pinning him but not harming him |
9 |
Nearest wizard decides that the caster owes him a favor |
10 |
Nearest wizard thinks that the caster is plotting against him |
11 |
Next 1d4 attacks on caster automatically inflict maximum damage |
12 |
Next 1d4 attacks on caster automatically inflict minimum damage |
13 |
Next 1d4 attacks on caster automatically leave hideous scars |
14 |
Next 1d4 attacks on caster equally affect the attackers |
15 |
Next attack on caster causes him to hallucinate for 1d4 hours |
16 |
Next attack on caster has a +10 ToHit bonus |
17 |
Next attack on caster kills him, but he resurrects at dawn |
18 |
Next attack on caster literally knocks the smile off of his face |
19 |
Next blade to cut the caster vanishes until that wound is healed |
20 |
Next blade to cut the caster will never rust or go dull |
21 |
Next bridge that caster crosses turns to chocolate |
22 |
Next creature slain by caster infects him with a strange disease |
23 |
Next creature slain by caster is avenged by 10d10 kobolds |
24 |
Next creature slain by caster is consumed by flames in 1d8 rounds |
25 |
Next creature slain by caster is resurrected in 1d10 turns |
26 |
Next creature slain by caster places a Geas on him as it dies |
27 |
Next creature slain by caster pursues him as a vengeful undead |
28 |
Next door opened by caster becomes sentient and animated |
29 |
Next door opened by caster can never be closed again |
30 |
Next door opened by caster can never be opened by him again |
31 |
Next door opened by caster causes a pit to open beneath his feet |
32 |
Next door opened by caster causes all of his spells to discharge |
33 |
Next door opened by caster dispels any magic then affecting him |
34 |
Next door opened by caster explodes as a 1d10HD fireball |
35 |
Next door opened by caster explodes in a swarm of searing embers |
36 |
Next door opened by caster falls on him heavily |
37 |
Next door opened by caster floods the room on the opposite side |
38 |
Next door opened by caster gives him a useful bit of information |
39 |
Next door opened by caster hurls him out of the nearest window |
40 |
Next door opened by caster ignites the room on the opposite side |
41 |
Next door opened by caster is thereafter as clear as glass |
42 |
Next door opened by caster knocks him unconscious |
43 |
Next door opened by caster leads directly out of the universe |
44 |
Next door opened by caster leads to a confessional booth |
45 |
Next door opened by caster leads to a courtyard with no doors |
46 |
Next door opened by caster leads to a distant crypt |
47 |
Next door opened by caster leads to a distant mountaintop |
48 |
Next door opened by caster leads to a distant ship on the ocean |
49 |
Next door opened by caster leads to a dragon's nest |
50 |
Next door opened by caster leads to a dragon's treasure horde |
51 |
Next door opened by caster leads to a fabulous ballroom |
52 |
Next door opened by caster leads to a featureless desert |
53 |
Next door opened by caster leads to a filthy and fetid stable |
54 |
Next door opened by caster leads to a hidden oubliette |
55 |
Next door opened by caster leads to a huge monster's stomach |
56 |
Next door opened by caster leads to a long-forgotten vault |
57 |
Next door opened by caster leads to a magical armory |
58 |
Next door opened by caster leads to a meat locker |
59 |
Next door opened by caster leads to a modern bathroom |
60 |
Next door opened by caster leads to a mysterious control room |
61 |
Next door opened by caster leads to a room full of hourglasses |
62 |
Next door opened by caster leads to a sacrificial altar |
63 |
Next door opened by caster leads to a terrible misunderstanding |
64 |
Next door opened by caster leads to a treasury of fabulous wealth |
65 |
Next door opened by caster leads to a vast cornfield |
66 |
Next door opened by caster leads to a vast magical library |
67 |
Next door opened by caster leads to a vast, snow-swept plain |
68 |
Next door opened by caster leads to a vault deep in a coal mine |
69 |
Next door opened by caster leads to a warehouse full of candy |
70 |
Next door opened by caster leads to all manner of confusion |
71 |
Next door opened by caster leads to an enormous wine cellar |
72 |
Next door opened by caster leads to an overflowing sewer |
73 |
Next door opened by caster leads to another plane of existence |
74 |
Next door opened by caster leads to deep within a blazing forest |
75 |
Next door opened by caster leads to goblin barracks |
76 |
Next door opened by caster leads to his home |
77 |
Next door opened by caster leads to interstellar space |
78 |
Next door opened by caster leads to the basement of a brothel |
79 |
Next door opened by caster leads to the bottom of the sea |
80 |
Next door opened by caster leads to the center of a labyrinth |
81 |
Next door opened by caster leads to the center of the universe |
82 |
Next door opened by caster leads to the king's linen closet |
83 |
Next door opened by caster leads to the last door he opened |
84 |
Next door opened by caster leads to the middle of a battlefield |
85 |
Next door opened by caster leads to the mind of a famous actor |
86 |
Next door opened by caster leads to the queen's bedchamber |
87 |
Next door opened by caster leads to the roof of that building |
88 |
Next door opened by caster leads to the room that he just left |
89 |
Next door opened by caster leads to the royal treasury |
90 |
Next door opened by caster leads to the top of a distant volcano |
91 |
Next door opened by caster leads to this location |
92 |
Next door opened by caster leads to tomorrow but not back |
93 |
Next door opened by caster leads to war between 1d4 nations |
94 |
Next door opened by caster locks shut behind him |
95 |
Next door opened by caster opens upon a sanity-damaging vista |
96 |
Next door opened by caster plunges that room into total darkness |
97 |
Next door opened by caster releases a cloud of choking smoke |
98 |
Next door opened by caster restores him to full hit points |
99 |
Next door opened by caster reveals a caterpillar smoking a hookah |
100 |
Next door opened by caster reveals a scene of horrid debauchery |
101 |
Next door opened by caster reveals an unutterably foul monster |
102 |
Next door opened by caster reveals Death on the opposite side |
103 |
Next door opened by caster triggers a Chaos Burst |
104 |
Next door opened by caster turns into a vault door of heavy steel |
105 |
Next enemy to wound caster also Charms him |
106 |
Next enemy to wound caster begins to resemble him |
107 |
Next enemy to wound caster can't harm him for 1d4 days thereafter |
108 |
Next enemy to wound caster disarms himself and runs away |
109 |
Next enemy to wound caster gains one level or hit die |
110 |
Next enemy to wound caster heroically defends him for 1d4 turns |
111 |
Next enemy to wound caster is attacked by vermin |
112 |
Next enemy to wound caster is healed of any current damage |
113 |
Next enemy to wound caster is heavily smeared with bacon grease |
114 |
Next enemy to wound caster is himself restored to full hit points |
115 |
Next enemy to wound caster is teleported to caster's home |
116 |
Next enemy to wound caster is teleported to his own home |
117 |
Next enemy to wound caster is thrown 4d6 hours into the future |
118 |
Next enemy to wound caster sinks into the ground to his knees |
119 |
Next enemy to wound caster suffers an equivalent injury |
120 |
Next enemy to wound caster then attacks his own allies |
121 |
Next enemy wounded by caster becomes an ally for 1d6 rounds |
122 |
Next enemy wounded by caster becomes ethereal for 4d6 hours |
123 |
Next enemy wounded by caster becomes immune to fire |
124 |
Next enemy wounded by caster becomes invisible to caster |
125 |
Next enemy wounded by caster becomes king |
126 |
Next enemy wounded by caster begins to age one year per round |
127 |
Next enemy wounded by caster can no longer see the caster |
128 |
Next enemy wounded by caster contracts some magical disease |
129 |
Next enemy wounded by caster erupts into a cloud of angry wasps |
130 |
Next enemy wounded by caster is attacked by feral cats |
131 |
Next enemy wounded by caster is Healed |
132 |
Next enemy wounded by caster is immune to magic for 2d4 rounds |
133 |
Next enemy wounded by caster is invisible to him, and vice versa |
134 |
Next enemy wounded by caster is suddenly fabulously wealthy |
135 |
Next enemy wounded by caster loses an additional 1d100 hit points |
136 |
Next enemy wounded by caster must Save or change alignment |
137 |
Next enemy wounded by caster must Save or Disintegrate |
138 |
Next enemy wounded by caster teleports 1d100 miles |
139 |
Next enemy wounded by caster teleports to a safe location nearby |
140 |
Next enemy wounded by caster teleports to caster's home |
141 |
Next enemy wounded by caster turns into a two-headed dragon |
142 |
Next enemy wounded by caster turns to stone over 1d10 rounds |
143 |
Next enemy wounded by caster was never born |
144 |
Next enemy wounded by caster will resurrect 24 hours after death |
145 |
Next horse ridden by caster acquires lycanthropy |
146 |
Next horse ridden by caster develops an intense hatred of humans |
147 |
Next horse ridden by caster gains Intelligence equal to his own |
148 |
Next horse ridden by caster is blasted to ashes beneath him |
149 |
Next horse ridden by caster is reconfigured into humanoid shape |
150 |
Next horse ridden by caster runs to the nearest pit and jumps in |
151 |
Next horse ridden by caster sprouts another head facing backwards |
152 |
Next horse ridden by caster sprouts horns like a bull |
153 |
Next horse ridden by caster sprouts two additional pairs of legs |
154 |
Next horse ridden by caster turns hollow and made of wood |
155 |
Next horse ridden by caster turns into a cow |
156 |
Next lycanthrope to attack caster is cured of lycanthropy |
157 |
Next meal prepared by caster can't be digested by mortals |
158 |
Next meal prepared by caster dissolves into a stinking mush |
159 |
Next meal prepared by caster functions as a potion of healing |
160 |
Next meal prepared by caster harms the sanity of any who eat it |
161 |
Next meal prepared by caster has strong anesthetic properties |
162 |
Next meal prepared by caster induces hallucinations in Dwarves |
163 |
Next meal prepared by caster induces insanity for 1d4 hours |
164 |
Next meal prepared by caster induces megalomania in Halflings |
165 |
Next meal prepared by caster induces pyromania in Elves |
166 |
Next meal prepared by caster induces raving paranoia in humans |
167 |
Next meal prepared by caster induces uncontrollable debauchery |
168 |
Next meal prepared by caster induces xenophobia in Gnomes |
169 |
Next meal prepared by caster is lethally toxic to him |
170 |
Next meal prepared by caster is the best meal in all of history |
171 |
Next meal prepared by caster is unpalatable in sunlight |
172 |
Next meal prepared by caster shines as brightly as the sun |
173 |
Next meal prepared by caster tastes strongly of manure |
174 |
Next meal prepared by caster tastes strongly of soap |
175 |
Next missile shot at caster passes in one ear and out the other |
176 |
Next missile shot at caster turns to gold and falls to the ground |
177 |
Next permanent spell cast by caster fails in 1d4 rounds |
178 |
Next permanent spell cast by caster functions only intermittently |
179 |
Next person struck by caster's magic becomes hopelessly drunk |
180 |
Next person struck by caster's magic goes insane for 2d4-1 days |
181 |
Next person struck by caster's magic is stricken blind and deaf |
182 |
Next person to see caster's reflection attacks him immediately |
183 |
Next person to touch the caster acquires illusory leprosy |
184 |
Next person to touch the caster can't speak to him until sunset |
185 |
Next person to touch the caster is dressed just like him |
186 |
Next person to touch the caster is invisible to him for 1d4 days |
187 |
Next person to touch the caster is stricken permanently bald |
188 |
Next person to touch the caster then attacks him for one round |
189 |
Next person to whom caster speaks acquires a phony language |
190 |
Next person to whom caster speaks adopts the caster's voice |
191 |
Next person to whom caster speaks attacks him for 1d6 rounds |
192 |
Next person to whom caster speaks can Command him 1d4 times |
193 |
Next person to whom caster speaks demands 10d10 gold pieces |
194 |
Next person to whom caster speaks develops a stutter until sunset |
195 |
Next person to whom caster speaks disappears until sunset |
196 |
Next person to whom caster speaks forgets who the caster is |
197 |
Next person to whom caster speaks hasn't slept for 2d10 days |
198 |
Next person to whom caster speaks hates him for 1d4 hours |
199 |
Next person to whom caster speaks ignores him for 2d4 hours |
200 |
Next person to whom caster speaks is destined to kill him someday |
201 |
Next person to whom caster speaks is dressed just like him |
202 |
Next person to whom caster speaks is invisible to him until dawn |
203 |
Next person to whom caster speaks is overcome by awful boredom |
204 |
Next person to whom caster speaks is overcome by hunger |
205 |
Next person to whom caster speaks is soaked with icy brine |
206 |
Next person to whom caster speaks is stricken deaf for 2d4 rounds |
207 |
Next person to whom caster speaks is stricken mute until sunset |
208 |
Next person to whom caster speaks is teleported 10d10 feet |
209 |
Next person to whom caster speaks is unable to eat for 1d4 days |
210 |
Next person to whom caster speaks looks just like him until dawn |
211 |
Next person to whom caster speaks mocks him outrageously |
212 |
Next person to whom caster speaks must give him 8d8 gold pieces |
213 |
Next person to whom caster speaks races away at top speed |
214 |
Next person to whom caster speaks regains 1d4 hit points |
215 |
Next person to whom caster speaks shrinks by 25% for 1d4 days |
216 |
Next person to whom caster speaks suspects the caster of heresy |
217 |
Next potion imbibed by caster alerts everyone to his whereabouts |
218 |
Next potion imbibed by caster burns his home to the ground |
219 |
Next potion imbibed by caster cancels any resurrections he's had |
220 |
Next potion imbibed by caster causes him to be Slowed |
221 |
Next potion imbibed by caster causes him to spit out wood chips |
222 |
Next potion imbibed by caster causes him to sprout feathers |
223 |
Next potion imbibed by caster causes him to sprout tentacles |
224 |
Next potion imbibed by caster causes his clothing to disintegrate |
225 |
Next potion imbibed by caster causes his voice to echo ominously |
226 |
Next potion imbibed by caster changes his alignment for 2d8 hours |
227 |
Next potion imbibed by caster changes his sex for its duration |
228 |
Next potion imbibed by caster cures him of any current diseases |
229 |
Next potion imbibed by caster doubles in volume 1d20 times |
230 |
Next potion imbibed by caster enables him to breathe underwater |
231 |
Next potion imbibed by caster enlarges his hands by 50% |
232 |
Next potion imbibed by caster freezes him solid until sunset |
233 |
Next potion imbibed by caster gives him chimp-like proportions |
234 |
Next potion imbibed by caster glues his mouth shut |
235 |
Next potion imbibed by caster has no effect whatsoever |
236 |
Next potion imbibed by caster has only half its normal potency |
237 |
Next potion imbibed by caster has the same effect as the last one |
238 |
Next potion imbibed by caster hurls him 5d10 yards |
239 |
Next potion imbibed by caster induces a fit of spastic coughing |
240 |
Next potion imbibed by caster induces crazed religious fervor |
241 |
Next potion imbibed by caster induces intense vertigo |
242 |
Next potion imbibed by caster induces lycanthropy for 1d4 months |
243 |
Next potion imbibed by caster induces pacifism |
244 |
Next potion imbibed by caster induces phenomenal hallucinations |
245 |
Next potion imbibed by caster induces temporary homicidal rage |
246 |
Next potion imbibed by caster induces uncharacteristic generosity |
247 |
Next potion imbibed by caster inflicts an embarrassing ailment |
248 |
Next potion imbibed by caster is 5% likely to kill him outright |
249 |
Next potion imbibed by caster is 10% likely to last 1d10 years |
250 |
Next potion imbibed by caster is actually a living thing |
251 |
Next potion imbibed by caster is incredibly addictive |
252 |
Next potion imbibed by caster is powerfully emetic |
253 |
Next potion imbibed by caster is pure human blood |
254 |
Next potion imbibed by caster lasts only until he speaks |
255 |
Next potion imbibed by caster makes foliage sprout from his head |
256 |
Next potion imbibed by caster makes gold invisible to him |
257 |
Next potion imbibed by caster makes him -4 to Save vs Fortitude |
258 |
Next potion imbibed by caster makes him a terrific dancer |
259 |
Next potion imbibed by caster makes him age one year per round |
260 |
Next potion imbibed by caster makes him ambidextrous |
261 |
Next potion imbibed by caster makes him blink like a neon sign |
262 |
Next potion imbibed by caster makes him crave raw meat |
263 |
Next potion imbibed by caster makes him forget his name |
264 |
Next potion imbibed by caster makes him forget the past 24 hours |
265 |
Next potion imbibed by caster makes him hate magic for 1d4 days |
266 |
Next potion imbibed by caster makes him hate to answer questions |
267 |
Next potion imbibed by caster makes him horrifyingly ugly |
268 |
Next potion imbibed by caster makes him illiterate for 1d10 days |
269 |
Next potion imbibed by caster makes him invisible for 1d6 turns |
270 |
Next potion imbibed by caster makes him invisible to undead |
271 |
Next potion imbibed by caster makes him levitate 1d10 yards |
272 |
Next potion imbibed by caster makes him look 5d10 years older |
273 |
Next potion imbibed by caster makes him look like an infant |
274 |
Next potion imbibed by caster makes him lose 1d100 pounds |
275 |
Next potion imbibed by caster makes him overwhelmingly beautiful |
276 |
Next potion imbibed by caster makes him profoundly drunk |
277 |
Next potion imbibed by caster makes him see fire all around him |
278 |
Next potion imbibed by caster makes him seem far more charming |
279 |
Next potion imbibed by caster makes him spin rapidly 1d100 times |
280 |
Next potion imbibed by caster makes him sweat blood |
281 |
Next potion imbibed by caster makes him think he doesn't exist |
282 |
Next potion imbibed by caster makes him think that he's dead |
283 |
Next potion imbibed by caster makes him think that he's drowning |
284 |
Next potion imbibed by caster makes him think that he's invisible |
285 |
Next potion imbibed by caster makes him think that it's poison |
286 |
Next potion imbibed by caster makes his arms and legs invisible |
287 |
Next potion imbibed by caster makes his face invisible |
288 |
Next potion imbibed by caster makes his flesh invisible |
289 |
Next potion imbibed by caster makes his hands and feet invisible |
290 |
Next potion imbibed by caster makes immune to charm-like magic |
291 |
Next potion imbibed by caster makes ink invisible to him |
292 |
Next potion imbibed by caster makes undead invisible to him |
293 |
Next potion imbibed by caster paralyzes his hands until sunset |
294 |
Next potion imbibed by caster reduces him to one hit point |
295 |
Next potion imbibed by caster restores him to full hit points |
296 |
Next potion imbibed by caster reveals any secret doors nearby |
297 |
Next potion imbibed by caster rotates his feet 180° |
298 |
Next potion imbibed by caster sets his hair ablaze |
299 |
Next potion imbibed by caster shrinks his hands by 50% |
300 |
Next potion imbibed by caster snuffs all fires within one mile |
301 |
Next potion imbibed by caster solidifies in his stomach |
302 |
Next potion imbibed by caster strikes him bald for one year |
303 |
Next potion imbibed by caster tastes like lamp oil |
304 |
Next potion imbibed by caster teleports him to his home |
305 |
Next potion imbibed by caster throws him 1d4 days into the future |
306 |
Next potion imbibed by caster triggers a Chaos Burst |
307 |
Next potion imbibed by caster turns him into 1d100 frogs |
308 |
Next potion imbibed by caster turns him into a zombie until dawn |
309 |
Next potion imbibed by caster turns him to vapor for 1d10 rounds |
310 |
Next potion imbibed by caster turns his hands into feet |
311 |
Next potion imbibed by caster turns his head to a cube |
312 |
Next potion imbibed by caster turns his lips and tongue to steel |
313 |
Next potion imbibed by caster turns his skeleton to steel |
314 |
Next potion imbibed by caster turns his skin permanently orange |
315 |
Next potion imbibed by caster turns his speech to gibberish |
316 |
Next potion imbibed by caster works only during every other round |
317 |
Next puddle stepped in by caster drains 1d10 hit points |
318 |
Next puddle stepped in by caster freezes solid around his feet |
319 |
Next puddle stepped in by caster ignites like gasoline |
320 |
Next puddle stepped in by caster is charged with electricity |
321 |
Next puddle stepped in by caster is full of piranha |
322 |
Next puddle stepped in by caster is, to him, 10d10 feet deep |
323 |
Next puddle stepped in by caster makes him think he's drowning |
324 |
Next puddle stepped in by caster renders him briefly invulnerable |
325 |
Next puddle stepped in by caster restores 1d10 hit points |
326 |
Next puddle stepped in by caster soaks him from head to toe |
327 |
Next puddle stepped in by caster teleports him to a puddle nearby |
328 |
Next puddle stepped in by caster throws him 1d20 yards |
329 |
Next puddle stepped in by caster turns to blood |
330 |
Next spell caster casts on himself also affects someone nearby |
331 |
Next spell caster casts on himself flares out of control |
332 |
Next spell caster casts on himself has the opposite effect |
333 |
Next spell caster casts on himself persists for 1d4 days |
334 |
Next spell caster casts on himself takes effect 1d4 days later |
335 |
Next spell caster casts on himself works at 2X normal potency |
336 |
Next spell to hit the caster also renders his head invisible |
337 |
Next spell to hit the caster causes him to glow brightly |
338 |
Next spell to hit the caster leaves him hideously scarred |
339 |
Next spell to hit the caster likewise affects whoever cast it |
340 |
Next spell to hit the caster renders him blind for its duration |
341 |
Next spell to hit the caster takes effect 4d6 hours later |
342 |
Next successful attack upon caster hits a bystander instead |
343 |
Next successful attack upon caster knocks him unconscious |
344 |
Next sword that wounds caster acquires a permanent +2 bonus |
345 |
Next sword that wounds caster heals him for 1d10 hit points |
346 |
Next sword that wounds caster heats to 10d100 degrees |
347 |
Next sword that wounds caster is totally rusted by dawn tomorrow |
348 |
Next sword that wounds caster likewise wounds its wielder |
349 |
Next sword that wounds caster mimics his personality thereafter |
350 |
Next sword that wounds caster must Save or disintegrate |
351 |
Next sword that wounds caster then ignites and burns like paper |
352 |
Next sword that wounds caster turns to gold |
353 |
Next sword that wounds caster vanishes for 1d8 days |
354 |
Next sword that wounds caster was coated with deadly venom |
355 |
Next sword touched by caster gains a +1 ToHit bonus for 4d6 days |
356 |
Next sword touched by caster turns into a crescent wrench |
357 |
Next time caster's restored to full hit points, he shrinks by 50% |
358 |
Next tree touched by caster animates and attacks everyone nearby |
359 |
Next tree touched by caster crumbles to ash in minutes |
360 |
Next wound inflicted by caster can't heal without magic |
361 |
Next wound inflicted upon caster can't be healed magically |
362 |
No animal will allow the caster to ride it |
363 |
No matter how far the caster travels today, he winds up here |
364 |
No more than 60% of caster's body can become invisible at a time |
365 |
No one now within 10 yards of caster can harm him until dawn |
366 |
No one within 100 miles trusts caster enough to lend him money |
367 |
Non-humanoid mammals are invisible to caster |
368 |
Non-humanoid mammals react badly to the caster for 1d10 days |
369 |
Non-magical blades inflict bludgeoning damage upon caster |
370 |
Non-magical rodents are invisible to the caster |
371 |
Objects are more resistant to fire while caster carries them |
372 |
Objects handled by caster can't be made invisible for one year |
373 |
Objects placed in caster's pockets freeze solid in minutes |
374 |
On a successful attack roll, caster must Save or drop his weapon |
375 |
On any given day, caster's left foot is 50% likely to be ethereal |
376 |
On any successful attack roll, caster is still 10% likely to fail |
377 |
Once per day, caster can cause himself to age 1d10 years |
378 |
Once per day, caster can cause his shoes or boots to vanish |
379 |
Once per day, caster can cause his spellbook to ignite |
380 |
Once per day, caster can cause one flash of lightning overhead |
381 |
Once per day, caster can cause one person to lie to him |
382 |
Once per day, caster can cause ten pounds of ice to melt rapidly |
383 |
Once per day, caster can create one loosely-packed snowball |
384 |
Once per day, caster can create up to one pound of cheese |
385 |
Once per day, caster can discern True North with 100% accuracy |
386 |
Once per day, caster can dry a soaking wet, shirt-sized garment |
387 |
Once per day, caster can eliminate rust from one sword or helmet |
388 |
Once per day, caster can locate the most valuable jewel nearby |
389 |
Once per day, caster can locate the nearest holy symbol |
390 |
Once per day, caster can locate the nearest locked door |
391 |
Once per day, caster can locate the nearest potable alcohol |
392 |
Once per day, caster can locate the nearest unrefined iron ore |
393 |
Once per day, caster can make his clothes vanish for 1d10 rounds |
394 |
Once per day, caster can make someone briefly forget his name |
395 |
Once per day, caster can pull a big, ripe turnip from the ground |
396 |
Once per day, caster can purify up to one gallon of water |
397 |
Once per day, caster can read a new language for 1d4 rounds |
398 |
Once per day, caster can read any written language for 1d4 rounds |
399 |
Once per day, caster can render glass opaque for 1d4 hours |
400 |
Once per day, caster can stab himself with a dagger without harm |
401 |
Once per day, caster can teleport up to one foot per level |
402 |
Once per day, caster can totally ignore one attack against him |
403 |
Once per day, caster can turn his hands ethereal for 1d6 rounds |
404 |
Once per day, caster can turn his hands invisible for 1d10 rounds |
405 |
Once per day, caster can turn his head 360° at the neck, unharmed |
406 |
Once per day, caster can turn his teeth invisible for 10 minutes |
407 |
Once per day, caster can turn invisible for up to three minutes |
408 |
Once per week, caster can appear to be a foot taller for one hour |
409 |
Once per week, caster can appear to be half his age for two hours |
410 |
Once per week, caster can cause all nearby to forget his name |
411 |
Once per week, caster can cause his hair to grow 1d4 inches |
412 |
Once per week, caster can create 1d20 gallons of salt water |
413 |
Once per week, caster can disgorge an ice cube one foot on a side |
414 |
Once per week, caster can freeze up to one gallon of water |
415 |
Once per week, caster can hold his breath for a full hour |
416 |
Once per week, caster can ignore one fire-based spell cast at him |
417 |
Once per week, caster can instantly snuff one campfire |
418 |
Once per week, caster can join any two pieces of non-living wood |
419 |
Once per week, caster can kill all small insects within 10 feet |
420 |
Once per week, caster can levitate for 1d4 rounds |
421 |
Once per week, caster can locate any artifacts within one mile |
422 |
Once per week, caster can locate the nearest magical animal |
423 |
Once per week, caster can locate the nearest magical blade |
424 |
Once per week, caster can magically create a tasty meal for four |
425 |
Once per week, caster can negate magical bonuses for 1d4 rounds |
426 |
Once per week, caster can open any non-magical lock by touch |
427 |
Once per week, caster can open one locked door by sneezing at it |
428 |
Once per week, caster can render one cooked meal uncooked |
429 |
Once per week, caster can shed and regrow 1d10 fingernails |
430 |
Once per week, caster can speak only in rhyme for one hour |
431 |
Once per week, caster can speak with horses for up to 1d10 rounds |
432 |
Once per week, caster can strip one tree of all leaves |
433 |
Once per week, caster can summon 1d20 cockroaches |
434 |
Once per week, caster can summon 1d4 pigeons or sparrows |
435 |
Once per week, caster can teleport his spellbook up to 1d4 miles |
436 |
Once per week, caster can teleport up to 10 feet per level |
437 |
Once per week, caster can turn one nearby magical blade invisible |
438 |
Once per week, caster can untie one knot without touching it |
439 |
Once per week, caster can walk on water, up to 5 yards per level |
440 |
Once per week, caster must cast one damaging spell on himself |
441 |
Once per week, caster throws a tantrum lasting 1d4 rounds |
442 |
One of caster's arms acquires malevolent intelligence |
443 |
One of caster's arms adopts the color and texture of brick |
444 |
One of caster's arms appears to be stripped of all flesh |
445 |
One of caster's arms becomes as limber as a snake |
446 |
One of caster's arms becomes undead |
447 |
One of caster's arms can be removed for up to 1d4 turns per day |
448 |
One of caster's arms can't be cut by magical blades |
449 |
One of caster's arms disappears until sunset tomorrow |
450 |
One of caster's arms ignites |
451 |
One of caster's arms is as pale as an albino's |
452 |
One of caster's arms is encased in a tight steel sheath |
453 |
One of caster's arms is impervious to magical cold |
454 |
One of caster's arms is only an illusion |
455 |
One of caster's arms is scarred as though badly burned by acid |
456 |
One of caster's arms now juts from the center of his chest |
457 |
One of caster's arms oozes fetid slime |
458 |
One of caster's arms resembles a small, gnarled branch |
459 |
One of caster's arms shrivels to a dry husk |
460 |
One of caster's arms sprouts dozens of tiny, ugly feelers |
461 |
One of caster's arms turns to solid silver |
462 |
One of caster's eyes bulges like a fish eye |
463 |
One of caster's eyes doubles in size |
464 |
One of caster's eyes doubles in size; the other shrinks by 50% |
465 |
One of caster's eyes glows with infernal radiance |
466 |
One of caster's feet disintegrates |
467 |
One of caster's feet is replaced by an off-balance wheel |
468 |
One of caster's feet reforms into a perfect sphere |
469 |
One of caster's feet refuses to come anywhere near the other |
470 |
One of caster's hands doubles in size; the other shrinks by 50% |
471 |
One of caster's hands is as durable as steel |
472 |
One of caster's hands is green and scaly like a lizard's claw |
473 |
One of caster's hands is susceptible to rust |
474 |
One of caster's hands turns into an eagle's talon |
475 |
One of caster's knees locks whenever nimble footwork is required |
476 |
One of caster's pockets accesses a small box in his home |
477 |
One side of caster's body adopts a mirror-bright sheen |
478 |
One side of caster's body ages 2X as fast as the other |
479 |
One side of caster's body appears to be naked by firelight |
480 |
One side of caster's body changes color each hour |
481 |
One side of caster's body is as hairy as an ape |
482 |
One side of caster's body is blurred as if seen through ice |
483 |
One side of caster's body is immune to magic cast by him |
484 |
One side of caster's body is immune to normal missiles |
485 |
One side of caster's body is invulnerable to fire |
486 |
One side of caster's body is paralyzed for 1d4 rounds |
487 |
One side of caster's body is rendered invisible for 1d4 weeks |
488 |
One side of caster's body looks like a photo negative |
489 |
One side of caster's body shrinks by 10% |
490 |
People journey for miles to beseech the caster for healing |
491 |
People journey for miles to study magic under the caster |
492 |
People journey for miles to touch the hem of caster's garment |
493 |
People journey for miles to voice grievances against the caster |
494 |
People not in the caster's presence tend to forget about him |
495 |
Powerful jets of air blow from the caster's ears |
496 |
Predators react to the caster as if he were a small rabbit |
497 |
Railroad tracks run straight from here to the caster's home |
498 |
Rapturous shrieks fill the air when caster removes a hat |
499 |
Raw meat is invisible to the caster |
500 |
Right now, caster can teleport up to 1d10 miles one time |
501 |
Rocks and boulders express a vague fondness for the caster |
502 |
Rope breaks 2X as readily while the caster is using it |
503 |
Rope is 2X as strong while the caster is using it |
504 |
Scavengers and carrion birds react to caster as if he were dead |
505 |
Short, bony spikes sprout from caster's knuckles |
506 |
Small objects carried by caster seem 10X as heavy to him |
507 |
Smoke billows from the caster's head as from a coal chimney |
508 |
Some deity has a personal vendetta against the caster |
509 |
Some deity takes a personal interest in the caster's life |
510 |
Some subterranean race annexes caster's home |
511 |
Some subterranean race declares a holy war against the caster |
512 |
Some subterranean race declares that the caster is one of them |
513 |
Some subterranean race declares the caster its patron saint |
514 |
Some unseen entity wipes the smile off of the caster's face |
515 |
Someone nearby vanishes; in 2d6 rounds the caster disgorges him |
516 |
Someone very dear to the caster doesn't really exist |
517 |
Someone very dear to the caster is discovered to be undead |
518 |
Something about the caster makes people suspect that he's dying |
519 |
Something about the caster makes people unlikely to trust him |
520 |
Sometime in the next turn, the caster punches an ally in the nose |
521 |
Sometime in the next turn, the caster races into a nearby forest |
522 |
Spell works normally, but caster loses 1d4 spells from memory |
523 |
Spell works normally; next casting automatically causes a Burst |
524 |
The bones of caster's arms and legs can't be broken |
525 |
The clothes caster is wearing makes him dangerous overconfident |
526 |
The clothes caster is wearing makes him feel intensely cold |
527 |
The Fireball spell won't function within 100 yards of caster |
528 |
The ground beneath caster's feet flows like water for 1d4 rounds |
529 |
The ground beneath caster's feet is alive for 1d4 hours |
530 |
The ground beneath caster's feet sinks a depth 2X his height |
531 |
The ground beneath caster's feet swirls like a whirlpool |
532 |
The ground beneath caster's feet turns to living human flesh |
533 |
The left and right sides of caster's body hate each other |
534 |
The next spell used against caster automatically fails |
535 |
The pages of caster's spellbook are indestructible |
536 |
The pages of caster's spellbook are invisible; ink on them is not |
537 |
The pages of caster's spellbook are replaced with gold leaf |
538 |
The pages of caster's spellbook flap as though in a strong breeze |
539 |
The pages of caster's spellbook turn to thin sheets of bacon |
540 |
The pages of caster's spellbook turn to thin sheets of steel |
541 |
The presence of undead causes caster to giggle like a fool |
542 |
The rear half of caster's body appears to be made of glass |
543 |
The rear half of caster's body is invisible |
544 |
The spell cast most recently upon caster is retroactively undone |
545 |
The wreckage of a sunken warship appears in caster's home |
546 |
The wreckage of caster's home is strewn across the countryside |
547 |
Thick clouds of acrid steam issue from the ground near the caster |
548 |
Thick clouds of steam constantly billow from the caster's skin |
549 |
Thunder rumbles overhead whenever caster's blood is spilled |
550 |
To the caster, everyone appears to be sweating profusely |
551 |
To the caster, everyone looks and sounds exactly like him |
552 |
To the caster, everyone looks and sounds exactly like him |
553 |
To the caster, everyone smells like a rotting corpse |
554 |
To the caster, the weather always appears overcast and gloomy |
555 |
To the caster, the weather always appears to be the same |
556 |
Tomorrow, caster can speak all languages until noon |
557 |
Tomorrow, caster can speak only a bizarre, esoteric language |
558 |
Tomorrow, caster can't be injured by magical weapons until sunset |
559 |
Tomorrow, caster finds 1d100 statues of himself in hideous poses |
560 |
Tomorrow, caster finds a book detailing his complete dissection |
561 |
Tomorrow, caster finds a jar containing 1d20 tiny elephants |
562 |
Tomorrow, caster finds a key to a lock that doesn't yet exist |
563 |
Tomorrow, caster finds a key to that mysterious door in his home |
564 |
Tomorrow, caster finds a lab holding many lifeless clones of him |
565 |
Tomorrow, caster finds a legendary sword & loses it the next day |
566 |
Tomorrow, caster finds a piece of anachronistic technology |
567 |
Tomorrow, caster finds a ruby as large as his head |
568 |
Tomorrow, caster finds a secret Gate to the Astral Plane |
569 |
Tomorrow, caster finds a small pouch full of counterfeit rubies |
570 |
Tomorrow, caster finds a small pouch full of diamonds |
571 |
Tomorrow, caster finds a small pouch full of scorpions |
572 |
Tomorrow, caster finds a small pouch full of strong acid |
573 |
Tomorrow, caster finds a small pouch full of teeth |
574 |
Tomorrow, caster finds a tunnel that leads to his home |
575 |
Tomorrow, caster finds a vial containing a viscous salve |
576 |
Tomorrow, caster finds his own badly-decomposed corpse |
577 |
Tomorrow, caster finds what looks like his own severed head |
578 |
Tomorrow, caster forms an alliance with a long-hated enemy |
579 |
Tomorrow, caster has absolutely no desire to use magic |
580 |
Tomorrow, caster is unable to cast magic before noon |
581 |
Tomorrow, caster meets a priest who places a Geas upon him |
582 |
Tomorrow, caster meets an immortal desperate and unable to die |
583 |
Tomorrow, caster meets and insults the avatar of some deity |
584 |
Tomorrow, caster meets his long-lost and malevolent twin |
585 |
Tomorrow, caster meets his mentor, who expresses disapproval |
586 |
Tomorrow, caster meets someone claiming to have sold the world |
587 |
Tomorrow, caster meets someone claiming to own the caster's soul |
588 |
Tomorrow, caster meets someone convinced that he doesn't exist |
589 |
Tomorrow, caster meets someone desperate to be his bodyguard |
590 |
Tomorrow, caster meets someone desperate to become the caster |
591 |
Tomorrow, caster meets someone on the verge of becoming a god |
592 |
Tomorrow, caster meets someone who calls humans a delicacy |
593 |
Tomorrow, caster meets someone who can command demons |
594 |
Tomorrow, caster meets someone who can remove his own heart |
595 |
Tomorrow, caster meets someone who can remove his skin at will |
596 |
Tomorrow, caster meets someone who claims the caster killed him |
597 |
Tomorrow, caster meets someone who claims to be haunting him |
598 |
Tomorrow, caster meets someone who claims to be him |
599 |
Tomorrow, caster meets someone who claims to be his father |
600 |
Tomorrow, caster meets someone who claims to be his grandchild |
601 |
Tomorrow, caster meets someone who foretells a bleak fate for him |
602 |
Tomorrow, caster meets someone who has vowed to murder him |
603 |
Tomorrow, caster meets someone who names the caster his heir |
604 |
Tomorrow, caster meets someone who offers him his firstborn son |
605 |
Tomorrow, caster meets someone who offers to sell him an artifact |
606 |
Tomorrow, caster meets someone who owes him a lot of money |
607 |
Tomorrow, caster meets someone who tries to eat his eyes |
608 |
Tomorrow, caster meets someone who wants to buy his pancreas |
609 |
Tomorrow, caster meets someone who's 100% immune to magic |
610 |
Tomorrow, caster meets someone who's plotting to kill the king |
611 |
Tomorrow, caster meets someone whom caster knows to be dead |
612 |
Tomorrow, caster meets someone whom he owes a lot of money |
613 |
Tomorrow, caster meets someone whose existence is impossible |
614 |
Tomorrow, caster meets someone with the secret of immortality |
615 |
Tomorrow, caster meets the alchemist who created him |
616 |
Tomorrow, caster must Save vs Will once per hour or combust |
617 |
Tomorrow, caster saves the life of a notorious villain |
618 |
Tomorrow, caster saves the life of someone important |
619 |
Tomorrow, caster saves the life whom fate has decreed must die |
620 |
Tomorrow, caster thinks he's awakened from a centuries-long sleep |
621 |
Tomorrow, caster thinks that magic no longer functions |
622 |
Tomorrow, caster uncovers a well-funded plot against his life |
623 |
Tomorrow, caster unknowingly snubs a powerful spellcaster |
624 |
Tomorrow, caster vanishes at dawn and reappears at sunset |
625 |
Tomorrow, caster wakes 2d10 miles from where he fell asleep |
626 |
Tomorrow, caster wakes and gives apparently divine prophecy |
627 |
Tomorrow, caster wakes as if he's spent a month in the desert |
628 |
Tomorrow, caster wakes at this location |
629 |
Tomorrow, caster wakes convinced that all of his allies are dead |
630 |
Tomorrow, caster wakes convinced that he must return to his home |
631 |
Tomorrow, caster wakes convinced that he's just been created |
632 |
Tomorrow, caster wakes convinced that he's just been resurrected |
633 |
Tomorrow, caster wakes convinced that he's murdered his allies |
634 |
Tomorrow, caster wakes convinced that he's slept for 2d10 years |
635 |
Tomorrow, caster wakes convinced that his limbs are mechanical |
636 |
Tomorrow, caster wakes covered in pungent, glowing moss |
637 |
Tomorrow, caster wakes early and races back to this location |
638 |
Tomorrow, caster wakes embarrassingly drunk |
639 |
Tomorrow, caster wakes in a coil of dried and sinuous vines |
640 |
Tomorrow, caster wakes in a full-length body cast |
641 |
Tomorrow, caster wakes in the branches of a tall tree |
642 |
Tomorrow, caster wakes on the bank of the River Styx |
643 |
Tomorrow, caster wakes reeking of garlic and raw meat |
644 |
Tomorrow, caster wakes seated in the throne of the nearest king |
645 |
Tomorrow, caster wakes standing atop a tall pole |
646 |
Tomorrow, caster wakes standing in a barrel of chum |
647 |
Tomorrow, caster wakes to find that 1d4 days have passed |
648 |
Tomorrow, caster wakes unable to stand until he casts a spell |
649 |
Tomorrow, caster wakes where he awoke this morning |
650 |
Tomorrow, caster wakes with a mouthful of mud from a cemetery |
651 |
Tomorrow, caster wakes with mysterious tattoos all over his body |
652 |
Tomorrow, caster wakes with no memory of the previous day |
653 |
Tomorrow, caster wakes wrapped in disease-ridden blankets |
654 |
Trees and bushes express open hostility toward the caster |
655 |
Ugly thorns sprout from the caster's cheekbones |
656 |
Undead have commandeered caster's home while he's been away |
657 |
Undead skeletons react to caster as if he were one of them |
658 |
Undead tend to ignore the caster until he acts against them |
659 |
Undead tend to laugh in the caster's presence |
660 |
Vile tentacles sprout from the caster's face |
661 |
Viscous pus oozes from the caster's orifices until sunset |
662 |
Water feels like acid to the caster but doesn't actually harm him |
663 |
Water splashes from caster's footfalls for the next 1d12 hours |
664 |
Water trickles from caster's elbows for 1d4 hours |
665 |
Weight-affecting spells make the caster weigh 2X as much as iron |
666 |
Well-funded liars slander caster's conduct in a war decades past |
667 |
Whatever caster is wearing is a synthetic copy of the real thing |
668 |
When caster dies, 10d10 voles burst from his corpse |
669 |
When caster dies, a small religious cult starts worshipping him |
670 |
When caster dies, a Chaos Burst occurs: roll again at that time |
671 |
When caster dies, he can't be resurrected for 1d12 months |
672 |
When caster dies, he's discovered to have died centuries ago |
673 |
When caster dies, he's found to have been remotely controlled |
674 |
When caster dies, he's quickly impersonated by a doppelganger |
675 |
When caster dies, his allies deny that they ever knew him |
676 |
When caster dies, his corpse appears riddled by gunfire |
677 |
When caster dies, his corpse attacks the nearest Elf |
678 |
When caster dies, his corpse disgorges 10d1000 gallons of water |
679 |
When caster dies, his corpse giggles maniacally for 1d4 hours |
680 |
When caster dies, his corpse is dismembered and scattered |
681 |
When caster dies, his corpse is dragged away by goblins |
682 |
When caster dies, his corpse is elected to public office |
683 |
When caster dies, his corpse melts like a snowman |
684 |
When caster dies, his corpse runs shrieking through a nearby town |
685 |
When caster dies, his corpse shatters into countless fragments |
686 |
When caster dies, his corpse swells to 1d6 times normal size |
687 |
When caster dies, his corpse turns to densely packed salt |
688 |
When caster dies, his corpse turns to solid bronze |
689 |
When caster dies, his corpse weighs as much as lead |
690 |
When caster dies, his heart assumes a life of its own |
691 |
When caster dies, his killer is thrown 1d20 days into the future |
692 |
When caster dies, his last word is "Rosebud" |
693 |
When caster dies, his name becomes synonymous with treachery |
694 |
When caster dies, his skeleton turns to glass |
695 |
When caster dies, his skull turns to wood |
696 |
When caster dies, his spellbook burns to cinders in 1d4 rounds |
697 |
When caster dies, his veins are discovered to be filled with gold |
698 |
When caster dies, some random person nearby dies as well |
699 |
When caster dies, the first person to touch his corpse also dies |
700 |
When caster dies, the nearest town is evacuated |
701 |
When caster dies, the nearest tree falls on his corpse |
702 |
When caster dies, the sky turns blood red for 2d4-1 days |
703 |
When caster dies, violent riots break out in the nearest town |
704 |
When caster is angry, a small snake slithers out of his ear |
705 |
When caster is angry, he foams at the mouth like a rabid dog |
706 |
When caster is angry, he turns bright green |
707 |
When caster is angry, his face appears scarred and deformed |
708 |
When caster is angry, his face appears to glisten with slime |
709 |
When caster is angry, his head appears to be a bare skull |
710 |
When caster is angry, insects appear to swarm over his face |
711 |
When caster is angry, steam billows from his nostrils |
712 |
When caster is surprised, he randomly teleports 1d4 yards |
713 |
When caster is surprised, his head briefly doubles in size |
714 |
When caster is surprised, his head spins 360° |
715 |
When caster next casts this spell, he becomes hopelessly lost |
716 |
When caster next casts this spell, he feels overwhelming deja vu |
717 |
When caster next casts this spell, he teleports to this spot |
718 |
When caster next casts this spell, he's attacked by squirrels |
719 |
When caster next casts this spell, he's paralyzed until sunset |
720 |
When caster next casts this spell, he's stricken with Confusion |
721 |
When caster next casts this spell, his age temporarily doubles |
722 |
When caster next casts this spell, his clothing attacks him |
723 |
When caster next casts this spell, his clothing freezes solid |
724 |
When caster next casts this spell, his clothing turns to cheese |
725 |
When caster next casts this spell, the winter solstice occurs |
726 |
When caster next draws blood, a large pit opens beneath him |
727 |
When caster next draws blood, he disgorges 1d10 gallons of blood |
728 |
When caster next draws blood, he laughs like a demon |
729 |
When caster next draws blood, he leaps 4d6 hours into the future |
730 |
When caster next draws blood, he loses 2d10 hit points |
731 |
When caster next draws blood, he must Save or fall unconscious |
732 |
When caster next draws blood, he regains 1d10 hit points |
733 |
When caster next draws blood, he suffers an equivalent wound |
734 |
When caster next draws blood, he teleports 1d100 yards |
735 |
When caster next draws blood, he's addicted to the taste of blood |
736 |
When caster next draws blood, he's attacked by rabid bats |
737 |
When caster next draws blood, he's restored to full hit points |
738 |
When caster next draws blood, he's stricken mute until sunrise |
739 |
When caster next draws blood, his eyes blaze with flame |
740 |
When caster next draws blood, his weapon turns to steam |
741 |
When caster next draws blood, rain immediately begins to fall |
742 |
When caster next draws blood, thunder rumbles in the distance |
743 |
When caster next enters a building, he teleports onto its roof |
744 |
When caster next enters a building, his clothes catch fire |
745 |
When caster next enters a lake, any boats nearby turn invisible |
746 |
When caster next enters a lake, he blasphemes some ocean god |
747 |
When caster next enters a lake, he decides to become amphibious |
748 |
When caster next enters a lake, he discovers a small island |
749 |
When caster next enters a lake, he emerges draped with seaweed |
750 |
When caster next enters a lake, he encounters a lady with a sword |
751 |
When caster next enters a lake, he encounters a tentacled monster |
752 |
When caster next enters a lake, he finds 1d4 valuable pearls |
753 |
When caster next enters a lake, he has visions of a sunken city |
754 |
When caster next enters a lake, he spouts water like a whale |
755 |
When caster next enters a lake, he suffers severe hypothermia |
756 |
When caster next enters a lake, he teleports to a different lake |
757 |
When caster next enters a lake, he's 30% likely to become a fish |
758 |
When caster next enters a lake, he's attacked by sharks |
759 |
When caster next enters a lake, he's attacked by turtles |
760 |
When caster next enters a lake, he's befriended by otters |
761 |
When caster next enters a lake, he's caught in a fisherman's net |
762 |
When caster next enters a lake, he's covered with barnacles |
763 |
When caster next enters a lake, he's hit by 2d8 harpoons |
764 |
When caster next enters a lake, he's mistaken for a sea monster |
765 |
When caster next enters a lake, he's sucked up into a waterspout |
766 |
When caster next enters a lake, he's swept toward the sea |
767 |
When caster next enters a lake, he's thrown to the opposite shore |
768 |
When caster next enters a lake, his clothing inflates |
769 |
When caster next enters a lake, his clothing vanishes |
770 |
When caster next enters a lake, his feet turn into duck's feet |
771 |
When caster next enters a lake, his hands and feet grow webbing |
772 |
When caster next enters a lake, his home is completely flooded |
773 |
When caster next enters a lake, his pockets fill with sodium |
774 |
When caster next enters a lake, it becomes 2X as deep |
775 |
When caster next enters a lake, it drains dry in 1d4 rounds |
776 |
When caster next enters a lake, it turns from fresh to salt-water |
777 |
When caster next enters a lake, it's covered by two inches of ice |
778 |
When caster next enters a lake, it's heavily stocked with trout |
779 |
When caster next enters a lake, night falls immediately |
780 |
When caster next enters a lake, someone nearby starts to drown |
781 |
When caster next enters a town, a huge festival takes place |
782 |
When caster next enters a town, he finds a magical scroll |
783 |
When caster next enters a town, he violates community standards |
784 |
When caster next enters a town, he's imprisoned for murder |
785 |
When caster next enters a town, he's named as its patron saint |
786 |
When caster next enters a town, he's quickly arrested for heresy |
787 |
When caster next enters a town, he's quickly elected mayor |
788 |
When caster next enters a town, he's recognized as a vampire |
789 |
When caster next enters a town, he's sold into slavery |
790 |
When caster next enters a town, his spellbook is confiscated |
791 |
When caster next enters a town, it secedes from the kingdom |
792 |
When caster next enters a town, it's attacked by goblins |
793 |
When caster next enters a town, it's besieged by orcs |
794 |
When caster next enters a town, it's overrun by feral dogs |
795 |
When caster next enters a town, it's renamed after him |
796 |
When caster next enters a town, its population doubles |
797 |
When caster next enters a town, martial law is declared |
798 |
When caster next enters a town, the king orders it destroyed |
799 |
When caster next enters a town, violent riots break out |
800 |
When caster next enters his home, 1d4 exterior walls vanish |
801 |
When caster next enters his home, 1d4 weeks pass in 1d4 rounds |
802 |
When caster next enters his home, a small hill rises beneath it |
803 |
When caster next enters his home, any curses upon him are lifted |
804 |
When caster next enters his home, he ages 1d10 years |
805 |
When caster next enters his home, he ages 1d10 years |
806 |
When caster next enters his home, he doubts he's ever lived there |
807 |
When caster next enters his home, he falls unconscious |
808 |
When caster next enters his home, he finds 1d100+100 gold pieces |
809 |
When caster next enters his home, he finds a secret trapdoor |
810 |
When caster next enters his home, he finds a troll in residence |
811 |
When caster next enters his home, he finds another spellbook |
812 |
When caster next enters his home, he finds his clone in residence |
813 |
When caster next enters his home, he finds it completely empty |
814 |
When caster next enters his home, he forgets how to exit again |
815 |
When caster next enters his home, he gains one level |
816 |
When caster next enters his home, he is healed of all damage |
817 |
When caster next enters his home, he loses a point of Wisdom |
818 |
When caster next enters his home, he loses any memorized spells |
819 |
When caster next enters his home, he must evict 2d10 squatters |
820 |
When caster next enters his home, he realizes it's made of coral |
821 |
When caster next enters his home, he recognizes nothing within it |
822 |
When caster next enters his home, he teleports to this location |
823 |
When caster next enters his home, he's attacked by kobolds |
824 |
When caster next enters his home, he's blinded for 4d12 hours |
825 |
When caster next enters his home, he's convinced it isn't his |
826 |
When caster next enters his home, he's drafted into the military |
827 |
When caster next enters his home, he's visited by solicitors |
828 |
When caster next enters his home, he's visited by three ghosts |
829 |
When caster next enters his home, his age is reduced by 3d4 years |
830 |
When caster next enters his home, his bed combusts violently |
831 |
When caster next enters his home, his clothes burst into flame |
832 |
When caster next enters his home, his clothes turn to stone |
833 |
When caster next enters his home, it becomes indestructible |
834 |
When caster next enters his home, it becomes steamy like a sauna |
835 |
When caster next enters his home, it doubles its current size |
836 |
When caster next enters his home, it drifts slowly out to sea |
837 |
When caster next enters his home, it falls into a heap of sawdust |
838 |
When caster next enters his home, it gains an additional level |
839 |
When caster next enters his home, it migrates 1d20 miles |
840 |
When caster next enters his home, it sinks into the ground |
841 |
When caster next enters his home, it turns invisible from within |
842 |
When caster next enters his home, it turns to glass |
843 |
When caster next enters his home, it's been thoroughly cleaned |
844 |
When caster next enters his home, it's buried by an avalanche |
845 |
When caster next enters his home, it's buried by volcanic ash |
846 |
When caster next enters his home, it's encircled by a deep moat |
847 |
When caster next enters his home, it's flattened by a meteor |
848 |
When caster next enters his home, it's infested with vermin |
849 |
When caster next enters his home, it's swept away by a tidal wave |
850 |
When caster next enters his home, it's totally refurbished |
851 |
When caster next enters his home, its doors and windows vanish |
852 |
When caster next enters his home, monsters reside under the bed |
853 |
When caster next enters his home, someone's eaten his porridge |
854 |
When caster next enters his home, the doors & windows fuse shut |
855 |
When caster next enters his home, the floor vanishes |
856 |
When caster next enters his home, the magistrate condemns it |
857 |
When caster next enters his home, the roof ignites |
858 |
