Totally Random Magical Effects (d1000)

d1000 Effect Description

1

Colour Change

The caster’s skin changes colour. This might be advantageous, providing camouflage in certain situations or it might result in circumstance penalties to skill checks in social situations. For colour: Roll d10 on [1:green; 2:blue; 3:red; 4:black; 5:yellow; 6:purple; 7:pink; 8:brown; 9:white; 10:gray]. Permanent, although a remove curse could help.

2

Extra Limb

The target grows an extra limb. The limb dangles limply, occasionally mimicking the movement of other nearby limbs. The new limb sprouts from the target’s shoulder in the case of an arm or his hip in the case of a leg. The limb does not affect the user’s equipment, provide additional attacks, or affect most in-game situations, but a DM might rule that the limb provides some circumstance penalties in social situations.

3

Save

Caster gains +Roll 1d8 to her magic saves for 1 turn.

4

Summon

You summon forth a tiny blue rabbit that sounds like a frog and smells like a cat.

5

Fireball damage

Roll 4d6 It hits a random person; may be dodged (18 or higher)

6

Hiccups

The target hiccups uncontrollably for the next hour. Spell casters must make a successful ME roll in order to cast a spell. The target suffers a 5% penalty to Prowl until the effects wear off.

7

Reversal

The magic affects you instead of the desired target. (If casting on self, No negative effect.)

8

Horrible Taste

A horrible taste overcomes the caster. If a PE roll is failed, they spend the next Roll 1d10 minutes throwing up.

9

Drinks

Suddenly you and each member of your party has a small, triangular shaped glass with a strange alcoholic drink and a green olive on a pick in his hand, instead of any other item they had before. These other items just vanish.

10

Hello

An elephant suddenly appears in front of you, explains that he’s very sorry he didn’t show up earlier and wanders off humming.

11

Snow!

200 ft radius centered on you, moving as you do, (even indoors). The snow continues to fall for Roll 1d4 hours.

12

Bonus…sort of

The spell draws half the amount of spell magic from you and has quadruple effect, but it also effects you and 1d4 other people.

13

Body Odor

The target’s body chemistry is slightly altered. For 10 minutes creatures with scent always know the exact location of the target, provided they are within 20 feet. Creatures tracking the person by scent gain a 20% bonus to their tracking to do so while the effect lasts.

14

Smoke

A cloud of smoke (effective level 13) appears 100 ft in a random direction from you.

15

Frothing

The caster starts to froth at the mouth uncontrollably and prolifically for the next hour. Until the effect ends, they must make a successful ME roll in order to cast a spell with a verbal component. Roll for the colour of the froth: Roll d6 on [1:white; 2:black; 3:blue; 4:yellow; 5:red; 6:green].

16

Acidic

The caster and the target suffer Roll 1d6 points of acid damage.

17

Strong Taste

A strong taste affects someone randomly within 10 feet of the caster (default to caster if no one else is within range.) Roll 1d6 for taste: 1=onions, 2=beer, 3=horse manure, 4=garlic, 5=cabbage, 6=vanilla. The person also smells strongly of whatever substance they taste. Creatures with scent always know the exact location of the person. Creatures tracking the person by scent gain a 10% to their tracking rolls. Lasts 3d10 minutes.

18

Lets Dance

A faeries dance affects your closest friend wherever s/he is (save standard, effect, caster’s level.)

19

Horns

You permanently grow a pair of small horns (2 in each) on your forehead. Contrasting with your skin colour. A remove curse may remove them.

20

Scent of the Wolf

The target emits the scent of a predator for the next hour. Domestic animals, including dogs and horses, begin with an initial attitude of hostile. Creatures tracking the imbiber by scent gain a +5% to their Tracking checks while the effect lasts.

21

Stop

Absolutely nothing happens (time stops for Roll 1d4 melees, 100 ft radius.)

22

Singing

The caster must succeed at a ME roll or be compelled to sing until her next action. The singing prevents the person from casting spells, unless they are trained to cast by song.

23

Rats

You find yourself surrounded by Roll 1d100 rats.

24

Thirst Quencher

The caster’s thirst is quenched for Roll 1d4 days. No ill effects from dehydration.

25

Elephant Ears

The caster’s ears grow to the size of dinner plates. S/he gets a +2 Per for the next hour.

26

Earthquake

The earth rumbles for Roll 1d4 minutes (1-2 on the Richter scale) 100 yd radius.

27

Steamer

The caster emits steam and mist for the next hour. The steam is harmless and easily dispersed by movement or even a light breeze, but a DM might rule that the steam provides some circumstance penalties to skill checks in social situations.

28

True Name

The true name of the person next to you is revealed, but s/he also gets to know yours.

29

Call Lightning

A call lightning at twice your level also hits your target, in addition to the spell working normally.

30

Wondrous

Roll for an effect on the rod of wonders table in the DM guide.

31

Belch of Titans

The caster belches once with the same effect as a thunderstone.

32

Hesitation

Spell is delayed for Roll 1d3 melees and has half effect.

33

Belch of Efreeti

The target belches a 30-foot-long cone of fire. Anything caught within the cone must make a dodge roll of 13 or higher or take 2d6 points of fire damage.

34

River of Lava

A river of lava stretches out from your feet in the direction you were looking when the spell was cast. Effective level is 6th.

35

Bearded

The caster grows a 3-foot long beard. If the caster already has a beard, it falls out instead. The beard falls out after an hour regardless.

36

3rd Eye

You grow a 3rd eye on your forehead. As a result of this mutation you can see the aura of other people automatically.

37

Transformation

You are transformed into a Peacock for 1d8 hours.

38

Change Hair

The target’s hair changes colour temporarily. Roll for colour: Roll d6 on [blonde; red; brown; black; grey; blue]

39

Change Eyes

The caster’s eyes change colour temporarily. Roll for colour: Roll d6 on [brown; grey; blue; green; yellow; combination (Roll twice, ignore any sixes]

40

Thunder

A loud bang with the strength of thunder booms from above you and a new roll for initiative has to be made by any person standing within 150 yards from you.

41

Ghostly

The caster becomes slightly translucent. There is no physical effect (they are still completely corporeal,) and the caster gains no ghost-like abilities.

42

Colour

All of your belongings, real estate included, are turned yellow for Roll 1d4 minutes.

43

Oracle

You instantly know the answer to the next Roll 1d10 questions anybody will ask you, and the answers are all right.

44

Twist

You really look twisted now. Your arms and legs change their position for 1d4 days.

45

Transparency

Your skin is turned transparent, (horror factor 10) lasts for Roll 1d8 days.

46

Heal

Caster is healed of all non-fatal damage incurred thus far.

47

Squid

A large squid lands on your head and starts to strangle you. It deals Roll 2d6 damage/melee. It has 20 HP and 15 SDC

48

Dinner

Dinner’s served for all persons within 50 feet. (A real banquet with servants and all…)

49

Eyes Glow

The caster’s eyes burn with the spell’s power. The eyes serve as a light source of the intensity of a torch. The caster suffers no penalty from having the light in his eyes, but it might be difficult for them to hide.

50

Intoxicating

The target is struck by the effect of drinking 10 mugs of ale. They become intoxicated and suffer the appropriate penalties for Roll 1d4 hours.

51

Bat

A random person within 100 yards from you is transformed into a bat and flies off to a better-suited place in order to sleep. The person is permanently transformed, and only a remove curse can return them to a normal life…. if they can be found.

52

Camouflage

The caster blends into his surroundings almost perfectly. While the effect is in place they gain the benefit of a 98% hide/camouflage ability while motionless. Lasts 1d6 weeks.

53

Bonus

the laws of reality forget the spell's cost and you don’t have to spend any of your spells/day casting it.

54

Diseased

The caster is infected with blinding sickness. (Pg 175 of the DM’s Guide)

55

Oops

You pass out for 1d6 minutes but the spell still has the desired effect. Although it can’t be cancelled….

56

Toothy Grin

The caster’s teeth become elongated, sharp, and pointed. (Think Ferengi.) The strange teeth do not affect most in-game situations, but a DM might rule that they provide some circumstance penalties in social situations.

57

Levitation

A levitation spell is mistakenly laid on you, effective level 14.

58

Healing

The spell has a minor healing effect. It restores an additional Roll 1d4 HP in addition to its normal effects.

59

Bug

A monster insect appears within 20 ft and attacks the nearest person.

60

Rain

Heavy rainfall (5 ft radius) centered on you, lasts for Roll 1d3 days. The cloud is constantly 30 feet directly above your head.

61

Slimy Hands

The target’s hands become slimy, and s/he has to make a PP roll each round to maintain their grip on any object s/he is holding.

62

Cyclops

Suddenly you know how to create the mysterious Cyclops lightning shafts!!! Why not try it out…(I hope all GM’s are familiar with what happens if anyone does this…)

63

Sticky

The caster’s skin becomes sticky, like powerful glue. The caster must make a PP saving throw to drop an object that they are holding.

64

Beard

You grow a beard, 2 ft long, permanent.

65

Aura of Cold

A random person within 5 feet of the caster becomes noticeably cool to the touch. Although they feel a sever chill, the cold is not great enough to damage either the target or any other creature.

66

Aura of Warmth

The target becomes noticeably warm to the touch. Although they feel severe warmth, the heat is not great enough to damage either the imbiber or any other creature.

67

Tongue Growth

The caster’s tongue grows to 3 feet in length. They cannot speak properly and must make an ME check to cast spells. Lasts Roll 1d6 hours

68

Forgetfulness

As you feel the ripple of the magic energies swirling through your conscious mind, something goes wrong. You forget the incantation for Roll 1d4 weeks. The desired spell works as it should’ve, it has 5x the effect and burns off 3 of your spells for the day.

69

Scale growth

The caster grows scales all over their body. Roll to determine the colour of the scales Roll d6 on [blue; black; green; red; yellow; brown]. Scales last Roll 1d10 weeks and then the caster is overcome with an unbearable itchiness and is compelled to scratch at them, unless they make a successful PE roll. PB is temporarily reduced by Roll 1d6 during the molt.

70

OH!

In some strange way the spell makes you feel really good…You have an immediate orgasm and you lose your initiative.

71

Energy bolt

An energy bolt (Roll 4d6 dam) suddenly shoots out from your left ear and hits the nearest object/person, etc. (Dodge of 18)

72

Hummingbird

The target gains the ability to levitate for brief periods. The ability to levitate lasts for 10 minutes, but the person can only hover 1 foot off the ground at most and can only hover for a number of rounds equal to their PE.

73

Red

Your skin turns red for 1d6 hours.

74

Warm to Drink

A random something warm to drink is immediately provided to everyone in a 100-foot radius from the caster.

75

Piglet

As the spell loses its effect you feel something pulling your very genes and in a moment’s notice you find yourself transformed into a cute little piglet. (Roll 1d3 months.)

76

Cold to Drink

A random something cold to drink is immediately provided to everyone in a 100-foot radius from the caster.

77

Drowsiness

The caster becomes drowsy, and falls asleep for Roll 1d3 hours. They can be woken normally, as if they were simply taking a nap.

78

Where am I?

You teleport Roll 1d100 miles in random direction, but lucky as you are you appear on the ground.

79

Constant Alert

The caster needs no sleep for Roll 1d4 days.

80

Doppelganger

A doppelganger of yourself is instantly created 5 feet away from you. The creature pays its humble respects and wanders off to see the world. (Lasts Roll 1d3 years, Cannot be dispelled, no control is granted the caster, usual restrictions apply)

81

Weight Gain

The caster increases in weight by 20 pounds until the effects wear off. This extra weight counts against what the caster can carry until the effects wear off.

82

Boom

A spark, a crack and BOOOOOM! Explosion centered on you does Roll 7d6 damage and decreases with Roll 1d6 damage for every yard.

83

Weight Loss

The caster’s weight decreases by 20 pounds until the effects wear off.

84

Ring

A magic ring turns up on your index finger (+1 vs spell magic, perm: anent.)

85

Amnesia

The caster forgets the events of the last 1d10 hours

86

Trees

Roll 2d20 palm trees grow up around you.

87

Staining

Everything the caster touches is stained blue for the next Roll 1d6 days.

88

Looking for some Happiness?

A prostitute turns up from nowhere and wants to do your bidding.

89

Mask of Terror

The caster emits the effects of a fear spell on creatures within 30 feet for the next Roll 1d8 hours.

90

Age

You grow Roll 1d10 years older

91

Youth

You grow Roll 1d10 years younger

92

Cramps

The target is overcome by severe stomach cramping. They suffer a -2 to attack rolls and -5 to skills.

93

Tiny Voice

The caster's voice becomes high pitched like a pixie for the next hour.

94

Superman

You receive superhuman strength (same as the spell) for Roll 1d6 hours

95

Loud Voice

The caster is unable to speak in a whisper, and his speaking voice becomes louder than normal. Both effects last for the next hour.

96

Lisp

The target speaks with a lisp until the effects wear off.

97

Shock

Wizard is paralyzed for Roll 1d4 hours but makes a full recovery.

98

Sparks

Tiny sparks arc from the caster. The sparks do no damage to the caster or to any other creature.

99

Cat

A black cat comes up to you and says she's sorry.

100

Repetition

You repeat the spell Roll 1d4 times in the same melee. (Subtract spells/day for all the spells...although even if you don't have enough, the spell still repeats.)

101

Distracted

The caster is easily distracted and influenced. For the next 10 minutes they suffer a -1 penalty to all ME saving throws.

102

Jinn

A Jinn, a green one, appears and grants you three wishes....

103

Rooted

You grow roots and cannot move for the next Roll 1d4 hours, unless someone cuts off your feet of course.

104

Cough

The caster suffers from a distracting cough. For the next 10 minutes they must make a ME roll to cast a spell. While the cough lasts, they suffer a -15% to their prowl ability.

105

Power

You asked for it. Spell effect x5

106

Sharp Eyes

The caster gains low-light vision. This effect lasts only 1 minute.

107

Death

Death himself comes to claim you.

108

Sweat

The caster begins to sweat profusely. They suffer no in-game effect, but my have a small circumstance penalty to social situations. Lasts Roll 1d6 hours.

109

Ut, Oh.

You're blessed by Colie and receive one random benefit, plus a random curse (most likely mixed together, as is his usual.)

110

Repetition

For the next 5 minutes, the caster says everything twice.

111

Gezundheit

You catch a very, very bad cold. Lasts Roll 1d4 weeks.

112

Black Eyes

The caster's eyes turn completely black, including pupils, whites, and irises. The change in eye colour does not affect their vision, but the DM may impose small circumstance penalties in social situations. (10th level negate magic or a remove curse at ½ will return your eyes to their normal colour.)

113

Storm

Heavy storms appear from nowhere and last for Roll 1d3 days, affecting a Roll 1d4 mile radius from where you stood when the spell was cast.

114

Long Fingernails

The caster, and everyone within 10 feet of them have their fingernails stretch and curl. Although they do not affect weapon use or unarmed attacks, they look strange. The growth is permanent, but may be trimmed in the usual fashion.

