1. 1d10 of caster’s fingers turn to stone
    2. 1d100 bees swarm harmlessly around the caster for several weeks
    3. 1d100 sparkling motes dance about the caster’s head until dawn
    4. 1d100% of caster’s body turns to iron for that many rounds
    5. 1d12 ducklings identify the caster as their mother
    6. 1d4 of caster’s fingers move from his left hand to his right hand
    7. 1d4 of caster’s limbs are as durable as steel
    8. 1d4 of caster’s limbs are covered in fish scales
    9. 1d4 of caster’s limbs are invisible
    10. 1d8 of caster’s primary orifices seal shut
    11. 3d10 harmless lumps as big as walnuts cover the caster’s body
    12. 3d10 quarts of olive oil pour from caster’s ears
    13. 4d6 non-functioning eyes appear on the caster’s face and head
    14. A 100 yard radius around caster’s home is stripped of vegetation
    15. A 2d6 foot radius around caster sinks as many feet into the earth
    16. A basement’s been installed in caster’s home while he’s been away
    17. A close friend of the caster is an assassin hired to kill him
    18. A distant but powerful army declares war on the caster
    19. A drop of the caster’s blood can purify 1d4 gallons of water
    20. A family of skunks has taken up residence in the caster’s home
    21. A fast-growing oak sprouts beneath the caster’s home
    22. A foot-long steel bar runs completely through the caster’s thigh
    23. A geyser temporarily erupts from one of the caster’s pockets
    24. A glowing orb hovers over caster’s head while he’s invisible
    25. A great wind blows the caster 1d100 yards in a random direction
    26. A group of necromancers take an interest in the caster’s skeleton
    27. A group of scholars think the caster’s a visitor from the future
    28. A hen’s egg tumbles out of each of the caster’s ears
    29. A huge balloon shaped like the caster drifts past overhead
    30. A kill-on-sight order has been issued for the caster kingdom-wide
    31. A large haystack falls from the sky onto caster
    32. A large oak sprouts from one of the caster’s pockets
    33. A length of chain now runs completely through the caster’s torso
    34. A life-sized statue of caster appears nearby, made of cheese
    35. A magical blast detonates at caster’s location, but he’s unharmed
    36. A mound of snow falls onto caster and buries him up to his chest
    37. A page falls out of caster’s spellbook each time it’s opened
    38. A skeleton mimics caster, exactly duplicating his movements
    39. A small fountain wells up in the caster’s home
    40. A strong net falls from the sky and entangles the caster
    41. A swirl of rainbows accompanies any spell cast by caster
    42. A tornado picks caster up and deposits him atop the nearest house
    43. After a horrifying tragedy, caster squanders the world’s goodwill
    44. After each spell, a lighted cigar appears in caster’s mouth
    45. After each spell, a pebble falls from each of caster’s ears
    46. After each spell, ants seem to course from the caster’s eyes
    47. After each spell, caster accuses someone nearby of impropriety
    48. After each spell, caster appears astonishingly ugly for 1d4 turns
    49. After each spell, caster appears to be decomposing
    50. After each spell, caster appears to be made of pure ice
    51. After each spell, caster appears to be utterly insane
    52. After each spell, caster applauds himself
    53. After each spell, caster begs someone nearby not to kill him
    54. After each spell, caster berates someone standing nearby
    55. After each spell, caster briefly appears to be a rotting corpse
    56. After each spell, caster briefly appears to be on fire
    57. After each spell, caster briefly appears to bleed from his eyes
    58. After each spell, caster briefly looks like a photo negative
    59. After each spell, caster briefly seems to be of the opposite sex
    60. After each spell, caster briefly sees fire all around him
    61. After each spell, caster briefly thinks that he’s choking
    62. After each spell, caster can sense secret doors for 1d4 rounds
    63. After each spell, caster can’t be magically healed for one hour
    64. After each spell, caster can’t traverse a doorway for 1d10 rounds
    65. After each spell, caster dances like a honeybee
    66. After each spell, caster experiences a burning sensation
    67. After each spell, caster feels ants crawling all over him
    68. After each spell, caster feels compelled to wash his hands
    69. After each spell, caster feels completely alone and isolated
    70. After each spell, caster feels distractingly hungry
    71. After each spell, caster feels overwhelmingly dizzy
    72. After each spell, caster feels transcendent euphoria
    73. After each spell, caster forgets everyone’s name for one hour
    74. After each spell, caster forgets his name for one hour
    75. After each spell, caster glows with infernal radiance
    76. After each spell, caster growls like a rabid dog
    77. After each spell, caster has a brief vision of some distant land
    78. After each spell, caster has a strong craving for twigs and bark
    79. After each spell, caster is 5% likely to be stricken mute
    80. After each spell, caster is 25% likely to turn briefly invisible
    81. After each spell, caster is 30% likely to lose his balance
    82. After each spell, caster is 60% likely to flap his arms
    83. After each spell, caster is afraid of his own name
    84. After each spell, caster is as hairy as an ape for one hour
    85. After each spell, caster is base AC zero for 1d4 rounds
    86. After each spell, caster is bathed in an otherworldly green light
    87. After each spell, caster is blind in one eye for one hour
    88. After each spell, caster is grief-stricken for 1d10 rounds
    89. After each spell, caster is hopelessly drunk for 1d4 rounds
    90. After each spell, caster is immune to bludgeons for 1d4 rounds
    91. After each spell, caster is immune to missile fire for one round
    92. After each spell, caster is intensely magnetic for 1d8 rounds
    93. After each spell, caster is matte black for 1d4 rounds
    94. After each spell, caster is suddenly facing True North
    95. After each spell, caster is wracked by existential horror
    96. After each spell, caster looks like a cadaver for 1d4 rounds
    97. After each spell, caster makes short, barking cries
    98. After each spell, caster oozes sweet-smelling oil for 1d4 rounds
    99. After each spell, caster polymorphs very briefly
    100. After each spell, caster reeks of alcohol for 2d6 rounds
    1. After each spell, caster salivates copiously
    2. After each spell, caster seems withdrawn and despondent
    3. After each spell, caster shakes like a rag doll for 2d4 seconds
    4. After each spell, caster shivers uncontrollably for 1d4 rounds
    5. After each spell, caster shrinks by 10d10% for 1d4 rounds
    6. After each spell, caster shrinks by 50%
    7. After each spell, caster smells strongly of turpentine
    8. After each spell, caster suffers brief visions of carnage
    9. After each spell, caster suffers disorienting vertigo
    10. After each spell, caster thinks that he’s drowning
    11. After each spell, caster thinks that his clothes are on fire
    12. After each spell, caster trumpets like an elephant
    13. After each spell, caster vanishes very briefly vanishes
    14. After each spell, caster’s clothes age 1d100 years
    15. After each spell, caster’s clothes billow with green smoke
    16. After each spell, caster’s eyes briefly double in size
    17. After each spell, caster’s face looks 50 years older
    18. After each spell, caster’s feet are covered with ash
    19. After each spell, caster’s hair grows two inches
    20. After each spell, caster’s hands display classic stigmata
    21. After each spell, caster’s hands steam wildly
    22. After each spell, caster’s head turns 360° at the neck, unharmed
    23. After each spell, caster’s head turns invisible for 1d4 rounds
    24. After each spell, caster’s heart pounds audibly
    25. After each spell, caster’s left arm turns to stone for one hour
    26. After each spell, caster’s spellbook throbs with deep red light
    27. After each spell, caster’s Strength is halved for one hour
    28. After each spell, gravity briefly doubles for the caster
    29. After each spell, he giggles for 1d4-1 rounds
    30. After each spell, light shines from caster’s mouth for 1d6 rounds
    31. After each spell, small lumps of ice fall from caster’s nostrils
    32. After each spell, smoke hangs in the air about the caster
    33. After each spell, stones near the caster glisten with slime
    34. After each spell, sunlight is painful to caster for 1d4 rounds
    35. Alcohol has no effect upon the caster, but cheese is intoxicating
    36. All holy symbols within 100 yards bear the caster’s image
    37. All of caster’s clothing is colored safety orange
    38. All of caster’s clothing is permanently moist
    39. All of caster’s enemies with 100 yards vanish until dawn
    40. All of caster’s fingers are as long as his middle finger
    41. All of caster’s fingers are clear like glass
    42. All of caster’s fingers double in thickness
    43. All of caster’s fingers migrate to one hand
    44. All of caster’s monetary wealth appears atop the nearest mountain
    45. All of caster’s monetary wealth is revealed to be counterfeit
    46. All of caster’s possessions age 1d1000 years
    47. All of caster’s possessions are thrown 4d6 hours into the future
    48. All of caster’s possessions have been seized by the government
    49. All trees within 100 yards form into a tight circle around caster
    50. All undead within 1d4 miles blame the caster for their undeath
    51. All undead within 1d4 miles race to the caster’s current location
    52. All vegetation now within 10 miles is highly toxic to caster
    53. All vegetation now within 100 yards is invisible to caster
    54. All who meet caster are 50% likely to think he smells like manure
    55. All who meet caster are 60% likely to think he’s a lycanthrope
    56. All who meet caster are 60% likely to think he’s undead
    57. All within 10 yards of caster are sprayed with viscous ectoplasm
    58. All within 10 yards of caster attack him for 1d4 rounds
    59. Alternating pages of caster’s spellbook are indestructible
    60. An accurate illusion of caster copies his movements one mile away
    61. An illusory statue of the caster stands at this spot for one year
    62. An image of caster’s beating heart hovers in the nearest doorway
    63. An image of the caster’s head hovers over his actual head
    64. An image the of caster’s beating heart hovers over his head
    65. Any Abjurations currently affecting the caster are Dispelled
    66. Any armor that the caster is wearing right now shrinks by 80%
    67. Any armor that the caster is wearing right now vanishes forever
    68. Any arrow striking the caster disintegrates in 1d4 rounds
    69. Any arrow striking the caster inflicts equal damage on its archer
    70. Any attack-based spell cast by caster is 10% likely to affect him
    71. Any attack-based spell cast by caster is delayed 1d4 rounds
    72. Any attempt to change shape locks the caster into that new shape
    73. Any attempt to change shape makes the caster forget his true form
    74. Any attempt to change shape will age the caster 1d10 years
    75. Any attempt to change shape will be only partially successful
    76. Any attempt to change shape will cause the caster to take root
    77. Any attempt to change shape will leave his feet unchanged
    78. Any attempt to change shape will make the caster bald forever
    79. Any attempt to change shape will render the caster genderless
    80. Any attempt to change shape will shrink the caster by 2d10%
    81. Any attempt to change shape will teleport the caster 1d1000 miles
    82. Any attempt to change shape will teleport the caster to this spot
    83. Any attempt to change shape will turn him into 2d12 ducklings
    84. Any attempt to change shape will turn the caster inside-out
    85. Any attempt to change shape will turn the caster into a geranium
    86. Any attempt to change shape will turn the caster into a monkey
    87. Any attempt to change shape will turn the caster into a pelican
    88. Any attempt to change shape will turn the caster into a penguin
    89. Any attempt to change shape will turn the caster into a rabbit
    90. Any attempt to change shape will turn the caster into a shrubbery
    91. Any attempt to change shape will turn the caster into a snowman
    92. Any attempt to change shape will turn the caster into a toddler
    93. Any attempt to change shape will turn the caster into a troll
    94. Any attempt to change shape will turn the caster into a wax dummy
    95. Any attempt to read caster’s mind reveals a homicidal maniac
    96. Any attempt to read caster’s mind reveals an absolute void
    97. Any attempt to use rope inspires the caster to hang himself
    98. Any attempt to use rope leaves caster hopelessly entangled
    99. Any attempt to use rope leaves hideous welts on the caster’s body
    100. Any blade that has drawn the caster’s blood is invisible to him
    1. Any bread that caster bakes remains warm until it’s eaten
    2. Any building that the caster enters appears to catch fire
    3. Any building that the caster enters ejects him forcefully
    4. Any clothing worn by caster is invisible to him while he wears it
    5. Any clothing worn by caster smells like carrion while he wears it
    6. Any coins in caster’s possession are gold-plated
    7. Any coins in caster’s possession become copper pieces
    8. Any coins now carried by caster are water-soluble for 1d4 weeks
    9. Any coins now carried by caster ignite and burn like tinder
    10. Any creature Summoned by caster emerges from his mouth
    11. Any creatures Summoned near caster are invisible to him
    12. Any creatures Summoned near caster immediately befriend him
    13. Any damage against caster is rolled twice, using the higher roll
    14. Any damage against caster is rolled twice, using the lower roll
    15. Any electricity-based magic used by caster discharges on him
    16. Any electricity-based magic used by caster reeks of ozone
    17. Any fire extinguished by caster rekindles itself 1d4 turns later
    18. Any fire-based spell used by caster has only 25% of normal range
    19. Any fires set by caster are invisible for 2d6 hours
    20. Any fires set by caster attract undead like moths to a candle
    21. Any fires set by caster jingle like wind chimes while they burn
    22. Any fires set by caster make those near it appear to be undead
    23. Any fires set by caster produce no heat
    24. Any fires set by caster produce no smoke
    25. Any fires set by caster whisper vague threats against him
    26. Any food now carried by caster combusts
    27. Any food now carried by caster is 10X as nutritious
    28. Any food now carried by caster is fused into glass
    29. Any food now carried by caster is sealed in airtight tin cans
    30. Any food now carried by caster is toxic to Dwarves
    31. Any food now carried by caster smells like carrion
    32. Any food now carried by caster turns to ice
    33. Any food now carried by caster turns to iron
    34. Any food now carried by caster turns to spun sugar
    35. Any gems in caster’s possession are replaced by lumps of gelatin
    36. Any hammer thrown by caster returns to his hand one round later
    37. Any horse ridden by caster suffers no fatigue while he rides it
    38. Any intelligent weapons now carried by caster hate him forever
    39. Any intelligent weapons seen by caster look vaguely familiar
    40. Any magic currently affecting the caster is Dispelled
    41. Any magic currently affecting the caster is suppressed until dawn
    42. Any magic items owned by caster appear in a heap nearby
    43. Any magic items owned by caster are non-functional for 1d10 days
    44. Any magical scrolls now carried by caster are fireproof
    45. Any magical scrolls now carried by caster are forgeries
    46. Any magical scrolls now carried by caster are subtly tainted
    47. Any magical scrolls now carried by caster discharge spontaneously
    48. Any magical scrolls now carried by caster turn to steel
    49. Any metal object carried by caster is 90% transparent
    50. Any metal object carried by caster seems 10x its normal weight
    51. Any metal that caster is carrying turns to liquid like mercury
    52. Any missile fired at caster is 10% likely to explode when it hits
    53. Any missile fired at caster is at a -3 penalty to hit him
    54. Any missile fired by caster is 10% likely to vanish in flight
    55. Any missile shot by caster is destroyed by lightning mid-flight
    56. Any missile striking caster is 10% likely to be just an illusion
    57. Any mountain more than one mile from caster is invisible to him
    58. Any ranged spell used by caster seems to issue from his eyes
    59. Any ranged spell used by caster seems to issue from someone else
    60. Any rope currently carried by caster doubles in length
    61. Any rope currently carried by caster turns to braided gold wire
    62. Any rope that caster is now carrying becomes frictionless
    63. Any rope that caster is now carrying is soaked with lamp oil
    64. Any shield held by caster appears to be made of Swiss cheese
    65. Any shield held by caster appears to weigh 100 pounds
    66. Any shield held by caster gains a +1 bonus while he holds it
    67. Any shield held by caster is ethereal in the presence of weapons
    68. Any shield held by caster is impervious to magical fire
    69. Any spells cast by caster are accompanied by twinkling lights
    70. Any spells cast by caster upon himself have an undesirable effect
    71. Any spells cast by caster upon himself lapse after one round
    72. Any spells cast by caster within the last hour are negated
    73. Any spells caster now has memorized will fail when he casts them
    74. Any undead in the area attack the caster but ignore everyone else
    75. Any undead in the area flee from the caster for 2d10 rounds
    76. Any wood within 25 yards flies toward the caster for 1d10 rounds
    77. Any writing implement used by caster breaks, runs dry, etc.
    78. Anyone attempting to rob caster must tell him about it beforehand
    79. Anyone drinking a potion near caster looks like him until sunset
    80. Anyone drinking a potion shrinks by 50% for its duration
    81. Anyone in caster’s presence can’t employ Direction Sense
    82. Anyone in caster’s presence thinks that he represents True North
    83. Anyone related to caster by blood is invisible to him
    84. Anyone slain by caster becomes invisible upon death
    85. Anyone trying to pick caster’s pocket shrinks by 50%
    86. Anyone trying to scry the caster’s whereabouts sees this location
    87. Anyone voluntarily struck by caster’s magic resents him for it
    88. Anyone who knows caster’s name gives him an offensive nickname
    89. Anyone who looks deep into caster’s mouth risks insanity
    90. Anything caster drinks is 50% likely to fall from his mouth
    91. Anything written by caster appears as gibberish to everyone else
    92. Artifacts react unpredictably when caster attempts to use them
    93. Before each spell, caster must address someone who isn’t there
    94. Before each spell, caster must anoint his head with water
    95. Before each spell, caster must bark like a dog for 2d6 seconds
    96. Before each spell, caster must bite a gold coin
    97. Before each spell, caster must blaspheme some god of chaos
    98. Before each spell, caster must claim that his shoes are too tight
    99. Before each spell, caster must claim to be invincible
    100. Before each spell, caster must clear his throat loudly
    1. Before each spell, caster must confess an embarrassing secret
    2. Before each spell, caster must confess that he’s a charlatan
    3. Before each spell, caster must crack his knuckles
    4. Before each spell, caster must drop a gold coin to the ground
    5. Before each spell, caster must give himself permission to cast it
    6. Before each spell, caster must hold his breath for 1d10 seconds
    7. Before each spell, caster must ingest a pinch of dust
    8. Before each spell, caster must insult a close friend
    9. Before each spell, caster must invoke some monstrous entity
    10. Before each spell, caster must issue what sounds like a prophecy
    11. Before each spell, caster must light a small candle
    12. Before each spell, caster must make a new and improbable vow
    13. Before each spell, caster must make an embarrassing admission
    14. Before each spell, caster must pat himself on the head
    15. Before each spell, caster must pluck 1d6 hairs from his head
    16. Before each spell, caster must predict that he’ll die by sunset
    17. Before each spell, caster must prick his finger with a rusty pin
    18. Before each spell, caster must profess a thirst for human blood
    19. Before each spell, caster must profess love for someone nearby
    20. Before each spell, caster must promise to change his name
    21. Before each spell, caster must remove one article of clothing
    22. Before each spell, caster must say "Magic is my business."
    23. Before each spell, caster must say "My God, it’s full of stars."
    24. Before each spell, caster must say "The prophecy is fulfilled."
    25. Before each spell, caster must say "This probably won’t work."
    26. Before each spell, caster must shed at least 1d4 tears
    27. Before each spell, caster must shout a different prime number
    28. Before each spell, caster must snap a twig or the like
    29. Before each spell, caster must speak a new and original rhyme
    30. Before each spell, caster must speak a new and relevant pun
    31. Before each spell, caster must speak ill of a good friend
    32. Before each spell, caster must tear one article of clothing
    33. Before each spell, caster must tie a knot in a piece of string
    34. Before each spell, caster must touch his eyes, ears, and nose
    35. Before each spell, caster must touch liquid water
    36. Before each spell, caster must trace a circle in the air
    37. Before each spell, caster must vow that this is his final spell
    38. Beneficial magic potions have an opposite effect upon the caster
    39. Bits of flesh fall from caster’s body until he’s a bare skeleton
    40. Blades seem extraordinarily dull while caster wields them
    41. Caster accidentally creates a virulent plague in his workshop
    42. Caster accuses his nearest ally of murdering him
    43. Caster acquires an exact copy of every non-magical thing he owns
    44. Caster acquires lycanthropy, but only in his left leg
    45. Caster acquires proficiency in some weapon that will never exist
    46. Caster addresses everyone he knows by his own name
    47. Caster adopts a habit of nightly self-flagellation
    48. Caster adopts a universally obscene gesture as his trademark
    49. Caster adopts bizarre rituals concerning the preparation of food
    50. Caster adopts fastidious standards of hygiene
    51. Caster adopts some unlikely animal as a kind of spirit totem
    52. Caster adopts some unlikely object as a kind of holy symbol
    53. Caster adopts the next religion he encounters for the first time
    54. Caster ages 1d10 years per hour until sunset tonight
    55. Caster ages 1d10 years/round for 2 turns, then reverts to normal
    56. Caster ages backwards 2d4 years over that many rounds
    57. Caster ages normally but forever retains his current appearance
    58. Caster ages one year per day spent on open water
    59. Caster ages one year per mile that he travels away from this spot
    60. Caster always appears healthy and wealthy
    61. Caster always appears sickly and destitute
    62. Caster always feels as if the temperature is what it is right now
    63. Caster always pays 10% more than the asking price
    64. Caster always sees his surroundings as misty and fog-shrouded
    65. Caster always thinks it’s fifty degrees colder than it really is
    66. Caster always thinks that there’s one more step in the staircase
    67. Caster and everyone else forgets and can’t discern his age
    68. Caster and nearest intelligent weapon exchange personalities
    69. Caster and one nearby ally teleport to the caster’s home
    70. Caster annoys everyone by insisting that he’s ambidextrous
    71. Caster appears increasingly decrepit as the day wears on
    72. Caster appears to be a bare skeleton from the waist down
    73. Caster appears to be a bare skeleton from the waist up
    74. Caster appears to be at full health, no matter how badly injured
    75. Caster appears to be bleeding profusely whenever he’s indoors
    76. Caster appears to be composed of translucent quartz
    77. Caster appears to be covered in ugly scales for one day each week
    78. Caster appears to be made of countless flesh-colored pebbles
    79. Caster appears to be made out of bricks until sunset tomorrow
    80. Caster appears to be of a different species while sleeping
    81. Caster appears to be of opposite sex while brandishing a shield
    82. Caster appears to be on fire while his spellbook is open
    83. Caster appears to be operating his body from a remote location
    84. Caster appears to be undead for one hour after each meal
    85. Caster appears to be undead while in the presence of undead
    86. Caster appears to be weathered like an ancient statue
    87. Caster appears to have a railroad spike jutting from his forehead
    88. Caster appears to have been carved from wood with an axe
    89. Caster appears to have been crafted out of clay by children
    90. Caster appears to have been torn apart and hastily reassembled
    91. Caster appears to shrivel like a raisin after each casting
    92. Caster appears translucent to anyone of the opposite sex
    93. Caster asks Elves if they can supply him with fudge cookies
    94. Caster ate the last of the rations that his party was carrying
    95. Caster ate two or three pounds of apple seeds this morning
    96. Caster attempts to drink every potion he sees
    97. Caster attracts undead in any town he enters
    98. Caster attracts zealous sycophants wherever he goes
    99. Caster automatically believes that his own illusions are real
    100. Caster awakens to find that the last 1d8 hours were only a dream
    1. Caster bears the birthmark of the lineage of powerful kings
    2. Caster becomes disturbingly frenetic until sunset
    3. Caster becomes flat as a sheet of parchment for 2d6 rounds
    4. Caster becomes increasingly simian as the days wear on
    5. Caster becomes invisible to anyone who successfully Charms him
    6. Caster becomes lost if he enters a cave by himself
    7. Caster becomes lost if he enters a forest by himself
    8. Caster becomes powerfully addicted to necromantic magic
    9. Caster becomes powerfully addicted to Chaos Bursts
    10. Caster becomes tightly stuck to the next chair in which he sits
    11. Caster becomes unconscious when he becomes invisible
    12. Caster becomes violently ill if he eats near a fire
    13. Caster becomes visibly anxious at the sight of holy water
    14. Caster begins aging backwards, one year per round
    15. Caster begins growing one inch per week
    16. Caster begins his conversations with an insulting comment
    17. Caster begins to resemble the next person who touches him
    18. Caster begins worshipping his spellbook with burnt offerings
    19. Caster believes that a nearby sheep is his polymorphed true love
    20. Caster briefly turns translucent after casting a spell
    21. Caster burns with homicidal rage whenever he’s struck by magic
    22. Caster can alter his weight by up to 50% at will
    23. Caster can always sense his location relative to this location
    24. Caster can appear to be 50% fatter at will
    25. Caster can appraise gems by tasting them
    26. Caster can ask three questions of the next tree he touches
    27. Caster can assess the purity of any metal by tasting it
    28. Caster can be accurately described as "frumious"
    29. Caster can be injured but not killed by any bludgeoning weapon
    30. Caster can be injured but not killed by any female creature
    31. Caster can be injured but not killed by any male creature
    32. Caster can be injured by fire, but it can’t kill him
    33. Caster can be injured by metal weapons, but they can’t kill him
    34. Caster can be injured normally but can only be slain by fire
    35. Caster can be injured normally but can only be slain by magic
    36. Caster can become invisible at will while he’s knee-deep in snow
    37. Caster can become invisible while standing neck-deep in water
    38. Caster can breathe underwater, but he always smells like a fish
    39. Caster can carry any weight of books but only in his bare hands
    40. Caster can cause one creature near him to turn to iron
    41. Caster can cause one nearby person to age 1d10 years
    42. Caster can change the size of his ears at will
    43. Caster can conjure apples out of thin air, one at a time
    44. Caster can control any undead skeletons now within 100 yards
    45. Caster can detach either of his hands at will
    46. Caster can detach his head easily but dies if he does so
    47. Caster can detect non-magical fire within 500 yards
    48. Caster can detect the nearest potable water at will
    49. Caster can detect the presence of elementals within 100 yards
    50. Caster can detect True East at will
    51. Caster can discern a person’s age by touching him
    52. Caster can discern a tree’s age by touching it
    53. Caster can discern whether people are really unconscious
    54. Caster can discern which spells a magic user has memorized
    55. Caster can disgorge a pound of sawdust once per day
    56. Caster can double his spells’ range if he’s carrying no metal
    57. Caster can double his weight for up to 1d4 rounds per day
    58. Caster can drink only from a golden bowl worth 100 gold pieces
    59. Caster can easily walk on ice while barefoot
    60. Caster can echolocate like a dolphin while naked and underwater
    61. Caster can endure normal fire one round per point of Constitution
    62. Caster can extend his legs to 150% of their normal length at will
    63. Caster can extend his legs to 2X their normal length at will
    64. Caster can handle red-hot metal with his bare hands
    65. Caster can hear what occurs at this location from up to 10 miles
    66. Caster can hear what’s going on in his home, wherever he is
    67. Caster can hold his breath for 3X his Wisdom score in rounds
    68. Caster can hurl a baseball-sized object beyond the horizon
    69. Caster can identify any kind of fungus on sight
    70. Caster can ignite twigs by sticking them in his mouth
    71. Caster can ignore any spell cast on him but is 80% likely to die
    72. Caster can induce ravenous hunger in others
    73. Caster can inflate his left hand like a balloon
    74. Caster can instantly count quantities of fewer than 1,000 items
    75. Caster can judge visible distances with amazing accuracy
    76. Caster can light candles simply by touching their wicks
    77. Caster can magically create edible but non-nourishing food
    78. Caster can make his ears resemble noses at will
    79. Caster can memorize spells 4x faster than is normally required
    80. Caster can move easily through running water less than waist-deep
    81. Caster can move in total silence for his Wisdom score in rounds
    82. Caster can move silently while holding a thumb in each nostril
    83. Caster can never again come within one mile of his home
    84. Caster can no longer use charged magic items
    85. Caster can only digest food that is spoiled or rotting
    86. Caster can only use electrical magic while standing in water
    87. Caster can only wear one shoe at a time
    88. Caster can open his mouth as wide as he is tall
    89. Caster can pass his right arm through up to six inches of wood
    90. Caster can reattach his own limbs if they’re severed
    91. Caster can recall his own birth with perfect clarity
    92. Caster can remove his tongue and replace it at will
    93. Caster can remove one eye and replace it at will
    94. Caster can remove or negate one curse
    95. Caster can resemble a decaying zombie at will
    96. Caster can retract his feet into his ankles at will
    97. Caster can retract his fingers into his palms at will
    98. Caster can retract his nose into his face at will
    99. Caster can scale walls like a monkey while unencumbered
    100. Caster can see in total darkness if he has a banana in his pocket
    1. Caster can see secret doors easily but can’t see normal doors
    2. Caster can see through fire
    3. Caster can see through his eyelids for up to 1d6 rounds at a time
    4. Caster can see through stone if he has a pebble in his mouth
    5. Caster can see underwater clearly while naked and wielding an axe
    6. Caster can seem to be infected with a particular disease at will
    7. Caster can seen in total darkness for 1d4 days
    8. Caster can sense intelligent weapons within 10 yards
    9. Caster can sense people who’ve been affected by Chaos Bursts
    10. Caster can speak but can’t engage in actual conversations
    11. Caster can speak in a whisper to anyone in his line of sight
    12. Caster can speak in any of 2d4 voices at will
    13. Caster can speak with ants but can only ask yes/no questions
    14. Caster can speak with carrion birds, but he smells like a corpse
    15. Caster can speak with carrion birds, but he’s permanently bald
    16. Caster can speak with domestic fowl, but he crows at sunrise
    17. Caster can speak with domestic fowl, but they tend to lie to him
    18. Caster can speak with honeybees while dancing like one of them
    19. Caster can speak with oysters while holding a pearl in his mouth
    20. Caster can speak with small fish, but only while underwater
    21. Caster can spot the strongest member of any group of five or more
    22. Caster can stretch his left arm 2X the length of his body
    23. Caster can subsist on bark for up to 1d4 days at a time
    24. Caster can Summon 1d10 rabbits, once per level per week
    25. Caster can Summon a powerful entity to answer one question
    26. Caster can Summon a powerful entity who will then try to kill him
    27. Caster can Summon but not control a powerful, malevolent entity
    28. Caster can Summon up to 1d10 pigeons per month
    29. Caster can survive at the bottom of the sea for 1d4 minutes
    30. Caster can survive in the depths of space, if he can get there
    31. Caster can survive one fall of up to twenty miles
    32. Caster can taste foods simply by touching them
    33. Caster can teleport 10 feet straight up, once per day
    34. Caster can teleport 10 times at will but loses a finger each time
    35. Caster can teleport at will but ages 1d100 years each time
    36. Caster can teleport at will but arrives unconscious for one hour
    37. Caster can teleport at will but can’t pick the destination
    38. Caster can teleport at will but doesn’t arrive for 1d12 months
    39. Caster can teleport at will but is 10% likely to arrive dead
    40. Caster can teleport at will but is paralyzed from the neck down
    41. Caster can teleport at will but loses 1d100 hit points each time
    42. Caster can teleport at will but only while naked and unencumbered
    43. Caster can teleport at will but shrinks by 50% per mile traveled
    44. Caster can teleport at will to this exact spot 2d6 times
    45. Caster can teleport into the nearest hollow tree, once
    46. Caster can teleport up to fifty feet once per day
    47. Caster can throw one baseball-sized item 2d6 days into the future
    48. Caster can throw one nearby person 1d10 rounds into the future
    49. Caster can throw one nearby person 1d4 days into the future
    50. Caster can transmute magically-created metal into wood
    51. Caster can travel in time but ages 1d10 years per round traveled
    52. Caster can turn 360° at the waist without harm
    53. Caster can turn ethereal at will but can’t revert for 3d8 days
    54. Caster can turn his arms to wood for up to 1d6 rounds per day
    55. Caster can turn his bones invisible at will
    56. Caster can turn his hands invisible at will 1d8 times per day
    57. Caster can turn his head completely around once per day
    58. Caster can turn into a cat but can’t resume his true form
    59. Caster can turn into a falcon but is only 30% likely to turn back
    60. Caster can turn into a small tree while he’s indoors
    61. Caster can turn into any kind of fish if no water is nearby
    62. Caster can turn invisible while he holds his breath
    63. Caster can turn invisible while naked and motionless
    64. Caster can walk on inclines of 45° or less as if they were flat
    65. Caster can withstand ocean depths while holding a bar of sodium
    66. Caster can, at will, appear to be the next person he touches
    67. Caster can’t attack anyone more than 20 feet away from him
    68. Caster can’t be beheaded
    69. Caster can’t be blinded or dazzled by sunlight
    70. Caster can’t be burned by magical fire for 1d4 hours
    71. Caster can’t be burned by steam or scalding water
    72. Caster can’t be Charmed by anyone of the opposite sex
    73. Caster can’t be crushed by any weight of stone
    74. Caster can’t be cut by any blade until he casts his next spell
    75. Caster can’t be cut by glass
    76. Caster can’t be cut by non-magical blades for 1d4 days
    77. Caster can’t be harmed by any member of the royal family
    78. Caster can’t be harmed by loud, non-magical sound
    79. Caster can’t be harmed by refined metals for 1d4 hours
    80. Caster can’t be harmed while he stands where he is right now
    81. Caster can’t be killed by anyone of his own race
    82. Caster can’t be overwhelmed by foul odors
    83. Caster can’t be seen through glass or ice
    84. Caster can’t be strangled
    85. Caster can’t breathe for 4d6 rounds
    86. Caster can’t bring his left hand within 18 inches of his head
    87. Caster can’t carry anything larger than his own head
    88. Caster can’t carry anything made entirely of metal
    89. Caster can’t carry refined metal in a wooded environment