When caster next kills someone, he appears in that person's home |
859 |
When caster next kills someone, he must Save vs Fortitude or die |
860 |
When caster next kills someone, that person quickly resurrects |
861 |
When caster next opens his spellbook, he's attacked by a shark |
862 |
When caster next says his name, 2d6 fish leap from his mouth |
863 |
When caster next says his name, a bird flies into his mouth |
864 |
When caster next says his name, he learns it's not his real name |
865 |
When caster next says his name, he promptly forgets his name |
866 |
When caster next says his name, his mouth is sealed shut |
867 |
When caster next teleports, he arrives bound and gagged |
868 |
When caster next teleports, he arrives fully Healed |
869 |
When caster next touches money, he triggers a Chaos Burst |
870 |
When caster next triggers a Burst, he teleports to this location |
871 |
When caster next triggers a Burst, its effect is irreversible |
872 |
When caster next uses magic, 2d4 zombies appear and attack him |
873 |
When caster next uses magic, all vegetation within 10 yards dies |
874 |
When caster next uses magic, all within one mile know about it |
875 |
When caster next uses magic, an ice statue of him appears nearby |
876 |
When caster next uses magic, any gold he's carrying vanishes |
877 |
When caster next uses magic, cold water sprays from his ears |
878 |
When caster next uses magic, he and his allies are drenched |
879 |
When caster next uses magic, he becomes drunk for 1d4 hours |
880 |
When caster next uses magic, he becomes invisible to his allies |
881 |
When caster next uses magic, he disgorges 2d6 large clay bricks |
882 |
When caster next uses magic, he loses 3d4 hit points |
883 |
When caster next uses magic, he must Save or fall unconscious |
884 |
When caster next uses magic, he reeks of sulfur for 1d10 hours |
885 |
When caster next uses magic, he teleports 10d10 yards randomly |
886 |
When caster next uses magic, he teleports into a nearby building |
887 |
When caster next uses magic, he thinks that he's at death's door |
888 |
When caster next uses magic, he's 5% likely to lose one level |
889 |
When caster next uses magic, he's 10% likely to die outright |
890 |
When caster next uses magic, he's shunned by other magic users |
891 |
When caster next uses magic, he's thrown back to this moment |
892 |
When caster next uses magic, his clone appears nearby |
893 |
When caster next uses magic, his clone teleports to his home |
894 |
When caster next uses magic, his clothes turn to paper |
895 |
When caster next uses magic, his hands double in size |
896 |
When caster next uses magic, his hands freeze solid |
897 |
When caster next uses magic, his nearest ally falls unconscious |
898 |
When caster next wears a hat, he's targeted for assassination |
899 |
When caster opens his spellbook, he's shrouded by darkness |
900 |
When caster opens his spellbook, thunder rumbles overhead |
901 |
When caster teleports, he arrives 1d4 miles from the destination |
902 |
When caster teleports, he arrives 2d4 hours later than expected |
903 |
When caster teleports, he arrives blinded for 1d6 rounds |
904 |
When caster teleports, he arrives in an embarrassing posture |
905 |
When caster teleports, he arrives invisible |
906 |
When caster teleports, he arrives ravenously hungry |
907 |
When caster teleports, he arrives upside down |
908 |
When caster teleports, he arrives with half of his gear missing |
909 |
When caster teleports, only 95% + 1d10% of his body is teleported |
910 |
When caster tells a falsehood, he confesses it to everyone nearby |
911 |
When caster uses Mirror Image, 10X the number of Images appear |
912 |
When caster uses Mirror Image, he can't tell which image is real |
913 |
When caster uses Mirror Image, the Images look like demons |
914 |
When caster uses Mirror Image, the Images look like infants |
915 |
When caster uses Mirror Image, the Images look like skeletons |
916 |
When caster uses Mirror Image, the Images look like the target |
917 |
When caster uses Mirror Image, the Images look nothing like him |
918 |
When caster's blood is next spilled, he ages 5d10 years |
919 |
When caster's blood is next spilled, he can't speak for 1d4 turns |
920 |
When caster's blood is next spilled, he's blinded for 1d4 rounds |
921 |
When next struck by magic, caster becomes spotted like a leopard |
922 |
When next struck by magic, caster disgorges 1d4 pounds of gravel |
923 |
When next struck by magic, caster falls 6d10 feet |
924 |
When next struck by magic, caster is carried aloft by a pigeons |
925 |
When next struck by magic, caster sprouts wool from his arms |
926 |
When next struck by magic, caster triggers a Chaos Burst |
927 |
When reduced to one hit point, caster ages 2d10 years |
928 |
When reduced to one hit point, caster can see invisible objects |
929 |
When reduced to one hit point, caster flees, panic-stricken |
930 |
When reduced to one hit point, caster flies into a berserk fury |
931 |
When reduced to one hit point, caster is stricken mute |
932 |
When reduced to one hit point, caster suffers wild hallucinations |
933 |
When reduced to one hit point, caster teleports 2d20 yards |
934 |
When reduced to one hit point, caster teleports to his home |
935 |
When reduced to one hit point, caster turns invisible until dawn |
936 |
When reduced to one hit point, caster turns to iron until sunset |
937 |
When seen from behind, caster appears to be bleeding profusely |
938 |
When seen from behind, caster appears to be on fire |
939 |
When seen from behind, caster's torso is riddled with large holes |
940 |
When struck by magic, caster briefly appears to be made of chrome |
941 |
When struck by magic, caster briefly appears to be made of wood |
942 |
When struck by magic, caster feels the urge to reveal a secret |
943 |
When struck by magic, caster flies into a berserker rage |
944 |
When struck by magic, caster is 10% likely to be caked in grime |
945 |
When struck by magic, caster is covered by ashes and soot |
946 |
When struck by magic, caster sings raucous songs for 1d4 rounds |
947 |
When struck by magic, caster temporarily inflates like a balloon |
948 |
Whenever caster casts a spell, a spotlight illuminates him |
949 |
Whenever caster casts a spell, an invisible bronze gong is rung |
950 |
Whenever caster casts a spell, electricity crackles in his hair |
951 |
Whenever caster casts a spell, ghostly laughter echoes in the air |
952 |
Whenever caster casts a spell, he appears to explode |
953 |
Whenever caster casts a spell, he becomes light as a feather |
954 |
Whenever caster casts a spell, he experiences profound remorse |
955 |
Whenever caster casts a spell, he feels overwhelming euphoria |
956 |
Whenever caster casts a spell, he hears glass breaking everywhere |
957 |
Whenever caster casts a spell, he hears loud, discordant music |
958 |
Whenever caster casts a spell, he hears the laments of the damned |
959 |
Whenever caster casts a spell, he must Save or be knocked down |
960 |
Whenever caster casts a spell, he must Save or shrink by 20% |
961 |
Whenever caster casts a spell, he suffers crippling stage fright |
962 |
Whenever caster casts a spell, he thinks that he ages 1d10 years |
963 |
Whenever caster casts a spell, he whistles like a teapot |
964 |
Whenever caster casts a spell, he's 10% likely to pass out |
965 |
Whenever caster casts a spell, he's haunted by cryptic warnings |
966 |
Whenever caster casts a spell, his bones glow visibly in his body |
967 |
Whenever caster casts a spell, his clothes are glazed with frost |
968 |
Whenever caster casts a spell, his ears shine like the sun |
969 |
Whenever caster casts a spell, his feet swell by 10% |
970 |
Whenever caster casts a spell, his spellbook must Save or combust |
971 |
Whenever caster casts a spell, one of his hands grows by 25% |
972 |
Whenever caster casts a spell, someone far away vows to kill him |
973 |
Wherever caster walks, he sounds like he's on a squeaky floor |
974 |
While caster is invisible, a faint outline can still be seen |
975 |
While caster sleeps, he appears to be a perfect cube |
976 |
While caster sleeps, he appears to melt like a wax dummy |
977 |
While caster sleeps, he freezes solid but thaws before waking |
978 |
While caster sleeps, his allies must Save or forget who he is |
979 |
While caster sleeps, his arms and legs retract into his torso |
980 |
While caster sleeps, his body is translucent |
981 |
While caster sleeps, his body retracts into his head |
982 |
While caster sleeps, his clothing and gear are invisible |
983 |
While caster sleeps, his head appears detached from his body |
984 |
While caster sleeps, his head retracts into his body |
985 |
While caster sleeps, his whole body contracts into a small ball |
986 |
While caster sleeps, luminous moths flutter over his body |
987 |
While caster sleeps, mysterious runes hover over his head |
988 |
While caster sleeps, rodents bring him sacrificial offerings |
989 |
While caster sleeps, thousands of insects swarm over his body |
990 |
While indoors, caster appears to be 5% larger |
991 |
While indoors, caster feels as if he's dragging heavy chains |
992 |
While indoors, caster feels as if he's in a blazing desert |
993 |
While indoors, caster feels as if he's on a ship's deck |
994 |
While indoors, caster feels as if he's on windswept tundra |
995 |
While standing on a riverbank, caster is invisible to amphibians |
996 |
While walking, caster sounds as if he's wearing full plate armor |
997 |
Woodland creatures openly mock the caster and call him a coward |
998 |
Woodland creatures react to the caster as if he's one of them |
999 |
Woodland creatures react violently to the caster's presence |
1000 |
Zombies can't come within 10 feet of the caster for 1d4 days |
d1000 | Result |
---|---|
1 |
1d8 of target's fingers reappear elsewhere on his body |
2 |
A handful of small glass marbles tumble from the target's nose |
3 |
A heavy chain runs the entire length of target's alimentary canal |
4 |
A nearby but invisible heckler pummels the target with tomatoes |
5 |
A nearby tree animates and swears allegiance to the target |
6 |
A nearby tree becomes ravenously carnivorous and attacks target |
7 |
A nearby tree bends down and hurls the target like a catapult |
8 |
A nearby tree sprays its bark at the target, briefly blinding him |
9 |
A second, identical skeleton appears in the target's body |
10 |
A small fire blazes harmlessly in the target's mouth |
11 |
A tall picket fence encircles the target |
12 |
A tentacle slithers from a nearby cave to grasp the target |
13 |
A vital organ is ripped from target's body for 1d100 damage |
14 |
All of target's belongings are compressed into a tiny cube nearby |
15 |
All of target's belongings are seized by the local magistrate |
16 |
All of target's belongings are transported beyond the horizon |
17 |
All of target's belongings were stolen by a vengeful wizard |
18 |
All of target's belongings were stolen from a vengeful wizard |
19 |
All that the target has ever done was really done by someone else |
20 |
All voices sound alike to the target for 5d6 days |
21 |
All within 100 yards with a missile weapon fire it at the target |
22 |
Ambient temperature always feels 50° colder to target |
23 |
Ambient temperature rises 10° when target is angry |
24 |
An earthen duplicate of the target rises up and attacks him |
25 |
An earthen duplicate of the target wants to take his place |
26 |
An evergreen sprouts from target's chest while he sleeps tonight |
27 |
An item carried by target discharges a Chaos Burst when next used |
28 |
An item carried by target explodes for 3d10 hit points of damage |
29 |
An item carried by target is widely sought for its healing powers |
30 |
An item carried by target releases narcotic vapors when next used |
31 |
Any attack on target appears not to injure him, even if it does |
32 |
Any blade hitting target for maximum damage acquires intelligence |
33 |
Any blade hitting target for maximum damage acquires intelligence |
34 |
Any blade hitting target for maximum damage also injects a poison |
35 |
Any blade hitting target for maximum damage disappears forever |
36 |
Any blade hitting target for maximum damage gains a +1 bonus |
37 |
Any blade hitting target for maximum damage gets stuck in him |
38 |
Any blade hitting target for maximum damage is briefly weightless |
39 |
Any blade hitting target for maximum damage must Save or shatter |
40 |
Any blade hitting target for maximum damage rapidly corrodes |
41 |
Any blade hitting target for maximum damage turns clear as glass |
42 |
Any blade hitting target for maximum damage turns to gold |
43 |
Any blade hitting target for maximum damage vanishes until sunset |
44 |
Any bludgeon that hits the target is 10% likely to shatter |
45 |
Any bludgeon that hits the target is thereafter +4 ToHit him |
46 |
Any bludgeon that hits the target sprays water like a fountain |
47 |
Any bludgeon that hits the target turns to sponge as it does so |
48 |
Any clothing or armor now worn by target ages 100 years per round |
49 |
Any clothing or armor now worn by target is fireproof until dawn |
50 |
Any clothing or armor now worn by target is soaked with tree sap |
51 |
Any clothing or armor now worn by target shrinks by 30% |
52 |
Any coins that target is now carrying double in value |
53 |
Any coins that target is now carrying shrink by 50% |
54 |
Any coins that target is now carrying turn to cheese |
55 |
Any coins that target is now carrying weigh 100 pounds each |
56 |
Any fire damage suffered by target equally affects someone nearby |
57 |
Any fire damage suffered by target inflicts 2X normal damage |
58 |
Any fire damage suffered by target is delayed for 3d4 rounds |
59 |
Any fire damage suffered by target leaves cryptic scars |
60 |
Any gems now carried by target are cursed against him |
61 |
Any gold now carried by target belongs to a dragon |
62 |
Any gold now carried by target combusts like tinder |
63 |
Any jewelry that target is wearing heats to 500° |
64 |
Any magic items carried by the target glow like embers until dawn |
65 |
Any metal now in target's possession becomes intensely magnetic |
66 |
Any metal now in target's possession heats to its melting point |
67 |
Any metal now in target's possession is as fragile as glass |
68 |
Any metal now in target's possession is highly flammable |
69 |
Any metal now in target's possession is transparent like glass |
70 |
Any metal now in target's possession is water soluble until dawn |
71 |
Any metal now in target's possession turns to lead |
72 |
Any metal now in target's possession turns to mercury |
73 |
Any metal target is now carrying reverts to raw ore |
74 |
Any metal weapons that wound the target are dulled for 1d4 rounds |
75 |
Any metal weapons that wound the target are hurled 1d8 yards away |
76 |
Any metal weapons that wound the target vanish for 1d4 rounds |
77 |
Any missile weapon hitting the target inflicts triple damage |
78 |
Any missile weapon hitting the target instantly combusts |
79 |
Any missile weapon hitting the target is 10% likely to take root |
80 |
Any missile weapon hitting the target suddenly triples in weight |
81 |
Any missile weapons now carried by target are badly warped |
82 |
Any missile weapons now carried by target have 10X normal range |
83 |
Any missile weapons now carried by target have a +1 ToHit bonus |
84 |
Any missile weapons now carried by target have his name on them |
85 |
Any missiles fired at target are affected by Reverse Gravity |
86 |
Any missiles fired at target are blown off course by high winds |
87 |
Any missiles fired at target instantly sprout wings and fly away |
88 |
Any missiles fired at target leave colorful trails in the air |
89 |
Any missiles fired at target sound like thunder when they hit |
90 |
Any missiles fired at target turn invisible if they hit him |
91 |
Any missiles fired near target orbit him like satellites |
92 |
Any missiles fired near target shriek as they fly through the air |
93 |
Any nearby undead attack the target exclusively for 1d10 rounds |
94 |
Any nearby undead defend the target to the best of their ability |
95 |
Any nearby undead howl wildly and race toward the target |
96 |
Any nearby undead now look disturbingly like the target |
97 |
Any nearby undead obey the target for 1d8 rounds |
98 |
Any open wounds the target now has are welded closed like metal |
99 |
Any packs, pouches, or bags carried by target are full of blood |
100 |
Any packs, pouches, or bags carried by target are interconnected |
101 |
Any packs, pouches, or bags carried by target double in volume |
102 |
Any packs, pouches, or bags carried by target dump their contents |
103 |
Any paper, parchment, etc. now carried by target combusts |
104 |
Any paper, parchment, etc. now carried by target is fireproof |
105 |
Any paper, parchment, etc. now carried by target is rain-soaked |
106 |
Any paper, parchment, etc. now carried by target turns to steel |
107 |
Any part of target not covered by clothing appears to be skeletal |
108 |
Any part of target not covered by clothing is badly sunburned |
109 |
Any part of target not covered by clothing is forever invisible |
110 |
Any part of target not covered by clothing turns bright orange |
111 |
Any part of target now covered by clothing is covered in blisters |
112 |
Any part of target now covered by clothing is fireproof |
113 |
Any part of target now covered by clothing is forever invisible |
114 |
Any part of target now covered by clothing is hideously scarred |
115 |
Any spells cast in target's presence seem to originate from him |
116 |
Any successful attack on target is 2% likely to kill him |
117 |
Any successful attack on target is 10% likely to fail outright |
118 |
Any successful attack on target will leave hideous scars |
119 |
Any undead now within 10 yards of target attack him until slain |
120 |
Any undead now within 10 yards of target combust |
121 |
Any undead now within 10 yards of target gain an extra hit die |
122 |
Any undead now within 10 yards of target vanish or are destroyed |
123 |
Any water elemental touching or touched by target freezes solid |
124 |
Any water elemental touching or touched by target heats to 200° |
125 |
Any water elemental touching or touched by target is set ablaze |
126 |
Any water elemental touching or touched by target splits in two |
127 |
Any water now in contact with target's body freezes solid |
128 |
Any water now in contact with target's body is poisonous to him |
129 |
Any water now in contact with target's body turns to glue |
130 |
Any water now in contact with target's body turns to lamp oil |
131 |
Any water now in contact with target's body turns to mud |
132 |
Any water now in contact with target's body turns to stone |
133 |
Any wooden weapons that wound the target are invisible until dawn |
134 |
Any wooden weapons that wound the target become heavy as lead |
135 |
Any wooden weapons that wound the target burst into flame |
136 |
Any wooden weapons that wound the target must Save or shatter |
137 |
Any wooden weapons that wound the target turn to steel until dawn |
138 |
Any wooden weapons that wound the target vanish until he's dead |
139 |
Anyone cutting target with a blade ages 1d10 years until sunset |
140 |
Anyone cutting target with a blade briefly turns orange |
141 |
Anyone cutting target with a blade can't sleep for 1d4 days |
142 |
Anyone cutting target with a blade can't speak to him until dawn |
143 |
Anyone cutting target with a blade feels heartwarming glee |
144 |
Anyone cutting target with a blade feels incredible hunger |
145 |
Anyone cutting target with a blade feels momentarily dizzy |
146 |
Anyone cutting target with a blade feels overwhelming dread |
147 |
Anyone cutting target with a blade feels the same amount of pain |
148 |
Anyone cutting target with a blade feels unsettling dÈj‡ vu |
149 |
Anyone cutting target with a blade gets an electric shock |
150 |
Anyone cutting target with a blade has awful dreams for one week |
151 |
Anyone cutting target with a blade immediately apologizes for it |
152 |
Anyone cutting target with a blade is briefly blinded |
153 |
Anyone cutting target with a blade is briefly invisible |
154 |
Anyone cutting target with a blade is briefly rendered mute |
155 |
Anyone cutting target with a blade is paralyzed for 1d4 rounds |
156 |
Anyone cutting target with a blade is soaked with goat's milk |
157 |
Anyone cutting target with a blade is soaked with his own blood |
158 |
Anyone cutting target with a blade loses one hit point |
159 |
Anyone cutting target with a blade suffers visions of damnation |
160 |
Anyone cutting target with a blade teleports 1d6 feet |
161 |
Anyone cutting target with a blade thinks he's an ally |
162 |
Anyone cutting target with a blade thinks the target is immortal |
163 |
Anyone cutting target with a blade vanishes for 1d4 rounds |
164 |
Anyone looking into the target's ear has visions of debauchery |
165 |
Anyone looking into the target's ear has visions of his own death |
166 |
Anyone looking into the target's ear has visions of the hereafter |
167 |
Anyone looking into the target's ear suffers intense vertigo |
168 |
Anyone nearby when target is wounded applauds for 1d4 rounds |
169 |
Anyone nearby when target is wounded must Save or begin weeping |
170 |
Anyone nearby when target is wounded must Save or flee in panic |
171 |
Anyone nearby when target is wounded must Save or pass out |
172 |
Anyone nearby wielding a wooden weapon hits the target with it |
173 |
Anyone nearby wielding a wooden weapon is invisible to the target |
174 |
Anyone nearby wielding a wooden weapon offers it to the target |
175 |
Anyone nearby wielding a wooden weapon throws it at the target |
176 |
Anyone nearby with a drawn blade attacks target for 1d4 rounds |
177 |
Anyone nearby with a drawn blade can't use it against the target |
178 |
Anyone nearby with a drawn blade races away from the target |
179 |
Anyone nearby with a drawn blade shouts the target's name |
180 |
Anyone slain by target's weapon can never be resurrected |
181 |
Anyone touching the target in the next turn adopts his name |
182 |
Anyone touching the target in the next turn is briefly paralyzed |
183 |
Anyone touching the target in the next turn loses 1d10 hit points |
184 |
Anyone touching the target in the next turn suffers severe burns |
185 |
Anyone who wounds the target is 5% likely to kill him outright |
186 |
Anyone who wounds the target must Save or age 1d10 years |
187 |
Anyone who wounds the target must Save or be equally wounded |
188 |
Anyone who wounds the target must Save or disarm themselves |
189 |
Anyone who wounds the target must Save or fall unconscious |
190 |
Anyone who wounds the target must Save or sink into the ground |
191 |
Anyone who wounds the target must Save or teleport 1d4 miles |
192 |
Anyone who wounds the target must Save or temporarily shrink 25% |
193 |
Armor is always invisible while worn by the target |
194 |
As target is wounded more severely, he's less likely to sense it |
195 |
At any crossroads, target feels utterly lost |
196 |
At any crossroads, target is inclined to turn back |
197 |
At any crossroads, target is inclined to turn left |
198 |
At any crossroads, target is stricken with indecision |
199 |
At dawn tomorrow, all record and memory of target is lost |
200 |
At dawn tomorrow, demonic hordes mount a quest against the target |
201 |
At dawn tomorrow, target is abducted by an undead horde |
202 |
At dawn tomorrow, target must Save or age 1d1000 years |
203 |
At each sunset, target is 20% likely to age 1d20 years instantly |
204 |
At some point in every battle, target wholly disarms himself |
205 |
Beacon-bright light shines from target's palms during combat |
206 |
Beacon-bright light shines from the soles of the target's feet |
207 |
Beacon-bright light shines from the target's principal weapon |
208 |
Beacon-bright light shines from the top of the target's head |
209 |
Bits of gristle tumble from the target's mouth while he speaks |
210 |
Bits of hardened resin tumble constantly from target's ears |
211 |
Blades are magically blunted while the target wields them |
212 |
Blades are unbreakable while the target wields them |
213 |
Blades seem cumbersome and awkward while the target wields them |
214 |
Blades seem to have basic intelligence while target wields them |
215 |
Both of target's arms are now on the same side of his body |
216 |
Both of target's arms jut from the same shoulder |
217 |
Bright flames consume the target's clothing for 1d10 rounds |
218 |
Bright flames dance harmlessly over target's body for 1d10 rounds |
219 |
Bright flames ripple harmlessly along target's limbs for 1d4 days |
220 |
Bright flames surround the target harmlessly for 2d10 rounds |
221 |
Colored streamers shoot from target's ears for 2d6 rounds |
222 |
Colored streamers shoot from target's nostrils |
223 |
Colorful smoke spews from target's every orifice for 2d10 rounds |
224 |
Condensation endlessly forms upon and drips from target |
225 |
Countless glass shards slash at the target for 1d6 rounds |
226 |
Countless glass shards whirl around the target for 1d6 rounds |
227 |
Countless tiny moths flutter about the target's head |
228 |
Countless tiny, colorful orbs swirl harmlessly around the target |
229 |
Creatures Summoned in target's presence are abominations |
230 |
Creatures Summoned in target's presence are clear like glass |
231 |
Creatures Summoned in target's presence are immune to fire |
232 |
Creatures Summoned in target's presence are old and decrepit |
233 |
Creatures Summoned in target's presence beg him for mercy |
234 |
Creatures Summoned in target's presence have only 1 hit point |
235 |
Creatures Summoned in target's presence obey him unswervingly |
236 |
Creatures Summoned in target's presence refuse to attack him |
237 |
Creatures Summoned in target's presence seem to be made of stone |
238 |
Creatures Summoned in target's presence strongly resemble him |
239 |
Creatures Summoned in target's presence worship him as a god |
240 |
Dew and condensation inspire fear in the target |
241 |
Dozens of tiny glass slivers fall harmlessly from target's mouth |
242 |
During any combat round, target is 3% likely to die outright |
243 |
During any combat round, target is 5% likely to flee in panic |
244 |
During any combat round, target is 10% likely to be invisible |
245 |
During any combat round, target is 50% likely to be very drunk |
246 |
During battle, target experiences distracting hallucinations |
247 |
During battle, target hears overpoweringly loud calliope music |
248 |
During battle, target perceives thick, acrid smoke all around him |
249 |
During battle, target quacks like an enormous duck |
250 |
During battle, target repeatedly chants a naughty limerick |
251 |
During battle, target's allies are invisible to him |
252 |
During battle, target's allies can't speak to him |
253 |
During battle, target's allies don't recognize him |
254 |
During battle, target's clothes and gear are invisible |
255 |
During battle, target's clothes appear to burst into flame |
256 |
During battle, target's clothes billow with foul smoke |
257 |
During battle, target's clothes moan like ghosts |
258 |
During battle, target's ears flap like a bird's wings |
259 |
During battle, target's flesh, hair, and gear turn white as snow |
260 |
During battle, target's hands appear to be shrouded in flame |
261 |
During battle, target's head is henceforth invisible |
262 |
During battle, target's heartbeat is audible to all nearby |
263 |
Each day, target can become an illusion for 1d4 rounds |
264 |
Each day, target can command 1d4 non-magical bears |
265 |
Each day, target can see through the caster's eyes for 1d4 turns |
266 |
Each day, target can turn his skin invisible for up to one hour |
267 |
Each day, target can turn into a horse for up to 1d4 hours |
268 |
Each day, target can walk on water up to 100 yards |
269 |
Each day, target is 10% likely to lose one finger or toe |
270 |
Each day, target is immune to one electrical attack |
271 |
Each day, target is struck by lightning but is basically unharmed |
272 |
Each day, target must eat at least one medium-sized candle |
273 |
Each day, target must eat at least one sheet of parchment |
274 |
Each day, target's body varies from 10% to 80% transparency |
275 |
Each day, target's skin is a different vibrant color |
276 |
Each of target's feet acquires argumentative intelligence |
277 |
Each of target's feet is chained to his neck |
278 |
Each of target's feet tries to race away in a different direction |
279 |
Each of target's feet weighs as much as the rest of his body |
280 |
Each of target's hands fuses to the opposite elbow |
281 |
Each time target is injured, a gold coin appears in his mouth |
282 |
Each time target is injured, he must Save or fall unconscious |
283 |
Each time target is injured, he must Save or go blind |
284 |
Each time target is injured, howls like a wolf |
285 |
Each time target opens his mouth, a small toad leaps out of it |
286 |
Each time target opens his mouth, another tooth turns invisible |
287 |
Each time target opens his mouth, he hears eerie music nearby |
288 |
Each time target opens his mouth, nearby birds fall silent |
289 |
Electricity crackles in target's clothing when he's angry |
290 |
Electricity crackles in target's skin as he makes an attack |
291 |
Electricity crackles in the air around the target for 1d4 days |
292 |
Electricity crackles in the ground wherever the target steps |
293 |
Electricity crackles in the target's hair for 1d8 hours |
294 |
Electricity crackles in the target's hair when he uses magic |
295 |
Electricity crackles through the target's body for 1d8 rounds |
296 |
Electricity crackles visibly along target's weapon during combat |
297 |
Every few rounds a spider crawls from target's mouth |
298 |
Every other day, the target is 20% likely to shrink by 10% |
299 |
Every other day, the target is 30% likely to be mute |
300 |
Every other day, the target is 5d10 years older than his true age |
301 |
Every other day, the target radiates strongly of alteration magic |
302 |
Every rat in the kingdom follows the target for 2d6 days |
303 |
Every spell cast nearby in the next 1d6 rounds strikes the target |
304 |
Every spell cast nearby is immediately obvious to the target |
305 |
Everyone knows that the target has no real martial prowess |
306 |
Everyone knows that the target is a powerful demon in disguise |
307 |
Everyone knows that the target's head is completely hollow |
308 |
Everyone knows that the target's skeleton is made of gold |
309 |
Everyone now within 10 yards of target attacks him for 1d4 rounds |
310 |
Everyone now within 10 yards of target ignores him for 1d4 hours |
311 |
Everyone now within 10 yards of target is disarmed |
312 |
Everyone now within 10 yards of target is invisible to him |
313 |
Everyone now within 10 yards of target is knocked down |
314 |
Everyone now within 10 yards of target is stricken bald |
315 |
Everyone now within 10 yards of target must Save or pass out |
316 |
Everyone now within 10 yards of target shouts his name |
317 |
Everyone who knows the target's name fears him for 3d10 rounds |
318 |
Everyone who knows the target's name forgets what he looks like |
319 |
Everyone who knows the target's name owes him 1d4 gold pieces |
320 |
Everyone who knows the target's name thinks his name is Twinkles |
321 |
Everyone whom target owes money demands repayment in full, now |
322 |
Everyone within 100 yards adopts the target's name |
323 |
Everyone within 100 yards feels intense hatred toward the target |
324 |
Everyone within 100 yards gives a gold piece to the target |
325 |
Everyone within 100 yards is invisible to the target until sunset |
326 |
Everyone within 100 yards races toward the target at top speed |
327 |
Everyone within 100 yards teleports 10d10 yards away from target |
328 |
Everyone within 100 yards teleports to the target's home |
329 |
Everyone within 100 yards thinks the target is about to explode |
330 |
Everyone within 100 yards thinks the target is undead |
331 |
Everything now worn or carried by target becomes sickly green |
332 |
Everything now worn or carried by target is strewn about the area |
333 |
Everything that target is now carrying is imperfectly duplicated |
334 |
Exertion makes target exhale black smoke like a steam engine |
335 |
Fire is intensely beautiful and attractive to the target |
336 |
Fire is invisible to the target |
337 |
Foliage grows wildly beneath the target's feet, entangling him |
338 |
For 1d10 rounds, magic doesn't work within 100 yards of target |
339 |
For 1d10 rounds, ordinary wood smoke is highly toxic to target |
340 |
For 1d10 rounds, target can't be affected by any magic items |
341 |
For 1d4 days, target can't speak to anyone now within 10 yards |
342 |
For 1d4 days, target can't speak to anyone who knows his name |
343 |
For one week, target can't be healed by any magical means |
344 |
For one week, target can't be injured by members of his species |
345 |
Glowing coals appear to be moving within the target's skin |
346 |
Half of target's body begins aging backwards, one year per day |
347 |
Half of target's body is affected by Reverse Gravity |
348 |
Half of target's body is badly burned, the other half frostbitten |
349 |
Half of target's body is indestructible for 2d4 days |
350 |
Half of target's body is infected with lycanthropy |
351 |
Half of target's body polymorphs into some kind of animal |
352 |
Half of target's body resembles half of the caster's body |
353 |
Half of target's body shrinks by 25% |
354 |
Half of target's body suffers from advanced leprosy |
355 |
Half of target's body turns invisible while in direct sunlight |
356 |
Half of target's fingers are permanently invisible |
357 |
Half of target's head appears to be made of crystal |
358 |
Half of target's head appears to be made of metal |
359 |
Half of target's head appears to be stripped of flesh |
360 |
Half of target's head explodes, killing him messily |
361 |
Half of target's head is covered in fine gold scales |
362 |
Half of target's head is covered in fragrant blue moss |
363 |
Half of target's head vanishes, but he's basically unharmed |
364 |
Half of target's limbs become donkey's limbs |
365 |
Hundreds of blood-red worms course from the target's nostrils |
366 |
Hundreds of small ice chips tumble from target's ears |
367 |
Hundreds of wasps swarm the target whenever he draws a weapon |
368 |
If an ally kills target today, he'll resurrect at dawn tomorrow |
369 |
If an ally kills target today, target explodes as a 50HD fireball |
370 |
If an arrow hits the target in the next 1d3 rounds, he explodes |
371 |
If an arrow hits the target in the next round, he doubles in size |
372 |
If an arrow hits the target in the next round, he turns to glass |
373 |
If an arrow hits the target in the next round, he's fully healed |
374 |
If next attack on target causes maximum damage, he dies |
375 |
If next attack on target causes maximum damage, his attacker dies |
376 |
If next attack on target causes maximum damage, the moon vanishes |
377 |
If next attack on target causes maximum damage, winter begins now |
378 |
If reduced to exactly zero hit points, target becomes an undead |
379 |
If reduced to exactly zero hit points, target combusts violently |
380 |
If reduced to exactly zero hit points, target is fully healed |
381 |
If reduced to exactly zero hit points, target melts like butter |
382 |
If reduced to exactly zero hit points, target shatters like glass |
383 |
If reduced to exactly zero hit points, target shrinks by 75% |
384 |
If reduced to exactly zero hit points, target turns invisible |
385 |
If reduced to exactly zero hit points, target turns to steam |
386 |
If reduced to five or fewer hit points, target attacks himself |
387 |
If reduced to five or fewer hit points, target goes berserk |
388 |
If reduced to one hit point, target becomes a lich |
389 |
If reduced to one hit point, target is Healed but loses one level |
390 |
If struck by Dispel Magic, target ceases to exist for 1d10 rounds |
391 |
If struck by Dispel Magic, target is rendered squeaky clean |
392 |
If struck by Dispel Magic, target loses 1d100 hit points |
393 |
If struck by Dispel Magic, target's skeleton disintegrates |
394 |
If target attempts to teleport, his nervous system stays behind |
395 |
If target disembowels himself, he's 10% likely to become a god |
396 |
If target draws a weapon, he can't sheathe it again for 4d6 hours |
397 |
If target draws a weapon, he can't sheathe it until he's wounded |
398 |
If target draws a weapon, he can't use it for 1d4 rounds |
399 |
If target draws a weapon, it's 5% likely to shatter outright |
400 |
If target eats raw meat, he bleeds from the ears for 4d4 rounds |
401 |
If target eats raw meat, he has visions of a possible future |
402 |
If target eats raw meat, he has visions of his own death |
403 |
If target eats raw meat, he succumbs to voracious bloodlust |
404 |
If target eats raw meat, he's thrown into the nearest river |
405 |
If target eats raw meat, it increases in volume by a factor of 10 |
406 |
If target eats raw meat, it turns to hot ashes in his stomach |
407 |
If target has a shield, it becomes fused to his arm |
408 |
If target has a shield, it claps shut on his arm like a clamshell |
409 |
If target has a shield, it now weighs 500 pounds |
410 |
If target has a shield, it vanishes, taking his arm with it |
411 |
If target has any charged magic items, they discharge on him |
412 |
If target has any charged magic items, they turn to wood |
413 |
If target has any charged magic items, they're fully recharged |
414 |
If target has any charged magic items, they're inert until dawn |
415 |
If target has any leather, he sprouts horns like a bull |
416 |
If target has any leather, he's soaked with lamp oil |
417 |
If target has any leather, it rots over 1d10 rounds |
418 |
If target has any leather, the cows that yielded it seek revenge |
419 |
If target has slain anyone recently, he goes insane until dawn |
420 |
If target has slain anyone recently, he's attacked by vultures |
421 |
If target is aware of any poison nearby, he begins shrieking |
422 |
If target is aware of any poison nearby, he thinks it's delicious |
423 |
If target is aware of any poison nearby, he tries to ingest it |
424 |
If target is aware of any poison nearby, he's immune to it |
425 |
If target is beheaded, a spectacular lightshow ensues |
426 |
If target is beheaded, a winged horse springs from his neck-stump |
427 |
If target is beheaded, anyone nearby is stricken blind for 1 turn |
428 |
If target is beheaded, he grows a new head facing backwards |
429 |
If target is beheaded, he grows a new head just like the caster's |
430 |
If target is beheaded, he's 10% likely to possess his slayer |
431 |
If target is beheaded, he's 40% likely to grow a new head |
432 |
If target is beheaded, his blood turns to very strong acid |
433 |
If target is beheaded, his body combusts and races to the horizon |
434 |
If target is beheaded, his body defends his slayer for 2d10 turns |
435 |
If target is beheaded, his body deflates like a balloon |
436 |
If target is beheaded, his body seeks political office |
437 |
If target is beheaded, his body still lives a long and happy life |
438 |
If target is beheaded, his body tries to behead his slayer |
439 |
If target is beheaded, his head becomes undead |
440 |
If target is beheaded, his head bounces away like a rubber ball |
441 |
If target is beheaded, his head explodes as a 10HD fireball |
442 |
If target is beheaded, his head floats away like a balloon |
443 |
If target is beheaded, his head rolls to the highest mountaintop |
444 |
If target is beheaded, his head speaks prophecy for 1d4 rounds |
445 |
If target is beheaded, his head turns to solid gold |
446 |
If target is beheaded, his slayer disgorges 1d6 gallons of blood |
447 |
If target is beheaded, his slayer is Stunned for 1d4 hours |
448 |
If target is beheaded, his slayer must Save vs Will or go insane |
449 |
If target is beheaded, his slayer receives 10d1000 gold pieces |
450 |
If target is beheaded, his slayer then tries to behead himself |
451 |
If target is beheaded, lightning bolts discharge from his neck |
452 |
If target is beheaded, no one now nearby can ever be resurrected |
453 |
If target is beheaded, two identical heads sprout from his neck |
454 |
If target is carrying a magical weapon, he loses 1d8 hit points |
455 |
If target is carrying a magical weapon, he regains 1d8 hit points |
456 |
If target is carrying a magical weapon, it is burned to slag |
457 |
If target is carrying a magical weapon, it mimics his personality |
458 |
If target is carrying a pouch, he tries to climb into it |
459 |
If target is carrying a pouch, it becomes a small Bag of Holding |
460 |
If target is carrying a pouch, it contains 1d100 gold pieces |
461 |
If target is carrying a pouch, it inflates like a hot air balloon |
462 |
If target is carrying any food, he turns into a werewolf |
463 |
If target is carrying any gold, he can hurl one 10HD fireball |
464 |
If target is carrying any gold, he changes alignment until sunset |
465 |
If target is carrying any gold, he's struck by lightning |
466 |
If target is carrying any water, it becomes toxic to him |
467 |
If target is carrying any wood, he attempts to devour it |
468 |
If target is carrying any wood, it explodes into fiery splinters |
469 |
If target is carrying any wood, it smolders until sunset |
470 |
If target is carrying any wood, it turns to sawdust |
471 |
If target is carrying rope, he ties himself to a nearby tree |
472 |
If target is carrying rope, he winds it tightly about his neck |
473 |
If target is carrying rope, it can't be cut by non-magical means |
474 |
If target is carrying rope, it threads itself through his flesh |
475 |
If target is currently injured he begins aging one year per round |
476 |
If target is cut by a metal weapon, he loses 2d10 gold pieces |
477 |
If target is cut by a metal weapon, he won't heal naturally |
478 |
If target is cut by a metal weapon, his limbs turn invisible |
479 |
If target is cut by a metal weapon, it sizzles violently |
480 |
If target is cut by a metal weapon, that injury quickly rusts |
481 |
If target is cut by a metal weapon, that weapon quickly rusts |
482 |
If target is now bleeding, fire can't harm him for 2d4 days |
483 |
If target is now bleeding, he begins to drown as though submerged |
484 |
If target is now bleeding, he's hereafter susceptible to rust |
485 |
If target is now bleeding, his weapon is +4 for 2d4 hours |
486 |
If target is now bleeding, the ground at his feet heats to 500° |
487 |
If target is now carrying any food, he contracts advanced leprosy |
488 |
If target is now carrying any food, he loses 1d100 hit points |
489 |
If target is now carrying any food, he teleports 2d10 miles |
490 |
If target is now standing, he can't sit or lie down for 8d6 hours |
491 |
If target is now standing, he levitates helplessly for 2d8 rounds |
492 |
If target is now standing, he's now standing on tall stilts |
493 |
If target is now standing, his legs double in length |
494 |
If target is now wet, he suffers sudden heat exhaustion |
495 |
If target is slain by a blade, he can never be resurrected |
496 |
If target is slain by fire, he explodes as a 20HD fireball |
497 |
If target is slain by fire, he resurrects in 1d4 days |
498 |
If target is slain by fire, his ashes are scattered over the sea |
499 |
If target is slain by fire, the nearest forest is also set ablaze |
500 |
If target is slain in the next 24 hours, he becomes a god |
501 |
If target is slain in the next 24 hours, he can't be resurrected |
502 |
If target is slain in the next 24 hours, he resurrects at sunrise |
503 |
If target is slain in the next 24 hours, winter begins at once |
504 |
If target is slain, a spring bubbles up from beneath his corpse |
505 |
If target is slain, a virulent plague breaks out in a nearby city |
506 |
If target is slain, all trees within 10 miles vanish |
507 |
If target is slain, all within 10 miles are overcome by grief |
508 |
If target is slain, he becomes an undead servant for his slayer |
509 |
If target is slain, he forever haunts the dreams of his slayer |
510 |
If target is slain, his allies all attack his slayer |
511 |
If target is slain, his allies quickly forget him and move on |
512 |
If target is slain, his corpse completely decays in 1d4 rounds |
513 |
If target is slain, his corpse embraces his slayer and combusts |
514 |
If target is slain, his corpse turns to wax within 1d10 rounds |
515 |
If target is slain, his slayer must Save or die along with him |
516 |
If target is slain, his soul can't leave his body |
517 |
If target is slain, his soul is sent to the wrong plane |
518 |
If target is slain, the caster is under a Geas to resurrect him |
519 |
If target is slain, the caster must inform his next of kin |
520 |
If target is wearing animal hide, he becomes an animal until dawn |
521 |
If target is wearing animal hide, he hides like an animal |
522 |
If target is wearing animal hide, he thinks that he's that animal |
523 |
If target is wearing animal hide, he tries to eat it |
524 |
If target is wearing animal hide, it animates and attacks him |
525 |
If target is wearing any rings, he has a spiritual revelation |
526 |
If target is wearing any rings, he's immune to magic until sunset |
527 |
If target is wearing any rings, his hands retract into his wrists |
528 |
If target is wearing any rings, they ignite on his fingers |
529 |
If target is wearing armor, he is unable to remove it |
530 |
If target is wearing armor, he teleports into the nearest town |
531 |
If target is wearing armor, he thinks it's part of his body |
532 |
If target is wearing armor, he's attacked by 1d4 alligators |
533 |
If target is wearing armor, he's blinded until he removes it |
534 |
If target is wearing armor, he's hurled into the nearest river |
535 |
If target is wearing armor, he's soaked with lamp oil |
536 |
If target is wearing armor, he's struck by lightning |
537 |
If target is wearing armor, it clatters noisily in the dark |
538 |
If target is wearing armor, it constricts painfully about him |
539 |
If target is wearing armor, it has a +2 AC bonus until sunrise |
540 |
If target is wearing armor, it heats to 500° |
541 |
If target is wearing armor, it rattles violently for 1d10 hours |
542 |
If target is wearing armor, it teleports 2d6 yards |
543 |
If target is wearing armor, it turns invisible |
544 |
If target is wearing armor, it vanishes for 1d10 rounds |
545 |
If target is wearing armor, it's as supple as silk until sunset |
546 |
If target is wearing armor, it's restored to brand-new condition |
547 |
If target is wearing armor, rain falls heavily for 1d10 days |
548 |
If target is wearing armor, the ground beneath him gives way |
549 |
If target is wearing shoes, his feet become chicken's feet |
550 |
If target is wielding a weapon, he suffers severe frostbite |
551 |
If target kills an ally within one turn, he'll be fully Healed |
552 |
If target kills anyone in the next hour, he vanishes for 2d4 days |
553 |
If target lights a fire, he feels an urge to put his hands in it |
554 |
If target lights a fire, he is overwhelmingly afraid of it |
555 |
If target lights a fire, he perceives omens in its burning embers |
556 |
If target lights a fire, his clothing ignites |
557 |
If target loses a finger, he deliberately cuts off another one |
558 |
If target loses a finger, that hand shrivels and dies |
559 |
If target moves more than 10 yards from this spot, he dies |
560 |
If target now has fewer than 1d100 hit points, he's fully Healed |
561 |
If target now has more than 20 hit points, he loses 1d100 |
562 |
If target sees an open pit, he tries to bury himself in it |
563 |
If target sees an open pit, he's attacked by something in it |
564 |
If target sits or lies down, he can't stand again for 8d6 hours |
565 |
If target sits or lies down, he teleports 1d100 yards |
566 |
If target sits or lies down, he's attacked by glowing beetles |
567 |
If target sits or lies down, he's covered by a light frost |
568 |
If target sleeps more than eight hours, he's struck by lightning |
569 |
If target teleports, he arrives holding two buckets of paint |
570 |
If target teleports, his skeleton teleports to this spot |
571 |
If target uses a doorway in the next hour, he turns to stone |
572 |
If target wields an axe, he thinks he's the archetypal Dwarf |
573 |
If target wields an axe, he tries to decapitate himself with it |
574 |
If target wields an axe, he's attacked by the nearest tree |
575 |
If target worships a deity, he claims to speak for the deity |
576 |
If target worships a deity, he forsakes that deity for another |
577 |
If target worships a deity, he thinks he's that deity's avatar |
578 |
If target worships a deity, he thinks the deity is talking to him |
579 |
If target's hands touch, they adhere to each other until dawn |
580 |
If target's weapon is metal, his hand turns to similar metal |
581 |
If target's weapon is metal, it turns to glass for 1d4 rounds |
582 |
If target's weapon is metal, it turns to wood and vice versa |
583 |
If target's weapon is metal, it's now indestructible |
584 |
Innumerable bats flutter around the target each day at twilight |
585 |
Insects constantly swarm around the target from now on |
586 |
Magic items are unreliable for the target for 2d4-1 days |
587 |
Magic items function at 50% power when target uses them |
588 |
Meat turns to gravel as it moves through target's digestive tract |
589 |
Melancholy chants issue from the target's weapon during battle |
590 |
Metal weapons are immune to magic while target wields them |
591 |
Metal weapons are invisible to target while he wields them |
592 |
Metal weapons chime pleasantly when they strike the caster |
593 |
Metal weapons do not conduct electricity while target wields them |
594 |
Metal weapons seem 10X heavier to target while he wields them |
595 |
Metal weapons seem to hum with power when target wields them |
596 |
Metal weapons seem weightless to target during combat |
597 |
Metal weapons strike sparks against target's body like flint |
598 |
Music causes the target to weep tears of blood |
599 |
Music inspires savage bloodlust in the target |
600 |
Nearest horse adopts the target's personality |
601 |
Nearest horse brutally attacks the target until one is dead |
602 |
Nearest pine tree crushes the target's home, wherever it is |
603 |
Nearest pine tree pelts the target with jagged pine cones |
604 |
Nearest pine tree sounds like the target when the wind blows |
605 |
Nearest pine tree sprays the target with boiling, caustic sap |
606 |
Nearest zombie appears in the area under the target's command |
607 |
Nearest zombie attacks the target until one is destroyed |
608 |
Nearest zombie follows the target everywhere |
609 |
Nearest zombie steals something precious to target, then flees |
610 |
Next 1d10 attacks upon target have a +4 bonus to damage |
611 |
Next 1d10 attacks upon target heal rather than inflict damage |
612 |
Next 1d10 attacks upon target inflict burning damage like fire |
613 |
Next 1d10 attacks upon target inflict only illusionary damage |
614 |
Next 1d10 attacks upon target inflict only minimum damage |
615 |
Next 1d10 attacks upon target leave him breathless and exhausted |
616 |
Next 1d10 attacks upon target leave him soaked with brine |
617 |
Next 1d10 attacks upon target wound a nearby tree instead |
618 |
Next 1d4 creatures slain by target combust immediately |
619 |
Next 1d4 creatures slain by target immediately rise as undead |
620 |
Next 1d4 creatures slain by target turn invisible upon death |
621 |
Next 1d4 creatures slain by target very rapidly decompose |
622 |
Next 1d4 hours seem like a dream to the target |
623 |
Next 1d4 rounds seem to last a full day to the target |
624 |
Next 2d4 spells cast at target are invisible in effect |
625 |
Next 2d4 spells cast at target function as the current spell |
626 |
Next 2d4 spells cast at target function at 2X normal power |
627 |
Next 2d4 spells cast at target strike random targets nearby |
628 |
Next horse touched by target becomes ravenously carnivorous |
629 |
Next horse touched by target can never again be ridden by mortals |
630 |
Next horse touched by target shrinks by 75% |
631 |
Next horse touched by target turns into a small dinosaur |
632 |
Next magic item handled by target appears as supple as clay |
633 |
Next magic item handled by target can again never be used by him |
634 |
Next magic item handled by target can't be used by anyone else |
635 |
Next magic item handled by target drains 1d10 hit points from him |
636 |
Next magic item handled by target expresses deep hatred for him |
637 |
Next magic item handled by target expresses deep love for him |
638 |
Next magic item handled by target is etched with his fingerprints |
639 |
Next magic item handled by target is invisible while he uses it |
640 |
Next magic item handled by target leaves colorful trails of light |
641 |
Next magic item handled by target leaves weird scars on his hands |
642 |
Next magic item handled by target makes him think he's drowning |
643 |
Next magic item handled by target makes his hands go numb |
644 |
Next magic item handled by target restores 1d10 hit points |
645 |
Next magic item handled by target seems to him to be 1,000° |
646 |
Next magic item handled by target seems to him to be 10X heavier |
647 |
Next magic item handled by target shines like a beacon to undead |
648 |
Next magic item handled by target smells like manure for 3d8 days |
649 |
Next magic item handled by target tries to control his mind |
650 |
Next magic item handled by target works at 2X normal power |
651 |
Next magic item handled by target works contrary to his wishes |
652 |
Next person to wound the target absorbs half of the damage |
653 |
Next person to wound the target can harm no one else until sunset |
654 |
Next person to wound the target hallucinates wildly for one turn |
655 |
Next person to wound the target inflicts maximum damage |
656 |
Next person to wound the target is attacked by vermin |
657 |
Next person to wound the target is immediately chained to him |
658 |
Next person to wound the target is paralyzed for 1d10 rounds |
659 |
Next person to wound the target is splattered with fish guts |
660 |
Next person to wound the target is stricken blind until sunset |
661 |
Next person to wound the target is swarmed by aggressive bees |
662 |
Next person to wound the target is thrown into the nearest well |
663 |
Next person to wound the target is worshipped by vermin |
664 |
Next person to wound the target must Save or fall unconscious |
665 |
Next person to wound the target races to the nearest graveyard |
666 |
Next person to wound the target resembles him for 1d20 hours |
667 |
Next person to wound the target sees fires blazing all around him |
668 |
Next person to wound the target suffers 2X the damage inflicted |
669 |
Next person to wound the target suffers equal damage |
670 |
Next person to wound the target suffers overpowering vertigo |
671 |
Next person to wound the target suffers the damage instead |
672 |
Next person to wound the target teleports 1d4 miles away |
673 |
Next person to wound the target teleports 4d8 yards straight up |
674 |
Next person to wound the target then attacks the caster |
675 |
Next person to wound the target then flees to the nearest forest |
676 |
Next person to wound the target thinks he'll die before nightfall |
677 |
Next person to wound the target thinks he's drowning for one turn |
678 |
Next person to wound the target thinks that he's slain the target |
679 |
Next person to wound the target totally disarms himself |
680 |
Next person to wound the target will soon be abducted by undead |
681 |
Next person wounded by target must Save or age 1d6 years |
682 |
Next person wounded by target must Save or be attacked by vermin |
683 |
Next person wounded by target must Save or be Charmed by him |
684 |
Next person wounded by target must Save or be poisoned |
685 |
Next person wounded by target must Save or be stricken mute |
686 |
Next person wounded by target must Save or contract leprosy |
687 |
Next person wounded by target must Save or drop to one hit point |
688 |
Next person wounded by target must Save or flee panic-stricken |
689 |
Next person wounded by target must Save or shrink by 5d10% |
690 |
Next person wounded by target must Save or teleport 1d4 miles |
691 |
Next puddle stepped in by target absolves him of sin |
692 |
Next puddle stepped in by target causes him to hallucinate |
693 |
Next puddle stepped in by target changes his alignment until dawn |
694 |