115

Ribbit

The person on your right grows a pair of frog's legs, permanently, unless they make a save of 14 vs. curse. Can be removed by a successful remove curse.

116

Hair Growth

The caster's hair grows a foot in length. The growth is permanent, unless cut.

117

Twitchy

The caster becomes incapable of standing still for the next 10 minutes.

118

Sneer

The caster's upper lip curls into a sneer. They are incapable of making any other facial expression for the next hour. While the effect lasts they are at a -4 to Charm/Impress/Trust rolls.

119

Two Effects

Roll twice on this list.

120

Armour

You find yourself in a splendid golden chain-mail teleported from the nearest king’s ransom.

121

Skeletons

Roll 3d6 skeletons rise from the ground to do your bidding.

122

Umm

Was it like that, or? For the moment you can’t remember the spell, try again next melee.

123

Mud

The earth around you is turned into mud, same effect level as your own.

124

Snowfall

Roll 1d1000 yard radius centered on the nearest person, not you!

125

Invisibility

The magic you performed seems to have defied the laws of reality and bends all light that hits you for the next 1d6 hours; you are invisible even to yourself.

126

Gateway

For 1 melee a strange oval black disc hangs in the air in front of you and then it disappears (a dimensional gateway to medieval Europe...)

127

Coma

You lapse into a coma for Roll 1d8 days, and must roll a save vs. coma/death.

128

Plus/Minus

You learn a new spell (random, level Roll 1d10), but you also learn how to fear (roll for random Phobia).

129

Golem

A stone Golem rises from the ground and is ready to fulfill your wishes the best it can.

130

Benefits

The spell only draws half its usual cost.

131

Constipation

Until now it wasn't all that hard, but since you cast that spell...You have constipation for Roll 1d3 weeks.

132

Speedy

Hi, Ho, Let’s go! Your speed is doubled for Roll 1d3 days.

133

Mute

The spell Mute is mistakenly laid on the nearest person to you, subtract cost for it.

134

Minimum

The attempted spell functions, but at minimum possible effect. (Smallest range, duration, damage, etc.)

135

Weapon

You find yourself equipped with an old scythe.

136

All thumbs

You grow an extra thumb.

137

Fangs

You grow fangs (Roll 1d6 bite damage) and have a hard time learning to talk again (speak-15%). A Remove Curse can remove the fangs. If the caster has fangs already, this surge removes them.

138

Healing

One of your permanent damages is mystically healed, if you don’t have any permanent damage; now is a perfect time to roll for one!

139

Whew

Spell goes off normally, no extra effects.

140

Fireball

You accidentally throw a Level 5 fireball at one of your friends (dodge 18).

141

Familiar

You turn your familiar into a blue rocking chair; if you do not have a familiar, go to 451

142

Magic Box

A magic picture box comes into your possession. See Terry Pratchett's The Colour of Magic for details.

143

Blind

You are permanently blinded in one eye. (High=Right, Low=Left. If character is already blind in that eye, this will cure it.)

144

Berserk

You go berserk for Roll 1d4 minutes slashing out at anyone within 13 ft.

145

Ants

A community of black ants explains its loyalty to you.

146

Migraine

You've got yourself so down you got a headache. Migraine, permanent. (-1/-5%, 30% chance of occurring when in a stressful situation.) May be removed with a remove curse.

147

Spell Pool

You draw off all the available spell energy within 30 ft into your own pool. Magic users get a save at 14.

148

Scribe

A scribe appears and wants to do the story of your life. He's very hard to get rid of and won't take no for an answer.

149

Turtle

The target of your spell is instantly and permanently turned into a turtle. A negate magic may restore him/her.

150

Beer

You turn out to be holding a beer glass, filled to the tip rather than whatever it was you had.

151

Delay

Your spell is delayed for Roll 1d4 weeks, but you're not quite sure what happened.

152

Explosion

The target of your spell explodes, and dies instantly. (PC's get a save vs. magic). If you're lucky (roll) you may be able to assemble enough pieces to restore and resurrect them.

153

Hippo

A hippopotamus walks by ignoring you.

154

Wine

Roll 2d20 bottle of the finest wine appear under your bed.

155

Pleasure

A concubine or eunuch (whichever suits you best) materializes in front of you and insists on giving you PLEASURE!

156

Desert

The surrounding area (Roll 2d100 yard radius) is turned into a desert.

157

Loss

You lose the ability to cast 1 spell/day.

158

Alignment

You reverse your alignment for Roll 1d6 days...Maybe, just maybe, you'll like it.

159

Where'd it go?

Gradually you see your left hand wither into nothingness.

160

Don't keep it all inside

You pour all of your Spells for the day into this one spell.

161

Eureka

You realize what's wrong with this spell and from now on it is never unstable.

162

Deaf

You're deafened for Roll 1d10 days by the sound of this spell, which strangely enough only you seem to have heard.

163

Fae

A bone-flute-playing fairy accompanies you for a day or two or three...

164

Flames

As you cast the spell you burst into flames (same as the spell) for Roll 1d4 melees.

165

Assassination

A mad count has you contracted for assassination without apparent reason, but the good thing is that you're aware of it.

166

Bat Wings

You find yourself equipped with bat-like wings making it possible for you to glide up to 1 mile under good conditions. The wings fall off after Roll 1d3 weeks.

167

Death

The person next to you dies instantly. (PC's get a standard save vs. magic.)

168

Elemental

An angry minor earth elemental rises from the ground to kill your party.

169

Illiterate

You forget how to read for Roll 3d4 days.

170

Cure insanity

One of your insanities is magically cured; if you have none then it's time to roll for one now. (You get a save vs. insanity.)

171

Troll

A maddened tribe of trolls set out in order to make dinner of you, but in some strange way you're aware of their plans and can act accordingly.

172

Fire

You set the nearest forest ablaze.

173

Wanted

You're mistaken for a wanted person in the next town you enter. You will eventually be able to clear yourself, but it may take some doing.

174

Exactly

You get the desired spell without any costs.

175

Oops

A random person within 30 feet is knocked down, if there's no one around you're down instead.

176

Toad

Instead of a spell, a big green toad crawls out of your mouth and hops off. Spell cost is still the same though.

177

AR

You receive a natural AR of 15 since your skin is turned into bronze scales for Roll 1d6 days.

178

Guts

You spill your guts all over the ground and fall into a coma, roll to save vs. coma/death. (Death if no one gets your insides back where they belong, otherwise coma)

179

Pink Eye

Your eyes are turned into a neon pink liquid for Roll 2d4 hours. They still function normally.

180

Attack

The next person you tell your name to will instantly attack you, but you know it.

181

Seesaw

You find yourself sitting on a transparent seesaw facing the target of your spell.

182

Burn

Everything you touch for the next Roll 3d3 hours starts to burn.

183

Phantom Footman

A phantom footman turns up and offers his help.

184

Berserk

Roll 1d6 of your friends get to save vs. magic if they fail they'll fall into a mindless frenzy and go berserk for Roll 1d4 melees slashing out at anyone within 5 feet.

185

Lightning Bolt

A lightning bolt strikes the wizard for 6d6 damage.

186

Hole

The earth beneath your feet opens up and you fall 30 yards down a hole taking 9d6 points of damage. After two minutes the hole closes and if you're still there, only the gods can save you.

187

Well

A well is created beside you. This may be a wishing well, so lets try it!

188

Lost

All of your belongings, except holy and rune weapons are lost. The items just disappear into thin air.

189

Hallucinations

You hallucinate for Roll 1d12 months. The hallucinations are completely up to the all-powerful GM.

190

Milk

Roll 1d10 gallons of way too old milk splash down upon your body.

191

Energy

The magic energies didn't quite leave when you were finished with them, instead they hung onto you and from now on your hair always stands straight up, your handshake jolts and static electricity sparks appear on your body now and then. This also makes you only suffer half damage from electrical attacks. You literally glow in the dark.

192

Witch Hunter

A famous witch hunter starts taking interest in your affairs...

193

Diarrhea

Hits you like a lightning strike from a clear sky. Lasts for Roll 1d8 hours.

194

Hello

All your friends, even distant ones, are mystically teleported to your location.

195

Love Charm

A random person within 30 yards falls in love with you, no matter how strange it may sound.

196

Roses

Red roses start growing from your ears. They fall out after Roll 2d3 weeks

197

Gold

Well sort of, your pockets always seem to be filled with golden coins. Same as fool's gold lasts for Roll 1d4 weeks.

198

Insomnia

You cannot sleep or rest properly for Roll 1d3 weeks and in that time you cannot recover any ISP, or spells/day.

199

Parasites

Your body becomes infested with all kinds of parasites that can literally be seen crawling all over you. Roll save vs. insanity every week, minimum 2x. Lasts Roll 1d6 weeks.

200

Protector

From this day on someone or something looks out for you and in some strange way you always seem to have your back covered. All Luck rolls are automatic. (If you roll this again, you go back to normal, and rolling it a 3rd time it will reverse. Then continue in that vein + 0 – 0 + , etc.)

201

Ouch

Roll for permanent injury.

202

Fae

A spriggan disguised as a gnome comes up to you and asks what's wrong with that stone circle a few hundred yards away.

203

Plague

You seem to have caught a rather common deadly disease; PLAGUE! (Bubonic that is.) Unless properly treated you'll die within 3 weeks. Sorry.

204

Wall of Force

A Wall of Force appears in front of the caster

205

Hedgehog

You notice a little pink hedgehog sitting on your head and at the same time you loose your initiative.

206

Skunk

Caster smells like a skunk for spell duration.

207

Moose

A moose comes up to you and whispers in your right ear. "You can't hear this with your left can you?" When he has said this he looks at you for a moment and wanders off mumbling.

208

Snakes

Caster shoots forth 8 non-poisonous snakes from their fingertips. Snakes do not attack.

209

Fireball

Roll 1d10 small fireballs (Roll 1d6 dam each) erupt from your face and fly in random directions. 30% chance of hitting anyone within 30 feet.

210

Itch

Caster's clothes itch unbearably (-2 init.)

211

Exoskeleton

You grow a permanent exoskeleton, like a beetle. AR 15, HF 12. May be removed by remove curse. Roll vs random insanity every other month.

212

Glow

Caster glows as per a light spell.

213

Nexus

You know the exact location of the nearest Nexus Point.

214

60-foot radius

The spell has a 60-foot radius centered on the caster.

215

Animate Plants

All plants within 30 feet try to kill you for Roll 1d6 minutes. (Same as Animate Plants.)

216

Words of Truth

The next phrase spoken by the caster becomes true, literally for 1 turn.

217

Insects

Somehow you cast the spell Metamorphosis: Insect, on yourself and see the world from a snail's point of view for Roll 1d8 melees.

218

Vision

All those within 50 feet of caster who have any special vision (night, infra, dark, etc.) lose it, and all who don’t, gain Nightvision for 1d6 turns.

219

Coming up from behind

Your head is turned backwards for the first time in your life, and pleased as you are to see your own behind, after a while it becomes quite uncomfortable. Lasts Roll 1d6 weeks.

220

Spin

Caster pivots 180 degrees

221

Pinocchio

You grow a 10 in long red nose, permanent. May be removed by a remove curse.

222

Boom

Caster's face is blackened by small explosion.

223

Do you like...Music?

A church organ materializes 60 feet above your head and decides to fall on you, if a perception roll is made a dodge may be tried at 18. Otherwise you suffer the wrath of a god in the shape of Roll 10d6 points of damage.

224

Allergy

Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts Roll 1d6 turns.

225

Wind Rush

A wind rush (same as spell) also hits your target.

226

Enlarge

Caster's head enlarges for Roll 1d3 turns.

227

Now you've done it

Your magic has upset the very forces of nature. Roll 1d8 minor elementals turn up to give you and your party a lesson you may not be able to forget.

228

Eternal Flame

An eternal flame is instantly created where you stand.

229

Reduce

Caster reduces (reversed enlarge) for Roll 1d3 turns.

230

Love Charm

Caster falls madly in love with target until a remove curse is cast.

231

Bard

A pygmy quire steps out from hiding, sings folksongs for Roll 1d6 minutes, bows respectfully and departs chanting.

232

Duration

Spell must run full duration; caster cannot cancel the spell at will.

233

Wooden Leg

One of your legs turns out to be made of pine. Permanent, although a remove curse or a saw can remove it.

234

Polymorph

Caster polymorphs randomly

235

Bubbles

Colourful bubbles come out of the caster's mouth instead of words. Words are released when bubbles pop. Spells that are not stilled cannot be cast for 1 turn.

236

Portrait

a messenger delivers a full size portrait of you shortly after the spell has been cast.

237

Reversed

A reversed tongues affects all within 60 feet of the caster.

238

Teleport

You and all others within 30 feet are instantly teleported to a location totally alien for the party.

239

Wall of Fire

Wall of Fire encircles caster.

240

Stench of Hades

A stench of Hades (same as spell) is cast on you by a passing seagull that flies off laughing.

241

Enlarge

Caster's feet enlarge, reducing movement to 1/2 normal and adding -4 to initiative rolls for Roll 1d3 turns.

242

Chain

A 200-foot long chain appears on the ground for a few seconds before it blinks out of existence.

243

Lets Share

Caster suffers same spell effect as target.

244

Wolves

Suddenly you find yourself surrounded by a pack of frenzied hungry northern timber wolves.

245

Levitate

A random person levitates 20 feet for Roll 1d4 turns.

246

Inheritance

You inherit a large estate from a senile Baron. This is told to you by a messenger who also asks you to attend the funeral, which will be held soon.

247

Cause Fear

The target emits a cause fear on all within a 60-foot radius. Standard save.

248

Golem

An Iron golem steps up to you and explains that he's ready to serve you now.

249

Squeak

Caster speaks in a squeaky voice for Roll 1d6 days.

250

Green

Your eyes turn snotling green.

251

X-ray

Caster gains x-ray vision for Roll 1d6 rounds.

252

Shrink

A random person in your vicinity is reduced to 6 inches tall, permanently. A negate magic may restore the victim to a normal life.

253

Age

Caster ages Roll 1d20 years.

254

Silence

Silence, 15 ft kkradius centers on caster.

255

Fleas

These small creatures are now a part of your small universe.

256

Pit

A 10x10 pit appears immediately in front of caster. 5' deep per level of the caster.

257

Ooo

From this day and for Roll 1d10 weeks, all of your spells cost only 1/2 of what they should to cast.

258

Reverse Gravity

Gravity beneath the caster's feet is reversed for 1 round.

259

Hair

Your hair is turned white as chalk. Permanent.

260

Streamers

Coloured streamers pour from caster's fingertips.

261

Yellow

All people, including you, within 40 feet are turned completely yellow for Roll 1d3 days. (Possessions too.)

262

Random

Caster is exempt from all random determinations, for the next 24 hours.

263

Snake

A light brown snake bites you in your left knee. It is a non-poisonous snake and it only deals 1 point of damage.

264

Invisible

A random person within 100 yards of you becomes invisible.

265

Double

You instantly double the number of spells/day you can cast. Lasts Roll 1d3 days.