    90. Caster can’t cast any spells he now has memorized for 1d8 days
    91. Caster can’t cast fire-based magic while in the rain
    92. Caster can’t cast fire-based spells in a wooded environment
    93. Caster can’t cast force-based spells (Wall of Force, etc.)
    94. Caster can’t cast magic on anyone not wearing armor
    95. Caster can’t cast magic on anyone while they’re eating
    96. Caster can’t cast magic unless he’s within sight of a tree
    97. Caster can’t cast magic upon himself for 1d4 weeks
    98. Caster can’t create magical walls or barriers
    99. Caster can’t create normal or magical fire for 1d4 days
    100. Caster can’t create permanent magical objects or effects
    1. Caster can’t cross moving water while brandishing a weapon
    2. Caster can’t cross moving water while carrying his spellbook
    3. Caster can’t cross moving water while wearing clothes
    4. Caster can’t cross moving water while wearing magical rings
    5. Caster can’t cross moving water without assistance
    6. Caster can’t determine when he’s hungry or thirsty
    7. Caster can’t eat any cooked meat
    8. Caster can’t eat any food that doesn’t contain a handful of soil
    9. Caster can’t eat any food that he himself didn’t prepare
    10. Caster can’t eat any salted or cured meat
    11. Caster can’t eat while at full hit points
    12. Caster can’t employ magical means of improving his Armor Class
    13. Caster can’t enter any artificial structure for 2d4 weeks
    14. Caster can’t enter any building in which Dwarves are present
    15. Caster can’t go more than 10’ from this location for 24 hours
    16. Caster can’t harm or be harmed by elementals for 4d10 months
    17. Caster can’t inflict injury upon himself with any metal weapon
    18. Caster can’t learn any new spells until he’s been resurrected
    19. Caster can’t learn any new spells within 1d10 miles of here
    20. Caster can’t lift both feet from the ground at the same time
    21. Caster can’t move his arms for 1d4 turns
    22. Caster can’t move his left arm or right leg for 1d4 turns
    23. Caster can’t move more than 10 feet from the next tree he touches
    24. Caster can’t open any door constructed primarily of wood
    25. Caster can’t open any door that has a hinge made of metal
    26. Caster can’t open any door that opens toward him
    27. Caster can’t open any door unless his hair is wet
    28. Caster can’t open any door while anyone is watching
    29. Caster can’t quite be certain that he really exists
    30. Caster can’t remember the last 2d12+12 hours
    31. Caster can’t remove any magical armor that he’s now wearing
    32. Caster can’t remove his hands from his pockets
    33. Caster can’t run while his eyes are open
    34. Caster can’t see any extra-planar creatures for one year
    35. Caster can’t see through glass, ice, diamond, or the like
    36. Caster can’t sleep indoors while it’s raining
    37. Caster can’t sleep more than 1d4 hours at a time
    38. Caster can’t sleep until he shaves his head bald
    39. Caster can’t sleep until he’s walked at least 4d8 miles from here
    40. Caster can’t speak for one hour and can only croak like a frog
    41. Caster can’t speak for one hour if he’s wearing clothes
    42. Caster can’t speak in anything less than a full shout
    43. Caster can’t speak in sentences longer than 10 syllables
    44. Caster can’t speak to anyone holding a blood-stained weapon
    45. Caster can’t speak to anyone whom he’s not currently touching
    46. Caster can’t speak unless he first turns in a circle
    47. Caster can’t speak unless he’s brandishing a weapon
    48. Caster can’t speak unless he’s carrying at least one gold coin
    49. Caster can’t speak unless his thumbs are touching
    50. Caster can’t speak until he’s removed 1d10 articles of clothing
    51. Caster can’t speak while holding a weapon
    52. Caster can’t stand with both feet on the ground at the same time
    53. Caster can’t stop talking for 6d12 hours
    54. Caster can’t tolerate the presence of wet ink
    55. Caster can’t touch food with his hands
    56. Caster can’t use any blade longer than his forearm
    57. Caster can’t use any magic until someone cuts him with a blade
    58. Caster can’t use magic between sunrise and noon
    59. Caster can’t use magic for 1d4 rounds after being wounded
    60. Caster can’t use magic for 1d6 rounds after being struck by magic
    61. Caster can’t use magic for six hours after ingesting meat
    62. Caster can’t use magic items for one turn after casting a spell
    63. Caster can’t use magic items that contain gold
    64. Caster can’t use magic items until sunrise
    65. Caster can’t use magic items while at full hit points
    66. Caster can’t use magic unless he swallows a gold coin each day
    67. Caster can’t use magic unless he’s holding a buzzard’s feather
    68. Caster can’t use magic until he eats a pound of feathers
    69. Caster can’t use magic until sunset tomorrow
    70. Caster can’t use magic while sitting
    71. Caster can’t use magic within 1d4 miles of this spot for 5d6 days
    72. Caster can’t use missile weapons for one week
    73. Caster can’t use non-magical blades for 1d6 days
    74. Caster can’t use the spell Dispel Magic
    75. Caster can’t use the spell that triggered this Burst for one year
    76. Caster can’t use weapons that contain wood
    77. Caster can’t wake without assistance
    78. Caster can’t walk (run, etc.) while wearing a magic ring
    79. Caster can’t wear magical rings
    80. Caster can’t wield any weapon longer than his arm
    81. Caster changes his name to its reverse: "Tom" becomes "Mot"
    82. Caster claims that he’s doing the work of some god or other
    83. Caster claims to be able to command dragons to do his bidding
    84. Caster claims to be immune to inorganic poisons
    85. Caster claims to be the offspring of a god and a mortal
    86. Caster claims to have begotten a child with a god
    87. Caster claims to have committed logically impossible acts
    88. Caster claims to have created the universe
    89. Caster claims to have invented the Fireball spell
    90. Caster combusts instantly if he’s stabbed by a silver dagger
    91. Caster comes into possession of 1d100 acres of swampland
    92. Caster comes into possession of a bag full of mismatched teeth
    93. Caster comes into possession of a black velvet painting of Elves
    94. Caster comes into possession of a foul, decomposing skull
    95. Caster comes into possession of a golden vial of silver fluid
    96. Caster comes into possession of a ring that can’t be removed
    97. Caster comes into possession of a three-legged pony
    98. Caster comes into possession of an apparently magical lamp
    99. Caster comes into possession of his great-grandfather’s jawbone
    100. Caster completely blends into his surroundings while he’s asleep
    1. Caster completely blends into his surroundings while upside down
    2. Caster compulsively hordes some kind of small, worthless item
    3. Caster confesses to every crime he hears about
    4. Caster confesses to improbable crimes (e.g. "I stole the moon…")
    5. Caster consistently overestimates his martial and magical prowess
    6. Caster continues to age normally but can’t die of old age
    7. Caster coughs violently in the presence of undead
    8. Caster craves moss
    9. Caster craves wood like a termite
    10. Caster cries like a baby whenever he’s hungry or can’t sleep
    11. Caster cries like a baby whenever he’s struck by magic
    12. Caster dances like a belly-dancer for 2d6 rounds
    13. Caster declares himself to be the center of the universe
    14. Caster declares that Dwarves are indistinguishable from orcs
    15. Caster declares that he can redeem the damned
    16. Caster declares that he has the power to absolve sins
    17. Caster declares that he is the judge of all mankind
    18. Caster declares that these pretzels are making him thirsty
    19. Caster deeply resents anyone who asks him to use magic
    20. Caster deeply resents anyone who doesn’t praise his magical skill
    21. Caster deeply resents anyone who eats meat in his presence
    22. Caster deeply resents anyone who uses magic in his presence
    23. Caster demands that employers pay him in wood instead of gold
    24. Caster demands that his allies adopt fastidious hygiene standards
    25. Caster demands that his allies treat him as though he’s invisible
    26. Caster demands that people call him Ishmael
    27. Caster demands that people call him Legion, for he is many
    28. Caster demands that people call him The Spell-Meister
    29. Caster derives no nourishment from food cooked over a fire
    30. Caster derives no nourishment from food eaten after sunset
    31. Caster derives no nourishment from food eaten near a lake
    32. Caster develops a stutter while in the presence of undead
    33. Caster develops an intense hunger for leather strapping
    34. Caster develops an intense hunger for the pages of his spellbook
    35. Caster didn’t actually exist prior to this Chaos Burst
    36. Caster dies if he slays a zombie in the next 1d6 days
    37. Caster dies instantly if his blood is spilled by a god
    38. Caster dies instantly if his blood is spilled by mistletoe
    39. Caster dies painfully but arises at dawn having gained one level
    40. Caster discovers a whole pantheon of hitherto overlooked deities
    41. Caster discovers that one of his limbs belongs to someone else
    42. Caster discovers that one of his limbs is a clockwork replica
    43. Caster disgorges 10d10 feet of rubber tubing
    44. Caster disgorges 1d100 gold pieces
    45. Caster disgorges 1d100 pounds of wet, coarse sand
    46. Caster disgorges 1d4 apples per hour for the next 3d8 hours
    47. Caster disgorges 1d4 gallons of foul, necrotic mush
    48. Caster disgorges 1d6 gallons of rusty sludge
    49. Caster disgorges 2d10 pounds of carrots
    50. Caster disgorges 2d4 full-sized wool blankets
    51. Caster disgorges a 100 foot length of fine silver wire
    52. Caster disgorges a ball of solid bone nine inches in diameter
    53. Caster disgorges a bar of copper four feet in length
    54. Caster disgorges a bar of soap as large as his spellbook
    55. Caster disgorges a bolt of finely embroidered silk
    56. Caster disgorges a book about gastrointestinal anomalies
    57. Caster disgorges a book of carpet samples
    58. Caster disgorges a box of rare botanical samples
    59. Caster disgorges a bushel of ripe peaches
    60. Caster disgorges a coffin large enough to accommodate his corpse
    61. Caster disgorges a four-course meal for three
    62. Caster disgorges a full-grown cactus
    63. Caster disgorges a full-sized barrel
    64. Caster disgorges a glass cube four inches on a side
    65. Caster disgorges a glass vial containing a mysterious potion
    66. Caster disgorges a golden birdcage
    67. Caster disgorges a king’s long-lost signet ring
    68. Caster disgorges a large bunch of bananas
    69. Caster disgorges a large chair
    70. Caster disgorges a large pane of glass
    71. Caster disgorges a length of heavy chain
    72. Caster disgorges a life-sized ice sculpture of a horse
    73. Caster disgorges a long hunk of driftwood
    74. Caster disgorges a lump of brass the size of his torso
    75. Caster disgorges a medium-sized astrolabe
    76. Caster disgorges a mop and a wooden bucket full of suds
    77. Caster disgorges a mysterious and important-looking key
    78. Caster disgorges a pair of deer antlers
    79. Caster disgorges a pair of smith’s fire tongs
    80. Caster disgorges a pouch full of rare and ancient coins
    81. Caster disgorges a pound of mercury
    82. Caster disgorges a pound of molten lead
    83. Caster disgorges a ring full of keys that don’t fit any lock
    84. Caster disgorges a ship’s anchor
    85. Caster disgorges a small brazier full of burning coals
    86. Caster disgorges a sort of bowl-shaped porcelain chair
    87. Caster disgorges a weapon that he misplaced 1d12 months ago
    88. Caster disgorges a whole pumpkin
    89. Caster disgorges a wrought-iron staircase banister
    90. Caster disgorges an airtight canister filled with nitrogen gas
    91. Caster disgorges an elephant’s femur
    92. Caster disgorges an entire beehive
    93. Caster disgorges an exact copy of the head of someone nearby
    94. Caster disgorges an oil painting of this scene
    95. Caster disgorges an ostrich egg
    96. Caster disgorges enough snow to blanket an area ten feet square
    97. Caster disgorges half of a canoe
    98. Caster disgorges the carcass of a strange and colorful bird
    99. Caster disgorges the emblem of some diabolical religious cult
    100. Caster disgorges the entire, intact skin of a giraffe
    1. Caster disgorges the entire, intact skin of someone nearby
    2. Caster disgorges what appears to be his entire nervous system
    3. Caster disgorges what appears to be his own still-beating heart
    4. Caster displays all the signs of full demonic possession
    5. Caster distrusts anyone displaying a cut gem or jewel
    6. Caster distrusts anyone taller than he is
    7. Caster distrusts anyone who doesn’t know the caster’s name
    8. Caster distrusts anyone who doesn’t resemble him
    9. Caster distrusts anyone who won’t let him examine their teeth
    10. Caster distrusts anyone who’s wearing armor
    11. Caster distrusts other members of his race
    12. Caster distrusts other spellcasters
    13. Caster doesn’t need to drink fluids for the next 1d100 weeks
    14. Caster doesn’t need to eat during the new moon
    15. Caster doesn’t need to eat for the next 1d100 weeks
    16. Caster doesn’t remember anyone now within 10 miles
    17. Caster donates all of his money to some unlikely charity
    18. Caster dreams each night of a powerful and malevolent artifact
    19. Caster dreams each night of being painfully turned inside out
    20. Caster dreams each night of being worshipped by gods
    21. Caster dreams of being stalked by an invisible hunter from space
    22. Caster dreams of unicorns and wonders if he’s an automaton
    23. Caster drinks any potions he’s now carrying
    24. Caster eat food for 1d12 hours after using a magic item
    25. Caster embraces someone nearby and is reluctant to let go
    26. Caster embraces the nearest tree and refuses to let go
    27. Caster ends his conversations with an annoying catch phrase
    28. Caster engages in a long, heated debate with the nearest tree
    29. Caster enjoys the taste of fire
    30. Caster enjoys the taste of lamp oil
    31. Caster erases one randomly-chosen spell from his spellbook
    32. Caster experiences pain if he handles jewels or precious gems
    33. Caster experiences pain when he spends money
    34. Caster experiences violent, full-body spasms for 2d4 rounds
    35. Caster faces True North and is stuck that way for one turn
    36. Caster falls down the next flight of steps he encounters
    37. Caster falls from the nearest tree
    38. Caster falls madly in love with someone he’s never heard of
    39. Caster falls madly in love with someone who’s never existed
    40. Caster fears densely wooded areas
    41. Caster fears non-magical, non-humanoid mammals
    42. Caster fears that he’ll be damned forever whenever he uses magic
    43. Caster fears that he’ll cease to exist if he causes another Burst
    44. Caster fears that his allies are vanishing one by one
    45. Caster fears that his limbs are vanishing one by one
    46. Caster fears that spiders have lain countless eggs in his brain
    47. Caster fears the reaper
    48. Caster feels a psychic bond to someone unknown but nearby
    49. Caster feels as if he’s always walking on a slope
    50. Caster feels as though he’s trudging through knee-deep snow
    51. Caster feels as though he’s trudging uphill
    52. Caster feels constant, overwhelming hunger while in his home
    53. Caster feels countless small snakes crawling all over his body
    54. Caster feels incredible hostility toward non-magic users
    55. Caster feels incredible hostility toward other magic users
    56. Caster feels inexplicable anxiety when he hears his name
    57. Caster feels inexplicable anxiety while at full hit points
    58. Caster feels inexplicable nostalgia when he meets new people
    59. Caster feels intense but unfocused hatred for 1d6 hours
    60. Caster feels intense discomfort when people smile at him
    61. Caster feels more comfortable among the undead than the living
    62. Caster feels overpowering fear in the presence of steam
    63. Caster feels overpowering hatred for the next magic item he sees
    64. Caster feels powerless unless everyone knows he’s a magic user
    65. Caster feels powerless unless he’s wearing boots on his hands
    66. Caster feels strangely calm while in the presence of dragons
    67. Caster feels thorny roots growing slowly through his flesh
    68. Caster fiercely covets the next magical ring he sees
    69. Caster finds 1d100 cans containing pink, processed meat in jelly
    70. Caster finds 1d4 extra spells in his spellbook
    71. Caster finds 1d4 small rodents living in his spellbook
    72. Caster finds 2d6 white pills, each of which heals 1d20 hit points
    73. Caster finds 2d8 real-looking but useless spells in his spellbook
    74. Caster finds a barrel full of rancid mayonnaise
    75. Caster finds a book describing the methods for self-dissection
    76. Caster finds a book that will shatter his sanity if he reads it
    77. Caster finds a compelling but incomprehensible magical tome
    78. Caster finds a copy of Aristotle’s long-lost Poetics of Comedy
    79. Caster finds a copy of his own ghost-written autobiography
    80. Caster finds a crystal containing a tiny image of himself
    81. Caster finds a cube of frozen human blood, one foot on a side
    82. Caster finds a four-valve trumpet that can raise the dead
    83. Caster finds a handful of mysterious pills in his pocket
    84. Caster finds a handful of rainbow-colored powder in his pocket
    85. Caster finds a hideous carved idol of a cephalopoid god-monster
    86. Caster finds a key that explodes when inserted into any lock
    87. Caster finds a large, cursed diamond in the next hole he digs
    88. Caster finds a large, gold box containing nothing but sand
    89. Caster finds a large, metal disc engraved with his image
    90. Caster finds a list of assassination targets; his name is next
    91. Caster finds a magic wand but for some reason is afraid to use it
    92. Caster finds a minor artifact in the next hole he digs
    93. Caster finds a mirror that grants false visions of the future
    94. Caster finds a mirror that reflects everyone but him
    95. Caster finds a mirror that reflects only vampires
    96. Caster finds a notebook detailing the way he was built in a lab
    97. Caster finds a number that divides evenly into all prime numbers
    98. Caster finds a pair of gloves that devour any hands inside them
    99. Caster finds a pair of gloves that turn to steel when worn
    100. Caster finds a pair of stone tablets engraved with quaint laws
    1. Caster finds a possibly inaccurate chronology of his entire life
    2. Caster finds a potion 90% likely to heal and 10% likely to kill
    3. Caster finds a potion that can instantly cause his death
    4. Caster finds a potion that can instill zealous religious fervor
    5. Caster finds a potion that can turn him into an invisible cat
    6. Caster finds a potion that induces permanent madness in horses
    7. Caster finds a potion that makes the drinker even more visible
    8. Caster finds a pouch full of 1d100 totally identical teeth
    9. Caster finds a pouch full of highly flammable black dust
    10. Caster finds a powder that burns trolls as if it were strong acid
    11. Caster finds a powder that can dissolve up to one pound of gold
    12. Caster finds a powder that can eliminate any poison from food
    13. Caster finds a powder that can render the invisible visible
    14. Caster finds a powder that can turn a zombie into an inert corpse
    15. Caster finds a powder that can turn an inert corpse into a zombie
    16. Caster finds a powder that combusts in the presence of orcs
    17. Caster finds a powder that induces addictive euphoria if inhaled
    18. Caster finds a powder that induces extreme covetousness
    19. Caster finds a powder that is highly toxic to everyone but him
    20. Caster finds a powder that is highly toxic to him but no one else
    21. Caster finds a powder that is highly toxic to large-sized insects
    22. Caster finds a powder that quickly seals open wounds
    23. Caster finds a powder that repels elementals
    24. Caster finds a sack full of his own crematory remains
    25. Caster finds a satchel containing his weight in gold pieces
    26. Caster finds a scroll describing exactly how & when he’ll die
    27. Caster finds a secret passage in the next room he enters
    28. Caster finds a set of high-quality watchmaker’s tools
    29. Caster finds a small iron box containing 4d8 of his own teeth
    30. Caster finds a treasure map in the next animal he butchers
    31. Caster finds a treasure map that others will kill to possess
    32. Caster finds a trumpet that, if blown, may herald the End Times
    33. Caster finds a weapon that can kill a god
    34. Caster finds a wooden box whose interior can’t be illuminated
    35. Caster finds an amulet that repels Summoned creatures
    36. Caster finds black meat like a tainted cheese
    37. Caster finds blueprints for building some anachronistic device
    38. Caster finds convincing evidence that he’s just a clone
    39. Caster finds foul odors pleasant and pleasant scents repulsive
    40. Caster finds his own decaying corpse in the next hole he digs
    41. Caster finds proof that a dangerous secret society runs the world
    42. Caster finds strong evidence that the apocalypse is nigh
    43. Caster finds strong evidence that the planet is artificial
    44. Caster finds the ruins of a vast magical library
    45. Caster finds the sight of cooked meat to be highly offensive
    46. Caster finds the whole idea of "names" to be silly and pointless
    47. Caster finds the wreckage of a seagoing vessel in a nearby forest
    48. Caster finds two of the three keys needed to unlock the world
    49. Caster flees this spot and can’t return for at least one year
    50. Caster flees, panic-stricken, at top speed in a random direction
    51. Caster flickers like a guttering candle for 1d6 turns
    52. Caster flies into a fury when he removes his shoes
    53. Caster flies into a murderous rage and attacks his nearest ally
    54. Caster forgets any fire that he lights
    55. Caster forgets any first-level spell he now has memorized
    56. Caster forgets everyone’s name
    57. Caster forgets everything he knows about etiquette
    58. Caster forgets how to open his spellbook
    59. Caster forgets how to use knives and blades of all kinds
    60. Caster forgets how to use magic for 1d4 days
    61. Caster forgets how to walk for 1d12 hours
    62. Caster forgets that his name is a vile expletive in Dwarfish
    63. Caster gains 1d4 points of Strength; loses one point per day
    64. Caster gains experience at 2X normal rate until he gains a level
    65. Caster gains minor access to a formerly forbidden school of magic
    66. Caster gains no benefit from magical healing during daylight
    67. Caster gains no benefit from wearing gloves or gauntlets
    68. Caster gains one pound per level of spells he casts
    69. Caster gains one pound per round for the next 1d100 rounds
    70. Caster generally seems to be lying when talking about magic
    71. Caster gets a splinter every time he wields a wooden weapon
    72. Caster gives his party two weeks’ notice before resigning
    73. Caster glows as bright as daylight while he’s asleep
    74. Caster goes berserk and attacks the next undead creature he sees
    75. Caster goes berserk in the presence of royalty
    76. Caster goes berserk whenever he receives magical healing
    77. Caster goes on and on about his misunderstood genius
    78. Caster goes out of his way to appear humble and unassuming
    79. Caster goes out of his way to avoid using magic in combat
    80. Caster goes out of his way to be offensive to royalty
    81. Caster goes out of his way to draw attention to himself in battle
    82. Caster gradually becomes more and more angular
    83. Caster gradually becomes more and more turtle-like
    84. Caster growls in his sleep like a tiger
    85. Caster grows 1d10 new and mysterious organs in his abdomen
    86. Caster grows an additional finger each week
    87. Caster grows one inch per day for the next 2d4-1 days
    88. Caster hallucinates wildly the next time he drinks water
    89. Caster hallucinates wildly until he drinks a quart of water
    90. Caster has 5 Intelligence for 1d6 turns
    91. Caster has 5 Strength for 1d4 turns
    92. Caster has 1d100 real-looking but useless copies of his spellbook
    93. Caster has a +10 bonus on each of his next 1d4 dice rolls
    94. Caster has a 10% chance to control any Summoned entity he sees
    95. Caster has a 10% chance to pick any mechanical lock
    96. Caster has a 25% chance to go blind in each of the next 4 rounds
    97. Caster has a blood-sworn enemy in every town within 500 miles
    98. Caster has a clear memory of building himself from scratch
    99. Caster has a close relative in every town within 500 miles
    100. Caster has a crystal cube that enables him to see through wood
    1. Caster has a cumulative 1% chance daily to be eaten by a dragon
    2. Caster has a cumulative 1% chance daily to turn to stone
    3. Caster has a flat 10% chance to know any new language he hears
    4. Caster has a habit of issuing idle but poorly-considered threats
    5. Caster has a large but harmless hole at the top of his head
    6. Caster has a parrot on his shoulder and a peg leg
    7. Caster has a powerful craving for charcoal, sulfur, and saltpeter
    8. Caster has a powerful craving for the bark of the hemlock tree
    9. Caster has a reputation, perhaps undeserved, for wild debauchery
    10. Caster has a scar as if his head were severed and reattached
    11. Caster has a small keyhole in the palm of his right hand
    12. Caster has a star-shaped dent at the back of his head
    13. Caster has a violent argument with the next soldier he meets
    14. Caster has an almost paralyzing fear of death and the dead
    15. Caster has an answer for everything
    16. Caster has an extraordinary sense of balance
    17. Caster has an identical face on the back of his head
    18. Caster has an inexplicable but overwhelming fear of sunrise
    19. Caster has an out-of-body experience and can’t find his way back
    20. Caster has an overpowering hatred of artificial light sources
    21. Caster has an ugly mole just like a nose
    22. Caster has an ugly nose just like a mole
    23. Caster has been carrying a sack full of manure for 1d4 days
    24. Caster has blasphemous tattoos over most of his body
    25. Caster has dreadful dreams of a foul, ancient, and tentacled god
    26. Caster has faulty direction sense while carrying his spellbook
    27. Caster has misgivings about those mushrooms he ate yesterday
    28. Caster has no internal organs; he’s a homogenous mush inside
    29. Caster has no scent whatsoever
    30. Caster has ram’s horns growing from his hips
    31. Caster has rings on his fingers and bells on his toes
    32. Caster has scars as if his skeleton had been torn out of his body
    33. Caster has silly and pornographic tattoos over most of his body
    34. Caster has ten thumbs in his mouth
    35. Caster has ten thumbs instead of fingers
    36. Caster has ten thumbs somewhere on his body
    37. Caster has tiny mathematical formulae tattooed all over his body
    38. Caster has vivid but false memories of a past life
    39. Caster has vivid but false memories of the last 24 hours
    40. Caster has vivid dreams of his own death each night
    41. Caster hasn’t eaten during the past 1d100 days
    42. Caster hatches numerous schemes for destroying the world
    43. Caster hears a heavenly choir singing his praises for 1d4 hours
    44. Caster hears crickets chirping loudly from now on
    45. Caster hears malevolent voices nearby whispering about his doom
    46. Caster hears normally except for voices, which seem subtly muted
    47. Caster hears the echo of his own voice whenever he speaks
    48. Caster hears the footfalls of a hungry predator nearby
    49. Caster hears waves crashing on a beach no matter where he is
    50. Caster henceforth casts this spell as if he’s two levels higher
    51. Caster henceforth gains an additional hit point at each level
    52. Caster henceforth has a bonus 10% chance to learn new spells
    53. Caster henceforth needs only one-third the normal amount of food
    54. Caster hurls his spellbook as far as he can
    55. Caster informs people of what he judges his greatest weakness
    56. Caster insists that he’s proficient in some obscure martial art
    57. Caster invokes dubiously relevant entities in times of stress
    58. Caster is 1% likely to be killed by a meteor on any given day
    59. Caster is 5% likely to become a god if he drowns himself
    60. Caster is 5% likely to become a god if he kills himself by fire
    61. Caster is 10% likely never to have existed at all
    62. Caster is 10% likely to be immune to any single dose of poison
    63. Caster is 10% likely to be invisible to any female that he meets
    64. Caster is 10% likely to be invisible to any male that he meets
    65. Caster is 10% likely to be resurrected if his corpse is set afire
    66. Caster is 10% likely to be totally immune to any single attack
    67. Caster is 10% likely to believe even the most outrageous of lies
    68. Caster is 10% likely to have been sired by a powerful demon
    69. Caster is 10% likely to sympathize with any enemy he injures
    70. Caster is 15% likely to have read any book he sees
    71. Caster is 20% likely to faint outright at the sight of blood
    72. Caster is 20% likely to sneeze and disrupt any spell he casts
    73. Caster is 20% likely to turn to stone while swimming
    74. Caster is 2X as old as the oldest person within 100 yards
    75. Caster is 50% likely to drown in any water deeper than he is tall
    76. Caster is 60% likely to misplace any money he receives
    77. Caster is able to see his own eyes
    78. Caster is absolutely convinced that he’s a zombie
    79. Caster is afflicted with severe frostbite in 1d4 limbs
    80. Caster is afflicted with vampirism, but only during the day
    81. Caster is always and easily recognizable as a spellcaster
    82. Caster is an untamed youth, that’s the truth, with a cloak full of eagles
    83. Caster is attacked by a shark when he next enters a river
    84. Caster is attacked by countless stinging earthworms
    85. Caster is attacked by goats the next time he crosses a bridge
    86. Caster is attacked by vengeful imps that resemble small children
    87. Caster is attended by numerous grooming birds, like a crocodile
    88. Caster is blind unless he’s carrying at least 4d10 gold coins
    89. Caster is blind while he’s invisible
    90. Caster is blind while his spellbook is open
    91. Caster is blind while within any artificial structure
    92. Caster is blinded for 2d8 rounds by a swirl of tiny feathers
    93. Caster is bricked up in an underground cell with a cask of wine
    94. Caster is briefly obscured by a dense cloud of sawdust
    95. Caster is briefly paralyzed at the sight of his own blood
    96. Caster is briefly stunned by a shower of hard beans
    97. Caster is brutally punched in the stomach by an unseen hand
    98. Caster is carrying 1d4+1 waterskins filled with human blood
    99. Caster is carrying a bowl full of water that he must not spill
    100. Caster is certain that a horrible monster is living inside him
    1. Caster is certain that every meal he eats contains strong poison
    2. Caster is certain that he can breathe underwater
    3. Caster is certain that he has just killed his guardian angel
    4. Caster is certain that he used to have four arms
    5. Caster is certain that he’ll become immortal if he’s beheaded
    6. Caster is certain that he’ll die in the next 1d4 rounds
    7. Caster is certain that he’s recently returned from the future
    8. Caster is certain that he’s transforming into a horrible monster
    9. Caster is certain that his soul is buried under the nearest tree
    10. Caster is chained to a desk in some high-rise office building
    11. Caster is chained to an anvil
    12. Caster is clad in funerary wraps as if he’s about to be interred
    13. Caster is completely invulnerable to all harm for 1d4 rounds
    14. Caster is convinced that he once ate an entire person
    15. Caster is convinced that he only exists as numbers on paper
    16. Caster is convinced that his allies plan to kill and eat him
    17. Caster is covered in a shell of frozen slime
    18. Caster is covered in barnacles
    19. Caster is covered in indelible, jet-black handprints
    20. Caster is covered in ketchup
    21. Caster is covered in peanut butter
    22. Caster is covered in sucker marks as though hugged by an octopus
    23. Caster is deaf and blind until sunrise tomorrow
    24. Caster is determined to destroy his staff or spellbook
    25. Caster is determined to rid himself of his nails, teeth, and hair
    26. Caster is distracted by something stuck between his teeth
    27. Caster is drawn forcefully toward the spell’s target point
    28. Caster is dressed like a high-class burlesque performer
    29. Caster is eager to find out just how fireproof he really is
    30. Caster is eager to find out just how much blood he can lose
    31. Caster is encased from the waist down in a block of cheese
    32. Caster is encased up to his neck in a shell of concrete
    33. Caster is enclosed in a large paper bag
    34. Caster is entirely immune to magic for 1d8 rounds
    35. Caster is feared and respected by Hill Giants
    36. Caster is fiercely addicted to some astonishingly rare substance
    37. Caster is filled with Righteous Indignation
    38. Caster is forcibly barred from the next town he attempts to enter
    39. Caster is full o’ the milk of human kindness
    40. Caster is half the age of the youngest person within 100 yards
    41. Caster is Healed each time he triggers a Chaos Burst
    42. Caster is held responsible for the massacre of innocent townsfolk
    43. Caster is held without counsel in a secure location for 1d4 days
    44. Caster is horribly afraid to use magic weapons in daylight
    45. Caster is horribly afraid to use metal weapons
    46. Caster is hurled from here into the nearest lake
    47. Caster is immune to all attempts at telepathy or mind-reading
    48. Caster is immune to all harm until he attacks or uses magic
    49. Caster is immune to all poisons, but normal ice is deadly to him
    50. Caster is immune to any bludgeon not forged on this world
    51. Caster is immune to any poison administered via blade or needle
    52. Caster is immune to any poison ingested with food or drink
    53. Caster is immune to beneficial clerical magic for 1d6 days
    54. Caster is immune to beneficial enchantments for 1d8 days
    55. Caster is immune to cold-based attacks while blindfolded
    56. Caster is immune to cold-based attacks while he’s on fire
    57. Caster is immune to electrical attacks while he’s barefoot
    58. Caster is immune to electrical magic at night while it’s snowing
    59. Caster is immune to fear while holding a spider in his mouth
    60. Caster is immune to fire from the waist down
    61. Caster is immune to fire while holding a wren’s egg in his mouth
    62. Caster is immune to gaze attacks while holding his open spellbook
    63. Caster is immune to gaze attacks while singing
    64. Caster is immune to liquid-based poisons for one year
    65. Caster is immune to magic for 1d8 days but can’t use magic either
    66. Caster is immune to magic until he imbibes any liquid
    67. Caster is immune to missile-based spells while naked
    68. Caster is immune to natural cold while naked and unencumbered
    69. Caster is immune to necromantic magic while standing on his head
    70. Caster is immune to necromantic magic while wearing silk mittens
    71. Caster is immune to non-magical charm-based effects
    72. Caster is immune to non-magical disease while holding a chicken
    73. Caster is immune to non-magical missiles for 1d8 hours
    74. Caster is immune to non-magical venom
    75. Caster is immune to non-magical, non-gaseous poisons
    76. Caster is immune to oil-based fire for 1d12 months
    77. Caster is immune to poison gas while his feet are wet
    78. Caster is immune to sarcasm
    79. Caster is immune to the effects of dehydration
    80. Caster is immune to the effects of illusory sound
    81. Caster is immune to the effects of smoke inhalation
    82. Caster is immune to the effects of the Wish spell
    83. Caster is immune to the next 1d100 hit points of fire damage
    84. Caster is inappropriately frank about his bodily functions
    85. Caster is inclined to attack any who offer him magical healing
    86. Caster is inclined to attack anyone representing the crown
    87. Caster is increasingly convinced that he just might be a deity
    88. Caster is intensely curious about the limits of his own mortality
    89. Caster is intensely curious about the taste of certain poisons
    90. Caster is invisible from his hips to his sternum
    91. Caster is invisible to 1d4 people nearby
    92. Caster is invisible to dragons for one year
    93. Caster is invisible to dragons while in direct sunlight
    94. Caster is invisible to female herbivores
    95. Caster is invisible to females for 2d6 turns
    96. Caster is invisible to Hill Giants
    97. Caster is invisible to himself for 1d4 weeks
    98. Caster is invisible to himself from the waist down
    99. Caster is invisible to horses
    100. Caster is invisible to infravision
    1. Caster is invisible to inherently invisible creatures
    2. Caster is invisible to males for 2d6 turns
    3. Caster is invisible to members of his immediate family
    4. Caster is invisible to non-magical reptiles