Next puddle stepped in by target contains a small sea monster |
695 |
Next puddle stepped in by target drenches him from head to toe |
696 |
Next puddle stepped in by target explodes as a 6HD fireball |
697 |
Next puddle stepped in by target hardens like cement |
698 |
Next puddle stepped in by target inspires him to megalomania |
699 |
Next puddle stepped in by target is a 16HD water elemental |
700 |
Next puddle stepped in by target is highly concentrated acid |
701 |
Next puddle stepped in by target sends him to Elemental Water |
702 |
Next puddle stepped in by target teleports him to a nearby lake |
703 |
Next puddle stepped in by target throws him 3d10 yards in the air |
704 |
Next puddle stepped in by target turns to glass |
705 |
Next time target touches a tree, he must Save or turn to wood |
706 |
Next time target touches a tree, he's attacked by 1d100 squirrels |
707 |
Next time target touches a tree, he's buried in a heap of sawdust |
708 |
Next time target touches a tree, he's overgrown with stiff bark |
709 |
Next weapon to wound target absorbs water like a sponge |
710 |
Next weapon to wound target afflicts its wielder with narcolepsy |
711 |
Next weapon to wound target appears as porous as a sponge |
712 |
Next weapon to wound target appears to be made of diamond |
713 |
Next weapon to wound target becomes as black as coal forever |
714 |
Next weapon to wound target begins aging 1d100 years per round |
715 |
Next weapon to wound target burns like magnesium for 1d10 rounds |
716 |
Next weapon to wound target can never wound him again thereafter |
717 |
Next weapon to wound target can't harm him for 1d8 days |
718 |
Next weapon to wound target disintegrates if it wounds him again |
719 |
Next weapon to wound target embeds itself in a nearby tree |
720 |
Next weapon to wound target exudes acrid steam for 1d4 weeks |
721 |
Next weapon to wound target heals him if it wounds him again |
722 |
Next weapon to wound target heals its wielder by an equal amount |
723 |
Next weapon to wound target identifies him as its rightful owner |
724 |
Next weapon to wound target inflicts 10X the rolled damage |
725 |
Next weapon to wound target is 5% likely to change his sex |
726 |
Next weapon to wound target is +1 until he's wounded again |
727 |
Next weapon to wound target is 10% likely to change his alignment |
728 |
Next weapon to wound target is 10% likely to destroy his soul |
729 |
Next weapon to wound target is 60% likely to shatter |
730 |
Next weapon to wound target is believed to be a mighty artifact |
731 |
Next weapon to wound target is crushed into a small cube |
732 |
Next weapon to wound target is engraved with his name |
733 |
Next weapon to wound target is forever after -1 ToHit |
734 |
Next weapon to wound target is frozen in a large block of ice |
735 |
Next weapon to wound target is intensely magnetic |
736 |
Next weapon to wound target is invisible to him forever after |
737 |
Next weapon to wound target is jealously sought by collectors |
738 |
Next weapon to wound target is older than the entire universe |
739 |
Next weapon to wound target is pinned beneath a nearby boulder |
740 |
Next weapon to wound target is replaced by a nearly exact replica |
741 |
Next weapon to wound target is soon confiscated by demons |
742 |
Next weapon to wound target is thereafter +1 to hit him |
743 |
Next weapon to wound target is thereafter +4 ToHit him |
744 |
Next weapon to wound target is thereafter indestructible |
745 |
Next weapon to wound target is thereafter terribly afraid of him |
746 |
Next weapon to wound target leaps 1d100 rounds into the future |
747 |
Next weapon to wound target likewise wounds his attacker |
748 |
Next weapon to wound target makes him suffer apocalyptic visions |
749 |
Next weapon to wound target must Save or melt like a candle |
750 |
Next weapon to wound target must Save or shrink by 5d10 + 45% |
751 |
Next weapon to wound target penalizes its wielder's AC by 5 |
752 |
Next weapon to wound target turns out to be a mighty artifact |
753 |
Next weapon to wound target turns to stone |
754 |
Next weapon to wound target vanishes for 1d10 rounds |
755 |
Next weapon to wound target was forged from his own bones |
756 |
Next weapon to wound target was forged on a distant world |
757 |
No one speaks to target for 2d4-1 days |
758 |
No one speaks to target until he spills his own blood |
759 |
Non-magical animals react to the target as if he were a salt lick |
760 |
Non-magical animals react to the target as if he were food |
761 |
Non-magical animals react to the target as if he were one of them |
762 |
Non-magical animals react to the target as if he were undead |
763 |
Normal voices seem deafeningly loud to the target |
764 |
Normal voices seem ghostly and haunting to the target |
765 |
Normal voices seem to echo imperiously to the target |
766 |
Normal voices seem to resonate in the target's bones |
767 |
On target's back is a button that, if pushed, lights up his head |
768 |
On target's back is a button that, if pushed, makes him giggle |
769 |
On target's back is a button that, if pushed, makes him glow blue |
770 |
On target's back is a button that, if pushed, makes him sweat |
771 |
Once per day, target can make a sound like a cannon |
772 |
Once per day, target can turn all wheels nearby invisible |
773 |
One of target's allies thinks that target is an avatar of his god |
774 |
One of target's arms becomes as supple as rope during combat |
775 |
One of target's arms can bend in 1d4 additional places |
776 |
One of target's arms is as durable as steel, but only when wet |
777 |
One of target's arms is bent like a corkscrew |
778 |
One of target's arms is bent like a shepherd's crook |
779 |
One of target's arms is replaced by a duplicate of his head |
780 |
One of target's arms is stripped to the bone but works normally |
781 |
One of target's arms loses all bone but functions like a tentacle |
782 |
One of target's arms turns into a small replica of his leg |
783 |
One of target's arms turns to a lion's foreleg |
784 |
One of target's eyes migrates to the back of his head |
785 |
One of target's feet is fused into an anvil |
786 |
One of target's feet rotates 180° at the ankle |
787 |
One of target's hands appears to have been flattened by a hammer |
788 |
One of target's hands becomes hideously contorted and deformed |
789 |
One of target's hands can pass through solid steel |
790 |
One of target's hands can pass through stone |
791 |
One of target's hands can't be cut by non-magical metal |
792 |
One of target's hands dissolves in water like a sand castle |
793 |
One of target's hands figures prominently in the apocalypse |
794 |
One of target's hands glows brightly in the presence of magic |
795 |
One of target's hands is fireproof, but he never knows which one |
796 |
One of target's hands is fireproof; the other hand vanishes |
797 |
One of target's hands is immune to bludgeoning weapons |
798 |
One of target's hands is impervious to beam-based magic spells |
799 |
One of target's hands is impervious to magical cold |
800 |
One of target's hands is invisible to undead |
801 |
One of target's hands is shaped like an orangutan's hand |
802 |
One of target's hands migrates to the top of his head |
803 |
One of target's hands oozes a viscous liquid like sap |
804 |
One of target's hands shines like a beacon if clenched in a fist |
805 |
One of target's hands turns into a hoof |
806 |
One of target's hands turns into a perfect cube of granite |
807 |
One of target's hands turns into a replica of a rabbit's head |
808 |
One of target's hands turns into sponge |
809 |
One of target's hands, when clenched, looks like a small head |
810 |
One of target's legs and one of his arms become as clear as glass |
811 |
One of target's legs and one of his arms seem to be made of wood |
812 |
One of target's legs and one of his arms shrink by 50% |
813 |
One of target's legs and one of his arms turn invisible |
814 |
One of target's limbs acquires intelligence hostile to him |
815 |
One of target's limbs always seems to be soaked with milk |
816 |
One of target's limbs appears to be made of diamond |
817 |
One of target's limbs becomes wildly disobedient during combat |
818 |
One of target's limbs can appear identical to his other limbs |
819 |
One of target's limbs can be Dispelled as an illusion |
820 |
One of target's limbs can never be rendered invisible |
821 |
One of target's limbs can't be armored in combat |
822 |
One of target's limbs develops an intense hatred for the others |
823 |
One of target's limbs falls off and tries to escape |
824 |
One of target's limbs glows bright blue in the dark |
825 |
One of target's limbs is affected as by the spell Slow |
826 |
One of target's limbs is as hard as steel during combat |
827 |
One of target's limbs is clearly artificial |
828 |
One of target's limbs is controlled by caster for 1d10 rounds |
829 |
One of target's limbs is covered in feathers |
830 |
One of target's limbs is entirely indestructible |
831 |
One of target's limbs is impervious to blades during combat |
832 |
One of target's limbs is impervious to polymorph magic |
833 |
One of target's limbs is made of porcelain but functions normally |
834 |
One of target's limbs is paralyzed for 1d6 days |
835 |
One of target's limbs is replaced by a hideous tentacle |
836 |
One of target's limbs is responsible for genocide |
837 |
One of target's limbs is wanted for murder |
838 |
One of target's limbs now juts from the center of his back |
839 |
One of target's limbs regenerates in 1d4 rounds if severed |
840 |
One of target's limbs retracts into his torso when not in use |
841 |
One of target's limbs seems to belong to a different species |
842 |
One of target's limbs shrinks by 1d4% per day |
843 |
One of target's limbs suffers intense pain if he uses magic |
844 |
One of target's limbs turns as green as grass |
845 |
One of target's limbs turns to a tree limb |
846 |
One of target's limbs turns to solid gold |
847 |
One or more of target's allies is plotting to kill him |
848 |
One or more of target's allies thinks that target is a traitor |
849 |
Ordinary water has a powerful emetic effect upon the target |
850 |
Ordinary water induces aggressive incontinence in the target |
851 |
Ordinary water is as intoxicating to target as distilled spirits |
852 |
Ordinary water is incredibly impressive to the target |
853 |
People often mistake the target for a hated enemy |
854 |
People often mistake the target for a statue of the caster |
855 |
People often mistake the target for an undead monstrosity |
856 |
People often mistake the target for someone who gives a damn |
857 |
People who meet target for the first time accuse him of drowning |
858 |
People who meet target for the first time accuse him of treason |
859 |
People who meet target for the first time are intimidated by him |
860 |
People who meet target for the first time are intimidating to him |
861 |
People who meet target for the first time become violently ill |
862 |
People who meet target for the first time feel insulted by him |
863 |
People who meet target for the first time ignore him if he speaks |
864 |
People who meet target for the first time laugh at him derisively |
865 |
People who meet target for the first time lose 1d4 gold pieces |
866 |
People who meet target for the first time mistake him for royalty |
867 |
People who meet target for the first time mock his fashion sense |
868 |
People who meet target for the first time point at him and laugh |
869 |
People who meet target for the first time promptly forget him |
870 |
People who meet target for the first time refuse to speak to him |
871 |
People who meet target for the first time tend to trust him |
872 |
People who meet target for the first time think he's a corpse |
873 |
People who meet target for the first time think he's a murderer |
874 |
People who meet target for the first time think he's a thief |
875 |
People who meet target for the first time think he's mocking them |
876 |
People who meet target for the first time think he's on fire |
877 |
People who meet target for the first time think he's stupid |
878 |
People who meet target for the first time think that he's a demon |
879 |
People who meet target for the first time think that he's hideous |
880 |
People who meet target for the first time threaten to kill him |
881 |
Phosphorescent beetles teem over target's skin for 2d12 hours |
882 |
Printed text appears hopelessly garbled while target is nearby |
883 |
Rope hisses like a snake while target uses it |
884 |
Rope tends to become hopelessly tangled when target uses it |
885 |
Seltzer water sprays from the target's nose for 1d10 rounds |
886 |
Shimmering lights play over the target's skin during combat |
887 |
Smoke issues from the ground near the target when he's angry |
888 |
Smoke makes the target think that he's being suffocated |
889 |
Smoke pours from target's eyes when he uses or is struck by magic |
890 |
Smoke pours from target's skin as though his bones are ablaze |
891 |
Some common non-magical species adopts the target as its enemy |
892 |
Some common non-magical species is forever invisible to target |
893 |
Some distant creature has been hired to assassinate the target |
894 |
Something from the bottom of a nearby lake attacks the target |
895 |
Sparks fly from target's ears as from a grindstone |
896 |
Sparks fly from target's eyes when he draws a weapon |
897 |
Sparks fly from target's fingertips when he's angry |
898 |
Sparks fly from target's nostrils as he speaks |
899 |
Spectral voices echo everything that the target says |
900 |
Suddenly 1d4 people appear and attack the target |
901 |
Suddenly 1d4 people appear and offer trinkets to the target |
902 |
Suddenly 1d4 people appear and try to lasso the target |
903 |
Suddenly 1d4 people appear and worship the target |
904 |
Suddenly 1d4 people nearby resemble the target |
905 |
Suddenly 1d4 people nearby wish to assassinate the target |
906 |
Sulfurous mud oozes from target's clothes for 1d8 hours |
907 |
Summoned creatures are at +2 ToHit the target |
908 |
Summoned creatures are Hasted in the target's presence |
909 |
Summoned creatures are invisible to the target |
910 |
Summoned creatures are Slowed in the target's presence |
911 |
Summoned creatures can make no sound in the target's presence |
912 |
Summoned creatures covet the target's possessions |
913 |
Summoned creatures ignore and are unaffected by the target |
914 |
Summoned creatures ignore the target unless he attacks them |
915 |
Summoned creatures ignore the target unless he has a weapon drawn |
916 |
Swords can't come within ten feet of the target for 1d4 rounds |
917 |
Swords in target's presence drip with his blood |
918 |
Swords pass harmlessly through the target's body for 1d4 turns |
919 |
Target acquires a new language and refuses to speak any other |
920 |
Target acquires an exact copy of the caster's spellbook |
921 |
Target acquires scars to match any wounds he inflicts on others |
922 |
Target acts as though he doesn't really exist |
923 |
Target acts as though he's the only person who really exists |
924 |
Target acts as though his fingers are readily replaceable |
925 |
Target acts as though his head and body are two separate beings |
926 |
Target acts generally like a jerk toward his friends and allies |
927 |
Target acts like a child for 10d10 rounds |
928 |
Target acts like a horse for 1d4 turns |
929 |
Target adds 1d4 to each attribute score for 2d12 hours |
930 |
Target affects an air of ostentatious wealth even if he's poor |
931 |
Target ages 1d10 years per day for the next 1d4 weeks |
932 |
Target ages 1d1000 years; if he lives, he's not subject to aging |
933 |
Target ages 1d4 years each time he says his name |
934 |
Target ages 1d4 years each time he's cut by a claw or fang |
935 |
Target ages 1d4 years each time he's cut by a metal blade |
936 |
Target ages 1d4 years each time his weapon injures someone |
937 |
Target ages at 2X normal rate unless he has a coin in his mouth |
938 |
Target ages at 2X normal rate while not in direct sunlight |
939 |
Target ages one year for each hit point of fire damage he suffers |
940 |
Target ages one year per round spent in the caster's presence |
941 |
Target ages plus or minus 1d10 years each hour |
942 |
Target always attacks the foe he's least likely to defeat |
943 |
Target always fails to consider the consequences |
944 |
Target always knows the location of the nearest giraffe |
945 |
Target and his possessions are stripped of any enchantments |
946 |
Target and nearest zombie are chained together nearby |
947 |
Target and nearest zombie are often mistaken for each other |
948 |
Target and nearest zombie exchange bodies |
949 |
Target and nearest zombie form an unholy alliance |
950 |
Target and the nearest horse exchange bodies |
951 |
Target and the nearest horse exchange clothing |
952 |
Target and the next person he attacks are invisible to each other |
953 |
Target and the next person he attacks are soaked with icy brine |
954 |
Target and the next person he attacks both shrink by 5d10% |
955 |
Target and the next person he attacks each lose 2d8 hit points |
956 |
Target and the next person he attacks fall unconscious until dawn |
957 |
Target and the next person he attacks freeze solid |
958 |
Target and the next person he attacks teleport 1d4 miles away |
959 |
Target and the next person he attacks vanish for 10d10 rounds |
960 |
Target appears to be 1d100 years older than he really is |
961 |
Target appears to be 1d20 inches taller than he really is |
962 |
Target appears to be a hideous corpse until dawn tomorrow |
963 |
Target appears to be far more menacing than he really is |
964 |
Target appears to be in the middle of a terrible rainstorm |
965 |
Target appears to be made of chocolate until dawn tomorrow |
966 |
Target appears to be soaked in his own blood until dawn tomorrow |
967 |
Target appears to be wearing a cloak of shimmering fire |
968 |
Target appears to have been assembled out of bamboo |
969 |
Target appears to have been burned beyond recognition |
970 |
Target appears to have been turned inside-out and then restored |
971 |
Target asserts that a great catastrophe is about to occur |
972 |
Target asserts that a nearby ally is really an illusion |
973 |
Target asserts that a nearby ally is trying to Charm him |
974 |
Target asserts that a vast conspiracy is out to get him |
975 |
Target asserts that all contracts are null and void |
976 |
Target asserts that all gold within 10 miles is counterfeit |
977 |
Target asserts that anyone who bleeds in his presence is a coward |
978 |
Target asserts that anyone who drinks his blood will live forever |
979 |
Target asserts that dangerous organisms live within his flesh |
980 |
Target asserts that death no longer has any power over him |
981 |
Target asserts that fire-based magic has no effect upon him |
982 |
Target asserts that he and the caster have been allies for years |
983 |
Target asserts that he can command undead |
984 |
Target asserts that he can cure disease and cast out demons |
985 |
Target asserts that he can divine the future, for the right price |
986 |
Target asserts that he can identify poisons by tasting them |
987 |
Target asserts that he can issue divine edicts |
988 |
Target asserts that he can place powerful curses on people |
989 |
Target asserts that he can produce pearls if he eats sand |
990 |
Target asserts that he can summon Earth Elementals by eating dirt |
991 |
Target asserts that he can summon ghosts and phantoms at will |
992 |
Target asserts that he can take the shape of a doppelganger |
993 |
Target asserts that he can talk to Air Elementals at will |
994 |
Target asserts that he can throw lightning bolts at will |
995 |
Target asserts that he can travel between planes at will |
996 |
Target asserts that he can travel freely through time |
997 |
Target asserts that he can turn diamonds into coal by eating them |
998 |
Target asserts that he died 1d4 rounds ago |
999 |
Target asserts that he died 1d4 years ago |
1000 |
Target asserts that he has a key that unlocks his skull |
d1000 | Result |
---|---|
1 |
Target asserts that he has any number of non-verifiable maladies |
2 |
Target asserts that he has only 1d4 hours to live |
3 |
Target asserts that he has the power to bestow godhood |
4 |
Target asserts that he has the power to create and destroy souls |
5 |
Target asserts that he heals quickly and has a metal skeleton |
6 |
Target asserts that he intends to raze the nearest city |
7 |
Target asserts that he is descended from mighty kings |
8 |
Target asserts that he is the caster's father |
9 |
Target asserts that he knows exactly who is destined to kill him |
10 |
Target asserts that he knows the location of a secret holy book |
11 |
Target asserts that he knows the location of a vast treasure |
12 |
Target asserts that he knows when, where, and how he'll die |
13 |
Target asserts that he must choose which of his allies must die |
14 |
Target asserts that he was bitten by a werewolf one month ago |
15 |
Target asserts that he will become omnipotent upon death |
16 |
Target asserts that he will go insane unless he eats 1d4 apples |
17 |
Target asserts that he worked as a torturer for the king |
18 |
Target asserts that he'll combust if anyone says his name |
19 |
Target asserts that he'll combust if he draws his weapon too fast |
20 |
Target asserts that he'll combust if he gets wet |
21 |
Target asserts that he'll combust if he reads a map |
22 |
Target asserts that he'll combust if he's outdoors at sunset |
23 |
Target asserts that he'll combust if his blood is spilled |
24 |
Target asserts that he'll die before he sees another winter |
25 |
Target asserts that he'll die during the next rainstorm |
26 |
Target asserts that he'll die if anyone harms the caster |
27 |
Target asserts that he'll die if anyone nearby dies violently |
28 |
Target asserts that he'll die if anyone nearby is related to him |
29 |
Target asserts that he'll die if anyone nearby speaks his name |
30 |
Target asserts that he'll die if anyone nearby uses magic |
31 |
Target asserts that he'll die if he changes or cleans his clothes |
32 |
Target asserts that he'll die if he closes his eyes or blinks |
33 |
Target asserts that he'll die if he crosses moving water |
34 |
Target asserts that he'll die if he doesn't receive a pony |
35 |
Target asserts that he'll die if he draws a weapon in anger |
36 |
Target asserts that he'll die if he draws/sheathes his weapon |
37 |
Target asserts that he'll die if he eats during the next 4d6 days |
38 |
Target asserts that he'll die if he fires any missile weapon |
39 |
Target asserts that he'll die if he opens his eyes |
40 |
Target asserts that he'll die if he sees a rainbow |
41 |
Target asserts that he'll die if he sees his own blood |
42 |
Target asserts that he'll die if he speaks his native language |
43 |
Target asserts that he'll die if he spends any money |
44 |
Target asserts that he'll die if he stops dancing |
45 |
Target asserts that he'll die if he stops talking |
46 |
Target asserts that he'll die if he touches anyone else's blood |
47 |
Target asserts that he'll die if he touches gold |
48 |
Target asserts that he'll die if he touches ice |
49 |
Target asserts that he'll die if he touches metal |
50 |
Target asserts that he'll die if he uses any magic items |
51 |
Target asserts that he'll die if he uses the word "the" |
52 |
Target asserts that he'll die if he's cut by a magical blade |
53 |
Target asserts that he'll die if someone tells him to die |
54 |
Target asserts that he'll die in 1d4 rounds |
55 |
Target asserts that he'll die of biliousness |
56 |
Target asserts that he'll die the next time he eats |
57 |
Target asserts that he'll die the next time he receives first aid |
58 |
Target asserts that he'll die the next time he sleeps |
59 |
Target asserts that he'll die unless he burns all of his clothing |
60 |
Target asserts that he'll die unless he cuts his own throat |
61 |
Target asserts that he'll die unless he cuts off his own hand |
62 |
Target asserts that he'll die unless he destroys his magic items |
63 |
Target asserts that he'll die unless he destroys his weapon |
64 |
Target asserts that he'll die unless he drains all of his blood |
65 |
Target asserts that he'll die unless he drinks strong poison |
66 |
Target asserts that he'll die unless he eats a special mushroom |
67 |
Target asserts that he'll die unless he kills the caster |
68 |
Target asserts that he'll die unless he receives 500 gold pieces |
69 |
Target asserts that he'll die unless he receives 500 gold pieces |
70 |
Target asserts that he'll die unless he stays awake for 2d6 weeks |
71 |
Target asserts that he'll die unless he swallows a magic ring |
72 |
Target asserts that he'll die unless he takes a vow of pacifism |
73 |
Target asserts that he'll die unless his demands are met |
74 |
Target asserts that he'll die unless someone beheads him |
75 |
Target asserts that he'll die unless the caster kills himself |
76 |
Target asserts that he'll die when the caster casts another spell |
77 |
Target asserts that he'll drown in a picture of a lake |
78 |
Target asserts that he'll drown in a small puddle nearby |
79 |
Target asserts that he'll explode if anyone eats food near him |
80 |
Target asserts that he'll go mad if anyone touches him |
81 |
Target asserts that he'll turn into a werewolf if he eats meat |
82 |
Target asserts that he'll turn to diamond when slain |
83 |
Target asserts that he'll vanish forever if he falls asleep |
84 |
Target asserts that he'll vanish forever if he leaves this area |
85 |
Target asserts that he'll vanish into the ground at dawn tomorrow |
86 |
Target asserts that he'll vanish into the sky if he's wounded |
87 |
Target asserts that he's a ghost and must haunt this area |
88 |
Target asserts that he's a highly qualified thoracic surgeon |
89 |
Target asserts that he's a mighty warrior despite the evidence |
90 |
Target asserts that he's a Summoned creature about to be banished |
91 |
Target asserts that he's a traveler from an antique land |
92 |
Target asserts that he's an assassin from the distant future |
93 |
Target asserts that he's an avatar of the caster's deity |
94 |
Target asserts that he's been fatally wounded |
95 |
Target asserts that he's been repeatedly destroyed and rebuilt |
96 |
Target asserts that he's been replaced by a doppelganger |
97 |
Target asserts that he's brother to dragons and companion to owls |
98 |
Target asserts that he's come to deliver his people from bondage |
99 |
Target asserts that he's eager to exterminate his species |
100 |
Target asserts that he's found a plot to wipe out his species |
101 |
Target asserts that he's hunting a monster from the distant past |
102 |
Target asserts that he's immune to magic |
103 |
Target asserts that he's on a quest to destroy a mighty artifact |
104 |
Target asserts that he's on a rock outcrop surrounded by lava |
105 |
Target asserts that he's on the verge of exterminating his race |
106 |
Target asserts that he's one of many clones of the real target |
107 |
Target asserts that he's protected by an unholy host of demons |
108 |
Target asserts that he's rapidly bleeding to death |
109 |
Target asserts that he's responsible for many thousands of deaths |
110 |
Target asserts that he's standing at the bottom of a deep well |
111 |
Target asserts that he's standing on a ledge over an infinite pit |
112 |
Target asserts that he's supernaturally beautiful |
113 |
Target asserts that he's the embodiment of a mighty artifact |
114 |
Target asserts that he's the mightiest warrior in the world |
115 |
Target asserts that he's the world's most powerful magic user |
116 |
Target asserts that he's transforming into some kind of beast |
117 |
Target asserts that he's unspeakably ugly |
118 |
Target asserts that he's water soluble |
119 |
Target asserts that his actions are in accordance with prophecy |
120 |
Target asserts that his actions shape the destiny of the world |
121 |
Target asserts that his allies have forsaken him |
122 |
Target asserts that his birth occurred under odd circumstances |
123 |
Target asserts that his blood is worth more than gold |
124 |
Target asserts that his body and head are two symbiotic organisms |
125 |
Target asserts that his clothes are writhing with snakes |
126 |
Target asserts that his clothing is trying to kill him |
127 |
Target asserts that his current form isn't his true form |
128 |
Target asserts that his death will be avenged one thousand times |
129 |
Target asserts that his flesh is harder than iron |
130 |
Target asserts that his god owes him a big favor |
131 |
Target asserts that his internal organs are made of pure gold |
132 |
Target asserts that his plans will all culminate at dawn tomorrow |
133 |
Target asserts that his soul will be destroyed if he's injured |
134 |
Target asserts that his touch can induce madness |
135 |
Target asserts that his worst injuries are just a flesh wound |
136 |
Target asserts that no one nearby really exists |
137 |
Target asserts that one of his allies will betray him in a garden |
138 |
Target asserts that poultices of manure can heal any wound |
139 |
Target asserts that puns and rhymes are painful to him |
140 |
Target asserts that secret entities are plotting his downfall |
141 |
Target asserts that someone nearby is the avatar of his god |
142 |
Target asserts that that all food within 10 miles is poisonous |
143 |
Target asserts that the answer to every riddle is "time" |
144 |
Target asserts that the caster is a fraud and a charlatan |
145 |
Target asserts that the caster is an avatar of his deity |
146 |
Target asserts that the caster's spell functioned as intended |
147 |
Target asserts that the king owes him a huge favor |
148 |
Target asserts that the wages of sin aren't really death |
149 |
Target asserts that the world will end the moment that he dies |
150 |
Target asserts that time is an illusion, lunchtime doubly so |
151 |
Target asserts that whoever kills him will become a god |
152 |
Target asserts that whoever slays him will win incredible riches |
153 |
Target attacks anyone he sees using a magic item |
154 |
Target attacks anyone who attacks the caster |
155 |
Target attacks anyone who sees him using a magic item |
156 |
Target attacks anyone who speaks ill of the caster |
157 |
Target attacks anyone who uses magic upon the caster |
158 |
Target attacks the nearest herd animal until he or it is dead |
159 |
Target attacks the next person nearby who says his own name |
160 |
Target attacks the next person nearby who spends money |
161 |
Target attacks the next person who address him by name |
162 |
Target attacks the next person who draws a weapon nearby |
163 |
Target attacks the toughest, most dangerous creature he can see |
164 |
Target attempts to acquire the caster's spellbook |
165 |
Target attempts to disembowel himself with his bare hands |
166 |
Target attempts to ingest any ink he sees |
167 |
Target attempts to mimic the caster's every more |
168 |
Target attempts to strangle all trees within 100 yards |
169 |
Target attempts to strangle himself with his bare hands |
170 |
Target attracts all manner of mutants and abominations |
171 |
Target attracts leeches, maggots, slugs, and snails |
172 |
Target babbles incoherently for 2d10 rounds |
173 |
Target barks like a dog when he thinks he sees magic |
174 |
Target becomes a devoted acolyte of some fringe religion |
175 |
Target becomes an albino |
176 |
Target becomes ethereal if wounded by a weapon made of gold |
177 |
Target becomes giddy and mirthful when he's next hit by a weapon |
178 |
Target becomes intensely covetous of any magic item he sees |
179 |
Target becomes intensely hungry following each battle |
180 |
Target becomes nearly insane with rage whenever he says his name |
181 |
Target becomes the caster's most trusted and faithful friend |
182 |
Target becomes violently ill if he eats while in daylight |
183 |
Target becomes violently ill if he eats while sitting |
184 |
Target becomes wildly drunk when he's next hit by a weapon |
185 |
Target befouls any food or water that he and his allies now carry |
186 |
Target befriends a statue and carries it with him everywhere |
187 |
Target befriends a statue and thinks it gives him good advice |
188 |
Target befriends one of the caster's allies |
189 |
Target befriends the toughest, most dangerous creature he can see |
190 |
Target begs someone to bite off 1d10 of his fingers |
191 |
Target begs someone to set him ablaze |
192 |
Target believes anything the caster says to him |
193 |
Target believes everything that he says |
194 |
Target believes no factual statement he hears uttered in sunlight |
195 |
Target believes that 1d10 of his fingers are intensely magical |
196 |
Target believes that he can't be harmed by a fall from any height |
197 |
Target believes that he can't be slain by metal weapons |
198 |
Target believes that his allies are conspiring to rob him |
199 |
Target believes that nearly everyone is lying to him |
200 |
Target believes that whatever he last ate gave him eternal life |
201 |
Target believes that whatever he last ate is still alive |
202 |
Target believes that whatever he last ate was a powerful toxin |
203 |
Target believes that whatever he last ate was hallucinogenic |
204 |
Target believes that whatever he last ate was his last meal |
205 |
Target believes that whatever he last ate was worth a fortune |
206 |
Target belongs to a cult that requires him to perform horrid acts |
207 |
Target belongs to a cult that will remove his heart within a week |
208 |
Target bleeds from every orifice for 1d6 rounds but is unharmed |
209 |
Target bleeds profusely during combat, even if not wounded |
210 |
Target blows bright blue until he's wounded by a magical weapon |
211 |
Target briefly appears to be undead to anyone who wounds him |
212 |
Target briefly becomes invisible to anyone who wounds him |
213 |
Target briefly resembles anyone who wounds him |
214 |
Target briefly resembles the target each time he's wounded |
215 |
Target bursts into flame the next time he's totally submerged |
216 |
Target can appear to be covered in moss and lichens at will |
217 |
Target can appear to be twice his true age at will |
218 |
Target can appear totally nondescript and unremarkable at will |
219 |
Target can be commanded by the nearest dragon at will |
220 |
Target can be injured by arrows, but they can't kill him |
221 |
Target can be injured by bludgeons, but they can't kill him |
222 |
Target can be injured by electricity, but it can't kill him |
223 |
Target can be injured by magical cold, but it can't kill him |
224 |
Target can be injured by magical fire, but it can't kill him |
225 |
Target can be injured by magical weapons, but they can't kill him |
226 |
Target can be injured by water, but it can't kill him |
227 |
Target can be Summoned by the nearest dragon at will |
228 |
Target can become invisible at will but is 15% likely to die |
229 |
Target can become invisible at will if he plucks out his eyes |
230 |
Target can become invisible by drinking a quart of Elf's blood |
231 |
Target can bend his spine 120° midway along its length |
232 |
Target can brachiate like an ape but adopts an ape's proportions |
233 |
Target can Call Lightning daily but it's 70% likely to strike him |
234 |
Target can cast one Wish spell but permanently dies as a result |
235 |
Target can cause one nearby tree to become invisible for 2d6 days |
236 |
Target can cause one nearby tree to topple as though chopped down |
237 |
Target can cause someone nearby to resemble someone else nearby |
238 |
Target can change the color of his face 2d4 times per day |
239 |
Target can climb like a monkey |
240 |
Target can climb like a monkey but is 40% likely to become one |
241 |
Target can comfortably lift and carry twice his weight in manure |
242 |
Target can Command one nearby humanoid for 1d6 hours |
243 |
Target can Command one person nearby to defend him to the death |
244 |
Target can Command one person now nearby to attack |
245 |
Target can Command one person now nearby to tell the truth |
246 |
Target can Command the nearest dragon, just once |
247 |
Target can control caster like an undead skeleton for 1d6 rounds |
248 |
Target can delay his voice by 1d4 rounds, 1d4 times per day |
249 |
Target can detect counterfeit gems by tasting them |
250 |
Target can digest soil as readily as meat |
251 |
Target can discern magic items by bleeding on them |
252 |
Target can discern magic items by tasting them |
253 |
Target can dismiss a total of 20HD worth of elementals |
254 |
Target can divine the caster's exact location 1d4 times per day |
255 |
Target can do nothing but scream for 1d8 rounds |
256 |
Target can easily be persuaded to disarm himself |
257 |
Target can erect a four foot high wall of snow once per week |
258 |
Target can exhale fire but is 10% likely to combust and die |
259 |
Target can exhale fire but suffers as much damage as he inflicts |
260 |
Target can fall one yard per point of Wisdom without harm |
261 |
Target can Heal himself at will but ages 1d6 years per hit point |
262 |
Target can Heal himself but his closest ally will die as a result |
263 |
Target can Heal himself but is 5% likely to die each time |
264 |
Target can Heal himself but is 80% likely to drown each time |
265 |
Target can Heal himself but is blinded for 1d20 days each time |
266 |
Target can Heal himself but it costs him 1,000,000 gold pieces |
267 |
Target can Heal himself but only at night if he has one hit point |
268 |
Target can Heal himself four times but loses a limb each time |
269 |
Target can Heal himself if he sacrifices a point of CON each time |
270 |
Target can Heal himself ten times but loses a finger each time |
271 |
Target can hide his weapon inside his body for 2d4 hours per day |
272 |
Target can ingest and digest small quantities of bone |
273 |
Target can ingest and digest small quantities of coral |
274 |
Target can ingest and digest small quantities of glass |
275 |
Target can ingest and digest small quantities of gold |
276 |
Target can ingest and digest small quantities of iron |
277 |
Target can ingest and digest small quantities of lamp oil |
278 |
Target can ingest and digest small quantities of lead |
279 |
Target can ingest and digest small quantities of poison |
280 |
Target can ingest and digest small quantities of stone |
281 |
Target can ingest and digest small quantities of wood |
282 |
Target can issue Commands but is 20% likely to die each time |
283 |
Target can kill the caster outright but will also permanently die |
284 |
Target can kill the caster outright but will never have existed |
285 |
Target can leap one yard straight up per point of Charisma |
286 |
Target can locate any bear within one mile |
287 |
Target can magically Summon a distant relative who despises him |
288 |
Target can magically Summon his own clone once for 1d10 rounds |
289 |
Target can magically Summon the caster 1d4 times for 1d10 rounds |
290 |
Target can magically Summon the corpse some person he killed |
291 |
Target can make his voice issue from any object within 10 feet |
292 |
Target can make his voice issue from any person within 5 feet |
293 |
Target can make his voice seem to be 1d4 octaves higher or lower |
294 |
Target can make his voice seem to be that of someone much older |
295 |
Target can make his whisper heard by anyone in his line of sight |
296 |
Target can make his whisper heard through one foot of stone |
297 |
Target can make one of his arms as supple as rope at will |
298 |
Target can make one of his hands double in size at will |
299 |
Target can mask his scent at will |
300 |
Target can never again address anyone by name |
301 |
Target can never again speak or write his own name |
302 |
Target can never again wear the clothes or armor he's wearing now |
303 |
Target can never again wield the specific weapon he now wields |
304 |
Target can never be harmed by any weapon now within 10 yards |
305 |
Target can never be harmed by the specific weapon he now wields |
306 |
Target can never be slain if he cuts off both of legs right now |
307 |
Target can never become invisible to anyone now within 100 miles |
308 |
Target can never become invisible to anyone who has wounded him |
309 |
Target can never become invisible to anyone who knows his name |
310 |
Target can never become invisible without dying |
311 |
Target can no longer conceal his astonishing halitosis |
312 |
Target can no longer conceal his disdain for magic users |
313 |
Target can no longer conceal his fear of combat |
314 |
Target can no longer conceal his hatred of Dwarves |
315 |
Target can no longer conceal his insatiable cannibalism |
316 |
Target can no longer conceal his plans for world domination |
317 |
Target can no longer conceal the fact that he's artificial |
318 |
Target can no longer conceal the secret of his birth |
319 |
Target can only be killed by a magical weapon that he has wielded |
320 |
Target can only be killed by a weapon forged from his own bones |
321 |
Target can only eat food that he himself has prepared |
322 |
Target can polymorph at will but ages 1d100 years each time |
323 |
Target can polymorph at will but is 10% likely to die each time |
324 |
Target can polymorph at will but is blind in any form but his own |
325 |
Target can read but not speak or write 1d6 additional languages |
326 |
Target can read handwritten text at a distance of 10d10 yards |
327 |
Target can readily be convinced that he doesn't really exist |
328 |
Target can recognize faces only 10% of the time |
329 |
Target can regenerate 1 hit point per round for the next week |
330 |
Target can remove his head for up to 1d4 rounds without harm |
331 |
Target can remove his heart for up to 1d6 rounds without harm |
332 |
Target can retract his ears into his skull at will |
333 |
Target can retract one of his limbs into his body at will |
334 |
Target can see no farther than 20 yards unless he's barefoot |
335 |
Target can see no farther than 20 yards while in sunlight |
336 |
Target can see secret doors but can't see normal ones |
337 |
Target can see secret doors if he drinks concentrated poison |
338 |
Target can see secret doors if he sacrifices 1d6 hit points |
339 |
Target can see secret doors while yelling and hopping on one foot |
340 |
Target can shine heatless torchlight from his palm at will |
341 |
Target can shine heatless torchlight from the soles of his feet |
342 |
Target can speak only in a full shout while his weapon is drawn |
343 |
Target can speak only in grunts while his weapon is drawn |
344 |
Target can speak only in rhyme while his weapon is drawn |
345 |
Target can speak only in whale song for 1d4 hours |
346 |
Target can speak the language of bears, but they don't listen |
347 |
Target can speak with flies and gnats |
348 |
Target can speak with livestock but henceforth smells like manure |
349 |
Target can speak with monkeys and apes |
350 |
Target can speak with one corpse per week, but it lies to him |
351 |
Target can speak with one tree per week |
352 |
Target can speak with worms and slugs |
353 |
Target can stride unimpeded in knee-deep snow |
354 |
Target can stride unimpeded through thigh-deep water |
355 |
Target can subsist on leaves and grass for up to 1d4 weeks |
356 |
Target can subsist on mud, but it tastes incredibly foul to him |
357 |
Target can subsist on mud, but it's highly addictive to him |
358 |
Target can subsist on mud, but regular food is poisonous to him |
359 |
Target can subsist on only 10% of the normal amount of food |
360 |
Target can subsist on water alone while he's at full hit points |
361 |
Target can subsist on water but must drink ten gallons per day |
362 |
Target can Summon and Command an 8HD Earth Elemental 1d6 times |
363 |
Target can teleport 1d4 miles per day but ages 8d8 years per mile |
364 |
Target can teleport 1d4 miles randomly, once per day |
365 |
Target can teleport at will but arrives 1d20 days later |
366 |
Target can teleport at will but arrives with only one hit point |
367 |
Target can teleport at will but is 50% likely to die on arrival |
368 |
Target can teleport half of his body at will |
369 |
Target can teleport one person nearby to the target's home |
370 |
Target can teleport to the caster's location once per month |
371 |
Target can teleport to this location once per month |
372 |
Target can track the caster with astonishing accuracy |
373 |
Target can turn his head completely around without harm |
374 |
Target can understand every language spoken within 10 miles |
375 |
Target can wield his weapon only in his non-dominant hand |
376 |
Target can Wish the death of someone nearby, but target also dies |
377 |
Target can write but not speak or read 1d6 additional languages |
378 |
Target can't attack anyone for 2d4 rounds |
379 |
Target can't attack anyone until he wounds himself |
380 |
Target can't attack anyone who doesn't know target's name |
381 |
Target can't attack or be attacked for 2d8 rounds |
382 |
Target can't attack or be attacked until he moves from this spot |
383 |
Target can't attack the caster until at least sunset |
384 |
Target can't attack the caster with any weapons containing metal |
385 |
Target can't attack the caster with any weapons containing wood |
386 |
Target can't attack until he drops his weapons, gear, and clothes |
387 |
Target can't be affected by the caster's magic for 1d6 turns |
388 |
Target can't be affected by the intended spell for 1d4 years |
389 |
Target can't be attacked by anyone or anything for 1d4 rounds |
390 |
Target can't be burned by acid if he cuts off both of his thumbs |
391 |
Target can't be burned by molten metal |
392 |
Target can't be burned by steam between sunset and dawn |
393 |
Target can't be burned by steam or boiling water while naked |
394 |
Target can't be burned by steam while he's wearing boots or shoes |
395 |
Target can't be choked, strangled, or suffocated |
396 |
Target can't be cut by any blade unless it's already bloodstained |
397 |
Target can't be cut by manufactured stone blades |
398 |
Target can't be detected by invisible creatures |
399 |
Target can't be detected by magical attempts at scrying |
400 |
Target can't be detected by magical scrying while naked in a tree |
401 |
Target can't be harmed by bludgeons between dawn and noon |
402 |
Target can't be harmed by bludgeons for 2d10 rounds |
403 |
Target can't be harmed by boiling oil or pitch |
404 |
Target can't be harmed by invisible creatures at night |
405 |
Target can't be harmed by magical fire while brandishing a weapon |
406 |
Target can't be harmed by magical fire while indoors |
407 |
Target can't be harmed by magical fire while standing in a bucket |
408 |
Target can't be harmed by magical fire while underwater |
409 |
Target can't be harmed by natural lightning |
410 |
Target can't be injured by wooden weapons while naked |
411 |
Target can't be injured by wooden weapons while sleeping |
412 |
Target can't be injured by wooden weapons while standing in fire |
413 |
Target can't be injured by wooden weapons while standing in snow |
414 |
Target can't be killed by any female creature for 1d4 weeks |
415 |
Target can't be killed by any male creature for 1d4 weeks |
416 |
Target can't be killed during the next 2d12 hours |
417 |
Target can't be knocked off balance by any less than 1d4 people |
418 |
Target can't be knocked off balance by any physical force |
419 |
Target can't be magically detected by anyone not of his race |
420 |
Target can't be magically detected by anyone of the same sex |
421 |
Target can't be slain except while sleeping |
422 |
Target can't be slain if he remains within 10 yards of this spot |
423 |
Target can't be slain while sleeping |
424 |
Target can't be stunned by any blow to the head |
425 |
Target can't be surprised if he has a snowball in each hand |
426 |
Target can't be surprised if he has an eyeball in his mouth |
427 |
Target can't be surprised if he's wearing a carnation |
428 |
Target can't be surprised while at full hit points |
429 |
Target can't be wounded by metal weapons until sunset tonight |
430 |
Target can't be wounded by metal weapons while barefoot |
431 |
Target can't breathe for 2d10 rounds |
432 |
Target can't breathe until he removes his boots or shoes |
433 |
Target can't breathe while touching more than one person |
434 |
Target can't breathe while wearing, touching, or carrying metal |
435 |
Target can't come within 10 feet of any fire now burning |
436 |
Target can't come within 10 yards of the caster |
437 |
Target can't come within one mile of his home |
438 |
Target can't come within one mile of the caster |
439 |
Target can't come within ten feet of any tree thicker than he is |
440 |
Target can't create or use magical fire except while indoors |
441 |
Target can't create or use magical fire for 1d4 years |
442 |
Target can't die for at least 1d4 days, but he can be injured |
443 |
Target can't digest any food that he eats in direct sunlight |
444 |
Target can't digest any food unless he prepares it himself |
445 |
Target can't digest anything that's been dead longer than a day |
446 |
Target can't digest cooked meat |
447 |
Target can't digest meat from any animal killed in daylight |
448 |
Target can't draw his weapon if anyone else is within 10 yards |
449 |
Target can't draw his weapon or sheathe it if it's now drawn |
450 |
Target can't draw his weapon unless he asks permission to do so |
451 |
Target can't draw his weapon within 100 yards of this spot |
452 |
Target can't hear echoes |
453 |
Target can't hear his own voice |
454 |
Target can't hear his own voice except while his eyes are closed |
455 |
Target can't hear the voice of any female member of his race |
456 |
Target can't hear the voice of any male member of his race |
457 |
Target can't hear the voice of anyone who's recently injured him |
458 |
Target can't hear the voice of anyone within 10 feet of him |
459 |
Target can't hear voices for 2d4-1 days |
460 |
Target can't ignite any fire unless his hair is soaking wet |
461 |
Target can't ignite any fire unless it's snowing |
462 |
Target can't ignite any fire while underground |
463 |
Target can't ignite any fire while wearing clothes |
464 |
Target can't leave this spot until he wounds himself |
465 |
Target can't lie, equivocate, or tell half-truths |
466 |
Target can't move more than 10 yards from the caster |
467 |
Target can't pass through doorways while at full hit points |
468 |
Target can't say anyone's name |
469 |
Target can't see artificial light while at full hit points |
470 |
Target can't see light other than sunlight or reflected sunlight |
471 |
Target can't see or hear any of his allies for 4d6 hours |
472 |
Target can't see or hear his 1d4 of his allies for 1d4 days |
473 |
Target can't see or hear living creatures for 2d6 rounds |
474 |
Target can't see or hear magical creatures for 2d6 days |
475 |
Target can't see or hear metal objects for 3d8 hours |
476 |
Target can't see sunlight or reflected sunlight |
477 |
Target can't sleep unless he first eats a handful of soil |
478 |
Target can't sleep unless he has his weapon in hand |
479 |
Target can't sleep unless he's standing up |
480 |
Target can't sleep until he fells the tallest tree in the kingdom |
481 |
Target can't sleep until he gives away all of his armor |
482 |
Target can't sleep within 10 feet of another sleeping person |
483 |
Target can't speak except while barefoot |
484 |
Target can't speak except while brandishing a weapon |
485 |
Target can't speak for 1d20 turns |
486 |
Target can't speak to anyone more than 20 feet from him |
487 |
Target can't speak to anyone who addresses him by name |
488 |
Target can't speak unless he wears a cloth over his face |
489 |
Target can't speak unless he's brandishing a weapon |
490 |
Target can't speak unless his hair is wet |
491 |
Target can't speak until after he has eaten his next full meal |
492 |
Target can't speak until his blood is next drawn |
493 |
Target can't speak until the caster says his own name |
494 |
Target can't speak while at full hit points |
495 |
Target can't speak while at full hit points |
496 |
Target can't speak while wielding a weapon |
497 |
Target can't use any form of rope or chain longer than he is tall |
498 |
Target can't use any items containing metal for 2d4-1 days |
499 |
Target can't use any magic items containing wood for 2d4-1 days |
500 |
Target can't use any magic items for 1d4 days |
501 |
Target can't use any magic items older than he is |
502 |
Target can't use his hands or any utensils while eating |
503 |
Target can't voluntarily pass through doorways unless naked |
504 |
Target can't walk until the caster says his own name |
505 |
Target can't walk while carrying gold |
506 |
Target can't wield any weapon containing metal for 1d4 days |
507 |
Target can't wield any weapon in his dominant hand |
508 |
Target can't wield any weapon that hasn't drawn his blood |
509 |
Target can't wield any weapon within 1d4 miles of this spot |
510 |
Target can't wound anyone who hasn't wounded him |
511 |
Target carves a tiny notch in every tree he passes |
512 |
Target challenges his closest ally to single combat to the death |
513 |
Target chants nonsensically for 2d10 rounds |
514 |
Target clatters when he walks like a barrel full of pots and pans |
515 |
Target collapses into a fetal position for 1 turn |
516 |
Target combusts if he uses magic within the next 1d4 turns |
517 |
Target combusts if his weapon is thrown into a river |
518 |
Target comes into possession of a world-shaking artifact |
519 |
Target concludes every battle thoroughly soaked by his own blood |
520 |
Target confesses to a list of crimes, none of which has happened |
521 |
Target confesses to crimes he couldn't possibly have committed |
522 |
Target confesses to genocide but can produce no evidence of it |
523 |
Target confesses to rampant kleptomania |
524 |
Target constantly boasts about his prowess in all things |
525 |
Target constantly exudes fragrant soap suds |
526 |
Target continuously speaks to an imaginary ally |
527 |
Target coughs incessantly, but his actions are unimpaired |
528 |
Target craves hay and has a long tail like a horse |
529 |
Target craves twigs and bark after every battle |
530 |
Target creates a phony language and refuses to speak any other |
531 |
Target crouches and begins eating dirt, twigs, gravel, etc. |
532 |
Target crows like a rooster whenever he sees a magic item used |
533 |
Target dares 1d4 of his allies to try to behead him |
534 |
Target declares this area to be a sacred shrine to his deity |
535 |
Target degenerates into an abomination hated by sentient beings |
536 |
Target demands that his friends and allies pay him tribute |
537 |
Target develops a pronounced stutter |
538 |
Target disappears and is completely forgotten for 2d4-1 days |
539 |
Target discovers that one of his limbs is a separate entity |
540 |
Target discovers that one of his limbs is made of living wood |
541 |
Target discovers that one of his limbs is trying to kill him |
542 |
Target discovers that one of his limbs isn't attached to his body |
543 |
Target disgorges 1d10 acorns in each of the next 1d10+10 rounds |
544 |
Target disgorges 1d10 cubic feet of damp, sticky rice |
545 |
Target disgorges 1d10 pounds of feathers |
546 |
Target disgorges 1d10 pounds of hallucinogenic mushrooms |
547 |
Target disgorges 1d100 gold coins, half of which are counterfeit |
548 |
Target disgorges 1d1000 dragonflies |
549 |
Target disgorges 1d1000 tiny, phosphorescent worms |
550 |
Target disgorges 1d4 cubic yards of humus |
551 |
Target disgorges 1d4 gallons of boiling pitch |
552 |
Target disgorges 1d6 filthy carrion birds |
553 |
Target disgorges 2d10 pounds of slag |
554 |
Target disgorges 3d100 feet of hemp rope |
555 |
Target disgorges 5d10 sheets of pristine parchment |
556 |
Target disgorges 5d10 sheets of rotting parchment |
557 |
Target disgorges a 50 pound sack of potatoes |
558 |
Target disgorges a boulder larger than any within 1d10 miles |
559 |
Target disgorges a box that he believes to contain his soul |
560 |
Target disgorges a brick of solid chlorine |
561 |
Target disgorges a bucket filled with eyeballs |
562 |
Target disgorges a bushel of razor-sharp shards of glass |
563 |
Target disgorges a bushel of rotten apples |
564 |
Target disgorges a corked bottle containing a mysterious note |
565 |
Target disgorges a corked bottle containing a powerless genie |
566 |
Target disgorges a dragon's egg |
567 |
Target disgorges a full-sized statue of a nearby ally |
568 |
Target disgorges a gelatinous mass writhing with tentacles |
569 |
Target disgorges a healthy specimen of some extinct species |