266

Butterflies

Streams of butterflies pour from the caster's mouth.

267

Colour

Colour sprays from the caster's fingertips

268

Pegasus

A Pegasus appears and if you are of good alignment, it offers to be your steed.

269

Fire

You scorch yourself on the cold blue magical flames that suddenly engulf you as you burn all of your spells for the day (Roll 1d6 damage for each spell) If you have more than 2 dice of damage, the scars left on you by this horrible experience will reduce your PB by Roll 1d6 permanently. (A healer will be able to help.)

270

Footprints

Caster leaves monster shaped footprints instead of his own until a dispel magic is cast.

271

Goblin

A hard-core goblin child attacks you from behind with a crude cudgel; he will flee if he suffers any damage.

272

Gems

Roll 3d10 gems shoot from the caster's fingertips. Each gem is worth Roll 1d6*10 GP

273

Pixies

13 common pixies make your and your friends life miserable for Roll 2d20 hours.

274

Music

A light aria fills the air.

275

Lightning

Lightning strikes the tallest person in your vicinity, it might even strike you. (Damage Roll 6d6)

276

Food and Water

Create food and water.

277

Amnesia

Amnesia hits you like a hammer and you can't even remember who you are for Roll 4d6 hours.

278

Extinguish Fire

All normal fires within 60' of the caster are extinguished.

279

Joton

A Joton makes you his enemy and comes looking for you. In some strange way you're aware of it.

280

Draining

One magical item within 30' of the caster (randomly chosen) is permanently drained.

281

Stones

Every stone within a 50 ft radius starts jumping in all directions; if there are boulders present they might even hurt someone unless a dodge vs 14 is made each melee. (Damage Roll 2d6) The stones stop jumping after Roll 3d6 melees.

282

Magic

One normal item within 30' of the caster (randomly chosen) becomes permanently magical. (DM choice as to type of magic.)

283

Earthquake

An earthquake comes to visit the area surrounding you. (300-yard radius, 4-5 on the Richter scale.) Buildings shake and might crumble.

284

Bonus

All magical weapons within 30 feet of the caster are increased by +2 for 1 turn.

285

Smoke

Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn.

286

Growth

Your ears grow three times larger, permanently. May be removed by a remove curse.

287

Dancing Lights

As per the spell for Roll 1d10 minutes

288

Puppy

You're transformed into a cute little Yorkshire terrier for god (DM) knows how long

289

Hiccups

All creatures within 30 ft of the caster begin to hiccup.

290

Jinn

A black Jinn materializes in front of you and bows.

291

Open

All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open.

292

Reward

The king of the country you're in decides you're responsible for a plot made against him and sets a reward of 10,000 gold on your head.

293

Exchange

Caster and Target Exchange places. Each keeps their own clothing, possessions, etc.

294

Smoke

Smoke trickles from the ears of the caster for Roll 1d6 days. Harmless.

295

Random

Spell affects a random target within 60 feet of the caster.

296

Claws

You grow claws, horrible black, non-retractable claws. (Dam Roll 2d6+2) They may be removed by a remove curse, if you find a priest that can be convinced you're a good guy that is.

297

Blind

Caster is temporarily blinded for Roll 2d4 days

298

Failure

Spell fails

299

Silk

You find yourself dressed in the finest silk garments, but you've no idea of where your armour is. (Or whatever you were wearing.)

300

Going up?

You are lucky to be instantly teleported 451 yards straight up into the air. And on your way down you have a splendid view. Hope you'll live to tell about it. (Dam Roll 20d6)

301

Weather

Sudden change in weather (temperature raise/fall, snow, rain, etc) lasting Roll 1d6 turns.

302

Blue

Your ears turn permanently light blue. May be removed by a remove curse.

303

Bang

Deafening bang affects everyone within 60 ft. All those who can hear must save vs spell or be stunned for Roll 1d3 rounds.

304

Necklace

You notice a necklace around your neck that wasn't there before. Anyway you can't take it off and as another bonus it gives you a +2 vs possession.

305

Exchange

Caster and target exchange voices until a Remove Curse is cast.

306

Gate

Gate opens to a randomly chosen outer plane; 50% chance for an extra-planar creature to appear.

307

Key

You find a key in your pocket. What is it for?

308

Shriek

Spell functions normally, but also shrieks like a shrieker.

309

Specter

A raving specter starts terrorizing you and your party.

310

Decrease

Spell effectiveness (range, duration, etc,) decreases 50%

311

Elemental

A minor air elemental offers you its help.

312

Reversed

Spell reversed if reverse is possible.

313

Chess

A nearby tree asks...."A game of chess, hmmm?"

314

Physical

Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect.

315

Fae

You can feel the rhythm, even before you can hear the wonderful music. A fairies dance affects the entire party (same as your effect level.)

316

Glow

All weapons within 60 ft of caster glow for Roll 1d4 rounds.

317

Orcs

A pack of Orcs selects you to be their next victim.

318

Suspend Save

Spell functions normally, any applicable saving throw is not allowed.

319

Damage

Target takes 5d10 hit points damage

320

Dagger

You find a dagger in your boot.

321

Diminish

Spell has only 1/4 effect and duration

322

Glow

All magical items within 60 ft of caster glow for Roll 2d8 days.

323

Switch

Caster and target switch personalities for Roll 2d10 rounds.

324

Look Out

A warrior's arm and sword in another part of the world happens to slash through a hole in space hitting you instead of its intended target. You get a really good close-up of a dwarven-made broadsword taking Roll 1d8+4 points of damage in the process. May be dodged if initiative is 16+

325

Extinguish

All magical fires within 40’ of the caster are extinguished.

326

Luck

Caster may gamble up to 5 points of her luck stat on a future saving throw. If the save succeeds, the points are not lost. If it fails, she loses the points and must regain them normally.

327

Delude

Your target is Deluded.

328

Backfire

For a moment you seemed to be getting away with it, but your spell backfires and goes off in a random direction.

329

Lightning

Chain Lightning strikes random targets at your effect level.

330

Webbing

You grow webbed hands and feet, permanently. Swim +10%

331

Enlarge

Target Enlarged.

332

Violin

A well dressed violinist steps out from a shadow and plays a song for you, when he's finished he bows, turns around and implodes.

333

Imprisoned

Target is imprisoned on another plane.

334

Plant Growth

Plant Growth centered on target.

335

Vanish

1,000 lbs of non-living matter within 10' of target vanishes.

336

Fireball

Fireball centered on target.

337

Petrification

Target turns to stone.

338

Heal

Everyone within 10 ft of the caster receives the benefits of a heal all but Roll 1d4.

339

Dizzy

Target becomes dizzy (-4PP and cannot cast spells) for 2d4 rounds.

340

Wall of Fire

A wall of fire appears running down the middle of the street.

341

Ethereal

One of the target’s allies turns ethereal for Roll 1d10 rounds.

342

Blindness

Target suffers blindness

343

Charm

Target is charmed as per charm monster

344

Forget

Target forgets who he is for Roll 1d6 hours.

345

Enlarge

Target's feet enlarge, reducing movement to 1/2 normal and -4 to all initiative rolls for Roll 1d3 turns.

346

Rust

A rust monster appears in front of the target.

347

Polymorph

Target polymorphs randomly.

348

Transgender

Target changes sex for Roll 1d3 months.

349

Rain

Target has a small, black rain cloud form 3 feet over their head.

350

Stinking Cloud

A stinking cloud centers on the target.

351

Look Out

Heavy object (boulder, anvil, safe, etc.) appears over target and falls for Roll 2d20 points of damage.

352

Sneeze

Target begins sneezing. No spells can be cast until fit passes. (Roll 1d6 rounds)

353

Area of Effect

Spell has a 60 ft radius centered on target; everyone within the radius suffers the effect. Even spells that are normally not an area of effect have the same area.

354

Itch

Target's clothes itch (-2 to initiative for Roll 1d10 rounds)

355

Who am I

Target's race randomly changes until cancelled by dispel magic. Roll for a new race every day. Stats remain the same.

356

Ethereal

Caster turns ethereal for Roll 2d4 rounds

357

Let's Go

Target hastened.

358

Dust

All non-magical articles of clothing on target, crumble to dust. Magic clothes receive a save.

359

Plant

Target sprouts leaves (no damage cause, and they can be pruned without harm)

360

See Magic

Caster gains the ability to see magic for a month. The sensitivity is so great that if she looks at a +5 or greater item she is flash-blinded for Roll d4 rounds. She should probably invest in Ray-Bans.

361

Colour

Target changes colour (cancelled by dispel magic)

362

Duration

Spell has a minimum duration of 1 turn (i.e. a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, on the other hand, a healing spell activates every melee for one turn.)

363

Metamorph

Caster is metamorphosized into a goat for Roll 2d6 days

364

Bonus

Spell effectiveness, increases 200%

365

Frog

A passing frog stops and says "You'd better behave or I'll....." then hops off

366

Dentist

You drop all of your teeth in your upper left jaw.

367

Shrink

Your head shrinks to 1/2 of its normal size, permanently. May be removed by a remove curse.

368

Double Take

Your spell takes effect and then everything goes black for a few seconds. When you open up your eyes again you are standing in a long 20 ft wide, 100 ft long corridor which has its walls lined with strange chairs, two on each side. Every chair has a strangely clothed human in it. 120 people in all. They all stare at you, mouths wide open. Though small oval windows on the walls you can see clouds and you can hear a distant humming sound. There is a strange door to your right. After about 10 seconds, everything goes black again and you're back where you started.

369

Tail

You grow a hairy tail, 3 ft long, permanently. May be surgically removed.

370

Loss

You loose control of yourself and your brilliant DM can do as he pleases with your character for Roll 1d4 melees.

371

Flowers

A bunch of flowers, different types, 24 all in all. Appear before your feet with a card. The card reads: "We humbly apologize for not telling you to duck earlier... Love: The council of most unbelievable and unpredictable accidents." If you look up when you’ve read this you see a gray stone made windmill falling directly on you from the sky. You may dodge it (14 or higher) or suffer Roll 10d20 points of damage.

372

Goat

One of your present, random companions turns into a black goat for Roll 1d4 days unless s/he makes a save vs. spell magic of 15 or higher.

373

Drunk

You realize that you’re blasted on dwarven moonshine. (-4/-40%) You’re drunk for Roll 1d12 hours and have terrible a hangover for 1d8 hours with half of the penalties.

374

Shooting Stars

A star falls from the sky crashing into the nearest village. You know you’re responsible.

375

Orcs

A shrubbery a few yards away warns you of a nearby band of Orcs. Actually true, but far too late. 10 Orcs step up to your party and explain that they're going to eat you for supper. (Low-level mercs.)

376

Come again

You reverse your sentences for Roll 1d3 hours.

377

Horn

A random person in your vicinity permanently grows a skin coloured 1 ft long crooked horn on their forehead (ram attack does Roll 1d6 dam, plus dam bonus.) May be removed by a remove curse.

378

Friend

The next stranger you talk to will mistake you for an old friend.

379

Bees

You're attack by a whole nest of wild bees. The attack lasts for Roll 1d6 melees.

380

DM Special

Choose one, or randomly select from secondary chart.

381

Rat

A rat offers to be your pet, if you're prepared to feed it with one pound of cheese a week.

382

Ears

You grow pointed ears like an elf, if you are an elf, your ears grow to double size, permanently.

383

Demon

Summon lesser demon (DM's discretion.)

384

Chin

You permanently grow a pointed chin.

385

Eyes

Your eyes permanently turn wine red. (Iris only.)

386

Armour

You appear to have been awarded with Armour of Ithan, but you don't know for how long. (Roll 1d6 hours.)

387

Zombie

A zombie (same as spell) rises from the ground to do your bidding.

388

Gold

You notice a small chest full of gold and jewelry standing a few feet from you. The gold is real and it is worth about 25,000 gold pieces.

389

Wanted

A respected noble claims that you owe him 56000 gold pieces and sets a reward of 5000 gold pieces to anyone who can bring you before him alive. You become aware of this when you see your own picture posted in the next town you enter.

390

Petrification

A petrification is mistakenly laid on one of your companions. Subtract the appropriate cost.

391

Darkness

You find yourself in a black small room. You can see light peeking in from a crack in what might be a door. If you open the door you realize that a cupboard must have materialized around you. The cupboard is of good quality and has several sets of fine tailored clothes in it. Everything fits as if made for you.

392

Raven

A raven considers itself to be your pet.

393

Intangible

The next sword that hits your body will simply slide through and you will not suffer any damage. This particular sword will not be able to hit you for the next 1d10 days.

394

Bird

You turn yourself into a Sulfur-Crested Cockatoo for Roll 1d4 days, but retain your self-control.

395

Repeat

The spell you cast will repeat itself at the same time of the day for Roll 3d6 days. Spell cost will of course have to be subtracted. If you're out of spells the spell won't repeat that day.

396

Add

The spell you just cast cost nothing; in fact, you just gained an additional spell.

397

Burn

The magic energies are warped and directed at you instead and your body starts to burn taking Roll 5d6 points of damage every melee for Roll 1d6 melees.

398

Random

You change your eye-colour randomly through the common colours for your race. (Lasts Roll 1d10 weeks)

399

Whoops

You loose your balance and fall to the ground, which means that the spell didn't work, and you retain your spell cost, but loose the initiative. Try again next melee.

400

Fertility

Sometimes a spell goes wrong, very wrong and this is one of those times. If you are a male then you are from this day on impotent, but if you are a woman, you are pregnant, whether you want it or not.

401

Xmas

A strange pine tree appears in front of you. It is highly decorated as if part of some strange ritual. If you examine it closely you can see small dolls hanging from its branches featuring a bearded man in red clothes. Burning candles also line the branches. Under the tree there are some packages in multi-coloured paper, each one bearing a label...

402

What did I just say

Somehow you didn't quite understand how it was you were supposed to pronounce those last words and the spell is certainly not the desired one, DMs choice.

403

1000th Magic

A small apple tree materializes in front of you. It is about 6 ft high and planted in a large pot. The tree has a glittery aura and if examined closer by a magic user it will radiate powerful magic, in fact the whole tree is extremely magic. The tree monthly grows Roll 1d6 red glass-like apples each containing 50 ISP The tree has to be kept in a suitable environment or it’ll die. This plant is of a magic, practiced by the Titans and some Elves and Dragons during the elf-dwarf wars, long forgotten called; "Th’aghf Zathciuwa’gh Ghathyur’eigh" or " The way of the trees". If not treated properly the tree will die. Once the apples are picked they will last for centuries. There are no cores in the apples, once each century the tree will grow one green apple (containing 2000 ISP!!!) that can be planted to yield another Roll 1d8 trees. There is a 1% chance that the tree has a green apple when it materializes.

404

Weight

Weight increased by Roll 3d100 lbs for Roll 1d6 months.

405

Goat

You grow the legs of a black goat permanently. Increase SPD by Roll 2d4 points. May be removed by a remove curse.