    5. Caster is invisible to non-magical reptiles for 1d4 hours
    6. Caster is invisible to the person who most recently wounded him
    7. Caster is invisible while underwater
    8. Caster is invited to join a colony of cannibals for dinner
    9. Caster is known to have had illicit dealings with the undead
    10. Caster is known to have predicated in scandalous fertility rites
    11. Caster is naturally camouflaged for stealth in a snowy setting
    12. Caster is nearly paralyzed by fear while his spellbook is open
    13. Caster is on the verge of starvation, no matter how much he eats
    14. Caster is owed a favor by the local magistrate
    15. Caster is paralyzed from the neck up for 1d6 rounds
    16. Caster is partially immune to magical cold while holding an apple
    17. Caster is permanently disfigured by the next fire he sets
    18. Caster is permanently invisible to the next person to injure him
    19. Caster is pinned beneath a large tombstone bearing his name
    20. Caster is poisoned and has 6d6 days to find its only antidote
    21. Caster is punctured as if he’d spent the night in an iron maiden
    22. Caster is ravenously hungry after each battle
    23. Caster is reduced to first level for 4d6 hours
    24. Caster is reduced to one hit point when he next triggers a Burst
    25. Caster is related by blood to no one who has ever lived
    26. Caster is reluctant to bring his spellbook indoors
    27. Caster is reluctant to carry any weapons after sunset
    28. Caster is reluctant to cast any spell that he now has memorized
    29. Caster is reluctant to enter any building he’s previously entered
    30. Caster is reluctant to get blood on any of his weapons
    31. Caster is reluctant to wield any weapon that hasn’t drawn blood
    32. Caster is rumored to be an artificial, creature without a soul
    33. Caster is rumored to be plotting a political assassination
    34. Caster is rumored to be protected by a mighty dragon
    35. Caster is rumored to be the reincarnation of a despised tyrant
    36. Caster is rumored to drink orc’s blood by the quart
    37. Caster is rumored to have been replaced by an infernal impostor
    38. Caster is rumored to have killed the last person to ask his name
    39. Caster is rumored to have murdered hundreds of innocent people
    40. Caster is rumored to have orc’s blood flowing through his veins
    41. Caster is rumored to have paid orcs to perform unseemly services
    42. Caster is rumored to have participated in dreadful funerary rites
    43. Caster is rumored to have participated in genocide against Elves
    44. Caster is rumored to have participated in the murder of a deity
    45. Caster is rumored to have performed horrid rituals on Dwarves
    46. Caster is rumored to have placed a huge bounty on his own head
    47. Caster is rumored to have sold his family into slavery
    48. Caster is rumored to have the heart of a goblin
    49. Caster is rumored to have wronged a member of the royal family
    50. Caster is rumored to use clairvoyance for purposes of voyeurism
    51. Caster is scarred as if he’d been burned over 80% of his body
    52. Caster is scrupulously honest in all financial dealings
    53. Caster is sealed in a huge but otherwise normal chicken egg
    54. Caster is sealed in a pine coffin
    55. Caster is sealed in an oak barrel
    56. Caster is seated on a platform high atop a tall, narrow pole
    57. Caster is skilled in a new weapon but can’t use it in daylight
    58. Caster is Slowed when he becomes invisible
    59. Caster is smeared from head to toe with molasses
    60. Caster is soaked each time he casts a water-based spell
    61. Caster is somewhere around Barstow, on the edge of the desert
    62. Caster is soon jailed for public lewdness and profanity
    63. Caster is soon jailed for suspicion of murder
    64. Caster is soon jailed for unlawful use of magical knowledge
    65. Caster is sought by a band of militant vivisectionists
    66. Caster is sparsely flecked with salt like a pretzel
    67. Caster is standing in an open field, west of a white house
    68. Caster is stricken mute until he’s cut by a magic weapon
    69. Caster is stripped of monetary wealth except what he’s carrying
    70. Caster is suddenly alone at the center of a vast field of slag
    71. Caster is suddenly carrying a twenty-pound sack full of straw
    72. Caster is suddenly in the throes of advanced labor
    73. Caster is suddenly on the other side of the nearest locked door
    74. Caster is suddenly seated on a throne formed of apple cores
    75. Caster is suddenly sitting in an elegant bathtub
    76. Caster is suddenly standing at the base of the nearest waterfall
    77. Caster is suddenly standing atop a single stilt
    78. Caster is suddenly standing atop a very tall ladder
    79. Caster is suddenly standing atop the nearest boulder
    80. Caster is suddenly standing atop the nearest horse
    81. Caster is suddenly standing in a bucket of butter
    82. Caster is suddenly standing in a canoe on a rushing river
    83. Caster is suddenly standing in the middle of a snow-covered field
    84. Caster is suddenly standing in the nearest blacksmith’s smithy
    85. Caster is suddenly standing in the nearest brothel
    86. Caster is suddenly standing in the nearest holy water font
    87. Caster is suddenly standing in the nearest pig sty
    88. Caster is suddenly standing knee-deep in manure
    89. Caster is suddenly standing on a two-foot cube of solid aluminum
    90. Caster is suddenly surrounded by a quartet of skunks
    91. Caster is suddenly unsure that he really wants to be a magic user
    92. Caster is suddenly wearing a full suit of Elven chain armor
    93. Caster is surrounded by eight-foot-tall slabs of concrete
    94. Caster is suspected of plotting the destruction of the world
    95. Caster is terrible at estimating quantities, distance, and time
    96. Caster is terrified of hourglasses and time-keeping devices
    97. Caster is the victim of a vast, well-coordinated conspiracy
    98. Caster is the victim of a well-coordinated propaganda assault
    99. Caster is the worst liar in the history of intelligent discourse
    100. Caster is thickly shrouded in cobwebs
    1. Caster is thoroughly entangled in the tentacles of a man-of-war
    2. Caster is thoroughly smeared in bacon grease
    3. Caster is thoroughly soaked with egg whites
    4. Caster is thought to have a huge bounty on his head
    5. Caster is thrown 1d4x1000 years into the future for 1d4 rounds
    6. Caster is thrown 4d6 feet into the air
    7. Caster is thrown 4d6 hours into the future
    8. Caster is thrown violently backward from the spell’s target point
    9. Caster is tightly bound in strong wire
    10. Caster is tightly wrapped in a straightjacket
    11. Caster is trampled by a boar
    12. Caster is trapped in a column of brackish water for 1d4 rounds
    13. Caster is unable to ask questions
    14. Caster is unable to cross any bridge that spans flowing water
    15. Caster is unable to enter into infernal pacts
    16. Caster is unaffected by magical wind for 1d4 months
    17. Caster is unaffected by magically-created metal
    18. Caster is unaffected by natural wind
    19. Caster is unaffected by the spell Remove Curse
    20. Caster is unharmed by extremes of sound
    21. Caster is unharmed by moldy or rotten food
    22. Caster is universally treated like a hated criminal for 1d8 days
    23. Caster is unknowingly inducted into a secret society
    24. Caster is utterly unable to assess his own injuries
    25. Caster is utterly unable to disguise himself by magic
    26. Caster is vaguely aware of any deliberate threat upon his life
    27. Caster is very susceptible to peer pressure in matters of alcohol
    28. Caster is violently ejected from the next building he enters
    29. Caster is wearing a deep-sea diving costume with copper helmet
    30. Caster is wearing a welder’s mask and can’t remove it until dawn
    31. Caster is wearing an ornate mask made of the most delicate glass
    32. Caster is wearing blood-soaked surgical gloves
    33. Caster is wearing boxing gloves and can’t remove them until dawn
    34. Caster is wearing bunny fur
    35. Caster is wearing clothes that are 10d10 centuries out of date
    36. Caster is wearing enough clothing for 3d4 people
    37. Caster is wearing extraordinarily glamorous false eyelashes
    38. Caster is wearing golf shoes
    39. Caster is wearing his mother’s wedding gown
    40. Caster is wearing horseshoes
    41. Caster is wearing ice skates
    42. Caster is wearing nothing but a thin loincloth
    43. Caster is wearing roller skates
    44. Caster is wearing snowshoes and can’t remove them until it snows
    45. Caster is wearing the clothes that he’ll be wearing when he dies
    46. Caster is wearing the leathered skin of a recently dead king
    47. Caster is wearing what appears to be his heart on his sleeve
    48. Caster is widely known to be a reprehensible hedonist
    49. Caster is worshipped as a god by some degenerate, isolated tribe
    50. Caster is wracked by searing pain every time he asks a question
    51. Caster is wracked by searing pain when he draws another’s blood
    52. Caster is wracked by searing pain when he touches the undead
    53. Caster isn’t quite certain that he’s not the spawn of a demon
    54. Caster jams both thumbs deep into his nostrils for 1d6 rounds
    55. Caster just barely passes for a member of his race
    56. Caster keeps smelling burnt toast
    57. Caster keeps talking despite everyone’s utter lack of interest
    58. Caster knows a method by which gold can be tempered like steel
    59. Caster knows a new language for 1d4 weeks
    60. Caster knows a spell that will slay him instantly
    61. Caster knows that he’ll go mad if he says his name aloud
    62. Caster knows the location of every mammal now within one mile
    63. Caster knows the secret language of frogs and toads
    64. Caster laughs heartily when he sees his allies injured
    65. Caster leaps from the next bridge that he crosses
    66. Caster learns a damaging secret about one of his allies
    67. Caster learns that he’s been assigned to some government position
    68. Caster learns that his arranged marriage is due to occur tomorrow
    69. Caster learns that his parents were undead on the day he was born
    70. Caster leaves no footprints in snow
    71. Caster likes to tell everyone that he has an eidetic memory
    72. Caster looks as if he’s been submerged in a bog for six months
    73. Caster loses 10d1000 gold pieces in a wacky investment scheme
    74. Caster loses 1d10 hit points if a nearby cleric Turns Undead
    75. Caster loses 1d10 points of Strength; regains one point per day
    76. Caster loses 1d4 hit points each round that he’s invisible
    77. Caster loses 1d4 hit points every time he speaks a pun
    78. Caster loses 1d4 hit points per hour until sunset tonight
    79. Caster loses 3d8 hit points any time he uses the spell Read Magic
    80. Caster loses access to a single school of magic for 1d4 weeks
    81. Caster loses access to all but one school of magic for 2d6 days
    82. Caster loses all comprehension of the concept of money
    83. Caster loses all hair on the left side of his body
    84. Caster loses one hit point each time he calls someone by name
    85. Caster loses one hit point per level of spells cast in sunlight
    86. Caster loses one point of Charisma for each hit point he loses
    87. Caster loses one point of Charisma per day for 3d6 weeks
    88. Caster loses one pound per level of spell he casts
    89. Caster loses only 1 hit point from the next 3d8 attacks upon him
    90. Caster makes outrageous bets about the most unlikely events
    91. Caster mentions a wish to join a secret society called The Tres
    92. Caster mispronounces everyone’s name, offensively if possible
    93. Caster must carry at least one pound of raw meat at all times
    94. Caster must carry his spellbook in hand, not in a bag or pouch
    95. Caster must drink his weight in water by sunset
    96. Caster must drink salt water instead of fresh water
    97. Caster must eat at least one pound of salt each week
    98. Caster must include a vile expletive in every sentence he speaks
    99. Caster must insult any figure of authority at least 1d4 times
    100. Caster must Save or his arms start decomposing as if he’s dead
    1. Caster must Save or turn into an anthropomorphic weasel
    2. Caster must Save vs Fortitude or food turns to iron in his mouth
    3. Caster must Save vs Fortitude or his lungs turn to gold
    4. Caster must Save vs Fortitude, or his weight doubles
    5. Caster must Save vs Will or attempt to disembowel himself
    6. Caster must Save vs Will or begin aging twenty years per round
    7. Caster must Save vs Will, or he becomes permanently illiterate
    8. Caster must state his name to anyone who asks it
    9. Caster no longer able to share with others
    10. Caster no longer believes that magic really exists
    11. Caster no longer needs to eat but can’t heal injuries naturally
    12. Caster no longer perspires
    13. Caster no longer produces saliva
    14. Caster now breathes nitrogen instead of oxygen
    15. Caster obsessively pursues his goal of acquiring a second head
    16. Caster offers to sell his spellbook to the lowest bidder
    17. Caster only needs to eat during alternating weeks
    18. Caster owes 10d100 gold pieces to the next person he touches
    19. Caster owes 1d4 gold pieces to everyone within 100 yards
    20. Caster owes a colossal sum of money to a local lender
    21. Caster owes his life to someone who won’t be born for centuries
    22. Caster perceives an assassin hiding behind every tree and rock
    23. Caster perceives marbles to be rolling around inside his skull
    24. Caster perceives mysterious ships to be flying in the air nearby
    25. Caster permanently gains 1d4-1 hit points
    26. Caster permanently gains an additional 1d4 hit points
    27. Caster permanently loses 1d4-1 hit points
    28. Caster permanently loses the sense of taste
    29. Caster prefers not to cast magic indoors
    30. Caster prefers not to cast magic unless it’s raining
    31. Caster prefers not to cast magic while anyone is watching him
    32. Caster prefers not to cast magic while it’s raining
    33. Caster projects an air of competence even when it’s unwarranted
    34. Caster prophesies that he’ll die by drowning in melted butter
    35. Caster publicly curses a member of the royal family
    36. Caster pursues a disastrous fiscal policy despite public outcry
    37. Caster quickly rusts if someone else’s blood touches him
    38. Caster randomly teleports 1d100 yards when he becomes invisible
    39. Caster raves like a lunatic whenever he witnesses a spellcasting
    40. Caster reacts to hospitality with shocking boorishness
    41. Caster reacts violently to any perceived insults
    42. Caster reacts violently to anyone bearing a coat-of-arms
    43. Caster reacts violently to anyone he hears using improper grammar
    44. Caster reacts violently to anyone who asks his name
    45. Caster reacts violently to conspicuous rhymes in speech
    46. Caster reacts violently to offers of food or water
    47. Caster reacts violently to religious symbols displayed in battle
    48. Caster reacts violently to the scent of baking bread
    49. Caster realizes he’s an escaped slave whose owner is tracking him
    50. Caster realizes that chickens and ducks are plotting a mutiny
    51. Caster realizes that he’s his left arm isn’t actually attached
    52. Caster realizes that he’s lived this day repeatedly for years
    53. Caster realizes that he’s skilled in the use of the bola
    54. Caster realizes that he’s standing on a trapdoor over a deep pit
    55. Caster realizes that he’s very close to fulfilling his destiny
    56. Caster realizes that his name is a synonym for manure
    57. Caster recalls enduring hideous torture but doesn’t know when
    58. Caster recalls every insult with remarkable clarity
    59. Caster receives a divine vision of some dreadfully mundane event
    60. Caster receives no Save against the next spell cast against him
    61. Caster recently drank a poison or a potion; he can’t recall which
    62. Caster recently found a powerful artifact but doesn’t realize it
    63. Caster recently took an inviolable vow but can quite remember it
    64. Caster recites a long list of grievances against his allies
    65. Caster recites that bit from Macbeth whenever he holds a dagger
    66. Caster refers to his allies by cute nicknames
    67. Caster refers to his spellbook as his "Booky-Wooky"
    68. Caster refuses to carry any gems or jewels
    69. Caster refuses to eat in the presence of Dwarves
    70. Caster refuses to enter any town that isn’t encircled by a wall
    71. Caster refuses to handle any blade that hasn’t drawn blood
    72. Caster refuses to rage, rage against the dying of the light
    73. Caster refuses to speak to anyone while his spellbook is open
    74. Caster refuses to speak to anyone who addresses him by name
    75. Caster refuses to speak with one particular ally
    76. Caster refuses to wield any weapon not engraved with his name
    77. Caster refuses to wield any weapon that has ever drawn blood
    78. Caster repeats the next round 1d100 times
    79. Caster requires only 1d8 hours of sleep per week
    80. Caster reveals that he enjoys the taste of roasted Dwarf
    81. Caster reveals that he’s a doppelganger
    82. Caster routinely forgets magical command words
    83. Caster routinely forgets that he can’t breathe underwater
    84. Caster routinely forgets that poisons are harmful when ingested
    85. Caster routinely forgets the reason he stood up, sat down, etc.
    86. Caster routinely forgets to douse campfires, cooking fires, etc.
    87. Caster routinely forgets to draw a weapon before attacking
    88. Caster routinely forgets to eat, even when he’s famished
    89. Caster routinely forgets to lie down before sleeping
    90. Caster routinely forgets to put his clothes on after bathing
    91. Caster routinely forgets to remove his clothes before bathing
    92. Caster routinely forgets where he is and where he’s going
    93. Caster routinely forgets where he left his spellbook
    94. Caster routinely forgets whether or not he’s wearing armor
    95. Caster routinely forgets which spells he has memorized
    96. Caster routinely loses his train of thought mid-sentence
    97. Caster runs to and attempts to uproot the nearest tree
    98. Caster runs to the nearest abattoir
    99. Caster seeks sanctuary in the nearest brothel
    100. Caster sees as if everything is cloaked in perpetual twilight
    1. Caster sees as if his eyes were hovering one foot to the left
    2. Caster sees as if his eyes were in the back of his head
    3. Caster sees as if his eyes were where his ears are
    4. Caster sees colorful ribbons swirling in the air around him
    5. Caster sees cryptic messages in the patterns of plant growth
    6. Caster sees everything as if he’s deep underwater
    7. Caster sees everything as through a glass, darkly
    8. Caster sees geysers of flaming pitch erupting all around him
    9. Caster sees ghostly courtesans all around him
    10. Caster sees huge bats and manta rays whirling all around him
    11. Caster sees in daylight as if it’s night, and vice versa
    12. Caster sees menacing, shadowy figures everywhere he goes
    13. Caster sees the spell’s target point as a place of great holiness
    14. Caster selected today’s attire with insufficient forethought
    15. Caster seriously considers abandoning magic for all time
    16. Caster seriously considers entering the clergy
    17. Caster shatters like glass if he falls more than 2X his height
    18. Caster shivers uncontrollably in the presence of fire
    19. Caster shows all signs of plague but is actually quite healthy
    20. Caster shows everyone his wounds and asks if they look infected
    21. Caster shrieks like a fire alarm in the presence of fire
    22. Caster shrinks by 50% upon losing 50% of his hit points
    23. Caster shuns the company of other magic users
    24. Caster shuns the use of magic items as being "amateurish"
    25. Caster shuns the use of weapons that contain ferrous metal
    26. Caster sinks like a stone in water but cannot drown
    27. Caster smells faintly of cabbage
    28. Caster smells strongly burnt toast
    29. Caster smells strongly of alcohol
    30. Caster smells strongly of blood while he’s wet
    31. Caster smells strongly of boiling tar
    32. Caster smells strongly of exotic perfumes
    33. Caster smells strongly of fuel oil
    34. Caster smells strongly of fungus while he’s near a campfire
    35. Caster smells strongly of garlic
    36. Caster smells strongly of peppermint
    37. Caster smells strongly of rose petals
    38. Caster sneezes 1d20 times in each of the next 1d20 rounds
    39. Caster sneezes repeatedly when he becomes invisible
    40. Caster sparkles as though dusted with glitter from now on
    41. Caster speaks in an obviously fake and irritating Cockney accent
    42. Caster spends 1d4 rounds attacking the nearest tree
    43. Caster spends 1d4 rounds attempting to ignite his shoes
    44. Caster spends 1d4 rounds trying to cast this same spell
    45. Caster spends 1d4 rounds trying to strangle himself with his hair
    46. Caster spends 2d10 rounds racing toward the nearest coastline
    47. Caster spends 2d10 rounds trying to look into his own ears
    48. Caster spends all of his money on the next thing he buys
    49. Caster spews philosophical gobbledygook about one-hand-clapping
    50. Caster spouts water like a gargoyle for 1d4 rounds
    51. Caster spreads vicious and embarrassing rumors about himself
    52. Caster sprouts a dorsal fin
    53. Caster sprouts a ghastly tentacle from the center of his chest
    54. Caster sprouts a large, spongy mass between his shoulder blades
    55. Caster sprouts a mane like a lion’s
    56. Caster sprouts a new ear on the back of one hand
    57. Caster sprouts a pretty flower from his chin
    58. Caster sprouts a prominent brow ridge
    59. Caster sprouts a retractable metal antenna from his forehead
    60. Caster sprouts a small, flaming wick atop of his head
    61. Caster sprouts a tiny horn from the tip of his nose
    62. Caster sprouts a zipper along the length of his spine
    63. Caster sprouts an additional ear behind each of his normal ears
    64. Caster sprouts an eye at the exact top of his head
    65. Caster sprouts an ugly protuberance from his forearm
    66. Caster sprouts sharp blades along the edges of his forearms
    67. Caster sprouts tiny, useless wings from the bridge of his nose
    68. Caster sprouts wild-looking feathers on his cheeks
    69. Caster sprouts wires and rubber tubing from his flesh
    70. Caster stands in uffish thought for 3d4 rounds
    71. Caster stares at the spell’s target point for 1d10 rounds
    72. Caster starts billing his allies for each spell he casts
    73. Caster starts dancing and can’t stop until he’s struck by magic
    74. Caster starts running and thinks he’ll explode if he stops
    75. Caster steps into a snare and is hoisted high into a tree
    76. Caster steps onto a loose stone and tumbles down the nearest hill
    77. Caster sticks to the next metal item he touches for 1d6 turns
    78. Caster stumbles into the next campfire that he passes
    79. Caster suddenly has 2d4+2 toes jutting from his face
    80. Caster suddenly has feet like an elephant
    81. Caster suddenly has misgivings about his skill as a magic user
    82. Caster suddenly has ten toes on each foot
    83. Caster suddenly has ten toes on one foot and none on the other
    84. Caster suddenly realizes that he’s been naked for 2d8 days
    85. Caster suddenly realizes that his clothing is made of human skin
    86. Caster suddenly starts hemorrhaging honey and molasses
    87. Caster suffers 10X normal damage from falls of more than 20 feet
    88. Caster suffers 2x the damage from the next 1d4 attacks on him
    89. Caster suffers acute paranoia whenever he hears his name
    90. Caster suffers an intense, debilitating fever for 1d4 days
    91. Caster suffers bouts of rampant xenophobia
    92. Caster suffers brief pain every time he closes a book
    93. Caster suffers cramps if he uses magic within an hour of eating
    94. Caster suffers crippling arthritis pain
    95. Caster suffers delusions about the efficacy of the Free Market
    96. Caster suffers fools gladly
    97. Caster suffers incredible fear the next time he crosses a bridge
    98. Caster suffers intense pain during attempts at magical healing
    99. Caster suffers intense pain in his eyes whenever he sees undead
    100. Caster suffers intense pain whenever he changes shape
    1. Caster suffers intense pain whenever he eats cooked meat
    2. Caster suffers intense pain whenever he enters a temple or church
    3. Caster suffers intense pain whenever he passes through a doorway
    4. Caster suffers intense pain whenever he treads upon grass
    5. Caster suffers intense pain whenever he tries to sing
    6. Caster suffers intense pain whenever he uses Divination magic
    7. Caster suffers intense pain whenever he wields a magical blade
    8. Caster suffers maximum damage from the next 1d4 attacks upon him
    9. Caster suffers the bends as if he surfaced too quickly
    10. Caster suffers the tortures of the damned for 1d4 hours
    11. Caster suspects that all foliage nearby is hostile to him
    12. Caster suspects that everyone nearby is trying to rob him
    13. Caster suspects that his allies have all joined a dangerous cult
    14. Caster suspects that his use of magic is entirely delusional
    15. Caster suspects that someone nearby has taken over his mind
    16. Caster suspects that someone nearby is a mechanical automaton
    17. Caster takes a big bite out of his spellbook
    18. Caster takes a big bite out of the nearest statue
    19. Caster takes a big bite out of the nearest tree
    20. Caster takes a vow of absolute pacifism for 2d4-1 days
    21. Caster teleports one mile the next time he crosses a river
    22. Caster teleports to exactly where he was standing an hour ago
    23. Caster teleports to the planet’s moon for 1d4 hours
    24. Caster teleports to the site of another caster’s Chaos Burst
    25. Caster teleports to the site of the most recent state execution
    26. Caster teleports to the spot where he last ate
    27. Caster tells everyone that he has an eidetic memory
    28. Caster tells everyone that his bones are made of diamond
    29. Caster tells malicious lies about his employer or benefactor
    30. Caster tells malicious lies in the presence of clergy
    31. Caster tends to be marked as the strongest member of his party
    32. Caster tends to become briefly invisible at inconvenient times
    33. Caster tends to dribble heavily when drinking from a mug or cup
    34. Caster thinks that "high-ho, high-ho" is a proper Dwarf greeting
    35. Caster thinks that a distant mountain is made of gold
    36. Caster thinks that a huge fire is blazing all around him
    37. Caster thinks that a magic candle is burning in his stomach
    38. Caster thinks that a nearby ally is sapping his magical energies
    39. Caster thinks that a past life is intruding upon his current one
    40. Caster thinks that a snake runs the length of his digestive tract
    41. Caster thinks that a violent hailstorm is going on
    42. Caster thinks that all fire is an illusion
    43. Caster thinks that all of his suspicions are justified
    44. Caster thinks that all other magic users are out to get him
    45. Caster thinks that all royalty is hopelessly corrupt
    46. Caster thinks that an ally will kill him before sunset tomorrow
    47. Caster thinks that any wound he receives is much, much worse
    48. Caster thinks that elementals pose no threat to him
    49. Caster thinks that every herbivore in the world hates him
    50. Caster thinks that every scratch will infect him with lycanthropy
    51. Caster thinks that everyone he knows is an impostor
    52. Caster thinks that everyone is jealous of his magical prowess
    53. Caster thinks that everyone thinks that he is an impostor
    54. Caster thinks that everything he owns has been replaced by a copy
    55. Caster thinks that everything he owns is powerfully enchanted
    56. Caster thinks that evil beings will kill to possess his spellbook
    57. Caster thinks that food prepared by others is poisonous to him
    58. Caster thinks that gold will burn him if placed against his skin
    59. Caster thinks that he came into existence just 1d4 days ago
    60. Caster thinks that he can become invisible to undead at will
    61. Caster thinks that he can command dragons to do his bidding
    62. Caster thinks that he can communicate with ants
    63. Caster thinks that he can communicate with cats
    64. Caster thinks that he can fly by leaping off of tall buildings
    65. Caster thinks that he can handle red-hot metal without harm
    66. Caster thinks that he can neutralize poisons by swallowing them
    67. Caster thinks that he can restore the undead to true life
    68. Caster thinks that he can speak directly to his deity
    69. Caster thinks that he can speak with birds
    70. Caster thinks that he can survive many hammer blows to the skull
    71. Caster thinks that he died during his youth
    72. Caster thinks that he has a weakness to green rock
    73. Caster thinks that he has diplomatic immunity
    74. Caster thinks that he has the power to speak prophecy
    75. Caster thinks that he is attended by invisible undead retainers
    76. Caster thinks that he just died and is now a zombie
    77. Caster thinks that he knows the location of a vast horde of gold
    78. Caster thinks that he looks totally different after each sunrise
    79. Caster thinks that he must eat a pound of soil by midnight
    80. Caster thinks that he must hold an awkward item to cast magic
    81. Caster thinks that he must learn a new spell before sunset
    82. Caster thinks that he must protect the target at all costs
    83. Caster thinks that he must quickly remove and burn his clothes
    84. Caster thinks that he must undertake some bizarre quest
    85. Caster thinks that he owes thousands of gold pieces to the king
    86. Caster thinks that he owns everything now in his line of sight
    87. Caster thinks that he smells strongly of manure
    88. Caster thinks that he’ll be a god if he removes all of his skin
    89. Caster thinks that he’ll be canonized immediately after his death
    90. Caster thinks that he’ll be eaten by zombies if he falls asleep
    91. Caster thinks that he’ll be executed for treason at dawn tomorrow
    92. Caster thinks that he’ll be executed for treason if he uses magic
    93. Caster thinks that he’ll be immolated if he uses magical fire
    94. Caster thinks that he’ll be killed in his sleep one night soon
    95. Caster thinks that he’ll catch a disease if he uses magic items
    96. Caster thinks that he’ll combust if he gets wet
    97. Caster thinks that he’ll combust if he tells a lie
    98. Caster thinks that he’ll combust unless he wears a garland of ivy
    99. Caster thinks that he’ll contract every disease he encounters
    100. Caster thinks that he’ll die if a particular person nearby dies
    1. Caster thinks that he’ll die unless he eats a magical scroll
    2. Caster thinks that he’ll drown in the next water he crosses
    3. Caster thinks that he’ll excrete diamonds if he ingests coal
    4. Caster thinks that he’ll melt if he gets too close to a fire
    5. Caster thinks that he’s a master thief
    6. Caster thinks that he’s a priest of a foul, tentacled monstrosity
    7. Caster thinks that he’s actually 10X older than he appears to be
    8. Caster thinks that he’s aging at a rate of one year per hour
    9. Caster thinks that he’s been declared The Protector Of The Forest
    10. Caster thinks that he’s been spared for some infernal purpose
    11. Caster thinks that he’s being attacked by piranha
    12. Caster thinks that he’s being attacked by the nearest boulder
    13. Caster thinks that he’s being consumed by invisible worms
    14. Caster thinks that he’s being held against his will
    15. Caster thinks that he’s being savaged by rabid dogs
    16. Caster thinks that he’s being squeezed by a large python
    17. Caster thinks that he’s dead and hopes his allies don’t find out
    18. Caster thinks that he’s destined to be hanged at midnight tonight
    19. Caster thinks that he’s destined to die in a comical fashion
    20. Caster thinks that he’s died and gone to heaven
    21. Caster thinks that he’s fireproof while he’s naked
    22. Caster thinks that he’s guilty of sedition and treason
    23. Caster thinks that he’s highly combustible
    24. Caster thinks that he’s immune to lycanthropy
    25. Caster thinks that he’s immune to necromantic magic
    26. Caster thinks that he’s immune to non-magical diseases
    27. Caster thinks that he’s indentured to some nearby landowner
    28. Caster thinks that he’s invincible while he’s talking
    29. Caster thinks that he’s invulnerable to magical weapons
    30. Caster thinks that he’s invulnerable to missile weapons
    31. Caster thinks that he’s invulnerable while he’s invisible
    32. Caster thinks that he’s invulnerable while wearing a hat
    33. Caster thinks that he’s just escaped from rogue vivisectionists
    34. Caster thinks that he’s next in line for the throne of hell
    35. Caster thinks that he’s on fire and begs people to extinguish him
    36. Caster thinks that he’s raised himself from the dead
    37. Caster thinks that he’s seeing through someone else’s eye
    38. Caster thinks that he’s slowly transforming into a dragon
    39. Caster thinks that he’s sold his soul to several different demons
    40. Caster thinks that he’s sold his soul to that guy at the market
    41. Caster thinks that he’s soon to be bronze-plated
    42. Caster thinks that he’s standing at the edge of a cliff
    43. Caster thinks that he’s standing in a chest-high heap of manure
    44. Caster thinks that he’s standing in waist-deep water
    45. Caster thinks that he’s standing on a tall, narrow staircase
    46. Caster thinks that he’s stolen this body from its rightful owner
    47. Caster thinks that he’s the child of some unlikely person nearby
    48. Caster thinks that he’s the lizard king and can do anything
    49. Caster thinks that he’s the man in the moon
    50. Caster thinks that he’s the victim of an elaborate practical joke
    51. Caster thinks that he’s the victim of circumstance
    52. Caster thinks that he’s water soluble
    53. Caster thinks that his actions are fulfilling ancient prophecy
    54. Caster thinks that his allies will all be dead before morning
    55. Caster thinks that his allies’ wounds are much more serious
    56. Caster thinks that his ancestors are speaking through his allies
    57. Caster thinks that his ancestors came from a distant world
    58. Caster thinks that his brain will pop if he learns one more spell
    59. Caster thinks that his clothing is drenched in strong acid
    60. Caster thinks that his current alignment isn’t his true alignment
    61. Caster thinks that his death will bring about the apocalypse
    62. Caster thinks that his death will open the gates of heaven
    63. Caster thinks that his death will open the gates of hell
    64. Caster thinks that his deity has commanded him to kill his allies
    65. Caster thinks that his destiny awaits him in the nearest cave
    66. Caster thinks that his face is far too hideous to look at
    67. Caster thinks that his face is just a mask he wears on his skull
    68. Caster thinks that his hands will disintegrate if he touches gold
    69. Caster thinks that his head is a parasitic organism
    70. Caster thinks that his head is an extraneous, vestigial appendage
    71. Caster thinks that his head was sewn onto this body only recently
    72. Caster thinks that his head will fall off if he removes his hat
    73. Caster thinks that his head will shatter if he wears a hat
    74. Caster thinks that his magic items are about to explode
    75. Caster thinks that his magic items are plotting against him
    76. Caster thinks that his soul is controlling his body from far away
    77. Caster thinks that his soul was forced into this current body
    78. Caster thinks that his spellbook belongs to someone else
    79. Caster thinks that his spellbook is a living entity
    80. Caster thinks that his spellbook is incredibly flammable
    81. Caster thinks that his spellbook is trying to consume his soul
    82. Caster thinks that his spellbook is trying to kill him
    83. Caster thinks that his teeth will explode if chews meat
    84. Caster thinks that horses are conspiring against him
    85. Caster thinks that imps and demons harass him while he sleeps
    86. Caster thinks that it’s cute when he speaks in baby-talk
    87. Caster thinks that life is a simulation and he’s soaking in a vat
    88. Caster thinks that many of his memories were falsely implanted
    89. Caster thinks that mighty deities are vying for his soul
    90. Caster thinks that must hold one hand to his head at all times
    91. Caster thinks that no non-magical animal can harm him
    92. Caster thinks that no one really trusts him
    93. Caster thinks that no one really understands what he’s saying
    94. Caster thinks that one his allies will kill him while he sleeps
    95. Caster thinks that people are just using him for his money
    96. Caster thinks that people think he’s some kind of deity
    97. Caster thinks that rhyming words have mystical significance
    98. Caster thinks that some item he’s carrying is about to explode
    99. Caster thinks that some item he’s carrying will soon explode
    100. Caster thinks that some nearby person killed him yesterday
    1. Caster thinks that someone else can see through his eyes
    2. Caster thinks that something valuable’s been stolen from him
    3. Caster thinks that the king owes him a big favor
    4. Caster thinks that the stars are speaking to him
    5. Caster thinks that the target is the only one who can save him
    6. Caster thinks that the target’s death will cause the apocalypse