570 |
Target disgorges a homunculus |
571 |
Target disgorges a huge quantity of raisins, dates, and figs |
572 |
Target disgorges a large hourglass nearly empty of sand |
573 |
Target disgorges a large slab of marble |
574 |
Target disgorges a map to his home |
575 |
Target disgorges a one-half-size clone of the caster |
576 |
Target disgorges a pair eyeglasses granting the wearer True Sight |
577 |
Target disgorges a slimy slug as long and thick as his arm |
578 |
Target disgorges a small and long-lost artifact of great power |
579 |
Target disgorges a small but detailed replica of a nearby castle |
580 |
Target disgorges a small trampoline |
581 |
Target disgorges a stone that explodes on contact with ice |
582 |
Target disgorges a stone that will kill him if he touches it |
583 |
Target disgorges a ten foot column of aluminum one foot thick |
584 |
Target disgorges a two-foot square pane of glass |
585 |
Target disgorges a vial containing a powerful but unknown potion |
586 |
Target disgorges a vial containing the antidote to every poison |
587 |
Target disgorges an egg that can freeze 1,000 cubic feet of water |
588 |
Target disgorges an egg that, if broken, turns into a small boat |
589 |
Target disgorges an entire trombone, minus the mouthpiece |
590 |
Target disgorges an exact copy of the clothes he's now wearing |
591 |
Target disgorges an intricate but badly rusted clockwork device |
592 |
Target disgorges his own full-grown clone, which then attacks him |
593 |
Target disgorges several gallons of house paint |
594 |
Target disgorges several gallons of viscous, highly adhesive goo |
595 |
Target disgorges the crown of the nearest king |
596 |
Target disgorges the front door of his home |
597 |
Target doesn't age until he next speaks |
598 |
Target doesn't age while bald |
599 |
Target doesn't age while holding a gold coin in his mouth |
600 |
Target doesn't age while in the caster's presence |
601 |
Target doesn't age while naked |
602 |
Target doesn't age while wearing a wet hat |
603 |
Target doesn't age while weeping |
604 |
Target doesn't need to eat, drink, or breathe for 2d4-1 days |
605 |
Target doesn't need to sleep for 4d20 days |
606 |
Target donates 2d10 hit points to the caster |
607 |
Target drowns for 1d6 rounds but is fine afterward |
608 |
Target earns 50 gold pieces when his attacks cause maximum damage |
609 |
Target embraces a wacky cult founded by a hack writer |
610 |
Target endeavors to buy a controlling interest in the kingdom |
611 |
Target endlessly frets that he'll die in 1d10 rounds |
612 |
Target endlessly frets that he's doomed to be eaten by a dragon |
613 |
Target experiences bone-chilling cold when his head is touched |
614 |
Target experiences clairvoyance when he is burned |
615 |
Target experiences heart-rending grief whenever he uses magic |
616 |
Target experiences intense vertigo when he draws a weapon |
617 |
Target experiences searing pain when his skin is touched |
618 |
Target experiences soul-wrenching pain if he stands upright |
619 |
Target experiences transcendent euphoria when his blood is drawn |
620 |
Target experiences vague nostalgia whenever he's wounded |
621 |
Target exudes a scent 50% likely disgust any given person |
622 |
Target exudes a scent like something dredged from the ocean floor |
623 |
Target exudes a scent reminiscent of decaying skunks |
624 |
Target exudes a scent reminiscent of the bottom of the ocean |
625 |
Target exudes a scent that attracts carnivores |
626 |
Target exudes a scent that causes conifers to shed their needles |
627 |
Target exudes a scent that causes fires to burn pale green |
628 |
Target exudes a scent that causes food to spoil quickly |
629 |
Target exudes a scent that easily can be tracked for miles |
630 |
Target exudes a scent that induces sleep in birds |
631 |
Target exudes a scent that inspires attracts bats |
632 |
Target exudes a scent that inspires fear in earth elementals |
633 |
Target exudes a scent that inspires intense bloodlust |
634 |
Target exudes a scent that inspires loyalty in wolves |
635 |
Target exudes a scent that inspires rage in hoofed animals |
636 |
Target exudes a scent that is strongly enticing to undead |
637 |
Target exudes a scent that is strongly offensive to undead |
638 |
Target exudes a scent that makes Dwarves' eyes water |
639 |
Target exudes a scent that makes other people's hair fall out |
640 |
Target exudes a scent that makes people ignore him |
641 |
Target exudes a scent that obscures infravision |
642 |
Target exudes a scent that protects metal from natural rust |
643 |
Target exudes a scent that repels gnomes |
644 |
Target exudes an offensive stench but refuses to believe it |
645 |
Target fails at his next attempt at fine manual dexterity |
646 |
Target falls asleep for one hour per hit point he currently lacks |
647 |
Target fanatically defends the caster for 1d10 rounds |
648 |
Target fears any subsequent magic used by the caster |
649 |
Target fears that all of his efforts are for naught |
650 |
Target feels as if he's walking on a high tightrope |
651 |
Target feels as if he's wearing an enormous hat made of lead |
652 |
Target feels as if his clothes are trying to digest him |
653 |
Target feels as if his clothes have turned to steel |
654 |
Target feels as if someone else is wearing his clothes right now |
655 |
Target feels as if thorns have sprouted in his clothes |
656 |
Target feels as though a huge rodent is gnawing on his spine |
657 |
Target feels as though he just ate three pounds of butter |
658 |
Target feels as though he just ate three pounds of cement |
659 |
Target feels as though he just ate three pounds of flour |
660 |
Target feels as though he just ate three pounds of parchment |
661 |
Target feels as though he just swallowed a python |
662 |
Target feels as though he's been splashed with boiling water |
663 |
Target feels as though he's being swallowed by a python |
664 |
Target feels as though he's having a baby |
665 |
Target feels as though he's having a heart attack |
666 |
Target feels as though he's having teeth extracted |
667 |
Target feels as though his allies have abandoned him |
668 |
Target feels as though his internal organs are melting |
669 |
Target feels as though his teeth are spinning in his mouth |
670 |
Target feels as though his wounds have been completely healed |
671 |
Target feels as though one of his arms is being amputated |
672 |
Target feels compelled to abandon whatever faith he now follows |
673 |
Target feels compelled to attain godhood by the end of the week |
674 |
Target feels compelled to burn all of his clothing |
675 |
Target feels compelled to desecrate a shrine to his deity |
676 |
Target feels compelled to find a faith that contradicts his own |
677 |
Target feels compelled to martyr himself for someone else's deity |
678 |
Target feels compelled to mummify himself as soon as possible |
679 |
Target feels compelled to warn anyone he's about to attack |
680 |
Target feels his bones shake like a bundle of sticks |
681 |
Target feels his bones slowly disintegrating |
682 |
Target feels icy water dripping on him during every battle |
683 |
Target feels like he's having the time of his life |
684 |
Target feels that the direction of gravity has skewed by 10° |
685 |
Target feels the ground shake as during a powerful earthquake |
686 |
Target finds a blade that can't be broken by any physical force |
687 |
Target finds a book describing the methods of brain surgery |
688 |
Target finds a box that damages the sanity of any who look in it |
689 |
Target finds a canopic jar containing his own vital organs |
690 |
Target finds a cursed vault containing 1d100 bars of gold |
691 |
Target finds a foot-long bar of indestructible glass |
692 |
Target finds a glass vial containing a highly volatile liquid |
693 |
Target finds a huge cache of real but worthless currency |
694 |
Target finds a huge leech attached somewhere on his body |
695 |
Target finds a large diamond and guards it obsessively |
696 |
Target finds a large sack filled with powdered bone |
697 |
Target finds a list of command words but doesn't know for what |
698 |
Target finds a magical ring enabling him to command amphibians |
699 |
Target finds a mysterious and compelling piece of sculpture |
700 |
Target finds a new, functioning limb that he didn't know he had |
701 |
Target finds a potion affects the person nearest its imbiber |
702 |
Target finds a potion that either resurrects or destroys a corpse |
703 |
Target finds a pouch containing 1d10 super-intelligent mice |
704 |
Target finds a pouch containing curds and whey |
705 |
Target finds a pouch containing exact copies of his hands |
706 |
Target finds a recipe for creating human life in a jar |
707 |
Target finds a shield +4 that only he can lift |
708 |
Target finds a text personally written by his deity |
709 |
Target finds a text that he wrote but doesn't remember writing |
710 |
Target finds an arsenal stocked with simulated weapons |
711 |
Target finds himself imprisoned in a mausoleum far from here |
712 |
Target finds the sight of blood intoxicating |
713 |
Target finds the sight of male magic users to be enormously funny |
714 |
Target finds the sound of his own voice to be horrifying |
715 |
Target finds the thought of his own death strangely comforting |
716 |
Target finds two doses of a Potion of Resurrection |
717 |
Target flees from anyone who addresses him by name |
718 |
Target flees into the forest if struck by magic in the next turn |
719 |
Target flies into a panic if anyone sees him eating |
720 |
Target flies into a panic if he sees other people eating |
721 |
Target flies into a rage and attacks the person nearest to him |
722 |
Target flies into a rage whenever he draws blood |
723 |
Target forgets 1d4 of his allies |
724 |
Target forgets everything said to him in the past 1d6 hours |
725 |
Target forgets his family and where he lives |
726 |
Target forgets his name and doesn't believe that he ever had one |
727 |
Target forgets how to ascend stairs and ladders |
728 |
Target forgets how to feed himself |
729 |
Target forgets how to sleep |
730 |
Target forgets how to use any magic item he's now carrying |
731 |
Target forgets how to use any weapon containing metal |
732 |
Target forgets how to use doors |
733 |
Target forgets how to walk but not how to run |
734 |
Target forgets that his allies know who he is |
735 |
Target forgets the last 1d12 hours |
736 |
Target forgets the last 1d4 years |
737 |
Target forgets whatever mission or quest he is now undertaking |
738 |
Target formally changes his name to "Target" |
739 |
Target freezes solid if he's injured while standing in snow |
740 |
Target freezes solid the next time he enters an underground lake |
741 |
Target gains 1d10 permanent hit points but must Save or die |
742 |
Target gains 1d100 hit points that then vanish, one per round |
743 |
Target gains 1d100 pounds over that many rounds |
744 |
Target gains 1d100 temporary hit points that last until sunset |
745 |
Target gains 1d20 hit points and immediately loses another 1d20 |
746 |
Target gains a level and is restored to full hit points |
747 |
Target gains a level but is stricken blind for 1d4 months |
748 |
Target gains a level but loses all but 1d4 of his hit points |
749 |
Target gains a level but one of his arms turns to steam forever |
750 |
Target gains a level if he permanently severs his dominant hand |
751 |
Target gains a level the next time he's cut by a magical blade |
752 |
Target gains a permanent 1d4-1 bonus to his Armor Class |
753 |
Target gains a point of Strength but loses 1d100 hit points |
754 |
Target gains a point of Wisdom but loses two points of Strength |
755 |
Target gains a powerful magical ally whose motives are unknown |
756 |
Target gains a profound insight the next time he touches gold |
757 |
Target gains a title based on his actions in the next 1d6 rounds |
758 |
Target gains access to an elite secret society |
759 |
Target gains benefit from food only if eaten while he's naked |
760 |
Target gains no hit points from his next advancement in level |
761 |
Target gains one level but can never gain another |
762 |
Target gains only a single hit point from any magical healing |
763 |
Target gains proficiency in the use of some unlikely weapon |
764 |
Target gains the respect of a man soon to be executed for treason |
765 |
Target gains the respect of kobolds, who long to be just like him |
766 |
Target gains two levels if he kills and eats a human before dawn |
767 |
Target gains valuable insight into the nature of ventriloquism |
768 |
Target gets 1,000 gold pieces if he cuts off his foot right now |
769 |
Target gets 100 gold pieces for each finger he cuts from his hand |
770 |
Target gives his most prized possession to the caster |
771 |
Target gives his weapon to the person standing nearest to him |
772 |
Target glows bright blue until he's burned by magical fire |
773 |
Target glows bright blue until he's struck by magic |
774 |
Target glows bright blue until he's wounded by his own weapon |
775 |
Target glows bright blue while under any magical effect |
776 |
Target glows with a bright, rainbow aura while moving stealthily |
777 |
Target glows with angelic light whenever he uses a magic item |
778 |
Target goes berserk if any of his allies injure him |
779 |
Target goes berserk if he eats meat in the next 24 hours |
780 |
Target goes berserk if he sees anyone burned by fire |
781 |
Target goes berserk if he sees anyone eating meat |
782 |
Target goes berserk if he touches gold in the next 1d6 rounds |
783 |
Target goes berserk if he's currently carrying any magic items |
784 |
Target goes into a homicidal rage for 1d8 rounds, then passes out |
785 |
Target goes into a homicidal rage for 1d8 rounds, then vanishes |
786 |
Target goes into a homicidal rage whenever he removes his shoes |
787 |
Target goes into a homicidal rage whenever he sheathes his weapon |
788 |
Target goes totally and dangerously insane until sunset |
789 |
Target grows an additional 1d8 fingers |
790 |
Target grows an additional pair of ears atop his head |
791 |
Target grows an additional pair of eyes somewhere on his face |
792 |
Target has 1d100 tiny steel spheres embedded in his skin |
793 |
Target has 25 Intelligence for 1d4 turns |
794 |
Target has 25 Strength for 1d4 rounds |
795 |
Target has a +1 Armor Class bonus while it's raining |
796 |
Target has a +2 Armor Class bonus while barefoot |
797 |
Target has a +5 Armor Class bonus until sunset tomorrow |
798 |
Target has a -1 Armor Class penalty while wielding a weapon |
799 |
Target has a -2 Armor Class penalty while it's raining |
800 |
Target has a blowhole in the back of his neck |
801 |
Target has a colony of bees living in his skull |
802 |
Target has a compartment in his torso able to carry small items |
803 |
Target has a complete but false memory of the past 24 hours |
804 |
Target has a doppelganger slave that looks just like the caster |
805 |
Target has a flawless sense of direction |
806 |
Target has a flawless sense of direction 50% of the time |
807 |
Target has a flawless sense of direction while naked |
808 |
Target has a hole in his forehead as large as his fist |
809 |
Target has a hole in his torso big enough to accommodate his head |
810 |
Target has a key that attracts lightning |
811 |
Target has a key that can make non-magical locks invisible |
812 |
Target has a key that can permanently fuse one non-magical lock |
813 |
Target has a key that locks something that doesn't have a lock |
814 |
Target has a key that prevents nearby keys from working properly |
815 |
Target has a key that turns one lock to pure, solid gold |
816 |
Target has a key that unlocks 99% of all non-magical locks |
817 |
Target has a key that unlocks a secret door to another universe |
818 |
Target has a key that works only once but will open any one lock |
819 |
Target has a large and heavy padlock around his neck |
820 |
Target has a large apple stuck in his mouth for 1d4 days |
821 |
Target has a legitimate grievance against the caster |
822 |
Target has a mane like a lion |
823 |
Target has a permanent +4 ToHit and +4 Damage bonus vs the caster |
824 |
Target has a permanent -4 ToHit penalty versus others of his race |
825 |
Target has a raised, square protuberance jutting from his chest |
826 |
Target has a relief of the caster's face embossed on his back |
827 |
Target has a scar on his forehead as though clumsily lobotomized |
828 |
Target has a secret name that, if spoken, causes him to race home |
829 |
Target has a secret name that, if spoken, teleports him 2d8 miles |
830 |
Target has a secret name that, if spoken, will change his sex |
831 |
Target has a secret name that, if spoken, will kill him outright |
832 |
Target has a seizure lasting 1d6 hours when he uses a magic item |
833 |
Target has a seizure lasting 8d8 rounds, after which he is Healed |
834 |
Target has a seizure lasting until he's struck by magic |
835 |
Target has a small lamp in his forehead like a miner's helmet |
836 |
Target has a small lump on his forehead like a horseshoe |
837 |
Target has a small steel ring jutting from each shoulder blade |
838 |
Target has a star-shaped hole running completely through his head |
839 |
Target has a steel band around his ankle like tagged wildlife |
840 |
Target has a steel bolt running completely through his head |
841 |
Target has a strange tattoo that, if touched, causes him to weep |
842 |
Target has a sword that he thinks can command an undead army |
843 |
Target has a sword that he thinks can make him invisible to Elves |
844 |
Target has a sword that he thinks can slay dragons easily |
845 |
Target has a sword that he thinks makes him a charismatic leader |
846 |
Target has a tiny compartment beneath one of his fingernails |
847 |
Target has a violent coughing fit that persists until sunrise |
848 |
Target has a violent coughing fit whenever he uses a magic item |
849 |
Target has a virus that will kill him in 4d6 hours unless cured |
850 |
Target has a wooden bucket firmly affixed to his head |
851 |
Target has an exact copy of everything now carried by the caster |
852 |
Target has an immediate 50/50 chance to die or be totally healed |
853 |
Target has an immediate 50/50 chance to die or become a demigod |
854 |
Target has an immobilizing steel brace on one of his legs |
855 |
Target has an overpowering fear of other members of his race |
856 |
Target has an overpowering fear of shoes and other footwear |
857 |
Target has been controlled for years by a powerful, unseen entity |
858 |
Target has been controlled for years by a secret committee |
859 |
target has been controlled for years by agents of the king |
860 |
Target has been controlled for years by an orbiting satellite |
861 |
Target has been targeted for sacrifice by some monstrous cult |
862 |
Target has committed unspeakable acts in his deity's name |
863 |
Target has committed unspeakable acts in his deity's temple |
864 |
Target has committed unspeakable acts involving livestock |
865 |
Target has committed unspeakable acts involving orcs and Dwarves |
866 |
Target has committed unspeakable acts involving the king's horse |
867 |
Target has his name tattooed all over his body |
868 |
Target has in his possession an item that is literally impossible |
869 |
Target has in his possession something precious to the caster |
870 |
Target has innumerable feathers stuck to his skin |
871 |
Target has inspiring hallucinations about his future career |
872 |
Target has inspiring hallucinations about his life after death |
873 |
Target has ironclad proof that all of this is an illusion |
874 |
Target has ironclad proof that everyone he knows doesn't exist |
875 |
Target has ironclad proof that he's a prophesied savior |
876 |
Target has ironclad proof that he's dead |
877 |
Target has ironclad proof that he's really the caster |
878 |
Target has ironclad proof that he's the caster's father and son |
879 |
Target has ironclad proof that the apocalypse will be tomorrow |
880 |
Target has ironclad proof that the caster doesn't exist |
881 |
Target has no idea of where he is or what he's doing |
882 |
Target has no natural visible form; his appearance is an illusion |
883 |
Target has numerous stigmata and attracts countless disciples |
884 |
Target has numerous stigmata and fears that the end is nigh |
885 |
Target has numerous stigmata and is persecuted as a heretic |
886 |
Target has numerous stigmata, as foretold by prophesy |
887 |
Target has only one hit point per level for the next 1d4 days |
888 |
Target has only one hit point per point of Wisdom for 2d8 days |
889 |
Target has owed the caster 1d10 gold pieces for 2d10 years |
890 |
Target has prominent mandibles like an ant |
891 |
Target has six eyes spaced evenly around his skull |
892 |
Target has stolen large sums of money from each of his allies |
893 |
Target has terrifying hallucinations about his own birth |
894 |
Target has terrifying hallucinations about his own death |
895 |
Target has the caster's name tattooed all over his body |
896 |
Target has the head and right arm of a common housefly |
897 |
Target has three identical faces spaced evenly around his skull |
898 |
Target has ugly, thorny projections along both of his arms |
899 |
Target has visions depicting the true nature of magic |
900 |
Target has visions of a future full of incomprehensible wonders |
901 |
Target has visions of a future in which he's worshipped as a god |
902 |
Target has visions of a past that seems more real than his own |
903 |
Target has visions of a transcendently beautiful city in the sky |
904 |
Target has visions of his slow and torturous dismemberment |
905 |
Target has visions of the future involving no one he recognizes |
906 |
Target has visions of waiting in line for eternity |
907 |
Target has waited years for a custom-designed breastplate |
908 |
Target hasn't slept in 1d100 days |
909 |
Target hasn't slept since he last spoke with royalty |
910 |
Target hates his nearest ally as much as his most bitter enemy |
911 |
Target hears cheers and applause whenever his blood is drawn |
912 |
Target hears his own voice betraying his secrets to everyone |
913 |
Target hears his own voice castigating him for his many failures |
914 |
Target hears his own voice endlessly chanting his own name |
915 |
Target hears his own voice screaming in his ears until sunrise |
916 |
Target hears his own voice whispering words of comfort to him |
917 |
Target hears malevolent voices all around him |
918 |
Target hears the clattering of swords at all times |
919 |
Target hears the clattering of swords while his weapon is drawn |
920 |
Target hears the crash of cymbals whenever he uses a magic item |
921 |
Target hears the noisy buzzing of countless bees at all times |
922 |
Target hears thunder booming all around him, but no one else does |
923 |
Target hoots like a foghorn when struck by magic after sunset |
924 |
Target increases in size and mass by 10% |
925 |
Target inflicts superficial wounds upon himself whenever possible |
926 |
Target inherits a collection of festive commemorative spoons |
927 |
Target insists on wearing a bucket on his head for 1d4 weeks |
928 |
Target insists that his body is real and spectacular |
929 |
Target inspires homicidal rage in some common non-magical species |
930 |
Target is 5% likely to vanish forever each time he says his name |
931 |
Target is 10% likely to attack anyone who says his name |
932 |
Target is 10% likely to be dragged into orbit around the planet |
933 |
Target is 10% likely to change sex when burned by magical fire |
934 |
Target is 10% likely to contract leprosy when injured by magic |
935 |
Target is 10% likely to lose 1d4 hit points in any given hour |
936 |
Target is 10% likely to see any invisible creature or object |
937 |
Target is 10% likely to strangle himself whenever he uses rope |
938 |
Target is 10% likely to turn to a wooden statue when he sleeps |
939 |
Target is 15% likely to be attacked by any horse he passes |
940 |
Target is 15% likely to die when he next sees an illusion |
941 |
Target is 20% likely to be healed by any poison he drinks |
942 |
Target is 20% likely to be healed instead of injured by fire |
943 |
Target is 20% likely to disbelieve any illusion he sees |
944 |
Target is 20% likely to drown when burned by magical fire |
945 |
Target is 20% likely to explode when burned by magical fire |
946 |
Target is 20% likely to gain a level when next struck by magic |
947 |
Target is 20% likely to take no damage if cut by a blade |
948 |
Target is 20% likely to think that he's undead if undead are near |
949 |
Target is 20% likely to turn invisible when injured by fire |
950 |
Target is 30% likely to be able to summarize any book he kisses |
951 |
Target is 40% likely to attack any priest who approaches him |
952 |
Target is 80% likely to die if Remove Curse is cast upon him |
953 |
Target is a carrier of some magical disease |
954 |
Target is at the heart of a thunderstorm, but no one else sees it |
955 |
Target is actually a remotely-operated simulacrum |
956 |
Target is acutely hungry for 5d6 days, no matter how much he eats |
957 |
Target is affected by Reverse Gravity for 1d4 weeks |
958 |
Target is afflicted with leprosy for one month, then he's healed |
959 |
Target is afflicted with lycanthropy until the next full moon |
960 |
Target is an immortal simply masquerading in this current form |
961 |
Target is arrested for smuggling some illegal substance |
962 |
Target is attacked by 1d1000 tiny skeletal bats |
963 |
Target is attacked by 6d12 housecats |
964 |
Target is attacked by a monster that no one else can see or hear |
965 |
Target is attacked by dozens of cows |
966 |
Target is attacked by dozens of crows |
967 |
Target is attacked by everyone within 50 yards |
968 |
Target is attacked by moths as if he were made of wool |
969 |
Target is attacked by teeming vermin visible only to him |
970 |
Target is attacked by the nearest boulder |
971 |
Target is blind until he wets his hair |
972 |
Target is blind while his hair is wet |
973 |
Target is blown back 3d10 yards and loses that many hit points |
974 |
Target is bound by fine but very durable silver chains |
975 |
Target is briefly blinded by a dense cloud of powdered sugar |
976 |
Target is briefly blinded by countless flies swarming around him |
977 |
Target is buffeted by mighty winds that affect no one else |
978 |
Target is buried by a heap of mildewed potato peelings |
979 |
Target is buried by a sudden avalanche; no one else is affected |
980 |
Target is buried up to his knees in burning coals |
981 |
Target is buried up to his knees in shiny new gold coins |
982 |
Target is captured for use in laboratory testing of cosmetics |
983 |
Target is carried high into the air by a flock of magpies |
984 |
Target is carrying a bucket of chum and must carry it until dawn |
985 |
Target is carrying a huge sack full of moldy rabbit pelts |
986 |
Target is caught in a violent hailstorm; no one else is affected |
987 |
Target is certain that a powerful entity is stalking him |
988 |
Target is certain that a vile monster is hiding in a nearby cave |
989 |
Target is certain that all of his allies have betrayed him |
990 |
Target is certain that he has the patronage of a powerful entity |
991 |
Target is certain that he was constructed in a laboratory |
992 |
Target is certain that he'll become a god if he dies in combat |
993 |
Target is certain that he'll die by sunset |
994 |
Target is certain that he's a plant-based creature |
995 |
Target is certain that he's about to become king |
996 |
Target is certain that he's as fragile as glass |
997 |
Target is certain that he's bleeding profusely |
998 |
Target is certain that he's immortal |
999 |
Target is certain that he's invulnerable until sunset |
1000 |
Target is certain that he's standing at the center of a huge fire |
d1000 | Result |
---|---|
1 |
Target is chained into the highest branches of a tall tree nearby |
2 |
Target is coated in a delicious honey glaze like a ham |
3 |
Target is coated in boiling pitch and takes damage accordingly |
4 |
Target is completely enclosed by a layer of living flesh |
5 |
Target is constricted as though squeezed by an invisible python |
6 |
Target is covered by a suit of field plate armor, made of glass |
7 |
Target is covered by a thick shawl of fetid vulture feathers |
8 |
Target is covered by coarse and musky wool like a yak |
9 |
Target is covered by dozens of slugs and snails |
10 |
Target is covered by thick, ugly scales for an AC bonus of 1 |
11 |
Target is discovered to be a remotely operated machine |
12 |
Target is discovered to be an agent of the king |
13 |
Target is discovered to be the real heir to the throne |
14 |
Target is discovered to be the true owner of caster's home |
15 |
Target is discovered to engage in decadent cannibalistic rituals |
16 |
Target is dragged along the ground into the nearest open grave |
17 |
Target is dragged halfway to the shore of the nearest river |
18 |
Target is draped in a gossamer shawl impervious to fire |
19 |
Target is draped in filthy funerary dressing |
20 |
Target is draped in foul-smelling seaweed |
21 |
Target is draped in threads that can only be cut under moonlight |
22 |
Target is dreadfully afraid of the spell's target point |
23 |
Target is dreadfully homesick for some place he's never been |
24 |
Target is dressed like a court jester |
25 |
Target is dressed like a crazed anchorite |
26 |
Target is dressed like a pig at a luau |
27 |
Target is dressed like one of the royal family |
28 |
Target is driven halfway through the nearest tree |
29 |
Target is driven like a thumbtack into the ground up to his neck |
30 |
Target is encased in a glass box quickly filling with water |
31 |
Target is encased in a large, hollow sphere of ice |
32 |
Target is encased in a marble sarcophagus |
33 |
Target is encased in a sealed wicker basket |
34 |
Target is encased in a skin-tight plaster cast |
35 |
Target is encased in an airtight steel capsule |
36 |
Target is encircled by a chest-high wall of packed snow |
37 |
Target is encircled by a waist-high, electrified iron fence |
38 |
Target is encircled by a zone of intense cold |
39 |
Target is encircled by a zone of pure vacuum |
40 |
Target is encircled by an electrified fence |
41 |
Target is encircled by an illusory wall of chattering skulls |
42 |
Target is encircled by tall icicles, each as thick as his leg |
43 |
Target is enclosed for one hour in an impenetrable 10-foot sphere |
44 |
Target is enclosed in a shrinking steel cage |
45 |
Target is enraged beyond all rational control |
46 |
Target is ensconced in velvet |
47 |
Target is ensnared by some distant spellcaster's Summoning spell |
48 |
Target is especially receptive to Commands for the next 24 hours |
49 |
Target is fearless as long as he wears the shoes he's wearing now |
50 |
Target is forever immune to all non-magical disease |
51 |
Target is forever immune to heatstroke |
52 |
Target is forever immune to hypothermia |
53 |
Target is forever immune to lycanthropy |
54 |
Target is found to be a persecuted victim needing caster's help |
55 |
Target is fully healed if he's slain while standing in snow |
56 |
Target is harassed by skeletal crows |
57 |
Target is haunted by the endless screams of damned souls |
58 |
Target is healed of all damage, but his clothes and gear vanish |
59 |
Target is held personally responsible for some distant atrocity |
60 |
Target is held personally responsible for the decay of society |
61 |
Target is highly magical and dies if Dispel Magic is cast on him |
62 |
Target is highly magical and is quickly recognized by magic users |
63 |
Target is holding an anvil and can't put it down for 2d8 rounds |
64 |
Target is holding an egg in each hand and must not break them! |
65 |
Target is hopelessly lost for 2d10 rounds |
66 |
Target is horribly afraid of cooked or salted meat |
67 |
Target is horribly scarred, as though shredded and reassembled |
68 |
Target is horrified by the sight of female magic users |
69 |
Target is horrified by the sound of clattering bones |
70 |
Target is identified as the leader of some bizarre cult |
71 |
Target is immortal and unaging until he next speaks |
72 |
Target is immortal, but he's sentenced to lifelong imprisonment |
73 |
Target is immortal, but his arms and legs vanish forever |
74 |
Target is immune to air-based magic for 1d4 days |
75 |
Target is immune to all attacks by non-magical birds |
76 |
Target is immune to all injury until he next speaks |
77 |
Target is immune to all swords now within one mile |
78 |
Target is immune to any wounds inflicted by humans for 4d6 hours |
79 |
Target is immune to area-effect magic for 1d4 days |
80 |
Target is immune to beneficial magic for 2d4 days |
81 |
Target is immune to charm-based spells or attacks for 1d4 weeks |
82 |
Target is immune to Charms and Enchantments for 1d4 weeks |
83 |
Target is immune to electrical attacks while carrying metal |
84 |
Target is immune to his allies' magic |
85 |
Target is immune to his allies' magic for 10d10 rounds |
86 |
Target is immune to his own magic and attacks for 1d4 hours |
87 |
Target is immune to hostile magic for 1d4 days |
88 |
Target is immune to illusions until dawn tomorrow |
89 |
Target is immune to injuries inflicted by wood in daylight |
90 |
Target is immune to inorganic poisons for 1d4 months |
91 |
Target is immune to light-based magic until sunset tomorrow |
92 |
Target is immune to lightning |
93 |
Target is immune to magical cold while naked |
94 |
Target is immune to magical diseases for one week |
95 |
Target is immune to magical fire while naked |
96 |
Target is immune to magical healing |
97 |
Target is immune to missile weapons for 6d8 hours |
98 |
Target is immune to necromantic magic until he uses a magic item |
99 |
Target is immune to non-magical diseases |
100 |
Target is immune to non-magical extremes of weather |
101 |
Target is immune to normal fire while wearing these clothes |
102 |
Target is immune to piercing weapons, such as stilettos, etc. |
103 |
Target is immune to poisons, but meat is highly toxic to him |
104 |
Target is immune to polymorph magic |
105 |
Target is immune to smoke inhalation for the rest of his life |
106 |
Target is immune to the burning effects of acid for 2d4 days |
107 |
Target is immune to the caster's magic for 10d10 rounds |
108 |
Target is immune to the crushing pressure of very deep water |
109 |
Target is immune to the next 1d10 attacks against him |
110 |
Target is immune to the next magical disease he encounters |
111 |
Target is implicated in numerous treasonous scandals |
112 |
Target is in the middle of a typhoon, but no one else is |
113 |
Target is infected with plague |
114 |
Target is instantly consumed by vermin if he dies within 24 hours |
115 |
Target is intensely drunk for 1d4 rounds after every combat |
116 |
Target is invisible to lycanthropes while he's bleeding |
117 |
Target is invisible to lycanthropes while they're indoors |
118 |
Target is invisible while carrying 1d4 burning torches |
119 |
Target is invisible while completely submerged |
120 |
Target is invisible while he has an apple in each hand |
121 |
Target is invisible while shouting |
122 |
Target is invulnerable and invisible until he speaks or moves |
123 |
Target is invulnerable to 80% of normal weapons |
124 |
Target is invulnerable to any weapon that has already wounded him |
125 |
Target is invulnerable to normal weapons and can't wield them |
126 |
Target is invulnerable to normal weapons for 1d6 turns |
127 |
Target is invulnerable to normal weapons until he inflicts damage |
128 |
Target is invulnerable to normal weapons until he wields one |
129 |
Target is invulnerable to weapon that he himself forged |
130 |
Target is kidnapped to be used as a sacrifice by a religious cult |
131 |
Target is kidnapped to be used as in medical experiments |
132 |
Target is killed outright if he ever triggers a Chaos Burst |
133 |
Target is killed outright if he kills any member of his species |
134 |
Target is killed outright if he wounds himself with a sword |
135 |
Target is killed outright if struck by a blood relative |
136 |
Target is limned by golden light until dawn tomorrow |
137 |
Target is liquefied and emerges from a nearby lake fully healed |
138 |
Target is liquefied but reforms at full hit points in 1d20 rounds |
139 |
Target is liquefied but reforms in a slightly warped shape |
140 |
Target is liquefied but returns fully healed during the next rain |
141 |
Target is lost in the shuffle |
142 |
Target is mesmerized by the sight of lighted candles |
143 |
Target is mesmerized by the sound of clinking metal |
144 |
Target is nearly paralyzed with terror under the full moon |
145 |
Target is now standing 8d10 yards behind the spell's target point |
146 |
Target is now standing atop the tallest mountain within 100 miles |
147 |
Target is numb to all physical sensation for 3d8 rounds |
148 |
Target is obsessed with ridding himself of all skin and hair |
149 |
Target is obsessed with ridding himself of all worldly property |
150 |
Target is obsessed with ridding himself of his allies |
151 |
Target is obsessed with ridding himself of his shadow |
152 |
Target is obsessively covetous of some item that he can now see |
153 |
Target is obsessively jealous of someone now standing nearby |
154 |
Target is obsessively protective of someone now standing nearby |
155 |
Target is obsessively protective someone he's never met |
156 |
Target is overwhelmingly drunk for 1d4 rounds, then totally sober |
157 |
Target is paralyzed by dread when he witnesses magical effects |
158 |
Target is pelted by hundreds of acorns |
159 |
Target is pelted by snowballs for 1d6 rounds |
160 |
Target is pelted by tiny, red hot coals for 1d4 rounds |
161 |
Target is pelted like a mink, otter, or beaver |
162 |
Target is permanently bloodstained |
163 |
Target is permanently invisible to caster but can't attack him |
164 |
Target is permanently invisible to himself between dusk and dawn |
165 |
Target is permanently rendered 1d100% transparent |
166 |
Target is physically exhausted |
167 |
Target is poisoned if he touches a book in the next 1d4 days |
168 |
Target is pursued by predatory moneylenders |
169 |
Target is pursued by ravenous wolves |
170 |
Target is pursued by rogue shadows that resemble his own |
171 |
Target is pushed through the planet and out to the opposite side |
172 |
Target is quarantined by the local Minister of Health |
173 |
Target is real but can be disbelieved as if he were an illusion |
174 |
Target is real but can be Dispelled as if he were an illusion |
175 |
Target is recognized as an escaped slave wherever he goes |
176 |
Target is reluctant to engage in combat between sunrise and noon |
177 |
Target is reluctant to speak between noon and sunset |
178 |
Target is reluctant to wield any weapon with inorganic components |
179 |
Target is rendered deaf and blind for 2d10 rounds |
180 |
Target is rendered inert for 1d10 turns |
181 |
Target is rendered like a cow in an abattoir |
182 |
Target is rendered mute for 1d100 rounds |
183 |
Target is scarred as though he were pressed against a hot screen |
184 |
Target is scarred as though his digestive tract has been removed |
185 |
Target is sheathed in a large, living sponge |
186 |
Target is sheathed in a plant like a huge pea pod |
187 |
Target is sheathed in blood-soaked strips of leather |
188 |
Target is sheathed in wax |
189 |
Target is shoved to the ground in each of the next 1d10 rounds |
190 |
Target is showered by sawdust for 1d10 rounds |
191 |
Target is showered by shaved ice for the next 1d10 rounds |
192 |
Target is shunned by all other members of his species |
193 |
Target is shunned by all that is holy |
194 |
Target is shunned by anyone carrying a magic item |
195 |
Target is shunned by anyone nearby who is now wounded |
196 |
Target is shunned by polite society |
197 |
Target is smeared in a coordinated campaign of personal attacks |
198 |
Target is smeared in a fluid that suppresses his natural scent |
199 |
Target is smeared in lard |
200 |
Target is smeared in some kind of fireproof jelly |
201 |
Target is so badly disfigured that people flee from him in horror |
202 |
Target is sought for arrest because he stole a loaf of bread |
203 |
Target is standing knee-deep in a basket full of cobras |
204 |
Target is standing knee-deep in a bucket full of manure |
205 |
Target is stricken completely hairless |
206 |
Target is stricken deaf, blind, and mute for 1d6 rounds |
207 |
Target is stricken from any documents that mention him by name |
208 |
Target is stricken mute under every full moon |
209 |
Target is stricken mute while horses are nearby |
210 |
Target is stricken mute while under any magical effect |
211 |
Target is struck by lightning for 1d100 hit points of damage |
212 |
Target is struck by lightning the next time an ally is wounded |
213 |
Target is struck by lightning the next time he draws a weapon |
214 |
Target is struck by lightning the next time he enters water |
215 |
Target is struck by lightning the next time he speaks |
216 |
Target is struck by lightning the next time he uses a magic item |
217 |
Target is struck by lightning unless he's currently atop a horse |
218 |
Target is stung by a bee as large as an ox |
219 |
Target is stung by a bee every time he makes a successful attack |
220 |
Target is suddenly acutely aware of any injuries he now has |
221 |
Target is suddenly attacked by ruffians |
222 |
Target is suddenly holding 1d4 anvils |
223 |
Target is suddenly holding a box full of his own bones |
224 |
Target is suddenly holding a pair of alligator suitcases |
225 |
Target is suddenly holding a pair of magic rings |
226 |
Target is suddenly holding an enormous bouquet of roses |
227 |
Target is suddenly holding the king's severed head |
228 |
Target is suddenly holding the nearest corpse in his arms |
229 |
Target is suddenly lying in a four-poster canopy bed |
230 |
Target is suddenly lying in his own bed |
231 |
Target is suddenly lying on a funeral pyre |
232 |
Target is suddenly married to 1d8 additional spouses |
233 |
Target is suddenly morbidly obese |
234 |
Target is suddenly naked except for a fig leaf |
235 |
Target is suddenly on the verge of an important breakthrough |
236 |
Target is suddenly on the verge of going berserk |
237 |
Target is suddenly on the verge of utter dehydration |
238 |
Target is suddenly on the verge of utter exhaustion |
239 |
Target is suddenly on the verge of utter panic |
240 |
Target is suddenly on the verge of utter starvation |
241 |
Target is suddenly packaged in a large cardboard box |
242 |
Target is suddenly recognized as everyone's long-lost brother |
243 |
Target is suddenly sitting at the base of a nearby waterfall |
244 |
Target is suddenly sitting atop someone else's horse |
245 |
Target is suddenly sitting atop the tallest waterfall in the land |
246 |
Target is suddenly sitting in a bucket full of ice water |
247 |
Target is suddenly sitting in a large wooden crate |
248 |
Target is suddenly sitting in the bucket of the nearest catapult |
249 |
Target is suddenly sitting in the queen's boudoir |
250 |
Target is suddenly sitting on an anthill, smeared with honey |
251 |
Target is suddenly sitting on the corpse of a fallen ally |
252 |
Target is suddenly standing atop a heap of shattered masonry |
253 |
Target is suddenly standing atop a rickety and very tall fence |
254 |
Target is suddenly standing atop a tall ladder |
255 |
Target is suddenly standing atop the nearest corpse |
256 |
Target is suddenly standing atop the nearest lookout tower |
257 |
Target is suddenly standing atop the nearest sand dune |
258 |
Target is suddenly standing in a fetid swamp miles from here |
259 |
Target is suddenly standing in the nearest boat |
260 |
Target is suddenly standing in the nearest locked treasure vault |
261 |
Target is suddenly standing knee-deep in the nearest ocean |
262 |
Target is suddenly standing next to his most powerful enemy |
263 |
Target is suddenly standing on a trapdoor over a very deep pit |
264 |
Target is suddenly standing on the shoulders of a nearby ally |
265 |
Target is suddenly standing outside his own front door |
266 |
Target is suddenly standing under the nearest bridge |
267 |
Target is suddenly standing upon what appears to be his own grave |
268 |
Target is suddenly standing wherever he awoke this morning |
269 |
Target is suddenly suffering from overpowering agoraphobia |
270 |
Target is suddenly wearing a cast-iron straightjacket |
271 |
Target is suddenly wearing a provocative leather ensemble |
272 |
Target is suddenly wearing a skin-tight suit of chain mail |
273 |
Target is suddenly wearing an anachronistic bathing costume |
274 |
Target is suddenly wearing an ornate saddle of very high quality |
275 |
Target is suddenly wearing fireproof clothing |
276 |
Target is suddenly wearing whatever the king wore yesterday |
277 |
Target is surrounded by pandering sycophants |
278 |
Target is surrounded by rabid wolves |
279 |
Target is surrounded by servitors who want to assassinate him |
280 |
Target is surrounded by vermin and small pests |
281 |
Target is susceptible to rust while carrying gold |
282 |
Target is suspected of having trafficked with demons in a church |
283 |
Target is suspected of having wrought a plague upon this nation |
284 |
Target is suspected of holding the secret of all existence |
285 |
Target is suspected of plotting to exterminate his entire species |
286 |
Target is suspended above the tallest tree nearby |
287 |
Target is suspended over a flaming pit until sunset |
288 |
Target is swarmed by countless flies, but they don't bother him |
289 |
Target is swarmed by undead whenever he uses a magic item |
290 |
Target is swept 3d100 yards by a wave of molasses |
291 |
Target is the most unrepentant coward in the entire world |
292 |
Target is the subject of a distant being's use of the Wish spell |
293 |
Target is thought to be a malefic figure as foretold by prophecy |
294 |
Target is thrown 1d4 rounds into the past |
295 |
Target is thrown 8d6 hours into the future |
296 |
Target is thrown 8d6 yards into the air |
297 |
Target is thrown down the nearest flight of stairs |
298 |
Target is thrown into a coma for 1d6 days |
299 |
Target is thrown into the nearest briar patch |
300 |
Target is tied between two trees like a hammock |
301 |
Target is tied to the ground with rope made of his own hair |
302 |
Target is tightly bound by strips of adhesive cloth |
303 |
Target is tightly chained to the nearest tree |
304 |
Target is tightly swaddled in a coarse wool blanket |
305 |
Target is tightly wrapped in blood-soaked bandages |
306 |
Target is tightly wrapped in strips of raw and greasy bacon |
307 |
Target is tormented by countless demonic voices |
308 |
Target is tormented by false but realistic echoes of a past life |
309 |
Target is tormented by illusory ants crawling all over him |
310 |
Target is tormented by invisible barbs that catch in his flesh |
311 |
Target is tormented by shrill and discordant music |
312 |
Target is tormented by the awareness of his mortality |
313 |
Target is tormented by visions of his own damnation |
314 |
Target is tormented by visions of his own descent into madness |
315 |
Target is tormented by visions of the damned |
316 |
Target is tormented by visions of the torture of his allies |
317 |
Target is tormented by voices telling him to kill his allies |
318 |
Target is tormented by voices telling him to kill the king |
319 |
Target is unable to look directly at the caster |
320 |
Target is unaffected by natural winds |
321 |
Target is unexpectedly thrust into a position of political power |
322 |
Target is unusually clumsy for 1d4 hours after he says his name |
323 |
Target is utterly fearless until sunset tomorrow |
324 |
Target is violently allergic to some common non-magical species |
325 |
Target is violently compressed to the size of a grain of rice |
326 |
Target is violently pushed 1d10 yards, stunned for as many rounds |
327 |
Target is wearing a diver's mask, snorkel, and swim fins |
328 |
Target is wearing a formal suit made entirely of lettuce |
329 |
Target is wearing a formal suit made entirely of smoked meats |
330 |
Target is wearing a necklace of severed human ears |
331 |
Target is wearing nothing but strategically-placed coconut shells |
332 |
Target is wearing the entire skin from an orc or goblin |
333 |
Target is wearing the leathered skin from his own corpse |
334 |
Target is wholly invulnerable for 1d4 rounds |
335 |
Target is widely famed for his prowess with the scissors |
336 |
Target is widely recognized as a traitor to his race and species |
337 |
Target is, by his very nature, impossible |
338 |
Target jingles like sleigh bells while trying to move stealthily |
339 |
Target kills himself at sunset tonight but is resurrected at dawn |
340 |
Target knows a secret that damages the sanity of any who learn it |
341 |
Target knows an economical way to extract aluminum from bauxite |
342 |
Target knows but won't tell the location of an important artifact |
343 |
Target knows everything there is to know about the caster |
344 |
Target knows exactly what will happen in the next 2d6 rounds |
345 |
Target knows the current location of every Dwarf within 10 miles |
346 |
Target knows the location of every lock within one mile |
347 |
Target labors to conceal a humiliating secret from his allies |
348 |
Target lacks any concept of personal property |
349 |
Target laughs like a braying donkey when he injures someone |
350 |
Target laughs outrageously at the sight of his allies' blood |
351 |
Target learns that a deranged cult worships him as a god |
352 |
Target leaves no scent for 1d4 weeks |
353 |
Target leeches 2d10 hit points from the caster |
354 |
Target levitates 10d10 yards into the air for that many rounds |
355 |
Target levitates 1d10 feet in each of the next 1d6 rounds |
356 |
Target literally laughs at danger, so much so that it's annoying |
357 |
Target looks as though half of his body has been severely burned |
358 |
Target looks as though half of his body is made of pumice |
359 |
Target looks as though half of his body is made of wood |
360 |
Target looks as though he's made entirely of clay |
361 |
Target looks exactly like the caster for 1d4 days |
362 |
Target looks like a photo-negative for 1d4 days |
363 |
Target looks like a photo-negative while wielding a weapon |
364 |
Target looks vaguely demonic whenever he uses a magic item |
365 |
Target loses 1d100 hit points if he speaks his name before sunset |
366 |
Target loses 1d100 hit points unless he eats 3lbs of gold by dawn |
367 |
Target loses 1d100% of his mass |
368 |
Target loses 1d4 hit points every time he draws a weapon |
369 |
Target loses 1d4 levels/hit dice |
370 |
Target loses a point of Intelligence for each hit point he loses |
371 |
Target loses all but one hit point, then regains one per round |
372 |
Target loses all hit points gained due to high Constitution |
373 |
Target loses all sense of decency and restraint |
374 |
Target loses half of his remaining hit points |
375 |
Target loses one hit point each day for the next 1d100 days |
376 |
Target loses one hit point per hour until dawn tomorrow |
377 |
Target loses one hit point per person now within a 10 yard radius |
378 |
Target loses one hit point per round until he eats some raw meat |
379 |
Target loses one hit point per round until he strips naked |
380 |
Target loses one hit point per round until he swallows a coin |
381 |
Target loses one hit point per round until he's struck by magic |
382 |
Target loses the sense of object permanence |
383 |
Target makes a spirited effort to detach one of his legs |
384 |
Target makes a spirited effort to disarm his allies |
385 |
Target makes a spirited effort to eat his own foot |
386 |
Target makes a spirited effort to extract his own heart |
387 |
Target makes a spirited effort to pull out his own tongue |
388 |
Target makes a spirited effort to remove his lower jaw |
389 |
Target makes a spirited effort to scour the flesh from his hands |
390 |
Target makes a spirited effort to swallow his weapon |
391 |
Target makes a spirited effort to tear off his ears |
392 |
Target makes outrageous claims about his martial skill |
393 |
Target makes outrageous claims about his wealth and property |
394 |
Target mimics the actions of one of his allies for 2d6 rounds |
395 |
Target mimics the caster's actions for 1d10 rounds |
396 |
Target mistakes himself for someone else |
397 |
Target moos like a cow each time he draws a weapon |
398 |
Target must carry a blade at all times that has never drawn blood |
399 |
Target must carry a burning candle at all times |
400 |
Target must carry a fifty pound wheel of cheese until sunset |
401 |
Target must carry a small stone from this spot at all times |
402 |
Target must carry a wooden staff taller than he is at all times |
403 |
Target must carry at least 30 feet of rope at all times |
404 |
Target must carry at least 4d6 gold coins at all times |
405 |
Target must carry at least five pounds of wood at all times |
406 |
Target must carry at least one pound of feathers at all times |
407 |
Target must climb a tall tree during the next thunderstorm |
408 |
Target must disrobe before entering any cave or mine |
409 |
Target must douse himself with 2d6 gallons of water or combust |
410 |
Target must draw his weapon every time he says his name |
411 |
Target must drink 2d4 gallons of water before sunset |
412 |
Target must eat 3d6 pounds of food before dawn tomorrow |
413 |
Target must eat a pound of grass or leaves before dawn |
414 |
Target must eat a pound of ice by sunset tonight |
415 |
Target must give his name whenever he's asked for it |
416 |
Target must lie whenever he's asked his name |
417 |
Target must re-roll any attribute scores that are higher than 15 |
418 |
Target must re-roll any attribute scores that are lower than 12 |
419 |
Target must return to this location at least once each month |
420 |
Target must Save at each sunset or forget what happened that day |
421 |
Target must Save each morning or be ethereal until dusk |
422 |
Target must Save each morning or shrink by 10% |
423 |
Target must Save each morning, or he can't use his arms that day |
424 |
Target must Save each morning, or his left leg bursts into flame |
425 |
Target must Save each night or else sleep for 6d8+24 hours |
426 |
Target must Save or 1d100 of his bones explode |
427 |
Target must Save or 1d100 of his bones turn to glass |
428 |
Target must Save or 1d100 of his bones turn to steel |
429 |
Target must Save or be dragged to the bottom of the nearest lake |
430 |
Target must Save or be struck dead by a meteor |
431 |
Target must Save or each of his bones teleports 1d4 miles |
432 |
Target must Save or forfeit ownership of all of his possessions |
433 |
Target must Save or he beheads himself with his next attack |
434 |
Target must Save or he will never have existed |
435 |
Target must Save or his hands and weapons vanish until sunset |
436 |
Target must Save or his temperature rises 1° per round |
437 |
Target must Save or lose 1d4 from each attribute score |
438 |
Target must Save when he's hit by a bludgeon or shatter |
439 |
Target must Save when he's hit by a bludgeon or shriek in panic |
440 |
Target must Save when he's hit by a bludgeon or turn inside out |
441 |
Target must Save when he's hit by a bludgeon or turn to butter |
442 |
Target must say his name every time he draws a weapon |
443 |
Target must scale the tallest mountain within 100 miles |
444 |
Target must take 1d10 steps backward each time he draws a weapon |
445 |
Target now has 1d12 x 10% of his full hit points |
446 |
Target now has an odd number of limbs |
447 |
Target now has three legs spaced evenly around his pelvis |
448 |
Target obsessively cleans and polishes any magical items he owns |
449 |
Target obsessively pursues a man who turns into a green monster |
450 |
Target obsessively pursues an immortal beast with glass eyes |
451 |
Target obsessively pursues some crazy get-rich-quick scheme |
452 |
Target obsessively pursues the one-armed man who killed his wife |
453 |
Target offered his legs as collateral on a high-interest loan |
454 |
Target only needs to blink once every 4d6 hours |
455 |
Target only needs to eat one normal-sized meal per week |
456 |
Target opens a chain of big-box retail stores |
457 |
Target owes a big favor to a powerful and malevolent entity |
458 |
Target owes a big favor to someone to whom he's morally opposed |
459 |
Target perceives a vast army to be just beyond the nearest ridge |
460 |
Target perceives aggressive creditors to be hunting him endlessly |