406

Get Off

Just who do you think you are!!?? GET OFF MY HEAD!!! Screams a stone from under your boot and gives you the evil eye. (Not the psionic or curse.)

407

Desert

The whole party is suddenly in a desert. You can hear the sound of a distant battle raging through the air. If you look closer you can see a battle going on in a valley. There are only humans that are part of this battle. (DM: The characters have been teleported to 900 AD during the Middle Eastern Crusades.) The group will remain in this dimension for Roll 1d4 days and will then be teleported back to the same place and time as they left.

408

Potion

A potion lies before you on the ground. (Faeries dance level 5)

409

Fireball

A fireball is also directed at your target. Same level as you. Subtract spell cost.

410

Spell

You learn a new spell (Random) that of course is unstable and this also makes one of your other spells unstable (random,) the problem is just that you don't know which one.

411

Snake

A snake, typical for the terrain offers to be your pet.

412

Duck

You hear a whistling sound above your head. A shell from a WWII howitzer is dimensionally teleported to this world and explodes 50 yards above your heads. Spreading shrapnel over a 200-yard radius. 60% chance of taking Roll 8d6 points of damage, 30% chance of starting a fire. You are deafened for Roll 1d6 minutes, if you survive that is.

413

Question

A voice in your head says, "You have only one question, but you may ask me anything. I will answer truthfully." You see an old bearded man in a red silk robe standing before you and you notice that time seems to have stopped.

414

Raise Dead

A nearby cemetery is accidentally affected by a powerful raise the dead spell producing Roll 10d8 skeletons that set off to terrorize the countryside. The creatures will kill all living beings that get in their way.

415

Blow Worm

A blow worm surfaces 30 yards away and dives in your direction.

416

Blisters

You develop blisters. First on your hands and a few days later your arms. After a week your entire body is covered and the blisters begin to turn into sores. You realize only too late that you've caught the disease leprosy. Unless magically treated you will die in Roll 1d6 weeks.

417

Bard

A bard in a nearby town writes a hit-song about your groups' heroic deeds, which results that in a year or two each existing group members' renown will be increased by 1 point.

418

Wolfen

An order of outcast magicians in the Wolfen Empire sends you their greetings and an invitation to their annual celebration of the equinox.

419

Faeries Dance

Everyone within a 150-yard radius, except you of course, is affected by the spell Faeries dance (effective level 4) and you find yourself lacking your entire spell reserve. The affected people get a save vs magic of 14 or higher.

420

Vomit

You vomit uncontrollably for 1d6 melees producing a strange green foul smelling thick liquid taking Roll 2d4 points of damage directly to your hit points.

421

Got a hand

You grow another pair of arms, permanently. May be removed by a remove curse.

422

Lead

A pool of boiling lead is created 10 feet above your head. You are aware of it and may dodge it (10 or Higher) If you fail you will suffer Roll 8d6 points of damage.

423

Rat

A rat crawls up your back and bites you in your left ear and runs off leaving you with an infected wound. You also receive one point of damage.

424

Concentrate

Since you weren't concentrating hard enough the spell fails and you loose half a spell cost.

425

Initiative

In some strange way you automatically loose the initiative for Roll 1d8 melees. But the spell works and has double effect.

426

Skeletons

Roll 1d4 skeletons rise from their graves to tear your soul apart.

427

Crest

You grow a 5-inch high dark crest, permanently. May be removed by a remove curse.

428

Lycanthrophy

From this day on you can't remember anything from certain full-moon nights since you suffer from Lycanthrophy. May only be removed by a remove curse.

429

Peaches

A peach tree starts growing in one of your bags.

430

Fly

Caster is able to Fly, as the spell, at will, for one month.

431

Hole

A five-mile long 200-yard wide 500-yard deep hole in the ground opens up a short distance away. Permanent.

432

Crystal

The back of your skull is from this day on made of crystal, permanently. Mind the head, please...

433

Shrub

You are instantly turned into a thorny shrubbery with small blue flowers and red berries. You may think and speak. Lasts Roll 1d6 weeks.

434

Elemental

A major earth elemental decides to rid the world of you.

435

Blue

Skin turns pale blue for Roll 2d6 months

436

Amnesia

You forget your name and profession for Roll 1d4 weeks. You retain your skills and may react but you are not aware of what you're capable of.

437

Butterfly

A passing butterfly tells you to shut up.

438

Quest

A god (random, of course) "awards" you with a quest (the nature of the quest is up to the DM. You may decline....

439

Allergy

You develop a severe allergy to the subject you were using your magic on, but you also permanently reduce the cost of your spell by 1/2.

440

Death Cult

You find yourself to be the next victim of a secret death cult located near your home. You are aware of this but you do not have the faintest idea of how you became aware. Today is the perfect day for writing your testimony.

441

Elemental

A greater Fire elemental sees you as one of the ancient "lost" elementals and in order to help your quest it grants you resistance to all kinds of fire and heat (magical or non-magical.) You also grow the mark of fire on your forehead and your pupils from now on glow with a deep red light. May be removed by a remove curse at 1/3 of normal chance.

442

Blue

All people, including you, within 40 feet are turned completely blue for Roll 1d3 days. (Possessions too.)

443

Ooze

Your hands and lower arms are turned into an oozing yellow liquid for Roll 1d3 minutes. If more than a quarter ounce of it gets out of place, you will need a restoration for them to be functional again.

444

Itch

You feel an itch on your back. As you scratch yourself you become aware that something is not as it used to be. You grow Roll 1d12 hand sized green mushrooms on your body. Each mushroom may be removed, but it will inflict Roll 1d3 points of damage directly to your HP in the process. Good Luck. After a month they fall off naturally. (causing no damage.)

445

Gills

You grow gills and cannot breath air anymore. You must find a large body of water within 3 minutes or die from suffocation. Luckily for you the gills work in both salt and fresh water. Lower PB by Roll 1d6 points.

446

Gold

You find that your nose has turned into 24 carat gold. May be removed by a remove curse, or sold. Lower PB by 1d3 points.

447

Abduction

The only thing you remember is that you were about to cast a spell and that a shimmering turquoise light engulfed you. Your friends on the other hand have a completely different tale to tell: Suddenly you disappeared and were gone until now. (Roll 1d12 days have passed.) No one knows what really happened to you during this time, but you have a strange feeling that someone else can see, hear, smell and feel all that you experience. It seems as though you have been abducted by something or someone...Roll save vs random insanity.

448

Frog

A flash, a puff of smoke and a little pink frog. That is all that remains of your spell. (Remove it from the list, you've forgotten it.)

449

Wasps

In addition to your spell you conjure up a wasp's nest inside your target's mouth.

450

Bonus

Desired spell at twice your effective level. (If you are multi-classed, add all your levels together and double it.)

451

Thumbscrew

When you cast the spell you also notice that your left thumb is somehow stuck. You discover a silvery thumbscrew is attached to your thumb. It may easily be removed.

452

Hair Growth

Your hair grows an inch per turn for the next Roll 2d10 hours.

453

Drain

Drain target’s magic items (except artefacts) of all enchantments; each item gets a save

454

Luck

Luck sees you as a promising piece in the game and awards you an automatic successful dodge/save against the next supernatural attack directed at you.

455

Eye

Your right eye pops out of its socket and hangs swinging in its nerve thread.

456

Colour Blind

You become colour blind for Roll 1d3 weeks.

457

Bonus

You instantly triple your spells/day. Lasts Roll 1d6 turns.

458

Unicorn

A unicorn offers to be your steed, if you are of a good alignment. An evil character on the other hand finds themselves covered with Roll 2d8 hungry tinder spiders.

459

Size of the Behemoth

You become aware of the workings of the spell "Size of the Behemoth" It's unstable of course.

460

Curse

the next priest of darkness you encounter casts a random curse upon you.

461

Arrow

The next arrow fired in your vicinity will hit your head. Normal damage.

462

Pilgrims

A group of wandering pilgrims (Roll 3d6) mistakes you for a saint and starts harassing you with prayers, offerings and submission. They will be very hard to get rid of and may act violently when the truth is revealed, depending on their religion of course.

463

Forget

The world 'forgets' you for Roll 1d4 hours and you are practically invisible during this period.

464

Teeth

You grow an extra set of teeth, permanently. -19% to speak any language.

465

Nothing

Absolutely nothing happens and you loose the rest of your actions for this melee.

466

Boars

A pack (Roll 2d6) of wild boars are accidentally summoned to a location 100 ft to your left. There is a 75% chance that these fierce buggers will attack, if this is the case they will attack the nearest humanoid.

467

Psionics

You find your empathic self awakened as you suddenly become 'aware.' You have become a latent psionic. If you already have psionics you will find that you have 'moved up' a step (latent become minor, minor become major, major become master, master get the 00 bonus.) If your race is not capable of psionics see 505

468

Water

200 gallons of water soak the caster.

469

Truth

Some people to the left of you (Roll 1d8 randomly selected,) will be affected by the spell Words of Truth for one full day. (Save 15 or higher.)

470

Shadow Meld

You are affected by the spell Shadow meld for 3d6 melees (save at 15 or higher)

471

Horse

the next noble you encounter presents a warhorse of the finest breed without any markings to you as a token of eternal friendship.

472

Flame

A wall of flame, effective level 7 is instantly created 10 feet behind you.

473

Protection

An active circle of protection from magic (strength +2) is created where you stand.

474

Sketch

A sketch of you falls to the ground beside you.

475

Reverse

You reverse every other word for Roll 1d4 hours.

476

Multi-Class

Caster Multi-classes, to a random profession. They can skip the apprenticeship and start at level 1.

477

Pressure

You feel something invisible giving pressure from all around your head. Save vs 16 or pass out for Roll 1d6 melees. Your friends on the other hand witness your head shrink to the size of an apple. Your eyes, nose, mouth ears, teeth, throat do not shrink. The effect is permanent and will not affect your mental capabilities. May be removed by a remove curse at 2/3 normal chance (round up.) PB is halved due to the amusing look of your little "doorknob."

478

Piglet

You find a piglet among your gear.

479

Plot

You will be aware of the next plot made against you and your friends.

480

Mate

The next person of your opposite sex that you encounter will insist on mating with you.

481

Glass

You are covered in a glasslike substance that tightens so much that you cannot breathe. Make roll vs PS to shatter the glass or take Roll 1d6 damage each melee until you are dead. Others may also try to break the glass. AR 12 SDC 30

482

Kitten

You find a kitten in one of your pockets, but the spell works normally.

483

Double

The spell has twice the effect, but also affects you with full strength. (If you are the target, another random person is affected.)

484

Nexus

You are drained of all your spells, but this creates a ley-line nexus at the place you are standing, with ley-lines stretching out 500 miles north, east, south and west. Duration: Roll 1d8 years or permanent (?)

485

Race

Randomly roll a new race. If it isn't the same as your current race, reroll all your stats. Level and skills remain the same. Remove curse or negate magic will work to restore you. (So save your stats, just in case ;)

486

Teleport

You, everybody and everything in a 100 ft radius will be teleported Roll 1d100 miles in a random direction (Roll 1d4 N, E, S, W). Each person and object gets a separate save.

487

Disease

For Roll 1d4 weeks your body contracts a strange shape-shifting disease. For every morning: Roll d4 on [1-3: you are male; 4-6: you are female; 7-9: you are both; 10: you are none].

488

Angel

You summon forth a beautiful Angel (Female Seraph if you are male; Male Ariel if you are female) which says 'I'm here to do everything you want me to do." It stays with you for Roll 1d4 days.

489

Succubus

You summon forth a beautiful Succubus (Female Succubus if you are male; Male Incubus if you are female) which says 'I'm here to do everything you want me to do." It stays with you for Roll 1d4 days.

490

Sidewalk

From this day on, you will always walk on a track of solid cement. The cement will remain even after you pass. You won't have to worry about dense forests and such, but tracking you will be very, very easy. Remove curse and negate magic will work.

491

Say goodbye

Roll Roll 1d10 for each of your possessions. On a 1 this item disappears.

492

Mixed up

All your magic items and weapons change their special abilities, and you don't know which is which. (For example, you have a ring of save vs magic +1, 1 pair of gloves with healing touch and a sword with Roll 1d6 extra damage. You now have a ring with Roll 1d6 extra damage, a pair of gloves with +1 save vs magic and a sword with healing touch. Or any other combination.)

493

Did I know that?

Your mind gets twisted. You lose Roll 1d6 skills but you gain Roll 1d6 other skills.

494

Attribute

A random attribute of your character becomes a wandering effect. You get +1 every day until it reaches 30, then it restarts with 1 until it ends with the number it started with. A remove curse will work, but if performed when it's higher then in the beginning the attribute will drop 1 point under the starting number. This can be used to restore lost luck, although you must have it restored on a day between what you had and your original maximum, otherwise you will lose a point from your lower score.

495

Size of the behemoth

You accidentally cast 'Size of the Behemoth' on yourself and everyone win a 100 ft radius. Duration of the spell is only Roll 1d4 melees, but all the clothes and armour you and the rest were wearing are now destroyed.

496

Fish

A rain of fish starts with you in the center. Roll 1d6 fish fall from the sky per square yard/melee. Each does only 1 point of damage. The duration of the rain is 1 melee/level, but the fish stay until eaten or rotten. The 'storm' has a radius of 2 miles.

497

Toke

Something smells peaceful here. You summon a cloud of marijuana smoke, covering 100 ft radius. Duration: 1 hour per level. Victims will loose their thrill to fight and become very peacefully loving and dreaming. Only a save vs poison will help, but it must be repeated every 10 minutes.

498

Music

A New Orleans Brass Band materialized from thin air plays a funeral march and dissipates into thin air again. Every action stops during the music. Everybody has to reroll initiative afterwards.

499

Elves

A bunch (Roll 1d6) of naked Elvin maidens run in your direction. They disappear 1 yard in front of you. If you are male you lose initiative while they are there.

500

Gold

The target of your spell will be turned to solid gold for Roll 1d4 days. No saving throw.

501

Scrolls

All scrolls anyone within a 30 foot radius of you possess (even when these scrolls are not in the radius) change their heading at random.

502

Reduced

Height and mass is reduced by 1/2 lasts Roll 2d6 months

503

Wow

Roll twice on this table, but any outcome will either be permanent or TEN times the indicated damage/strength/number.

504

Resurrection

You cast a successful resurrection on all dead within a 5-mile range. Not only on the recently dead, but also all others who died in the last 500 years come back to life, their bodies mystically restored.

505

Needed

This was not quite what you thought should happen, but you conjure the one thing that you and your party needs most at this very moment, be it a piece of parchment with the layout of the dungeon you are trapped in or anything/anyone else. Your DM will know what you need most, and will give it to you. (DM note: The item disappears at the end of this session.)

506

Rabbit

A white rabbit passes by. When it gets in front of you, it stops, takes a kind of amulet out of a pocket in its vest, looks at it and mumbles, "oh-oh, I'm too late for the tea-time." After that, it will vanish down a hole.

507

Fame

Somehow, from now on you are the most notorious spell-caster in the whole universe. Everybody everywhere will know your name and picture. The reaction of the people, whenever you enter a community will either be respectful or hateful, depending on the view of magic they have in this community.