    7. Caster thinks that the top of his head should be flattened
    8. Caster thinks that the universe will cease to exist when he dies
    9. Caster thinks that the world’s rotation will hurl him into space
    10. Caster thinks that this date will live in infamy
    11. Caster thinks that this is all just a big misunderstanding
    12. Caster thinks that Chaos Bursts are proof that he’s nearly a deity
    13. Caster threatens to kill and eat anyone who insults him
    14. Caster tries to commit hara-kiri with some sort of cudgel
    15. Caster tries to pop his head by squeezing it with both hands
    16. Caster tries to swallow any writing instrument that he’s carrying
    17. Caster tries very hard to peel his face from his skull
    18. Caster tries very hard to twist his nose upside down
    19. Caster turns bright blue while he’s bleeding
    20. Caster turns into a clothing store mannequin for 1d6 rounds
    21. Caster turns into a small, pot-bellied pig
    22. Caster turns into an elemental of equal hit dice for 1d4 rounds
    23. Caster turns invisible to himself but not to anyone else
    24. Caster turns to stone but is fully restored at dawn tomorrow
    25. Caster unleashes a torrent of shocking profanity for 2d4 rounds
    26. Caster uses fire-based magic in preference to other magic
    27. Caster utters shocking blasphemies in the presence of clergy
    28. Caster utters shocking profanities at inappropriate times
    29. Caster vanishes; has a 1% cumulative chance per round to return
    30. Caster vanishes; in 1d8 rounds he appears at the target point
    31. Caster volunteers for the most dangerous task he can find
    32. Caster vows not to rest until he’s found the real killers
    33. Caster vows to commit deicide before the end of the year
    34. Caster vows to make a little birdhouse in his soul
    35. Caster vows to slay the next person to use magic on him
    36. Caster vows to slay the next person who addresses him by name
    37. Caster wagers all of his money on an improbable contest
    38. Caster walks with a profound limp except while naked
    39. Caster wants to join the next flock of birds he sees
    40. Caster was born in the universe that existed before this one
    41. Caster wears eyeglasses and has an odd birthmark on his forehead
    42. Caster weeps powerfully adhesive tears for 1d6 rounds
    43. Caster weeps tears of blood whenever someone says his name
    44. Caster will appear to be his current age for the rest of his life
    45. Caster will combust unless he immerses himself within an hour
    46. Caster will die if struck by a wooden club in the next 1d4 rounds
    47. Caster wins a magical lamp shaped like a woman’s leg
    48. Caster wishes to divest himself of all worldly goods
    49. Caster won’t age for 100 years if he cuts off his thumbs
    50. Caster won’t remember the next 4d6 hours
    51. Caster, his gear, and clothes are translucent for 2d4-1 days
    52. Caster’s age is doubled until sunrise tomorrow
    53. Caster’s allies completely ignore him for 1d6 hours
    54. Caster’s allies have never quite trusted him
    55. Caster’s allies suspect that he isn’t quite housebroken
    56. Caster’s allies suspect that he secretly eats mice and rats
    57. Caster’s allies treat him like a child for 2d12 hours
    58. Caster’s allies worship him as a god for 1d4 days
    59. Caster’s Armor Class is improved by 1d4 until dawn
    60. Caster’s Armor Class is worsened by 1d6 until sunset tomorrow
    61. Caster’s arms and legs are bound in shackles of gold
    62. Caster’s arms and legs look like chicken’s legs
    63. Caster’s arms are covered by scars from ritual burns
    64. Caster’s arms are covered in hideous welts and bruises
    65. Caster’s arms are tied together in a tight knot
    66. Caster’s arms from shoulder to wrist are unharmed by acid
    67. Caster’s arms vanish for the duration of the intended spell
    68. Caster’s attacks are 20% likely to inflict no damage on undead
    69. Caster’s attempts at scrying yield sanity-damaging visions
    70. Caster’s attempts at scrying yield visions of a sunken city
    71. Caster’s attempts at scrying yield visions of astonishing boredom
    72. Caster’s attempts at scrying yield visions of his own home
    73. Caster’s attempts at scrying yield visions of horrific carnage
    74. Caster’s attempts at scrying yield visions of impossible events
    75. Caster’s attempts at scrying yield visions of incredible beauty
    76. Caster’s attempts at scrying yield visions of nonexistent places
    77. Caster’s attempts at scrying yield visions of raucous debauchery
    78. Caster’s attempts at scrying yield visions of sugarplums
    79. Caster’s attempts at scrying yield visions of the caster himself
    80. Caster’s attempts at scrying yield visions of the distant future
    81. Caster’s attempts at scrying yield visions of the distant past
    82. Caster’s attempts at scrying yield visions of this location
    83. Caster’s attempts at scrying yield visions of utter desolation
    84. Caster’s attempts at scrying yield wildly inaccurate visions
    85. Caster’s attempts to change shape always fail spectacularly
    86. Caster’s back is scarred in a checkerboard pattern of burns
    87. Caster’s back is scarred with the imprint of a dragon’s foot
    88. Caster’s base Armor Class is 8
    89. Caster’s base Armor Class is 12
    90. Caster’s big toes become opposable like thumbs
    91. Caster’s blood causes metal to become invisible
    92. Caster’s blood combusts violently within his body
    93. Caster’s blood is a sickly green and smells like manure
    94. Caster’s blood is poisonous to vampires and were-beasts
    95. Caster’s blood is sought as a panacea by Dwarves and Gnomes
    96. Caster’s blood is strongly adhesive after it leaves his body
    97. Caster’s blood is toxic to him, if ingested
    98. Caster’s blood is weightless
    99. Caster’s blood is worth more than gold, in the proper market
    100. Caster’s blood leaves indelible stains on rock and stone
    1. Caster’s blood radiates intense magic
    2. Caster’s body appears to have been shredded and reassembled
    3. Caster’s body can act independently if separated from his head
    4. Caster’s body is 40% fireproof
    5. Caster’s body is an artificial construct
    6. Caster’s body is covered in festering scabs
    7. Caster’s body is covered in ugly, livid bruises
    8. Caster’s body is reset to a 48-hour cycle rather than 24
    9. Caster’s body is rumored to contain countless diamonds
    10. Caster’s body is scarred as if he’s undergone an autopsy
    11. Caster’s body is scarred with innumerable cryptic runes
    12. Caster’s body swivels 180° at the waist and stays that way
    13. Caster’s bones are as fragile as glass for 1d4 rounds
    14. Caster’s bones can’t be broken but are highly combustible
    15. Caster’s bones can’t be broken unless he’s barefoot
    16. Caster’s bones will be powerfully explosive after his death
    17. Caster’s boots adhere strongly to stone while he’s wearing them
    18. Caster’s boots are worth 10d100 gold pieces
    19. Caster’s boots can never move more than ten feet from this spot
    20. Caster’s boots have been kidnapped and held for a high ransom
    21. Caster’s boots weigh 100 pounds when wet
    22. Caster’s casting times are shortened by 50% for 2d4-1 days
    23. Caster’s center of gravity changes daily
    24. Caster’s center of gravity is 1d4 feet to his left
    25. Caster’s center of gravity is at the level of his eyes
    26. Caster’s center of gravity is at the level of his feet
    27. Caster’s closest blood relative ascends to godhood
    28. Caster’s closest blood relative has been abducted by a vile cult
    29. Caster’s closest blood relative is slated for execution tomorrow
    30. Caster’s closest blood relative vows to slay him
    31. Caster’s clothes are 25% likely to be invisible to each viewer
    32. Caster’s clothes are burned to cinders, but he is unharmed
    33. Caster’s clothes are caked with salt
    34. Caster’s clothes are drenched with goat’s milk
    35. Caster’s clothes are impervious to Alteration magic
    36. Caster’s clothes are impervious to fire when it’s not being worn
    37. Caster’s clothes are invisible by firelight
    38. Caster’s clothes are invisible in the presence of royalty
    39. Caster’s clothes are soaked with lambs’ blood
    40. Caster’s clothes are soaked with lamp oil
    41. Caster’s clothes are soaked with molasses
    42. Caster’s clothes are stripped of any and all enchantments
    43. Caster’s clothes are water soluble
    44. Caster’s clothes clatter like metal when he moves
    45. Caster’s clothes don’t leave much to the imagination
    46. Caster’s clothes heat by 1° per minute for the next 1d10 hours
    47. Caster’s clothes maintain a constant temperature of 70°
    48. Caster’s clothes radiate intense magic
    49. Caster’s clothes turn to copper
    50. Caster’s clothes turn to densely-woven spider’s web
    51. Caster’s clothes turn to living human flesh
    52. Caster’s clothing inflates to the size of a house
    53. Caster’s cranium enlarges by 25%
    54. Caster’s cranium reforms into a tall, blunt cone
    55. Caster’s death is ordered due to a Burst he triggered previously
    56. Caster’s death is prophesied to precede centuries of prosperity
    57. Caster’s death will inspire weeks of riots and revolution
    58. Caster’s debt increases at a rate of 30% per month
    59. Caster’s digestive system becomes independently sentient
    60. Caster’s dominant hand becomes as clumsy as his other hand
    61. Caster’s ears are burned from his head
    62. Caster’s ears are on the same side of his head
    63. Caster’s ears are unaffected by polymorph magic
    64. Caster’s ears bleed harmlessly but copiously for 10d10 rounds
    65. Caster’s ears can’t be cut by any metal blade
    66. Caster’s ears fall off and regrow every few days
    67. Caster’s ears grow to the size of dinner plates
    68. Caster’s ears resemble butterfly’s wings
    69. Caster’s elbows can’t bend more than 90°
    70. Caster’s entire head looks like a huge nose
    71. Caster’s every attempt at music yields the same annoying tune
    72. Caster’s eyelids look like lips
    73. Caster’s eyes appear crystalline like diamonds
    74. Caster’s eyes are artificial and were installed by demons
    75. Caster’s eyes are invulnerable to heat and fire
    76. Caster’s eyes are replaced by new ones every 1d4 days
    77. Caster’s eyes can be safely removed for up to 1d4 hours
    78. Caster’s eyes can’t be harmed by any physical force or object
    79. Caster’s eyes do not move, but he can see normally
    80. Caster’s eyes glow red when he tries to make a good impression
    81. Caster’s eyes merge into a single eye at the bridge of his nose
    82. Caster’s eyes migrate to his cheekbones
    83. Caster’s eyes migrate two inches higher on his forehead
    84. Caster’s eyes sink 1d4 inches into his skull
    85. Caster’s eyes swell shut for 2d12 hours
    86. Caster’s eyeteeth grow into tusks like those of a walrus
    87. Caster’s face and head are covered by a tight shell of fetid wax
    88. Caster’s face and head resemble a snowman’s
    89. Caster’s face appears melted like wax
    90. Caster’s face appears to age backwards at 2X the normal rate
    91. Caster’s face appears to be made of chrome
    92. Caster’s face appears to be made of hammered aluminum
    93. Caster’s face appears to be upside-down
    94. Caster’s face appears to float 1d4 inches in front of his skull
    95. Caster’s face appears to have been sculpted from cold wax
    96. Caster’s face doesn’t move when he speaks; -2 to reaction rolls
    97. Caster’s face elongates into a short snout with prominent teeth
    98. Caster’s face falls off, leaving a bare skull until sunrise
    99. Caster’s face is a mask
    100. Caster’s face is an illusion and can be dispelled as such
    1. Caster’s face is concave
    2. Caster’s face is covered with cactus spines
    3. Caster’s face is fireproof
    4. Caster’s face is glazed in a thick layer of ice
    5. Caster’s face is pliant like rubber
    6. Caster’s face is printed with intricate, dark blue tattoos
    7. Caster’s face is scarred as though slashed by an eagle’s talons
    8. Caster’s face swells enough to be unrecognizable
    9. Caster’s face tingles in the presence of magical animals
    10. Caster’s face turns to wood
    11. Caster’s feet are burned as if he’s waded through ankle-deep acid
    12. Caster’s feet are encased in brick
    13. Caster’s feet can’t be burned by magical fire
    14. Caster’s feet inflate to 2X normal size while he wades in water
    15. Caster’s feet shrink by 80% while he’s wearing shoes or boots
    16. Caster’s feet smolder gently for 1d6 hours without harming him
    17. Caster’s feet vanish, but he can walk comfortably on his ankles
    18. Caster’s fingernails are poisonous to him
    19. Caster’s fingernails display otherworldly scenes
    20. Caster’s fingernails each grow 1d20 inches
    21. Caster’s fingernails exude a pungent green fluid
    22. Caster’s fingernails grow 1d4 inches per day
    23. Caster’s fingers appear to be made of delicate crystal
    24. Caster’s fingers are as flexible as tentacles
    25. Caster’s fingers are as rigid as steel while they’re wet
    26. Caster’s fingers are threaded like bolts
    27. Caster’s fingers can’t be severed from his hands
    28. Caster’s fingers glow faintly in the presence of humans
    29. Caster’s fingers randomly shuffle their positions
    30. Caster’s fingers seem ice cold to anyone other than the caster
    31. Caster’s fist fuses into an clumsy stub
    32. Caster’s fist jams itself into his mouth
    33. Caster’s footprints glow with sickly green light for 5d6 rounds
    34. Caster’s footprints seem to shimmer and waver in sunlight
    35. Caster’s footprints shine brightly while he’s invisible
    36. Caster’s hair and clothes become horribly entangled
    37. Caster’s hair and clothes constantly stir as if blown by wind
    38. Caster’s hair becomes tangled in any hat or helmet he wears
    39. Caster’s hair becomes thick and coarse like that of a boar
    40. Caster’s hair can never become invisible
    41. Caster’s hair falls out each evening and regrows by morning
    42. Caster’s hair freezes solid
    43. Caster’s hair is clear like glass
    44. Caster’s hair is discovered to be a bad toupee
    45. Caster’s hair is fireproof
    46. Caster’s hair is perpetually soaked with sea water
    47. Caster’s hair is striped like a tiger’s coat
    48. Caster’s hair reeks of sulfur when he’s near a campfire
    49. Caster’s hair stands straight up for the next 1d4 weeks
    50. Caster’s hand adheres to the next bludgeoning weapon he grips
    51. Caster’s hand adheres to the next tree he touches
    52. Caster’s hands and arms are covered with cactus needles
    53. Caster’s hands and feet are invisible for 1d4 weeks
    54. Caster’s hands appear to be crude wooden replicas
    55. Caster’s hands appear to be made of solid gold
    56. Caster’s hands appear to have been badly gnawed by rodents
    57. Caster’s hands are blasted to a crisp but heal in 1d4+1 weeks
    58. Caster’s hands are completely insulated against electricity
    59. Caster’s hands are impervious to all harm for one week
    60. Caster’s hands are invisible while he clasps them
    61. Caster’s hands are totally numb for 10d10 rounds
    62. Caster’s hands are translucent like smoky quartz
    63. Caster’s hands can’t come within 12 inches of each other
    64. Caster’s hands can’t come within 12 inches of his face
    65. Caster’s hands detach the next time he puts them in his pockets
    66. Caster’s hands explode but grow back by morning
    67. Caster’s hands feel just like two balloons
    68. Caster’s hands reform into lobster-like pincers
    69. Caster’s hands shine like a beacon visible only to goblins
    70. Caster’s hands shrink by 50%
    71. Caster’s hands shrink or grow to fit any gloves he wears
    72. Caster’s hands sprout coarse scales
    73. Caster’s hands sprout luxuriant feathers
    74. Caster’s head appears to hang loosely above his shoulders
    75. Caster’s head appears translucent when backlit by firelight
    76. Caster’s head deforms like a rubber ball when bludgeoned
    77. Caster’s head explodes as a 20HD fireball if cut from his body
    78. Caster’s head is demanded as tribute by some insane despot
    79. Caster’s head is discovered to be a mechanical construct
    80. Caster’s head is impervious to non-magical missile fire
    81. Caster’s head is now shaped like a bell
    82. Caster’s head is perfectly cylindrical until sunset tomorrow
    83. Caster’s head is permanently surrounded by dense fog
    84. Caster’s head is rendered permanently invisible
    85. Caster’s head is sealed in a block of ice with breathing holes
    86. Caster’s head is split down the middle but he is unharmed
    87. Caster’s head once belonged to a great military leader
    88. Caster’s head shines like a beacon visible only to orcs
    89. Caster’s head turns into a pumpkin for 1d6 hours
    90. Caster’s heart is mechanical and not subject to necromancy
    91. Caster’s heart is widely rumored to be the Philosopher’s Stone
    92. Caster’s home and everything in it are invisible to him
    93. Caster’s home appears to be shockingly evil to everyone but him
    94. Caster’s home appears to have been abandoned for centuries
    95. Caster’s home can’t be entered through the front door
    96. Caster’s home drops from the sky to land heavily nearby
    97. Caster’s home fills with some kind of thick blue liquid
    98. Caster’s home has a secret entrance accessible only to trolls
    99. Caster’s home has a secret room that he’s never noticed before
    100. Caster’s home has served as a brothel while he’s been away
    1. Caster’s home has served as a cafeteria while he’s been away
    2. Caster’s home has served as a crematorium while he’s been away
    3. Caster’s home has served as a grain silo while he’s been away
    4. Caster’s home has served as a monastery while he’s been away
    5. Caster’s home has served as a mortuary while he’s been away
    6. Caster’s home has served as a pig sty while he’s been away
    7. Caster’s home has served as a prison while he’s been away
    8. Caster’s home has served as a public latrine while he’s been away
    9. Caster’s home has served as a stable while he’s been away
    10. Caster’s home has served as an abattoir while he’s been away
    11. Caster’s home has served as an armory while he’s been away
    12. Caster’s home has served as an unholy altar while he’s been away
    13. Caster’s home has served as barracks while he’s been away
    14. Caster’s home is a triumph of postmodern architecture
    15. Caster’s home is at the center of a huge territorial squabble
    16. Caster’s home is buried in compost
    17. Caster’s home is destroyed by a huge magical explosion
    18. Caster’s home is fireproof but water soluble
    19. Caster’s home is flattened by a mysterious magical explosion
    20. Caster’s home is infested with bubonic rats
    21. Caster’s home is leveraged in a speculative financial scheme
    22. Caster’s home is made of gingerbread
    23. Caster’s home is packed completely full of manure
    24. Caster’s home is packed completely full of pigs’ ears
    25. Caster’s home is packed completely full of salt
    26. Caster’s home is packed completely full of snow
    27. Caster’s home is seized through an act of Imminent Domain
    28. Caster’s home is suddenly at the bottom of a deep, dark valley
    29. Caster’s home is suddenly at the top of a forbidding mountain
    30. Caster’s home levitates 1d10 yards in the air for that many days
    31. Caster’s home resembles a large toadstool
    32. Caster’s home sinks into the ground 1d10 inches per day
    33. Caster’s home stands on a kobold burial mound
    34. Caster’s home throbs and pulses like a gigantic heart
    35. Caster’s home will cease to exist in 1d4 days
    36. Caster’s image appears on every shield within 100 yards
    37. Caster’s index finger is shaped like a key
    38. Caster’s Intelligence is equal to his level for 2d12 hours
    39. Caster’s Intelligence is reduced by 1d4 for a like number of days
    40. Caster’s internal monologue becomes audible to others
    41. Caster’s is unable to digest uncooked foods
    42. Caster’s kidneys vanish
    43. Caster’s knees can bend forward and backward with equal ease
    44. Caster’s left arm appears to carry a powerful enchantment
    45. Caster’s left arm appears to have been made from twine and glue
    46. Caster’s left arm doubles in length 1d4 times
    47. Caster’s left arm doubles in length; right arm shrinks by 50%
    48. Caster’s left arm stretches to 2X the length of his body
    49. Caster’s left hand and 10d10% of his arm turn to brass
    50. Caster’s left hand can’t be cut by any non-magical blade
    51. Caster’s left hand is affected as by the spell Haste
    52. Caster’s left hand is hideously warped and mangled
    53. Caster’s left hand strongly resents his right hand
    54. Caster’s left leg detaches and starts kicking him really hard
    55. Caster’s left leg is covered by bark
    56. Caster’s legs are both encased in a single thick, steel pipe
    57. Caster’s legs are now exactly as long as his arms
    58. Caster’s legs can’t support his weight for 10d10 rounds
    59. Caster’s legs double in length, and his arms shorten by 50%
    60. Caster’s legs weigh as much as iron while he’s wading
    61. Caster’s limbs are rendered permanently invisible
    62. Caster’s limbs each belong to a different species
    63. Caster’s lungs are visible through his flesh and clothing
    64. Caster’s lungs begin to function at 2X normal efficiency
    65. Caster’s lungs begin to function at half normal efficiency
    66. Caster’s lungs sound like bagpipes when he exerts himself
    67. Caster’s lungs stop working for 1d10 rounds
    68. Caster’s magic does not affect females for 1d4 days
    69. Caster’s magic does not affect males for 1d4 days
    70. Caster’s magic doesn’t work if he’s ankle-deep in water
    71. Caster’s magic is detected by Detect Magic only 20% of the time
    72. Caster’s magic is somewhat resistant to the spell Dispel Magic
    73. Caster’s magic leaves a filmy residue on precious metals
    74. Caster’s mass increases by a factor of 10 while he’s on a boat
    75. Caster’s missile-based spells seem to issue from his eyes
    76. Caster’s missile-based spells seem to issue from his mouth
    77. Caster’s missile-based spells seem to issue from the ground
    78. Caster’s most powerful foe always knows caster’s precise location
    79. Caster’s motion is impeded by a strong wind that affects only him
    80. Caster’s nearest ally attacks him for 1d6 rounds
    81. Caster’s nearest ally is invisible to him for 1d4 days
    82. Caster’s neck doubles in length
    83. Caster’s neck is invisible
    84. Caster’s next 1d8 attacks inflict only illusionary damage
    85. Caster’s next attack causes equal damage to him and his target
    86. Caster’s next attack heals its target of all damage and disease
    87. Caster’s next spell affects only half of its intended targets
    88. Caster’s next spell causes its target to become invisible
    89. Caster’s next spell fills the air with the sound of buzzing bees
    90. Caster’s next spell functions as a Disintegrate spell instead
    91. Caster’s next spell functions but has an invisible effect
    92. Caster’s next spell functions but knocks him unconscious
    93. Caster’s next spell persists until he’s injured
    94. Caster’s next spell turns its target bright blue for its duration
    95. Caster’s next Summoning calls up something he can not put down
    96. Caster’s next Summoning turns him into the Summoned creature
    97. Caster’s next Summoning yields 1d10 decapitated human heads
    98. Caster’s next Summoning yields 1d1000 fluffy white rabbits
    99. Caster’s next Summoning yields 1d4 chrome-plated ostriches
    100. Caster’s next Summoning yields 1d8 tiny blue imps with white hats
    1. Caster’s next Summoning yields 4d10 bushels of rotten apples
    2. Caster’s next Summoning yields a 16HD Earth Elemental
    3. Caster’s next Summoning yields a bucket of brine-soaked plums
    4. Caster’s next Summoning yields a coil of rope one mile in length
    5. Caster’s next Summoning yields a creature that attacks him
    6. Caster’s next Summoning yields a creature that dies instantly
    7. Caster’s next Summoning yields a horrifyingly loathsome monster
    8. Caster’s next Summoning yields a mockery of the intended effect
    9. Caster’s next Summoning yields a puddle of highly unstable goo
    10. Caster’s next Summoning yields an ice sculpture
    11. Caster’s next Summoning yields an illusion of the intended effect
    12. Caster’s next Summoning yields something wildly inappropriate
    13. Caster’s next Summoning yields the last thing that he expects
    14. Caster’s next Summoning yields two of whatever he’s Summoning
    15. Caster’s nose looks like a noose
    16. Caster’s nose looks like an ear
    17. Caster’s nostrils are stuffed full of pimentos
    18. Caster’s palms turn to stone
    19. Caster’s pockets are filled with confectioner’s sugar
    20. Caster’s pockets are filled with glue
    21. Caster’s pockets are filled with greasy candle stubs
    22. Caster’s pockets are filled with live minnows
    23. Caster’s pockets are filled with offal
    24. Caster’s pockets are filled with stringy pasta
    25. Caster’s pockets are filled with weeks-old goat cheese
    26. Caster’s pockets are fireproof
    27. Caster’s pockets are inaccessible for 1d6 days
    28. Caster’s pockets are lined with chain mail
    29. Caster’s pockets are lined with sharp, jagged teeth
    30. Caster’s pockets vanish along with anything inside them
    31. Caster’s presence causes all food to taste like liver
    32. Caster’s presence causes birds in nearby trees to fall silent
    33. Caster’s presence causes bowstrings to be abnormally elastic
    34. Caster’s presence causes clockwork devices to malfunction
    35. Caster’s presence causes food to be drained of all flavor
    36. Caster’s presence causes holy symbols to seem unusually hot
    37. Caster’s presence causes magical animals to be oddly intractable
    38. Caster’s presence causes magical weapons to glow a dim red
    39. Caster’s presence causes musical instruments to go out of tune
    40. Caster’s presence causes people to sing wildly off-key
    41. Caster’s presence causes the clanking of metal to be muted
    42. Caster’s presence causes timekeeping devices to combust
    43. Caster’s presence causes timekeeping devices to malfunction
    44. Caster’s presence causes undead skeletons to sneeze
    45. Caster’s presence causes worked stone to sweat
    46. Caster’s presence induces lightheartedness in Dwarves
    47. Caster’s presence makes it hard to discern the value of things
    48. Caster’s principal weapon bends until the ends are touching
    49. Caster’s principal weapon can indicate True North once per turn
    50. Caster’s principal weapon can’t be damaged by non-magical heat
    51. Caster’s principal weapon can’t exist on this plane for 4d8 days
    52. Caster’s principal weapon can’t kill anyone now within 10 miles
    53. Caster’s principal weapon can’t kill anyone of Elfin stock
    54. Caster’s principal weapon disintegrates if it draws his blood
    55. Caster’s principal weapon glows as though it’s red hot
    56. Caster’s principal weapon is as shiny as mirror for 1d12 months
    57. Caster’s principal weapon is extremely sticky to the touch
    58. Caster’s principal weapon is matte black between sunset and dawn
    59. Caster’s principal weapon is older than the whole universe
    60. Caster’s principal weapon is reclaimed by its former owner
    61. Caster’s principal weapon is translucent like smoked glass
    62. Caster’s principal weapon shrinks by 5d10+45%
    63. Caster’s principal weapon sprouts luxuriant tresses
    64. Caster’s reflection appears upside down
    65. Caster’s reflection chants dire prophecies about him
    66. Caster’s reflection commits suicide when he next sees it
    67. Caster’s reflection harbors a deep and obvious resentment of him
    68. Caster’s reflection is not mirror-reversed
    69. Caster’s reflection shows him as battered corpse
    70. Caster’s reflection shows him as he was 10 years ago
    71. Caster’s reflection shows him beaten nearly to death
    72. Caster’s right arm is encased in a cylinder of solid crystal
    73. Caster’s right arm is just like his left arm, facing backwards
    74. Caster’s right arm resembles a horse’s foreleg
    75. Caster’s right hand is a perfect sphere at the end of his wrist
    76. Caster’s right hand struggles to grip his right elbow
    77. Caster’s right leg increases in thickness by a factor of 1d4
    78. Caster’s right thigh is as long as his entire left leg
    79. Caster’s skin appears cracked like an old oil painting
    80. Caster’s skin appears pitted like Swiss cheese
    81. Caster’s skin appears to have been boiled
    82. Caster’s skin appears to have been riveted to his body in sheets
    83. Caster’s skin appears to have been woven of flesh-colored thread
    84. Caster’s skin can’t be punctured by any mammal’s teeth
    85. Caster’s skin is blood red for 2d4-1 days
    86. Caster’s skin is completely free of moles, scars, and blemishes
    87. Caster’s skin is covered by human bite-marks
    88. Caster’s skin is fireproof but tarnishes quickly in sunlight
    89. Caster’s skin is infused with countless tiny glass nuggets
    90. Caster’s skin is permanently stained by his blood
    91. Caster’s skin is plaid from now on
    92. Caster’s skin is suddenly the color of his hair
    93. Caster’s skin ripples like a rain-spattered pond from now on
    94. Caster’s skin varies in opacity from hour to hour
    95. Caster’s skull becomes intensely magnetic
    96. Caster’s speech doesn’t match the movement of his lips
    97. Caster’s speech is clearly audible to all within 50 yards
    98. Caster’s speech is utterly unintelligible for 1d4 hours
    99. Caster’s speech is utterly unintelligible to him
    100. Caster’s spellbook absorbs moisture like a sponge
    1. Caster’s spellbook acquires a saucy and antagonistic personality
    2. Caster’s spellbook and any ink within it are waterproof
    3. Caster’s spellbook appears to be in a language unknown to him
    4. Caster’s spellbook appears to be on fire while it’s open
    5. Caster’s spellbook belongs to someone else who wants it back
    6. Caster’s spellbook can be folded to the size of a deck of cards
    7. Caster’s spellbook can be judged by its cover
    8. Caster’s spellbook can be unfolded to function as a small boat
    9. Caster’s spellbook can be unfolded to function as a small tent
    10. Caster’s spellbook can be unfolded to serve as a table for six
    11. Caster’s spellbook can be used as an anvil but weighs as much
    12. Caster’s spellbook can dispense 1d4 gallons of pure water per day
    13. Caster’s spellbook can hold 100 pounds like a Bag of Holding
    14. Caster’s spellbook can hold 4x the usual number of spells
    15. Caster’s spellbook can only be read by females
    16. Caster’s spellbook can only be read by males
    17. Caster’s spellbook can only be read in near-total darkness
    18. Caster’s spellbook can withstand 100 hit points of fire damage
    19. Caster’s spellbook can’t be harmed or altered by any mortal means
    20. Caster’s spellbook contains 1d8 spells he’s never seen before
    21. Caster’s spellbook contains a mysterious key
    22. Caster’s spellbook contains nothing but gibberish for 1d4 days
    23. Caster’s spellbook contains pages and pages of court transcripts
    24. Caster’s spellbook contains pages and pages of idle gossip
    25. Caster’s spellbook contains pages and pages of inaccurate maps
    26. Caster’s spellbook contains pages and pages of New Age garbage
    27. Caster’s spellbook contains pages and pages of ribald limericks
    28. Caster’s spellbook contains pages and pages of risqué woodcuts
    29. Caster’s spellbook contains pages and pages of shocking profanity
    30. Caster’s spellbook contains pages and pages of tasty recipes
    31. Caster’s spellbook contains pages and pages of trite haikus
    32. Caster’s spellbook contains pages and pages of uplifting slogans
    33. Caster’s spellbook contains pages and pages of utter gibberish
    34. Caster’s spellbook giggles in the presence of other books
    35. Caster’s spellbook giggles loudly when its pages are turned
    36. Caster’s spellbook gives faulty warnings about his impending doom
    37. Caster’s spellbook glows in the dark
    38. Caster’s spellbook growls ominously when anyone else touches it
    39. Caster’s spellbook has 60% Magic Resistance
    40. Caster’s spellbook has a handle and can be used as a shield +1
    41. Caster’s spellbook has a hideous face embossed on its cover
    42. Caster’s spellbook has a secret, flask-shaped compartment
    43. Caster’s spellbook has a surprise ending
    44. Caster’s spellbook has no clear beginning or end
    45. Caster’s spellbook has straps and can be worn as a backpack
    46. Caster’s spellbook induces madness in those of Lawful alignment
    47. Caster’s spellbook induces nausea in anyone else who touches it
    48. Caster’s spellbook induces ravenous hunger in any who read it
    49. Caster’s spellbook is 30% likely to be invisible on any given day
    50. Caster’s spellbook is as fragile as glass until sunset
    51. Caster’s spellbook is bound in a sheathe of human skin
    52. Caster’s spellbook is bound tightly shut in barbed wire
    53. Caster’s spellbook is breaded and deep-fried
    54. Caster’s spellbook is chrome-plated
    55. Caster’s spellbook is covered in a thin shell of clay
    56. Caster’s spellbook is coveted by a fire elemental
    57. Caster’s spellbook is coveted by the undead
    58. Caster’s spellbook is discovered to be a forgery
    59. Caster’s spellbook is distributed as a mass-market paperback
    60. Caster’s spellbook is drenched in goat’s milk
    61. Caster’s spellbook is ethereal to everyone except him
    62. Caster’s spellbook is fiercely coveted by all who pass near it
    63. Caster’s spellbook is filled with ways to dispose of corpses
    64. Caster’s spellbook is found to be just one part of a trilogy
    65. Caster’s spellbook is glazed like a doughnut
    66. Caster’s spellbook is gritty like sandpaper
    67. Caster’s spellbook is impervious to acid
    68. Caster’s spellbook is impervious to cold
    69. Caster’s spellbook is indestructible but appears to be decaying
    70. Caster’s spellbook is invisible for one hour each day
    71. Caster’s spellbook is invisible to everyone except magic users
    72. Caster’s spellbook is invisible to him unless his hair is wet
    73. Caster’s spellbook is invisible when wet
    74. Caster’s spellbook is laminated
    75. Caster’s spellbook is long overdue at the library
    76. Caster’s spellbook is perfectly spherical for 1d12 hours
    77. Caster’s spellbook is permanently water-soaked but undamaged
    78. Caster’s spellbook is rewritten in a language known only to him
    79. Caster’s spellbook is rewritten in a language unknown to him
    80. Caster’s spellbook is riddled with holes like Swiss cheese
    81. Caster’s spellbook is rumored to contain several lost spells
    82. Caster’s spellbook is rumored to have been penned by heretics
    83. Caster’s spellbook is sealed in a heavy wooden crate
    84. Caster’s spellbook is sealed with a combination lock
    85. Caster’s spellbook is sheathed in flame but doesn’t burn
    86. Caster’s spellbook is sought by power-crazed conjurers
    87. Caster’s spellbook is stolen by someone on his way to the latrine
    88. Caster’s spellbook is tightly wrapped in cellophane
    89. Caster’s spellbook is transparent while closed
    90. Caster’s spellbook is unintelligible for 1d100 hours
    91. Caster’s spellbook is waterproof
    92. Caster’s spellbook is weightless while it’s open
    93. Caster’s spellbook is wrapped in festive paper and ribbons
    94. Caster’s spellbook is written entirely in purple crayon
    95. Caster’s spellbook leaves a trail of ash wherever it’s carried
    96. Caster’s spellbook randomly shuffles its pages
    97. Caster’s spellbook reeks as though drenched in perfume
    98. Caster’s spellbook reeks indelibly of mold and mildew
    99. Caster’s spellbook reeks of manure while it’s open
    100. Caster’s spellbook reeks of rotting, mildewed cloth
    1. Caster’s spellbook seems badly scorched but is undamaged
    2. Caster’s spellbook shines as bright as the sun for 4d6 hours
    3. Caster’s spellbook shrinks to the size of a coin for 1d4 days
    4. Caster’s spellbook sprays skunk-musk each time it’s opened
    5. Caster’s spellbook tastes like chicken between sunset and dawn
    6. Caster’s spellbook teleports 10d20 yards straight up
    7. Caster’s spellbook teleports 1d4 feet straight down
    8. Caster’s spellbook tends to slam shut on his hand (1d2-1 damage)
    9. Caster’s spellbook turns into a cat when he says a command word
    10. Caster’s spellbook vanishes; he finds it in a nearby well
    11. Caster’s spellbook vanishes; in 1d4 days he disgorges it
    12. Caster’s spellbook warms a five foot radius to a comfy 70°
    13. Caster’s spellbook was here just a minute ago
    14. Caster’s spellbook was instrumental in the downfall of an empire
    15. Caster’s spellbook was stolen from a secret monastery
    16. Caster’s spellbook was stolen from a traveler from the future
    17. Caster’s spellbook weighs 1d100+100 pounds
    18. Caster’s spellbook weighs as much as he does
    19. Caster’s spellbook will combust if he opens it before dawn
    20. Caster’s spells function as though cast by someone half his level
    21. Caster’s spells no longer work on some particular person nearby
    22. Caster’s Strength increases by 1d6 for a like number of days
    23. Caster’s Strength is halved
    24. Caster’s Strength is halved until he’s struck by fire-based magic
    25. Caster’s Strength is rerolled hourly for the next 24 hours
    26. Caster’s teeth appear shiny and black like obsidian
    27. Caster’s teeth appear to drip blood for one week
    28. Caster’s teeth become serrated and triangular like a shark’s