461 |
Target perceives all foliage to be ablaze |
462 |
Target perceives constant rainfall from now on |
463 |
Target perceives everyone nearby to be sheathed in golden flame |
464 |
Target perceives everyone nearby to be sprouting peacock feathers |
465 |
Target perceives everyone nearby to look just like him |
466 |
Target perceives everything except himself to be 50% larger |
467 |
Target perceives everything nearby to be aligned against him |
468 |
Target perceives everything nearby to made of gold |
469 |
Target perceives everything to be blighted and drained of color |
470 |
Target perceives himself to be bathed in silver light |
471 |
Target perceives himself to be the wealthiest person in the world |
472 |
Target perceives hints of prophecy in any music he hears |
473 |
Target perceives menacing waterfowl all around him |
474 |
Target perceives profound secrets in everyday conversation |
475 |
Target perceives shocking insults in everyday conversation |
476 |
Target perceives weather conditions to be six months out of sync |
477 |
Target perceives worms to be wriggling from his every orifice |
478 |
Target permanently abandons his principal weapon |
479 |
Target permanently ages one year for each hit point he loses |
480 |
Target permanently gains 1d4 hit points |
481 |
Target permanently loses 1d10 toes |
482 |
Target permanently loses 1d4 hit points |
483 |
Target permanently loses half his current hit points |
484 |
Target poses and spits water like a fountain for one turn |
485 |
Target presents a long list of grievances to the caster |
486 |
Target pretends that he has a personal relationship with his god |
487 |
Target pretends that he's been Charmed by the caster |
488 |
Target punches his jaw repeatedly until he knocks himself out |
489 |
Target quickly regenerates any lost fingers or toes |
490 |
Target races away in a random direction and can't stop until dawn |
491 |
Target races headlong toward any magic user he encounters |
492 |
Target races to the nearest cave and hides there |
493 |
Target races to the nearest cave entrance |
494 |
Target races to the nearest library and tries to burn it down |
495 |
Target races to the nearest temple and messily desecrates it |
496 |
Target races toward his home at top speed |
497 |
Target races toward the caster and begs to be killed |
498 |
Target races toward the caster, embraces him, & vanishes with him |
499 |
Target races toward the nearest lake and jumps into it |
500 |
Target races toward the nearest monarch and attacks him |
501 |
Target races toward the nearest ocean and wades out 1d4 miles |
502 |
Target races toward the nearest open fire and jumps into it |
503 |
Target races toward the nearest open pit and jumps into it |
504 |
Target rattles like a bucket of stones while moving with stealth |
505 |
Target reacts violently to any representative of the king |
506 |
Target reacts violently to anyone bearing a scar on his face |
507 |
Target reacts violently to anyone bearing a tattoo |
508 |
Target reacts violently to anyone displaying a holy symbol |
509 |
Target reacts violently to anyone he sees who is now injured |
510 |
Target reacts violently to anyone he thinks is able to kill him |
511 |
Target reacts violently to anyone nearby when he awakens |
512 |
Target reacts violently to anyone not of his race |
513 |
Target reacts violently to anyone not wearing a hat |
514 |
Target reacts violently to anyone refusing to address him as sire |
515 |
Target reacts violently to anyone representing a deity |
516 |
Target reacts violently to anyone taller than he is |
517 |
Target reacts violently to anyone wearing a cloak |
518 |
Target reacts violently to anyone wearing a gold ring |
519 |
Target reacts violently to anyone wearing a hat or helmet |
520 |
Target reacts violently to anyone wearing leather |
521 |
Target reacts violently to anyone who addresses him by name |
522 |
Target reacts violently to anyone who addresses the caster |
523 |
Target reacts violently to anyone who asks his name |
524 |
Target reacts violently to anyone who attacks the caster |
525 |
Target reacts violently to anyone who carries an axe |
526 |
Target reacts violently to anyone who displays fear or pity |
527 |
Target reacts violently to anyone who displays the color red |
528 |
Target reacts violently to anyone who doesn't offer him money |
529 |
Target reacts violently to anyone who doesn't recognize him |
530 |
Target reacts violently to anyone who draws a weapon near him |
531 |
Target reacts violently to anyone who eats in front of him |
532 |
Target reacts violently to anyone who eats meat in his presence |
533 |
Target reacts violently to anyone who gives him an order |
534 |
Target reacts violently to anyone who has a beard |
535 |
Target reacts violently to anyone who has long hair |
536 |
Target reacts violently to anyone who has no beard |
537 |
Target reacts violently to anyone who lights a fire near him |
538 |
Target reacts violently to anyone who mentions a deity by name |
539 |
Target reacts violently to anyone who mentions his martial skill |
540 |
Target reacts violently to anyone who offers him aid in battle |
541 |
Target reacts violently to anyone who offers him food or water |
542 |
Target reacts violently to anyone who offers him hospitality |
543 |
Target reacts violently to anyone who offers him money |
544 |
Target reacts violently to anyone who questions his bravery |
545 |
Target reacts violently to anyone who receives magical healing |
546 |
Target reacts violently to anyone who refuses to give him money |
547 |
Target reacts violently to anyone who refuses to worship him |
548 |
Target reacts violently to anyone who says a magic word near him |
549 |
Target reacts violently to anyone who seems to have a magic item |
550 |
Target reacts violently to anyone who sees him get injured |
551 |
Target reacts violently to anyone who shows him common courtesy |
552 |
Target reacts violently to anyone who speaks while on horseback |
553 |
Target reacts violently to anyone who speaks with an accent |
554 |
Target reacts violently to anyone who spends money on armor |
555 |
Target reacts violently to anyone who suggests that he's mortal |
556 |
Target reacts violently to anyone who touches him |
557 |
Target reacts violently to anyone who uses magic |
558 |
Target reacts violently to anyone who wears jewelry |
559 |
Target reacts violently to anyone who wields a magical weapon |
560 |
Target reacts violently to anyone whom he perceives to be ill |
561 |
Target reacts violently to anyone wielding a bloodstained weapon |
562 |
Target reacts violently to anyone wielding a wooden bludgeon |
563 |
Target reacts violently to anyone with bloodstained clothes |
564 |
Target reacts violently to Elves who learn his name |
565 |
Target reacts violently to the next person to draw blood near him |
566 |
Target realizes that has an extra eye in the back of his head |
567 |
Target realizes that he murdered 1d10 people closest to him |
568 |
Target realizes that he's a mechanical simulacrum |
569 |
Target realizes that he's always been a ravenous cannibal |
570 |
Target realizes that he's been chewing on gravel for several days |
571 |
Target realizes that he's being controlled by invisible entities |
572 |
Target realizes that he's had an arrow in his thigh for days |
573 |
Target realizes that he's lost and doesn't know anyone nearby |
574 |
Target realizes that the back of his head is removable |
575 |
Target receives a massive shock the next time he touches metal |
576 |
Target receives a sign that he should abandon all worldly goods |
577 |
Target receives a sign that he should devote himself to magic |
578 |
Target receives a sign that he should reject all magic |
579 |
Target receives a sign that his murder is imminent |
580 |
Target reeks of carrion when he's angry |
581 |
Target reeks of cheap perfume between sunset and dawn |
582 |
Target reeks of chlorine while he speaks |
583 |
Target reeks of gasoline for the rest of his life |
584 |
Target reeks of manure while in polite company |
585 |
Target reflection appears in every mirror within 10 miles |
586 |
Target refuses any offers of first aid or magical healing |
587 |
Target refuses to believe that metal weapons can harm him |
588 |
Target refuses to believe that poisons are poisonous |
589 |
Target refuses to believe that the caster exists |
590 |
Target refuses to eat any cooked meat |
591 |
Target refuses to eat or sleep for 2d4-1 days |
592 |
Target refuses to eat until his magical sword is returned |
593 |
Target refuses to eat within 6d10 miles of this spot |
594 |
Target refuses to give medical aid to his allies |
595 |
Target refuses to share food or water with his allies |
596 |
Target refuses to speak his native tongue while outdoors |
597 |
Target refuses to speak to anyone at all for 1d8 days |
598 |
Target refuses to speak to anyone not of his race |
599 |
Target refuses to speak to anyone of his race |
600 |
Target refuses to speak to anyone who addresses him by name |
601 |
Target refuses to speak to anyone who is looking at him |
602 |
Target refuses to speak to anyone who shares his native tongue |
603 |
Target refuses to speak to anyone whom he knows to employ magic |
604 |
Target regains his full hit points in each of the next 1d8 rounds |
605 |
Target regenerates one hit point for each pint of blood he drinks |
606 |
Target regresses to infancy but quickly grows to his correct age |
607 |
Target re-rolls 1d4 of his attribute scores, using 2d10 |
608 |
Target re-rolls his hit points |
609 |
Target retains a perfect memory of the next 4d12 hours |
610 |
Target rightly believes that everyone is trying to kill him |
611 |
Target roars like a lion whenever he sees food |
612 |
Target runs 1d4 miles at top speed in a random direction |
613 |
Target runs completely around the nearest lake |
614 |
Target salivates heavily during battle |
615 |
Target screams as though in agony for 1d4 hours |
616 |
Target secretes 10 gallons of foul brine over the next 1d8 turns |
617 |
Target secretes a sticky pus from his eyes, nose, and ears |
618 |
Target sees anything more than 20 yards away as dull gray |
619 |
Target sees spectacular lightning overhead, but no one else does |
620 |
Target shakes violently when attempting to use magic items |
621 |
Target shakes violently while touching magic items |
622 |
Target shimmers like a desert mirage, making him -1 ToHit |
623 |
Target shrinks by 25% during each of the next 1d10 days |
624 |
Target shrinks by 8d10% when he next attacks the caster |
625 |
Target single-mindedly attacks the tallest person he can see |
626 |
Target single-mindedly tries to kill the caster until one is dead |
627 |
Target sinks halfway to the center of the world |
628 |
Target smells like 1,000 roses whenever he uses a magic item |
629 |
Target smells like 10 corpses whenever he uses a magic item |
630 |
Target smells like fungus for 1d4 hours after every battle |
631 |
Target smells like roses for one hour after every battle |
632 |
Target smells rotting flesh everywhere for 1d4 weeks |
633 |
Target smells strongly of blood whenever he uses a magic item |
634 |
Target smells strongly of cabbage until his next birthday |
635 |
Target smells strongly of sauerkraut for the rest of his life |
636 |
Target smells strongly of sour milk until next wounded in battle |
637 |
Target smells strongly of vanilla for 2d4 days |
638 |
Target sneezes and 10d10 angry wasps spew from his nose |
639 |
Target sneezes and blows 1d4 pounds of iron filings from his nose |
640 |
Target sneezes and blows all of his teeth from his mouth |
641 |
Target snorts like a pig before and after he says his name |
642 |
Target sounds as though he's shouting through a distant megaphone |
643 |
Target speaks only in an archaic dialect of his native language |
644 |
Target spends 1d4 rounds obsessing over the impact of his actions |
645 |
Target spends 1d4 turns trying to fell a tree with his bare hands |
646 |
Target spends 2d4 rounds trying to remove one of his vital organs |
647 |
Target spends 2d8 rounds praising the caster for his magic skills |
648 |
Target spends a few rounds trying to convince himself he's dead |
649 |
Target spends a few rounds trying to unscrew his own head |
650 |
Target spends all of his money to buy something totally worthless |
651 |
Target spins a cocoon & emerges in 1d4 days with butterfly wings |
652 |
Target spins like a top for 1d8 rounds |
653 |
Target spits out small lumps of coal after any melee |
654 |
Target sprays a gallon of milk from his nose |
655 |
Target sprays a huge gout of jet-black ink from his nose |
656 |
Target sprouts 1d10 additional noses all over his body |
657 |
Target sprouts 1d10 fingers from his cheeks |
658 |
Target sprouts 1d10 pairs of delicate antennae |
659 |
Target sprouts 1d100 additional ears on his body |
660 |
Target sprouts 1d6 additional noses somewhere on his body |
661 |
Target sprouts 3d10 tufts of coarse, ugly hair on his body |
662 |
Target sprouts a bunch of flexible metal tines on his face |
663 |
Target sprouts a clumsy elephant's trunk at the back of his head |
664 |
Target sprouts a collar of holly from the skin of his neck |
665 |
Target sprouts a horse's tail from the center of his chest |
666 |
Target sprouts a long, prehensile tail from his chest |
667 |
Target sprouts a non-functional face between his shoulder blades |
668 |
Target sprouts a non-functioning hand from the top of his head |
669 |
Target sprouts a pair of compound eyes from his cheekbones |
670 |
Target sprouts a pair of loathsome tentacles from his forehead |
671 |
Target sprouts a pair of retractable fangs in each palm |
672 |
Target sprouts a pig's tail from between his eyes |
673 |
Target sprouts a small foot from the top of his head |
674 |
Target sprouts a torch sconce between his shoulder blades |
675 |
Target sprouts a vulture's wing between his shoulder blades |
676 |
Target sprouts an additional foot from each knee |
677 |
Target sprouts an additional foot from each shoulder |
678 |
Target sprouts an additional forearm and hand from one elbow |
679 |
Target sprouts an additional hand from each shoulder |
680 |
Target sprouts an additional hand from one of his arms |
681 |
Target sprouts an additional hand from the palm of one hand |
682 |
Target sprouts an additional head beside the existing one |
683 |
Target sprouts an additional limb |
684 |
Target sprouts an additional mouth next to his original one |
685 |
Target sprouts an additional pair of eyes on his forehead |
686 |
Target sprouts an additional pair of nostrils on his forehead |
687 |
Target sprouts an additional pair of thumbs on his forehead |
688 |
Target sprouts an additional thumb from the back of each hand |
689 |
Target sprouts an iguana's tail from his chin |
690 |
Target sprouts an intelligent fungus atop his head |
691 |
Target sprouts an ox horn from his chin |
692 |
Target sprouts an ox horn from one side of his head |
693 |
Target sprouts countless leaves, each bearing a mysterious rune |
694 |
Target sprouts deer antlers from his shoulder blades |
695 |
Target sprouts enormous fangs from his lower jaw |
696 |
Target sprouts harmless but acrid blue mold all over his body |
697 |
Target sprouts retractable iron claws from his fingers |
698 |
Target sprouts small, flashing lights along his spine |
699 |
Target sprouts wool like a sheep |
700 |
Target stalks the caster, always at least one mile distant |
701 |
Target steals credit for writing a list of 7,000 random effects |
702 |
Target stretches into an upright "X" for 1d10 rounds |
703 |
Target struggles with some trite philosophical conundrum |
704 |
Target suddenly has 2d10 carpenter's nails in his mouth |
705 |
Target suddenly has a horseshoe in his mouth |
706 |
Target suddenly owns a book describing how to build a spacecraft |
707 |
Target suddenly owns a large pouch made of his own leathered skin |
708 |
Target suddenly owns an exact replica of his own skeleton |
709 |
Target suddenly owns an exact replica of some person nearby |
710 |
Target suddenly owns an exact replica of the caster's skeleton |
711 |
Target suddenly realizes that fire can harm him |
712 |
Target suddenly realizes that he doesn't know how to use weapons |
713 |
Target suddenly realizes that he has a conjoined twin |
714 |
Target suddenly realizes that he's terrified of spiders |
715 |
Target suddenly realizes that he's undead |
716 |
Target suddenly realizes that magic doesn't really exist |
717 |
Target suddenly realizes that magical illusions can't hurt him |
718 |
Target suddenly realizes that the caster is only an illusion |
719 |
Target suddenly senses that his identity is a fictional construct |
720 |
Target suffers a fit of crippling paranoia for 1d4 turns |
721 |
Target suffers a seizure lasting 1d10 rounds |
722 |
Target suffers burns if he touches water hotter than 80° |
723 |
Target suffers double damage from injuries while he's wet |
724 |
Target suffers extreme hypothermia |
725 |
Target suffers from a disfiguring pox, but his teeth are radiant |
726 |
Target suffers from hysterical pregnancy |
727 |
Target suffers half damage from metal weapons while it's snowing |
728 |
Target suffers immense pain while in close proximity to fire |
729 |
Target suffers intense dread when he tries to use a magic item |
730 |
Target suffers no damage from dragons' breath for 1d4 weeks |
731 |
Target suffers no damage from falls of less than 1d100 feet |
732 |
Target suffers no damage from magical blades for 2d4 days |
733 |
Target suffers no damage from wounds inflicted by orcs |
734 |
Target suffers only half damage from acid for 1d4 days |
735 |
Target suffers only half damage from fire for 1d8 days |
736 |
Target suffers only half damage from now until midnight |
737 |
Target suffers only half damage from wounds received in daylight |
738 |
Target suffers severe burns if cut by a magical blade |
739 |
Target suffers severe burns the next time he removes his clothes |
740 |
Target suffers severe convulsions in the presence of kobolds |
741 |
Target suffers severe frostbite the next time he touches metal |
742 |
Target suffers splitting headaches after using magic items |
743 |
Target swallowed a tiny but powerful artifact yesterday |
744 |
Target swaps places with himself from 1d10+10 rounds ago |
745 |
Target swears undying loyalty to the next person to say his name |
746 |
Target sweats viscous and fragrant oil |
747 |
Target teleports 100 yards north in each of the next 1d10 rounds |
748 |
Target teleports 6d6 miles & back in each of the next 2d6 rounds |
749 |
Target teleports 8d10 miles when he next attacks the caster |
750 |
Target teleports into the nearest convent |
751 |
Target teleports into the nearest grain silo |
752 |
Target teleports into the nearest leper colony |
753 |
Target teleports into the nearest monastery |
754 |
Target teleports into the nearest oubliette |
755 |
Target teleports into the nearest unoccupied sarcophagus |
756 |
Target teleports one mile upon his next successful attack |
757 |
Target teleports to a barren, arctic wasteland for 1d4+1 hours |
758 |
Target teleports to a point 1d100 feet above the nearest lake |
759 |
Target teleports to a tiny and distant island for 1d4 days |
760 |
Target teleports to an impenetrable forest for 4d6 hours |
761 |
Target teleports to the base of the largest tree within 100 miles |
762 |
Target teleports to the caster's location in exactly 24 hours |
763 |
Target teleports to the centerpoint of the nearest lake's surface |
764 |
Target teleports to the exact place where he awoke this morning |
765 |
Target teleports to the exact place where he last ate a full meal |
766 |
Target teleports to the exact place where he met the caster |
767 |
Target teleports to the exact place where he was born |
768 |
Target teleports to the exact place where he'll be in 24 hours |
769 |
Target teleports to the exact place where the caster was born |
770 |
Target teleports to the location of the nearest anvil |
771 |
Target teleports to the place where he last paid for a meal |
772 |
Target teleports to the place where his blood was last spilled |
773 |
Target teleports to this spot at both dawn and sunset tomorrow |
774 |
Target teleports to this spot on the first day of each month |
775 |
Target teleports to this spot upon losing 50% of his hit points |
776 |
Target teleports to this spot when his blood is next spilled |
777 |
Target teleports well beyond the caster's line of sight |
778 |
Target tells embarrassing lies about himself at every opportunity |
779 |
Target thinks he'll die if he climbs a tree taller than he is |
780 |
Target thinks he'll die if he sees a shooting star |
781 |
Target thinks he'll die if he wields a magical weapon |
782 |
Target thinks he'll die if struck again by the caster's magic |
783 |
Target thinks he'll die unless the caster saves him |
784 |
Target thinks he's an elephant until he's next injured |
785 |
Target thinks that 1d100 years have passed |
786 |
Target thinks that a mighty artifact is hidden in a nearby lake |
787 |
Target thinks that he can control the caster for 1d6 rounds |
788 |
Target thinks that he's thoroughly soaked with lamp oil |
789 |
Target thinks that he's under the caster's control until sunset |
790 |
Target thinks that his attacks heal rather than inflict damage |
791 |
Target thinks that his clothing is on fire for 1d10 rounds |
792 |
Target thinks that his enemies are only illusions |
793 |
Target thinks that his left arm has turned to stone |
794 |
Target thinks that his skin is trying to suffocate him |
795 |
Target thinks that his sweat is flammable |
796 |
Target thinks that his weapon is intelligent and powerful |
797 |
Target thinks that his weapon will explode on contact with metal |
798 |
Target thinks that non-magical fire is a manifestation of his god |
799 |
Target thinks that non-magical fire is an offense against his god |
800 |
Target thinks that one of his limbs is as fragile as glass |
801 |
Target thinks that the nearest fire is an avatar of his god |
802 |
Target thinks that the nearest statue is his close relative |
803 |
Target thinks that the nearest statue was once his close friend |
804 |
Target throws all of his belongings into the next fire he sees |
805 |
Target throws his weapon into the next chasm he passes |
806 |
Target tries to bite off 1d10 of his fingers, one try per finger |
807 |
Target trips and falls over in each of the next 1d6 rounds |
808 |
Target trips over what he realizes is his own grave marker |
809 |
Target trumpets like an elephant when he draws a weapon |
810 |
Target trusts everyone unquestioningly, no matter how unworthy |
811 |
Target trusts no one who's visibly carrying a weapon |
812 |
Target trusts the caster absolutely and unquestioningly |
813 |
Target trusts the caster implicitly until the caster next speaks |
814 |
Target turns in a circle every time he passes through a doorway |
815 |
Target turns into a pumpkin at midnight tonight; reverts at dawn |
816 |
Target turns into a tree at each sunset but reverts at dawn |
817 |
Target understands 3d6 languages but can speak and write only one |
818 |
Target vanishes for 1d4 days, then reappears unaware of the lapse |
819 |
Target vanishes until 1d4 different people say his name |
820 |
Target vanishes until the caster dies or gains a level |
821 |
Target vanishes until two different people say his name |
822 |
Target volunteers for any task, the more dangerous, the better |
823 |
Target vows not to eat meat unless it comes from primates |
824 |
Target vows to adopt a life of asceticism and poverty |
825 |
Target vows to eat an entire person before the end of next month |
826 |
Target vows to eat only raw meat starting tomorrow |
827 |
Target vows to eat only rotting meat starting tomorrow |
828 |
Target vows to forego all magical healing for one full year |
829 |
Target vows to return to this exact spot once per week |
830 |
Target vows to slay anyone who uses magic on him |
831 |
Target vows to slay every necromancer he meets |
832 |
Target vows to smite those who take his name in vain |
833 |
Target vows to tithe 90% of his income |
834 |
Target wails inconsolably for 1d10 rounds |
835 |
Target wakes each day bald, but his hair regrows by noon |
836 |
Target wakes each day certain that he's been buried for weeks |
837 |
Target wakes each day certain that he's been tortured for weeks |
838 |
Target wakes each day certain that he's gone blind |
839 |
Target wakes each day certain that he's immortal |
840 |
Target wakes each day certain that he's spent a month in the snow |
841 |
Target wakes each day certain that he's still dreaming |
842 |
Target wakes each day certain that he's the king |
843 |
Target wakes each day certain that his heart has been removed |
844 |
Target wakes each day covered in dirt as though recently buried |
845 |
Target wakes each day covered in finely-powdered rust |
846 |
Target wakes each day with his pockets full of twigs and gravel |
847 |
Target wakes tomorrow certain that it's yesterday |
848 |
Target wakes tomorrow floating in the middle of the nearest lake |
849 |
Target wakes tomorrow within 1d10 yards of the caster |
850 |
Target was assembled from portions of corpses |
851 |
Target was just released after decades of solitary confinement |
852 |
Target was the caster in a past life |
853 |
Target was Wished into existence by a delusional necromancer |
854 |
Target wastes many hours writing a list of 10,000 random effects |
855 |
Target whistles like a teapot when struck by magic |
856 |
Target will be devoured by a dragon within 24 hours |
857 |
Target will befriend a dragon within 24 hours |
858 |
Target will betray himself at the most inopportune time |
859 |
Target will betray his closest ally in his time of greatest need |
860 |
Target will combust in 1d10 rounds unless he eats 2d10 gold coins |
861 |
Target will combust violently in 2d10 rounds |
862 |
Target will die unless he spends 100 gold pieces each day |
863 |
Target will either die or become a god at the next solstice |
864 |
Target will gouge out his eyes unless he's retrained or attacked |
865 |
Target will rescue his closest ally but it will cost his own life |
866 |
Target will soon be arrested for bearing forged letters of marque |
867 |
Target will soon be arrested for running an illegal orphanage |
868 |
Target will soon be mistaken for a mighty figure out of legend |
869 |
Target will spend any amount necessary to buy a handful of smoke |
870 |
Target wobbles and clangs like a buoy while walking in fog |
871 |
Target won't be able to sleep in the next 1d100 days |
872 |
Target wrongly believes that everyone is trying to kill him |
873 |
Target's AC is re-rolled on 1d10 in each of the next 2d10 rounds |
874 |
Target's age doubles twice |
875 |
Target's age fluctuates 5d10 years each round for 10 rounds |
876 |
Target's age is now 3d20, with all related bonuses and penalties |
877 |
Target's age is re-rolled on 10d10 each morning |
878 |
Target's age varies by 1d10 years each time he's wounded |
879 |
Target's allies all attack him for 1d4 rounds |
880 |
Target's allies all sound just like him |
881 |
Target's allies are all healed, but he's reduced to one hit point |
882 |
Target's allies are all standing within arm's reach of him |
883 |
Target's allies are condescending and patronizing to him |
884 |
Target's allies are immune to the target's weapons for 1d12 hours |
885 |
Target's allies are stricken blind until the target says his name |
886 |
Target's allies are teleported at least 1d4 miles away from him |
887 |
Target's allies arrange to sell him for a substantial profit |
888 |
Target's allies assembled him from artificial parts |
889 |
Target's allies attempt to steal and sell all of his belongings |
890 |
Target's allies betrayed him terribly within the last 1d4 days |
891 |
Target's allies can come within 10 yards of him during melee |
892 |
Target's allies can't communicate with him until he spills blood |
893 |
Target's allies can't defend him in a fight |
894 |
Target's allies can't digest any food that he prepares |
895 |
Target's allies can't distinguish the target from the caster |
896 |
Target's allies can't draw weapons within 10 yards of him |
897 |
Target's allies can't look directly at him for 1d4 days |
898 |
Target's allies can't see him while he's at full hit point |
899 |
Target's allies can't speak to him while he has a weapon drawn |
900 |
Target's allies conspire to sell him into slavery |
901 |
Target's allies conspire to sell his soul to a demon |
902 |
Target's allies each carry a small vial filled with his blood |
903 |
Target's allies each find 1d10 gold pieces |
904 |
Target's allies each give him 1d100 gold pieces |
905 |
Target's allies fear that he's about to go on a homicidal rampage |
906 |
Target's allies go berserk if he is slain |
907 |
Target's allies have never liked or respected him |
908 |
Target's allies look just like him for 4d6 hours |
909 |
Target's allies look just like him until sunset |
910 |
Target's allies mock and ridicule him mercilessly until sunset |
911 |
Target's allies speak no language he can understand for 2d8 days |
912 |
Target's allies spread vicious and humiliating rumors about |
913 |
Target's allies suspect that he belongs to a divine lineage |
914 |
Target's allies suspect that he's a mechanical impostor |
915 |
Target's allies suspect that he's hiding vast wealth from them |
916 |
Target's allies suspect that he's joined a violent cult |
917 |
Target's allies suspect that he's plotting to betray them |
918 |
Target's allies suspect that he's really the caster |
919 |
Target's allies swear a blood oath against whoever slays him |
920 |
Target's allies think that he can resurrect the dead |
921 |
Target's allies think that he fulfills an ancient prophecy |
922 |
Target's allies think that he has some terribly virulent disease |
923 |
Target's allies think that he plans to sacrifice them to his god |
924 |
Target's allies think that he's ablaze |
925 |
Target's allies think that he's at death's door |
926 |
Target's allies think that he's being controlled by unseen forces |
927 |
Target's allies think that he's damned beyond hope of redemption |
928 |
Target's allies think that he's dead, and they try to bury him |
929 |
Target's allies think that he's drowning |
930 |
Target's allies think that he's far more powerful than he lets on |
931 |
Target's allies think that he's guilty of many unspeakable crimes |
932 |
Target's allies think that he's ingested a powerful toxin |
933 |
Target's allies think that he's possessed by a powerful demon |
934 |
Target's allies think that he's under the caster's control |
935 |
Target's allies think that his name is "Fungus" |
936 |
Target's allies think that his touch is poisonous to them |
937 |
Target's allies trust him implicitly |
938 |
Target's allies utterly terrify him for 1d8 hours |
939 |
Target's allies worship him as a god for 1d8 days |
940 |
Target's ankle is tightly chained to his neck |
941 |
Target's ankles are bound by a large and heavy padlock |
942 |
Target's apparent physical age fluctuates by 1d100 years daily |
943 |
Target's arms appear to be stricken with advanced leprosy |
944 |
Target's arms are as limp as rope for 4d6 rounds |
945 |
Target's arms are encased in straight, tight-fitting steel tubes |
946 |
Target's arms are henceforth as limber as snakes |
947 |
Target's arms are replaced by inert duplicates of his head |
948 |
Target's arms can't be bound by cloth, rope, or vines |
949 |
Target's arms can't be broken by any natural means |
950 |
Target's arms can't be harmed by claws or teeth |
951 |
Target's arms can't be harmed by non-magical weapons |
952 |
Target's arms flap like a hummingbird's wings for 3d6 rounds |
953 |
Target's arms have been repeatedly severed and reattached |
954 |
Target's arms reflect light like a mirror |
955 |
Target's arms shrink to the size of an infant's arms |
956 |
Target's arms spin like propellers until he's hit by magic |
957 |
Target's arms vanish, but he sprouts a trunk like an elephant |
958 |
Target's arms wheeze like hydraulics when he moves them |
959 |
Target's arms wriggle like angry snakes |
960 |
Target's attacks are 5% likely to inflict 5X normal damage |
961 |
Target's attacks are 5% likely to inflict equal damage upon him |
962 |
Target's attacks are 10% likely to inflict no damage at all |
963 |
Target's attacks are 10% likely to inflict only illusory damage |
964 |
Target's attacks are accompanied by eerie, disembodied chanting |
965 |
Target's attacks are accompanied by mocking, disembodied laughter |
966 |
Target's attacks are accompanied by the sound of breaking glass |
967 |
Target's attacks cause maximum damage, but he takes equal damage |
968 |
Target's attempts at tracking invariably lead to his own trail |
969 |
Target's blood burn as bright as magnesium |
970 |
Target's blood can eat through steel and iron like acid |
971 |
Target's blood hold the secret to eternal life |
972 |
Target's blood induces wild hallucinations in any who spill it |
973 |
Target's blood is highly flammable for 2d10 rounds |
974 |
Target's blood is invisible |
975 |
Target's blood is widely believed to be a panacea |
976 |
Target's blood smells powerfully of sulfur |
977 |
Target's body appears to be full of holes like Swiss cheese |
978 |
Target's body appears to be made entirely of cork |
979 |
Target's body appears to be made of porous wax |
980 |
Target's body can absorb twice its weight in water |
981 |
Target's body climbs into a tree each night as he sleeps |
982 |
Target's body inflates to twice its normal volume |
983 |
Target's body is covered with sores and blisters |
984 |
Target's body is infested with an enormous colony of termites |
985 |
Target's body is scarred as if he'd been pushed through a screen |
986 |
Target's body is scoured with steel wool |
987 |
Target's body rings like an enormous church bell 1d12 times |
988 |
Target's body slowly absorbs any clothing he wears |
989 |
Target's body, clothing, and gear are uniformly bright orange |
990 |
Target's bones are as brittle as chalk until sunset tomorrow |
991 |
Target's bones are discovered to have been stolen |
992 |
Target's bones are intensely magnetic |
993 |
Target's bones are sought by poachers |
994 |
Target's bones are visible through his skin while he sleeps |
995 |
Target's bones are visible through his skin while he's wet |
996 |
Target's bones are weightless |
997 |
Target's bones can never be rendered invisible |
998 |
Target's bones can't be broken by any natural physical force |
999 |
Target's bones chime like bells when he's struck |
1000 |
Target's bones clatter inside his body like a bare skeleton |
d1000 | Result |
---|---|
1 |
Target's bones combust if exposed to direct sunlight |
2 |
Target's bones fuse into a single, inflexible mass |
3 |
Target's bones turn to ice |
4 |
Target's bones turn to muscle |
5 |
Target's boots are discovered to be living organisms |
6 |
Target's boots can never sink underwater while he wears them |
7 |
Target's boots fuse to the ground where he's now standing |
8 |
Target's boots turn to glass |
9 |
Target's Charisma is raised to 25 for 1d6 rounds |
10 |
Target's closest ally attacks him for 1d10 rounds |
11 |
Target's closest ally is permanently invisible to him |
12 |
Target's closest ally turns out to be his clone |
13 |
Target's closest ally will betray him in his hour of need |
14 |
Target's clothes always appear to be filthy |
15 |
Target's clothes always resemble the clothes he's now wearing |
16 |
Target's clothes and gear are affected by Reverse Gravity |
17 |
Target's clothes and gear are highly flammable |
18 |
Target's clothes and gear are insulated against electricity |
19 |
Target's clothes appear 10d10 centuries out of date |
20 |
Target's clothes appear to be made of ice |
21 |
Target's clothes are 90% transparent while in mixed company |
22 |
Target's clothes are as delicate as cobweb |
23 |
Target's clothes are as rigid as boiled leather |
24 |
Target's clothes are as susceptible to rust as iron |
25 |
Target's clothes are chilled nearly to absolute zero |
26 |
Target's clothes are consumed by fire, but he is unharmed |
27 |
Target's clothes are devoured by vermin over the next 4d6 rounds |
28 |
Target's clothes are extraordinarily elastic |
29 |
Target's clothes are seized by the local authorities |
30 |
Target's clothes are soaked with a fetid and viscous slime |
31 |
Target's clothes are soaked with a powerful acid |
32 |
Target's clothes are soaked with beer |
33 |
Target's clothes are soaked with butterscotch pudding |
34 |
Target's clothes are soaked with deer musk |
35 |
Target's clothes are soaked with icy water once every 1d12 hours |
36 |
Target's clothes are soaked with strong perfume |
37 |
Target's clothes are stuffed full of snow |
38 |
Target's clothes attract wasps, hornets, and bees |
39 |
Target's clothes billow with foul smoke when he uses a magic item |
40 |
Target's clothes billow with foul smoke when he wields a weapon |
41 |
Target's clothes billow with foul smoke when he's underground |
42 |
Target's clothes billow with scalding steam |
43 |
Target's clothes can't be moved more than 10 yards from this spot |
44 |
Target's clothes can't be pierced by wooden weapons |
45 |
Target's clothes clatter like a suit of armor while he walks |
46 |
Target's clothes combust if worn while crossing moving water |
47 |
Target's clothes defy community standards of decency |
48 |
Target's clothes double in size in each of the next 1d8 rounds |
49 |
Target's clothes double in weight in each of the next 1d8 rounds |
50 |
Target's clothes exactly match the caster's clothes |
51 |
Target's clothes exude fragrant smoke for 1d4 weeks |
52 |
Target's clothes glow in the dark |
53 |
Target's clothes have been buried for weeks in a midden |
54 |
Target's clothes heat to 500° |
55 |
Target's clothes ignite each time he uses a magic item |
56 |
Target's clothes inflate to the size of a house |
57 |
Target's clothes make him appear to suffer from leprosy |
58 |
Target's clothes mock him with whispers that only he can hear |
59 |
Target's clothes protect him against extremes of natural weather |
60 |
Target's clothes shrink by one percent per round |
61 |
Target's clothes smolder from now until dawn, but he is unharmed |
62 |
Target's clothes teleport 1d10 yards |
63 |
Target's clothes totally unravel over the next 3d10 rounds |
64 |
Target's clothes turn invisible each time he uses a magic item |
65 |
Target's clothes writhe like a living creature for 24 hours |
66 |
Target's corpse will never decay by natural processes |
67 |
Target's current hit point total is his maximum hit point total |
68 |
Target's deadliest foe appears in the area, armed to the teeth |
69 |
Target's deadliest foe will rescue him in his hour of need |
70 |
Target's death is expected to yield vast riches for his slayer |
71 |
Target's death is one of the final precursors to the apocalypse |
72 |
Target's death will awaken a nightmarish, slumbering deity |
73 |
Target's death will be horrible enough to inspire legends |
74 |
Target's death will bring swift retaliation from the authorities |
75 |
Target's death will herald the coming of an age of horrors |
76 |
Target's death will inflict a plague upon the surrounding area |
77 |
Target's death will lead to mass rioting |
78 |
Target's death will reveal him to be a horrific, demonic entity |
79 |
Target's ears are indestructible |
80 |
Target's ears are prehensile |
81 |
Target's ears are the size of dinner plates |
82 |
Target's ears explode if removed |
83 |
Target's ears melt like wax |
84 |
Target's ears migrate about his head as the days wear on |
85 |
Target's ears migrate to his shoulders |
86 |
Target's ears shrivel and fall off over the next 1d8 days |
87 |
Target's ears turn slowly counter-clockwise |
88 |
Target's ears, nose, and lips are invisible for 1d4 days |
89 |
Target's ears, nose, and lips double in size |
90 |
Target's ears, nose, and lips fall off |
91 |
Target's ears, nose, and lips turn bright blue |
92 |
Target's entire family is arrested by royal decree |
93 |
Target's explodes if any attempt is made at resurrection |
94 |
Target's expression is permanently locked into a manic smile |
95 |
Target's eyes appear to be bundles of writhing worms |
96 |
Target's eyes appear to be tiny fireballs |
97 |
Target's eyes automatically filter out harmfully bright light |
98 |
Target's eyes bulge from the top of his head like a frog's eyes |
99 |
Target's eyes bulge to the size of hen's eggs |
100 |
Target's eyes burst, blinding him, but they grow back in 1d4 days |
101 |
Target's eyes can move independently, like a chameleon's |
102 |
Target's eyes each have 1d4 irises and pupils |
103 |
Target's eyes glow with malevolent fire when he faces true north |
104 |
Target's eyes merge into a single eye somewhere on his face |
105 |
Target's eyes migrate to just above his ears |
106 |
Target's eyes see normally but appear lifeless like a doll's eyes |
107 |
Target's eyes steam and hiss like quenching metal |
108 |
Target's face appears to have been roughly chiseled out of coal |
109 |
Target's face appears to have been welded to his skull |
110 |
Target's face begins to look more and more bat-like |
111 |
Target's face can't be harmed by acid |
112 |
Target's face glows pale green when he tells a lie |
113 |
Target's face is badly sunburned in a checkerboard pattern |
114 |
Target's face is flattened to his skull |
115 |
Target's face is scarred as by acid or flame |
116 |
Target's face is scarred as though horribly slashed years ago |
117 |
Target's face is tattooed with cryptic runes and sigils |
118 |
Target's face looks as though he's been pounded with hammers |
119 |
Target's face looks as though something exploded in his nose |
120 |
Target's face looks like badly melted wax |
121 |
Target's face migrates to the top of his head |
122 |
Target's family disowns him and places a bounty on his head |
123 |
Target's family includes at least one demonic abomination |
124 |
Target's family relocates to a distant land without telling him |
125 |
Target's feet appear to be made of clay |
126 |
Target's feet are fused to the ground beneath him |
127 |
Target's feet are henceforth clear like glass |
128 |
Target's feet are now prehensile, but his hands are not |
129 |
Target's feet can rotate 360° at the ankle without harming him |
130 |
Target's feet can't come within one yard of each other |
131 |
Target's feet explode if he ventures more than one mile from here |
132 |
Target's feet shriek incessantly while he wears shoes or boots |
133 |
Target's fingernails are hard as steel and susceptible to rust |
134 |
Target's fingernails begin to grow 1d4 inches per round |
135 |
Target's fingernails glow like burning coals |
136 |
Target's fingernails pulse with an unholy glow under moonlight |
137 |
Target's fingernails react to water like pure sodium |
138 |
Target's fingers and thumbs are intertwined like tangled rope |
139 |
Target's fingers and thumbs connect directly to his wrists |
140 |
Target's fingers and thumbs shuffle positions |
141 |
Target's fingers merge into a single digit like a mitten |
142 |
Target's fists are attracted to each other like strong magnets |
143 |
Target's fists are each as large as his head |
144 |
Target's fists can't come within five feet of the ground |
145 |
Target's fists retract into his forearms when not in use |
146 |
Target's flesh is utterly transparent to artificial light |
147 |
Target's footfalls strike sparks on the ground |
148 |
Target's footprints are perfectly rectangular |
149 |
Target's footprints completely vanish after 1d10 rounds |
150 |
Target's footprints look like arrows pointing which way he went |
151 |
Target's footprints look like he's executing complex dance steps |
152 |
Target's forearms are invisible |
153 |
Target's hair can't be cut by non-magical metal |
154 |
Target's hair falls out and is replaced by lush feathers |
155 |
Target's hair falls out and is replaced by thick grass |
156 |
Target's hair falls out and tiny spikes sprout all over his head |
157 |
Target's hair floats as though underwater |
158 |
Target's hair grows 1d12 inches each time he's struck by magic |
159 |
Target's hair is severely tangled in the nearest tree or bush |
160 |
Target's hair is styled into a tall bouffant |
161 |
Target's hair moves from his head to somewhere else on his body |
162 |
Target's hair noticeably changes color every six hours |
163 |
Target's hands and feet are abnormally spongy |
164 |
Target's hands and feet are scarred with arcane symbols |
165 |
Target's hands and feet are tightly wrapped in adhesive cloth |
166 |
Target's hands and feet can never be rendered magically invisible |
167 |
Target's hands and feet give off unsettling vapors |
168 |
Target's hands and feet reform into perfect cubes |
169 |
Target's hands and feet shuffle their locations |
170 |
Target's hands and feet turn to pig's hooves for 1d4 days |
171 |
Target's hands applaud despite his wishes for 3d10 rounds |
172 |
Target's hands are bound in adamantite shackles |
173 |
Target's hands are encased in thick blobs of candle wax |
174 |
Target's hands are invisible while he wields a weapon |
175 |
Target's hands are magically slicked with butter for 1d4 hours |
176 |
Target's hands are nailed to the nearest tree |
177 |
Target's hands are shaped like those of a bat, minus the wings |
178 |
Target's hands are utterly paralyzed until he's struck by magic |
179 |
Target's hands attempt to strangle him for 3d10 rounds |
180 |
Target's hands become ethereal while he wields a weapon |
181 |
Target's hands can never be severed from his arms |
182 |
Target's hands can't be burned by acid, fire, or electricity |
183 |
Target's hands can't be burned by magical fire |
184 |
Target's hands can't be cut by any blade forged by a mortal |
185 |
Target's hands can't be cut by non-magical blades |
186 |
Target's hands can't come within 18 inches of his mouth |
187 |
Target's hands change color each hour |
188 |
Target's hands combust if he tries to wear gloves |
189 |
Target's hands combust if they come into contact with each other |
190 |
Target's hands flap like birds' wings for 1d10 rounds |
191 |
Target's hands freeze to the next wooden object he touches |
192 |
Target's hands fuse to the next metal object he handles |
193 |
Target's hands fuse together behind his back |
194 |
Target's hands itch slightly when he touches a magic item |
195 |
Target's hands look black and necrotic after handling magic items |
196 |
Target's hands melt like wax if exposed to magical fire |
197 |
Target's hands rotate 180° at the wrists |
198 |
Target's hands shrink by 50% |
199 |
Target's hands steam vigorously when he's struck by magic |
200 |
Target's hands try to grab his ankles while he's walking |
201 |
Target's hands turn to metal but otherwise function normally |
202 |
Target's hands vanish while he sleeps but return before he wakes |
203 |
Target's hat animates and attempts to eat his head |
204 |
Target's hat bleeds profusely until sunset tomorrow |
205 |
Target's hat is replaced by a spittoon or chamber pot |
206 |
Target's hat is replaced by half of a hollowed-out coconut |
207 |
Target's head always appear to face true north |
208 |
Target's head appears as a photo-negative |
209 |
Target's head appears to age at a rate of one year per day |
210 |
Target's head appears to be a naked brain |
211 |
Target's head appears to be made of delicate porcelain |
212 |
Target's head appears to be made of fire |
213 |
Target's head appears to be made of ice |
214 |
Target's head appears to be made of pure gold |
215 |
Target's head appears to be made of sand |
216 |
Target's head appears to be made of the finest crystal |
217 |
Target's head appears to be made of wood |
218 |
Target's head appears to be severely cracked like an egg |
219 |
Target's head blazes with illusory fire for 1d4 months |
220 |
Target's head can survive away from his body for 3d8 hours |
221 |
Target's head can't be harmed by magical electricity |
222 |
Target's head considers itself separate from his body |
223 |
Target's head deflates like a balloon while he sleeps |
224 |
Target's head explodes but regrows over the next 1d10 rounds |
225 |
Target's head explodes if he's decapitated |
226 |
Target's head glows like a jack-o-lantern |
227 |
Target's head goes on a murderous rampage if he's decapitated |
228 |
Target's head has a chunk missing as though hacked by an axe |
229 |
Target's head has a large hole through it like a doughnut |
230 |
Target's head has an arrow running harmlessly through it |
231 |
Target's head increases in size by a factor of 1d4+1 |
232 |
Target's head is artificial |
233 |
Target's head is claimed as a sacred relic by orcs or goblins |
234 |
Target's head is clear like glass for 1d4 weeks |
235 |
Target's head is covered in coarse and ugly scales |
236 |
Target's head is covered with numerous disc-shaped scars |
237 |
Target's head is encased in a durable, transparent globe |
238 |
Target's head is enclosed in an indestructible helmet |
239 |
Target's head is enwrapped in delicate gold filigree |
240 |
Target's head is flattened on top like a pounded wooden stake |
241 |
Target's head is immune to extremes of pressure |
242 |
Target's head is impervious to magical fire |
243 |
Target's head is impervious to missile weapons |
244 |
Target's head is impervious to non-magical bludgeons |
245 |
Target's head is impervious to polymorph magic |
246 |
Target's head is invisible from the chin to the ears |
247 |
Target's head is of no particular physiological importance |
248 |
Target's head is prehensile |
249 |
Target's head is protected as though he's wearing a steel helmet |
250 |
Target's head is scarred as though split down the middle |
251 |
Target's head is shaped like a light bulb |
252 |
Target's head is Slowed for 1d4 hours |
253 |
Target's head is stuck in a huge conch shell |
254 |
Target's head is vestigial |
255 |
Target's head no longer ages |
256 |
Target's head seems on the verge of bursting |
257 |
Target's head shrinks to the size of his closed fist |
258 |
Target's head spins rapidly at the neck for 2d10 rounds |
259 |
Target's head splits in half, revealing his real head inside |
260 |
Target's head strongly resembles a foot |
261 |
Target's head throbs visibly when he's angry |
262 |
Target's head vanishes and his face appears on his chest |
263 |
Target's head was stolen from a necromancer's workshop |
264 |
Target's head will be claimed by warring factions after he dies |
265 |
Target's heart is safe in a silver urn buried in the forest |
266 |
Target's heart turns to solid gold, potentially killing him |
267 |
Target's highest attribute score drops to 3 for 2d12 hours |
268 |
Target's highest attribute score is halved for 1d4 days |
269 |
Target's highest attribute score is re-rolled daily |
270 |
Target's hindquarters resemble those of a donkey |
271 |
Target's hit points are doubled for the next 24 hours |
272 |
Target's huge likeness appears on the side of a nearby mountain |
273 |
Target's image appears on every flag and banner within 10 miles |
274 |
Target's internal organs have been culled from various animals |
275 |
Target's internal organs murmur and chant inside him |
276 |
Target's internal organs shuffle positions |
277 |
Target's internal organs turn into infernal oranges |
278 |
Target's intestines are more intelligent than he is |
279 |
Target's intestines are replaced by a length of noisy chain |
280 |
Target's jawbone becomes that of an ass |
281 |
Target's knees and elbows become ball-joints like his shoulders |
282 |
Target's knees and elbows can't straighten to more than 120° |
283 |
Target's knees and elbows creak like rusty metal |
284 |
Target's knees and elbows vanish |
285 |
Target's large intestine explodes |
286 |
Target's left arm has Strength 18/00 |
287 |
Target's left arm is fused into a nearby boulder |
288 |
Target's left arm is permanently invisible |
289 |
Target's left arm moves to his right shoulder |
290 |
Target's left foot appears to be that of a large duck |
291 |
Target's left foot can never again tolerate a shoe or boot |
292 |
Target's left foot henceforth appears to be badly mangled |
293 |
Target's left foot is wholly invulnerable to all harm |
294 |
Target's left foot sinks six inches into the ground at each step |
295 |
Target's left foot sprouts a pair of thumbs |
296 |
Target's left foot takes root |
297 |
Target's legs are covered in bark |
298 |
Target's legs are fireproof |
299 |
Target's legs are invisible in direct sunlight |
300 |
Target's legs are shaped like springs and twang when he walks |
301 |
Target's legs can't be cut by non-magical weapons |
302 |
Target's legs exactly resemble his arms |
303 |
Target's legs exchange positions |
304 |
Target's legs fuse together, and his arms fuse to his sides |
305 |
Target's legs shrink by 1d10 x 10% for 1d12 hours |
306 |
Target's level is halved |
307 |
Target's limbs change proportion to match those of an infant |
308 |
Target's limbs shrink to the size of an infant's limbs |
309 |
Target's lips are sewn shut with fine gold wire |
310 |
Target's lips move constantly as though he's singing to himself |
311 |
Target's lips vanish |
312 |
Target's loses 1d10 levels but regains one per day |
313 |
Target's maximum natural lifespan doubles |
314 |
Target's maximum natural lifespan increases by 1d100 years |
315 |
Target's maximum natural lifespan is 1d10 years more than his age |
316 |
Target's maximum natural lifespan is reduced by 50% |
317 |
Target's memories of the last 1d12 hours are full of butterflies |
318 |
Target's memories of the last 1d12 hours are vivid but incorrect |
319 |
Target's most valuable possession animates and attacks him |
320 |
Target's most valuable possession becomes brittle as glass |
321 |
Target's most valuable possession bursts into flame |
322 |
Target's most valuable possession can't be affected by magic |
323 |
Target's most valuable possession doubles in size |
324 |
Target's most valuable possession flies toward him at great speed |
325 |
Target's most valuable possession is affected by reverse gravity |
326 |
Target's most valuable possession is an illusion |
327 |
Target's most valuable possession is coveted by all who see it |
328 |
Target's most valuable possession is encased in glass |
329 |
Target's most valuable possession is indestructible |
330 |
Target's most valuable possession is sold for 1d100 gold pieces |
331 |
Target's most valuable possession is stolen by the king |
332 |
Target's most valuable possession now belongs to someone else |
333 |
Target's most valuable possession turns permanently invisible |
334 |
Target's most valuable possession turns to lead |
335 |
Target's mouth and each nostril is plugged by a cork |
336 |
Target's mouth and one of his eyes exchange places |
337 |
Target's mouth appears to be full of angry hornets |
338 |
Target's mouth can speak with a mind of its own |
339 |
Target's mouth can't be opened while he's wearing a hat |
340 |
Target's mouth glows as though he's eating fireflies |
341 |
Target's mouth glows like a forge |
342 |
Target's mouth is full of moths |
343 |
Target's mouth is now located on the back of his head |
344 |
Target's mouth is packed completely full of leaves |
345 |
Target's mouth is replaced by a duck's bill |
346 |
Target's mouth is replaced by a hideous scolex |
347 |
Target's mouth is replaced by a toucan's beak |
348 |
Target's mouth opens to a span of 4d4 inches |
349 |
Target's mouth vanishes for 1d6 hours |
350 |
Target's neck and head shift 1d4+4 inches to the left |
351 |
Target's neck attempts to devour his head |
352 |
Target's neck can extend an additional 1d4 feet at will |
353 |
Target's neck can retract into his torso like a turtle's |
354 |
Target's neck can't be broken |
355 |
Target's neck doubles in length |
356 |
Target's neck flares like a lizard's frill when he's angry |
357 |
Target's neck has a frill like a triceratops |
358 |
Target's neck is as thin as a spear-shaft |
359 |
Target's neck is encircled by a tight steel collar |
360 |
Target's neck is impervious to blades |
361 |
Target's neck is scarred and twisted as if he survived a hanging |
362 |
Target's next 1d10 attacks affect him as well |
363 |
Target's next 1d10 attacks don't take effect for 1d10 rounds |
364 |
Target's next 1d10 attacks have a damage bonus of 1d6 hit points |
365 |
Target's next 1d10 attacks inflict only illusionary damage |
366 |
Target's next attack inflicts damage that only a Wish can heal |
367 |
Target's next missile attack automatically strikes him instead |
368 |
Target's next missile attack causes whoever is hit to combust |
369 |