508

Eternity Time

Everything indestructible, everlasting, permanent (Magic items, rune weapons, eternal flames, etc.) in a 1-mile radius of you will crumble to dust, vanish, and fade out. On the other hand, every object that is not indestructible will get this attribute and be considered magical from now on.

509

Magic

Somehow you forget one of your spells, but you get a replacement. Determine randomly, which spell you lose. You get one spell 3 levels higher, also random, and also unstable.

510

Skills

You forget 2 random skills. But hey they are not lost for nothing. You can distribute their percentage numbers on the rest of your skills.

511

Dwarves

20 naked male dwarves surround you. You have to make a Horror Factor of 18. They disappear after Roll 1d6 melees.

512

Health

If you have lost any SDC or hit-points, you are totally healed, if you have lost any limbs, they are restored, if you have any diseases, they are gone, if you are poisoned, you are healthy again. But if you were completely healthy, well, you’ll lose half your SDC and hit-points

513

Potions

1000 healing potions appear 100 yards above your target and fall down on it. They will make damage and heal it in the same moment, so nothing really happens, besides the mountain of shards your target is buried under

514

Weightless

For Roll 1d4 melees you become completely weightless. According to the universal laws of physics, if you make any movement, you will leave the ground and fly, but after the weightlessness wears off your body weight is increased by 100 pounds per level of your experience. If you were flying, you now will fall back to the ground. The increased weight lasts Roll 4d4 melees.

515

Toad

You become a toad for Roll 3d6 melees. Only your body changes, not your clothes nor other possessions.

516

Cow

50 feet above your intended target appears a cow. When the cow falls the target and the cow both take Roll 10d6 damage.

517

Cops

Two humans in strange dark-blue uniforms appear in front of you. They say: "We are here to arrest you. You have certain rights: You have the right to call an attorney; you have the right to say nothing. If you say anything, this might and will be used against you in the court." They walk towards you and in the very moment they touch you they disappear. Who knows, maybe one day they'll be back to fulfill their attempt.

518

Eden

If you are male, a beautiful maiden of your race comes to you with an apple in her hand. "Be my Adam, I'm your Eve." She gives you the apple and disappears. If you are female a nasty little snake bites you for 1 point of damage, but luckily no poison.

519

Polymorph

Your appearance is changed to that of a dwarf. No stat change. If you are already a dwarf, you now look like an elf.

520

Moose

Metamorphosis into a moose for Roll 1d6 days

521

Company

10 normal 1st level Wizards show up and cast the same spell you just tried on your intended target. They disappear when this is done.

522

Potion

A potion lies in front of you on the ground. (Shrinking, Level 15)

523

Timewalk

You make a Timewalk Roll d2 on [to the future; to the past].

524

Travel

You just won a voyage around the world. An invisible hand grabs you, lifts you up into the air and moves you around the world at a moderate pace. Mystically, you have no desire to eat or drink during this trip, but you get to see the whole world.

525

Gold

Your skin becomes golden. No AR bonus.

526

Spice

The spell should work occasionally, so you are encouraged to use it again. So the spell hits its intended target just as desired. But roll again on this table to get some extra spice.

527

Sharing

You decide to share the wealth. Roll again on this table, once for each member of your party (including you.) Everyone gets the effect you rolled for him.

528

Evil Eye

Everyone you look at in the next 20 minutes must save vs Psionics or be hit by an Evil Eye (20 points of Damage each.)

529

Relocation

Your head is tired of being on your shoulders and decides to take a look at the world from a different angle. It moves down between your legs. Duration: Roll 1d6 months. (Remove curse at ½ chance will restore your head to its normal resting place.)

530

Bear

You somehow become a bear for Roll 1d4 days. But you can speak.

531

Earthquake

An earthquake comes to visit the area surrounding you (300-yard radius, 6+ on the Richter scale.) Buildings shake and will crumble. I hope you are not indoors.

532

Polymorph

You are now a beautiful (PB 29) female elf with long blond (IQ 5) hair (if you were male.) If you were female, you are now a brute (PS 29, alignment: miscreant) male ogre also with IQ 5. And I offer you 1000 extra XP for playing in character. Duration Roll 1d4 weeks.

533

Let's speed up a little

Your SPD is raised to 55 due to the horse-body you grew. You are now a centaur. Duration: permanent, Remove curse or negate magic will help.

534

Stability

All your spells are now stable. But for how long? (DM, this is up to you to decide, I suggest Roll 1d4 weeks maximum.)

535

Illusion

All creatures hostile to the caster in a 60’ radius are Glamoured to see each other as the caster.
Roll to save vs curse: Cravings: Moose Dung.
Pleased to meet you. Allow me to introduce myself..." You find yourself in a large damp dining hall at one end of a large oak-table facing a handsome dark-eyed young man. He looks at you and has a sip of his wine, smiles and says: "I have a proposal to make, but first we eat hmmmm?" The dinner you're served is the best you've had in your entire life, the man makes small talk during the meal. After you're finished he personally serves you a glass of vintage wine and asks you to do a favour for him. "It is of course voluntary, since I wouldn't dream of forcing you to do anything against your will." He will not tell you the nature of the favour until you agree. If you refuse he will simply send you back....

536

Curse

A vorpal guillotine blade flies from the caster’s hands and strikes the target with a +5. If a critical is obtained, the creature is decapitated and the head falls into a magically appearing basket. The creature gets its normal Dodge/Parry.

537

Help

Out of nowhere comes a carriage, which is unable to stop when the driver sees you. You are trampled, taking appropriate damage. If you are indoors see 862

538

Vorpal Magic

You are cured of any insanities you may have, if you have none, roll up an obsession.

539

Traffic

All of the caster’s stats are randomly redistributed, except their prime requisites.

540

Sanity

A random extra planar creature is gated in and will act appropriately.

541

Stats

The next living creature the caster touches gains Roll 1d10 HP and the caster loses the same amount permanently. This can raise the creature's HP above the maximum.

542

Extra planar Creature

Target becomes immortal. When he dies he loses 5 points of PE and rises from the dead at the next midnight. This continues until his PE becomes 0, at which time he becomes a Revenant, which will hunt down the caster. Remove Curse at 1/3 normal will cure the target, however the PE loss is permanent.

543

Hit Point

Target's hit points are raised (and healed) to their racial maximum. (Racial PE maximum plus 8 points/character level)

544

Immortality

The caster is imprisoned on another plane (DM choice.) The captors may or may not be intelligent enough to care properly for their new inmate.

545

Hit Points

The caster grows wings (50% feathered, 50% skin) and can fly at SPD 50.

546

Imprisoned

The caster pivots 360 degrees, creating a vortex. All creatures (except the caster) in the caster's original line of sight are drawn in, emerging on the ethereal plane.

547

Wings

Caster is forced to speak in rhyme for Roll 1d12 rounds. Cannot cast spells.

548

Pivot

Caster gains a random harmful (for him) miscellaneous magic time, which takes effect immediately.

549

Rhyme

The target is returned to the condition he was in before the start of the current situation. (All ISP, HP, Spells, etc are restored; any items destroyed or used are replaced.)

550

Magic Item

A randomly chosen wand within 50 feet of the caster (unless there is a wand of elemental anything nearby, in which case it is affected) explodes; all within 10’ of it take appropriate damage.

551

Reset

Target is cured of Roll 5d10 hit points (up to normal maximum).

552

Wand

The caster is surrounded by a continual, soft glow of bluish white light; makes sneaking in the dark impossible and is frightening to children and superstitious individuals.

553

Cure

The person closest to caster grows hair on their eyeballs. This is very painful and will cause blindness. A successful remove curse spell will remove the hair but not the damage.

554

Glow

All spells cast by the caster in the next 24 hours will become unstable, permanently.

555

Hair Growth

A Banshee appears by the caster and Wails.

556

Unstable

The caster’s toes enlarge to 3x their normal size, ruining footwear and inflicting Roll 1d10 points of damage and reduce the caster’s SPD to 50% of normal. If the caster is wearing metal footwear (or something else which wouldn’t normally be destroyed) Roll 1d10 toes are broken. Toes return to normal size after Roll 1d8 turns.

557

Banshee

Caster is attacked by 2d100 small annoying insects (50% chance they’re the biting kind).

558

Toes

A meteorite streaks out of the sky and hits caster for Roll 5d10+50 hit points. (If underground, waits until exposed to sky.)

559

Insects

All of caster’s scrolls vanish.

560

Meteorite

For the next Roll 3d4 rounds, all of caster’s rolls are at –5.

561

Vanish

The caster turns into a painting of herself, until Dispelled (any Dispel will do). Any changes painted on the canvas will become part of the caster if and when she is returned to her normal form.

562

Penalty

A devil/angel duo appears on the caster’s shoulder, and advises them appropriately as to what to do for the next Roll 1d10 hours.

563

Painting

All of caster’s weapons turn to Cursed Friend slaying weapons, which take effect the next time they are used and then return to normal.

564

Angel/Devil

Caster develops an allergy to one of her magic items. This item causes sneezing and coughing for Roll 1d6 hours every time it is used.

565

Curse

Target gains a 1d100 % resistance to magic for Roll 1d6 turns.

566

Allergy

Target is able to drain Life Essence (Roll 1d8 points) at a touch for Roll 1d4 rounds.

567

Resistance

Caster changes into a 4-foot diameter jellyfish unless a save vs. magic is made at –2. If on land, the caster takes Roll 4d10 points of damage each round unless continually doused by water.

568

Drain

Reverse Spell protects Target for the next turn.

569

Polymorph

The caster’s familiar turns against him. The animal is no longer treated as a familiar (appropriate penalties for familiar loss) and will act as a normal creature of that type will. This may include attacking the caster (usually just running away). If caster doesn’t have a familiar, he does now (GM choice. Be creative).

570

Reverse

The ground between the target and the caster turns to molten lava. All creatures touching the 5’ by 10’ strip of lava will take damage as per River of Lava at the caster's full level, every round they are in contact with it.

571

Familiar Break

Caster loses all teeth. A regeneration spell/herb or suitable replacement will be needed.

572

Lava

The target gains Regeneration at the rate of 1 HP/round.

573

Teeth

Molten lava comes out of the ground near caster, who takes 5d10 points of damage. Roll d100 for duration: 01-50, 1d4+4 rounds; 51-70, 1d4 hours; 71-85, 1d100 days, 86-100, becomes a real, non-magical volcano.

574

Regeneration

DM shouts “Wish!” and counts down from 10. If the caster makes a wish within the count it is granted. Be creative, be cruel.

575

Lava

Caster permanently forgets one spell chosen randomly. It may be re-learned at the next level.

576

Wish

All creatures slain by the caster in the last 24 hours rise up as Revenants and attempt to destroy him/her. All undead have their original abilities and skills.

577

Forget

Caster opens a gate to another location (DM choice or random) and is pulled through.

578

Undead

Caster Levitates uncontrollably, always heading upward until the spell duration (at the caster's level) is reached, then they fall.

579

Gate

Caster is in great pain for Roll 1d3 rounds.

580

Levitate

Caustic slime spews out of caster’s nose. Caster takes Roll 1d10 points of damage and cannot smell for one month.

581

Pain

Caster becomes a very strong magnet for Roll 1d4 rounds. All metal in the area will fall toward the caster. Metal weapons will attack the caster at +2; those wearing metal armour will fall on the caster, who will take appropriate damage.

582

Acid

a Greater Heal, healing all but 1d4 points of damage, affects Caster.

583

Magnet

Target's PS increases to 30 (Wears off in Roll 1d4 days.)

584

Heal

Caster emits a powerful fart which does Roll 1d10 damage to the caster, propels her 10 feet forward, and remains where the caster was and acts like a Stun Cloud for Roll 1d4 rounds. Any non-magical trousers are ruined completely.

585

Strength

Area within 100’ of caster becomes a null magic zone. Magical/animated creatures become inert and items and spells will not work in this area.

586

Rocket Assist

One charge from a randomly chosen Wand, Rod, Staff, or other Charged item affects the caster if she fails her save.

587

Null

Caster and target must re-roll their highest statistic that is not a Prime Requisite.

588

Target, Self

Nearest creature friendly to the caster is replaced by a doppelganger. The original creature is imprisoned in the doppelganger’s lair (wherever that may be).

589

Reroll

Fireball, centered on the caster effective at caster’s level.

590

Doppelganger

All creatures in a 60’ Radius hostile to the caster are duplicated, including possessions, etc.

591

Fireball

Target can only be hit by a +5 weapon or greater for the next Roll 1d10+10 rounds.

592

Duplicate

Hostile creatures within 60’ of caster have their hit points restored to maximum.

593

Ya missed me

Caster becomes extremely drunk.

594

Heal

Target permanently gains Bodybuilding at level 1.

595

Drunk

The caster becomes Deaf. Remove Curse will cure this condition.

596

Body Building

A 30-inch Colour TV appears from another time and dimension appears in front of the caster. All who view it must make a ME check or be totally unable to do anything except watch the screen.

597

Deafness

A gallows appears. Caster must make a PP roll to avoid being hung. The rope can be cut down before the caster is killed in one round.

598

T.V.

Target is affected by Paralyze (as the spell). Duration is based on the caster’s level.

599

Gallows

All of caster’s statistics are raised to 30 for 1 hour.

600

Paralyze

The intended spell backfires on the caster for good or ill.

601

Raise

Roll 1d10 skeletons under the target’s control rise up out of the ground and attack the caster (this may anger the caster’s deity!).

602

Backfire

The caster is buried to the chest in offal that oozes from a gate that spontaneously appears.

603

Skeletons

The caster and all of her party are transported to another site of conflict.

604

Ick

The ground opens up and swallows the caster to the neck.

605

Where am I?

Caster is affected by Confusion, as the spell.

606

Buried Alive

Caster is surrounded by hot coals. All those attempting to walk on the coals must make a PE check to stay on them.

607

Confusion

Caster becomes magnetically repulsive for Roll d20 rounds. Metallic objects cannot be brought closer than 5 feet; any ferrous items on the caster are repelled and go flying.

608

Coals

Target becomes invulnerable to edged weapons for 1 hour.

609

Repulsive

Caster is affected by a Hold Person spell.

610

Nah, Nah, can't hit me

A large bulls eye target appears on caster, giving anyone aiming at her with any kind of ranged attack a +10 to hit. This lasts for 1 hour.

611

Hold

A loud Gong sounds.

612

Bulls eye

The spell fails but the caster believes it affected the target to the maximum possible effect (if the max possible is death, the caster must choose a new target.)

613

Boing

A juvenile dragon of a random type flies onto the scene and acts appropriately.

614

It did too work

Re-roll, but the effect doesn’t happen right now. Instead, one of caster’s fingernails falls off. The re-roll takes affect when the nail is discarded or destroyed and always affects caster, even if the surge says ‘target.’

615

Dragon

All of caster’s weapons jump off her to a spot 10 feet away.