    29. Caster’s teeth can be broken by any physical force or object
    30. Caster’s teeth can never become invisible
    31. Caster’s teeth grow continuously, like a rodent’s
    32. Caster’s teeth shatter on contact with unrefined iron
    33. Caster’s tongue is bifurcated along half of its length
    34. Caster’s tongue is invisible during daylight hours
    35. Caster’s tongue is removable
    36. Caster’s voice becomes increasingly loud
    37. Caster’s voice cracks like a teenage boy’s voice
    38. Caster’s voice inspires rage in dogs and wolves
    39. Caster’s voice is hoarse and strained for 1d4 weeks
    40. Caster’s voice issues from his right hand instead of his mouth
    41. Caster’s voice makes people feel hostile and aggressive
    42. Caster’s voice resonates in any gems nearby
    43. Caster’s voice seems poorly matched to his age and sex
    44. Caster’s voice seems to issue from 1d4 people around him
    45. Caster’s voice seems to issue from his pockets
    46. Caster’s voice seems to issue from some item he’s now carrying
    47. Caster’s voice sounds as if it’s coming from a distant megaphone
    48. Caster’s voice sounds as if it’s coming through a metal tube
    49. Caster’s voice sounds like he’s 1d100 years older
    50. Caster’s voice sounds like that of each person to whom he speaks
    51. Caster’s voice sounds like the braying of donkeys
    52. Caster’s voice sounds like the buzzing of metal bees
    53. Caster’s voice sounds like the honking of geese
    54. Caster’s voice sounds like the sputtering of a clogged drain
    55. Caster’s waterskin is filled with mashed potatoes
    56. Caster’s waterskin makes its contents taste brackish and foul
    57. Caster’s weight increases tenfold while on a ladder
    58. Caster’s weight increases tenfold while walking across ice
    59. Cooked meat is mildly poisonous to the caster
    60. Countless pine needles adhere tightly to the caster’s skin
    61. Countless tiny wood chips swirl about the caster for 2d10 rounds
    62. Countless tiny worms cascade from caster’s ears
    63. Crawling insects pour from caster’s nostrils for 1d4 rounds
    64. Cryptic messages are embossed on the caster’s chest and back
    65. Cryptic runes cover the caster’s arms and hands
    66. Cryptic symbols flash constantly across caster’s forehead
    67. Damage from caster’s next 1d8 attacks appears 1d8 rounds later
    68. Damage inflicted upon caster can only be healed near firelight
    69. Damage inflicted upon caster is 10% likely to be just an illusion
    70. Damage inflicted upon caster is 10% likely to harm someone else
    71. Damage inflicted upon caster leaves unusually severe scars
    72. Domestic cats react to caster with astonishing ferocity
    73. Each day at noon, caster’s age is reduced by 50%
    74. Each day at noon, caster’s weapon heats to 2d100°
    75. Each day at sunset, caster suffers intense pain for 1d4 rounds
    76. Each day for 2d6 days, caster must reroll his attributes
    77. Each day, caster adds a cumbersome new title to his name
    78. Each day, caster attempts to prove that he’s impervious to blades
    79. Each day, caster bores his allies with tales of his own heroism
    80. Each day, caster can add +1 (or +5%) to any one dice roll
    81. Each day, caster can cause one foe to miss one attack
    82. Each day, caster can detach his head for up to one hour
    83. Each day, caster can digest up to half a pound of stone
    84. Each day, caster can magically cause 1d6 people to hate him
    85. Each day, caster can roar like a dragon one time
    86. Each day, caster can see through one door as if it were glass
    87. Each day, caster can Summon 1d10 minnows up to 1d4 times
    88. Each day, caster decides to worship a different deity
    89. Each day, caster demands to be called by a different name
    90. Each day, caster displays a new phobia that disappears by sunset
    91. Each day, caster finds 1d10 human eyeballs in his pocket
    92. Each day, caster finds 1d4 gold pieces in his pocket
    93. Each day, caster finds a severed body part in his pocket
    94. Each day, caster has no idea who he is for 1d10 minutes
    95. Each day, caster increasingly obsesses about his waning lifespan
    96. Each day, caster insists on being called by a different name
    97. Each day, caster is 1% likely to be destroyed by a meteor strike
    98. Each day, caster is 5% likely to teleport to this target point
    99. Each day, caster is 10% likely to change sex until sunset
    100. Each day, caster is 40% likely to crave garlic intensely
    1. Each day, caster is 50% likely to leave no footprints
    2. Each day, caster is accosted by a man with a real estate scheme
    3. Each day, caster is attacked but not injured by a huge, ugly bird
    4. Each day, caster is immune to 1d6 hit points of damage
    5. Each day, caster loses 1d4 gold pieces
    6. Each day, caster must cast at least one spell upon himself
    7. Each day, caster must drink at least four gallons of water
    8. Each day, caster must eat a pound of tree bark, or he’ll starve
    9. Each day, caster must eat at least one lighted candle
    10. Each day, caster must pluck at least one rose or be stricken mute
    11. Each day, caster must recite a new limerick, or he’ll go insane
    12. Each day, caster must Save or be unable to count until sunset
    13. Each day, caster must Save or lose half of his hit points
    14. Each day, caster must Save vs Will or his home explodes
    15. Each day, caster must tell at least one outrageous lie
    16. Each day, caster recalls a new but entirely fictional past life
    17. Each day, caster reveals a new and offensive truth about himself
    18. Each day, caster sees great meaning in the first words he hears
    19. Each day, caster suffers violent withdrawal unless he uses magic
    20. Each day, caster tells the same stupid joke about gnomes
    21. Each day, caster threatens to murder someone nearby
    22. Each day, caster wakes because a small pebble hits his forehead
    23. Each day, caster wakes beneath a brine-soaked tangle of vines
    24. Each day, caster wakes beneath a layer of fine white sand
    25. Each day, caster wakes certain that he’ll die before sunset
    26. Each day, caster wakes certain that the world will end by sunset
    27. Each day, caster wakes completely deaf until he drinks something
    28. Each day, caster wakes dressed in a mummy’s filthy rags
    29. Each day, caster wakes exhausted as if he just ran a marathon
    30. Each day, caster wakes in a pile of dry leaves
    31. Each day, caster wakes looking as if he’s been beaten with clubs
    32. Each day, caster wakes nearly out of his mind with rage
    33. Each day, caster wakes thinking that 1d100 days have passed
    34. Each day, caster wakes thinking that he’s under attack
    35. Each day, caster wakes to find a loaf of warm bread on his chest
    36. Each day, caster wakes unable to see his allies for 1d4 turns
    37. Each day, caster wakes wearing a heavily powdered wig
    38. Each day, caster wakes wearing a straw hat
    39. Each day, caster wakes with a daisy sprouting from his mouth
    40. Each day, caster wakes with a gold coin in his mouth
    41. Each day, caster wakes with a hospital bracelet on his wrist
    42. Each day, caster wakes with his mouth packed full of flour
    43. Each day, caster wakes with no idea of how he got there
    44. Each day, caster wakes with several new and disturbing scars
    45. Each day, caster’s face is unbearably hideous for 1d10 minutes
    46. Each day, caster’s hair grows 10% longer
    47. Each day, caster’s height fluctuates plus or minus 1d100%
    48. Each day, caster’s height fluctuates plus or minus 1d6 inches
    49. Each day, caster’s home shrinks by 1%
    50. Each day, caster’s nostrils appear at a new place on his head
    51. Each day, one of caster’s spells (random) has its effect reversed
    52. Each day, some part of caster’s body falls off and regrows
    53. Each day, someone accuses the caster of grand theft
    54. Each day, someone accuses the caster of high treason
    55. Each day, someone accuses the caster of unwholesome practices
    56. Each day, someone accuses the caster or regicide
    57. Each day, the caster is praised for some act of amazing heroism
    58. Each hour, 1d4 small pine cones fall from the caster’s ears
    59. Each morning, caster must Save or be rendered mute for that day
    60. Each morning, caster must Save or be sprayed by a skunk
    61. Each morning, caster must Save or contract a non-magical illness
    62. Each morning, caster must Save or earn the enmity of a monarch
    63. Each morning, caster must Save or he ages 1d4 days
    64. Each morning, caster must Save or he’ll be arrested before sunset
    65. Each morning, caster must Save or his clothes dissolve by sunset
    66. Each night as caster sleeps, every blade he owns is sharpened
    67. Each night as caster sleeps, he’s 5% likely to trigger a Burst
    68. Each night as caster sleeps, his ankles are bound by silk cord
    69. Each night as caster sleeps, his lips move as though he’s talking
    70. Each of caster’s big toes is now as long as the rest of his foot
    71. Each of caster’s big toes is now as wide as the rest of his foot
    72. Each of caster’s teeth is now a different and contrasting color
    73. Each of caster’s teeth screams each time he opens his mouth
    74. Each of caster’s toes is 5% likely to explode right now
    75. Eerie moans fill the air when caster touches holy water
    76. Efforts to become invisible make the caster much more visible
    77. Efforts to become invisible temporarily age the caster 1d10 years
    78. Elementals Summoned in caster’s presence are 20% larger
    79. Elementals Summoned in caster’s presence are at -2 to hit him
    80. Elementals Summoned in caster’s presence are completely silent
    81. Elementals Summoned in caster’s presence are horrible to look at
    82. Elementals Summoned in caster’s presence are invisible to him
    83. Elementals Summoned in caster’s presence are invulnerable to him
    84. Elementals Summoned in caster’s presence are Slowed
    85. Elementals Summoned in caster’s presence are terrified of him
    86. Elementals Summoned in caster’s presence assume comical forms
    87. Elementals Summoned in caster’s presence attack him outright
    88. Elementals Summoned in caster’s presence attack their summoner
    89. Elementals Summoned in caster’s presence can’t be controlled
    90. Elementals Summoned in caster’s presence crave decaying meat
    91. Elementals Summoned in caster’s presence explode instantly
    92. Elementals Summoned in caster’s presence flee the area at once
    93. Elementals Summoned in caster’s presence look familiar to him
    94. Elementals Summoned in caster’s presence mock him endlessly
    95. Elementals Summoned in caster’s presence seem far more fierce
    96. Elementals Summoned in caster’s presence totally ignore him
    97. Elementals Summoned in caster’s presence vaguely resemble him
    98. Elementals Summoned in caster’s presence weep until dismissed
    99. Elementals Summoned in caster’s presence will not attack him
    100. Embarrassing rumors about the caster circulate far and wide
    1. Embarrassing sounds issue from the caster at inopportune times
    2. Even in darkness, caster is visible as though in full daylight
    3. Every third tooth falls from caster’s mouth
    4. Everyone knows the caster’s most embarrassing secret
    5. Everyone now harboring ill will toward caster forgets who he is
    6. Everyone now harboring ill will toward caster knows where he is
    7. Everyone thinks that the caster is using a false name
    8. Everyone thinks that the caster’s use of magic is reckless
    9. Everyone thinks the caster to be vaguely unreliable
    10. Everyone who knows the caster suspects that he’s really undead
    11. Everyone who knows the caster thinks that he owes them money
    12. Everyone within 100 miles hates the caster until at least sunset
    13. Everyone within 100 miles knows that the caster is a magic user
    14. Everyone within one mile appears as a skeleton to the caster
    15. Everything caster eats for 1d12 months tastes strongly of blood
    16. Fine gold wire is visibly threaded through the caster’s flesh
    17. Fire-based magic is invisible to the caster
    18. Fires can’t be sustained within three feet of caster’s spellbook
    19. Flames shoot from caster’s ears at least once per hour until dawn
    20. Foliage grows to entangle caster’s feet if he stands still
    21. Food turns ethereal while the caster touches it
    22. For 1d4 days, caster can neutralize poisons by touch
    23. For 1d4 days, caster is certain that his saliva is poisonous
    24. For 1d4 rounds, caster’s left foot is fused to the ground
    25. For 1d4 rounds, normal water can burn the caster like strong acid
    26. For 1d4 weeks, caster’s eyelids glow brightly in the dark
    27. For 1d4 weeks, caster’s nose hovers 1d4 inches before his face
    28. For 2d4-1 horrible days, caster works in a huge corporate office
    29. For 3d10 days caster is immune to magic cast by one person
    30. For 6d10 rounds, caster is the only person on the entire planet
    31. For one day, caster is so monstrously ugly that people attack him
    32. For one day, caster knows the location of all gold within 5 miles
    33. For several days, caster strongly resembles a drowned corpse
    34. Foul-smelling steam issues from the caster’s nostrils
    35. Half of caster’s body is as hairy as an ape
    36. Half of caster’s body is immune to polymorph magic
    37. Half of caster’s hair is replaced by very fine silver wire
    38. Holy symbols inspire dread in the caster
    39. Holy water boils on contact with caster’s skin
    40. Honey flows through caster’s veins instead of blood
    41. Horrific screams issue from the caster’s spellbook
    42. Huge volumes of ectoplasm ooze from the caster’s nostrils
    43. Icy winds buffet the caster for 2d8-1 days
    44. If alive, caster is totally healed in each of the next 1d6 hours
    45. If asked for identification, caster offers a funny self-portrait
    46. If caster attempts a Summoning, he vanishes for its duration
    47. If caster attempts to create or control undead, they attack him
    48. If caster casts a spell in the next turn, he thinks he’s drowning
    49. If caster casts a spell in the next turn, his clothing vanishes
    50. If caster comes within one mile of a dragon, his hair falls out
    51. If caster comes within one mile of an ocean, he begins to drown
    52. If caster damages a statue, he suffers an equivalent injury
    53. If caster dies and is resurrected, he’s 85% likely to change sex
    54. If caster draws a weapon before sunset, he goes berserk
    55. If caster draws a weapon before sunset, that weapon vanishes
    56. If caster falls more than twenty yards, he teleports to this spot
    57. If caster has a beard, it vanishes; if he doesn’t, he grows one
    58. If caster has a missile weapon, he’s attacked by small animals
    59. If caster has drawn blood recently, he vanishes until sunrise
    60. If caster has eaten in the past hour, he falls unconscious
    61. If caster has eaten in the past hour, he loses 2d10 hit points
    62. If caster has eaten in the past hour, he never has to eat again
    63. If caster has eaten in the past hour, he vanishes until lunchtime
    64. If caster has eaten meat in the past hour, it was human flesh
    65. If caster has eaten meat in the past hour, it wasn’t really meat
    66. If caster has ever been resurrected, he loses 1d100 hit points
    67. If caster has ever been resurrected, he now gains one level
    68. If caster has ever been resurrected, he now loses one level
    69. If caster has ever been resurrected, he teleports to that spot
    70. If caster has slain anyone in cold blood, he’s wracked by remorse
    71. If caster has slain anyone in cold blood, that person haunts him
    72. If caster ingests poison, he becomes powerfully addicted to it
    73. If caster ingests poison, he briefly gains 1d4 points of Wisdom
    74. If caster ingests poison, he can’t be harmed by fire for 1d4 days
    75. If caster ingests poison, he combusts in 1d6 turns
    76. If caster ingests poison, he develops an intense, unusual phobia
    77. If caster ingests poison, he develops hundreds of ugly blisters
    78. If caster ingests poison, he forgets his name and how to speak
    79. If caster ingests poison, he hallucinates wildly for 2d20 hours
    80. If caster ingests poison, he is instantly aware of it
    81. If caster ingests poison, he smells like carrion for 1d4 weeks
    82. If caster ingests poison, he tries to cut it out of his body
    83. If caster ingests poison, he’s 20% likely to change sex
    84. If caster ingests poison, his age is reduced by 1d20 years
    85. If caster ingests poison, his blood is corrosive to metal
    86. If caster ingests poison, his body shrinks by 1d100%
    87. If caster ingests poison, his fingers vanish
    88. If caster ingests poison, his teeth fall out
    89. If caster ingests poison, its onset is delayed by 1d4 days
    90. If caster ingests poison, non-magical antidotes are toxic to him
    91. If caster ingests poison, someone nearby also suffers its effect
    92. If caster is carrying a dagger, it grows as large as a greatsword
    93. If caster is carrying a pouch, he attempts to climb into it
    94. If caster is carrying a pouch, he likes to wear it as a hat
    95. If caster is carrying a pouch, he uses it as a hand-puppet
    96. If caster is carrying a weapon, it attempts to strike him
    97. If caster is carrying a weapon, it turns into an umbrella
    98. If caster is carrying any blades, he throws them in a nearby lake
    99. If caster is carrying any blades, they’re now incredibly sharp
    100. If caster is carrying any bread, it animates and attacks him
    1. If caster is carrying any coins, each weighs as much as he does
    2. If caster is carrying any coins, he develops an allergy to gold
    3. If caster is carrying any keys, they’re all suddenly identical
    4. If caster is carrying any kind of key, it explodes violently
    5. If caster is carrying any metal, he can’t cast magic until dawn
    6. If caster is carrying any metal, he thinks that he’s rusting
    7. If caster is carrying any wood, he tries to eat it like a termite
    8. If caster is carrying any wood, he’s attacked by termites
    9. If caster is carrying food, he becomes violently ill for an hour
    10. If caster is carrying food, he eats all of it as fast as he can
    11. If caster is carrying food, he’s attacked by hungry hungry hippos
    12. If caster is carrying food, it’s 4X as nutritious as normal food
    13. If caster is carrying his spellbook, he teleports 2d4 miles
    14. If caster is carrying his spellbook, he teleports to his home
    15. If caster is carrying his spellbook, he’s illiterate for one week
    16. If caster is carrying his spellbook, he’s reluctant to open it
    17. If caster is carrying his spellbook, it teleports to his home
    18. If caster is carrying his spellbook, it vanishes until dawn
    19. If caster is hit by a bludgeon, his head resembles a watermelon
    20. If caster is hit by a bludgeon, his head rings like a bronze gong
    21. If caster is now at full hit points, he vanishes for 1d12 hours
    22. If caster is now bleeding, he ages 10d10 years
    23. If caster is now bleeding, he attacks his nearest ally
    24. If caster is now bleeding, he can never use invisibility magic
    25. If caster is now bleeding, he can’t be healed before midnight
    26. If caster is now bleeding, he can’t use magic for 1d4 days
    27. If caster is now bleeding, he can’t use magic for 2d12 hours
    28. If caster is now bleeding, he changes sex for 1d6 days
    29. If caster is now bleeding, he declares war on an imagined enemy
    30. If caster is now bleeding, he flees at top speed in a panic
    31. If caster is now bleeding, he gains 10,000 Experience Points
    32. If caster is now bleeding, he gains one level
    33. If caster is now bleeding, he loses another 4d10 hit points
    34. If caster is now bleeding, he races to the nearest coastline
    35. If caster is now bleeding, he teleports to his home
    36. If caster is now bleeding, he thinks that he’s somebody else
    37. If caster is now bleeding, he’s attacked by a shark
    38. If caster is now bleeding, he’s forever immune to healing magic
    39. If caster is now bleeding, he’s immune to fire magic until sunset
    40. If caster is now bleeding, he’s permanently invisible to goblins
    41. If caster is now bleeding, he’s reduced to just one hit point
    42. If caster is now bleeding, he’s restored to full Health
    43. If caster is now bleeding, he’s stricken mute until he’s healed
    44. If caster is now bleeding, his blood glows in the dark
    45. If caster is now bleeding, his blood is flammable for 2d12 hours
    46. If caster is now bleeding, his hair grows 8d12 inches
    47. If caster is now bleeding, his weapon is +4 ToHit for 2d12 hours
    48. If caster is now bleeding, his weapons vanish until dawn
    49. If caster is now bleeding, is base AC is zero for 1d10 hours
    50. If caster is now carrying a waterskin, it can hold 10d10 gallons
    51. If caster is now carrying a waterskin, it turns into bagpipes
    52. If caster is slain by a metal weapon, he can’t be resurrected
    53. If caster is slain by a metal weapon, he’ll rises as a zombie
    54. If caster is slain, he awakens the next day fully healed (once)
    55. If caster is slain, his killer is 20% likely to take his own life
    56. If caster is slain, his killer is universally hailed as a hero
    57. If caster is slain, his killer receives 100,000 gold pieces
    58. If caster is standing near open flame, he tries to extinguish it
    59. If caster is standing near open flame, he tries to ignite himself
    60. If caster is struck by an axe, he disgorges a pound of sawdust
    61. If caster is struck by an axe, he yells "timber" and falls over
    62. If caster is usually shy, he becomes very assertive, & vice versa
    63. If caster is wearing a magic ring, brackish slime oozes from it
    64. If caster is wearing a magic ring, everyone one nearby hates him
    65. If caster is wearing a magic ring, he acquires a new language
    66. If caster is wearing a magic ring, he acquires an unusual phobia
    67. If caster is wearing a magic ring, he ages 1d100 years until dawn
    68. If caster is wearing a magic ring, he ages one year per round
    69. If caster is wearing a magic ring, he becomes loudly belligerent
    70. If caster is wearing a magic ring, he becomes nocturnal
    71. If caster is wearing a magic ring, he can breathe underwater
    72. If caster is wearing a magic ring, he can’t be harmed by ice
    73. If caster is wearing a magic ring, he can’t Detect Magic
    74. If caster is wearing a magic ring, he can’t discern True North
    75. If caster is wearing a magic ring, he can’t eat while wearing it
    76. If caster is wearing a magic ring, he can’t leave this spot
    77. If caster is wearing a magic ring, he can’t remove it by himself
    78. If caster is wearing a magic ring, he can’t sit until sunrise
    79. If caster is wearing a magic ring, he can’t sleep for 2d10 days
    80. If caster is wearing a magic ring, he can’t speak above a whisper
    81. If caster is wearing a magic ring, he can’t use it for 1d4 days
    82. If caster is wearing a magic ring, he can’t wear any other rings
    83. If caster is wearing a magic ring, he claims to be an impostor
    84. If caster is wearing a magic ring, he claims to be enslaved to it
    85. If caster is wearing a magic ring, he claims to be indestructible
    86. If caster is wearing a magic ring, he claims to despise it
    87. If caster is wearing a magic ring, he claims to have created it
    88. If caster is wearing a magic ring, he claims to have stolen it
    89. If caster is wearing a magic ring, he decides that he’s a god
    90. If caster is wearing a magic ring, he disgorges a large bell
    91. If caster is wearing a magic ring, he disgorges one just like it
    92. If caster is wearing a magic ring, he feels 1d100° colder
    93. If caster is wearing a magic ring, he finds an enormous diamond
    94. If caster is wearing a magic ring, he finds another just like it
    95. If caster is wearing a magic ring, he forgets how to use it
    96. If caster is wearing a magic ring, he founds a bizarre cult
    97. If caster is wearing a magic ring, he goes insane for 1d4 days
    98. If caster is wearing a magic ring, he grows suspicious of Elves
    99. If caster is wearing a magic ring, he hasn’t eaten in weeks
    100. If caster is wearing a magic ring, he hates to use it indoors
    1. If caster is wearing a magic ring, he hates to use it outdoors
    2. If caster is wearing a magic ring, he joins a bizarre cult
    3. If caster is wearing a magic ring, he misplaces it
    4. If caster is wearing a magic ring, he refuses to speak to Dwarves
    5. If caster is wearing a magic ring, he regains 2d6 hit points
    6. If caster is wearing a magic ring, he rings like a bell
    7. If caster is wearing a magic ring, he shrinks by 50% until dawn
    8. If caster is wearing a magic ring, he suffers cannibalistic urges
    9. If caster is wearing a magic ring, he suspects that it’s a fake
    10. If caster is wearing a magic ring, he thinks his allies covet it
    11. If caster is wearing a magic ring, he thinks it’s consuming him
    12. If caster is wearing a magic ring, he thinks it’s controlling him
    13. If caster is wearing a magic ring, he thinks that it’s on fire
    14. If caster is wearing a magic ring, he throws it 4d6 feet from him
    15. If caster is wearing a magic ring, he tries to destroy it
    16. If caster is wearing a magic ring, he tries to sever that finger
    17. If caster is wearing a magic ring, he uses it whenever possible
    18. If caster is wearing a magic ring, he wants to swallow it
    19. If caster is wearing a magic ring, he weeps tears of honey
    20. If caster is wearing a magic ring, he’ll die if he removes it
    21. If caster is wearing a magic ring, he’s accused of sedition
    22. If caster is wearing a magic ring, he’s allergic to it
    23. If caster is wearing a magic ring, he’s attacked by crows
    24. If caster is wearing a magic ring, he’s attacked by scarabs
    25. If caster is wearing a magic ring, he’s blind until he removes it
    26. If caster is wearing a magic ring, he’s declared guilty of heresy
    27. If caster is wearing a magic ring, he’s eager to behead himself
    28. If caster is wearing a magic ring, he’s imprisoned far away
    29. If caster is wearing a magic ring, he’s known to have stolen it
    30. If caster is wearing a magic ring, he’s placed under arrest
    31. If caster is wearing a magic ring, he’s related to the king
    32. If caster is wearing a magic ring, he’s reluctant to use it
    33. If caster is wearing a magic ring, he’s struck by lightning
    34. If caster is wearing a magic ring, he’s swarmed by vermin
    35. If caster is wearing a magic ring, he’s terrified of its power
    36. If caster is wearing a magic ring, he’s wearing a copy in his nose
    37. If caster is wearing a magic ring, his Charisma is 3 until dawn
    38. If caster is wearing a magic ring, his Charisma is 18 until dawn
    39. If caster is wearing a magic ring, his clothes turn invisible
    40. If caster is wearing a magic ring, his clothes turn to lead
    41. If caster is wearing a magic ring, his ears and nose fall off
    42. If caster is wearing a magic ring, his eyes turn invisible
    43. If caster is wearing a magic ring, his fingernails grow 1d4 feet
    44. If caster is wearing a magic ring, his hands look like a corpse’s
    45. If caster is wearing a magic ring, his hands switch wrists
    46. If caster is wearing a magic ring, his head turns invisible
    47. If caster is wearing a magic ring, his teeth turn to gold
    48. If caster is wearing a magic ring, holy water burns his skin
    49. If caster is wearing a magic ring, it acquires an odd new ability
    50. If caster is wearing a magic ring, it becomes clear like glass
    51. If caster is wearing a magic ring, it becomes part of his body
    52. If caster is wearing a magic ring, it can’t cross moving water
    53. If caster is wearing a magic ring, it can’t pass through doorways
    54. If caster is wearing a magic ring, it derides his magical prowess
    55. If caster is wearing a magic ring, it disintegrates upon removal
    56. If caster is wearing a magic ring, it explodes upon removal
    57. If caster is wearing a magic ring, it has 2X as many charges
    58. If caster is wearing a magic ring, it heats to 1,000°
    59. If caster is wearing a magic ring, it shines like the sun
    60. If caster is wearing a magic ring, it shrinks by 50%
    61. If caster is wearing a magic ring, it sprouts dozens of needles
    62. If caster is wearing a magic ring, it turns permanently invisible
    63. If caster is wearing a magic ring, it turns to lead
    64. If caster is wearing a magic ring, it weighs more than he does
    65. If caster is wearing a magic ring, it works only 75% of the time
    66. If caster is wearing a magic ring, it’s as brittle as glass
    67. If caster is wearing a magic ring, it’s on someone else’s finger
    68. If caster is wearing a magic ring, it’s suddenly in his stomach
    69. If caster is wearing a magic ring, its effect is reversed
    70. If caster is wearing a magic ring, its main function is altered
    71. If caster is wearing a magic ring, no one takes him seriously
    72. If caster is wearing a magic ring, smoke pours from his nostrils
    73. If caster is wearing a magic ring, that finger doubles in length
    74. If caster is wearing a magic ring, that finger turns into a thumb
    75. If caster is wearing a magic ring, that finger turns invisible
    76. If caster is wearing a magic ring, that hand ages 1d100 years
    77. If caster is wearing a magic ring, that hand attacks the other
    78. If caster is wearing a magic ring, that hand becomes gangrenous
    79. If caster is wearing a magic ring, that hand doubles in size
    80. If caster is wearing a magic ring, that hand has Dexterity 18
    81. If caster is wearing a magic ring, that hand has Strength 18/00
    82. If caster is wearing a magic ring, that hand is burned to a crisp
    83. If caster is wearing a magic ring, that hand is gnarled like wood
    84. If caster is wearing a magic ring, that hand is stricken numb
    85. If caster is wearing a magic ring, that hand looks like a claw
    86. If caster is wearing a magic ring, that hand looks like bare bone
    87. If caster is wearing a magic ring, that hand sprouts feathers
    88. If caster is wearing a magic ring, that hand turns into a foot
    89. If caster is wearing a magic ring, that hand turns to gold
    90. If caster is wearing a magic ring, that hand turns to stone
    91. If caster is wearing a magic ring, that hand’s thumb vanishes
    92. If caster is wearing a magic ring, the bones in that hand vanish
    93. If caster is wearing a magic ring, water is poisonous to him
    94. If caster is wearing any armor, he attacks someone nearby
    95. If caster is wearing any armor, he removes it as fast as possible
    96. If caster is wearing any armor, he teleports to his home
    97. If caster is wearing any armor, it teleports to his home
    98. If caster is wearing any leather, he moos like a cow until sunset
    99. If caster is wearing any leather, he reeks of manure until sunset
    100. If caster is wearing gloves, he can’t remove them
    1. If caster is wearing gloves, he requires no sleep for 1d4 weeks
    2. If caster is wearing gloves, they turn into fluffy wool mittens
    3. If caster is wearing gloves, they turn into rigid steel
    4. If caster kills anyone in the next turn, he also perishes
    5. If caster kills anyone in the next turn, he’s declared a hero
    6. If caster rides a horse in the next 24 hours, it tries to eat him
    7. If caster sleeps in his boots, he can never again remove them
    8. If caster sleeps in his boots, they begin devouring him tonight
    9. If caster stands on a riverbank, he’s attacked by crustaceans
    10. If caster stands on a riverbank, the bank crumbles beneath him
    11. If caster swallows a hot coal, he’s 5% likely to turn to diamond
    12. If caster swallows a hot coal, it’s 10% likely to turn to diamond
    13. If caster tells a lie, he giggles
    14. If caster tells a lie, he’s 40% likely to declare it outright
    15. If caster uses Detect Magic, he loses 1d6 hit points
    16. If caster uses Detect Magic, he’s blinded for 1d10 rounds
    17. If caster’s carrying a dagger, he throws it at someone nearby
    18. If caster’s carrying a dagger, he tries to stab himself with it
    19. If cut open, caster is found to be a mechanical construct
    20. If cut open, caster is found to be completely hollow
    21. If cut open, caster is found to be filled with gold coins
    22. If cut open, caster is found to be filled with thick red foam
    23. If cut open, caster is found to be made of soap
    24. If cut open, caster is found to be packed with gunpowder
    25. If cut open, caster is found to be stuffed with goose down
    26. If cut open, caster is found to be teeming with filthy worms
    27. If cut open, caster is found to contain 1d1000 feet of intestine
    28. If cut open, caster is found to contain countless glass beads
    29. If cut open, caster is found to contain only mildewed straw
    30. If cut open, caster is found to contain thousands of bees
    31. If cut open, caster is found to contain tiny replicas of himself
    32. If cut open, caster is found to house paper-wrapped candies
    33. If hit by a bludgeon on a natural 20, caster abandons magic use
    34. If hit by a bludgeon on a natural 20, caster ages 1d100 years
    35. If hit by a bludgeon on a natural 20, caster becomes a werewolf
    36. If hit by a bludgeon on a natural 20, caster becomes undead
    37. If hit by a bludgeon on a natural 20, caster bursts into flame
    38. If hit by a bludgeon on a natural 20, caster causes a Chaos Burst
    39. If hit by a bludgeon on a natural 20, caster changes sex
    40. If hit by a bludgeon on a natural 20, caster doubles in height
    41. If hit by a bludgeon on a natural 20, caster falls 1d100 feet
    42. If hit by a bludgeon on a natural 20, caster finds a magical ring
    43. If hit by a bludgeon on a natural 20, caster gains a new language
    44. If hit by a bludgeon on a natural 20, caster gains one level
    45. If hit by a bludgeon on a natural 20, caster gets hopelessly lost
    46. If hit by a bludgeon on a natural 20, caster goes berserk
    47. If hit by a bludgeon on a natural 20, caster grows 1d4 extra arms
    48. If hit by a bludgeon on a natural 20, caster grows another head
    49. If hit by a bludgeon on a natural 20, caster has a divine vision
    50. If hit by a bludgeon on a natural 20, caster hears ghostly voices
    51. If hit by a bludgeon on a natural 20, caster is badly sunburned
    52. If hit by a bludgeon on a natural 20, caster is blind until dawn
    53. If hit by a bludgeon on a natural 20, caster is briefly paralyzed
    54. If hit by a bludgeon on a natural 20, caster is cloned
    55. If hit by a bludgeon on a natural 20, caster is completely healed
    56. If hit by a bludgeon on a natural 20, caster is named a heretic
    57. If hit by a bludgeon on a natural 20, caster is paralyzed by fear
    58. If hit by a bludgeon on a natural 20, caster is thrown 1d100 feet
    59. If hit by a bludgeon on a natural 20, caster loses 1d8 teeth
    60. If hit by a bludgeon on a natural 20, caster loses all fear
    61. If hit by a bludgeon on a natural 20, caster loses all inhibition
    62. If hit by a bludgeon on a natural 20, caster loses his spellbook
    63. If hit by a bludgeon on a natural 20, caster loses one level
    64. If hit by a bludgeon on a natural 20, caster no longer needs food
    65. If hit by a bludgeon on a natural 20, caster returns to this spot
    66. If hit by a bludgeon on a natural 20, caster shatters like glass
    67. If hit by a bludgeon on a natural 20, caster suffers no damage
    68. If hit by a bludgeon on a natural 20, caster teleports 2d6 miles
    69. If hit by a bludgeon on a natural 20, caster wins 500 gold pieces
    70. If hit by a bludgeon on a natural 20, caster’s head explodes
    71. If hit by a bludgeon on a natural 20, caster’s Strength is halved
    72. If hit by a bludgeon on a natural 20, caster’s teeth turn to gold
    73. If slain before sunset, caster dissolves into a putrid slush
    74. Illusions cast by caster make him 2X as heavy for their duration
    75. In matters of barter, caster offers his spellbook first
    76. In the next few days, caster unearths a statue of himself
    77. Iridescent plumage sprouts from caster’s shoulder blades
    78. Lightning flashes about the caster’s head during battle
    79. Lightning is 3% likely to strike the caster on any given day
    80. Luxuriant, leafy foliage sprouts from the caster’s head
    81. Magic items are 10% likely to fail when caster uses them
    82. Magic items use charges at 50% normal rate if caster uses them
    83. Magical animals seem to mock the caster while he’s not looking
    84. Magical armor bonuses are 50% likely to fail for the caster
    85. Magical armor bonuses no longer work at all for the caster
    86. Magical blades that hit the caster apply no magical damage bonus
    87. Magical creatures and fantastical animals are invisible to caster
    88. Magical creatures ignore and are impervious to the caster
    89. Merchants charge the caster 2X as much for their wares
    90. Merchants readily identify the caster as a notorious thief
    91. Merchants readily identify the caster as a trustworthy customer
    92. Meteoritic iron is powerfully toxic to the caster
    93. Mocking, spectral voices taunt the caster incessantly
    94. Money paid by caster appears to be obviously counterfeit
    95. Money paid by caster rapidly depreciates in value
    96. Mysterious runes are visible on the caster’s skin in moonlight
    97. Nearest angry mob identifies caster as its leader
    98. Nearest angry mob identifies caster as the cause of its outrage
