The Net Libram of Random Magical Effects (d10)

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"

Subcharts

1-1000 (d1000)

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

1001-2000 (d1000)

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

2001-3000 (d1000)

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

3001-4000 (d1000)

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

4001-5000 (d1000)

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

5001-6000 (d1000)

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

6001-7000 (d1000)

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

7001-8000 (d1000)

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

8001-9000 (d1000)

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

9001-10000 (d1000)

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!