616

Delay

Or are they? Caster grows an argumentative, annoying second head on her shoulder.

617

Come back here

Target turns Invisible as per the spell, but can be hit once before turning visible again.

618

Two heads are better than one

Stun Cloud centered on caster.

619

Invisible

The caster is picked up by an invisible hand and shaken like a rag doll for 1d6 rounds. Spellcasting under such conditions is impossible unless casting an instantaneous spell.

620

Stun

Technicolour hailstorm. Roll 1d4 icy stones of various colours, doing Roll 1d6 HP of damage each, hit all those within 50’ of caster. The storm lasts for Roll 1d4 rounds.

621

Hand

The caster is turned into a puddle of water for d8 rounds. Evaporation or splashing will do Roll 1d20 hp dam. The caster returns to normal form at the end of the duration.

622

Technicolour Hailstorm

Caster’s mouth is puckered for Roll d10+10 rounds. No speech, spell casting, breath weapons, or other uses of the mouth are possible.

623

Puddle

Target is flattened for 10 melees. A companion may re-inflate the target before the end of the duration by blowing into their thumb.

624

Pucker

Target Forgets the last 24 hours.

625

Flattened

The caster’s pack/robes whatever ignites for Roll 1d4 rounds. Caster takes fire damage every round unless she removes the source of the flame or renders herself immune to natural flame/heat.

626

Forget

Caster is yanked into the air 10 feet and spins around rapidly, transfixing all those who see it as per Hypnotize. Caster will continue to spin until she fails a PE roll, at which time she falls, taking Roll 1d6 points of damage.

627

Fire

Illusion of a Fireball centered on caster. All who see this feel the heat of the Fireball but the caster is unharmed.

628

Hypnotize

All gold in the caster’s possession turns to water.

629

Illusion

A large mirror appears in front of the target. If the target tries to get around it his mirror image emerges from the mirror and engages him in combat.

630

Water, Water, everywhere

The caster is affected as per a Charm spell where she thinks the target is her best friend.

631

Mirror

Caster is covered with tar and feathers. 50% chance target will stop what he’s doing and taunt and laugh hysterically at the caster.

632

Charm

Caster is Mute for the next Roll 1d4 hours.

633

Tar and Feather

Caster turned into an infant of the same race. She reverts to her original age after Roll 1d10 rounds.

634

Mute

There is an immediate random encounter with a monster hostile to the caster.

635

Baby

Caster and her party affected by a Cloud of Slumber spell.

636

Encounter

Target gains power of speech in the caster’s native language (98%) and High Intelligence (racial maximum.) This also applies to inanimate objects (IQ on an inanimate object is same as caster's.)

637

Sleep

Caster is bound in High Steel straps. These will take a skilled locksmith to remove.

638

Intelligence

Caster is teleported to the top of the highest tree in sight and must make a PP check to avoid falling.

639

Prisoner

Area in 100 feet of caster is held in stasis Roll 1d10 days; caster is unaffected.

640

Teleport

Wild surge triggers the casting of another randomly chosen spell. Uses up it's own 'spell/day'

641

Stasis

Caster jerks uncontrollably for Roll 1d4 rounds, then a hypnotic pattern appears, affecting all who see it as a Hold Person spell.

642

Two for the price of one

Caster gains a stutter. Remove curse will cure it. 75% chance that spells cast while stuttering will misfire, resulting in needing to roll on this chart again.

643

Hold Person

Caster Forgets all her spells for Roll 1d6 rounds. Items still function.

644

Stutter

Caster is teleported to nearest goblinoid brothel.

645

Forget

Caster is teleported home. Normal teleport error rules apply.

646

Brothel

One member of the caster’s party is Blinded for Roll 1d8 rounds.

647

Teleport

Incapacitating green gas comes out of the caster’s ears and floats in the target’s general direction. All those between caster and target must make a save vs spell at caster’s level vs. Poison or fall unconscious.

648

Blind

All magical weapons within 30’ of caster lose their magical powers for 2 rounds only.

649

Gas

Small rubber balls (1 inch diameter) rain down in a 20’ radius around caster for Roll d4 rounds. Everyone in the area must make a PP check to move or fall down. The balls remain in the area, causing a check every round of movement until cleared.

650

Null Magic

Target affected by True Sight for 10 rounds.

651

Balls

Caster’s ferrous items must make a save vs. spell or rust completely away in one round.

652

True Sight

Caster chained to ground; tensile strength of chains is 3000 lbs.

653

Rust

Caster sprayed by Roll 2d20 pieces of confetti, edge on. They do 1 HP of damage each and caster has annoying paper cuts that will itch maddeningly as they heal.

654

Chain

All non-magical glass or crystal within 30 feet of caster shatters.

655

Confetti

Target’s form turns gaseous for Roll 1d4 rounds. A good gust of wind will disperse the cloud and kill the target.

656

Shatter

Trees around caster fall down (if none, some grow first). Caster must make a PP check or be pinned beneath them.

657

Gaseous

Roll 1d10 small stones shoot from the caster’s fingertips and orbit the target’s head. They are under the target’s control, as to speed and direction. They orbit for Roll 1d10 turns.

658

Timber

A random person within 100 feet is made ethereal. Unless they are familiar with the ethereal plane they may not realize what has happened and will not be able to return unless shown the way.

659

Orbital Stones

Next missile weapon used by target multiplies by 6; one arrow becomes 6, each with its own attack.

660

Ethereal

The intended spell functions but consumes Roll 1d6 of the caster's spells for the day. If this exceeds the caster’s available spells, they cannot cast spells for the next Roll 1d3 days.

661

Multiplication

A geyser erupts midway between caster and target. Anyone within 10 feet of it takes a Roll 4d6 damage from the boiling steam.

662

Overcast

A random snake is teleported in to within 10 feet of caster and is under the targets control.

663

Geyser

Everyone within 50 feet of caster is thrown 5 months back in time.

664

Snake

You accidentally summon a lesser deevil, that isn’t very happy ‘bout being dragged from his own dimension.

665

Timeshift

Caster polymorphs into something rhyming with her name (GM choice.)

666

Deevils

A booming voice audible over the din of battle says “SURRENDER!” This acts as a Command Word and all who hear it must make a save at the caster’s level or surrender to anyone who makes their save.

667

Polymorph

All the caster’s magic items are teleported to random locations within 100 feet. Items that don’t wish to be separated from the caster get a save.

668

Surrender

Word of Fear on the caster. No save.

669

Hide and Seek

Caster hit by Roll 1d6+4 giant staples, which do puncture damage for Roll 1d3 each and staple the caster to the nearest surface. This may be the ground.

670

Fear

Nearest dead body within 60 yards of the caster becomes a Zombie and attacks the caster.

671

Staples

All food within 50 feet spoils completely.

672

Zombie

A random spell of the same level as the intended spell affects caster if she fails a save.

673

Spoil

A net falls on the caster and they becomes so entangled they will have to be cut out.

674

Random

The target gains 15th level singing ability and can’t wait to try it out. Ever hear a troll sing?

675

Net

The caster is covered in an inert green slime that drips incessantly into her eyes. This goes on for 1d6 rounds during which time caster is at a –5 to Strike, parry, and dodge.

676

Singing

Target’s skin turns to steel, giving him AR 18 for the next Roll 1d6 rounds.

677

Slime

Caster spins rapidly for Roll 1d4 rounds and is stunned for Roll 1d6 rounds afterward.

678

Steel

Jail cell bars of the appropriate size surround the caster and her party (and anyone else in between).

679

Dizzy

Target must make a save vs. magic or become a Wraith.

680

Jailed

Caster’s next spell cast at 1st level in effect.

681

Wraith

Target must make a save vs. magic at -2 or turn into a Lesser Mummy.

682

Effect

Caster must save vs magic or be affected by Petrification for 10 hours.

683

Mummy

The caster’s mount is polymorphed into a goat if it fails a save vs. magic. If the caster has no mount, it affects the nearest one.

684

Petrification

An enormous tornado picks up caster and her associates and takes them to Kansas (or some other boring, flat, corn filled spot on the same plane.)

685

Goat

The caster is teleported to the highest mountaintop in sight. If there is no mountain visible the highest location within sight will do.

686

Kansas

Target Phases into and out of the ethereal plane for the next Roll 1d10+10 rounds.

687

Teleport

A poisonous spider (DM choice) appears near the caster and attacks.

688

Ethereal

Target collapses and appears to be dead. He is not, however, but you have no desire to discover this. He’ll wake up and be fine in Roll 1d6 minutes.

689

Spider

Target’s hair thickens and grows 4 yards long in 4 rounds. Target must part the hair to see. The hair is impossible to damage for Roll d3 hours.

690

Collapse

All magic items within 60 feet of caster wiggle when touched for the next Roll 1d6 days.

691

Hair Growth

A randomly chosen person near the caster has their knees reversed to bend the other way. This is permanent, and incurs a –3 to their PP. Armour will require modification. On the plus side, their base SPD is now doubled.

692

Wiggle

The next time caster and her associates return home, they will be visited by a stern old tax collector who will demand 10% of all they own as taxes, and has the authority to enforce the collection. He will return every month demanding another 10% until dispelled.

693

Knees

Caster summons a Leprechaun (or other suitable Fae).

694

Taxes

All non-magical clothing, weapons, armour, and similar equipment must make a save vs. magic or Enlarge to twice their normal size for Roll 4d10 rounds.

695

Fae

Caster shoots a web at the target, becoming entangled. The caster is one (possibly the only) anchor point.

696

Enlarge

Caster’s stomach is emptied; she becomes ravenously hungry and must stop to eat.

697

Web

Caster sweats buckets for a month, and must drink at least 3 liters of water per day or lose one point of Temporary PE for each day the water requirement is not met.

698

Hunger

An Imp appears, insults the caster, and disappears.

699

Sweat

Caster polymorphs into a mammal appropriate for the area, or a random type if no mammals are around; 40% chance for a monster type.

700

Imp

Caster becomes hysterically religious for one month, believing herself to be an Avatar of some previously unknown god(dess) and will try to convert followers.

701

Polymorph

Caster and target exchange bodies. If the target is completely non-sentient the caster’s body will fall into a coma.

702

Avatar

Caster and friends are teleported without error to the next place named.

703

Exchange

All gold on target turns to lead.

704

Teleport

The caster’s footwear animates and grows teeth for Roll 3d4 rounds. These teeth will attack everything within range, causing the caster to kick the nearest person. Treat as combat.

705

Lead

No one (except the caster) can hear the caster for Roll 1d6 rounds. Caster can still hear normally.

706

Animate

Caster glows a primary colour for Roll 2d12 days. This glow has the effective light of a normal torch.

707

Silence

Caster becomes immensely dirty- so much so that a dust cloud forms around her. Only natural bathing will remove the dirt. Interactions with others will suffer a penalty (unless they enjoy that kind of thing).

708

Colour

Caster falls flat on her face and must stand up again.

709

Dirty

Caster’s hair turns florescent green (some other obnoxious colour if already green). This is permanent until new hair grows in.

710

Oops

Target it teleported directly behind caster.

711

Green

Target and caster (only) are sealed behind an impenetrable force wall that only falls after one of them is dead.

712

Teleport

Target glows bright blue, permanently.

713

Wall of Force

The target is covered with plate armour (AR 18). Any other armour worn falls off. This lasts for Roll 1d4 rounds then the armour disappears (but the original armour does not reappear on the target’s body!)

714

Blue

Caster is surrounded by a giant pliable (but impenetrable) bubble for 24 hours. (Giant hamster ball, anyone?)

715

Armour

The shield closest to the caster is turned into a flower basket.

716

Bubble

Caster and target become locked in a heated debate over the nature and use of Arcane Magic and will do nothing else for Roll 1d6 rounds. If the two do not have a language in common, an imp appears to act as translator. Inanimate objects animate for the duration.

717

Flowers

Circle of Flame, as per the spell, surrounds caster and moves with her, duration based on caster’s level.

718

Argument

Caster thinks her favorite weapon/wand/other long skinny object has turned into a poisonous snake. This lasts for Roll 1d6 rounds.

719

Flame

Caster gains a level at the expense of a nearby being. The caster gains skills appropriate to the being drained. If this reduces the being’s level to zero, the being dies and is resurrected as a revenant who hunts down the caster. The being can be anything, including small mammals, insects, etc.

720

Snake

The next time the PC’s enter a town the inhabitants will try to chase them away.

721

Level

Each gold piece in the caster’s possession turns into the equivalent value in copper pieces.

722

Go Away

The next 10 meals the caster eats will taste like cow dung.

723

Copper

Spell functions, but cannot be controlled by caster (DM determines effects).

724

Dung Dinner

A skunk is conjured before the caster, who is promptly sprayed.

725

Uncontrolled

A Lesser Air Elemental is summoned and promptly attacks the target.

726

Skunk

The ground beneath the caster becomes slippery as if icy.

727

Air Elemental

Caster polymorphs into a reptile/amphibian appropriate to the area, or a random type if no reptiles or amphibians are in the area. 40% chance for a monster type.

728

Ice

A nearby bird starts singing the Star Spangled Banner in a rich baritone voice, and will follow the caster, singing at 100 decibels, for 1 month.

729

Polymorph

Caster develops an irritating rash for Roll 1d4 rounds and has to scratch incessantly.

730

Bird song

Caster polymorphs into a bird appropriate to the area, or a random type if no birds are in the area. 40% chance for a monster type.

731

Rash

Caster encased in a block of lime Jello 10 feet on a side. Caster must make a PP check every round to escape. Keep rolling until she gets out or passes out from lack of oxygen.

732

Polymorph

Target gains infravision (or some other unusual vision if he already has infravision) but loses all normal vision. This lasts for 1 day.

733

Jello

Target’s skin turns hard as a diamond and will be immune to slash and puncture attacks. This does not affect his AR or HP, but only lasts 2 turns.

734

Vision

Caster’s tongue grows long enough to touch the tip of her nose. If her tongue is already that long, the surge affects some other part of her body.

735

Diamond

Spell Hold Person affects all creatures in a 50’ radius around caster.

736

Tongue

Caster’s next spell is cast at Roll 1d4 levels lower in effectiveness.

737

Hold Person

Caster’s feet are changed to two left feet for one day. Caster’s SPD is halved and fitted footwear becomes uncomfortable.

738

Level

Roll 2d100 pieces of gold rain down in a 30’ radius of caster. Anyone caught in the radius takes Roll 1d20 points of damage from the falling coins until they are outside the radius. Coins vanish after Roll 1d10 turns.

739

Left

Caster Shrinks, as per the spell, but to 1/12th her original size, permanently.

740

Rain of Gold

Target loses all hair/fur/feathers/scales etc. Reaction is determined by target’s race/outlook. Other effects determined by DM (flying will be tough without feathers). Whatever is lost grows back naturally.

741

Shrink

The intended spell functions, but consumes one charge from a random nearby charged magic item instead of caster's spell

742

Hair Loss

Darkness 30-foot radius, centered on caster. This is permanent unless dispelled at the level of the intended spell and moves with caster.