    99. Nearest ant colony begins worshipping the caster as its god
    100. Nearest colony of bees identifies the caster as an enemy
    1. Nearest colony of bees identifies the caster as its queen
    2. Nearest dragon has a vendetta against the caster
    3. Nearest dragon urgently desires an audience with the caster
    4. Nearest horse has been plotting against the caster for years
    5. Nearest horse is ravenously hungry for the caster’s flesh
    6. Nearest statue animates and begins stalking the caster
    7. Nearest tree falls on caster but doesn’t make a sound
    8. Nearest tree falls on caster, pinning him but not harming him
    9. Nearest wizard decides that the caster owes him a favor
    10. Nearest wizard thinks that the caster is plotting against him
    11. Next 1d4 attacks on caster automatically inflict maximum damage
    12. Next 1d4 attacks on caster automatically inflict minimum damage
    13. Next 1d4 attacks on caster automatically leave hideous scars
    14. Next 1d4 attacks on caster equally affect the attackers
    15. Next attack on caster causes him to hallucinate for 1d4 hours
    16. Next attack on caster has a +10 ToHit bonus
    17. Next attack on caster kills him, but he resurrects at dawn
    18. Next attack on caster literally knocks the smile off of his face
    19. Next blade to cut the caster vanishes until that wound is healed
    20. Next blade to cut the caster will never rust or go dull
    21. Next bridge that caster crosses turns to chocolate
    22. Next creature slain by caster infects him with a strange disease
    23. Next creature slain by caster is avenged by 10d10 kobolds
    24. Next creature slain by caster is consumed by flames in 1d8 rounds
    25. Next creature slain by caster is resurrected in 1d10 turns
    26. Next creature slain by caster places a Geas on him as it dies
    27. Next creature slain by caster pursues him as a vengeful undead
    28. Next door opened by caster becomes sentient and animated
    29. Next door opened by caster can never be closed again
    30. Next door opened by caster can never be opened by him again
    31. Next door opened by caster causes a pit to open beneath his feet
    32. Next door opened by caster causes all of his spells to discharge
    33. Next door opened by caster dispels any magic then affecting him
    34. Next door opened by caster explodes as a 1d10HD fireball
    35. Next door opened by caster explodes in a swarm of searing embers
    36. Next door opened by caster falls on him heavily
    37. Next door opened by caster floods the room on the opposite side
    38. Next door opened by caster gives him a useful bit of information
    39. Next door opened by caster hurls him out of the nearest window
    40. Next door opened by caster ignites the room on the opposite side
    41. Next door opened by caster is thereafter as clear as glass
    42. Next door opened by caster knocks him unconscious
    43. Next door opened by caster leads directly out of the universe
    44. Next door opened by caster leads to a confessional booth
    45. Next door opened by caster leads to a courtyard with no doors
    46. Next door opened by caster leads to a distant crypt
    47. Next door opened by caster leads to a distant mountaintop
    48. Next door opened by caster leads to a distant ship on the ocean
    49. Next door opened by caster leads to a dragon’s nest
    50. Next door opened by caster leads to a dragon’s treasure horde
    51. Next door opened by caster leads to a fabulous ballroom
    52. Next door opened by caster leads to a featureless desert
    53. Next door opened by caster leads to a filthy and fetid stable
    54. Next door opened by caster leads to a hidden oubliette
    55. Next door opened by caster leads to a huge monster’s stomach
    56. Next door opened by caster leads to a long-forgotten vault
    57. Next door opened by caster leads to a magical armory
    58. Next door opened by caster leads to a meat locker
    59. Next door opened by caster leads to a modern bathroom
    60. Next door opened by caster leads to a mysterious control room
    61. Next door opened by caster leads to a room full of hourglasses
    62. Next door opened by caster leads to a sacrificial altar
    63. Next door opened by caster leads to a terrible misunderstanding
    64. Next door opened by caster leads to a treasury of fabulous wealth
    65. Next door opened by caster leads to a vast cornfield
    66. Next door opened by caster leads to a vast magical library
    67. Next door opened by caster leads to a vast, snow-swept plain
    68. Next door opened by caster leads to a vault deep in a coal mine
    69. Next door opened by caster leads to a warehouse full of candy
    70. Next door opened by caster leads to all manner of confusion
    71. Next door opened by caster leads to an enormous wine cellar
    72. Next door opened by caster leads to an overflowing sewer
    73. Next door opened by caster leads to another plane of existence
    74. Next door opened by caster leads to deep within a blazing forest
    75. Next door opened by caster leads to goblin barracks
    76. Next door opened by caster leads to his home
    77. Next door opened by caster leads to interstellar space
    78. Next door opened by caster leads to the basement of a brothel
    79. Next door opened by caster leads to the bottom of the sea
    80. Next door opened by caster leads to the center of a labyrinth
    81. Next door opened by caster leads to the center of the universe
    82. Next door opened by caster leads to the king’s linen closet
    83. Next door opened by caster leads to the last door he opened
    84. Next door opened by caster leads to the middle of a battlefield
    85. Next door opened by caster leads to the mind of a famous actor
    86. Next door opened by caster leads to the queen’s bedchamber
    87. Next door opened by caster leads to the roof of that building
    88. Next door opened by caster leads to the room that he just left
    89. Next door opened by caster leads to the royal treasury
    90. Next door opened by caster leads to the top of a distant volcano
    91. Next door opened by caster leads to this location
    92. Next door opened by caster leads to tomorrow but not back
    93. Next door opened by caster leads to war between 1d4 nations
    94. Next door opened by caster locks shut behind him
    95. Next door opened by caster opens upon a sanity-damaging vista
    96. Next door opened by caster plunges that room into total darkness
    97. Next door opened by caster releases a cloud of choking smoke
    98. Next door opened by caster restores him to full hit points
    99. Next door opened by caster reveals a caterpillar smoking a hookah
    100. Next door opened by caster reveals a scene of horrid debauchery
    1. Next door opened by caster reveals an unutterably foul monster
    2. Next door opened by caster reveals Death on the opposite side
    3. Next door opened by caster triggers a Chaos Burst
    4. Next door opened by caster turns into a vault door of heavy steel
    5. Next enemy to wound caster also Charms him
    6. Next enemy to wound caster begins to resemble him
    7. Next enemy to wound caster can’t harm him for 1d4 days thereafter
    8. Next enemy to wound caster disarms himself and runs away
    9. Next enemy to wound caster gains one level or hit die
    10. Next enemy to wound caster heroically defends him for 1d4 turns
    11. Next enemy to wound caster is attacked by vermin
    12. Next enemy to wound caster is healed of any current damage
    13. Next enemy to wound caster is heavily smeared with bacon grease
    14. Next enemy to wound caster is himself restored to full hit points
    15. Next enemy to wound caster is teleported to caster’s home
    16. Next enemy to wound caster is teleported to his own home
    17. Next enemy to wound caster is thrown 4d6 hours into the future
    18. Next enemy to wound caster sinks into the ground to his knees
    19. Next enemy to wound caster suffers an equivalent injury
    20. Next enemy to wound caster then attacks his own allies
    21. Next enemy wounded by caster becomes an ally for 1d6 rounds
    22. Next enemy wounded by caster becomes ethereal for 4d6 hours
    23. Next enemy wounded by caster becomes immune to fire
    24. Next enemy wounded by caster becomes invisible to caster
    25. Next enemy wounded by caster becomes king
    26. Next enemy wounded by caster begins to age one year per round
    27. Next enemy wounded by caster can no longer see the caster
    28. Next enemy wounded by caster contracts some magical disease
    29. Next enemy wounded by caster erupts into a cloud of angry wasps
    30. Next enemy wounded by caster is attacked by feral cats
    31. Next enemy wounded by caster is Healed
    32. Next enemy wounded by caster is immune to magic for 2d4 rounds
    33. Next enemy wounded by caster is invisible to him, and vice versa
    34. Next enemy wounded by caster is suddenly fabulously wealthy
    35. Next enemy wounded by caster loses an additional 1d100 hit points
    36. Next enemy wounded by caster must Save or change alignment
    37. Next enemy wounded by caster must Save or Disintegrate
    38. Next enemy wounded by caster teleports 1d100 miles
    39. Next enemy wounded by caster teleports to a safe location nearby
    40. Next enemy wounded by caster teleports to caster’s home
    41. Next enemy wounded by caster turns into a two-headed dragon
    42. Next enemy wounded by caster turns to stone over 1d10 rounds
    43. Next enemy wounded by caster was never born
    44. Next enemy wounded by caster will resurrect 24 hours after death
    45. Next horse ridden by caster acquires lycanthropy
    46. Next horse ridden by caster develops an intense hatred of humans
    47. Next horse ridden by caster gains Intelligence equal to his own
    48. Next horse ridden by caster is blasted to ashes beneath him
    49. Next horse ridden by caster is reconfigured into humanoid shape
    50. Next horse ridden by caster runs to the nearest pit and jumps in
    51. Next horse ridden by caster sprouts another head facing backwards
    52. Next horse ridden by caster sprouts horns like a bull
    53. Next horse ridden by caster sprouts two additional pairs of legs
    54. Next horse ridden by caster turns hollow and made of wood
    55. Next horse ridden by caster turns into a cow
    56. Next lycanthrope to attack caster is cured of lycanthropy
    57. Next meal prepared by caster can’t be digested by mortals
    58. Next meal prepared by caster dissolves into a stinking mush
    59. Next meal prepared by caster functions as a potion of healing
    60. Next meal prepared by caster harms the sanity of any who eat it
    61. Next meal prepared by caster has strong anesthetic properties
    62. Next meal prepared by caster induces hallucinations in Dwarves
    63. Next meal prepared by caster induces insanity for 1d4 hours
    64. Next meal prepared by caster induces megalomania in Halflings
    65. Next meal prepared by caster induces pyromania in Elves
    66. Next meal prepared by caster induces raving paranoia in humans
    67. Next meal prepared by caster induces uncontrollable debauchery
    68. Next meal prepared by caster induces xenophobia in Gnomes
    69. Next meal prepared by caster is lethally toxic to him
    70. Next meal prepared by caster is the best meal in all of history
    71. Next meal prepared by caster is unpalatable in sunlight
    72. Next meal prepared by caster shines as brightly as the sun
    73. Next meal prepared by caster tastes strongly of manure
    74. Next meal prepared by caster tastes strongly of soap
    75. Next missile shot at caster passes in one ear and out the other
    76. Next missile shot at caster turns to gold and falls to the ground
    77. Next permanent spell cast by caster fails in 1d4 rounds
    78. Next permanent spell cast by caster functions only intermittently
    79. Next person struck by caster’s magic becomes hopelessly drunk
    80. Next person struck by caster’s magic goes insane for 2d4-1 days
    81. Next person struck by caster’s magic is stricken blind and deaf
    82. Next person to see caster’s reflection attacks him immediately
    83. Next person to touch the caster acquires illusory leprosy
    84. Next person to touch the caster can’t speak to him until sunset
    85. Next person to touch the caster is dressed just like him
    86. Next person to touch the caster is invisible to him for 1d4 days
    87. Next person to touch the caster is stricken permanently bald
    88. Next person to touch the caster then attacks him for one round
    89. Next person to whom caster speaks acquires a phony language
    90. Next person to whom caster speaks adopts the caster’s voice
    91. Next person to whom caster speaks attacks him for 1d6 rounds
    92. Next person to whom caster speaks can Command him 1d4 times
    93. Next person to whom caster speaks demands 10d10 gold pieces
    94. Next person to whom caster speaks develops a stutter until sunset
    95. Next person to whom caster speaks disappears until sunset
    96. Next person to whom caster speaks forgets who the caster is
    97. Next person to whom caster speaks hasn’t slept for 2d10 days
    98. Next person to whom caster speaks hates him for 1d4 hours
    99. Next person to whom caster speaks ignores him for 2d4 hours
    100. Next person to whom caster speaks is destined to kill him someday
    1. Next person to whom caster speaks is dressed just like him
    2. Next person to whom caster speaks is invisible to him until dawn
    3. Next person to whom caster speaks is overcome by awful boredom
    4. Next person to whom caster speaks is overcome by hunger
    5. Next person to whom caster speaks is soaked with icy brine
    6. Next person to whom caster speaks is stricken deaf for 2d4 rounds
    7. Next person to whom caster speaks is stricken mute until sunset
    8. Next person to whom caster speaks is teleported 10d10 feet
    9. Next person to whom caster speaks is unable to eat for 1d4 days
    10. Next person to whom caster speaks looks just like him until dawn
    11. Next person to whom caster speaks mocks him outrageously
    12. Next person to whom caster speaks must give him 8d8 gold pieces
    13. Next person to whom caster speaks races away at top speed
    14. Next person to whom caster speaks regains 1d4 hit points
    15. Next person to whom caster speaks shrinks by 25% for 1d4 days
    16. Next person to whom caster speaks suspects the caster of heresy
    17. Next potion imbibed by caster alerts everyone to his whereabouts
    18. Next potion imbibed by caster burns his home to the ground
    19. Next potion imbibed by caster cancels any resurrections he’s had
    20. Next potion imbibed by caster causes him to be Slowed
    21. Next potion imbibed by caster causes him to spit out wood chips
    22. Next potion imbibed by caster causes him to sprout feathers
    23. Next potion imbibed by caster causes him to sprout tentacles
    24. Next potion imbibed by caster causes his clothing to disintegrate
    25. Next potion imbibed by caster causes his voice to echo ominously
    26. Next potion imbibed by caster changes his alignment for 2d8 hours
    27. Next potion imbibed by caster changes his sex for its duration
    28. Next potion imbibed by caster cures him of any current diseases
    29. Next potion imbibed by caster doubles in volume 1d20 times
    30. Next potion imbibed by caster enables him to breathe underwater
    31. Next potion imbibed by caster enlarges his hands by 50%
    32. Next potion imbibed by caster freezes him solid until sunset
    33. Next potion imbibed by caster gives him chimp-like proportions
    34. Next potion imbibed by caster glues his mouth shut
    35. Next potion imbibed by caster has no effect whatsoever
    36. Next potion imbibed by caster has only half its normal potency
    37. Next potion imbibed by caster has the same effect as the last one
    38. Next potion imbibed by caster hurls him 5d10 yards
    39. Next potion imbibed by caster induces a fit of spastic coughing
    40. Next potion imbibed by caster induces crazed religious fervor
    41. Next potion imbibed by caster induces intense vertigo
    42. Next potion imbibed by caster induces lycanthropy for 1d4 months
    43. Next potion imbibed by caster induces pacifism
    44. Next potion imbibed by caster induces phenomenal hallucinations
    45. Next potion imbibed by caster induces temporary homicidal rage
    46. Next potion imbibed by caster induces uncharacteristic generosity
    47. Next potion imbibed by caster inflicts an embarrassing ailment
    48. Next potion imbibed by caster is 5% likely to kill him outright
    49. Next potion imbibed by caster is 10% likely to last 1d10 years
    50. Next potion imbibed by caster is actually a living thing
    51. Next potion imbibed by caster is incredibly addictive
    52. Next potion imbibed by caster is powerfully emetic
    53. Next potion imbibed by caster is pure human blood
    54. Next potion imbibed by caster lasts only until he speaks
    55. Next potion imbibed by caster makes foliage sprout from his head
    56. Next potion imbibed by caster makes gold invisible to him
    57. Next potion imbibed by caster makes him -4 to Save vs Fortitude
    58. Next potion imbibed by caster makes him a terrific dancer
    59. Next potion imbibed by caster makes him age one year per round
    60. Next potion imbibed by caster makes him ambidextrous
    61. Next potion imbibed by caster makes him blink like a neon sign
    62. Next potion imbibed by caster makes him crave raw meat
    63. Next potion imbibed by caster makes him forget his name
    64. Next potion imbibed by caster makes him forget the past 24 hours
    65. Next potion imbibed by caster makes him hate magic for 1d4 days
    66. Next potion imbibed by caster makes him hate to answer questions
    67. Next potion imbibed by caster makes him horrifyingly ugly
    68. Next potion imbibed by caster makes him illiterate for 1d10 days
    69. Next potion imbibed by caster makes him invisible for 1d6 turns
    70. Next potion imbibed by caster makes him invisible to undead
    71. Next potion imbibed by caster makes him levitate 1d10 yards
    72. Next potion imbibed by caster makes him look 5d10 years older
    73. Next potion imbibed by caster makes him look like an infant
    74. Next potion imbibed by caster makes him lose 1d100 pounds
    75. Next potion imbibed by caster makes him overwhelmingly beautiful
    76. Next potion imbibed by caster makes him profoundly drunk
    77. Next potion imbibed by caster makes him see fire all around him
    78. Next potion imbibed by caster makes him seem far more charming
    79. Next potion imbibed by caster makes him spin rapidly 1d100 times
    80. Next potion imbibed by caster makes him sweat blood
    81. Next potion imbibed by caster makes him think he doesn’t exist
    82. Next potion imbibed by caster makes him think that he’s dead
    83. Next potion imbibed by caster makes him think that he’s drowning
    84. Next potion imbibed by caster makes him think that he’s invisible
    85. Next potion imbibed by caster makes him think that it’s poison
    86. Next potion imbibed by caster makes his arms and legs invisible
    87. Next potion imbibed by caster makes his face invisible
    88. Next potion imbibed by caster makes his flesh invisible
    89. Next potion imbibed by caster makes his hands and feet invisible
    90. Next potion imbibed by caster makes immune to charm-like magic
    91. Next potion imbibed by caster makes ink invisible to him
    92. Next potion imbibed by caster makes undead invisible to him
    93. Next potion imbibed by caster paralyzes his hands until sunset
    94. Next potion imbibed by caster reduces him to one hit point
    95. Next potion imbibed by caster restores him to full hit points
    96. Next potion imbibed by caster reveals any secret doors nearby
    97. Next potion imbibed by caster rotates his feet 180°
    98. Next potion imbibed by caster sets his hair ablaze
    99. Next potion imbibed by caster shrinks his hands by 50%
    100. Next potion imbibed by caster snuffs all fires within one mile
    1. Next potion imbibed by caster solidifies in his stomach
    2. Next potion imbibed by caster strikes him bald for one year
    3. Next potion imbibed by caster tastes like lamp oil
    4. Next potion imbibed by caster teleports him to his home
    5. Next potion imbibed by caster throws him 1d4 days into the future
    6. Next potion imbibed by caster triggers a Chaos Burst
    7. Next potion imbibed by caster turns him into 1d100 frogs
    8. Next potion imbibed by caster turns him into a zombie until dawn
    9. Next potion imbibed by caster turns him to vapor for 1d10 rounds
    10. Next potion imbibed by caster turns his hands into feet
    11. Next potion imbibed by caster turns his head to a cube
    12. Next potion imbibed by caster turns his lips and tongue to steel
    13. Next potion imbibed by caster turns his skeleton to steel
    14. Next potion imbibed by caster turns his skin permanently orange
    15. Next potion imbibed by caster turns his speech to gibberish
    16. Next potion imbibed by caster works only during every other round
    17. Next puddle stepped in by caster drains 1d10 hit points
    18. Next puddle stepped in by caster freezes solid around his feet
    19. Next puddle stepped in by caster ignites like gasoline
    20. Next puddle stepped in by caster is charged with electricity
    21. Next puddle stepped in by caster is full of piranha
    22. Next puddle stepped in by caster is, to him, 10d10 feet deep
    23. Next puddle stepped in by caster makes him think he’s drowning
    24. Next puddle stepped in by caster renders him briefly invulnerable
    25. Next puddle stepped in by caster restores 1d10 hit points
    26. Next puddle stepped in by caster soaks him from head to toe
    27. Next puddle stepped in by caster teleports him to a puddle nearby
    28. Next puddle stepped in by caster throws him 1d20 yards
    29. Next puddle stepped in by caster turns to blood
    30. Next spell caster casts on himself also affects someone nearby
    31. Next spell caster casts on himself flares out of control
    32. Next spell caster casts on himself has the opposite effect
    33. Next spell caster casts on himself persists for 1d4 days
    34. Next spell caster casts on himself takes effect 1d4 days later
    35. Next spell caster casts on himself works at 2X normal potency
    36. Next spell to hit the caster also renders his head invisible
    37. Next spell to hit the caster causes him to glow brightly
    38. Next spell to hit the caster leaves him hideously scarred
    39. Next spell to hit the caster likewise affects whoever cast it
    40. Next spell to hit the caster renders him blind for its duration
    41. Next spell to hit the caster takes effect 4d6 hours later
    42. Next successful attack upon caster hits a bystander instead
    43. Next successful attack upon caster knocks him unconscious
    44. Next sword that wounds caster acquires a permanent +2 bonus
    45. Next sword that wounds caster heals him for 1d10 hit points
    46. Next sword that wounds caster heats to 10d100 degrees
    47. Next sword that wounds caster is totally rusted by dawn tomorrow
    48. Next sword that wounds caster likewise wounds its wielder
    49. Next sword that wounds caster mimics his personality thereafter
    50. Next sword that wounds caster must Save or disintegrate
    51. Next sword that wounds caster then ignites and burns like paper
    52. Next sword that wounds caster turns to gold
    53. Next sword that wounds caster vanishes for 1d8 days
    54. Next sword that wounds caster was coated with deadly venom
    55. Next sword touched by caster gains a +1 ToHit bonus for 4d6 days
    56. Next sword touched by caster turns into a crescent wrench
    57. Next time caster’s restored to full hit points, he shrinks by 50%
    58. Next tree touched by caster animates and attacks everyone nearby
    59. Next tree touched by caster crumbles to ash in minutes
    60. Next wound inflicted by caster can’t heal without magic
    61. Next wound inflicted upon caster can’t be healed magically
    62. No animal will allow the caster to ride it
    63. No matter how far the caster travels today, he winds up here
    64. No more than 60% of caster’s body can become invisible at a time
    65. No one now within 10 yards of caster can harm him until dawn
    66. No one within 100 miles trusts caster enough to lend him money
    67. Non-humanoid mammals are invisible to caster
    68. Non-humanoid mammals react badly to the caster for 1d10 days
    69. Non-magical blades inflict bludgeoning damage upon caster
    70. Non-magical rodents are invisible to the caster
    71. Objects are more resistant to fire while caster carries them
    72. Objects handled by caster can’t be made invisible for one year
    73. Objects placed in caster’s pockets freeze solid in minutes
    74. On a successful attack roll, caster must Save or drop his weapon
    75. On any given day, caster’s left foot is 50% likely to be ethereal
    76. On any successful attack roll, caster is still 10% likely to fail
    77. Once per day, caster can cause himself to age 1d10 years
    78. Once per day, caster can cause his shoes or boots to vanish
    79. Once per day, caster can cause his spellbook to ignite
    80. Once per day, caster can cause one flash of lightning overhead
    81. Once per day, caster can cause one person to lie to him
    82. Once per day, caster can cause ten pounds of ice to melt rapidly
    83. Once per day, caster can create one loosely-packed snowball
    84. Once per day, caster can create up to one pound of cheese
    85. Once per day, caster can discern True North with 100% accuracy
    86. Once per day, caster can dry a soaking wet, shirt-sized garment
    87. Once per day, caster can eliminate rust from one sword or helmet
    88. Once per day, caster can locate the most valuable jewel nearby
    89. Once per day, caster can locate the nearest holy symbol
    90. Once per day, caster can locate the nearest locked door
    91. Once per day, caster can locate the nearest potable alcohol
    92. Once per day, caster can locate the nearest unrefined iron ore
    93. Once per day, caster can make his clothes vanish for 1d10 rounds
    94. Once per day, caster can make someone briefly forget his name
    95. Once per day, caster can pull a big, ripe turnip from the ground
    96. Once per day, caster can purify up to one gallon of water
    97. Once per day, caster can read a new language for 1d4 rounds
    98. Once per day, caster can read any written language for 1d4 rounds
    99. Once per day, caster can render glass opaque for 1d4 hours
    100. Once per day, caster can stab himself with a dagger without harm
    1. Once per day, caster can teleport up to one foot per level
    2. Once per day, caster can totally ignore one attack against him
    3. Once per day, caster can turn his hands ethereal for 1d6 rounds
    4. Once per day, caster can turn his hands invisible for 1d10 rounds
    5. Once per day, caster can turn his head 360° at the neck, unharmed
    6. Once per day, caster can turn his teeth invisible for 10 minutes
    7. Once per day, caster can turn invisible for up to three minutes
    8. Once per week, caster can appear to be a foot taller for one hour
    9. Once per week, caster can appear to be half his age for two hours
    10. Once per week, caster can cause all nearby to forget his name
    11. Once per week, caster can cause his hair to grow 1d4 inches
    12. Once per week, caster can create 1d20 gallons of salt water
    13. Once per week, caster can disgorge an ice cube one foot on a side
    14. Once per week, caster can freeze up to one gallon of water
    15. Once per week, caster can hold his breath for a full hour
    16. Once per week, caster can ignore one fire-based spell cast at him
    17. Once per week, caster can instantly snuff one campfire
    18. Once per week, caster can join any two pieces of non-living wood
    19. Once per week, caster can kill all small insects within 10 feet
    20. Once per week, caster can levitate for 1d4 rounds
    21. Once per week, caster can locate any artifacts within one mile
    22. Once per week, caster can locate the nearest magical animal
    23. Once per week, caster can locate the nearest magical blade
    24. Once per week, caster can magically create a tasty meal for four
    25. Once per week, caster can negate magical bonuses for 1d4 rounds
    26. Once per week, caster can open any non-magical lock by touch
    27. Once per week, caster can open one locked door by sneezing at it
    28. Once per week, caster can render one cooked meal uncooked
    29. Once per week, caster can shed and regrow 1d10 fingernails
    30. Once per week, caster can speak only in rhyme for one hour
    31. Once per week, caster can speak with horses for up to 1d10 rounds
    32. Once per week, caster can strip one tree of all leaves
    33. Once per week, caster can summon 1d20 cockroaches
    34. Once per week, caster can summon 1d4 pigeons or sparrows
    35. Once per week, caster can teleport his spellbook up to 1d4 miles
    36. Once per week, caster can teleport up to 10 feet per level
    37. Once per week, caster can turn one nearby magical blade invisible
    38. Once per week, caster can untie one knot without touching it
    39. Once per week, caster can walk on water, up to 5 yards per level
    40. Once per week, caster must cast one damaging spell on himself
    41. Once per week, caster throws a tantrum lasting 1d4 rounds
    42. One of caster’s arms acquires malevolent intelligence
    43. One of caster’s arms adopts the color and texture of brick
    44. One of caster’s arms appears to be stripped of all flesh
    45. One of caster’s arms becomes as limber as a snake
    46. One of caster’s arms becomes undead
    47. One of caster’s arms can be removed for up to 1d4 turns per day
    48. One of caster’s arms can’t be cut by magical blades
    49. One of caster’s arms disappears until sunset tomorrow
    50. One of caster’s arms ignites
    51. One of caster’s arms is as pale as an albino’s
    52. One of caster’s arms is encased in a tight steel sheath
    53. One of caster’s arms is impervious to magical cold
    54. One of caster’s arms is only an illusion
    55. One of caster’s arms is scarred as though badly burned by acid
    56. One of caster’s arms now juts from the center of his chest
    57. One of caster’s arms oozes fetid slime
    58. One of caster’s arms resembles a small, gnarled branch
    59. One of caster’s arms shrivels to a dry husk
    60. One of caster’s arms sprouts dozens of tiny, ugly feelers
    61. One of caster’s arms turns to solid silver
    62. One of caster’s eyes bulges like a fish eye
    63. One of caster’s eyes doubles in size
    64. One of caster’s eyes doubles in size; the other shrinks by 50%
    65. One of caster’s eyes glows with infernal radiance
    66. One of caster’s feet disintegrates
    67. One of caster’s feet is replaced by an off-balance wheel
    68. One of caster’s feet reforms into a perfect sphere
    69. One of caster’s feet refuses to come anywhere near the other
    70. One of caster’s hands doubles in size; the other shrinks by 50%
    71. One of caster’s hands is as durable as steel
    72. One of caster’s hands is green and scaly like a lizard’s claw
    73. One of caster’s hands is susceptible to rust
    74. One of caster’s hands turns into an eagle’s talon
    75. One of caster’s knees locks whenever nimble footwork is required
    76. One of caster’s pockets accesses a small box in his home
    77. One side of caster’s body adopts a mirror-bright sheen
    78. One side of caster’s body ages 2X as fast as the other
    79. One side of caster’s body appears to be naked by firelight
    80. One side of caster’s body changes color each hour
    81. One side of caster’s body is as hairy as an ape
    82. One side of caster’s body is blurred as if seen through ice
    83. One side of caster’s body is immune to magic cast by him
    84. One side of caster’s body is immune to normal missiles
    85. One side of caster’s body is invulnerable to fire
    86. One side of caster’s body is paralyzed for 1d4 rounds
    87. One side of caster’s body is rendered invisible for 1d4 weeks
    88. One side of caster’s body looks like a photo negative
    89. One side of caster’s body shrinks by 10%
    90. People journey for miles to beseech the caster for healing
    91. People journey for miles to study magic under the caster
    92. People journey for miles to touch the hem of caster’s garment
    93. People journey for miles to voice grievances against the caster
    94. People not in the caster’s presence tend to forget about him
    95. Powerful jets of air blow from the caster’s ears
    96. Predators react to the caster as if he were a small rabbit
    97. Railroad tracks run straight from here to the caster’s home
    98. Rapturous shrieks fill the air when caster removes a hat
    99. Raw meat is invisible to the caster
    100. Right now, caster can teleport up to 1d10 miles one time
    1. Rocks and boulders express a vague fondness for the caster
    2. Rope breaks 2X as readily while the caster is using it
    3. Rope is 2X as strong while the caster is using it
    4. Scavengers and carrion birds react to caster as if he were dead
    5. Short, bony spikes sprout from caster’s knuckles
    6. Small objects carried by caster seem 10X as heavy to him
    7. Smoke billows from the caster’s head as from a coal chimney
    8. Some deity has a personal vendetta against the caster
    9. Some deity takes a personal interest in the caster’s life
    10. Some subterranean race annexes caster’s home
    11. Some subterranean race declares a holy war against the caster
    12. Some subterranean race declares that the caster is one of them
    13. Some subterranean race declares the caster its patron saint
    14. Some unseen entity wipes the smile off of the caster’s face
    15. Someone nearby vanishes; in 2d6 rounds the caster disgorges him
    16. Someone very dear to the caster doesn’t really exist
    17. Someone very dear to the caster is discovered to be undead
    18. Something about the caster makes people suspect that he’s dying
    19. Something about the caster makes people unlikely to trust him
    20. Sometime in the next turn, the caster punches an ally in the nose
    21. Sometime in the next turn, the caster races into a nearby forest
    22. Spell works normally, but caster loses 1d4 spells from memory
    23. Spell works normally; next casting automatically causes a Burst
    24. The bones of caster’s arms and legs can’t be broken
    25. The clothes caster is wearing makes him dangerous overconfident
    26. The clothes caster is wearing makes him feel intensely cold
    27. The Fireball spell won’t function within 100 yards of caster
    28. The ground beneath caster’s feet flows like water for 1d4 rounds
    29. The ground beneath caster’s feet is alive for 1d4 hours
    30. The ground beneath caster’s feet sinks a depth 2X his height
    31. The ground beneath caster’s feet swirls like a whirlpool
    32. The ground beneath caster’s feet turns to living human flesh
    33. The left and right sides of caster’s body hate each other
    34. The next spell used against caster automatically fails
    35. The pages of caster’s spellbook are indestructible
    36. The pages of caster’s spellbook are invisible; ink on them is not
    37. The pages of caster’s spellbook are replaced with gold leaf
    38. The pages of caster’s spellbook flap as though in a strong breeze
    39. The pages of caster’s spellbook turn to thin sheets of bacon
    40. The pages of caster’s spellbook turn to thin sheets of steel
    41. The presence of undead causes caster to giggle like a fool
    42. The rear half of caster’s body appears to be made of glass
    43. The rear half of caster’s body is invisible
    44. The spell cast most recently upon caster is retroactively undone
    45. The wreckage of a sunken warship appears in caster’s home
    46. The wreckage of caster’s home is strewn across the countryside
    47. Thick clouds of acrid steam issue from the ground near the caster
    48. Thick clouds of steam constantly billow from the caster’s skin
    49. Thunder rumbles overhead whenever caster’s blood is spilled
    50. To the caster, everyone appears to be sweating profusely
    51. To the caster, everyone looks and sounds exactly like him
    52. To the caster, everyone looks and sounds exactly like him
    53. To the caster, everyone smells like a rotting corpse
    54. To the caster, the weather always appears overcast and gloomy
    55. To the caster, the weather always appears to be the same
    56. Tomorrow, caster can speak all languages until noon
    57. Tomorrow, caster can speak only a bizarre, esoteric language
    58. Tomorrow, caster can’t be injured by magical weapons until sunset
    59. Tomorrow, caster finds 1d100 statues of himself in hideous poses
    60. Tomorrow, caster finds a book detailing his complete dissection
    61. Tomorrow, caster finds a jar containing 1d20 tiny elephants
    62. Tomorrow, caster finds a key to a lock that doesn’t yet exist
    63. Tomorrow, caster finds a key to that mysterious door in his home
    64. Tomorrow, caster finds a lab holding many lifeless clones of him
    65. Tomorrow, caster finds a legendary sword & loses it the next day
    66. Tomorrow, caster finds a piece of anachronistic technology
    67. Tomorrow, caster finds a ruby as large as his head
    68. Tomorrow, caster finds a secret Gate to the Astral Plane
    69. Tomorrow, caster finds a small pouch full of counterfeit rubies
    70. Tomorrow, caster finds a small pouch full of diamonds
    71. Tomorrow, caster finds a small pouch full of scorpions
    72. Tomorrow, caster finds a small pouch full of strong acid
    73. Tomorrow, caster finds a small pouch full of teeth
    74. Tomorrow, caster finds a tunnel that leads to his home
    75. Tomorrow, caster finds a vial containing a viscous salve
    76. Tomorrow, caster finds his own badly-decomposed corpse
    77. Tomorrow, caster finds what looks like his own severed head
    78. Tomorrow, caster forms an alliance with a long-hated enemy
    79. Tomorrow, caster has absolutely no desire to use magic