Target's next missile attack equally injures an extra 1d6 people |
370 |
Target's next missile attack Heals its victim to full hit points |
371 |
Target's next missile attack inflicts 1d10 times normal damage |
372 |
Target's next missile attack strikes a nearby tree and ignites it |
373 |
Target's next missile attack teleports whoever it hits 1d4 miles |
374 |
Target's next missile attack turns its victim invisible |
375 |
Target's nose looks like a small, clenched fist |
376 |
Target's nose turns into a wolf's snout under the full moon |
377 |
Target's nose turns to flint |
378 |
Target's nostrils are each as large as his mouth |
379 |
Target's nostrils glow with an unholy radiance |
380 |
Target's nostrils migrate to the top of his head |
381 |
Target's own corpse appears from the future as a powerful undead |
382 |
Target's physical age is now 1d100 |
383 |
Target's pockets and mouth are full of sand |
384 |
Target's possessions are hidden beneath a nearby boulder |
385 |
Target's possessions are possessed by a powerful demon |
386 |
Target's possessions turn to solid aluminum |
387 |
Target's possessions, if enchanted, acquire hostile intelligence |
388 |
Target's possessions, if enchanted, swap their enchantments |
389 |
Target's presence causes birds to fall silent |
390 |
Target's presence causes birds to sing ominous songs |
391 |
Target's presence causes insects to exhibit strange behaviors |
392 |
Target's presence causes magical metal to appear badly tarnished |
393 |
Target's presence causes metal to yield disturbing reflections |
394 |
Target's presence causes priests and clerics to blaspheme openly |
395 |
Target's presence causes Summoned creatures to be Slowed |
396 |
Target's presence causes undead to appear to smolder gently |
397 |
Target's presence is 20% likely to make Summoned creatures vanish |
398 |
Target's presence makes cooked meat taste blood-raw |
399 |
Target's presence makes fires burn in a festive blue-green hue |
400 |
Target's presence makes foliage appear sickly and blighted |
401 |
Target's presence makes hoofed animals nervous |
402 |
Target's presence makes impassable trails seem passable |
403 |
Target's presence makes merchants hostile to bargaining |
404 |
Target's presence makes mind-reading impossible |
405 |
Target's presence makes missile weapons leave rainbow trails |
406 |
Target's presence makes secret doors twice as easy to find |
407 |
Target's presence makes secret doors twice as hard to find |
408 |
Target's presence makes smoke assume disturbing, ghostly shapes |
409 |
Target's presence renders clockwork devices temporarily inert |
410 |
Target's presence renders magical weapons temporarily invisible |
411 |
Target's presence renders maps temporarily illegible |
412 |
Target's principal weapon sprouts 10d10 roses |
413 |
Target's scent causes hallucinations in animals used to track him |
414 |
Target's shadow appears to flicker like a shadowy flame |
415 |
Target's shadow can travel up to 1d4 miles away from him |
416 |
Target's shadow races around him in a tight circle |
417 |
Target's shadow rises up and tries to strangle him |
418 |
Target's skin acquires 1d100 blasphemous tattoos |
419 |
Target's skin ages 10X as fast as the rest of his body |
420 |
Target's skin appears permanently stained with blood |
421 |
Target's skin appears slightly inflated after each battle |
422 |
Target's skin appears to be the texture of pumice |
423 |
Target's skin appears to be the texture of sandstone |
424 |
Target's skin appears to have been gnawed by countless rodents |
425 |
Target's skin appears to have been roughly stitched together |
426 |
Target's skin appears to have been torn off and reattached |
427 |
Target's skin appears to have been turned inside-out |
428 |
Target's skin appears uniformly smooth and waxy |
429 |
Target's skin appears weathered like an ancient statue |
430 |
Target's skin attracts scavengers as if it were carrion |
431 |
Target's skin can't be burned, but fire still causes him pain |
432 |
Target's skin can't be cut |
433 |
Target's skin can't be cut by magical weapons under moonlight |
434 |
Target's skin can't be cut, and his mouth and nose seal shut |
435 |
Target's skin can't be pierced by carved wood |
436 |
Target's skin can't be pierced by stone weapons |
437 |
Target's skin can't be pierced by teeth or claws |
438 |
Target's skin cracks painfully like a dried-up riverbed |
439 |
Target's skin develops an intricate patchwork of scars |
440 |
Target's skin displays a series of concentric rings like a target |
441 |
Target's skin displays cryptic and constantly-changing runes |
442 |
Target's skin doubles in size |
443 |
Target's skin erupts into countless weeping boils |
444 |
Target's skin erupts with 3d10 acrid fungal outgrowths |
445 |
Target's skin freezes to his weapon each time he wields it |
446 |
Target's skin gives him a natural AC of 3, but only while naked |
447 |
Target's skin glistens as though soaked with lamp oil |
448 |
Target's skin glows cherry red during melee |
449 |
Target's skin glows pale green in moonlight |
450 |
Target's skin has the texture of rough bark |
451 |
Target's skin is 10% likely to be fireproof during any given day |
452 |
Target's skin is a widely coveted delicacy |
453 |
Target's skin is actually an intricate pattern of tiny tiles |
454 |
Target's skin is as combustible as paper |
455 |
Target's skin is as hard as bronze |
456 |
Target's skin is as white as snow until the next vernal equinox |
457 |
Target's skin is charred and blackened, but he is unharmed |
458 |
Target's skin is covered in scales like a fish |
459 |
Target's skin is flayed from his limbs, but it regrows by dawn |
460 |
Target's skin is forever the color of the next stone he touches |
461 |
Target's skin is invisible by firelight |
462 |
Target's skin is invisible in the presence of undead |
463 |
Target's skin is invisible while he's standing in water |
464 |
Target's skin is magically delicious |
465 |
Target's skin is mildly magnetic while wet |
466 |
Target's skin is patterned like a checkerboard |
467 |
Target's skin is patterned like a Holstein |
468 |
Target's skin is patterned like modern camouflage gear |
469 |
Target's skin is permanently and disturbingly moist |
470 |
Target's skin is permanently crisscrossed with fine lines |
471 |
Target's skin is repeatedly tattooed with caster's name |
472 |
Target's skin is repeatedly tattooed with his own name |
473 |
Target's skin is repeatedly tattooed with slurs against the king |
474 |
Target's skin is rumored to produce the world's finest leather |
475 |
Target's skin reeks of mold and mildew |
476 |
Target's skin reflects torchlight perfectly, but not sunlight |
477 |
Target's skin ripples in the wind like a cloth sheet |
478 |
Target's skin rotates 180° |
479 |
Target's skin shimmers like mother-of-pearl from now on |
480 |
Target's skin sizzles harmlessly on contact with water |
481 |
Target's skin smolders during combat |
482 |
Target's skin turns as black as pitch while in sunlight |
483 |
Target's skin will melt if he gets too close to a campfire |
484 |
Target's skin writhes and pulses while he's eating |
485 |
Target's skull is inscribed with a mysterious rune of power |
486 |
Target's skull sprouts numerous knobby projections |
487 |
Target's speech is intelligible to anyone, regardless of language |
488 |
Target's speech is reversed while his weapon is drawn |
489 |
Target's speech seems unaccountably rude and aggressive |
490 |
Target's speech sounds like the buzzing of innumerable bees |
491 |
Target's spine bends 90° halfway along its length |
492 |
Target's spine can twist 360° without harming him |
493 |
Target's spine doubles in length |
494 |
Target's spine is fused into a single bone for 1d8 hours |
495 |
Target's spine is indestructible |
496 |
Target's spine is reconfigured like a quadruped's |
497 |
Target's spine juts from his flesh along his entire back |
498 |
Target's spine sprouts needle-sharp projections |
499 |
Target's spine twists like a corkscrew |
500 |
Target's sternum sprouts 2d4 inch-long spikes |
501 |
Target's sternum turns to glass |
502 |
Target's sternum turns to steel |
503 |
Target's sternum vanishes |
504 |
Target's sweat is brightly phosphorescent by firelight |
505 |
Target's teeth and tongue fall out when he next opens his mouth |
506 |
Target's teeth and tongue turn invisible |
507 |
Target's teeth are etched with cryptic runes |
508 |
Target's teeth are perfectly reflective of natural light |
509 |
Target's teeth are so beautiful that they're painful to look at |
510 |
Target's teeth can never be rendered invisible |
511 |
Target's teeth glow brightly while his mouth is open |
512 |
Target's teeth glow like coals in a forge |
513 |
Target's teeth glow like torches when he's struck by magic |
514 |
Target's teeth resonate in his jaw when he uses a magic item |
515 |
Target's teeth shoot from his mouth like bullets |
516 |
Target's teeth teleport into the mouth of someone nearby |
517 |
Target's teeth turn as black as coal |
518 |
Target's teeth turn to diamonds 1d4 hours after being extracted |
519 |
Target's teeth turn to soap |
520 |
Target's teeth turn to steel |
521 |
Target's teeth were cut from diamonds by a Gnome master lapidary |
522 |
Target's toes are each as large as his big toe |
523 |
Target's toes become gangrenous |
524 |
Target's toes constantly exude a fragrant steam |
525 |
Target's toes each grow 1d12 inches, rolling for each separately |
526 |
Target's torso and arms are encased in tight-fitting steel plate |
527 |
Target's torso and arms are invisible for 1d4 months |
528 |
Target's torso does not age and will not decay upon death |
529 |
Target's torso inspires fear and dread in all who touch it |
530 |
Target's torso is artificial |
531 |
Target's torso is hollow and can store up to 2d4 cubic feet |
532 |
Target's torso is pierced by 4d10 long needles |
533 |
Target's torso is reproduced as a marble sculpture nearby |
534 |
Target's torso is sought by wizards for its alchemical properties |
535 |
Target's torso regenerates his limbs and head as needed |
536 |
Target's torso shines like a beacon for 1d4 days |
537 |
Target's torso shines like a beacon when he uses a magic item |
538 |
Target's torso shrinks by 50% |
539 |
Target's torso sprouts a face with malign intelligence and power |
540 |
Target's torso teleports 1d4 feet to the left |
541 |
Target's torso unzips and dumps out all of his organs |
542 |
Target's vertebrae are replaced by titanium replicas |
543 |
Target's vision is unimpaired by non-magical rain |
544 |
Target's voice causes metal to resonate lightly |
545 |
Target's voice crackles with static until sunrise tomorrow |
546 |
Target's voice induces fear in herbivores |
547 |
Target's voice inspires confidence in others of his species |
548 |
Target's voice inspires dread in anyone of the opposite sex |
549 |
Target's voice is inaudible to others of his species |
550 |
Target's voice is nearly unintelligible when he wields his weapon |
551 |
Target's voice issues from his navel |
552 |
Target's voice issues from his weapon for the next few weeks |
553 |
Target's voice issues from the nearest wooden object |
554 |
Target's voice issues from this spot for 2d10 days |
555 |
Target's voice seems to issue from whomever he's addressing |
556 |
Target's voice sounds as though he's shouting from a distance |
557 |
Target's voice sounds like a muted trumpet |
558 |
Target's voice sounds like someone of the opposite sex |
559 |
Target's voice sounds like the barking of feral dogs |
560 |
Target's voice sounds like the braying of donkeys |
561 |
Target's voice sounds like the chirping of crickets for 3d8 hours |
562 |
Target's voice sounds like the honking of geese |
563 |
Target's voice sounds oddly artificial and disturbing |
564 |
Target's waterskin is filled with his own blood |
565 |
Target's waterskin is filled with hot pepper sauce |
566 |
Target's waterskin is filled with liquid soap |
567 |
Target's waterskin is filled with mercury |
568 |
Target's waterskin is filled with molten gold |
569 |
Target's waterskin is filled with water from the River Styx |
570 |
Target's weapon adheres to the next creature whose blood it draws |
571 |
Target's weapon adheres to the next person to touch it |
572 |
Target's weapon appears to be an umbrella while not in use |
573 |
Target's weapon appears to be made of cheese for 1d6 days |
574 |
Target's weapon appears to be made of diamond |
575 |
Target's weapon appears to be made of ice |
576 |
Target's weapon appears to be made of solid water |
577 |
Target's weapon appears to be of much higher quality than it is |
578 |
Target's weapon appears to be very hot to anyone else wielding it |
579 |
Target's weapon appears to be worth 50X its real value |
580 |
Target's weapon attacks him the next time he's wounded in battle |
581 |
Target's weapon attracts the attention of the authorities |
582 |
Target's weapon attracts undead while it's drawn |
583 |
Target's weapon blazes with illusionary flame while it's drawn |
584 |
Target's weapon burns anyone who wields it, other than the target |
585 |
Target's weapon burns like an oil-soaked wick but isn't consumed |
586 |
Target's weapon burns target's hand the next time he wields it |
587 |
Target's weapon can be disassembled into 1d20 tiny pieces |
588 |
Target's weapon can freeze 10 cubic feet of water, once per week |
589 |
Target's weapon can hurl 2d6 magic missiles, then it disappears |
590 |
Target's weapon can inflict no damage for 1d10 rounds |
591 |
Target's weapon can injure anyone now within 1d10 feet of it |
592 |
Target's weapon can injure but not kill anyone |
593 |
Target's weapon can return polymorphed beings to their true forms |
594 |
Target's weapon can spray enough octopus ink to blind one foe |
595 |
Target's weapon can't be altered by any non-magical means |
596 |
Target's weapon can't be harmed by magical fire |
597 |
Target's weapon can't be teleported |
598 |
Target's weapon can't be wielded unless the wielder is naked |
599 |
Target's weapon can't cut flesh for 1d12 hours |
600 |
Target's weapon can't harm non-humanoid mammals |
601 |
Target's weapon can't harm undead |
602 |
Target's weapon can't injure anyone of his sex |
603 |
Target's weapon can't injure anyone of the opposite sex |
604 |
Target's weapon can't pass through doorways |
605 |
Target's weapon causes fire to be invisible while it's drawn |
606 |
Target's weapon causes him to issue ridiculous threats |
607 |
Target's weapon causes its wielder to be Slowed during melee |
608 |
Target's weapon clangs like a bell when used in melee |
609 |
Target's weapon coils about his arm for 1d4 rounds |
610 |
Target's weapon delivers an electrical shock with every strike |
611 |
Target's weapon develops an intense and obvious dislike of him |
612 |
Target's weapon dims light in a 10-yard radius while it's drawn |
613 |
Target's weapon disintegrates if ever it wounds him |
614 |
Target's weapon disintegrates if it's hit by magic |
615 |
Target's weapon disrupts infravision within a 100 yard radius |
616 |
Target's weapon dissolves its wielder's clothes during battle |
617 |
Target's weapon doubles in weight after each failed strike |
618 |
Target's weapon doubles in weight each time it draws blood |
619 |
Target's weapon draws lightning bolts down from the sky |
620 |
Target's weapon drips with blood until it next draws blood |
621 |
Target's weapon drips with molasses during battle |
622 |
Target's weapon enables him to breathe underwater for 3d8 rounds |
623 |
Target's weapon explodes if ever it inflicts maximum damage |
624 |
Target's weapon floats on water as readily as wood |
625 |
Target's weapon giggles menacingly upon contact with blood |
626 |
Target's weapon glows as bright as the sun, but only to him |
627 |
Target's weapon glows blue except in the presence of orcs |
628 |
Target's weapon glows blue in his presence |
629 |
Target's weapon glows blue in the presence of orcs or birds |
630 |
Target's weapon glows blue in the presence of swords |
631 |
Target's weapon glows blue whenever he tries to remain hidden |
632 |
Target's weapon glows brightly when his blood has been spilled |
633 |
Target's weapon glows like a firefly when wielded underground |
634 |
Target's weapon glows red hot during battle but doesn't harm him |
635 |
Target's weapon grows to 10x its normal size |
636 |
Target's weapon has a +10 ToHit and Damage bonus for 1d4 rounds |
637 |
Target's weapon has a +4 bonus when used against him |
638 |
Target's weapon has a +4 bonus when used against his allies |
639 |
Target's weapon has a +4 bonus when used against the caster |
640 |
Target's weapon has a +4 bonus while he's standing in water |
641 |
Target's weapon has a -4 ToHit penalty while in direct sunlight |
642 |
Target's weapon has a constant sheath of frost |
643 |
Target's weapon has been broken and reforged many times |
644 |
Target's weapon has been prophesied to kill the king |
645 |
Target's weapon has never been tempered or hardened |
646 |
Target's weapon heats to 1,000° the next time it draws blood |
647 |
Target's weapon hisses during battle like quenched steel |
648 |
Target's weapon hums audibly during battle |
649 |
Target's weapon induces a fear of magic in anyone wounded by it |
650 |
Target's weapon induces pessimism in his allies during melee |
651 |
Target's weapon induces racial hatred in Dwarves and Elves |
652 |
Target's weapon induces vertigo in anyone wielding it |
653 |
Target's weapon induces vertigo in anyone wounded by it |
654 |
Target's weapon inflates like a balloon |
655 |
Target's weapon inspires him to embark on a murderous rampage |
656 |
Target's weapon instills Fear in any who've been wounded by it |
657 |
Target's weapon instills Fear in goblins and kobolds |
658 |
Target's weapon instills Fear in him after each battle |
659 |
Target's weapon instills Fear in his allies during battle |
660 |
Target's weapon instills Fear in its wielder during melee |
661 |
Target's weapon is 5% likely to explode when it inflicts damage |
662 |
Target's weapon is 5% likely to kill whomever it next injures |
663 |
Target's weapon is 5% likely to melt when immersed in water |
664 |
Target's weapon is 5% likely to sever its wielder's hand |
665 |
Target's weapon is 5% likely to start a war when it draws blood |
666 |
Target's weapon is 5% likely to turn to glass in each battle |
667 |
Target's weapon is +4 against anyone with an intelligent weapon |
668 |
Target's weapon is 10% likely to inflict tetanus upon its wielder |
669 |
Target's weapon is 20% likely to droop like a noodle in battle |
670 |
Target's weapon is 20% likely to poison him when it draws blood |
671 |
Target's weapon is 20% likely to turn ethereal during battle |
672 |
Target's weapon is 20% likely to vanish each time he draws it |
673 |
Target's weapon is a holy relic for a decadent tribe of kobolds |
674 |
Target's weapon is a legendary item straight out of myth |
675 |
Target's weapon is a mighty but hitherto unknown artifact |
676 |
Target's weapon is a prized relic stolen from the Royal Armory |
677 |
Target's weapon is as pliant as soft clay for 1d4 rounds |
678 |
Target's weapon is as supple as silk for 1d4 turns |
679 |
Target's weapon is bent into a torc around his neck |
680 |
Target's weapon is bent into the shape of a paperclip |
681 |
Target's weapon is chained by its hilt to a collar about his neck |
682 |
Target's weapon is chained by its hilt to the nearest boulder |
683 |
Target's weapon is clear like glass but is all but unbreakable |
684 |
Target's weapon is cloned |
685 |
Target's weapon is edible, but only to him |
686 |
Target's weapon is embarrassed to be seen with him |
687 |
Target's weapon is etched with his likeness |
688 |
Target's weapon is guilty of numerous capital crimes |
689 |
Target's weapon is highly elastic along its long axis until dawn |
690 |
Target's weapon is immune to rust and the passage of time |
691 |
Target's weapon is intensely coveted by demonic hordes |
692 |
Target's weapon is intensely coveted by pacifistic monks |
693 |
Target's weapon is invisible to everyone else during battle |
694 |
Target's weapon is invisible to him in daylight |
695 |
Target's weapon is invisible to him until it draws his blood |
696 |
Target's weapon is nearly indestructible but dissolves in water |
697 |
Target's weapon is part of a set sought by a wealthy collector |
698 |
Target's weapon is perfectly balanced for a non-magical +2 ToHit |
699 |
Target's weapon is permanently -2 ToHit |
700 |
Target's weapon is refurbished to better-than-new condition |
701 |
Target's weapon is replaced by a vastly inferior replica |
702 |
Target's weapon is replaced by an indestructible replica |
703 |
Target's weapon is riddled with holes but functions normally |
704 |
Target's weapon is sheathed in a scab-like shell |
705 |
Target's weapon is sheathed in a shell of chocolate |
706 |
Target's weapon is sheathed in a soft wool tube |
707 |
Target's weapon is stuck high in the branches of a nearby tree |
708 |
Target's weapon is suddenly 10d100 years older |
709 |
Target's weapon is thrown 1d1000 years into the past |
710 |
Target's weapon is tied to both of the target's hands |
711 |
Target's weapon is translucent like smoked glass |
712 |
Target's weapon is twisted like a corkscrew |
713 |
Target's weapon is vulnerable to magical fire while he wields it |
714 |
Target's weapon is weightless when not in use |
715 |
Target's weapon kills him outright if used against him |
716 |
Target's weapon makes him 1d20 years older while it's drawn |
717 |
Target's weapon makes him appear somehow less imposing |
718 |
Target's weapon makes him highly susceptible illusion magic |
719 |
Target's weapon melts if ever it's immersed in sea water |
720 |
Target's weapon melts like a candle |
721 |
Target's weapon must be fed one mouse or rat per day, or it dies |
722 |
Target's weapon passes through armor unimpeded |
723 |
Target's weapon passes through flesh unimpeded |
724 |
Target's weapon practically reeks of malevolent hatred |
725 |
Target's weapon puts forth huge plumes of smoke while it's drawn |
726 |
Target's weapon renders him mute for 1d8 hours after each battle |
727 |
Target's weapon repels his allies while it's drawn |
728 |
Target's weapon repels non-magical vermin |
729 |
Target's weapon repels normal flame to a distance of one foot |
730 |
Target's weapon repels oxygen while it's drawn |
731 |
Target's weapon ridicules him in front of his allies |
732 |
Target's weapon rings like a bell to mark the hours |
733 |
Target's weapon shatters the next time he's burned by fire |
734 |
Target's weapon shatters the next time it strikes metal |
735 |
Target's weapon shrieks until sunset tomorrow |
736 |
Target's weapon shrinks by 75% upon contact with blood |
737 |
Target's weapon shrinks to 10% of its normal size |
738 |
Target's weapon spins rapidly around its axis for 10d10 rounds |
739 |
Target's weapon sprouts 1d100 teeth along its length |
740 |
Target's weapon sprouts leaves |
741 |
Target's weapon starts bleeding profusely |
742 |
Target's weapon teleports exactly 1d10 yards due north |
743 |
Target's weapon teleports to the caster's home |
744 |
Target's weapon teleports to the target, 1d4 weeks in the future |
745 |
Target's weapon thinks that he's its mother |
746 |
Target's weapon turns ethereal in the presence of other weapons |
747 |
Target's weapon turns inside-out |
748 |
Target's weapon turns into a rattan simulation |
749 |
Target's weapon turns into a replica of the caster's weapon |
750 |
Target's weapon turns into a shield for 1d4 days |
751 |
Target's weapon turns into a small glass replica when not in use |
752 |
Target's weapon turns into a two-by-four eight feet in length |
753 |
Target's weapon turns into an umbrella under each full moon |
754 |
Target's weapon turns to lightweight plastic |
755 |
Target's weapon turns to sodium during the next rainstorm |
756 |
Target's weapon urges him to leap from the nearest bridge |
757 |
Target's weapon vanishes until he dies |
758 |
Target's weapon vanishes when he dies |
759 |
Target's weapon was forged by his descendent years in the future |
760 |
Target's weapon was forged by someone who has never existed |
761 |
Target's weapon was forged from the bones of a slain god |
762 |
Target's weapon was forged in a volcano by demonic weaponsmiths |
763 |
Target's weapon was forged on the western slope of Heaven |
764 |
Target's weapon was lost in a tragic shipwreck decades ago |
765 |
Target's weapon was shrinks him by 5% each time it draws blood |
766 |
Target's weapon was stolen from the gods, and they want it back |
767 |
Target's weapon weighs as much as he does |
768 |
Target's weapon whispers terrible secrets to any who wield it |
769 |
Target's weapon will be instrumental in the world's destruction |
770 |
Target's weapon will be irretrievably lost by this time tomorrow |
771 |
Target's weapons and gear teleport 10d10 yards into the air |
772 |
Target's weight quadruples while he's swimming or wading |
773 |
Target's weight temporarily doubles with each step upon a bridge |
774 |
Teleportation is impossible within 10 yards of target |
775 |
The bones of target's hand and feet turn to high-grade steel |
776 |
The buzzing of bees fills the air whenever target draws a weapon |
777 |
The flesh of target's face pulses as though full of maggots |
778 |
The ground beneath target's feet briefly acts as a trampoline |
779 |
The ground beneath target's feet briefly shines like the sun |
780 |
The ground beneath target's feet collapses into a cave below |
781 |
The ground beneath target's feet contains an unquiet spirit |
782 |
The ground now at target's feet acquires sentience |
783 |
The ground now at target's feet appears in the caster's home |
784 |
The ground now at target's feet breaks off and drifts out to sea |
785 |
The ground now at target's feet collapses into a cavern below |
786 |
The ground now at target's feet conceals a sacred cairn |
787 |
The ground now at target's feet explodes for 10d10 hit points |
788 |
The ground now at target's feet exudes noxious and fetid vapors |
789 |
The ground now at target's feet heats to 10 x 1d100 degrees |
790 |
The ground now at target's feet hides the gate to a buried city |
791 |
The ground now at target's feet hurls him 1d4 miles away |
792 |
The ground now at target's feet is a blanket over a deep pit |
793 |
The ground now at target's feet is a portal to some nether plane |
794 |
The ground now at target's feet is an illusion |
795 |
The ground now at target's feet is charred black as by a bonfire |
796 |
The ground now at target's feet is dangerously slick with ice |
797 |
The ground now at target's feet is edible |
798 |
The ground now at target's feet is forever barren of vegetation |
799 |
The ground now at target's feet is fused into glass |
800 |
The ground now at target's feet is intensely magnetic |
801 |
The ground now at target's feet is invisible to him |
802 |
The ground now at target's feet is obviously artificial |
803 |
The ground now at target's feet is powerfully toxic to him |
804 |
The ground now at target's feet is soaked with blood |
805 |
The ground now at target's feet is strewn with shards of metal |
806 |
The ground now at target's feet is strongly adhesive |
807 |
The ground now at target's feet is the back of a huge turtle |
808 |
The ground now at target's feet is the top of a buried column |
809 |
The ground now at target's feet is yanked from under him |
810 |
The ground now at target's feet rises 10d10 yards into the air |
811 |
The ground now at target's feet seems to move like a ship's deck |
812 |
The ground now at target's feet shines as bright as the sun |
813 |
The ground now at target's feet sinks 1d10 yards into the ground |
814 |
The ground now at target's feet starts to digest him |
815 |
The ground now at target's feet suppresses magic within 10 yards |
816 |
The ground now at target's feet turns to cement and hardens |
817 |
The ground now at target's feet turns to cobblestone |
818 |
The ground now at target's feet turns to molten glass |
819 |
The ground now at target's feet turns to quicksand |
820 |
The ground now at target's feet turns to warm butter |
821 |
The ground now at target's feet whispers horrific threats to him |
822 |
The left half of target's skeleton rebels against the right |
823 |
The left half of target's skeleton vanishes |
824 |
The right half of target's head vanishes, but he is unharmed |
825 |
The scent of the target's blood induces Fear in others |
826 |
The scent of the target's blood induces paranoid delusions |
827 |
The scent of the target's blood induces profound calm in horses |
828 |
The scent of the target's blood inspires savage bloodlust |
829 |
The sight of the target's weapon affects undead like sunlight |
830 |
The sight of the target's weapon induces intense covetousness |
831 |
The target is blamed for the worst thing that has ever happened |
832 |
The target takes credit for all sorts of diplomatic successes |
833 |
The top few inches of target's head vanish, but he is unharmed |
834 |
Thousands of nails are embedded harmlessly in target's flesh |
835 |
Thousands of snails rain down harmlessly upon the target |
836 |
To the target, all liquids taste like acrid poison |
837 |
To the target, all liquids taste like his own blood |
838 |
To the target, all liquids taste like strong vinegar |
839 |
To the target, all liquids taste like the sweetest nectar |
840 |
To the target, everyone appears to be a hideously decayed corpse |
841 |
To the target, everyone appears to be an artificial approximation |
842 |
To the target, everyone appears to be plated in gold |
843 |
To the target, the previous 1d4 rounds were only a dream |
844 |
Undead are attracted to the target as though he can help them |
845 |
Undead are invisible to the target |
846 |
Undead can't speak in the target's presence |
847 |
Undead declare a coordinated war against the target |
848 |
Undead ignore target and can't be harmed by him |
849 |
Undead recognize the target as one of their own |
850 |
Undead that attack the target are 40% likely to be Turned |
851 |
Undead will not relent until the target is also undead |
852 |
Until dawn, target resembles the person who last wounded him |
853 |
Until sunset tonight, all within one mile want to kill the target |
854 |
Vines bind the target tightly to a nearby tree |
855 |
Vines sprout from any open wounds the target now has |
856 |
Vines sprout from the ground at target's feet and attack him |
857 |
Vines sprout from the target's weapon and bind his limbs |
858 |
Viscous slime drips from the target's mouth from now on |
859 |
Water always feels 50° colder to the target |
860 |
Water boils on contact with the target's flesh |
861 |
Water gives no benefit to target if imbibed while indoors |
862 |
Water has no weight when carried by the target |
863 |
Water induces amnesia in target if ingested between dawn and noon |
864 |
Water is a deadly poison to target for 2d12 hours |
865 |
Water is invisible while within 10 feet of the target |
866 |
Water is toxic to target if ingested between noon and dusk |
867 |
Water spews from target's ears during battle |
868 |
Waterfowl attack the target on sight |
869 |
Waterfowl swear eternal loyalty to the target |
870 |
Weapons are invisible to the target while he wields them |
871 |
Whatever is now in target's hand heats to 500° |
872 |
Whatever is now in target's hand is embossed with his name |
873 |
Whatever is now in target's hand is replaced by a sunflower |
874 |
Whatever is now in target's hand is worth 10X its normal value |
875 |
Whatever is now in target's hand now belongs to the caster |
876 |
Whatever is now in target's hand turns to gold |
877 |
Whatever is now in target's hand vanishes for 1d6 days |
878 |
Whatever is now in target's hand weighs more than he does |
879 |
Whatever target does, he claims some bizarre, fantastical motive |
880 |
Whatever target does, he claims to be fulfilling his deity's will |
881 |
Whatever target is wearing is stuck to him like glue |
882 |
When caster dies, target begins aging 1d10 years per round |
883 |
When injured, target is 5% likely to fly into a berserker rage |
884 |
When injured, target is 10% likely to attack his nearest ally |
885 |
When injured, target must Save or go blind until the next round |
886 |
When injured, target weeps like a baby for 1d10 rounds |
887 |
When target dies, all within one mile are struck blind until dawn |
888 |
When target dies, countless abhorrent deeds are attributed to him |
889 |
When target dies, everyone who knew him forgets all about him |
890 |
When target dies, he is posthumously crowned king |
891 |
When target dies, he is rumored never to have existed |
892 |
When target dies, he's immediately resurrected 10d100 miles away |
893 |
When target dies, his corpse animates and races to this spot |
894 |
When target dies, his corpse attacks the nearest person |
895 |
When target dies, his corpse burns with green flame until sunset |
896 |
When target dies, his corpse grows by a factor of 2d10 |
897 |
When target dies, his corpse immediately turns to granite |
898 |
When target dies, his corpse metamorphoses into something awful |
899 |
When target dies, his corpse runs wild through the nearest town |
900 |
When target dies, his corpse teleports into the caster's home |
901 |
When target dies, his killer is hailed as a national hero |
902 |
When target dies, his killer is named his executor |
903 |
When target dies, his skeleton animates as a free willed undead |
904 |
When target dies, his soul commandeers the nearest undead body |
905 |
When target dies, his soul is trapped in his weapon |
906 |
When target draws a weapon, a nearby tree drops its leaves |
907 |
When target draws a weapon, he can't put it down until sunset |
908 |
When target draws a weapon, he feels that he'll die in 1d6 rounds |
909 |
When target draws a weapon, he must declare his name and title |
910 |
When target draws a weapon, he must draw blood within 1d6 rounds |
911 |
When target draws a weapon, he must pass a DEX check or drop it |
912 |
When target draws a weapon, he must Save or lose 1d4-1 hit points |
913 |
When target draws a weapon, he's randomly teleported 1d20 yards |
914 |
When target draws a weapon, he's stricken with intense fear |
915 |
When target draws a weapon, he's stunned for 1d4 rounds |
916 |
When target draws a weapon, his allies all shout his name |
917 |
When target draws a weapon, his weapon arm glows like a firefly |
918 |
When target draws a weapon, it costs him 1d4 gold pieces |
919 |
When target draws a weapon, it turns invisible for 1d4 rounds |
920 |
When target draws a weapon, me must Save or become wildly drunk |
921 |
When target draws a weapon, someone nearby declares him a coward |
922 |
When target draws a weapon, someone nearby laughs at him |
923 |
When target draws a weapon, the scent of eggs fills the air |
924 |
When target is next struck by magic, he becomes chaotic evil |
925 |
When target is next struck by magic, he becomes powerfully drunk |
926 |
When target is next struck by magic, he hates that spell's caster |
927 |
When target is next struck by magic, he teleports 1d6 miles |
928 |
When target next sleeps, a small tree sprouts from his chest |
929 |
When target next sleeps, everyone nearby dreams of killing him |
930 |
When target next sleeps, he sleeps for 2d20 days and nights |
931 |
When target next spills blood, any coins he's holding are doubled |
932 |
When target next spills blood, he finds 1d1000 gold pieces |
933 |
When target next spills blood, he is excommunicated and condemned |
934 |
When target next spills blood, he loses 1d10 hit points |
935 |
When target next spills blood, he loses any wealth he's carrying |
936 |
When target next spills blood, he regains 1d10 hit points |
937 |
When target next spills blood, he suffers cannibalistic urges |
938 |
When target next spills blood, he suffers dreadful hallucinations |
939 |
When target next spills blood, he takes a vow of pacifism |
940 |
When target next spills blood, he thinks he'll die by nightfall |
941 |
When target next spills blood, he vanishes for 1d4 days |
942 |
When target next spills blood, he's thrown 4d8 yards into the air |
943 |
When target next spills blood, his allies attack him |
944 |
When target next spills blood, his clothes are soaked in it |
945 |
When target next spills blood, his clothes burst into flame |
946 |
When target next spills blood, his feet take root in the ground |
947 |
When target next spills blood, his allies think he's dying |
948 |
When target next spills blood, his skin and hair become blood-red |
949 |
When target next spills blood, his Strength is halved until dawn |
950 |
When target next spills blood, his victim grows obsessed with him |
951 |
When target next spills blood, his waterskin fills with blood |
952 |
When target next spills blood, his weapon attacks him |
953 |
When target next spills blood, his weapon steams and hisses |
954 |
When target next spills blood, his weapon vanishes for 1d4 days |
955 |
When target next uses rope, he ties an insoluble knot |
956 |
When target next uses rope, he's attacked by undead skeletons |
957 |
When target next uses rope, it attacks him as if it were a snake |
958 |
When target next uses rope, it hauls him high into the air |
959 |
When target next uses rope, it shocks him like electrical wire |
960 |
When target next uses rope, it winds around him and combusts |
961 |
When target rolls a natural 20 ToHit, he wounds himself instead |
962 |
When target rolls a natural 20 ToHit, his weapon explodes |
963 |
When target says his name, he adds a wildly effusive honorific |
964 |
When target says his name, he can't tell a lie for one hour |
965 |
When target says his name, his age doubles |
966 |
When target says his name, his clothes are soaked with brine |
967 |
When target says his name, his clothes become amazingly clean |
968 |
When target says his name, mocking laughter echoes in the sky |
969 |
When target says his name, someone nearby adopts his name |
970 |
When target says his name, someone nearby forgets his own name |
971 |
When target says his name, someone nearby weeps openly |
972 |
When target sees or is hit by magic, he giggles for 1d10 rounds |
973 |
When target sees or is hit by magic, his head becomes invisible |
974 |
When target sneezes, 1d4 nearby trees are rendered invisible |
975 |
When target sneezes, bits of hot gravel spray from his nostrils |
976 |
When target uses magic, he thinks he's spinning rapidly |
977 |
While outdoors, target feels uncomfortable walking upright |
978 |
While outdoors, target perceives everything to be shrouded in fog |
979 |
While target sleeps, he dreams that he's in hell |
980 |
While target sleeps, he dreams that he's undergoing surgery |
981 |
While target sleeps, he is invisible and inaudible to his allies |
982 |
While target sleeps, he sees and hears through the caster |
983 |
While target sleeps, he's 40% likely to regain 1d10 hit points |
984 |
While target sleeps, he's absolutely invulnerable to harm |
985 |
While target sleeps, he's bound by countless spider webs |
986 |
While target sleeps, his body races away in a random direction |
987 |
While target sleeps, his clothes deteriorate to filthy rags |
988 |
While target sleeps, someone writes obscene limericks on his skin |
989 |
While target stands still, he rotates slowly counter-clockwise |
990 |
While target stands still, pigeons treat him just like a statue |
991 |
Yesterday, target ate 1d10 pounds of baked beans |
992 |
Yesterday, target had dark premonitions of this exact moment |
993 |
Yesterday, target ingested some powerful but slow-acting poison |
994 |
Yesterday, target learned that he and caster are closely related |
995 |
Yesterday, target learned that he had 36 hours left to live |
996 |
Yesterday, target stole a magic ruby from a dragon |
997 |
Yesterday, target took a sacred vow that he just now violated |
998 |
Yesterday, target was sentenced to be executed at dawn tomorrow |
999 |
Yesterday, target's feet were burned to a crisp |
1000 |
Yesterday, target's head was removed and shoddily reattached |
d1000 | Result |
---|---|
1 |
1,000 cubic feet of dirt and rock rise as a 16HD earth elemental |
2 |
1d10 nearby trees uproot and race to the nearest town square |
3 |
1d10 nearby trees uproot and vanish into the sky |
4 |
1d100 adorable but demonic puppies scamper through the area |
5 |
1d100 skeletons rise from the ground and begin building a pyramid |
6 |
1d100 stone spheres, one foot in diameter, appear in the area |
7 |
1d100% of a major continent sinks beneath the sea |
8 |
1d1000 clay bricks fall from the sky |
9 |
1d1000 skeletons rise from the ground and march to the sea |
10 |
1d20 skeletons rise from the ground and attack anyone nearby |
11 |
1d4 creatures nearby are suddenly gold-plated |
12 |
1d4 creatures nearby double in size |
13 |
1d4 gallons of molten gold pour from the target point |
14 |
1d4 magical golden apples appear nearby |
15 |
1d6 aggressive, human-sized pigeons appear in the area |
16 |
1d6 horses nearby are turned into carousel horses |
17 |
1d6 people nearby adopt entirely new personalities |
18 |
1d6 people nearby are 50% likely to gain a level or die outright |
19 |
1d6 people nearby are chained together |
20 |
1d6 people nearby are duplicated exactly |
21 |
1d6 people nearby are hurled high into the air |
22 |
1d6 people nearby are identified as harbingers of vile pestilence |
23 |
1d6 people nearby are pulled into the target point and destroyed |
24 |
1d6 people nearby are tarred and feathered |
25 |
1d6 people nearby are teleported 1d4 miles |
26 |
1d6 people nearby are unable to wield weapons for 1d8 hours |
27 |
1d6 people nearby can breathe water as readily as air |
28 |
1d6 people nearby feel like they're drowning |
29 |
1d6 people nearby flee from the area at top speed |
30 |
1d6 people nearby grow feathers like peacocks |
31 |
1d6 people nearby grow wool like sheep |
32 |
1d6 people nearby join forces against all others nearby |
33 |
1d6 people nearby look exactly alike |
34 |
1d6 people nearby look like children for 1d4 years |
35 |
1d6 people nearby must Save or be Disintegrated |
36 |
1d6 people nearby shrink by 5d10+50% |
37 |
1d6 people nearby will become zombies in 3d6 days |
38 |
2d100 spectators appear in the area |
39 |
2d100 wild bulls appear in the area |
40 |
4d10 duplicates of someone nearby appear in the area |
41 |
4d100 zombies appear in the area and race to the nearest town |
42 |
4d100 zombies appear in the area and start attacking |
43 |
A 100 yard radius is blanketed by a thick cloud of chlorine gas |
44 |
A 100 yard radius is blanketed by snow to a depth of 2d4 feet |
45 |
A 100 yard radius is carpeted with small white pebbles |
46 |
A 100 yard radius is covered by a dense growth of fragrant grass |
47 |
A 100 yard radius is covered by ankle-deep fetid mud |
48 |
A 100 yard radius is covered by ankle-deep white sand |
49 |
A 100 yard radius is covered by slimy, decaying vegetable matter |
50 |
A 100 yard radius is covered with acrid cinders and ash |
51 |
A 100 yard radius is covered with nuggets of artificial stone |
52 |
A 100 yard radius is discovered to be an ancient graveyard |
53 |
A 100 yard radius is encircled by a dense curtain of smoke |
54 |
A 100 yard radius is encircled by a moat of lava 20 feet across |
55 |
A 100 yard radius is encircled by a ring of raised earth |
56 |
A 100 yard radius is encircled by a wall of hay bales |
57 |
A 100 yard radius is indistinguishable from the moon's surface |
58 |
A 100 yard radius is rendered totally silent until dawn tomorrow |
59 |
A 100 yard radius is shaken by a powerful earthquake for 1d4 days |
60 |
A 100 yard radius is strewn with blood-soaked rags |
61 |
A 100 yard radius is strewn with decaying marine life |
62 |
A 100 yard radius is strewn with jagged metal and coils of wire |
63 |
A 100 yard radius is strewn with seashells and driftwood |
64 |
A 100 yard radius is stripped of vegetation, soil, and water |
65 |
A 100 yard radius swirls with finely-milled flour for 1d6 turns |
66 |
A 1d10 mile radius becomes a dense and temperate forest |
67 |
A 1d10 mile radius becomes a pastoral idyll |
68 |
A 1d10 mile radius becomes a peaceful lake |
69 |
A 1d10 mile radius becomes an arid and desolate desert |
70 |
A 5,000 pound iron slab appears 1d10 yards above the target point |
71 |
A baby born in a nearby town is prophesied to destroy the kingdom |
72 |
A baby born in a nearby town is the spawn of a powerful demon |
73 |
A blasphemous tome appears at the target point |
74 |
A charred human corpse bearing a magical sword appears nearby |
75 |
A column of green light shines from the target point into the sky |
76 |
A cube of dry ice 10 feet across appears at the target point |
77 |
A cube of granite 10 feet across appears a the target point |
78 |
A deafening cacophony blares from the target point until sunset |
79 |
A deity has died, and someone nearby is blamed for his death |
80 |
A dense tangle of thorny vines fills the area |
81 |
A featureless black slab appears nearby measuring 1 x 4 x 9 |
82 |
A fissure runs from beneath the target point to the nearest lake |
83 |
A flaming sword appears at the target point, turning every way |
84 |
A flock of 5d20 human-sized geese lands in the area |
85 |
A four-dimensional cube appears at the target point |
86 |
A fully outfitted galleon appears nearby |
87 |
A gargantuan, tentacled monstrosity rises from the nearest ocean |
88 |
A giant sequoia quickly grows from beneath the target point |
89 |
A heavy rope runs from the target point into the sky |
90 |
A herd of animals not native to this area stampedes through it |
91 |
A horrifyingly loathsome creature races through the area |
92 |
A huge army appears to be approaching from the distance |
93 |
A huge city is just barely visible on the surface of the moon |
94 |
A huge earthen fist rises from the ground below the target point |
95 |
A huge glacier forms at the target point over the next 1d4 days |
96 |
A huge outcrop of beautiful crystals erupts under the target point |
97 |
A huge vein of highly toxic metal runs directly under this area |
98 |
A huge volume of confetti rains down in a 100 yard radius |
99 |
A jug full of highly volatile liquid appears at the target point |
100 |
A large pool of fetid slime appears beneath the target point |
101 |
A large pool of liquid helium appears beneath the target point |
102 |
A large pool of molten aluminum appears beneath the target point |
103 |
A large, hay-packed wooden crate marked "FRAGILE" appears nearby |
104 |
A leather briefcase containing something beautiful appears nearby |
105 |
A local ruler declares any use of magic to be treasonous |
106 |
A local ruler declares some crazy new taboo punishable by death |
107 |
A local ruler has a mad plan to tax the poor instead of the rich |
108 |
A local ruler has ordered the execution of 1d4 people nearby |
109 |
A local ruler has quite obviously sold his soul to a demon |
110 |
A local ruler invades a sovereign nation under false pretenses |
111 |
A local ruler is known to kill and eat 1d4 people each week |
112 |
A local ruler is revealed to be an illusion |
113 |
A local ruler is under the control of infernal powers |
114 |
A local ruler orders the execution of anyone causing a Chaos Burst |
115 |
A local ruler shames his title with interpersonal indiscretions |
116 |
A local ruler values empty rhetoric over valid policy |
117 |
A lump of heavy and very toxic metal appears at the target point |
118 |
A massive explosion flattens all stone structures within one mile |
119 |
A mighty hailstorm pummels the area for 1d4 hours |
120 |
A mysterious gold sarcophagus appears at the target point |
121 |
A new, non-magical, and deadly virus issues from the target point |
122 |
A one mile radius appears gloomy and blighted for 1d12 months |
123 |
A one mile radius is illuminated by full daylight for 3d10 days |
124 |
A one mile radius is rotates 360° every 24 hours |
125 |
A one mile radius is shrouded by an eclipse for 2d8-1 days |
126 |
A one mile radius looks like a desert wasteland for one year |
127 |
A perfect 10 foot sphere of ice appears at the target point |
128 |
A pitiable demon appears at the target point, begging sanctuary |
129 |
A powerful and malign spirit emerges from the target point |
130 |
A powerful and radical religious sect usurps the throne |
131 |
A powerful demon takes up residence in a nearby house |
132 |
A powerful earthquake shifts this whole area one mile north |
133 |
A sandstorm sweeps through the area for 2d6 turns |
134 |
A sculpted ice portrait appears for everyone within 50 yards |
135 |
A small, mysterious island appears in the nearest river |
136 |
A sphere of annihilation appears at the spell's target point |
137 |
A steel tower 100 yards tall emerges form under the target point |
138 |
A stolen dragon egg appears at the target point |
139 |
A stone cube 25 yards across rises from beneath the target point |
140 |
A terrible din fills the air like the clanging of pots and pans |
141 |
A terrible fire occurred on this site 4d6 hours ago |
142 |
A terrible fire will occur on this site 4d6 hours from now |
143 |
A thin shaft of stone runs from the target point to the sea |
144 |
A tornado arises at the target point and devastates the area |
145 |
A torrent of thick, soapy foam sprays from the target point |
146 |
A viscous corrosive fluid drips coats all exposed rock nearby |
147 |
A volcano erupts at the center of the nearest town |
148 |
A volley of 10d20 arrows rains down on the area |
149 |
A widespread peasants' revolt begins in 1d12 hours |
150 |
A Chaos Burst occurs when each of the next 1d4 people speak nearby |
151 |
Abnormally large locusts plague the area for 1d8 weeks |
152 |
Acrid fungus sprouts under the target point and quickly spreads |
153 |
Air in this area is 75% thinner than the surrounding atmosphere |
154 |
All air within one mile is totally opaque but otherwise normal |
155 |
All armor removed in this area shrinks by 25% |
156 |
All armor within 50 yards becomes clear like glass |
157 |
All armor within 50 yards is as heavy as lead |
158 |
All armor within 50 yards is weightless for 1d12 months |
159 |
All armor within one mile is ethereal until sunset |
160 |
All artificial light sources within one mile are rendered inert |
161 |
All artificial structures within 50 yards cease to exist |
162 |
All attack rolls in the next 1d10 rounds must be made twice |
163 |
All bags of holding within one mile are completely full of anvils |
164 |
All birds within 50 yards explode, 1d6 hit points per bird |
165 |
All birds within one mile are completely plucked |
166 |
All bladed weapons within 50 yards are intensely magnetic |
167 |
All blades within 50 yards are 10% likely to turn to gold |
168 |
All blades within 50 yards are engraved with cryptic sigils |
169 |
All blades within 50 yards are restored to pristine condition |
170 |
All blades within 50 yards become clear like glass |
171 |
All blades within 50 yards bend 90° halfway along their length |
172 |
All blades within 50 yards must Save or crumble into rust |
173 |
All blades within one mile are blunted until sunset |
174 |
All blades within one mile glow cherry red until sunset tomorrow |
175 |
All bowstrings within 50 yards break the next time they're drawn |
176 |
All carved wood within 50 yards gains rudimentary intelligence |
177 |
All chain mail within 50 yards appears moth-eaten and threadbare |
178 |
All chain mail within 50 yards is highly attractive to lightning |
179 |
All chain mail within 50 yards is slicked with ice |
180 |
All chain mail within 50 yards is strongly magnetic |
181 |
All cloth within 50 yards begins to digest itself |
182 |
All cloth within 50 yards can never be rendered invisible |
183 |
All cloth within 50 yards is as shiny and lustrous as gold |
184 |
All cloth within 50 yards is rendered as brittle as eggshell |
185 |
All cloth within 50 yards is rendered as stiff as wood |
186 |
All cloth within 50 yards is scrubbed clean |
187 |
All cloth within 50 yards is soaked with gasoline |
188 |
All cloth within 50 yards seems unusually heavy |
189 |
All cloth within 50 yards smolders and smokes until dawn |
190 |
All cloth within 50 yards turns invisible upon exiting the area |
191 |
All cloth within 50 yards turns to burlap until sunset tomorrow |
192 |
All cloth within one mile is invisible until sunset tomorrow |
193 |
All coins within 50 yards appear in a heap at the target point |
194 |
All coins within 50 yards are engraved with cryptic runes |
195 |
All coins within 50 yards are invisible under moonlight |
196 |
All coins within 50 yards become flexible as rubber |
197 |
All coins within 50 yards double in value |
198 |
All coins within 50 yards explode, 1d4-1 hit points per coin |
199 |
All coins within 50 yards heat to 1,000° |
200 |
All coins within 50 yards turn to mercury |
201 |
All coins within one mile are easily recognized as counterfeit |
202 |
All curses now in effect within 100 yards are negated |
203 |
All dragons within 1d10 miles are enraged beyond all reason |
204 |
All dragons within 1d10 miles shrink by 10d10% |
205 |
All Dwarves within 10 miles are secretly fond of orcs |
206 |
All Dwarves within 10 miles are violently allergic to alcohol |
207 |
All Dwarves within 10 miles are violently allergic to gold |
208 |
All Dwarves within 10 miles become intensely claustrophobic |
209 |
All Dwarves within 10 miles have orange skin and green hair |
210 |
All Dwarves within 10 miles lose their infravision for 1d4 months |
211 |
All Elves within 10 miles are carrying vials of Dwarf blood |
212 |
All Elves within 10 miles develop a powerful fear of heights |
213 |
All Elves within 10 miles forget how to speak Elvish |
214 |
All Elves within 10 miles sprout jagged fangs |
215 |
All Elves within 50 yards are allergic to wood |
216 |
All ferrous metal within 50 yards doubles in weight |
217 |
All ferrous metal within 50 yards is as shiny & lustrous as gold |
218 |
All ferrous metal within 50 yards is invisible until it gets wet |
219 |
All ferrous metal within 50 yards is magnetized |
220 |
All ferrous metal within 50 yards is rustproof for one year |
221 |
All ferrous metal within 50 yards is somewhat resistant to magic |
222 |
All ferrous metal within 50 yards is strangely opalescent |
223 |
All ferrous metal within 50 yards vanishes until sunset tomorrow |
224 |
All fires lit in this area are waterproof for the next 1d6 weeks |
225 |
All fires lit in this area flare up wildly for 1d4 rounds |
226 |
All fires lit in this area reek of brimstone |
227 |
All flesh within 50 yards is clear like glass until sunset |
228 |
All foliage within 50 yards is poisonous to humans and demihumans |
229 |
All foliage within 50 yards is replaced by plastic replicas |
230 |
All food consumed within one mile is overpoweringly delicious |
231 |
All food consumed within one mile is unpalatably bitter |
232 |
All food within 50 yards completely spoils by sunset |
233 |
All food within 50 yards freezes solid |
234 |
All food within 50 yards is crawling with illusory maggots |
235 |
All food within 50 yards is poisonous for the next 1d4 hours |
236 |
All food within 50 yards is stripped of all nutritive value |
237 |
All food within one mile turns to salt |
238 |
All footprints within one mile fossilize by dawn tomorrow |
239 |
All forged steel within 100 yards turns to aluminum |
240 |
All forged steel within 100 yards turns to slate |
241 |
All gems within 50 yards are duplicated exactly |
242 |
All gems within 50 yards become spherical |
243 |
All gems within 50 yards turn to sodium when placed in water |
244 |
All gems within 50 yards vibrate in the presence of gold |
245 |
All Gnomes within 10 miles develop a dislike of gems and jewels |
246 |
All Gnomes within 10 miles grow 1d20 inches |
247 |
All goblins within 10 miles appear in the immediate area |
248 |
All goblins within 10 miles are afraid of the dark |
249 |
All goblins within 10 miles are exterminated |
250 |
All goblins within 10 miles are transformed into Elves |
251 |
All goblins within 10 miles become vegetarian pacifists |
252 |
All goblins within 10 miles swear allegiance to someone nearby |
253 |
All goblins within 10 miles swear vengeance upon someone nearby |
254 |
All gold within 50 yards always seems to be 200° |
255 |
All gold within 50 yards becomes transparent when submerged |
256 |
All gold within 50 yards begins to rust like damp steel |
257 |
All gold within 50 yards induces extreme covetousness |
258 |
All gold within 50 yards is 10% likely to turn to lead |
259 |
All gold within 50 yards is 50% likely to be counterfeit |
260 |