743

Functional

Caster’s clothing and equipment turn invisible. Very embarrassing.

744

Darkness

Enchantments and bonuses on all weapons and armours/shields within a 50’ radius of caster have their bonuses inverted for Roll 2d10 rounds (i.e. a +10 weapon becomes a –10 weapon)

745

Invisibility

Caster is tied down with magically appearing rope.

746

Inversion

Some random body part of the caster becomes invisible. This is permanent unless dispelled at the level of the caster.

747

Bondage

All of casters flesh except her blood vessels and bones become transparent for Roll 1d4 turns. Ick.

748

Invisible

Caster is coated in a thick layer of taffy. Damage to caster is at -2, but the taffy will solidify in one turn. Caster will be immobile unless the taffy is removed.

749

Transparent

Caster and target exchange places, clothing, possessions, etc.

750

Taffy

The area around the caster becomes uncomfortably hot.

751

Exchange

A randomly chosen possession of the caster’s begins to gripe about the caster’s treatment of it, lousy working conditions, low pay, long working hours, etc.

752

Hot

Caster has a vision of the players around a table, rolling dice, playing a game. This lasts for one round. They are affected by a sense of ennui for the rest of the day.

753

Gripes

A barrel of syrup appears in the air above the caster’s party and empties itself on the first person to notice it. (Person who made their PER by the most amount.)

754

It’s Just a Game

Target smells of roses for one month. If killed, his body will not decompose and will resurrect as though given a Resurrection spell.

755

Syrup

Caster and target must re-roll their PE Statistic.

756

Roses

Vacuum 10’ centered on caster.

757

Endurance

Caster polymorphs into a fish appropriate to the area, or a random type if no fish are in the area. 40% chance for a monster type. If caster is not near water they will suffocate in 3 minutes.

758

Vacuum

Caster is covered in liquid chocolate. A random passerby offers to lick it off.

759

Polymorph

One of caster’s items teleports into the target’s hand. Target drops anything previously held in the hand. If target has no hands or is not a creature, the item just lies there.

760

MMM Chocolate

All moving creatures within 60 feet of caster must make a PP roll or trip and fall.

761

Teleport

Caster’s entire party teleported to the nearest artifact/relic (does not guarantee it is usable, and it is likely to be in the possession of someone else.)

762

Fall

Caster polymorphs into a plant appropriate to the area, or a random type if no plants are in the area. 40% chance for a monster type (Huorn, Deathwoode, etc.)

763

Relic

Caster finds her lungs filled with water; she must make a PE check or die. If it is made she can do nothing but cough and sputter for Roll 1d4 rounds.

764

Polymorph

Every spell the caster has learned goes off, one per round, until caster is exhausted. Caster may name the target with a successful ME roll.

765

Water

All creatures within 120 feet of the caster teleport to random other positions within 120 feet of the caster.

766

It’s Magic

Caster’s associates all turn green whenever they come within 5 feet of her for the next Roll 2d10 turns.

767

Teleport

Target begins whistling “Whistle While You Work.” Lasts for Roll 1d4 rounds.

768

Green

All spells are exchanged between the minds of the caster and the target if they are both spell casters. If not, the caster Forgets all her spells for the next 24 hours.

769

Whistle

Caster thinks the spell has functioned as intended when it actually hasn’t. This delusion lasts for 1 round.

770

Exchange

The caster’s hair spontaneously combusts into blue flame and continues to burn for Roll 6d10 turns. The hair is not consumed, and no damage is taken. The flame is actually an Illusion and can be detected as such.

771

Delusion

Target is cleaned. All dirt and bad smells are removed. This can actually cause damage to creatures composed of earth, DM discretion.

772

Fire

Roll 2d6 chickens appear at the caster’s feet and run away at top speed.

773

Clean

The caster’s clothing becomes sentient for 2 weeks, refusing to leave the caster’s warm, comfortable body and complaining loudly if treated roughly or exposed to uncomfortable elements.

774

Chickens

Suds flow from the ground in a 60-foot radius around the caster for Roll 1d6 rounds at the rate of 3 cubic feet per round. Suds are from Roll d2 on [1: soap; 2-4: beer].

775

Sentient

Caster hit by a flurry of non-magical snowballs. No damage unless she is fire or heat based.

776

Suds

Random plant appears and takes root at caster’s feet.

777

Snowballs

A yellow mushroom grows out of the caster’s right ear over the course of two rounds. It is edible but tastes like wax. Caster must make a ME roll or be distracted during the process.

778

Plant

Tip of caster’s nose glows red for a second. No other effect.

779

Mushroom

A watermelon appears in the caster’s hands.

780

Glow

All weapons within 60 feet of caster sing one shrill note for one round.

781

Watermelon

Casters’ clothing is transformed into a soft, skin-tight, glossy black leather outfit studded with silver.

782

Sing

Caster’s clothing changes to the outfit of a full patch Hell’s Angel biker.

783

Change

The intended spell appears to fail when cast, but will go off the next time caster uses a spell in addition to the spell they are attempting to cast.

784

Biker

A field of mushrooms sprouts around caster. They are edible and will either heal Roll 3d10 HP (50%) or cause Roll 3d10 HP dam (50%).

785

Delay

All visible areas of cloudy skies clears, and clear skies cloud over.

786

Mushrooms

One randomly chosen magic item has its enchantment changed.

787

Cloud Shift

A solar eclipse occurs (or lunar if nighttime). This lasts the rest of the night/day.

788

Item

A loud ZAP is heard. No other effect.

789

Eclipse

Fog, as per the spell, 60’ radius centered halfway between caster and target.

790

Zap

A forest grows up around caster in Roll 3d4 rounds, 1-mile radius per level of the intended spell.

791

Fog

Sweet music fills the air, produced by a nearby flower (if there aren’t any one grows first). The flower will never die, even if picked, continuing to sing forever and the tune never repeats.

792

Forest

The intended spell functions, but with spectacular special effects. (Light flashes, music, etc.)

793

Music

A 10-foot diameter boulder rises from the ground directly under the caster. Footing is precarious.

794

Functional

Everybody’s last meal animates and seeks the easiest way out, which will be down if more than 3 hours have passed. No damage is incurred, but combat ceases for 2 rounds and the result may be embarrassing.

795

Boulder

Everybody within 50 feet of caster and Target starts singing bawdy drinking songs for Roll 1d10 rounds. Everyone affected must make a save vs. magic or become friends. Those who make their save may Ambush those who don’t.

796

Animation

A randomly chosen charged item has its spell changed. The appearance, command word, and number of charges do not change. Just the spell. Owner won’t know this until the item is used again.

797

Friends

An enormous glitter covered ball appears in mid-air between caster and target. The words and music to “Staying Alive” play loudly, and caster and target disco dance for the next 2 rounds.

798

Change

All blunt weapons within the caster’s sight emit loud kissing noises whenever they hit anything for the next turn.

799

Disco

Nothing happens. The GM should roll many dice and chuckle a bit.

800

Kiss

The fingers of a nearby randomly chosen creature shrink to 1/12th their normal size for 1 hour.

801

LOL

Caster summons Roll d3 on [buzzard; giraffe; kitten].

802

Shrink

Caster and target exchange current HP total.

803

Summon

The next time caster says the word “Blind,” “Kill,” or “Stun,” it acts as though a Power Word has been spoken with. Let the caster name the target.

804

Hit Points

Five foot long pink flower petals with green polka dots rain from the sky in an area 50’ around the caster. Everything in the area is buried and combat stops for Roll 2d6 rounds while everyone fights their way to the surface.

805

Power Word

All soil and ground covering a 100’ radius around caster becomes invisible for Roll 1d6 days, so that it will seem everyone is standing on air. Buried objects will be visible.

806

Flowers

All grass in a 160 square foot area around caster grows uncontrollably. If there was no grass previously, a well-manicured lawn sprouts.

807

Transparent

All copper pieces within 30 feet of caster are changed into gold pieces, and vice versa.

808

Grass

A rainbow (as per the spell) appears for one-hour overhead.

809

Money

The area fills with countless butterflies, blinding everyone for 2 rounds.

810

Rainbow

A deep lake forms in a 100’ radius of caster. Everyone in that area gets a quick swimming lesson.

811

Butterflies

Caster summons Roll d3 on [a large dove; a large rabbit; a large iguana].

812

Lake

An empty log cabin pops up next to the caster.

813

Summon

Rabbit comes out of the nearest helm/hat. It runs for its life, but not before soiling the head of the wearer.

814

Log Cabin

A desert oasis grows around the target.

815

Rabbit

One randomly chosen creature within 50’ of caster will automatically score a critical for the next Roll 2d4 rounds.

816

Desert

Everyone within 200 feet of the caster becomes completely invulnerable for Roll 2d6 rounds.

817

Critical

A plant within 10 feet of caster swells alarmingly and then explodes in a cloud of pollen, obscuring everything in a 20-foot radius as per a Fog spell.

818

Invulnerable

Everyone in caster’s view feels cold for 5 rounds. No other effect.

819

Plant

Fog, as per the spell, but only between the caster and the target, and moves with them.

820

Chill

Caster summons Roll d3 on [a rhino; an elephant; a large mouse].

821

Fog

All rock within a 20’ radius of target turns to a random metal (whatever ore is most prevalent).

822

Summon

A Large oak tree with mistletoe springs up in a place where no one will be injured.

823

Rock

Caster names anything desired (not more than 10th level in effect), and GM rolls a 50/50 chance it will happen to target or caster.

824

Oak

Caster’s eyes become vertically slit like a cat’s. The caster gains Nightvision, if the caster already has night vision, it is extended by 10 feet. If the caster has slit eyes already, this surge removes them.

825

Desire

Caster summons an Roll d3 on [1: ugly painting; 2: a bellows; 3-4: giant’s boot].

826

Cat’s Eyes

Burst of fireworks (harmless but neat).

827

Summon

Target’s nose grows to 10 times its normal size for Roll d6 rounds.

828

Fireworks

A giant sock appears in the target’s mouth.

829

Pinocchio

A ring of mushrooms appears around target (no other effect).

830

Sock

A black felt hat (value 15 sp) appears on caster’s head.

831

Ring

Roll 1d4 rotten tomatoes hit target (effect at DM discretion).

832

Hat

Roll 1d6 raw eggs hit target from above (effect at DM discretion).

833

Tomatoes

Cream puffs fly from caster’s hands toward target.

834

Eggs

Target is turned into a cartoon rendition of himself and will not be able to take any action without making a short (less than 1 round, no more than 60% action) speech telling everyone exactly what he’s going to do.

835

Pastry

Caster learns the profession of the target.

836

Cartoon

Caster’s shadow vanishes for Roll d4 days.

837

Career

Graffiti reading “ was here!” appears on target written in ink. Ink is visible even if target is not.

838

Shadow

Handedness of target is reversed. Target must take time to switch hands or suffer the appropriate penalty.

839

Graffiti

Target is the subject of a Rust spell; all non-magical metal on the target must save or be reduced to dust.

840

Handedness

Harmless colourful light beams radiate from caster.

841

Rust

A large green worm appears and jumps at the target.

842

Light

All water within 60’ of caster turns to fine Elvin wine. Cheers!

843

Worm

All claws and nails within 30 feet of caster are filed short and blunt, making them harmless.

844

Wine

Target is turned upside down and right side up in the same round. Target is stunned 3 rounds and is at –3 s/p/d.

845

Nails

All spells cast during the next round will last 10 times longer than normal. Do not inform caster of this.

846

Upside down/right side up

A stream of beer shoots from caster’s fingertips for Roll 1d3 rounds.

847

Spells

All caster’s coins are transformed into pearls (100 GP base value). They will remain pearls until 2 hours after they are sold or traded to someone else, then return to normal. They cannot be used as spell components.

848

Beer

Caster jumps in a random direction Roll d3*20 feet. Caster cannot jump more than 20 feet backwards.

849

Pearls

Darkness, 10’ radius, centered on target for one round. It reappears in the 3rd, 5th, etc. for Roll 2d20 rounds.

850

Jump

Target can do nothing but laugh uncontrollably for d8 rounds, but they are also healed of Roll 1d8 HP in the process.

851

Darkness

Cream pie flies at target; target must waste a round wiping it off his face or fight at –2 for the next 3 rounds.

852

Laughter is the Best Medicine

A jinn bottle appears; target must make a save vs. spell or be forced inside and the jinn released. If target makes his save, a randomly chosen ally of target is next, one by one until one fails his save. If they all make their saves, the caster’s party is next. If everyone makes their save, the caster is automatically bottled. The jinn is under the caster’s control if the target/ally of target fails their, if a party member gets stuck, the jinn is under the target’s control. If the caster is alone, there will be a battle of wills. Jinn’s ME=10.

853

Cream Pie

Target inflates like a balloon for Roll d4 rounds and deflates for another d4 rounds. This only affects living material up to 1000 pounds and will not float.

854

Bottled

Caster is endowed with impressively large genitals (if male) or breasts (if female).

855

Balloon

The first four notes of Beethoven’s Fifth Symphony echo through the air. All creatures within hearing range hostile to caster are affected by Fear, as the spell, if they fail a save vs. magic.

856

Enlarge

Target’s ears grow enormously huge (1 foot per round) until target falls over from the weight after Roll 2d4 rounds. The ears will then fall off and fly to the caster’s home, where they will mount themselves over the front door and flap for visitors. Target’s ears are otherwise unharmed.

857

Music

Target polymorphs into a reptile/amphibian appropriate for the area, or a random type if no reptiles/amphibians are around; 40% chance for a monster type.

858

Dumbo

The first spell caster ever learned takes effect.

859

Polymorph

Caster has an accurate vision of the future (as per Anticipations) about one hour head. Unfortunately, the vision lasts Roll 1d4 rounds, during which time the caster can only stare straight ahead.

860

Spell

Caster is healed of 10 HP if wounded.

861

Precognition

All weapons and armour within a 50’ radius of caster become rubbery and useless for Roll 2d4 rounds. Weapons used during this time will be ruined, armour becomes form fitting.

862

Heal

Target screams (wasting a round, though voice or breath weapon attacks take effect automatically).

863

Rubber

Every object on target reverses itself; armour is on backward, sword is in other hand, etc.

864

Scream

All plants in a 20’radius around caster wither and die.

865

Reverse

Caster’s PS bonus is doubled for rounds equal to the level of the intended spell. If they have no PS bonus, they gain a +2 for the duration.

866

Wither

Target falls down and is pinned there as though under a great weight for 3 rounds.

867

PS

Caster’s aura changes randomly and continuously for the next Roll 1d3 days.

868

Fall

Thick dust covers target, 50% chance target is allergic to it and starts sneezing uncontrollably.

869

Aura

Target is turned Invisible, as per Invisibility, and Paralyzed at the same moment. This lasts for Roll 1d4 rounds.

870

Dust

Target polymorphs into a plant appropriate for the area, or a random type if no plants are around; 40% chance for a monster type (Huorn, Deathwoode, etc).

871

Invisible Paralysis

Target polymorphs into a bird appropriate for the area, or a random type if no birds are around; 40% chance for a monster type.