    80. Tomorrow, caster is unable to cast magic before noon
    81. Tomorrow, caster meets a priest who places a Geas upon him
    82. Tomorrow, caster meets an immortal desperate and unable to die
    83. Tomorrow, caster meets and insults the avatar of some deity
    84. Tomorrow, caster meets his long-lost and malevolent twin
    85. Tomorrow, caster meets his mentor, who expresses disapproval
    86. Tomorrow, caster meets someone claiming to have sold the world
    87. Tomorrow, caster meets someone claiming to own the caster’s soul
    88. Tomorrow, caster meets someone convinced that he doesn’t exist
    89. Tomorrow, caster meets someone desperate to be his bodyguard
    90. Tomorrow, caster meets someone desperate to become the caster
    91. Tomorrow, caster meets someone on the verge of becoming a god
    92. Tomorrow, caster meets someone who calls humans a delicacy
    93. Tomorrow, caster meets someone who can command demons
    94. Tomorrow, caster meets someone who can remove his own heart
    95. Tomorrow, caster meets someone who can remove his skin at will
    96. Tomorrow, caster meets someone who claims the caster killed him
    97. Tomorrow, caster meets someone who claims to be haunting him
    98. Tomorrow, caster meets someone who claims to be him
    99. Tomorrow, caster meets someone who claims to be his father
    100. Tomorrow, caster meets someone who claims to be his grandchild
    1. Tomorrow, caster meets someone who foretells a bleak fate for him
    2. Tomorrow, caster meets someone who has vowed to murder him
    3. Tomorrow, caster meets someone who names the caster his heir
    4. Tomorrow, caster meets someone who offers him his firstborn son
    5. Tomorrow, caster meets someone who offers to sell him an artifact
    6. Tomorrow, caster meets someone who owes him a lot of money
    7. Tomorrow, caster meets someone who tries to eat his eyes
    8. Tomorrow, caster meets someone who wants to buy his pancreas
    9. Tomorrow, caster meets someone who’s 100% immune to magic
    10. Tomorrow, caster meets someone who’s plotting to kill the king
    11. Tomorrow, caster meets someone whom caster knows to be dead
    12. Tomorrow, caster meets someone whom he owes a lot of money
    13. Tomorrow, caster meets someone whose existence is impossible
    14. Tomorrow, caster meets someone with the secret of immortality
    15. Tomorrow, caster meets the alchemist who created him
    16. Tomorrow, caster must Save vs Will once per hour or combust
    17. Tomorrow, caster saves the life of a notorious villain
    18. Tomorrow, caster saves the life of someone important
    19. Tomorrow, caster saves the life whom fate has decreed must die
    20. Tomorrow, caster thinks he’s awakened from a centuries-long sleep
    21. Tomorrow, caster thinks that magic no longer functions
    22. Tomorrow, caster uncovers a well-funded plot against his life
    23. Tomorrow, caster unknowingly snubs a powerful spellcaster
    24. Tomorrow, caster vanishes at dawn and reappears at sunset
    25. Tomorrow, caster wakes 2d10 miles from where he fell asleep
    26. Tomorrow, caster wakes and gives apparently divine prophecy
    27. Tomorrow, caster wakes as if he’s spent a month in the desert
    28. Tomorrow, caster wakes at this location
    29. Tomorrow, caster wakes convinced that all of his allies are dead
    30. Tomorrow, caster wakes convinced that he must return to his home
    31. Tomorrow, caster wakes convinced that he’s just been created
    32. Tomorrow, caster wakes convinced that he’s just been resurrected
    33. Tomorrow, caster wakes convinced that he’s murdered his allies
    34. Tomorrow, caster wakes convinced that he’s slept for 2d10 years
    35. Tomorrow, caster wakes convinced that his limbs are mechanical
    36. Tomorrow, caster wakes covered in pungent, glowing moss
    37. Tomorrow, caster wakes early and races back to this location
    38. Tomorrow, caster wakes embarrassingly drunk
    39. Tomorrow, caster wakes in a coil of dried and sinuous vines
    40. Tomorrow, caster wakes in a full-length body cast
    41. Tomorrow, caster wakes in the branches of a tall tree
    42. Tomorrow, caster wakes on the bank of the River Styx
    43. Tomorrow, caster wakes reeking of garlic and raw meat
    44. Tomorrow, caster wakes seated in the throne of the nearest king
    45. Tomorrow, caster wakes standing atop a tall pole
    46. Tomorrow, caster wakes standing in a barrel of chum
    47. Tomorrow, caster wakes to find that 1d4 days have passed
    48. Tomorrow, caster wakes unable to stand until he casts a spell
    49. Tomorrow, caster wakes where he awoke this morning
    50. Tomorrow, caster wakes with a mouthful of mud from a cemetery
    51. Tomorrow, caster wakes with mysterious tattoos all over his body
    52. Tomorrow, caster wakes with no memory of the previous day
    53. Tomorrow, caster wakes wrapped in disease-ridden blankets
    54. Trees and bushes express open hostility toward the caster
    55. Ugly thorns sprout from the caster’s cheekbones
    56. Undead have commandeered caster’s home while he’s been away
    57. Undead skeletons react to caster as if he were one of them
    58. Undead tend to ignore the caster until he acts against them
    59. Undead tend to laugh in the caster’s presence
    60. Vile tentacles sprout from the caster’s face
    61. Viscous pus oozes from the caster’s orifices until sunset
    62. Water feels like acid to the caster but doesn’t actually harm him
    63. Water splashes from caster’s footfalls for the next 1d12 hours
    64. Water trickles from caster’s elbows for 1d4 hours
    65. Weight-affecting spells make the caster weigh 2X as much as iron
    66. Well-funded liars slander caster’s conduct in a war decades past
    67. Whatever caster is wearing is a synthetic copy of the real thing
    68. When caster dies, 10d10 voles burst from his corpse
    69. When caster dies, a small religious cult starts worshipping him
    70. When caster dies, a Chaos Burst occurs: roll again at that time
    71. When caster dies, he can’t be resurrected for 1d12 months
    72. When caster dies, he’s discovered to have died centuries ago
    73. When caster dies, he’s found to have been remotely controlled
    74. When caster dies, he’s quickly impersonated by a doppelganger
    75. When caster dies, his allies deny that they ever knew him
    76. When caster dies, his corpse appears riddled by gunfire
    77. When caster dies, his corpse attacks the nearest Elf
    78. When caster dies, his corpse disgorges 10d1000 gallons of water
    79. When caster dies, his corpse giggles maniacally for 1d4 hours
    80. When caster dies, his corpse is dismembered and scattered
    81. When caster dies, his corpse is dragged away by goblins
    82. When caster dies, his corpse is elected to public office
    83. When caster dies, his corpse melts like a snowman
    84. When caster dies, his corpse runs shrieking through a nearby town
    85. When caster dies, his corpse shatters into countless fragments
    86. When caster dies, his corpse swells to 1d6 times normal size
    87. When caster dies, his corpse turns to densely packed salt
    88. When caster dies, his corpse turns to solid bronze
    89. When caster dies, his corpse weighs as much as lead
    90. When caster dies, his heart assumes a life of its own
    91. When caster dies, his killer is thrown 1d20 days into the future
    92. When caster dies, his last word is "Rosebud"
    93. When caster dies, his name becomes synonymous with treachery
    94. When caster dies, his skeleton turns to glass
    95. When caster dies, his skull turns to wood
    96. When caster dies, his spellbook burns to cinders in 1d4 rounds
    97. When caster dies, his veins are discovered to be filled with gold
    98. When caster dies, some random person nearby dies as well
    99. When caster dies, the first person to touch his corpse also dies
    100. When caster dies, the nearest town is evacuated
    1. When caster dies, the nearest tree falls on his corpse
    2. When caster dies, the sky turns blood red for 2d4-1 days
    3. When caster dies, violent riots break out in the nearest town
    4. When caster is angry, a small snake slithers out of his ear
    5. When caster is angry, he foams at the mouth like a rabid dog
    6. When caster is angry, he turns bright green
    7. When caster is angry, his face appears scarred and deformed
    8. When caster is angry, his face appears to glisten with slime
    9. When caster is angry, his head appears to be a bare skull
    10. When caster is angry, insects appear to swarm over his face
    11. When caster is angry, steam billows from his nostrils
    12. When caster is surprised, he randomly teleports 1d4 yards
    13. When caster is surprised, his head briefly doubles in size
    14. When caster is surprised, his head spins 360°
    15. When caster next casts this spell, he becomes hopelessly lost
    16. When caster next casts this spell, he feels overwhelming deja vu
    17. When caster next casts this spell, he teleports to this spot
    18. When caster next casts this spell, he’s attacked by squirrels
    19. When caster next casts this spell, he’s paralyzed until sunset
    20. When caster next casts this spell, he’s stricken with Confusion
    21. When caster next casts this spell, his age temporarily doubles
    22. When caster next casts this spell, his clothing attacks him
    23. When caster next casts this spell, his clothing freezes solid
    24. When caster next casts this spell, his clothing turns to cheese
    25. When caster next casts this spell, the winter solstice occurs
    26. When caster next draws blood, a large pit opens beneath him
    27. When caster next draws blood, he disgorges 1d10 gallons of blood
    28. When caster next draws blood, he laughs like a demon
    29. When caster next draws blood, he leaps 4d6 hours into the future
    30. When caster next draws blood, he loses 2d10 hit points
    31. When caster next draws blood, he must Save or fall unconscious
    32. When caster next draws blood, he regains 1d10 hit points
    33. When caster next draws blood, he suffers an equivalent wound
    34. When caster next draws blood, he teleports 1d100 yards
    35. When caster next draws blood, he’s addicted to the taste of blood
    36. When caster next draws blood, he’s attacked by rabid bats
    37. When caster next draws blood, he’s restored to full hit points
    38. When caster next draws blood, he’s stricken mute until sunrise
    39. When caster next draws blood, his eyes blaze with flame
    40. When caster next draws blood, his weapon turns to steam
    41. When caster next draws blood, rain immediately begins to fall
    42. When caster next draws blood, thunder rumbles in the distance
    43. When caster next enters a building, he teleports onto its roof
    44. When caster next enters a building, his clothes catch fire
    45. When caster next enters a lake, any boats nearby turn invisible
    46. When caster next enters a lake, he blasphemes some ocean god
    47. When caster next enters a lake, he decides to become amphibious
    48. When caster next enters a lake, he discovers a small island
    49. When caster next enters a lake, he emerges draped with seaweed
    50. When caster next enters a lake, he encounters a lady with a sword
    51. When caster next enters a lake, he encounters a tentacled monster
    52. When caster next enters a lake, he finds 1d4 valuable pearls
    53. When caster next enters a lake, he has visions of a sunken city
    54. When caster next enters a lake, he spouts water like a whale
    55. When caster next enters a lake, he suffers severe hypothermia
    56. When caster next enters a lake, he teleports to a different lake
    57. When caster next enters a lake, he’s 30% likely to become a fish
    58. When caster next enters a lake, he’s attacked by sharks
    59. When caster next enters a lake, he’s attacked by turtles
    60. When caster next enters a lake, he’s befriended by otters
    61. When caster next enters a lake, he’s caught in a fisherman’s net
    62. When caster next enters a lake, he’s covered with barnacles
    63. When caster next enters a lake, he’s hit by 2d8 harpoons
    64. When caster next enters a lake, he’s mistaken for a sea monster
    65. When caster next enters a lake, he’s sucked up into a waterspout
    66. When caster next enters a lake, he’s swept toward the sea
    67. When caster next enters a lake, he’s thrown to the opposite shore
    68. When caster next enters a lake, his clothing inflates
    69. When caster next enters a lake, his clothing vanishes
    70. When caster next enters a lake, his feet turn into duck’s feet
    71. When caster next enters a lake, his hands and feet grow webbing
    72. When caster next enters a lake, his home is completely flooded
    73. When caster next enters a lake, his pockets fill with sodium
    74. When caster next enters a lake, it becomes 2X as deep
    75. When caster next enters a lake, it drains dry in 1d4 rounds
    76. When caster next enters a lake, it turns from fresh to salt-water
    77. When caster next enters a lake, it’s covered by two inches of ice
    78. When caster next enters a lake, it’s heavily stocked with trout
    79. When caster next enters a lake, night falls immediately
    80. When caster next enters a lake, someone nearby starts to drown
    81. When caster next enters a town, a huge festival takes place
    82. When caster next enters a town, he finds a magical scroll
    83. When caster next enters a town, he violates community standards
    84. When caster next enters a town, he’s imprisoned for murder
    85. When caster next enters a town, he’s named as its patron saint
    86. When caster next enters a town, he’s quickly arrested for heresy
    87. When caster next enters a town, he’s quickly elected mayor
    88. When caster next enters a town, he’s recognized as a vampire
    89. When caster next enters a town, he’s sold into slavery
    90. When caster next enters a town, his spellbook is confiscated
    91. When caster next enters a town, it secedes from the kingdom
    92. When caster next enters a town, it’s attacked by goblins
    93. When caster next enters a town, it’s besieged by orcs
    94. When caster next enters a town, it’s overrun by feral dogs
    95. When caster next enters a town, it’s renamed after him
    96. When caster next enters a town, its population doubles
    97. When caster next enters a town, martial law is declared
    98. When caster next enters a town, the king orders it destroyed
    99. When caster next enters a town, violent riots break out
    100. When caster next enters his home, 1d4 exterior walls vanish
    1. When caster next enters his home, 1d4 weeks pass in 1d4 rounds
    2. When caster next enters his home, a small hill rises beneath it
    3. When caster next enters his home, any curses upon him are lifted
    4. When caster next enters his home, he ages 1d10 years
    5. When caster next enters his home, he ages 1d10 years
    6. When caster next enters his home, he doubts he’s ever lived there
    7. When caster next enters his home, he falls unconscious
    8. When caster next enters his home, he finds 1d100+100 gold pieces
    9. When caster next enters his home, he finds a secret trapdoor
    10. When caster next enters his home, he finds a troll in residence
    11. When caster next enters his home, he finds another spellbook
    12. When caster next enters his home, he finds his clone in residence
    13. When caster next enters his home, he finds it completely empty
    14. When caster next enters his home, he forgets how to exit again
    15. When caster next enters his home, he gains one level
    16. When caster next enters his home, he is healed of all damage
    17. When caster next enters his home, he loses a point of Wisdom
    18. When caster next enters his home, he loses any memorized spells
    19. When caster next enters his home, he must evict 2d10 squatters
    20. When caster next enters his home, he realizes it’s made of coral
    21. When caster next enters his home, he recognizes nothing within it
    22. When caster next enters his home, he teleports to this location
    23. When caster next enters his home, he’s attacked by kobolds
    24. When caster next enters his home, he’s blinded for 4d12 hours
    25. When caster next enters his home, he’s convinced it isn’t his
    26. When caster next enters his home, he’s drafted into the military
    27. When caster next enters his home, he’s visited by solicitors
    28. When caster next enters his home, he’s visited by three ghosts
    29. When caster next enters his home, his age is reduced by 3d4 years
    30. When caster next enters his home, his bed combusts violently
    31. When caster next enters his home, his clothes burst into flame
    32. When caster next enters his home, his clothes turn to stone
    33. When caster next enters his home, it becomes indestructible
    34. When caster next enters his home, it becomes steamy like a sauna
    35. When caster next enters his home, it doubles its current size
    36. When caster next enters his home, it drifts slowly out to sea
    37. When caster next enters his home, it falls into a heap of sawdust
    38. When caster next enters his home, it gains an additional level
    39. When caster next enters his home, it migrates 1d20 miles
    40. When caster next enters his home, it sinks into the ground
    41. When caster next enters his home, it turns invisible from within
    42. When caster next enters his home, it turns to glass
    43. When caster next enters his home, it’s been thoroughly cleaned
    44. When caster next enters his home, it’s buried by an avalanche
    45. When caster next enters his home, it’s buried by volcanic ash
    46. When caster next enters his home, it’s encircled by a deep moat
    47. When caster next enters his home, it’s flattened by a meteor
    48. When caster next enters his home, it’s infested with vermin
    49. When caster next enters his home, it’s swept away by a tidal wave
    50. When caster next enters his home, it’s totally refurbished
    51. When caster next enters his home, its doors and windows vanish
    52. When caster next enters his home, monsters reside under the bed
    53. When caster next enters his home, someone’s eaten his porridge
    54. When caster next enters his home, the doors & windows fuse shut
    55. When caster next enters his home, the floor vanishes
    56. When caster next enters his home, the magistrate condemns it
    57. When caster next enters his home, the roof ignites
    58. When caster next kills someone, he appears in that person’s home
    59. When caster next kills someone, he must Save vs Fortitude or die
    60. When caster next kills someone, that person quickly resurrects
    61. When caster next opens his spellbook, he’s attacked by a shark
    62. When caster next says his name, 2d6 fish leap from his mouth
    63. When caster next says his name, a bird flies into his mouth
    64. When caster next says his name, he learns it’s not his real name
    65. When caster next says his name, he promptly forgets his name
    66. When caster next says his name, his mouth is sealed shut
    67. When caster next teleports, he arrives bound and gagged
    68. When caster next teleports, he arrives fully Healed
    69. When caster next touches money, he triggers a Chaos Burst
    70. When caster next triggers a Burst, he teleports to this location
    71. When caster next triggers a Burst, its effect is irreversible
    72. When caster next uses magic, 2d4 zombies appear and attack him
    73. When caster next uses magic, all vegetation within 10 yards dies
    74. When caster next uses magic, all within one mile know about it
    75. When caster next uses magic, an ice statue of him appears nearby
    76. When caster next uses magic, any gold he’s carrying vanishes
    77. When caster next uses magic, cold water sprays from his ears
    78. When caster next uses magic, he and his allies are drenched
    79. When caster next uses magic, he becomes drunk for 1d4 hours
    80. When caster next uses magic, he becomes invisible to his allies
    81. When caster next uses magic, he disgorges 2d6 large clay bricks
    82. When caster next uses magic, he loses 3d4 hit points
    83. When caster next uses magic, he must Save or fall unconscious
    84. When caster next uses magic, he reeks of sulfur for 1d10 hours
    85. When caster next uses magic, he teleports 10d10 yards randomly
    86. When caster next uses magic, he teleports into a nearby building
    87. When caster next uses magic, he thinks that he’s at death’s door
    88. When caster next uses magic, he’s 5% likely to lose one level
    89. When caster next uses magic, he’s 10% likely to die outright
    90. When caster next uses magic, he’s shunned by other magic users
    91. When caster next uses magic, he’s thrown back to this moment
    92. When caster next uses magic, his clone appears nearby
    93. When caster next uses magic, his clone teleports to his home
    94. When caster next uses magic, his clothes turn to paper
    95. When caster next uses magic, his hands double in size
    96. When caster next uses magic, his hands freeze solid
    97. When caster next uses magic, his nearest ally falls unconscious
    98. When caster next wears a hat, he’s targeted for assassination
    99. When caster opens his spellbook, he’s shrouded by darkness
    100. When caster opens his spellbook, thunder rumbles overhead
    1. When caster teleports, he arrives 1d4 miles from the destination
    2. When caster teleports, he arrives 2d4 hours later than expected
    3. When caster teleports, he arrives blinded for 1d6 rounds
    4. When caster teleports, he arrives in an embarrassing posture
    5. When caster teleports, he arrives invisible
    6. When caster teleports, he arrives ravenously hungry
    7. When caster teleports, he arrives upside down
    8. When caster teleports, he arrives with half of his gear missing
    9. When caster teleports, only 95% + 1d10% of his body is teleported
    10. When caster tells a falsehood, he confesses it to everyone nearby
    11. When caster uses Mirror Image, 10X the number of Images appear
    12. When caster uses Mirror Image, he can’t tell which image is real
    13. When caster uses Mirror Image, the Images look like demons
    14. When caster uses Mirror Image, the Images look like infants
    15. When caster uses Mirror Image, the Images look like skeletons
    16. When caster uses Mirror Image, the Images look like the target
    17. When caster uses Mirror Image, the Images look nothing like him
    18. When caster’s blood is next spilled, he ages 5d10 years
    19. When caster’s blood is next spilled, he can’t speak for 1d4 turns
    20. When caster’s blood is next spilled, he’s blinded for 1d4 rounds
    21. When next struck by magic, caster becomes spotted like a leopard
    22. When next struck by magic, caster disgorges 1d4 pounds of gravel
    23. When next struck by magic, caster falls 6d10 feet
    24. When next struck by magic, caster is carried aloft by a pigeons
    25. When next struck by magic, caster sprouts wool from his arms
    26. When next struck by magic, caster triggers a Chaos Burst
    27. When reduced to one hit point, caster ages 2d10 years
    28. When reduced to one hit point, caster can see invisible objects
    29. When reduced to one hit point, caster flees, panic-stricken
    30. When reduced to one hit point, caster flies into a berserk fury
    31. When reduced to one hit point, caster is stricken mute
    32. When reduced to one hit point, caster suffers wild hallucinations
    33. When reduced to one hit point, caster teleports 2d20 yards
    34. When reduced to one hit point, caster teleports to his home
    35. When reduced to one hit point, caster turns invisible until dawn
    36. When reduced to one hit point, caster turns to iron until sunset
    37. When seen from behind, caster appears to be bleeding profusely
    38. When seen from behind, caster appears to be on fire
    39. When seen from behind, caster’s torso is riddled with large holes
    40. When struck by magic, caster briefly appears to be made of chrome
    41. When struck by magic, caster briefly appears to be made of wood
    42. When struck by magic, caster feels the urge to reveal a secret
    43. When struck by magic, caster flies into a berserker rage
    44. When struck by magic, caster is 10% likely to be caked in grime
    45. When struck by magic, caster is covered by ashes and soot
    46. When struck by magic, caster sings raucous songs for 1d4 rounds
    47. When struck by magic, caster temporarily inflates like a balloon
    48. Whenever caster casts a spell, a spotlight illuminates him
    49. Whenever caster casts a spell, an invisible bronze gong is rung
    50. Whenever caster casts a spell, electricity crackles in his hair
    51. Whenever caster casts a spell, ghostly laughter echoes in the air
    52. Whenever caster casts a spell, he appears to explode
    53. Whenever caster casts a spell, he becomes light as a feather
    54. Whenever caster casts a spell, he experiences profound remorse
    55. Whenever caster casts a spell, he feels overwhelming euphoria
    56. Whenever caster casts a spell, he hears glass breaking everywhere
    57. Whenever caster casts a spell, he hears loud, discordant music
    58. Whenever caster casts a spell, he hears the laments of the damned
    59. Whenever caster casts a spell, he must Save or be knocked down
    60. Whenever caster casts a spell, he must Save or shrink by 20%
    61. Whenever caster casts a spell, he suffers crippling stage fright
    62. Whenever caster casts a spell, he thinks that he ages 1d10 years
    63. Whenever caster casts a spell, he whistles like a teapot
    64. Whenever caster casts a spell, he’s 10% likely to pass out
    65. Whenever caster casts a spell, he’s haunted by cryptic warnings
    66. Whenever caster casts a spell, his bones glow visibly in his body
    67. Whenever caster casts a spell, his clothes are glazed with frost
    68. Whenever caster casts a spell, his ears shine like the sun
    69. Whenever caster casts a spell, his feet swell by 10%
    70. Whenever caster casts a spell, his spellbook must Save or combust
    71. Whenever caster casts a spell, one of his hands grows by 25%
    72. Whenever caster casts a spell, someone far away vows to kill him
    73. Wherever caster walks, he sounds like he’s on a squeaky floor
    74. While caster is invisible, a faint outline can still be seen
    75. While caster sleeps, he appears to be a perfect cube
    76. While caster sleeps, he appears to melt like a wax dummy
    77. While caster sleeps, he freezes solid but thaws before waking
    78. While caster sleeps, his allies must Save or forget who he is
    79. While caster sleeps, his arms and legs retract into his torso
    80. While caster sleeps, his body is translucent
    81. While caster sleeps, his body retracts into his head
    82. While caster sleeps, his clothing and gear are invisible
    83. While caster sleeps, his head appears detached from his body
    84. While caster sleeps, his head retracts into his body
    85. While caster sleeps, his whole body contracts into a small ball
    86. While caster sleeps, luminous moths flutter over his body
    87. While caster sleeps, mysterious runes hover over his head
    88. While caster sleeps, rodents bring him sacrificial offerings
    89. While caster sleeps, thousands of insects swarm over his body
    90. While indoors, caster appears to be 5% larger
    91. While indoors, caster feels as if he’s dragging heavy chains
    92. While indoors, caster feels as if he’s in a blazing desert
    93. While indoors, caster feels as if he’s on a ship’s deck
    94. While indoors, caster feels as if he’s on windswept tundra
    95. While standing on a riverbank, caster is invisible to amphibians
    96. While walking, caster sounds as if he’s wearing full plate armor
    97. Woodland creatures openly mock the caster and call him a coward
    98. Woodland creatures react to the caster as if he’s one of them
    99. Woodland creatures react violently to the caster’s presence
    100. Zombies can’t come within 10 feet of the caster for 1d4 days
    1. 1d8 of target’s fingers reappear elsewhere on his body
    2. A handful of small glass marbles tumble from the target’s nose
    3. A heavy chain runs the entire length of target’s alimentary canal
    4. A nearby but invisible heckler pummels the target with tomatoes
    5. A nearby tree animates and swears allegiance to the target
    6. A nearby tree becomes ravenously carnivorous and attacks target
    7. A nearby tree bends down and hurls the target like a catapult
    8. A nearby tree sprays its bark at the target, briefly blinding him
    9. A second, identical skeleton appears in the target’s body
    10. A small fire blazes harmlessly in the target’s mouth
    11. A tall picket fence encircles the target
    12. A tentacle slithers from a nearby cave to grasp the target
    13. A vital organ is ripped from target’s body for 1d100 damage
    14. All of target’s belongings are compressed into a tiny cube nearby
    15. All of target’s belongings are seized by the local magistrate
    16. All of target’s belongings are transported beyond the horizon
    17. All of target’s belongings were stolen by a vengeful wizard
    18. All of target’s belongings were stolen from a vengeful wizard
    19. All that the target has ever done was really done by someone else
    20. All voices sound alike to the target for 5d6 days
    21. All within 100 yards with a missile weapon fire it at the target
    22. Ambient temperature always feels 50° colder to target
    23. Ambient temperature rises 10° when target is angry
    24. An earthen duplicate of the target rises up and attacks him
    25. An earthen duplicate of the target wants to take his place
    26. An evergreen sprouts from target’s chest while he sleeps tonight
    27. An item carried by target discharges a Chaos Burst when next used
    28. An item carried by target explodes for 3d10 hit points of damage
    29. An item carried by target is widely sought for its healing powers
    30. An item carried by target releases narcotic vapors when next used
    31. Any attack on target appears not to injure him, even if it does
    32. Any blade hitting target for maximum damage acquires intelligence
    33. Any blade hitting target for maximum damage acquires intelligence
    34. Any blade hitting target for maximum damage also injects a poison
    35. Any blade hitting target for maximum damage disappears forever
    36. Any blade hitting target for maximum damage gains a +1 bonus
    37. Any blade hitting target for maximum damage gets stuck in him
    38. Any blade hitting target for maximum damage is briefly weightless
    39. Any blade hitting target for maximum damage must Save or shatter
    40. Any blade hitting target for maximum damage rapidly corrodes
    41. Any blade hitting target for maximum damage turns clear as glass
    42. Any blade hitting target for maximum damage turns to gold
    43. Any blade hitting target for maximum damage vanishes until sunset
    44. Any bludgeon that hits the target is 10% likely to shatter
    45. Any bludgeon that hits the target is thereafter +4 ToHit him
    46. Any bludgeon that hits the target sprays water like a fountain
    47. Any bludgeon that hits the target turns to sponge as it does so
    48. Any clothing or armor now worn by target ages 100 years per round
    49. Any clothing or armor now worn by target is fireproof until dawn
    50. Any clothing or armor now worn by target is soaked with tree sap
    51. Any clothing or armor now worn by target shrinks by 30%
    52. Any coins that target is now carrying double in value
    53. Any coins that target is now carrying shrink by 50%
    54. Any coins that target is now carrying turn to cheese
    55. Any coins that target is now carrying weigh 100 pounds each
    56. Any fire damage suffered by target equally affects someone nearby
    57. Any fire damage suffered by target inflicts 2X normal damage
    58. Any fire damage suffered by target is delayed for 3d4 rounds
    59. Any fire damage suffered by target leaves cryptic scars
    60. Any gems now carried by target are cursed against him
    61. Any gold now carried by target belongs to a dragon
    62. Any gold now carried by target combusts like tinder
    63. Any jewelry that target is wearing heats to 500°
    64. Any magic items carried by the target glow like embers until dawn
    65. Any metal now in target’s possession becomes intensely magnetic
    66. Any metal now in target’s possession heats to its melting point
    67. Any metal now in target’s possession is as fragile as glass
    68. Any metal now in target’s possession is highly flammable
    69. Any metal now in target’s possession is transparent like glass
    70. Any metal now in target’s possession is water soluble until dawn
    71. Any metal now in target’s possession turns to lead
    72. Any metal now in target’s possession turns to mercury
    73. Any metal target is now carrying reverts to raw ore
    74. Any metal weapons that wound the target are dulled for 1d4 rounds
    75. Any metal weapons that wound the target are hurled 1d8 yards away
    76. Any metal weapons that wound the target vanish for 1d4 rounds
    77. Any missile weapon hitting the target inflicts triple damage
    78. Any missile weapon hitting the target instantly combusts
    79. Any missile weapon hitting the target is 10% likely to take root
    80. Any missile weapon hitting the target suddenly triples in weight
    81. Any missile weapons now carried by target are badly warped
    82. Any missile weapons now carried by target have 10X normal range
    83. Any missile weapons now carried by target have a +1 ToHit bonus
    84. Any missile weapons now carried by target have his name on them
    85. Any missiles fired at target are affected by Reverse Gravity
    86. Any missiles fired at target are blown off course by high winds
    87. Any missiles fired at target instantly sprout wings and fly away
    88. Any missiles fired at target leave colorful trails in the air
    89. Any missiles fired at target sound like thunder when they hit
    90. Any missiles fired at target turn invisible if they hit him
    91. Any missiles fired near target orbit him like satellites
    92. Any missiles fired near target shriek as they fly through the air
    93. Any nearby undead attack the target exclusively for 1d10 rounds
    94. Any nearby undead defend the target to the best of their ability
    95. Any nearby undead howl wildly and race toward the target
    96. Any nearby undead now look disturbingly like the target
    97. Any nearby undead obey the target for 1d8 rounds
    98. Any open wounds the target now has are welded closed like metal
    99. Any packs, pouches, or bags carried by target are full of blood
    100. Any packs, pouches, or bags carried by target are interconnected
    1. Any packs, pouches, or bags carried by target double in volume
    2. Any packs, pouches, or bags carried by target dump their contents
    3. Any paper, parchment, etc. now carried by target combusts
    4. Any paper, parchment, etc. now carried by target is fireproof
    5. Any paper, parchment, etc. now carried by target is rain-soaked
    6. Any paper, parchment, etc. now carried by target turns to steel
    7. Any part of target not covered by clothing appears to be skeletal
    8. Any part of target not covered by clothing is badly sunburned
    9. Any part of target not covered by clothing is forever invisible
    10. Any part of target not covered by clothing turns bright orange
    11. Any part of target now covered by clothing is covered in blisters
    12. Any part of target now covered by clothing is fireproof
    13. Any part of target now covered by clothing is forever invisible
    14. Any part of target now covered by clothing is hideously scarred
    15. Any spells cast in target’s presence seem to originate from him
    16. Any successful attack on target is 2% likely to kill him
    17. Any successful attack on target is 10% likely to fail outright
    18. Any successful attack on target will leave hideous scars
    19. Any undead now within 10 yards of target attack him until slain
    20. Any undead now within 10 yards of target combust
    21. Any undead now within 10 yards of target gain an extra hit die
    22. Any undead now within 10 yards of target vanish or are destroyed
    23. Any water elemental touching or touched by target freezes solid
    24. Any water elemental touching or touched by target heats to 200°
    25. Any water elemental touching or touched by target is set ablaze
    26. Any water elemental touching or touched by target splits in two
    27. Any water now in contact with target’s body freezes solid
    28. Any water now in contact with target’s body is poisonous to him
    29. Any water now in contact with target’s body turns to glue
    30. Any water now in contact with target’s body turns to lamp oil
    31. Any water now in contact with target’s body turns to mud
    32. Any water now in contact with target’s body turns to stone
    33. Any wooden weapons that wound the target are invisible until dawn
    34. Any wooden weapons that wound the target become heavy as lead
    35. Any wooden weapons that wound the target burst into flame
    36. Any wooden weapons that wound the target must Save or shatter
    37. Any wooden weapons that wound the target turn to steel until dawn
    38. Any wooden weapons that wound the target vanish until he’s dead
    39. Anyone cutting target with a blade ages 1d10 years until sunset
    40. Anyone cutting target with a blade briefly turns orange
    41. Anyone cutting target with a blade can’t sleep for 1d4 days
    42. Anyone cutting target with a blade can’t speak to him until dawn
    43. Anyone cutting target with a blade feels heartwarming glee
    44. Anyone cutting target with a blade feels incredible hunger
    45. Anyone cutting target with a blade feels momentarily dizzy
    46. Anyone cutting target with a blade feels overwhelming dread
    47. Anyone cutting target with a blade feels the same amount of pain
    48. Anyone cutting target with a blade feels unsettling déjà vu