All gold within 50 yards is attracted to magnets like iron |
261 |
All gold within 50 yards is drawn to the target point |
262 |
All gold within 50 yards is indestructible for one year |
263 |
All gold within 50 yards is irresistibly attractive to undead |
264 |
All gold within 50 yards is severely tarnished |
265 |
All gold within 50 yards is thrown 1d10 years into the future |
266 |
All gold within 50 yards is weightless for 2d10 rounds |
267 |
All gold within 50 yards sweats some kind of foul liquid |
268 |
All ground within 10 miles is at exactly the same elevation |
269 |
All Halflings within 10 miles develop a penchant for violence |
270 |
All Halflings within 10 miles develop a strong wanderlust |
271 |
All hats or helmets within 50 yards are drawn to the target point |
272 |
All hats or hoods within 50 yards burst into flame |
273 |
All herbivores within 100 yards are panic-stricken |
274 |
All horses within 100 yards have built-in saddles |
275 |
All horses within 100 yards shrink by 1% per round |
276 |
All horses within one mile become bipedal for 1d4 weeks |
277 |
All horses within one mile become clear like glass |
278 |
All houses within one mile appear to be of much higher quality |
279 |
All houses within one mile are fireproof for one year |
280 |
All humans within 10 miles are suddenly wearing peculiar hats |
281 |
All humans within 10 miles think that demihumans are subhuman |
282 |
All inanimate matter nearby wobbles as though made of gelatin |
283 |
All ink within 50 yards appears to be made from human blood |
284 |
All ink within 50 yards is powerfully hallucinogenic |
285 |
All ink within one mile is invisible for 2d4-1 days |
286 |
All ink within one mile is invisible in sunlight |
287 |
All inorganic matter within 10 miles appears blurry until sunset |
288 |
All inorganic matter within 10 yards disappears |
289 |
All inorganic matter within 10 yards turns to ice |
290 |
All inorganic matter within 50 yards appears to be magical |
291 |
All invisible matter within 100 yards becomes permanently visible |
292 |
All invisible matter within one mile is clear like glass |
293 |
All leather within 50 yards begins sweating profusely |
294 |
All leather within 50 yards is as rigid as steel |
295 |
All leather within 50 yards shatters like glass |
296 |
All leather within 50 yards turns to silk |
297 |
All living creatures nearby are driven away for 1d4 months |
298 |
All living creatures nearby are enraged beyond reason |
299 |
All lycanthropes within one mile are cured of their lycanthropy |
300 |
All lycanthropes within one mile are locked in their current form |
301 |
All lycanthropes within one mile develop a great fear of the dark |
302 |
All lycanthropes within one mile have a new kind of lycanthropy |
303 |
All magic items used nearby are 10% likely to burn out forever |
304 |
All magic items within 50 yards appear to be blazing with fire |
305 |
All magic items within 50 yards are easily recognized as magical |
306 |
All magic items within 50 yards disappear until sunset tomorrow |
307 |
All magic items within 50 yards fail to function 20% of the time |
308 |
All magic items within 50 yards hum softly for 1d4 days |
309 |
All magic potions within 50 yards are 10X as powerful |
310 |
All magic potions within 50 yards are powerfully toxic |
311 |
All magic potions within 50 yards are rendered inert |
312 |
All magic potions within 50 yards become Potions of Flying |
313 |
All magic potions within 50 yards freeze solid when imbibed |
314 |
All magic potions within 50 yards induce overwhelming thirst |
315 |
All magic potions within 50 yards induce wild hallucinations |
316 |
All magic potions within 50 yards yield the opposite effect |
317 |
All magic rings within 50 yards appear at the target point |
318 |
All magic rings within 50 yards are identical in appearance |
319 |
All magic rings within 50 yards are inert for one week |
320 |
All magic rings within 50 yards are now as large as hula hoops |
321 |
All magic rings within 50 yards are unharmed by fire or heat |
322 |
All magic rings within 50 yards attract lightning |
323 |
All magic rings within 50 yards fuse to their wearers' fingers |
324 |
All magic rings within 50 yards grant a +1 Armor Class bonus |
325 |
All magic rings within 50 yards must Save or Disintegrate |
326 |
All magic rings within 50 yards shine as brightly as the Sun |
327 |
All magic rings within 50 yards shrink by 10% with each use |
328 |
All magic rings within 50 yards turn to crystal |
329 |
All magic rings within 50 yards turn to lead while not being worn |
330 |
All magic rings within 50 yards whistle softly while in use |
331 |
All magic weapons nearby are ethereal until sunset |
332 |
All magic weapons nearby gain an additional +1 ToHit for 1d6 days |
333 |
All magic weapons nearby glow like fireflies under the new moon |
334 |
All magic weapons nearby lose their enchantments until dawn |
335 |
All magic weapons within 100 yards are non-magical for 1d4 days |
336 |
All magical animals nearby become their non-magical equivalents |
337 |
All magical animals nearby desire to leave the area |
338 |
All magical garments within one mile are filthy and foul-smelling |
339 |
All magical garments within one mile burst into flame |
340 |
All magical light sources within 100 yards are 2X as bright |
341 |
All magical light sources within 100 yards dim by 50% |
342 |
All magical light sources within one mile are extinguished |
343 |
All magical light sources within one mile are hot as normal fire |
344 |
All magical light sources within one mile attract magical moths |
345 |
All magical light sources within one mile flash like strobes |
346 |
All magical light sources within one mile hum loudly while in use |
347 |
All magical light sources within one mile only work underground |
348 |
All magical light sources within one mile produce blood-red light |
349 |
All magical light sources within one mile yield darkness instead |
350 |
All mechanical locks within one mile are fused shut |
351 |
All mechanical locks within one mile are invisible for 1d12 months |
352 |
All mechanical locks within one mile can only open under moonlight |
353 |
All mechanical locks within one mile spring open |
354 |
All members of a major race are discovered to be artificial |
355 |
All members of a major race are rendered sterile |
356 |
All metal armor nearby has been soaking in vinegar |
357 |
All metal armor nearby is chilled to freezing |
358 |
All metal gauntlets within 50 yards are non-removable until dawn |
359 |
All metal gauntlets within 50 yards are rustproof |
360 |
All metal gauntlets within 50 yards cause terrible chafing |
361 |
All metal gauntlets within 50 yards close into fists |
362 |
All metal gauntlets within 50 yards heat to 400° |
363 |
All metal gauntlets within 50 yards insulate against electricity |
364 |
All metal gauntlets within 50 yards shrink by 25% |
365 |
All metal gauntlets within 50 yards turn to silk |
366 |
All metal weapons wielded nearby seem to be 500° |
367 |
All metal within 50 yards appears to be made of solid shadow |
368 |
All metal within 50 yards induces frostbite while in daylight |
369 |
All metal within 50 yards is entirely non-reflective |
370 |
All metal within 50 yards is flammable for 2d10 rounds |
371 |
All metal within 50 yards is indestructible until sunset tomorrow |
372 |
All metal within 50 yards is invisible when anointed with blood |
373 |
All metal within 50 yards is non-conductive of electricity |
374 |
All metal within 50 yards is polished to mirror-brightness |
375 |
All metal within 50 yards is twice as heavy when it's wet |
376 |
All metal within 50 yards liquefies for 2d6 rounds, then reforms |
377 |
All metal within 50 yards shimmers like mother of pearl |
378 |
All missile weapons within 50 yards are inoperative until sunset |
379 |
All missile weapons within 50 yards combust when they're fired |
380 |
All missile weapons within 50 yards have 2X normal maximum range |
381 |
All missile weapons within 50 yards vanish when they're fired |
382 |
All nearby age 3d20 years but return to normal at sunset tomorrow |
383 |
All nearby must eat their meat, or they can't have any pudding |
384 |
All nearby who've drawn blood in the past day are deaf until dawn |
385 |
All nearby who've drawn blood in the past day weep for 3d8 rounds |
386 |
All nearby with more than 10 gold pieces age that many years |
387 |
All nearby with more than 10 gold pieces give it all to charity |
388 |
All nearby with more than 10 gold pieces heal as many hit points |
389 |
All nearby with more than 10 gold pieces lose as many hit points |
390 |
All nearby with more than 10 gold pieces pass out for 1d8 hours |
391 |
All nearby with more than 10 gold pieces teleport that many yards |
392 |
All nonliving wood within 50 yards is as brittle as a pretzel |
393 |
All nonliving wood within 50 yards is as pliant as grass |
394 |
All non-magical animals nearby are healed of all disease |
395 |
All non-magical animals nearby are restored to full hit points |
396 |
All non-magical animals nearby shrink by 40% |
397 |
All non-magical books within 50 yards are duplicated |
398 |
All non-magical books within 50 yards must Save or combust |
399 |
All non-sentient animals nearby are 1d100 years |
400 |
All non-sentient animals nearby are panic-stricken |
401 |
All non-sentient animals within 50 yards become vaguely evil |
402 |
All open wounds within 50 yards steam violently but harmlessly |
403 |
All paper now nearby glows in the dark permanently |
404 |
All paper now nearby is fireproof |
405 |
All plant life within 10 miles is sky-blue from now on |
406 |
All plant-based fabric within 50 yards becomes dull brown |
407 |
All plant-based fabric within 50 yards combusts |
408 |
All priestly magic within 500 yards is dispelled |
409 |
All priestly magic within 500 yards is suppressed for 1d10 turns |
410 |
All reflective surfaces in the area display imaginary scenes |
411 |
All reflective surfaces in the area display scenes of carnage |
412 |
All right arms within 50 yards are ethereal until sunset |
413 |
All right arms within 50 yards are invulnerable for 1d10 hours |
414 |
All right arms within 50 yards are paralyzed until dawn |
415 |
All rope within 50 yards can't be cut or broken |
416 |
All rope within 50 yards ignites along its entire length |
417 |
All rope within 50 yards is as rigid as wood |
418 |
All rope within 50 yards is as strong as steel wire |
419 |
All rope within 50 yards is forever unable to hold a knot |
420 |
All rope within 50 yards is permanently invisible |
421 |
All rope within 50 yards shortens by 80% |
422 |
All rope within 50 yards straightens and becomes hard as stone |
423 |
All rope within 50 yards stretches like elastic |
424 |
All rope within 50 yards turns to flesh |
425 |
All saddles within 50 yards are as durable as tempered steel |
426 |
All saddles within 50 yards disappear |
427 |
All shields within 50 yards are fragile like glass for 1d4 rounds |
428 |
All shields within 50 yards are impervious to fire |
429 |
All shields within 50 yards are impervious to harm until sunset |
430 |
All shields within 50 yards are imprinted with ugly faces |
431 |
All shields within 50 yards gain a +1 bonus lasting 1d10 battles |
432 |
All soil and rock within 100 yards vanishes |
433 |
All soil within 50 yards is seeded with an aggressive vegetable |
434 |
All soil within 50 yards turns invisible |
435 |
All spells cast in the last 1d4 rounds are retroactively negated |
436 |
All spells cast in the last 1d4 rounds recur in 1d4 rounds |
437 |
All spells cast in the next 2d6 rounds are invisible in effect |
438 |
All spells cast in the next 2d6 rounds occur 2d6 rounds later |
439 |
All spells cast in this area are accompanied by trumpet fanfare |
440 |
All spells cast in this area are delayed by 2d10 rounds |
441 |
All Summoned creatures within 10 miles are dismissed |
442 |
All Summoned creatures within 10 miles vanish in 1d4 rounds |
443 |
All swords within one mile are hopelessly blunted for 1d4 days |
444 |
All swords within one mile turn to golf clubs until dawn tomorrow |
445 |
All teeth within 50 yards are as black as coal for 1d4 weeks |
446 |
All teeth within 50 yards are rendered invisible for 1d12 months |
447 |
All tempered metal within 50 yards is reduced in weight by 50% |
448 |
All tempered metal within 50 yards is soft as rubber until dawn |
449 |
All thumbs within 50 yards are immune to polymorph magic |
450 |
All thumbs within 50 yards vanish for 1d4 hours |
451 |
All transparent matter within one mile is as fragile as glass |
452 |
All transparent matter within one mile is rendered invisible |
453 |
All trees within 10 miles drop their leaves until next spring |
454 |
All trees within 50 yards are glazed with ice |
455 |
All trees within 50 yards are impervious to saws and axes |
456 |
All trees within 50 yards bear watermelons for 1d4 months |
457 |
All trees within 50 yards become ambulatory |
458 |
All trees within 50 yards become omnivorous |
459 |
All trees within 50 yards chant dirges at every sunset |
460 |
All trees within 50 yards gain a semblance of sentience |
461 |
All trees within 50 yards turn permanently invisible |
462 |
All trees within a one mile vanish |
463 |
All trees within one mile are cut down and stacked as cordwood |
464 |
All trees within one mile are hollow |
465 |
All trees within one mile crumble to dust within 1d4 days |
466 |
All trees within one mile double in height |
467 |
All trees within one mile drip with blood |
468 |
All trees within one mile uproot and move 10 miles to the north |
469 |
All trolls within 10 miles adopt a kinder, gentler philosophy |
470 |
All trolls within 10 miles lose their ability to regenerate |
471 |
All undead skeletons within 10 miles turn to wood |
472 |
All undead within 1d100 miles vanish until sunset tomorrow |
473 |
All undead within 50 yards are restored to full hit points |
474 |
All undead within 50 yards are teleported 1d4 miles |
475 |
All undead within 50 yards attack one random person nearby |
476 |
All undead within one mile can exhale clouds of fog at will |
477 |
All undead within one mile combust and burn until sunset tomorrow |
478 |
All undead within one mile require air just like living creatures |
479 |
All undead within one mile think that they're still alive |
480 |
All vegetable matter within 50 yards, alive or dead, dissolves |
481 |
All vegetation within 10 miles is 10X as nutritious for 1d4 weeks |
482 |
All vegetation within 10 miles is incredibly toxic for 1d4 days |
483 |
All vegetation within 10 miles tastes like manure when cooked |
484 |
All vegetation within 50 yards becomes incredibly lush |
485 |
All vegetation within 50 yards dies within 1d4 rounds |
486 |
All vegetation within 50 yards grows 100X as fast for 2d4 days |
487 |
All vegetation within 50 yards is frozen solid |
488 |
All vegetation within 50 yards turns bone-white for 1d4 days |
489 |
All visible trails or tracks within 10 miles vanish completely |
490 |
All voices within 50 yards seem to issue from the same person |
491 |
All voices within 50 yards sound identical |
492 |
All water within 10 miles is chilled to just above freezing |
493 |
All water within 50 yards becomes invisible |
494 |
All water within 50 yards becomes thick like gelatin |
495 |
All water within 50 yards does nothing to mitigate thirst |
496 |
All water within 50 yards doubles in volume 1d6 times |
497 |
All water within 50 yards holds its temperature for one year |
498 |
All water within 50 yards looks foul but is fresh and sweet |
499 |
All water within 50 yards remains liquid for at least 1d4 months |
500 |
All water within 50 yards smells and tastes strongly of fish |
501 |
All water within 50 yards turns to for over the next 1d4 rounds |
502 |
All water within 50 yards turns to glass |
503 |
All water within 50 yards turns to milk |
504 |
All water within one mile vanishes |
505 |
All weapons and armor within 50 yards seem to be 3X normal weight |
506 |
All weapons nearby are bound to this area and will return to it |
507 |
All weapons within 50 yards appear to be made of bone |
508 |
All weapons within 50 yards are +1 ToHit until dawn tomorrow |
509 |
All weapons within 50 yards are +10 ToHit for 1d4 rounds |
510 |
All weapons within 50 yards are +2 ToHit for 2d12 hours |
511 |
All weapons within 50 yards are +2 ToHit Summoned creatures |
512 |
All weapons within 50 yards are +2 ToHit until their next hit |
513 |
All weapons within 50 yards are +5 ToHit but -5 to damage |
514 |
All weapons within 50 yards are -4 ToHit anyone currently nearby |
515 |
All weapons within 50 yards are caked in sticky clay |
516 |
All weapons within 50 yards are cleaned, polished, and sterilized |
517 |
All weapons within 50 yards are edible |
518 |
All weapons within 50 yards are etched with their owners' names |
519 |
All weapons within 50 yards are impervious to Alteration magic |
520 |
All weapons within 50 yards are invulnerable to acid |
521 |
All weapons within 50 yards are marked with demonic sigils |
522 |
All weapons within 50 yards are piled at the target point |
523 |
All weapons within 50 yards are repelled from the target point |
524 |
All weapons within 50 yards are sealed in candle wax |
525 |
All weapons within 50 yards are stuck in their sheathes |
526 |
All weapons within 50 yards are terribly unwieldy for 4d6 rounds |
527 |
All weapons within 50 yards are the property of some distant king |
528 |
All weapons within 50 yards attract flies and gnats for one week |
529 |
All weapons within 50 yards exude aromatic smoke for 1d6 hours |
530 |
All weapons within 50 yards glow red as though they're very hot |
531 |
All weapons within 50 yards hum in the presence of spilled blood |
532 |
All weapons within 50 yards must Save or be bent like corkscrews |
533 |
All weapons within 50 yards steam violently on contact with water |
534 |
All weapons within 50 yards were forged by an undead smith |
535 |
All weapons within one mile vanish until dawn tomorrow |
536 |
All wheeled vehicles within one mile burst into flame |
537 |
All wheeled vehicles within one mile sink 1d4 feet into the mud |
538 |
All wheels within one mile are chrome-plated |
539 |
All wheels within one mile become perfectly square |
540 |
All who saw this casting are 10% likely to be driven insane |
541 |
All who saw this casting are healed for 1d4 hit points |
542 |
All who saw this casting are soaked with cold gravy |
543 |
All who saw this casting are stricken mute until sunset |
544 |
All who saw this casting are stricken totally deaf for 1d12 hours |
545 |
All who saw this casting are thrown 1d4 days into the future |
546 |
All who saw this casting are unable to sleep for 2d10 days |
547 |
All who saw this casting despise magic for until dawn tomorrow |
548 |
All who saw this casting giggle like lunatics for 3d4 rounds |
549 |
All who saw this casting hear an eerie moaning for 1d4 days |
550 |
All who saw this casting howl at the moon for the next 1d8 nights |
551 |
All who saw this casting lose 1d20 points of Wisdom until sunset |
552 |
All who saw this casting lose 1d4 hit points |
553 |
All who saw this casting stare at the target point until dawn |
554 |
All who saw this casting think that its target has been slain |
555 |
All who saw this casting undertake a pilgrimage to a distant town |
556 |
All within 10 feet are wrapped like mummies |
557 |
All within 10 feet feel like they've just run a marathon |
558 |
All within 10 feet must Save or be teleported 1d100 miles |
559 |
All within 10 feet point loses 1d100 hit points |
560 |
All within 10 miles are convinced that the apocalypse is nigh |
561 |
All within 10 miles identify the target point as a holy site |
562 |
All within 10 miles seek to worship someone near the target point |
563 |
All within 10 yards divest themselves of all gems and jewels |
564 |
All within 10 yards find a diamond worth 1,000 gold pieces |
565 |
All within 50 miles realize that thieves' cant is fictitious |
566 |
All within 50 miles rise up against the king |
567 |
All within 50 yards acquire a distinctive accent |
568 |
All within 50 yards adopt new names and answer only to them |
569 |
All within 50 yards age 1d12 months |
570 |
All within 50 yards and in armor are paralyzed for 2d6 rounds |
571 |
All within 50 yards appear blurry to each other for 1d12 hours |
572 |
All within 50 yards appear to be 1d100 years older |
573 |
All within 50 yards appear to be covered with festering sores |
574 |
All within 50 yards appear to be indescribably ugly to each other |
575 |
All within 50 yards appear to have advanced leprosy |
576 |
All within 50 yards appear to have bubonic plague |
577 |
All within 50 yards are 5% likely to be turned inside out |
578 |
All within 50 yards are 5% likely to become amphibious |
579 |
All within 50 yards are 5% likely to die at dawn tomorrow |
580 |
All within 50 yards are 5% likely to freeze solid |
581 |
All within 50 yards are 5% likely to inherit a small keep |
582 |
All within 50 yards are 5% likely to suffer total amnesia |
583 |
All within 50 yards are 10% likely to age 1d100 years |
584 |
All within 50 yards are 10% likely to be closely related |
585 |
All within 50 yards are 10% likely to be stricken bald forever |
586 |
All within 50 yards are 10% likely to wake tomorrow as undead |
587 |
All within 50 yards are -2 ToHit for 2d10 rounds |
588 |
All within 50 yards are 20% likely to be knocked unconscious |
589 |
All within 50 yards are 20% likely to be paralyzed for 1d4 hours |
590 |
All within 50 yards are 20% likely to lose all but one hit point |
591 |
All within 50 yards are 25% likely to be covered in chocolate |
592 |
All within 50 yards are 30% likely to vanish for 1d6 rounds |
593 |
All within 50 yards are 40% likely to regain full hit points |
594 |
All within 50 yards are a peculiar shade of blue-gray |
595 |
All within 50 yards are AC 0 (no modifiers) for 2d6 hours |
596 |
All within 50 yards are arrested for sedition and treason |
597 |
All within 50 yards are at risk of awakening a vengeful god |
598 |
All within 50 yards are attacked by countless magpies |
599 |
All within 50 yards are attacked by locusts |
600 |
All within 50 yards are banded like protected wildlife |
601 |
All within 50 yards are blamed for some recent catastrophe |
602 |
All within 50 yards are blind while at full hit points |
603 |
All within 50 yards are branded heretics and ordered slain |
604 |
All within 50 yards are branded with the mark of some random god |
605 |
All within 50 yards are carrying an additional 5d10 gold pieces |
606 |
All within 50 yards are carrying an identical iron medallion |
607 |
All within 50 yards are carrying ornate ceremonial daggers |
608 |
All within 50 yards are carrying small discs of carved stone |
609 |
All within 50 yards are charged with an arduous divine quest |
610 |
All within 50 yards are claimed as slaves by the nearest tyrant |
611 |
All within 50 yards are considered pariahs |
612 |
All within 50 yards are covered in creosote |
613 |
All within 50 yards are covered in powdered sugar like doughnuts |
614 |
All within 50 yards are covered with honey and feathers |
615 |
All within 50 yards are disarmed |
616 |
All within 50 yards are discovered to be clones |
617 |
All within 50 yards are doused with molasses |
618 |
All within 50 yards are drafted into military service |
619 |
All within 50 yards are draped in tough, fibrous filaments |
620 |
All within 50 yards are draped with pungent floral garlands |
621 |
All within 50 yards are drenched with cold, soapy water |
622 |
All within 50 yards are drenched with olive oil |
623 |
All within 50 yards are dressed and painted like clowns |
624 |
All within 50 yards are dressed in black and have jet-black hair |
625 |
All within 50 yards are dressed in high quality fur |
626 |
All within 50 yards are dressed in illusory formal wear |
627 |
All within 50 yards are dressed in illusory full plate armor |
628 |
All within 50 yards are dressed in wildly inappropriate attire |
629 |
All within 50 yards are dressed like pirates |
630 |
All within 50 yards are enraged beyond thought or reason |
631 |
All within 50 yards are extremely short-tempered for 1d12 hours |
632 |
All within 50 yards are filthy as though they've never bathed |
633 |
All within 50 yards are glazed with yellow ice |
634 |
All within 50 yards are Held for 6d10 rounds |
635 |
All within 50 yards are holding tiny stone carvings of themselves |
636 |
All within 50 yards are immune to all magic for 1d6 rounds |
637 |
All within 50 yards are immune to disease for 1d6 months |
638 |
All within 50 yards are immune to missile fire for 2d6 rounds |
639 |
All within 50 yards are immune to poison for 1d4 days |
640 |
All within 50 yards are immune to polymorph magic for one year |
641 |
All within 50 yards are immune to reason for 1d4 days |
642 |
All within 50 yards are implicated in a huge royal scandal |
643 |
All within 50 yards are individually shrouded in fog |
644 |
All within 50 yards are invisible for 1d4 rounds |
645 |
All within 50 yards are invisible to a single person nearby |
646 |
All within 50 yards are invisible to all others within 50 yards |
647 |
All within 50 yards are invisible to birds |
648 |
All within 50 yards are invisible to reptiles for 1d6 hours |
649 |
All within 50 yards are invisible when seen from below |
650 |
All within 50 yards are involved in a diplomatic nightmare |
651 |
All within 50 yards are invulnerable to wood for 1d10 rounds |
652 |
All within 50 yards are liberally sprayed with octopus ink |
653 |
All within 50 yards are now standing in the nearest building |
654 |
All within 50 yards are now wearing tap-shoes |
655 |
All within 50 yards are offered for sale on the open market |
656 |
All within 50 yards are overpoweringly thirsty |
657 |
All within 50 yards are painted with woad |
658 |
All within 50 yards are paralyzed by indecision for 1d4 rounds |
659 |
All within 50 yards are pardoned for any outstanding crimes |
660 |
All within 50 yards are permanently branded as escaped slaves |
661 |
All within 50 yards are profoundly drunk for 1d10 rounds |
662 |
All within 50 yards are pushed 1d10 yards from the target point |
663 |
All within 50 yards are ravenously hungry |
664 |
All within 50 yards are restored to full hit points |
665 |
All within 50 yards are rumored to be undead |
666 |
All within 50 yards are rumored to belong to some bizarre cult |
667 |
All within 50 yards are showered in maggots |
668 |
All within 50 yards are smeared with a foul-smelling gelatin |
669 |
All within 50 yards are sprayed with skunk musk |
670 |
All within 50 yards are standing on three-foot cast iron discs |
671 |
All within 50 yards are sterile for 2d12 months |
672 |
All within 50 yards are stricken mute for 1d6 rounds |
673 |
All within 50 yards are strongly addicted to some kind of poison |
674 |
All within 50 yards are suddenly arranged in a big circle |
675 |
All within 50 yards are suddenly barefoot |
676 |
All within 50 yards are suddenly extremely drunk |
677 |
All within 50 yards are suddenly seated in the lotus position |
678 |
All within 50 yards are tempted to dabble in cannibalism |
679 |
All within 50 yards are thoroughly cleansed |
680 |
All within 50 yards are thrown 1d4 days into the future |
681 |
All within 50 yards are unable to breathe for 1d20 rounds |
682 |
All within 50 yards are unable to move their feet for 2d10 rounds |
683 |
All within 50 yards are unable to sleep for 2d20 days |
684 |
All within 50 yards are unable to use magic for 1d8 hours |
685 |
All within 50 yards are unable to wield weapons while in armor |
686 |
All within 50 yards are unable to wield wooden weapons until dawn |
687 |
All within 50 yards are wearing beekeepers' veils |
688 |
All within 50 yards are wearing ostrich feathers in their hair |
689 |
All within 50 yards are wearing wooden shoes |
690 |
All within 50 yards become hopelessly lost for 1d4 hours |
691 |
All within 50 yards believe that they're dreaming |
692 |
All within 50 yards can see just fine in normal darkness |
693 |
All within 50 yards covet the possessions of one person nearby |
694 |
All within 50 yards crackle with ozone for 6d6 rounds |
695 |
All within 50 yards dance lasciviously for 1d6 rounds |
696 |
All within 50 yards develop an acute fear of wood |
697 |
All within 50 yards die in a huge explosion but resurrect at dawn |
698 |
All within 50 yards disarm themselves and race to a nearby river |
699 |
All within 50 yards disarm themselves as quickly as they can |
700 |
All within 50 yards exchange places with someone else nearby |
701 |
All within 50 yards exhale steam as if the air were very cold |
702 |
All within 50 yards feel a wildly different ambient temperature |
703 |
All within 50 yards feel insects crawling over their skin |
704 |
All within 50 yards feel intense hunger at the sight of blood |
705 |
All within 50 yards feel overpowering fear for 2d6 rounds |
706 |
All within 50 yards feel unfocused yet overwhelming disgust |
707 |
All within 50 yards find obscene tattoos on their bodies |
708 |
All within 50 yards find that their clothes are torn and bloody |
709 |
All within 50 yards forget everyone's name |
710 |
All within 50 yards forget how to use weapons or magic until dawn |
711 |
All within 50 yards gain 1d1000 Experience Points |
712 |
All within 50 yards grow 1d4 inches |
713 |
All within 50 yards have a copy of a mysterious brass key |
714 |
All within 50 yards have a mark identifying them as pariahs |
715 |
All within 50 yards have an additional, functioning kidney |
716 |
All within 50 yards have clouded vision for 2d6 rounds |
717 |
All within 50 yards have conflicting memories of the past day |
718 |
All within 50 yards have five pounds of butter in their pockets |
719 |
All within 50 yards have gone without sleep for 3d4 days |
720 |
All within 50 yards have horrifying visions of future tragedy |
721 |
All within 50 yards have just run 1d10 miles |
722 |
All within 50 yards have the exact same voice |
723 |
All within 50 yards laugh like lunatics for 4d6 rounds |
724 |
All within 50 yards levitate 1d6 feet for 2d6 rounds |
725 |
All within 50 yards look and smell as if they've been in a fire |
726 |
All within 50 yards look like cadavers when seen from behind |
727 |
All within 50 yards lose 1 hit point per round spent in that area |
728 |
All within 50 yards lose 1d6 levels until sunset tomorrow |
729 |
All within 50 yards lose 1d8 hit points but gain 1d10 hit points |
730 |
All within 50 yards mount an attack upon the nearest castle |
731 |
All within 50 yards move as if they're underwater |
732 |
All within 50 yards must hibernate this winter |
733 |
All within 50 yards must remain in this area until dawn tomorrow |
734 |
All within 50 yards must remain within 10 yards of each other |
735 |
All within 50 yards must repeat everything they say for 1d10 days |
736 |
All within 50 yards must Save each morning or age 1d4 years |
737 |
All within 50 yards must Save or be attacked by rats and mice |
738 |
All within 50 yards must Save or be branded like cattle |
739 |
All within 50 yards must Save or be burned for 1d10 hit points |
740 |
All within 50 yards must Save or be Slowed |
741 |
All within 50 yards must Save or be soaked with icy brine |
742 |
All within 50 yards must Save or be stricken mute for 1d4 months |
743 |
All within 50 yards must Save or be Teleported 2d10 miles |
744 |
All within 50 yards must Save or be thrown into nearby trees |
745 |
All within 50 yards must Save or be tightly bound in wire |
746 |
All within 50 yards must Save or feel 1d100° colder |
747 |
All within 50 yards must Save or feel 1d100° warmer |
748 |
All within 50 yards must Save or flee in panic for 2d10 rounds |
749 |
All within 50 yards must Save or sink 4d12 inches into the ground |
750 |
All within 50 yards must Save or suffer blinding pain until dawn |
751 |
All within 50 yards must Save or suffer frostbite in 1d10 fingers |
752 |
All within 50 yards must Save or their clothes burst into flame |
753 |
All within 50 yards must Save or their hair combusts |
754 |
All within 50 yards must Save or their hands shrink by 50% |
755 |
All within 50 yards must Save or they must re-roll their stats |
756 |
All within 50 yards must Save vs Death or be shorn of all hair |
757 |
All within 50 yards must Save, or their wounds will never heal |
758 |
All within 50 yards now have bright blue hair |
759 |
All within 50 yards preach a ridiculous "abstinence only" policy |
760 |
All within 50 yards quickly devour any food that they're carrying |
761 |
All within 50 yards run at top speed toward the target point |
762 |
All within 50 yards see illusory animals flitting about the area |
763 |
All within 50 yards shrink 1d4 inches |
764 |
All within 50 yards smell like carrion until sunset tomorrow |
765 |
All within 50 yards smell strongly of alcohol |
766 |
All within 50 yards smell strongly of brimstone until sunrise |
767 |
All within 50 yards smell strongly of manure for 1d4 days |
768 |
All within 50 yards suddenly have perfectly groomed hair |
769 |
All within 50 yards talk like 1930's movie gangsters |
770 |
All within 50 yards think that a deity is in their midst |
771 |
All within 50 yards think that all others nearby are lying |
772 |
All within 50 yards think that all others nearby are on fire |
773 |
All within 50 yards think that fire is edible |
774 |
All within 50 yards think that they're being attacked by zombies |
775 |
All within 50 yards think that they're in a parallel universe |
776 |
All within 50 yards think that they're standing in knee-deep snow |
777 |
All within 50 yards think that they've suffered massive injuries |
778 |
All within 50 yards think they'll die unless they remain standing |
779 |
All within 50 yards think they've shrunk by 90% |
780 |
All within 50 yards throw their weapons as far as they can |
781 |
All within 50 yards vanish for 3d10 rounds |
782 |
All within 50 yards weep hysterically but can act normally |
783 |
All within 50 yards who are injured smell strongly of peppermint |
784 |
All within 50 yards who are not now bleeding fall unconscious |
785 |
All within 50 yards who are now bleeding fall unconscious |
786 |
All within 50 yards who breathe air suffocate for 2d10 rounds |
787 |
All within 50 yards will be fully healed at the end of 3d8 rounds |
788 |
All within 50 yards will become undead when they die |
789 |
All within 50 yards will die if any one of them dies before dawn |
790 |
All within 50 yards witness a miraculous manifestation of a deity |
791 |
All wood within one mile is fireproof for 1d4 weeks |
792 |
All worked stone within 50 yards absorbs water like a sponge |
793 |
All worked stone within 50 yards begins eroding rapidly |
794 |
All worked stone within 50 yards blazes with illusory flame |
795 |
All worked stone within 50 yards clangs like bronze bells |
796 |
All worked stone within 50 yards hums audibly in moonlight |
797 |
All worked stone within 50 yards increases in size by 1d100% |
798 |
All worked stone within 50 yards is as shiny as a mirror |
799 |
All worked stone within 50 yards is briefly pliant as soft clay |
800 |
All worked stone within 50 yards is clear like glass |
801 |
All worked stone within 50 yards is etched with blasphemous runes |
802 |
All worked stone within 50 yards is now 3d100° colder |
803 |
All worked stone within 50 yards is water soluble |
804 |
All worked stone within 50 yards oozes blood for 1d4 hours |
805 |
All worked stone within 50 yards returns to its natural state |
806 |
All worked stone within 50 yards turns to ice |
807 |
All written text within 50 yards appears reversed in sunlight |
808 |
All written text within 50 yards can only be read by moonlight |
809 |
All written text within 50 yards hums audibly while being read |
810 |
All written text within 50 yards is reversed |
811 |
All written text within 50 yards shrinks by 50% |
812 |
An ancient battle is endlessly reenacted on this site by ghosts |
813 |
An animal species native to the area acquires sentience |
814 |
An animal species native to the area actually controls the throne |
815 |
An animal species native to the area is now immune to magic |
816 |
An animal species native to the area quickly goes extinct |
817 |
An arrogant, inarticulate twit achieves great political power |
818 |
An asteroid 1d20 miles in diameter strikes the planet near here |
819 |
An enormous black disc hovers over the area for 1d4 hours |
820 |
An enormous cache of classified documents is found nearby |
821 |
An enormous cache of D-Cell batteries is found nearby |
822 |
An enormous castle formed entirely of ice appears nearby |
823 |
An enormous fishing net settles over a 100 yard radius |
824 |
An enormous head of sculpted stone bursts from the ground |
825 |
An enormous oak tree appears at the target point |
826 |
An enormous sand castle appears at the target point |
827 |
An enormous volume of acrid smoke spews from the target point |
828 |
An exact copy of the moon appears 180° away from the original one |
829 |
An experimental forge in a nearby town achieves critical mass |
830 |
An incredibly dangerous and powerful artifact appears nearby |
831 |
An incredibly dangerous toxin is released into a nearby river |
832 |
An incredibly foul entity is summoned to the target point |
833 |
An ingot of metallic hydrogen appears at the target point |
834 |
An ingot of neutronium appears at the target point |
835 |
An ingot of some impossible metal appears at the target point |
836 |
An intoxicatingly delightful scent issues from the target point |
837 |
An intricate maze of panels of ice sprouts in a 100 yard radius |
838 |
An intricate maze of tall hedges sprouts in a 100 yard radius |
839 |
An intricate sculpture of blown glass appears at the target point |
840 |
An invisible, whistling octopus slithers through the area |
841 |
An overpoweringly foul stench issues from the target point |
842 |
An unusually virulent form of plague breaks out in a nearby town |
843 |
Ants appear to swarm on all blades within 50 yards |
844 |
Any active charms and enchantments nearby are negated until dawn |
845 |
Any alcoholic beverages within 50 yards are now 10X as potent |
846 |
Any alcoholic beverages within 50 yards become powerfully toxic |
847 |
Any alcoholic beverages within 50 yards combust violently |
848 |
Any alcoholic beverages within 50 yards induce temporary insanity |
849 |
Any alcoholic beverages within 50 yards turn to mercury |
850 |
Any artifacts within 50 miles become non-functional for 2d6 days |
851 |
Any beneficial enchantments now in effect nearby are dispelled |
852 |
Any blades currently sheathed nearby make their sheathes combust |
853 |
Any blood spilled in this area combusts on contact with water |
854 |
Any blood spilled in this area discolors the ground |
855 |
Any charged magical items nearby are fully recharged |
856 |
Any charged magical items nearby are triggered upon their owners |
857 |
Any charged magical items nearby can't be used until tomorrow |
858 |
Any charged magical items nearby lose 1d10 charges |
859 |
Any exposed rock nearby is polished as smooth as glass |
860 |
Any fireball cast nearby is 1% likely to scorch a one mile radius |
861 |
Any fires now burning within 10 miles are extinguished |
862 |
Any fires now burning within 10 miles exude hallucinogenic smoke |
863 |
Any fires now burning within 10 miles provide no heat |
864 |
Any fires now burning within 10 miles provide no light |
865 |
Any fires now burning within 10 miles turn into pools of water |
866 |
Any fires now burning within 50 yards quadruple in size |
867 |
Any fires now burning within ten miles attract undead like moths |
868 |
Any food now in this area tastes strongly of blood |
869 |
Any food now within 50 yards induces bacchanalia when eaten |
870 |
Any food now within 50 yards induces drowsiness when eaten |
871 |
Any food now within 50 yards induces madness when eaten |
872 |
Any food now within 50 yards turns to iron |
873 |
Any food now within 50 yards will turn to lead when consumed |
874 |
Any gold nearby is invisible in sunlight |
875 |
Any gold within 50 yards liquefies |
876 |
Any ice or snow within 10 miles can't melt for 1d12 months |
877 |
Any ice or snow within 10 miles feels painfully hot to the touch |
878 |
Any magical protections now in place nearby are negated |
879 |
Any magical seals or locks within one mile are negated |
880 |
Any magical seals or locks within one mile are permanently sealed |
881 |
Any magical seals or locks within one mile shine like the sun |
882 |
Any magical symbols, glyphs, or seals within 50 yards are negated |
883 |
Any magical traps within one mile are triggered |
884 |
Any meat eaten nearby in the last 24 hours was human flesh |
885 |
Any nearby outcroppings of rock burst into flame |
886 |
Any nearby water in a container becomes carbonated |
887 |
Any nearby water in a container becomes heavily chlorinated |
888 |
Any non-living wood within one mile becomes clear like glass |
889 |
Any open wounds in the area heal into scars shaped like runes |
890 |
Any open wounds in the area heal into ugly, purplish scars |
891 |
Any outstanding campaign plot inconsistencies are hereby resolved |
892 |
Any pack animals within one mile race away at top speed |
893 |
Any priest nearby is 10% likely to think he's his god |
894 |
Any ranged spells cast nearby are delayed for 3d10 rounds |
895 |
Any ranged spells cast nearby have a range of zero |
896 |
Any range-zero spells cast nearby affect someone else instead |
897 |
Any range-zero spells cast nearby last only one round |
898 |
Any scroll cases within 50 yards are sealed for 1d100 years |
899 |
Any scroll cases within 50 yards digest their contents |
900 |
Any spells currently in effect within 100 yards are negated |
901 |
Any standing water within 50 yards boils violently |
902 |
Any standing water within 50 yards can be used as a scrying pool |
903 |
Any water now within 50 yards can never be frozen |
904 |
Any Wishes thus far granted to any within 50 yards are negated |
905 |
Any wood now within 50 yards provides no heat if burned |
906 |
Any wooden structures within one mile turn to durable stone |
907 |
Anyone bearing a holy symbol nearby is healed for 1d4 hit points |
908 |
Anyone bearing a holy symbol nearby loses 1d10 hit points |
909 |
Anyone carrying a blanket nearby is swarmed by thousands of moths |
910 |
Anyone carrying a blanket nearby is thrown 1d100 yards |
911 |
Anyone carrying a blanket nearby is tightly swaddled in it |
912 |
Anyone carrying a blanket nearby is unable to sleep for 3d10 days |
913 |
Anyone carrying food nearby is arrested for smuggling contraband |
914 |
Anyone carrying food nearby is swarmed by countless wasps |
915 |
Anyone currently bleeding nearby is stricken with plague |
916 |
Anyone currently bleeding nearby wakes tomorrow in prison |
917 |
Anyone currently wielding a weapon nearby is stricken mute |
918 |
Anyone in armor within 10 yards can't breathe for 2d10 rounds |
919 |
Anyone in armor within 10 yards can't remove it for 1d10 days |
920 |
Anyone in armor within 10 yards is afraid of magic for 2d8 rounds |
921 |
Anyone in armor within 10 yards is attacked by a magical wolf |
922 |
Anyone in armor within 10 yards is immune to magic for 1d4 rounds |
923 |
Anyone in armor within 10 yards is pelted by hail for 3d10 rounds |
924 |
Anyone in armor within 10 yards is thrown 1d10 yards |
925 |
Anyone in armor within 10 yards loses 1d4 hit points |
926 |
Anyone in armor within 10 yards regains 1d6 hit points |
927 |
Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds |
928 |
Anyone leaving the area finds that 1d4 weeks have passed |
929 |
Anyone nearby and facing the target point disappears until dawn |
930 |
Anyone nearby and facing the target point is blinded until dawn |
931 |
Anyone nearby and facing the target point is blown back 6d10 feet |
932 |
Anyone nearby and facing the target point is covered by moss |
933 |
Anyone nearby and facing the target point is covered in soot |
934 |
Anyone nearby and facing the target point is dusted with flour |
935 |
Anyone nearby and facing the target point is obsessed with magic |
936 |
Anyone nearby and facing the target point is paralyzed until dawn |
937 |
Anyone nearby and facing the target point is suddenly naked |
938 |
Anyone nearby and facing the target point loses all hair |
939 |
Anyone nearby and facing the target point runs to a nearby river |
940 |
Anyone nearby and less than five feet tall grows 1d6 inches |
941 |
Anyone nearby and less than five feet tall vanishes for 1d4 days |
942 |
Anyone nearby and more than five feet tall runs 1d10 miles away |
943 |
Anyone nearby and more than five feet tall shrinks to that height |
944 |
Anyone nearby and not wearing armor is attacked by huge wasps |
945 |
Anyone nearby and not wearing armor loses 1d4 hit points |
946 |
Anyone nearby at full hit points is fined 1d100 gold pieces |
947 |
Anyone nearby at full hit points is immune to poison gas |
948 |
Anyone nearby at full hit points is reduced to 1d4 hit points |
949 |
Anyone nearby bearing a flag or standard is struck by lightning |
950 |
Anyone nearby bearing a flag or standard shrinks by 25% |
951 |
Anyone nearby can never be teleported while wearing clothes |
952 |
Anyone nearby can never drown while barefoot |
953 |
Anyone nearby of racially mixed blood suffers agony for 1d4 turns |
954 |
Anyone nearby who ate in the past 1d4 hours is ravenously hungry |
955 |
Anyone nearby who ate in the past 1d4 hours vanishes until dawn |
956 |
Anyone nearby who attempts to teleport will wind up right here |
957 |
Anyone nearby who spills blood by moonlight is stricken blind |
958 |
Anyone nearby who tries to turn invisible glows brightly instead |
959 |
Anyone nearby who tries to turn invisible loses 1d10 hit points |
960 |
Anyone nearby who turns invisible is bright orange forever after |
961 |
Anyone nearby who used magic in the past round falls unconscious |
962 |
Anyone nearby who used magic in the past round is soaked in brine |
963 |
Anyone nearby who's barefoot must Save or be shod like a horse |
964 |
Anyone nearby who's barefoot must Save or their feet dissolve |
965 |
Anyone nearby who's carrying an artifact is possessed by it |
966 |
Anyone nearby who's carrying open flame is severely burned |
967 |
Anyone nearby who's carrying open flame is stricken bald |
968 |
Anyone nearby who's carrying open flame is terrified of fire |
969 |
Anyone nearby who's carrying open flame is terrified of the dark |
970 |
Anyone nearby who's carrying rope has a hanging scar on his neck |
971 |
Anyone nearby who's carrying rope is thoroughly entangled in it |
972 |
Anyone nearby who's carrying rope wakes tomorrow at this location |
973 |
Anyone nearby who's slain by a zombie will become a zombie |
974 |
Anyone nearby wielding a missile weapon is acutely near-sighted |
975 |
Anyone nearby wielding a missile weapon is teleported 1d6 miles |
976 |
Anyone nearby with a blade other than a sword can't locate it |
977 |
Anyone nearby with a blade other than a sword falls unconscious |
978 |
Anyone nearby with an axe is attacked by a nearby tree |
979 |
Anyone nearby with an axe is desperate to fell the nearest tree |
980 |
Anyone nearby with an axe is suddenly carrying a lute or guitar |
981 |
Anyone nearby with an axe is totally invulnerable for 1d6 rounds |
982 |
Anyone nearby with bloodstained clothes is revered as a prophet |
983 |
Anyone nearby with bloodstained clothes smells like a corpse |
984 |
Anyone nearby with formal military rank is ordered to the front |
985 |
Anyone nearby with formal military rank is stripped of that rank |
986 |
Anyone nearby with long hair is all but scalped |
987 |
Anyone nearby with more than 50 gold pieces is terribly miserly |
988 |
Anyone nearby with more than 50 gold pieces loses all wealth |
989 |
Anyone now standing on bare earth nearby has +2 ToHit until dawn |
990 |
Anyone now standing on bare earth nearby loses 1d10 hit points |
991 |
Anyone now standing on bare earth nearby regains 1d10 hit points |
992 |
Anyone now standing on bare earth nearby teleports 10d100 yards |
993 |
Anyone now wielding a sword nearby is knocked to the ground |
994 |
Anyone on a horse within 50 yards falls from it clumsily |
995 |
Anyone on a horse within 50 yards has a craving for horsemeat |
996 |
Anyone slain nearby completely decomposes in 1d4 rounds |
997 |
Anyone slain nearby completely fossilizes in 1d4 rounds |
998 |
Anyone slain nearby exudes flammable vapor for 1d4 days |
999 |
Anyone slain nearby is resurrected with opposite alignment |
1000 |
Anyone slain nearby is revealed to be a doppelganger |
d1000 | Result |
---|---|
1 |
Anyone slain nearby issues cryptic prophecy before dying |
2 |
Anyone slain nearby turns instantly to stone |
3 |
Anyone slain nearby turns to coal over 1d4 rounds |
4 |
Anyone using magic nearby briefly appears to be made of wood |
5 |
Anyone using magic nearby gives off a pungent and offensive odor |
6 |
Anyone using magic nearby glows a pale green hue for 24 hours |
7 |
Anyone using magic nearby is intensely attractive for 1d4 rounds |
8 |
Anyone wielding a sword nearby is highly susceptible to poison |
9 |
Anyone wielding a sword nearby loses 1d4 fingers for 1d4 weeks |
10 |
Anyone within 50 yards who is of Elfish descent is arrested |
11 |
Anyone within 50 yards who is of Elfish descent is blinded |
12 |
Anyone within 50 yards with a tattoo loses 4d10 hit points |
13 |
Anyone within 50 yards with a tattoo will be skinned after death |
14 |
Arcane magic cast within 10 miles is heralded by horrid shrieking |
15 |
Arcane magic is impossible within 10 miles for 1d4 hours |
16 |
Blinding smoke issues from the ground when magic is cast nearby |
17 |
Blinding smoke swirls about the area for 1d4 hours |
18 |
Blood sprays from the target point like water from a hose |
19 |
Celestial voices resonate in the air for 1d10 turns |
20 |
Combustion can never occur within 10 yards of the target point |
21 |
Combustion is not possible within 10 miles for 3d8 hours |
22 |
Countless droplets of sticky black tar rain down on the area |
23 |
Countless sharpened stakes jut from the ground in the area |
24 |
Countless slugs and snails litter the ground |
25 |
Countless small lumps of cheese rain down on the area |
26 |
Countless tiny carvings of wooden ducks rain down on the area |
27 |
Diabolical voices issue from the target point |
28 |
Diaphanous jellyfish drift through the air high overhead |
29 |
Displays of hostile emotion are impossible nearby for 6d10 rounds |
30 |
Distances in this area are very difficult to judge accurately |
31 |
Divination magic is impossible for 1d4 days |
32 |
Divination magic is wildly unreliable for 1d4 days |
33 |
Eerie and ominous susurrations issue from the air for one week |
34 |
Enormous birds circle silently overhead for 1d12 hours |
35 |
Events now happening nearby are actually happening 500 years ago |
36 |
Events now happening nearby are in exact accordance with prophecy |
37 |
Events now happening nearby give rise to a new religion |
38 |
Every living creature in the world falls asleep for 6d10 minutes |
39 |
Every living creature in the world hears the word "Xyzzy" |
40 |
Every tree within one mile has an eerie face carved in its bark |
41 |
Every tree within one mile has cryptic runes carved in its bark |
42 |
Every tree within one mile hums sonorously |
43 |
Everyone nearby gains a language known only to those in this area |
44 |
Everyone within 10 yards is chained together |
45 |
Everyone within 50 yards disgorges a large, hairy spider |
46 |
Everyone within 50 yards has 1d100 gold pieces in his pocket |
47 |
Everyone within 50 yards has 1d6 orc's teeth in his pocket |
48 |
Everyone within 50 yards has a 1% chance to become a god |
49 |
Everyone within 50 yards has a 2% chance to explode |
50 |
Everyone within 50 yards has a big snowball in his pocket |
51 |
Everyone within 50 yards has a hen's egg in his pocket |
52 |
Everyone within 50 yards has a lighted candle in his pocket |
53 |
Everyone within 50 yards has a live cobra in his pocket |
54 |
Everyone within 50 yards has a live salmon in his pocket |
55 |
Everyone within 50 yards has a lump of quartz in his mouth |
56 |
Everyone within 50 yards has a red hot coal in his pocket |
57 |
Everyone within 50 yards has a signet ring in his pocket |
58 |
Everyone within 50 yards has a small diamond in his pocket |
59 |
Everyone within 50 yards has an iron ring around his wrist |
60 |
Everyone within 50 yards has delicate glass globe in his pocket |
61 |
Everyone within 50 yards has someone's severed hand in his pocket |
62 |
Everyone within 50 yards is fined 1d100 gold pieces |
63 |
Everyone within 50 yards is holding a wooden cup full of wine |
64 |
Everyone within 50 yards is holding an ice cream cone |
65 |
Everyone within 50 yards is stamped with the king's royal seal |
66 |
Everyone within 50 yards is standing in a small bucket |
67 |
Everyone within 50 yards is suddenly exhausted |
68 |
Everyone within 50 yards is suddenly holding a block of dry ice |
69 |
Everyone within 50 yards is suddenly holding a bucket of chum |
70 |
Everyone within 50 yards is suddenly holding a chicken |
71 |
Everyone within 50 yards is suddenly holding a helium balloon |
72 |
Everyone within 50 yards is suddenly holding a small skull |
73 |
Everyone within 50 yards is suddenly holding an ingot of lead |
74 |
Everyone within 50 yards is suddenly indoors (or outdoors) |
75 |
Everyone within 50 yards is tattooed with a sequential number |
76 |
Everyone within 50 yards swaps his name with someone else nearby |
77 |
Everyone within one mile identifies someone nearby as a deity |
78 |
Everyone within one mile is stricken with intense apathy |
79 |
Everything with one foot of the target point ceases to exist |
80 |
Everything within 5 feet ceases to exist |
81 |
Everything within 5 feet radiates strong magic for one year |
82 |
Everything within 50 yards appears to be lit by blacklight |
83 |
Everything within 50 yards appears to radiate intense evil |
84 |
Everything within 50 yards is permanently drained of color |
85 |
Everything within 50 yards shakes violently for 3d10 rounds |
86 |
Evidence is found of a massive, systematic policy of torture |
87 |
Evidence is found of alien intervention in this world's history |
88 |
Farmland within one mile is amazingly fertile for 1d10+1 years |
89 |
Farmland within one mile is barren for 1d10+1 years |
90 |
Fast-drying concrete covers the area to a depth of 6d6 inches |
91 |
Fire belches forth from the target point for 10d10 hours |
92 |
Fires in this area are drawn toward the target point |
93 |
Food eaten within one mile of this spot gives no nutrition |
94 |
Food eaten within one mile provides twice the normal nutrition |
95 |
For 1d10 rounds, air within 50 yards is as opaque as steel |
96 |
For 1d10 rounds, all wood within 50 yards is water soluble |
97 |
For 1d10 rounds, any spells cast nearby turn their casters yellow |
98 |
For 1d10 rounds, water is highly toxic to all within 50 yards |
99 |
For 1d4 days, fires lit nearby are hot enough to melt steel |
100 |
For 1d4 days, fires lit nearby are visible through metal or stone |
101 |
For 1d4 days, fires lit nearby aren't warm enough to melt ice |
102 |
For 1d6 months, all flame in the world is blue |
103 |
For 2d4 rounds, the ground within 50 yards flexes like elastic |
104 |
For 2d4 rounds, the ground within 50 yards turns to quicksand |
105 |
For one month the moon appears as bright as the Sun |
106 |
For one month the moon appears to fill half of the night sky |
107 |
For one month the Sun appears only as bright as the full moon |
108 |
For one month the Sun is invisible though it still provides light |
109 |
For one round, any nearby priest has 10% chance to summon his god |
110 |
For one turn, the area is lit only by countless flashbulbs |
111 |
For one turn, the area is lit only by flickering candlelight |
112 |
For one year, flashing lights accompany spells cast in this area |
113 |
For one year, spells cast in this area last only one round |
114 |
From now on, all within 50 yards are left-handed |
115 |
From now on, all within 50 yards look as wounded as they are now |
116 |
Genocidal war breaks out between two or more major races |
117 |
Gravity is skewed by 45° in this area until sunrise tomorrow |
118 |
Gravity within 100 yards has no effect on wood |
119 |
Half a ton of iron filings sprays from the target point |
120 |
Half a ton of pureed carrots sprays from the target point |
121 |
Half of the people nearby are half-invisible to the other half |
122 |
Half of the people nearby are teleported 1d4 miles north |
123 |
Half of the planet vanishes, but the remaining half is stable |
124 |