872

Polymorph

Target will rise as a random undead when killed (no save), if target is already undead, all its damage is healed.

873

Polymorph

Caster has foreknowledge of the next 3 unstable effects, but the information is only 75% correct.

874

Undead

Target is sprayed with mostly harmless insecticide. Does Roll 5d10 hits of damage to large insect/insect-like creatures, kills small insects.

875

Precognition

Target is Slowed (opposite of Haste) for 2 rounds.

876

Insecticide

All spells cast during the previous round are re-cast again this round (no cost), affecting the same targets again.

877

Slow

Caster Curses target if he fails a save vs. magic. Random curse.

878

Repeat

Marbles appear on the floor next to the target. Target will have to make PP rolls at -3 every round to stay on his feet.

879

Curse

The next time the PC’s enter a town the inhabitants will try any method available, short of imprisonment, to try to get the PC’s to live there permanently.

880

Marbles

Caster automatically succeeds on her next roll.

881

Stay with us

Target drops his weapon.

882

Success

Shimmering colours dance and play in a 12’x9’ area directly in front of the caster. Everyone caught inside is stunned.

883

Butterfingers

The intended spell functions but any saves are made with an additional modifier of +1.

884

Colour Dance

A spray of boiling oil strikes the target and he takes a point-blank fireball attack.

885

Save

Target emits a bad odor; only the strongest perfume/cologne will cover it up.

886

Oil

Target’s clothing and armour fall to the ground.

887

B.O.

Target jumps around wildly (as if in a mosh pit) for 2 rounds.

888

Naked

One of the caster’s items pops over and draws the appropriate Circle to confine the target. Targets susceptible to summoning must resist at –2 to avoid being encircled. The item drops at the circle.

889

Dance?

Caster is affected by Invisibility, normal.

890

Circle

Caster’s PB is raised to 30. Anyone viewing her will act appropriately.

891

Invisible

No gravity at the target’s location (max 5’ radius) for 1 hour.

892

Beauty

Target disappears, only to reappear nearby when the caster casts another spell or is killed.

893

Gravity

All bonuses (regardless of type i.e. + to strike, save, etc.) are negated for Roll 2d10 rounds for all creatures within 100 feet of the caster.

894

Vanished

Caster can automatically identify one item in the next 24 hours with a 100% chance of success. She will know everything about the item, e.g. its properties, who made it and when, who has owned it, etc.

895

Bonus Negation

All lead in the caster’s possession turns to gold.

896

Identify

All creatures in a 20’ sphere centered on caster become invisible, as per Invisibility Sphere, except caster who is still visible.

897

Gold

A bucket of green slime appears over target’s head and dumps the slime all over the target.

898

Invisible

Roll 4d10 (10 minimum) 1 gp base value uncut gems shoot from the caster’s fingertips at the target.

899

Slime

The caster’s teeth turn into unbreakable white stone. She can chew through just about anything (including soft metals) and never gets a cavity again. If caster already has stone teeth this surge removes them.

900

Gems

A random spell at the same level of the intended spell affects the target instead.

901

Stone Teeth

Caster’s clothing changes colour to match the surrounding environment as per the Camouflage spell. If the environment changes the caster’s clothes will not change again.

902

Random

Target is mute for the next day.

903

Camouflage

Target finds his lungs filled with water; he must make a PE check or die. If they make it, they can do nothing but cough and sputter for Roll 1d4 rounds

904

Mute

Target is sucked into an extra-dimensional pocket for the duration of the intended spell.

905

Water

A 10’ radius area chosen by the caster becomes intensely cold (for the surrounding environment) for one hour.

906

Pocket

The intended spell functions as intended.

907

Cold

Caster gains Mist form. Can be used once per day for Roll 1d4 rounds.

908

Congratulations

Normal fire springs up at the target’s feet.

909

Mist form

Caster’s skin turns to steel, giving her an AR of 18 for Roll 1d6 rounds.

910

Fire

Target has an urgent call from nature and must immediately retreat to relieve himself.

911

Steel

Target is sent Roll d4 rounds forward in time. To everyone else it looks like the target simply disappeared.

912

Nature’s Call

Target begins to recite very bad poetry for Roll 2d4 rounds, taking no other action unless attacked.

913

Timeshift

The ground opens up and swallows target up to the neck. (Fore!)

914

Master Poet

A creature of light/dark appears and will agree to become the caster’s familiar if they request it.

915

Hole

Target’s weapon or other possession becomes a teddy bear (25%), leg of mutton (25%), or red herring (50%). If target has no possessions roll again.

916

Greater Familiar

Caster’s next spell is cast as though she were Roll d4 levels higher.

917

Transformation

Target shot with Roll 1d10 darts (Roll 1d4 dam each)

918

Power

Target is struck by an invisible fist (Roll 1d4 dam)

919

Shot

Target’s next action automatically fumbles as though he rolled a 01.

920

Fist

Target is stunned for Roll d10 rounds.

921

Fumble

Caster gains a familiar if she doesn’t already have one. It will appear in Roll 1d4 hours and no spells are necessary to affect the bond.

922

Stun

Target is teleported 30 feet directly above caster and will fall the next round. +30 Fall/Crush, and caster may be hit if she fails to notice the falling target!

923

Familiar

Roll 1d4 flame arrows shoot at target. Use caster’s archery attack bonus, or spell strength, whichever is greater. Roll each attack separately. Arrows do Longbow damage.

924

Teleport

Water sprays from the caster’s tear ducts like a water pistol, Water type: Roll d3 on [normal; holy; unholy].

925

Arrow

The target, if able to cast spells, casts them all with random targets and normal expenditure.

926

Tears

Caster gains the Midas touch. For the next d3 rounds, anything smaller than her that she lays her hands on will turn to solid gold.

927

Spell

Target is fascinated by what the caster is doing and will stop whatever he is doing to watch.

928

Midas Touch

Caster gains the use of Turn Undead (at 100%) for one time only. It need not be used immediately.

929

Fascination

Target is covered in earwigs. These do no damage but are likely to greatly annoy the target and gross everyone else out as they drop off his body and scurry away.

930

Turn Dead

Loud horn sound. This has the effect of raising everyone’s morale, as they feel inspired. (Priestesses and followers of Eilistraee get +2 on all attacks for the following round, believing themselves to be divinely inspired.)

931

Earwigs

Stone to Flesh on Roll 1d100 pounds of rock within 100 feet of the caster.

932

Horn

Caster learns a randomly chosen spell. Can be from any realm (wizard, clerical, elemental, etc.) and need not fit any of her existing OCC’s.

933

Stone to Flesh

Small licks of flame shoot from caster’s fingertips. These do no damage but can ignite flammables.

934

Spell

Caster begins singing as though she had 15th level singing. This lasts for 3 days and she hums in her sleep.

935

Flame

Target is wrapped in chains of force that will give him a jolt of Electricity (1d8 dam) if he struggles. Target is entitled to a RR at the caster’s level.

936

Sing

Target bursts into flames, taking a Roll 1d8 dam every round until the flames are extinguished.

937

Force Chains

All metal on the target turns into wood.

938

Flames

Caster is struck by a sudden bit of insight about a random skill and will succeed the next time she uses that skill as if she rolled a 01. The spell however is forgotten.

939

Metal to Wood

Caster is suddenly fluent (Level 5) in a previously unknown (to her) language that is common in the area.

940

Success/Failure

A lightning bolt shoots from the caster’s fingers. When it strikes the target (no damage) it splashes and the target is covered in slick grease.

941

Language

Caster picks an object nearby for Animation. The object must be smaller than the caster but is under the caster’s control.

942

Grease Lightning

A golem is created from the nearest appropriate substance. 50/50 chance it will obey or attack the caster.

943

Animation

Caster chooses one object within 100’ to heat up to 200 degrees Fahrenheit.

944

Golem

A pillow (25%), small table (25%), or anvil (50%) appears over the target’s head. The pillow causes no damage; the table causes Roll 1d10 points of damage, and the anvil Roll 4d6 points of damage.

945

Heat

Target is teleported Roll 1d100 miles away (horizontally)

946

Summon

Target is bound in High Steel straps. These will take a skilled locksmith to remove.

947

Teleport

Target polymorphs into something rhyming with its name (DM choice).

948

Steel

Target buried to his waist or to 5’ (whichever is less) in solid concrete. He fights at –5.

949

Rhyme

Target immediately stops what he is doing to sit down and perform some other non-combat related skill with whatever materials are at hand (e.g. making money bags out of his cloak).

950

Cement Overshoes

Target crumbles to dust, with a 20% chance per round he will return to normal. If the dust is scattered, the target is destroyed.

951

Stop

Caster gains 5000 experience points and generates another random effect.

952

Dust

Target is covered in spider webs, complete with thousands of tiny spiders that will crawl into every crevice and space in his armour.

953

Experience

A nearby wand/rod/staff doubles in size (retaining its magical properties). If cut in half, both pieces become Wands of Random Spells and each has half the original number of charges.

954

Webs

Target instantly coated in unlit flammable oil.

955

Wand

A randomly chosen item on the target’s person sprouts wings and flies away.

956

Oil

Target attempts to commit suicide for 3 rounds. Must roll normal attacks on himself. If he inflicts a serious wound or stuns himself he stops, as it really is just a cry for help.

957

Fly

All gold in the caster’s possession turns to platinum.

958

Suicide

Caster breathes fire as a Young Fire Drake for one breath only.

959

Platinum

All fluid in containers on target turn to deadly poison.

960

Dragon Breath

Target turns into a block of raspberry flavored Jello; all his possessions are suspended in the Jello.

961

Poison

Target is teleported home/to lair/etc. There is a possibility of error as per Teleport.

962

Jello

A nearby tree becomes sentient and is under the control of the caster. It may attack immediately if the caster chooses. This lasts for 1 turn. However, if the tree dies, the caster also dies.

963

Teleport

Target’s weapons jump off him and bounce away out of reach.

964

Sentient

Target is displaced 10 feet to the right.

965

Come back here

Target levitates 20 feet above the ground for Roll 3d10 rounds.

966

Displaced

Target gets a random disease, random.

967

Levitate

Caster’s arm stretches out and slaps the target across the face. This could be quite entertaining in a crowded bar when the target is 50 feet away.

968

Disease

Roll 1d12 caltrops appear at the target’s feet.

969

Just call Me Stretch

A war hammer flies at the target, strikes at +10 and does critical damage. It then disappears.

970

Caltrops

A doppelganger of the caster appears in the caster’s place, as she is teleported to appropriate cover. The simulacrum is under the caster’s control.

971

Hammer

Fireball, conditional as per the spell, caster can name the condition that triggers the blast.

972

Doppelganger

Either target or caster must reduce all their statistics to the lowest one; 90% target, 10% caster.

973

Waiting Fireball

Targets circulatory system jumps out and runs away. Oddly, this has no ill effect on target.

974

Stats

All weapons within 60 feet of caster receive a random lesser magical attribute.

975

Run Away

Target is cooled to absolute zero and may shatter if hit. Target must make a successful PE check at –10 to survive the thawing process.

976

Magic Weapons

The next living creature the caster touches loses 3 points of PE, which is added to caster’s.

977

Frozen

Caster gains 2 experience levels.

978

PE

Caster may cast a spell of her choice of 14th level or less, instantaneously. Give the player 10 timed seconds to choose. No spell cost.

979

Level

The caster drains the target of as many hit points as are required to put the caster at maximum. The target will regain these lost hit points if the caster is killed, and is aware of this fact.

980

Cast a Spell for Free

Caster’s hands turn into +5 magical melee weapons appropriate for her primary weapon. Caster may attack as per their WP. The hands return to normal after 5 rounds.

981

Hit Points

One of caster’s weapons flies through the air and attacks target as per a Dancing Weapon.

982

Edward SwordHands

Cone of Cold directed at target. Brrrrr.

983

Dancing Weapon

Next successful attack by target on caster heals instead of harms.

984

Brrrr

Target sees a volley of arrows headed for him and will react appropriately. They’re not really there, though, and his allies wonder what the heck he’s doing.

985

Heal

A giant (6’ tall) rubber ducky falls out of the sky to land between caster and target with a loud “SQWEEKEE.” It vanishes after 1d6 rounds.

986

Arrows

The caster’s deity is summoned. This does not oblige the deity to come, but is liable to attract attention. A reasonably smart deity will recognize the summoning as unintentional, but may still watch the caster a little closer for a while.

987

Rubber Ducky, you’re the one

Target turned into an infant of the same race. He reverts to his original age after Roll 1d10 rounds.

988

Oh, God(dess)

A magical artefact of great power is transported into the caster’s hands. The caster is affected normally by handling it if it has detrimental effects. The previous owner will probably be missing it and be coming after it very soon.

989

Baby

Caster instantly knows all sorts of information about the target; its mission, race, general history, name, profession, level, abilities, strengths, weaknesses, mother’s first name, etc.

990

Artefact

Roll 1d4 silver bullets fly at target. Bullets contain 1 sp worth of metal each.

991

Knowledge

All magic items on target take effect. Target is the target as all runes are read, one charge from charged items are expended, any daily items go off, etc. Weapons and the like only cause effects if they do something other than cause damage, e.g. a haste spell, stun relief, etc.

992

Silver Bullets

All non-living items in a 10-foot radius of target are sliced into 1-inch cubes by radiant force fields (except ethereal creatures). Magic Items get a save at +2. Appropriate effects should a magic item be destroyed by this.

993

It’s Magic

Caster steals target’s reflection for Roll 1d20 days. For that time, anytime caster looks in a mirror she will see the target instead of herself. (Target will be ‘reflected’ doing whatever it is the target is actually doing. If they are blocked from scrying, Caster has no reflection at all!)

994

Cubes

A rock launches itself from the ground and strikes target on the head. This does no damage except to skew any helm he has on and make him think he’s being attacked from someplace else.

995

Reflection

All of target’s actions for Roll 2d4 turns are accompanied by theme music and pop-up balloons containing his thoughts.

996

Attack

An announcer’s voice is heard, announcing everyone’s moves and offering critique when someone does something wrong. When it’s all over, the voice will give a synopsis of the event and a final opinion, good or bad.

997

Comics

A spray of molten gold shoots from the caster’s hands towards the target. This lasts Roll 1d6 melees. (Target may dodge at 16) If it hits, target takes appropriate damage. If the target dodges the caster may re-aim every melee. If the caster hits the target for more than 4 melees target looks like a golden statue of themselves, and is most likely dead from the damage.

998

Announcer

Hero or other famous figure friendly to caster is summoned and remains for one turn.

999

Gold

Gold: A spray of molten gold shoots from the caster’s hands towards the target. This lasts Roll 1d6 melees. (Target may dodge at 16) If it hits, target takes appropriate damage. If the target dodges the caster may re-aim every melee. If the caster hits the target for more than 4 melees target looks like a golden statue of themselves, and is most likely dead from the damage.

1000

Hero

Hero: Hero or other famous figure friendly to caster is summoned and remains for one turn.