Half the planet spins clockwise, the other half counter-clockwise |
125 |
Hallucinogenic mist billows from the target point until sunset |
126 |
Highly flammable gas sprays from the target point |
127 |
Horrific, deafening laughter echoes through the area for one week |
128 |
Horses tend to throw their riders while traveling in this area |
129 |
Huge animal-shapes are traced in the soil in a one mile radius |
130 |
Huge volumes of strongly emetic vapor spray from the target point |
131 |
Huge, cryptic symbols appear on the side of a nearby mountain |
132 |
Hundreds of highly venomous snakes emerge from the ground |
133 |
Hundreds of hungry dogs appear in the vicinity |
134 |
Hundreds of thousands of acorns fall from the sky |
135 |
Hurricane-strength winds swirl around the target point |
136 |
Ice cold water sprays from the ground beneath the target point |
137 |
Ice suddenly covers the ground nearby to a depth of 1d6 inches |
138 |
Icy mist issues from the target for 1d4 days |
139 |
If indoors, all exits are sealed; if not, roll again |
140 |
If indoors, the building is evacuated of air; if not, roll again |
141 |
If indoors, the building shrinks by 50%; if not, roll again |
142 |
If indoors, the building vanishes; if not, roll again |
143 |
If the area is wooded, all nearby become lost; if not, roll again |
144 |
In this area, moonlight causes sound to be stifled |
145 |
In this area, non-magical metal is invisible under moonlight |
146 |
In this area, sunlight seems 1d4 times as bright as normal |
147 |
In this region, arcane magic is blamed for all kinds of disasters |
148 |
In this region, Dwarves are considered a rare delicacy |
149 |
In this region, Dwarves consider clothing to be unnecessary |
150 |
In this region, gold is invulnerable to magic |
151 |
In this region, hail has been falling for 2d4 days |
152 |
In this region, it's been snowing for two weeks straight |
153 |
In this region, missile weapons are considered cowardly |
154 |
In this region, possession of gold is now a capital offense |
155 |
In this region, the use of arcane magic is punishable by death |
156 |
In this region, the use of magic items is heavily taxed |
157 |
In this region, the use of priestly magic is strictly controlled |
158 |
Innumerable glowing orbs emerge from the target point |
159 |
It's suddenly night, lasting until dawn would normally occur |
160 |
Jagged rocks erupt from the ground in a 100 yard radius |
161 |
Large poppies bloom in a 100 yard radius from the target point |
162 |
Lightning bolts issue from the spell's target point |
163 |
Loud thunder booms overhead whenever magic is used in this area |
164 |
Magic users are persecuted throughout this country |
165 |
Magical healing is not possible within 10 miles |
166 |
Magical healing is unreliable during daylight within 10 miles |
167 |
Magical illusions are impossible within 10 miles for 2d4-1 days |
168 |
Magical invisibility is forever impossible within 50 miles |
169 |
Many thousands of birds soon take up residence in this area |
170 |
Missile attacks are futile within 50 yards of the target point |
171 |
Missiles fired nearby all fly toward the same creature |
172 |
Missiles fired nearby are 5% likely to induce True Love |
173 |
Missiles fired nearby can induce paralysis on a successful hit |
174 |
Missiles fired nearby crash like thunder when they hit |
175 |
Missiles fired nearby disintegrate while in flight |
176 |
Missiles fired nearby explode into embers after 1d4 rounds |
177 |
Missiles fired nearby fly straight up into the sky and vanish |
178 |
Missiles fired nearby have an absolute range limit of 10 yards |
179 |
Missiles fired nearby hit the spell's target point |
180 |
Missiles fired nearby inflict damage only on a ToHit roll of 20 |
181 |
Missiles fired nearby invariably miss their targets |
182 |
Missiles fired nearby leave colorful trails of light |
183 |
Missiles fired nearby travel an additional 1d10 miles |
184 |
Moonlight in this area induces extreme covetousness |
185 |
Moonlight in this area induces extreme melancholy in Elves |
186 |
Moonlight in this area induces furious bloodlust |
187 |
Moonlight in this area induces pain in lycanthropes |
188 |
Moonlight in this area induces panic in those of INT 14 or above |
189 |
Moonlight in this area induces unrestrained lecherousness |
190 |
Moonlight in this area is blood red |
191 |
Natural animals in this area can readily detect magic |
192 |
Natural animals respond badly to anyone now within 50 yards |
193 |
Nearest bridge appears in the immediate area |
194 |
Nearest bridge appears to be a rainbow |
195 |
Nearest bridge appears to be made of thick fog |
196 |
Nearest bridge can't be crossed by anyone wearing footwear |
197 |
Nearest bridge collapses after the next 1d6 people cross it |
198 |
Nearest bridge is as pliant as rubber |
199 |
Nearest bridge is burned |
200 |
Nearest bridge is clear like glass |
201 |
Nearest bridge is made of teeth |
202 |
Nearest bridge is suddenly over troubled waters |
203 |
Nearest bridge is takes 2d4 hours to cross |
204 |
Nearest bridge opens like a drawbridge |
205 |
Nearest bridge turns permanently invisible |
206 |
Nearest building can only be entered by walking backwards |
207 |
Nearest building is exactly duplicated at the target point |
208 |
Nearest door appears at the target point |
209 |
Nearest door is a jar |
210 |
Nearest door is a portal to an ancient temple of a powerful deity |
211 |
Nearest door opens to a point 1d10 days in the future |
212 |
Nearest door opens to a point 1d10 miles in the air |
213 |
Nearest door opens to the target point |
214 |
Nearest doorway can't be traversed by anyone at full hit points |
215 |
Nearest doorway can't be traversed by anyone wearing armor |
216 |
Nearest doorway causes all who pass through it to age 1d4 years |
217 |
Nearest forest acquires malevolent sentience and intelligence |
218 |
Nearest forest is set ablaze |
219 |
Nearest government collapses amid rumors of infernal pacts |
220 |
Nearest government switches to a manure-based economic system |
221 |
Nearest horse becomes bipedal |
222 |
Nearest horse sprouts two additional pairs of functional legs |
223 |
Nearest lake becomes crystal clear but is highly toxic to humans |
224 |
Nearest lake can't be safely traversed by any sort of watercraft |
225 |
Nearest lake completely drains in a slow, clockwise spiral |
226 |
Nearest lake completely evaporates over the next 1d4 rounds |
227 |
Nearest lake conceals a sunken city containing incredible riches |
228 |
Nearest lake contains a sunken armada from some long-lost navy |
229 |
Nearest lake contains an ice berg |
230 |
Nearest lake doubles its volume during each of the next 1d4 days |
231 |
Nearest lake drains to reveal the corpse of a long-dead deity |
232 |
Nearest lake freezes completely solid over the next 1d4 rounds |
233 |
Nearest lake heats to 200° over the next 1d4 rounds |
234 |
Nearest lake is covered by a tarp |
235 |
Nearest lake is encircled by a moat of flaming pitch |
236 |
Nearest lake is home to a colony of unaging amphibious humanoids |
237 |
Nearest lake is perpetually fog-shrouded |
238 |
Nearest lake rises as a huge water elemental and walks to the sea |
239 |
Nearest lake suddenly appears at the center of the nearest town |
240 |
Nearest lake suppresses magic within one mile of its shores |
241 |
Nearest lake undergoes massive tidal surges for one week |
242 |
Nearest monastery conceals a gate to hell |
243 |
Nearest monastery holds the only copies of many priceless books |
244 |
Nearest monastery often engages in dangerous and abhorrent rites |
245 |
Nearest mountain slides 1d10 miles north |
246 |
Nearest oak tree grows to 20X its current size |
247 |
Nearest oak tree is older than the entire world |
248 |
Nearest oak tree periodically shoots poisonous thorns |
249 |
Nearest oak tree turns to bronze |
250 |
Nearest oak tree turns to solid gold |
251 |
Nearest oak tree uproots and goes on a rampage |
252 |
Nearest priest becomes fearless in the face of death |
253 |
Nearest priest believes he's been excommunicated |
254 |
Nearest priest believes that cannibalism is a sacrament |
255 |
Nearest priest believes that clothing is an abomination |
256 |
Nearest priest believes that he's recently slain his deity |
257 |
Nearest priest believes that his deity has abandoned him |
258 |
Nearest priest believes that his deity has made him immortal |
259 |
Nearest priest believes that his deity is at his beck and call |
260 |
Nearest priest believes that his deity is standing nearby |
261 |
Nearest priest believes that someone nearby is his deity |
262 |
Nearest priest falls badly out of favor with his deity |
263 |
Nearest priest finds a book of nice and accurate prophecies |
264 |
Nearest priest has been stealing from the church's coffers |
265 |
Nearest priest has secretly engaged in commendable charity work |
266 |
Nearest priest is implicated in a scandal involving livestock |
267 |
Nearest priest is summoned by his deity |
268 |
Nearest priest is wholly immune to arcane magic for 4d6 hours |
269 |
Nearest priest realizes that he's worshipping the wrong deity |
270 |
Nearest priest thinks he's being persecuted for his beliefs |
271 |
Nearest river conceals the entrance to a great underground empire |
272 |
Nearest river freezes solid over the next 1d10 rounds |
273 |
Nearest river is dammed |
274 |
Nearest river is damned |
275 |
Nearest river is discovered to be artificial |
276 |
Nearest river is now 1d4X as deep as it was this morning |
277 |
Nearest river is permanently blood red but is otherwise unchanged |
278 |
Nearest river now runs directly through the nearest town |
279 |
Nearest river now runs directly through this area |
280 |
Nearest stone structure undergoes explosive decompression |
281 |
Nearest town breaks loose from the mainland and drifts out to sea |
282 |
Nearest town descends into weeks of mindless debauchery |
283 |
Nearest town erupts into riots and turf wars |
284 |
Nearest town is actually hidden within a modern wildlife preserve |
285 |
Nearest town is annexed by a warring neighbor nation |
286 |
Nearest town is completely deserted |
287 |
Nearest town is completely overrun by marauding orcs |
288 |
Nearest town is inaccessible by land |
289 |
Nearest town is populated entirely by a brutal and dangerous cult |
290 |
Nearest town is populated entirely by anthropomorphic pigs |
291 |
Nearest town is populated entirely by illusions |
292 |
Nearest town is populated entirely by undead |
293 |
Nearest town is razed |
294 |
Nearest town is the site of an ancient magical battle |
295 |
Nearest town is totally forgotten by the outside world |
296 |
Nearest town secedes from the kingdom |
297 |
Nearest town signs a secret pact with an invading horde of orcs |
298 |
Nearest wizard breaks his staff and throws his books into the sea |
299 |
Nearest wizard can only use magic in full daylight |
300 |
Nearest wizard is beseeched by a girl, her dog, and three friends |
301 |
Nearest wizard is challenged to a magical duel by a dragon |
302 |
Nearest wizard is equally affected by magic he casts on others |
303 |
Nearest wizard is exposed as a fraud and a charlatan |
304 |
Nearest wizard is unable to cast magic upon himself |
305 |
Nearest wizard suspects that he's a fraud and a charlatan |
306 |
Next 1d4 people to draw weapons nearby fall unconscious |
307 |
Next 1d4 people to draw weapons nearby forget how to use them |
308 |
Next 1d4+1 spells cast in this area also trigger Chaos Bursts |
309 |
Next area-effect magic used nearby affects only a single target |
310 |
Next area-effect magic used nearby affects only males |
311 |
Next area-effect magic used nearby centers on a point miles away |
312 |
Next area-effect magic used nearby centers on its caster |
313 |
Next fire-based magic used nearby causes panic in all who see it |
314 |
Next fire-based magic used nearby detonates on its caster |
315 |
Next fire-based magic used nearby produces cold instead of heat |
316 |
Next fire-based magic used nearby produces impenetrable darkness |
317 |
Next fire-based magic used nearby produces smoke but no fire |
318 |
Next fire-based magic used nearby produces water instead of fire |
319 |
Next person nearby to draw blood also loses that many hit points |
320 |
Next person nearby to draw blood appears in the nearest prison |
321 |
Next person nearby to draw blood becomes water soluble |
322 |
Next person nearby to draw blood can use no weapon for 2d12 hours |
323 |
Next person nearby to draw blood can't be blinded by smoke |
324 |
Next person nearby to draw blood dies if he's wounded before dawn |
325 |
Next person nearby to draw blood disgorges a large steel bowl |
326 |
Next person nearby to draw blood gains that many hit points |
327 |
Next person nearby to draw blood has a +4 ToHit bonus until dawn |
328 |
Next person nearby to draw blood howls like a wolf under the moon |
329 |
Next person nearby to draw blood is 10% likely to crumble to dust |
330 |
Next person nearby to draw blood is 10% likely to explode |
331 |
Next person nearby to draw blood is himself sprayed with blood |
332 |
Next person nearby to draw blood is sought by the authorities |
333 |
Next person nearby to draw blood is swarmed by innumerable bats |
334 |
Next person nearby to draw blood is whisked away into the sky |
335 |
Next person nearby to draw blood never needs to sleep again |
336 |
Next person nearby to draw blood shrinks by 8d10% |
337 |
Next person nearby to draw blood suffers extensive amnesia |
338 |
Next person nearby to draw blood then tries to destroy his weapon |
339 |
Next person nearby to draw blood thereafter thinks he's a vampire |
340 |
Next person nearby to draw blood thinks that on fire |
341 |
Next person nearby to draw blood vanishes for 1d4 days |
342 |
Next person nearby to draw blood wakes tomorrow as a chimpanzee |
343 |
Next person nearby to draw blood wakes tomorrow soaked in blood |
344 |
Next person nearby to miss an attack can't attack for 4d6 hours |
345 |
Next person nearby to miss an attack collapses into a deep coma |
346 |
Next person nearby to miss an attack cries like a baby until dawn |
347 |
Next person nearby to miss an attack shrieks wildly for 4d6 hours |
348 |
Next person nearby to say his name can't use magic for 1d10 days |
349 |
Next person nearby to say his name goes berserk |
350 |
Next person nearby to say his name is attacked by rabbits |
351 |
Next person nearby to say his name is attacked by rodents |
352 |
Next person nearby to say his name is healed for 2d6 hit points |
353 |
Next person nearby to say his name is targeted for assassination |
354 |
Next person nearby to say his name permanently forgets his name |
355 |
Next person nearby to say his name teleports into a nearby cave |
356 |
Next person nearby to say his name then runs away at top speed |
357 |
Next person nearby to say his name wakes 5d10 miles away tomorrow |
358 |
Next person nearby to speak finds that his mouth has vanished |
359 |
Next person nearby to speak is bound in coils of steel wire |
360 |
Next person nearby to speak is hurled 10d10 feet in the air |
361 |
Next person nearby to speak is thrown into a deep well |
362 |
Next person nearby to use magic becomes two dimensional |
363 |
Next person nearby to use magic is 5% likely to be disemboweled |
364 |
Next person nearby to use magic is enslaved to someone nearby |
365 |
Next person nearby to use magic is restored to full hit points |
366 |
Next person nearby to use magic is turned to wood |
367 |
Next person nearby to use magic is wrapped in a cocoon |
368 |
Next person nearby to use magic loses the ability to feel pain |
369 |
Next person nearby to use magic rises one level |
370 |
Next person nearby to use magic sees illusory giraffes everywhere |
371 |
Next person nearby to use magic then shuns all magic for 1d4 weeks |
372 |
Next person nearby to use magic turns bright pink for 1d4 weeks |
373 |
Next person nearby to use magic turns into a frog or a dove |
374 |
Next person nearby to use magic turns into a zombie for 1d8 days |
375 |
Next person nearby to use magic turns invisible above his nose |
376 |
Next person nearby to use profanity is fined 500,000 gold pieces |
377 |
Next person nearby to use profanity is stricken mute for one week |
378 |
Next person slain nearby crumbles into a heap of toxic ash |
379 |
Next person slain nearby disappears without a trace |
380 |
Next person slain nearby explodes messily |
381 |
Next person slain nearby flies into the air and vanishes |
382 |
Next person slain nearby has his skull and spine torn out |
383 |
Next person slain nearby haunts the area for hundreds of years |
384 |
Next person slain nearby is borne away by wonder-working dolphins |
385 |
Next person slain nearby is found to contain hundreds of mice |
386 |
Next person slain nearby is immediately breaded and deep-fried |
387 |
Next person slain nearby is immediately butchered like a deer |
388 |
Next person slain nearby is immediately plated in chrome |
389 |
Next person slain nearby is resurrected with full hit points |
390 |
Next person slain nearby is soon thereafter worshipped as a god |
391 |
Next person slain nearby is welcomed into his deity's pantheon |
392 |
Next person slain nearby never really existed |
393 |
Next person slain nearby slowly transforms into solid gold |
394 |
Next person slain nearby sputters about like a deflating balloon |
395 |
Next person slain nearby turns into a large swine as he dies |
396 |
Next person slain nearby was the offspring of a god |
397 |
Next person struck by magic nearby thinks he's a toddler |
398 |
Next person to be injured nearby is permanently crippled |
399 |
Next person to be injured nearby is restored to full hit points |
400 |
Next person to cross the nearest bridge turns into a troll |
401 |
Next plant-based magic used nearby turns its user to a scarecrow |
402 |
Next plant-based magic uses nearby turns its user to a vegetarian |
403 |
Next polymorph magic used nearby affects 1d4 other targets nearby |
404 |
Next polymorph magic used nearby affects a random target nearby |
405 |
Next polymorph magic used nearby can't be undone |
406 |
Next polymorph magic used nearby completely heals its caster |
407 |
Next polymorph magic used nearby doubles its caster's height |
408 |
Next polymorph magic used nearby is only 50% effective |
409 |
Next polymorph magic used nearby knocks its caster unconscious |
410 |
Next polymorph magic used nearby lapses after one round |
411 |
Next polymorph magic used nearby lasts for 1d100 days |
412 |
Next polymorph magic used nearby leaves its caster badly deformed |
413 |
Next polymorph magic used nearby makes its caster a quadruped |
414 |
Next polymorph magic used nearby splits its target in two |
415 |
Next polymorph magic used nearby turns its caster into a rooster |
416 |
Next polymorph magic used nearby turns its caster into its target |
417 |
Next polymorph magic used nearby turns its target into a whale |
418 |
Next polymorph magic used nearby turns its target to living metal |
419 |
Next polymorph magic used nearby turns its target to stone |
420 |
Next polymorph magic used nearby yields a random result |
421 |
Next spell cast in this area equally affects all within 50 yards |
422 |
Next spell cast in this area has a permanent duration |
423 |
Next weapon drawn nearby attacks its wielder |
424 |
Next weapon drawn nearby becomes twice as heavy as its wielder |
425 |
Next weapon drawn nearby can't cross running water |
426 |
Next weapon drawn nearby can't kill anyone while its owner lives |
427 |
Next weapon drawn nearby causes its wielder to distrust magic |
428 |
Next weapon drawn nearby chills to -200° |
429 |
Next weapon drawn nearby damages the sanity of its wielder |
430 |
Next weapon drawn nearby disintegrates if used to kill someone |
431 |
Next weapon drawn nearby fills its wielder with crippling fear |
432 |
Next weapon drawn nearby forces its wielder to attack his allies |
433 |
Next weapon drawn nearby hurls itself into the sky |
434 |
Next weapon drawn nearby ignites and burns like magnesium |
435 |
Next weapon drawn nearby inflicts only illusory damage |
436 |
Next weapon drawn nearby inflicts only minimum possible damage |
437 |
Next weapon drawn nearby instantly quadruples in size |
438 |
Next weapon drawn nearby is as soft as silk until sunset tomorrow |
439 |
Next weapon drawn nearby is attracted to the spell's target point |
440 |
Next weapon drawn nearby is instantly struck by lightning |
441 |
Next weapon drawn nearby makes its user's foes invisible to him |
442 |
Next weapon drawn nearby makes its wielder seem far more powerful |
443 |
Next weapon drawn nearby makes its wielder think he's immortal |
444 |
Next weapon drawn nearby makes its wielder think he's invisible |
445 |
Next weapon drawn nearby mimics its wielder's personality |
446 |
Next weapon drawn nearby pulses with strange lights and music |
447 |
Next weapon drawn nearby quickly becomes as hot as the Sun |
448 |
Next weapon drawn nearby seizes control of its wielder's body |
449 |
Next weapon drawn nearby vanishes until the melee is over |
450 |
Next weapon drawn nearby was stolen from the royal armory |
451 |
Next weapon nearby to draw blood appears to be horribly evil |
452 |
Next weapon nearby to draw blood attracts a demon's attention |
453 |
Next weapon nearby to draw blood becomes invisible to its wielder |
454 |
Next weapon nearby to draw blood becomes legendary |
455 |
Next weapon nearby to draw blood can thereafter cut through steel |
456 |
Next weapon nearby to draw blood can't draw blood for 1d4 weeks |
457 |
Next weapon nearby to draw blood ceases to exist |
458 |
Next weapon nearby to draw blood doubles in length until sunrise |
459 |
Next weapon nearby to draw blood glows in the presence of humans |
460 |
Next weapon nearby to draw blood has been used to murder a king |
461 |
Next weapon nearby to draw blood heats to 800° |
462 |
Next weapon nearby to draw blood imparts visions of perdition |
463 |
Next weapon nearby to draw blood induces bloodlust in its wielder |
464 |
Next weapon nearby to draw blood induces envy in its wielder |
465 |
Next weapon nearby to draw blood induces lethargy in its wielder |
466 |
Next weapon nearby to draw blood induces mad panic in its wielder |
467 |
Next weapon nearby to draw blood induces pacifism in its wielder |
468 |
Next weapon nearby to draw blood infects its wielder with leprosy |
469 |
Next weapon nearby to draw blood is +1 ToHit for one week |
470 |
Next weapon nearby to draw blood is 10% likely to disintegrate |
471 |
Next weapon nearby to draw blood is 10% likely to explode |
472 |
Next weapon nearby to draw blood is -2 ToHit for one month |
473 |
Next weapon nearby to draw blood is 25% likely to turn to ice |
474 |
Next weapon nearby to draw blood is coveted by dragons |
475 |
Next weapon nearby to draw blood is discovered to be a cheap copy |
476 |
Next weapon nearby to draw blood is discovered to be an illusion |
477 |
Next weapon nearby to draw blood is encased in a plaster cast |
478 |
Next weapon nearby to draw blood is forever indestructible |
479 |
Next weapon nearby to draw blood is found to be a mighty artifact |
480 |
Next weapon nearby to draw blood is fused to its wielder's hand |
481 |
Next weapon nearby to draw blood is replaced by an imperfect copy |
482 |
Next weapon nearby to draw blood is slicked with butter |
483 |
Next weapon nearby to draw blood is struck by lightning 1d6 times |
484 |
Next weapon nearby to draw blood is suddenly as light as hydrogen |
485 |
Next weapon nearby to draw blood is thereafter highly flammable |
486 |
Next weapon nearby to draw blood is thereafter stolen by goblins |
487 |
Next weapon nearby to draw blood is worth 100X its normal value |
488 |
Next weapon nearby to draw blood knocks its wielder unconscious |
489 |
Next weapon nearby to draw blood laughs malevolently until sunset |
490 |
Next weapon nearby to draw blood leaps 1d4 months into the future |
491 |
Next weapon nearby to draw blood makes its wielder smell horrible |
492 |
Next weapon nearby to draw blood quickly ages 1d10000 years |
493 |
Next weapon nearby to draw blood returns to its original owner |
494 |
Next weapon nearby to draw blood returns to this spot in 6d6 days |
495 |
Next weapon nearby to draw blood sinks 1d10 feet into the ground |
496 |
Next weapon nearby to draw blood soaks its wielder in blood |
497 |
Next weapon nearby to draw blood sprouts thorny projections |
498 |
Next weapon nearby to draw blood suddenly weighs 1d4 tons |
499 |
Next weapon nearby to draw blood suffers an inconvenient curse |
500 |
Next weapon nearby to draw blood teleports to some dragon's horde |
501 |
Next weapon nearby to draw blood thereafter craves blood |
502 |
Next weapon nearby to draw blood thereby fulfills a prophecy |
503 |
Next weapon nearby to draw blood vanishes if that victim dies |
504 |
Next weapon nearby to draw blood was forged on another planet |
505 |
Next weapon nearby to draw blood will vanish if it's cleaned |
506 |
Next weapon nearby to draw blood winds up at the bottom of a well |
507 |
Night falls in 1d4 rounds and lasts 2d4-1 days |
508 |
No bipedal creatures can come within 10 yards of the target point |
509 |
No bipedal creatures can speak within 100 yards of this place |
510 |
No blade within one mile can be sharpened for 1d4 weeks |
511 |
No blade within one mile can cut live flesh until noon tomorrow |
512 |
No females within 50 yards can be injured by males for 6d8 hours |
513 |
No females within one mile can speak until sunset tomorrow |
514 |
No males within one mile can be injured for 1d4 rounds |
515 |
No males within one mile can speak until sunset tomorrow |
516 |
No memory, record, or evidence exists about the last 1d10 turns |
517 |
No one currently wearing shoes nearby can speak until dawn |
518 |
No one currently wearing shoes nearby can use magic for one week |
519 |
No one in the world can die or be slain for 3d8 hours |
520 |
No one in the world can sleep for 1d6 days |
521 |
No one in the world can speak for 10d10 rounds |
522 |
No one in the world can tell a lie for the next 24 hours |
523 |
No one nearby can eat food for 1d8 days |
524 |
No one nearby can teleport or be teleported for 1d4 years |
525 |
No one nearby can use any form of scrying magic for one year |
526 |
No one within 1,000 miles can successfully cast Dispel Magic |
527 |
No one within 1,000 miles knows the spell Remove Curse |
528 |
No one within 50 yards benefits from healing magic for 1d10 weeks |
529 |
No one within 50 yards can cross running water for 1d4 days |
530 |
No one within 50 yards can draw a weapon for 1d10 rounds |
531 |
No one within 50 yards can leave the area for 4d6 hours |
532 |
No one within 50 yards can see artificial light sources |
533 |
No one within 50 yards can speak until dawn |
534 |
No one within 50 yards can use rope or the like for 2d4 days |
535 |
No one within 50 yards can wear armor for 1d6 days |
536 |
No one within 50 yards ever again feels hunger |
537 |
No one within 50 yards has eaten in 3d4 days |
538 |
No one within 50 yards has slept in 4d6 days |
539 |
No one within 50 yards is welcome in any city within 100 miles |
540 |
No one within 50 yards needs to breathe until dawn tomorrow |
541 |
No one within 50 yards needs to eat for the next month |
542 |
No one within 50 yards trusts anyone else for 1d6 hours |
543 |
No plants can ever grow again within 50 yards of the target point |
544 |
No precipitation falls within 10 miles for 4d6 months |
545 |
Non-magical gold is toxic to all within 50 yards |
546 |
Non-sentient animals shun this area forever |
547 |
Numerous fires erupt in the nearest town |
548 |
One magic potion nearby is instantly lethal |
549 |
One magic potion nearby will trigger a Chaos Burst when consumed |
550 |
One random sword nearby is 40% likely to heal instead of wound |
551 |
One random sword nearby is bent like a horseshoe |
552 |
One random sword nearby is duplicated under every full moon |
553 |
One random sword nearby is permanently blunted |
554 |
One random sword nearby is razor-sharp and indestructible |
555 |
One random sword nearby leaves faint rainbow streaks in the air |
556 |
One random sword nearby opens like an umbrella |
557 |
One random sword nearby protects its owner against natural acid |
558 |
One random sword nearby protects its owner against natural cold |
559 |
One random sword nearby protests loudly when wielded in combat |
560 |
One random sword nearby turns into a flock of doves |
561 |
One random sword nearby was forged in the fires of hell by demons |
562 |
One random sword nearby will explode on contact with blood |
563 |
One suit of armor nearby becomes free-willed and belligerent |
564 |
One suit of armor nearby fuses into a single piece |
565 |
One suit of armor nearby heats to 600° the next time it's struck |
566 |
One suit of armor nearby is burned to slag |
567 |
Plans for a perpetual motion device appear at the target point |
568 |
Popular opinion nearby is sharply opposed to the use of magic |
569 |
Poverty is rampant because employers hire cheap kobold laborers |
570 |
Priestly magic is impossible within 10 miles for 1d4 hours |
571 |
Racial bigotry flares up within a 100 mile radius for 1d4 weeks |
572 |
Rats and similar vermin are drawn to this area in great numbers |
573 |
Ruins discovered nearby hint at an ancient, advanced civilization |
574 |
Scalding steam sprays violently from the spell's target point |
575 |
Seawater is highly toxic to all within 50 yards |
576 |
Several large saw blades whirl through the area for 2d6 rounds |
577 |
Shadows in this area seem to conceal malicious, mischievous imps |
578 |
Small pebbles pelt all within 50 yards who aren't wearing armor |
579 |
Snow falls heavily in the area for 2d4-1 days and nights |
580 |
Some dangerous anachronistic beast appears at the target point |
581 |
Some magic item nearby absorbs its owner and becomes an artifact |
582 |
Some magic item nearby gives off highly toxic light |
583 |
Some major race dies out in the next 2d4 years |
584 |
Some major race splits into two incompatible sub-species |
585 |
Some non-magical animal nearby becomes immortal |
586 |
Some non-magical animal nearby suddenly has 25 Intelligence |
587 |
Someone nearby acquires 10% magic resistance |
588 |
Someone nearby adopts a new mentor each day |
589 |
Someone nearby always thinks that it's raining |
590 |
Someone nearby attacks nobles on sight |
591 |
Someone nearby attracts 2d10 followers who think he's a prophet |
592 |
Someone nearby awakens tomorrow in a stone sepulcher |
593 |
Someone nearby babbles about cone-shaped beings who took his mind |
594 |
Someone nearby becomes intensely covetous of others' magic items |
595 |
Someone nearby briefly turns into a rooster at every sunrise |
596 |
Someone nearby can become a zombie for 1d6 hours per week |
597 |
Someone nearby can breathe only underwater for 4d6 hours |
598 |
Someone nearby can leap across streams or rivers with ease |
599 |
Someone nearby can never sit or lie down again |
600 |
Someone nearby can now only be wounded by magic or silver weapons |
601 |
Someone nearby can prove that all within 50 yards died years ago |
602 |
Someone nearby can regenerate 1 hit point per hour for 1d4 weeks |
603 |
Someone nearby can shrink to half his height at will |
604 |
Someone nearby can speak only in a whisper |
605 |
Someone nearby can subsist on twigs and grasses |
606 |
Someone nearby can survive 1d4 beheadings |
607 |
Someone nearby can turn invisible by holding a toad in his mouth |
608 |
Someone nearby can't approach within 10 yards of an open door |
609 |
Someone nearby can't be harmed by any nonferrous metal |
610 |
Someone nearby can't be harmed by smoke |
611 |
Someone nearby can't be physically harmed by demons |
612 |
Someone nearby can't be strangled by non-magical rope or cord |
613 |
Someone nearby can't move his arms in daylight |
614 |
Someone nearby claims to speak for the creator of the universe |
615 |
Someone nearby dances like a marionette for 1d10 rounds |
616 |
Someone nearby develops a radical new philosophy of magic |
617 |
Someone nearby discovers solid proof that he doesn't really exist |
618 |
Someone nearby discovers solid proof that no deities really exist |
619 |
Someone nearby disgorges 1d6 large housecats |
620 |
Someone nearby disgorges 1d6 severed hands |
621 |
Someone nearby disgorges a tin bucket of hot coals |
622 |
Someone nearby disgorges himself |
623 |
Someone nearby doubles in weight in each of the next 1d8 rounds |
624 |
Someone nearby engages in frenetic calisthenics for 1d12 hours |
625 |
Someone nearby feels crushing humiliation while in sunlight |
626 |
Someone nearby feels intensely cold in the presence of horses |
627 |
Someone nearby finds a book detailing horrific summoning rites |
628 |
Someone nearby finds a complete map of his own nervous system |
629 |
Someone nearby finds a large cloth bearing a bearded man's image |
630 |
Someone nearby finds a potion that causes its drinker to explode |
631 |
Someone nearby finds a potion that changes its drinker's sex |
632 |
Someone nearby finds a potion that cures any non-magical disease |
633 |
Someone nearby finds a potion that doubles its drinker's age |
634 |
Someone nearby finds a potion that halves its drinker's age |
635 |
Someone nearby finds a potion that turns its drinker into a gnome |
636 |
Someone nearby finds a potion that turns its drinker into a tree |
637 |
Someone nearby finds a potion that turns its drinker to sand |
638 |
Someone nearby finds a tunnel running straight through the planet |
639 |
Someone nearby finds an apparently simple wooden cup |
640 |
Someone nearby finds his own severed head from some future time |
641 |
Someone nearby flies into a terrible rage when he sees magic used |
642 |
Someone nearby forever refuses to believe that magic truly exists |
643 |
Someone nearby fosters rumors that he's a demigod |
644 |
Someone nearby gains 10d100 experience points |
645 |
Someone nearby glows from within as though he's swallowed a torch |
646 |
Someone nearby goes berserk and is invulnerable for 1d10 rounds |
647 |
Someone nearby habitually makes utterly improbable boasts |
648 |
Someone nearby has a legitimate claim to the throne |
649 |
Someone nearby has a potion that turns half of his body invisible |
650 |
Someone nearby has a transcendent religious experience |
651 |
Someone nearby has a treasure map carved into his back |
652 |
Someone nearby has deeply offended the ruling family |
653 |
Someone nearby has produced a child with a powerful demon |
654 |
Someone nearby has two extra thumbs jutting from his forehead |
655 |
Someone nearby hoots like an owl when he hears his name |
656 |
Someone nearby inflates like a puffer fish whenever he's angry |
657 |
Someone nearby inherits wealth equal to a small nation's treasury |
658 |
Someone nearby is 3% likely to explode whenever he draws a weapon |
659 |
Someone nearby is about to go totally insane |
660 |
Someone nearby is accused of assassinating the king |
661 |
Someone nearby is attended by 1d4 skeletal servants |
662 |
Someone nearby is blamed for looting the nearest magical library |
663 |
Someone nearby is blamed for some recent magical disaster |
664 |
Someone nearby is blown all out of proportion |
665 |
Someone nearby is bound in red-hot iron chains |
666 |
Someone nearby is bound to this area and can never leave it |
667 |
Someone nearby is carried away by a flock of vultures |
668 |
Someone nearby is carrying a long-lost and forbidden manuscript |
669 |
Someone nearby is carrying an artifact sacred to 1d4 races |
670 |
Someone nearby is carrying an incredibly virulent plague |
671 |
Someone nearby is certain that he's immune to poison |
672 |
Someone nearby is chained high in the branches of a nearby tree |
673 |
Someone nearby is completely fireproof for one year |
674 |
Someone nearby is completely immune to non-magical poisons |
675 |
Someone nearby is convinced that he'll be eternally damned |
676 |
Someone nearby is covered with countless hideous and fetid scabs |
677 |
Someone nearby is crushed as though at the bottom of the ocean |
678 |
Someone nearby is discovered to be a spy |
679 |
Someone nearby is discovered to be dangerously sociopathic |
680 |
Someone nearby is doomed to die in a horribly embarrassing manner |
681 |
Someone nearby is dragged bodily to hell |
682 |
Someone nearby is dragged into the sea by hideous fish-people |
683 |
Someone nearby is drawn and quartered |
684 |
Someone nearby is encased up to his chin in a large glass cube |
685 |
Someone nearby is entangled in a massive snarl of ribbons |
686 |
Someone nearby is exempt from all laws concerning public decency |
687 |
Someone nearby is fatally compressed into a small cube |
688 |
Someone nearby is hit by lightning in each of the next 1d4 rounds |
689 |
Someone nearby is immobilized at the spell's target point |
690 |
Someone nearby is immune to all priestly magic for 1d12 months |
691 |
Someone nearby is immune to bludgeoning weapons for 1d8 hours |
692 |
Someone nearby is immune to most poison, but meat is toxic to him |
693 |
Someone nearby is immune to stabbing weapons for 1d4 days |
694 |
Someone nearby is immune to the spell that triggered this Burst |
695 |
Someone nearby is implicated in a scandal involving livestock |
696 |
Someone nearby is infected with a malign, intelligent parasite |
697 |
Someone nearby is known to have destroyed one hundred dragon eggs |
698 |
Someone nearby is peeled like a banana |
699 |
Someone nearby is possessed by 1d8 demons |
700 |
Someone nearby is revealed to be a colony of intelligent insects |
701 |
Someone nearby is revealed to be many centuries old |
702 |
Someone nearby is revealed to be of demonic heritage |
703 |
Someone nearby is said to be the last prophet of a dying religion |
704 |
Someone nearby is savaged by vicious, invisible dogs |
705 |
Someone nearby is sentenced to be executed for heresy |
706 |
Someone nearby is sheathed in candle wax |
707 |
Someone nearby is stung by 1d1000 bees |
708 |
Someone nearby is suddenly dressed in provocative leather attire |
709 |
Someone nearby is suddenly hideously deformed |
710 |
Someone nearby is tattooed head to toe with graphic, lurid scenes |
711 |
Someone nearby is the illegitimate child of some local ruler |
712 |
Someone nearby is the subject of a vivisectionist's experiments |
713 |
Someone nearby is torn asunder by dozens of feral children |
714 |
Someone nearby is unable to bend his legs until sunrise |
715 |
Someone nearby is unable to move from this area until sunrise |
716 |
Someone nearby is wearing a suit of solid gold plate armor |
717 |
Someone nearby is wearing a suit of the finest sheer silk |
718 |
Someone nearby leaves footprints that smolder harmlessly |
719 |
Someone nearby must be killed before he destroys us all! |
720 |
Someone nearby must be restrained or he'll cut off his own hands |
721 |
Someone nearby must eat 2X as much food as normal to survive |
722 |
Someone nearby must Save each day or grow slightly more frog-like |
723 |
Someone nearby must Save each day or lose 5d100 experience points |
724 |
Someone nearby must Save each day or permanently lose a hit point |
725 |
Someone nearby must Save vs Death or air becomes poisonous to him |
726 |
Someone nearby must Save vs Death or become a paper mache statue |
727 |
Someone nearby must Save vs Death or freeze solid |
728 |
Someone nearby must Save vs Death or grow supernaturally ugly |
729 |
Someone nearby must Save vs Death or grow terrifyingly beautiful |
730 |
Someone nearby must Save vs Death or his age doubles 2d6 times |
731 |
Someone nearby must Save vs Death or his bones explode |
732 |
Someone nearby must Save vs Death or his bones turn to soap |
733 |
Someone nearby must Save vs Death or his clothing attacks him |
734 |
Someone nearby must Save vs Death or his clothing turns to gold |
735 |
Someone nearby must Save vs Death or his head doubles in size |
736 |
Someone nearby must Save vs Death or his skin burns from his body |
737 |
Someone nearby must Save vs Death or his teeth turn to glass |
738 |
Someone nearby no longer heals naturally |
739 |
Someone nearby no longer needs to breathe |
740 |
Someone nearby no longer needs to eat |
741 |
Someone nearby now has a blowhole but no nose |
742 |
Someone nearby now has baleen instead of conventional teeth |
743 |
Someone nearby now has three legs spaced evenly around his pelvis |
744 |
Someone nearby now has two feet jutting from each ankle |
745 |
Someone nearby owns the deed to the soul of someone else nearby |
746 |
Someone nearby pitches a wacky investment scheme to the king |
747 |
Someone nearby realizes that he's a dragon in humanoid form |
748 |
Someone nearby realizes that he's been dead for centuries |
749 |
Someone nearby realizes that he's carrying a dangerous artifact |
750 |
Someone nearby realizes that he's just a fictional character |
751 |
Someone nearby realizes that he's the avatar of a deity |
752 |
Someone nearby realizes that his hands are someone else's hands |
753 |
Someone nearby realizes that his skin is slowly dissolving |
754 |
Someone nearby recalls being tortured by someone else nearby |
755 |
Someone nearby refers to some noble as "Lord Manure of Excrement" |
756 |
Someone nearby remembers 1d4 fictitious past lives |
757 |
Someone nearby renounces all possessions and becomes an ascetic |
758 |
Someone nearby rings like a bell whenever he sees magic used |
759 |
Someone nearby sees the figure of Death standing beside him |
760 |
Someone nearby sets fire to a tree and climbs into its branches |
761 |
Someone nearby shows all the signs of late-term pregnancy |
762 |
Someone nearby shrieks in horror until sunrise tomorrow |
763 |
Someone nearby shrinks by 1d100% |
764 |
Someone nearby shrinks by 50% from the waist up |
765 |
Someone nearby smells like a corpse in the presence of magic |
766 |
Someone nearby speculates about the virtues of dwarf-skin leather |
767 |
Someone nearby spins and spits water like a garden sprinkler |
768 |
Someone nearby sprays blood-red foam from his nose for 1d6 rounds |
769 |
Someone nearby sprouts a troll's arm from the center of his chest |
770 |
Someone nearby sprouts a turtle's shell atop his head |
771 |
Someone nearby sprouts hideous, non-functional bat wings |
772 |
Someone nearby sprouts inflatable sacs from his shoulder blades |
773 |
Someone nearby sprouts ornate feathers from his tongue |
774 |
Someone nearby sprouts plates from his back like a stegosaurus |
775 |
Someone nearby suddenly has a neck like a giraffe |
776 |
Someone nearby suddenly has eight eyes like a spider |
777 |
Someone nearby suddenly has eight legs |
778 |
Someone nearby suddenly has feet like a chicken |
779 |
Someone nearby suffers cannibalistic mania while his allies sleep |
780 |
Someone nearby suspects that he's trying to kill himself |
781 |
Someone nearby swallowed a small explosive device this morning |
782 |
Someone nearby teleports 1d10 yards in each of 1d10 rounds |
783 |
Someone nearby thinks he can snuff fires by sitting in them |
784 |
Someone nearby thinks he'll die if he says his name in moonlight |
785 |
Someone nearby thinks he's invisible in the presence of royalty |
786 |
Someone nearby thinks he's the last survivor of an extinct race |
787 |
Someone nearby thinks that he smells like a corpse |
788 |
Someone nearby tries suicide with the next silver weapon he sees |
789 |
Someone nearby tries to cut himself in half lengthwise |
790 |
Someone nearby tries to eat his own hands |
791 |
Someone nearby tries to kill every cow he sees |
792 |
Someone nearby tries to scalp himself |
793 |
Someone nearby tries to swallow his own arm, elbow first |
794 |
Someone nearby triggers a Burst when he next crosses a bridge |
795 |
Someone nearby triggers a Burst when he next traverses a doorway |
796 |
Someone nearby truly believes that he's a prophesized redeemer |
797 |
Someone nearby turns to a heap of gold dust |
798 |
Someone nearby turns to a heap of moist sand |
799 |
Someone nearby turns to salt over the next 1d8 days |
800 |
Someone nearby turns to stone over the next 5d6 days |
801 |
Someone nearby turns to water |
802 |
Someone nearby turns to wood when he drops to one hit point |
803 |
Someone nearby vanishes and is replaced by a handsome wax replica |
804 |
Someone nearby wakes tomorrow in a roc's nest |
805 |
Someone nearby wakes tomorrow in the king's torture chamber |
806 |
Someone nearby weeps tears of honey when he feels pain |
807 |
Someone nearby who can read is rendered illiterate for 1d4 weeks |
808 |
Someone nearby who can't read can suddenly read 1d6 languages |
809 |
Someone nearby who has never before used magic finds an artifact |
810 |
Someone nearby who is carrying a magic item tries to eat it |
811 |
Someone nearby will be vital to a major truce between two races |
812 |
Someone nearby will combust if he lights a fire by dawn tomorrow |
813 |
Someone nearby will combust when he next crosses moving water |
814 |
Someone nearby will die if he says his name backwards |
815 |
Someone nearby will die if he travels more than a mile in one day |
816 |
Someone nearby will explode if he draws blood by sunset today |
817 |
Someone nearby will fall into a vat of molten cheese before dawn |
818 |
Someone nearby will soon incite a war between two major races |
819 |
Sparks dance along any blades that strike one another nearby |
820 |
Suddenly it's raining harder than anyone has ever experienced |
821 |
Suddenly the area is snowbound as from a year-long blizzard |
822 |
Summonings are impossible within one mile of the target point |
823 |
Temperature within 100 yards drops 1° per minute for 1d4 hours |
824 |
Temperature within 100 yards rises 1° per minute for 1d4 hours |
825 |
The arms of someone nearby turn into wings like those of a duck |
826 |
The complete skeleton of a huge red dragon tumbles from the sky |
827 |
The corpse of a forgotten deity is discovered in a nearby cave |
828 |
The entire area begins sinking at a rate of one foot per week |
829 |
The entire area enjoys full daylight for 1d10 years |
830 |
The entire area gives an impression of peace and tranquility |
831 |
The entire area gives off a powerful impression of evil |
832 |
The entire area has been surrounded by an invading horde |
833 |
The entire area hums as if vast machinery is buried in the ground |
834 |
The entire area induces fear in those of four or fewer hit dice |
835 |
The entire area induces sloth and lethargy in humans |
836 |
The entire area is a dumping ground for dangerous magical waste |
837 |
The entire area is a haven for zombies |
838 |
The entire area is a massive shrine to an abominable god |
839 |
The entire area is an illusion; it's actually barren and rocky |
840 |
The entire area is as hot and steamy as a sauna for 2d12 hours |
841 |
The entire area is blasted as if a huge conflagration has passed |
842 |
The entire area is circled by a salt-water moat full of sharks |
843 |
The entire area is claimed as a sacred goblin burial ground |
844 |
The entire area is dark as midnight for 1d4 weeks |
845 |
The entire area is directly over a gigantic vein of gold |
846 |
The entire area is encircled by tall Corinthian columns of marble |
847 |
The entire area is inimical to life for 4d12 months |
848 |
The entire area is littered with hideously mutilated corpses |
849 |
The entire area is located over a gargantuan termite colony |
850 |
The entire area is located over the lair of an enormous dragon |
851 |
The entire area is mirror-reversed |
852 |
The entire area is shrouded in a thick and pungent fog |
853 |
The entire area is strewn with jellyfish like a shore at low tide |
854 |
The entire area is thickly shrouded by dust and cobwebs |
855 |
The entire area is transported to a small island far out to sea |
856 |
The entire area looks as if a huge battle took place yesterday |
857 |
The entire area looks exactly as it did 1d10 centuries ago |
858 |
The entire area looks exactly as it will 1d10 centuries from now |
859 |
The entire area suffers an intense blizzard for 2d6 rounds |
860 |
The entire area swirls with fine white powder |
861 |
The entire area was at the bottom of the sea 1d4 weeks ago |
862 |
The entire area will be the site of a monumental battle tomorrow |
863 |
The entire planet experiences full daylight for 5d10+24 hours |
864 |
The gates of hell open for 4d6 hours |
865 |
The ground beneath the target point collapses into a vast cavern |
866 |
The ground beneath the target point heats to its combustion point |
867 |
The ground beneath the target point is charged with electricity |
868 |
The ground beneath the target point looks like the portal to hell |
869 |
The ground is totally flat from here to the horizon for 4d6 hours |
870 |
The ground nearby harbors enormous, carnivorous earthworms |
871 |
The ground nearby is highly susceptible to erosion |
872 |
The ground nearby splits open to a depth of 1d10 miles |
873 |
The ground within 50 yards has never been trod by a human foot |
874 |
The ground within 50 yards heaves like a bubble on a pond |
875 |
The ground within 50 yards is carpeted |
876 |
The ground within 50 yards is covered by terra cotta tile |
877 |
The ground within 50 yards is found to be completely artificial |
878 |
The ground within 50 yards is incredibly sticky |
879 |
The ground within 50 yards is now perfectly smooth steel |
880 |
The ground within 50 yards is permanently swampy and waterlogged |
881 |
The ground within 50 yards is tangled with invisible vines |
882 |
The ground within 50 yards is the sanctum of a temperamental god |
883 |
The ground within 50 yards shows signs of a recent meteor strike |
884 |
The ground within 50 yards sinks to a point like a funnel or cone |
885 |
The ground within 50 yards slowly turns into a deep, calm lake |
886 |
The ground within 50 yards swarms with biting insects |
887 |
The ground within 50 yards yields only poisonous vegetation |
888 |
The high priest of some deity appears at the target point |
889 |
The largest creature nearby doubles in size |
890 |
The largest creature nearby turns invisible for 4d6 hours |
891 |
The moon appears to blaze with cool blue fire for 1d12 months |
892 |
The moon came into existence only 1d4 days ago |
893 |
The moon doubles in size |
894 |
The moon explodes |
895 |
The moon has a huge bite taken out of it |
896 |
The moon has a large hole all the way through it |
897 |
The moon is full every night for the next year |
898 |
The moon is no moon; it's a space station |
899 |
The moon is now a cube |
900 |
The moon is now geostationary |
901 |
The moon is now solid gold except for a thin cover of dust |
902 |
The moon moves 50% closer to the Earth |
903 |
The moon resembles the face of someone nearby |
904 |
The moon revolves around the planet at 1d4X its current rate |
905 |
The moon suddenly holds untold riches and unimaginable dangers |
906 |
The moon vanishes for 1d12 months |
907 |
The moon whirls wildly through the sky for 7d4 days |
908 |
The most powerful wizard nearby vanishes for 3d8 hours |
909 |
The most powerful wizard within 10 miles changes sex |
910 |
The most powerful wizard within 10 miles goes on a rampage |
911 |
The most powerful wizard within 10 miles is actually a demon |
912 |
The most valuable item within 50 yards turns out to be a fake |
913 |
The most valuable sword within 50 yards turns to mercury |
914 |
The nearest town's entire population appears nearby |
915 |
The nearest town's entire population is linked into a hive-mind |
916 |
The past 1d10 rounds were only an illusion |
917 |
The Philosopher's Stone appears at the target point |
918 |
The planet breaks loose from the Sun's gravity |
919 |
The planet no longer rotates |
920 |
The planet now has a ring around it |
921 |
The planet now rotates half as fast |
922 |
The planet now rotates in the opposite direction |
923 |
The planet now rotates north-to-south |
924 |
The planet now rotates twice as fast |
925 |
The planet splits into two stable hemispheres 10 yards apart |
926 |
The planet tumbles into another ice age |
927 |
The planet's atmosphere leaks into space over the next 1d6 months |
928 |
The planet's average temperature rises 1° per week for 4d6 weeks |
929 |
The planet's hemispheres rotate at slightly different rates |
930 |
The planet's oceans are becalmed |
931 |
The planet's orbital radius shrinks by 1d8 x 10,000 miles |
932 |
The royal family appears in the vicinity |
933 |
The scent of honey and roses permeates everything within 50 yards |
934 |
The scent of rotten eggs permeates everything within 50 yards |
935 |
The sky appears to be ablaze as far as the eye can see |
936 |
The sky appears to teem with a vast host of angels |
937 |
The sky overhead swirls with dark colors for 1d4 turns |
938 |
The sky whirls with dazzling colors until sunset tomorrow |
939 |
The sound of hundreds of barking dogs fills the air |
940 |
The sound of mighty winds fills the air, but the air is calm |
941 |
The spell discharges randomly in each of the next 4d4 rounds |
942 |
The spell discharges upon the next person nearby to draw blood |
943 |
The sun appears pale blue from now on |
944 |
The sun splits into a stable binary pair |
945 |
The Burst is delayed until blood is drawn nearby; roll for effect |
946 |
The Burst only affects females; roll for the underlying effect |
947 |
The Burst only affects males; roll for the underlying effect |
948 |
The Burst only appears to occur; roll again for apparent effect |
949 |
The tallest person in the area develops an acute fear of heights |
950 |
The tallest person in the area grows by 50% |
951 |
The tallest person in the area is attacked by beavers |
952 |
The tallest person in the area shrinks by 50% |
953 |
The tallest tree nearby burns to the ground in 1d4 rounds |
954 |
The target point acquires intelligence and free will |
955 |
The target point becomes a window for seeing into other worlds |
956 |
The target point becomes an open gateway to hell |
957 |
The target point is a conduit to interstellar space |
958 |
The target point is a tiny gateway to some distant world |
959 |
The target point is direct conduit to Elemental Air |
960 |
The target point is encircled by bright red plastic cones |
961 |
The target point is intensely magnetic for 4d6 hours |
962 |
The target point is rumored to be a site of healing |
963 |
The target point is sealed in a 10 foot globe of force |
964 |
The target point is the center of a zone of anti-magic |
965 |
The target point is the site of some powerful deity's murder |
966 |
The target point makes a noise like an air raid siren |
967 |
The target point radiates intense cold for 4d6 hours |
968 |
The target point radiates intense heat for 4d6 hours |
969 |
The target point scrambles any effort to teleport near it |
970 |
The temperature within 50 yards drops 10d10 degrees for one hour |
971 |
The temperature within 50 yards rises 10d10 degrees for one hour |
972 |
This day hasn't happened; time is reset to midnight last night |
973 |
Thousands of carpenter's nails fall from the sky |
974 |
Thousands of teeth rain down from the sky |
975 |
Thousands of tiny glass ovoids fall from the sky |
976 |
Time no longer passes within 1d4 yards of the target point |
977 |
Time passes 10X as fast within 1d4 yards of the target point |
978 |
Tomorrow's high tide crests at the spell's target point |
979 |
Townspeople nearby are easily cowed by a charismatic speaker |
980 |
Triumphant fanfare fills the air for 1d6 turns |
981 |
Undead lobby the local ruler for legislative representation |
982 |
Very salty rain falls for 1d4 hours |
983 |
Viscous pus oozes from all wounds suffered within 50 yards |
984 |
Viscous yellow goo seeps from any bladed weapons nearby |
985 |
Volcanic ash blankets the area to a depth of 1d4 inches |
986 |
Walking in this area is as arduous as trudging through deep snow |
987 |
Water consumed in this area induces delusions of amphibiousness |
988 |
Water consumed in this area tastes like the finest wine |
989 |
Water consumed in this area tastes strongly of manure |
990 |
Water flows from the target point to fill a 100-yard hemisphere |
991 |
Water in this area boils at 70° Fahrenheit |
992 |
Water in this area freezes at 70° Fahrenheit |
993 |
Weather in this area changes drastically each hour for one week |
994 |
Weather in this area is supernaturally intense for 1d4 months |
995 |
While in this area, males are invisible to females, and vice versa |
996 |
While in this area, no one can include nouns in their speech |
997 |
While in this area, no one can inflict or suffer any injury |
998 |
While in this area, no one can speak of anything outside the area |
999 |
While in this area, no one can speak to anyone else in the area |
1000 |
The Stars Are Right! |