    49. Anyone cutting target with a blade gets an electric shock
    50. Anyone cutting target with a blade has awful dreams for one week
    51. Anyone cutting target with a blade immediately apologizes for it
    52. Anyone cutting target with a blade is briefly blinded
    53. Anyone cutting target with a blade is briefly invisible
    54. Anyone cutting target with a blade is briefly rendered mute
    55. Anyone cutting target with a blade is paralyzed for 1d4 rounds
    56. Anyone cutting target with a blade is soaked with goat’s milk
    57. Anyone cutting target with a blade is soaked with his own blood
    58. Anyone cutting target with a blade loses one hit point
    59. Anyone cutting target with a blade suffers visions of damnation
    60. Anyone cutting target with a blade teleports 1d6 feet
    61. Anyone cutting target with a blade thinks he’s an ally
    62. Anyone cutting target with a blade thinks the target is immortal
    63. Anyone cutting target with a blade vanishes for 1d4 rounds
    64. Anyone looking into the target’s ear has visions of debauchery
    65. Anyone looking into the target’s ear has visions of his own death
    66. Anyone looking into the target’s ear has visions of the hereafter
    67. Anyone looking into the target’s ear suffers intense vertigo
    68. Anyone nearby when target is wounded applauds for 1d4 rounds
    69. Anyone nearby when target is wounded must Save or begin weeping
    70. Anyone nearby when target is wounded must Save or flee in panic
    71. Anyone nearby when target is wounded must Save or pass out
    72. Anyone nearby wielding a wooden weapon hits the target with it
    73. Anyone nearby wielding a wooden weapon is invisible to the target
    74. Anyone nearby wielding a wooden weapon offers it to the target
    75. Anyone nearby wielding a wooden weapon throws it at the target
    76. Anyone nearby with a drawn blade attacks target for 1d4 rounds
    77. Anyone nearby with a drawn blade can’t use it against the target
    78. Anyone nearby with a drawn blade races away from the target
    79. Anyone nearby with a drawn blade shouts the target’s name
    80. Anyone slain by target’s weapon can never be resurrected
    81. Anyone touching the target in the next turn adopts his name
    82. Anyone touching the target in the next turn is briefly paralyzed
    83. Anyone touching the target in the next turn loses 1d10 hit points
    84. Anyone touching the target in the next turn suffers severe burns
    85. Anyone who wounds the target is 5% likely to kill him outright
    86. Anyone who wounds the target must Save or age 1d10 years
    87. Anyone who wounds the target must Save or be equally wounded
    88. Anyone who wounds the target must Save or disarm themselves
    89. Anyone who wounds the target must Save or fall unconscious
    90. Anyone who wounds the target must Save or sink into the ground
    91. Anyone who wounds the target must Save or teleport 1d4 miles
    92. Anyone who wounds the target must Save or temporarily shrink 25%
    93. Armor is always invisible while worn by the target
    94. As target is wounded more severely, he’s less likely to sense it
    95. At any crossroads, target feels utterly lost
    96. At any crossroads, target is inclined to turn back
    97. At any crossroads, target is inclined to turn left
    98. At any crossroads, target is stricken with indecision
    99. At dawn tomorrow, all record and memory of target is lost
    100. At dawn tomorrow, demonic hordes mount a quest against the target
    1. At dawn tomorrow, target is abducted by an undead horde
    2. At dawn tomorrow, target must Save or age 1d1000 years
    3. At each sunset, target is 20% likely to age 1d20 years instantly
    4. At some point in every battle, target wholly disarms himself
    5. Beacon-bright light shines from target’s palms during combat
    6. Beacon-bright light shines from the soles of the target’s feet
    7. Beacon-bright light shines from the target’s principal weapon
    8. Beacon-bright light shines from the top of the target’s head
    9. Bits of gristle tumble from the target’s mouth while he speaks
    10. Bits of hardened resin tumble constantly from target’s ears
    11. Blades are magically blunted while the target wields them
    12. Blades are unbreakable while the target wields them
    13. Blades seem cumbersome and awkward while the target wields them
    14. Blades seem to have basic intelligence while target wields them
    15. Both of target’s arms are now on the same side of his body
    16. Both of target’s arms jut from the same shoulder
    17. Bright flames consume the target’s clothing for 1d10 rounds
    18. Bright flames dance harmlessly over target’s body for 1d10 rounds
    19. Bright flames ripple harmlessly along target’s limbs for 1d4 days
    20. Bright flames surround the target harmlessly for 2d10 rounds
    21. Colored streamers shoot from target’s ears for 2d6 rounds
    22. Colored streamers shoot from target’s nostrils
    23. Colorful smoke spews from target’s every orifice for 2d10 rounds
    24. Condensation endlessly forms upon and drips from target
    25. Countless glass shards slash at the target for 1d6 rounds
    26. Countless glass shards whirl around the target for 1d6 rounds
    27. Countless tiny moths flutter about the target’s head
    28. Countless tiny, colorful orbs swirl harmlessly around the target
    29. Creatures Summoned in target’s presence are abominations
    30. Creatures Summoned in target’s presence are clear like glass
    31. Creatures Summoned in target’s presence are immune to fire
    32. Creatures Summoned in target’s presence are old and decrepit
    33. Creatures Summoned in target’s presence beg him for mercy
    34. Creatures Summoned in target’s presence have only 1 hit point
    35. Creatures Summoned in target’s presence obey him unswervingly
    36. Creatures Summoned in target’s presence refuse to attack him
    37. Creatures Summoned in target’s presence seem to be made of stone
    38. Creatures Summoned in target’s presence strongly resemble him
    39. Creatures Summoned in target’s presence worship him as a god
    40. Dew and condensation inspire fear in the target
    41. Dozens of tiny glass slivers fall harmlessly from target’s mouth
    42. During any combat round, target is 3% likely to die outright
    43. During any combat round, target is 5% likely to flee in panic
    44. During any combat round, target is 10% likely to be invisible
    45. During any combat round, target is 50% likely to be very drunk
    46. During battle, target experiences distracting hallucinations
    47. During battle, target hears overpoweringly loud calliope music
    48. During battle, target perceives thick, acrid smoke all around him
    49. During battle, target quacks like an enormous duck
    50. During battle, target repeatedly chants a naughty limerick
    51. During battle, target’s allies are invisible to him
    52. During battle, target’s allies can’t speak to him
    53. During battle, target’s allies don’t recognize him
    54. During battle, target’s clothes and gear are invisible
    55. During battle, target’s clothes appear to burst into flame
    56. During battle, target’s clothes billow with foul smoke
    57. During battle, target’s clothes moan like ghosts
    58. During battle, target’s ears flap like a bird’s wings
    59. During battle, target’s flesh, hair, and gear turn white as snow
    60. During battle, target’s hands appear to be shrouded in flame
    61. During battle, target’s head is henceforth invisible
    62. During battle, target’s heartbeat is audible to all nearby
    63. Each day, target can become an illusion for 1d4 rounds
    64. Each day, target can command 1d4 non-magical bears
    65. Each day, target can see through the caster’s eyes for 1d4 turns
    66. Each day, target can turn his skin invisible for up to one hour
    67. Each day, target can turn into a horse for up to 1d4 hours
    68. Each day, target can walk on water up to 100 yards
    69. Each day, target is 10% likely to lose one finger or toe
    70. Each day, target is immune to one electrical attack
    71. Each day, target is struck by lightning but is basically unharmed
    72. Each day, target must eat at least one medium-sized candle
    73. Each day, target must eat at least one sheet of parchment
    74. Each day, target’s body varies from 10% to 80% transparency
    75. Each day, target’s skin is a different vibrant color
    76. Each of target’s feet acquires argumentative intelligence
    77. Each of target’s feet is chained to his neck
    78. Each of target’s feet tries to race away in a different direction
    79. Each of target’s feet weighs as much as the rest of his body
    80. Each of target’s hands fuses to the opposite elbow
    81. Each time target is injured, a gold coin appears in his mouth
    82. Each time target is injured, he must Save or fall unconscious
    83. Each time target is injured, he must Save or go blind
    84. Each time target is injured, howls like a wolf
    85. Each time target opens his mouth, a small toad leaps out of it
    86. Each time target opens his mouth, another tooth turns invisible
    87. Each time target opens his mouth, he hears eerie music nearby
    88. Each time target opens his mouth, nearby birds fall silent
    89. Electricity crackles in target’s clothing when he’s angry
    90. Electricity crackles in target’s skin as he makes an attack
    91. Electricity crackles in the air around the target for 1d4 days
    92. Electricity crackles in the ground wherever the target steps
    93. Electricity crackles in the target’s hair for 1d8 hours
    94. Electricity crackles in the target’s hair when he uses magic
    95. Electricity crackles through the target’s body for 1d8 rounds
    96. Electricity crackles visibly along target’s weapon during combat
    97. Every few rounds a spider crawls from target’s mouth
    98. Every other day, the target is 20% likely to shrink by 10%
    99. Every other day, the target is 30% likely to be mute
    100. Every other day, the target is 5d10 years older than his true age
    1. Every other day, the target radiates strongly of alteration magic
    2. Every rat in the kingdom follows the target for 2d6 days
    3. Every spell cast nearby in the next 1d6 rounds strikes the target
    4. Every spell cast nearby is immediately obvious to the target
    5. Everyone knows that the target has no real martial prowess
    6. Everyone knows that the target is a powerful demon in disguise
    7. Everyone knows that the target’s head is completely hollow
    8. Everyone knows that the target’s skeleton is made of gold
    9. Everyone now within 10 yards of target attacks him for 1d4 rounds
    10. Everyone now within 10 yards of target ignores him for 1d4 hours
    11. Everyone now within 10 yards of target is disarmed
    12. Everyone now within 10 yards of target is invisible to him
    13. Everyone now within 10 yards of target is knocked down
    14. Everyone now within 10 yards of target is stricken bald
    15. Everyone now within 10 yards of target must Save or pass out
    16. Everyone now within 10 yards of target shouts his name
    17. Everyone who knows the target’s name fears him for 3d10 rounds
    18. Everyone who knows the target’s name forgets what he looks like
    19. Everyone who knows the target’s name owes him 1d4 gold pieces
    20. Everyone who knows the target’s name thinks his name is Twinkles
    21. Everyone whom target owes money demands repayment in full, now
    22. Everyone within 100 yards adopts the target’s name
    23. Everyone within 100 yards feels intense hatred toward the target
    24. Everyone within 100 yards gives a gold piece to the target
    25. Everyone within 100 yards is invisible to the target until sunset
    26. Everyone within 100 yards races toward the target at top speed
    27. Everyone within 100 yards teleports 10d10 yards away from target
    28. Everyone within 100 yards teleports to the target’s home
    29. Everyone within 100 yards thinks the target is about to explode
    30. Everyone within 100 yards thinks the target is undead
    31. Everything now worn or carried by target becomes sickly green
    32. Everything now worn or carried by target is strewn about the area
    33. Everything that target is now carrying is imperfectly duplicated
    34. Exertion makes target exhale black smoke like a steam engine
    35. Fire is intensely beautiful and attractive to the target
    36. Fire is invisible to the target
    37. Foliage grows wildly beneath the target’s feet, entangling him
    38. For 1d10 rounds, magic doesn’t work within 100 yards of target
    39. For 1d10 rounds, ordinary wood smoke is highly toxic to target
    40. For 1d10 rounds, target can’t be affected by any magic items
    41. For 1d4 days, target can’t speak to anyone now within 10 yards
    42. For 1d4 days, target can’t speak to anyone who knows his name
    43. For one week, target can’t be healed by any magical means
    44. For one week, target can’t be injured by members of his species
    45. Glowing coals appear to be moving within the target’s skin
    46. Half of target’s body begins aging backwards, one year per day
    47. Half of target’s body is affected by Reverse Gravity
    48. Half of target’s body is badly burned, the other half frostbitten
    49. Half of target’s body is indestructible for 2d4 days
    50. Half of target’s body is infected with lycanthropy
    51. Half of target’s body polymorphs into some kind of animal
    52. Half of target’s body resembles half of the caster’s body
    53. Half of target’s body shrinks by 25%
    54. Half of target’s body suffers from advanced leprosy
    55. Half of target’s body turns invisible while in direct sunlight
    56. Half of target’s fingers are permanently invisible
    57. Half of target’s head appears to be made of crystal
    58. Half of target’s head appears to be made of metal
    59. Half of target’s head appears to be stripped of flesh
    60. Half of target’s head explodes, killing him messily
    61. Half of target’s head is covered in fine gold scales
    62. Half of target’s head is covered in fragrant blue moss
    63. Half of target’s head vanishes, but he’s basically unharmed
    64. Half of target’s limbs become donkey’s limbs
    65. Hundreds of blood-red worms course from the target’s nostrils
    66. Hundreds of small ice chips tumble from target’s ears
    67. Hundreds of wasps swarm the target whenever he draws a weapon
    68. If an ally kills target today, he’ll resurrect at dawn tomorrow
    69. If an ally kills target today, target explodes as a 50HD fireball
    70. If an arrow hits the target in the next 1d3 rounds, he explodes
    71. If an arrow hits the target in the next round, he doubles in size
    72. If an arrow hits the target in the next round, he turns to glass
    73. If an arrow hits the target in the next round, he’s fully healed
    74. If next attack on target causes maximum damage, he dies
    75. If next attack on target causes maximum damage, his attacker dies
    76. If next attack on target causes maximum damage, the moon vanishes
    77. If next attack on target causes maximum damage, winter begins now
    78. If reduced to exactly zero hit points, target becomes an undead
    79. If reduced to exactly zero hit points, target combusts violently
    80. If reduced to exactly zero hit points, target is fully healed
    81. If reduced to exactly zero hit points, target melts like butter
    82. If reduced to exactly zero hit points, target shatters like glass
    83. If reduced to exactly zero hit points, target shrinks by 75%
    84. If reduced to exactly zero hit points, target turns invisible
    85. If reduced to exactly zero hit points, target turns to steam
    86. If reduced to five or fewer hit points, target attacks himself
    87. If reduced to five or fewer hit points, target goes berserk
    88. If reduced to one hit point, target becomes a lich
    89. If reduced to one hit point, target is Healed but loses one level
    90. If struck by Dispel Magic, target ceases to exist for 1d10 rounds
    91. If struck by Dispel Magic, target is rendered squeaky clean
    92. If struck by Dispel Magic, target loses 1d100 hit points
    93. If struck by Dispel Magic, target’s skeleton disintegrates
    94. If target attempts to teleport, his nervous system stays behind
    95. If target disembowels himself, he’s 10% likely to become a god
    96. If target draws a weapon, he can’t sheathe it again for 4d6 hours
    97. If target draws a weapon, he can’t sheathe it until he’s wounded
    98. If target draws a weapon, he can’t use it for 1d4 rounds
    99. If target draws a weapon, it’s 5% likely to shatter outright
    100. If target eats raw meat, he bleeds from the ears for 4d4 rounds
    1. If target eats raw meat, he has visions of a possible future
    2. If target eats raw meat, he has visions of his own death
    3. If target eats raw meat, he succumbs to voracious bloodlust
    4. If target eats raw meat, he’s thrown into the nearest river
    5. If target eats raw meat, it increases in volume by a factor of 10
    6. If target eats raw meat, it turns to hot ashes in his stomach
    7. If target has a shield, it becomes fused to his arm
    8. If target has a shield, it claps shut on his arm like a clamshell
    9. If target has a shield, it now weighs 500 pounds
    10. If target has a shield, it vanishes, taking his arm with it
    11. If target has any charged magic items, they discharge on him
    12. If target has any charged magic items, they turn to wood
    13. If target has any charged magic items, they’re fully recharged
    14. If target has any charged magic items, they’re inert until dawn
    15. If target has any leather, he sprouts horns like a bull
    16. If target has any leather, he’s soaked with lamp oil
    17. If target has any leather, it rots over 1d10 rounds
    18. If target has any leather, the cows that yielded it seek revenge
    19. If target has slain anyone recently, he goes insane until dawn
    20. If target has slain anyone recently, he’s attacked by vultures
    21. If target is aware of any poison nearby, he begins shrieking
    22. If target is aware of any poison nearby, he thinks it’s delicious
    23. If target is aware of any poison nearby, he tries to ingest it
    24. If target is aware of any poison nearby, he’s immune to it
    25. If target is beheaded, a spectacular lightshow ensues
    26. If target is beheaded, a winged horse springs from his neck-stump
    27. If target is beheaded, anyone nearby is stricken blind for 1 turn
    28. If target is beheaded, he grows a new head facing backwards
    29. If target is beheaded, he grows a new head just like the caster’s
    30. If target is beheaded, he’s 10% likely to possess his slayer
    31. If target is beheaded, he’s 40% likely to grow a new head
    32. If target is beheaded, his blood turns to very strong acid
    33. If target is beheaded, his body combusts and races to the horizon
    34. If target is beheaded, his body defends his slayer for 2d10 turns
    35. If target is beheaded, his body deflates like a balloon
    36. If target is beheaded, his body seeks political office
    37. If target is beheaded, his body still lives a long and happy life
    38. If target is beheaded, his body tries to behead his slayer
    39. If target is beheaded, his head becomes undead
    40. If target is beheaded, his head bounces away like a rubber ball
    41. If target is beheaded, his head explodes as a 10HD fireball
    42. If target is beheaded, his head floats away like a balloon
    43. If target is beheaded, his head rolls to the highest mountaintop
    44. If target is beheaded, his head speaks prophecy for 1d4 rounds
    45. If target is beheaded, his head turns to solid gold
    46. If target is beheaded, his slayer disgorges 1d6 gallons of blood
    47. If target is beheaded, his slayer is Stunned for 1d4 hours
    48. If target is beheaded, his slayer must Save vs Will or go insane
    49. If target is beheaded, his slayer receives 10d1000 gold pieces
    50. If target is beheaded, his slayer then tries to behead himself
    51. If target is beheaded, lightning bolts discharge from his neck
    52. If target is beheaded, no one now nearby can ever be resurrected
    53. If target is beheaded, two identical heads sprout from his neck
    54. If target is carrying a magical weapon, he loses 1d8 hit points
    55. If target is carrying a magical weapon, he regains 1d8 hit points
    56. If target is carrying a magical weapon, it is burned to slag
    57. If target is carrying a magical weapon, it mimics his personality
    58. If target is carrying a pouch, he tries to climb into it
    59. If target is carrying a pouch, it becomes a small Bag of Holding
    60. If target is carrying a pouch, it contains 1d100 gold pieces
    61. If target is carrying a pouch, it inflates like a hot air balloon
    62. If target is carrying any food, he turns into a werewolf
    63. If target is carrying any gold, he can hurl one 10HD fireball
    64. If target is carrying any gold, he changes alignment until sunset
    65. If target is carrying any gold, he’s struck by lightning
    66. If target is carrying any water, it becomes toxic to him
    67. If target is carrying any wood, he attempts to devour it
    68. If target is carrying any wood, it explodes into fiery splinters
    69. If target is carrying any wood, it smolders until sunset
    70. If target is carrying any wood, it turns to sawdust
    71. If target is carrying rope, he ties himself to a nearby tree
    72. If target is carrying rope, he winds it tightly about his neck
    73. If target is carrying rope, it can’t be cut by non-magical means
    74. If target is carrying rope, it threads itself through his flesh
    75. If target is currently injured he begins aging one year per round
    76. If target is cut by a metal weapon, he loses 2d10 gold pieces
    77. If target is cut by a metal weapon, he won’t heal naturally
    78. If target is cut by a metal weapon, his limbs turn invisible
    79. If target is cut by a metal weapon, it sizzles violently
    80. If target is cut by a metal weapon, that injury quickly rusts
    81. If target is cut by a metal weapon, that weapon quickly rusts
    82. If target is now bleeding, fire can’t harm him for 2d4 days
    83. If target is now bleeding, he begins to drown as though submerged
    84. If target is now bleeding, he’s hereafter susceptible to rust
    85. If target is now bleeding, his weapon is +4 for 2d4 hours
    86. If target is now bleeding, the ground at his feet heats to 500°
    87. If target is now carrying any food, he contracts advanced leprosy
    88. If target is now carrying any food, he loses 1d100 hit points
    89. If target is now carrying any food, he teleports 2d10 miles
    90. If target is now standing, he can’t sit or lie down for 8d6 hours
    91. If target is now standing, he levitates helplessly for 2d8 rounds
    92. If target is now standing, he’s now standing on tall stilts
    93. If target is now standing, his legs double in length
    94. If target is now wet, he suffers sudden heat exhaustion
    95. If target is slain by a blade, he can never be resurrected
    96. If target is slain by fire, he explodes as a 20HD fireball
    97. If target is slain by fire, he resurrects in 1d4 days
    98. If target is slain by fire, his ashes are scattered over the sea
    99. If target is slain by fire, the nearest forest is also set ablaze
    100. If target is slain in the next 24 hours, he becomes a god
    1. If target is slain in the next 24 hours, he can’t be resurrected
    2. If target is slain in the next 24 hours, he resurrects at sunrise
    3. If target is slain in the next 24 hours, winter begins at once
    4. If target is slain, a spring bubbles up from beneath his corpse
    5. If target is slain, a virulent plague breaks out in a nearby city
    6. If target is slain, all trees within 10 miles vanish
    7. If target is slain, all within 10 miles are overcome by grief
    8. If target is slain, he becomes an undead servant for his slayer
    9. If target is slain, he forever haunts the dreams of his slayer
    10. If target is slain, his allies all attack his slayer
    11. If target is slain, his allies quickly forget him and move on
    12. If target is slain, his corpse completely decays in 1d4 rounds
    13. If target is slain, his corpse embraces his slayer and combusts
    14. If target is slain, his corpse turns to wax within 1d10 rounds
    15. If target is slain, his slayer must Save or die along with him
    16. If target is slain, his soul can’t leave his body
    17. If target is slain, his soul is sent to the wrong plane
    18. If target is slain, the caster is under a Geas to resurrect him
    19. If target is slain, the caster must inform his next of kin
    20. If target is wearing animal hide, he becomes an animal until dawn
    21. If target is wearing animal hide, he hides like an animal
    22. If target is wearing animal hide, he thinks that he’s that animal
    23. If target is wearing animal hide, he tries to eat it
    24. If target is wearing animal hide, it animates and attacks him
    25. If target is wearing any rings, he has a spiritual revelation
    26. If target is wearing any rings, he’s immune to magic until sunset
    27. If target is wearing any rings, his hands retract into his wrists
    28. If target is wearing any rings, they ignite on his fingers
    29. If target is wearing armor, he is unable to remove it
    30. If target is wearing armor, he teleports into the nearest town
    31. If target is wearing armor, he thinks it’s part of his body
    32. If target is wearing armor, he’s attacked by 1d4 alligators
    33. If target is wearing armor, he’s blinded until he removes it
    34. If target is wearing armor, he’s hurled into the nearest river
    35. If target is wearing armor, he’s soaked with lamp oil
    36. If target is wearing armor, he’s struck by lightning
    37. If target is wearing armor, it clatters noisily in the dark
    38. If target is wearing armor, it constricts painfully about him
    39. If target is wearing armor, it has a +2 AC bonus until sunrise
    40. If target is wearing armor, it heats to 500°
    41. If target is wearing armor, it rattles violently for 1d10 hours
    42. If target is wearing armor, it teleports 2d6 yards
    43. If target is wearing armor, it turns invisible
    44. If target is wearing armor, it vanishes for 1d10 rounds
    45. If target is wearing armor, it’s as supple as silk until sunset
    46. If target is wearing armor, it’s restored to brand-new condition
    47. If target is wearing armor, rain falls heavily for 1d10 days
    48. If target is wearing armor, the ground beneath him gives way
    49. If target is wearing shoes, his feet become chicken’s feet
    50. If target is wielding a weapon, he suffers severe frostbite
    51. If target kills an ally within one turn, he’ll be fully Healed
    52. If target kills anyone in the next hour, he vanishes for 2d4 days
    53. If target lights a fire, he feels an urge to put his hands in it
    54. If target lights a fire, he is overwhelmingly afraid of it
    55. If target lights a fire, he perceives omens in its burning embers
    56. If target lights a fire, his clothing ignites
    57. If target loses a finger, he deliberately cuts off another one
    58. If target loses a finger, that hand shrivels and dies
    59. If target moves more than 10 yards from this spot, he dies
    60. If target now has fewer than 1d100 hit points, he’s fully Healed
    61. If target now has more than 20 hit points, he loses 1d100
    62. If target sees an open pit, he tries to bury himself in it
    63. If target sees an open pit, he’s attacked by something in it
    64. If target sits or lies down, he can’t stand again for 8d6 hours
    65. If target sits or lies down, he teleports 1d100 yards
    66. If target sits or lies down, he’s attacked by glowing beetles
    67. If target sits or lies down, he’s covered by a light frost
    68. If target sleeps more than eight hours, he’s struck by lightning
    69. If target teleports, he arrives holding two buckets of paint
    70. If target teleports, his skeleton teleports to this spot
    71. If target uses a doorway in the next hour, he turns to stone
    72. If target wields an axe, he thinks he’s the archetypal Dwarf
    73. If target wields an axe, he tries to decapitate himself with it
    74. If target wields an axe, he’s attacked by the nearest tree
    75. If target worships a deity, he claims to speak for the deity
    76. If target worships a deity, he forsakes that deity for another
    77. If target worships a deity, he thinks he’s that deity’s avatar
    78. If target worships a deity, he thinks the deity is talking to him
    79. If target’s hands touch, they adhere to each other until dawn
    80. If target’s weapon is metal, his hand turns to similar metal
    81. If target’s weapon is metal, it turns to glass for 1d4 rounds
    82. If target’s weapon is metal, it turns to wood and vice versa
    83. If target’s weapon is metal, it’s now indestructible
    84. Innumerable bats flutter around the target each day at twilight
    85. Insects constantly swarm around the target from now on
    86. Magic items are unreliable for the target for 2d4-1 days
    87. Magic items function at 50% power when target uses them
    88. Meat turns to gravel as it moves through target’s digestive tract
    89. Melancholy chants issue from the target’s weapon during battle
    90. Metal weapons are immune to magic while target wields them
    91. Metal weapons are invisible to target while he wields them
    92. Metal weapons chime pleasantly when they strike the caster
    93. Metal weapons do not conduct electricity while target wields them
    94. Metal weapons seem 10X heavier to target while he wields them
    95. Metal weapons seem to hum with power when target wields them
    96. Metal weapons seem weightless to target during combat
    97. Metal weapons strike sparks against target’s body like flint
    98. Music causes the target to weep tears of blood
    99. Music inspires savage bloodlust in the target
    100. Nearest horse adopts the target’s personality
    1. Nearest horse brutally attacks the target until one is dead
    2. Nearest pine tree crushes the target’s home, wherever it is
    3. Nearest pine tree pelts the target with jagged pine cones
    4. Nearest pine tree sounds like the target when the wind blows
    5. Nearest pine tree sprays the target with boiling, caustic sap
    6. Nearest zombie appears in the area under the target’s command
    7. Nearest zombie attacks the target until one is destroyed
    8. Nearest zombie follows the target everywhere
    9. Nearest zombie steals something precious to target, then flees
    10. Next 1d10 attacks upon target have a +4 bonus to damage
    11. Next 1d10 attacks upon target heal rather than inflict damage
    12. Next 1d10 attacks upon target inflict burning damage like fire
    13. Next 1d10 attacks upon target inflict only illusionary damage
    14. Next 1d10 attacks upon target inflict only minimum damage
    15. Next 1d10 attacks upon target leave him breathless and exhausted
    16. Next 1d10 attacks upon target leave him soaked with brine
    17. Next 1d10 attacks upon target wound a nearby tree instead
    18. Next 1d4 creatures slain by target combust immediately
    19. Next 1d4 creatures slain by target immediately rise as undead
    20. Next 1d4 creatures slain by target turn invisible upon death
    21. Next 1d4 creatures slain by target very rapidly decompose
    22. Next 1d4 hours seem like a dream to the target
    23. Next 1d4 rounds seem to last a full day to the target
    24. Next 2d4 spells cast at target are invisible in effect
    25. Next 2d4 spells cast at target function as the current spell
    26. Next 2d4 spells cast at target function at 2X normal power
    27. Next 2d4 spells cast at target strike random targets nearby
    28. Next horse touched by target becomes ravenously carnivorous
    29. Next horse touched by target can never again be ridden by mortals
    30. Next horse touched by target shrinks by 75%
    31. Next horse touched by target turns into a small dinosaur
    32. Next magic item handled by target appears as supple as clay
    33. Next magic item handled by target can again never be used by him
    34. Next magic item handled by target can’t be used by anyone else
    35. Next magic item handled by target drains 1d10 hit points from him
    36. Next magic item handled by target expresses deep hatred for him
    37. Next magic item handled by target expresses deep love for him
    38. Next magic item handled by target is etched with his fingerprints
    39. Next magic item handled by target is invisible while he uses it
    40. Next magic item handled by target leaves colorful trails of light
    41. Next magic item handled by target leaves weird scars on his hands
    42. Next magic item handled by target makes him think he’s drowning
    43. Next magic item handled by target makes his hands go numb
    44. Next magic item handled by target restores 1d10 hit points
    45. Next magic item handled by target seems to him to be 1,000°
    46. Next magic item handled by target seems to him to be 10X heavier
    47. Next magic item handled by target shines like a beacon to undead
    48. Next magic item handled by target smells like manure for 3d8 days
    49. Next magic item handled by target tries to control his mind
    50. Next magic item handled by target works at 2X normal power
    51. Next magic item handled by target works contrary to his wishes
    52. Next person to wound the target absorbs half of the damage
    53. Next person to wound the target can harm no one else until sunset
    54. Next person to wound the target hallucinates wildly for one turn
    55. Next person to wound the target inflicts maximum damage
    56. Next person to wound the target is attacked by vermin
    57. Next person to wound the target is immediately chained to him
    58. Next person to wound the target is paralyzed for 1d10 rounds
    59. Next person to wound the target is splattered with fish guts
    60. Next person to wound the target is stricken blind until sunset
    61. Next person to wound the target is swarmed by aggressive bees
    62. Next person to wound the target is thrown into the nearest well
    63. Next person to wound the target is worshipped by vermin
    64. Next person to wound the target must Save or fall unconscious
    65. Next person to wound the target races to the nearest graveyard
    66. Next person to wound the target resembles him for 1d20 hours
    67. Next person to wound the target sees fires blazing all around him
    68. Next person to wound the target suffers 2X the damage inflicted
    69. Next person to wound the target suffers equal damage
    70. Next person to wound the target suffers overpowering vertigo
    71. Next person to wound the target suffers the damage instead
    72. Next person to wound the target teleports 1d4 miles away
    73. Next person to wound the target teleports 4d8 yards straight up
    74. Next person to wound the target then attacks the caster
    75. Next person to wound the target then flees to the nearest forest
    76. Next person to wound the target thinks he’ll die before nightfall
    77. Next person to wound the target thinks he’s drowning for one turn
    78. Next person to wound the target thinks that he’s slain the target
    79. Next person to wound the target totally disarms himself
    80. Next person to wound the target will soon be abducted by undead
    81. Next person wounded by target must Save or age 1d6 years
    82. Next person wounded by target must Save or be attacked by vermin
    83. Next person wounded by target must Save or be Charmed by him
    84. Next person wounded by target must Save or be poisoned
    85. Next person wounded by target must Save or be stricken mute
    86. Next person wounded by target must Save or contract leprosy
    87. Next person wounded by target must Save or drop to one hit point
    88. Next person wounded by target must Save or flee panic-stricken
    89. Next person wounded by target must Save or shrink by 5d10%
    90. Next person wounded by target must Save or teleport 1d4 miles
    91. Next puddle stepped in by target absolves him of sin
    92. Next puddle stepped in by target causes him to hallucinate
    93. Next puddle stepped in by target changes his alignment until dawn
    94. Next puddle stepped in by target contains a small sea monster
    95. Next puddle stepped in by target drenches him from head to toe
    96. Next puddle stepped in by target explodes as a 6HD fireball
    97. Next puddle stepped in by target hardens like cement
    98. Next puddle stepped in by target inspires him to megalomania
    99. Next puddle stepped in by target is a 16HD water elemental
    100. Next puddle stepped in by target is highly concentrated acid
    1. Next puddle stepped in by target sends him to Elemental Water
    2. Next puddle stepped in by target teleports him to a nearby lake
    3. Next puddle stepped in by target throws him 3d10 yards in the air
    4. Next puddle stepped in by target turns to glass
    5. Next time target touches a tree, he must Save or turn to wood
    6. Next time target touches a tree, he’s attacked by 1d100 squirrels
    7. Next time target touches a tree, he’s buried in a heap of sawdust
    8. Next time target touches a tree, he’s overgrown with stiff bark
    9. Next weapon to wound target absorbs water like a sponge
    10. Next weapon to wound target afflicts its wielder with narcolepsy
    11. Next weapon to wound target appears as porous as a sponge
    12. Next weapon to wound target appears to be made of diamond
    13. Next weapon to wound target becomes as black as coal forever
    14. Next weapon to wound target begins aging 1d100 years per round
    15. Next weapon to wound target burns like magnesium for 1d10 rounds
    16. Next weapon to wound target can never wound him again thereafter
    17. Next weapon to wound target can’t harm him for 1d8 days
    18. Next weapon to wound target disintegrates if it wounds him again
    19. Next weapon to wound target embeds itself in a nearby tree
    20. Next weapon to wound target exudes acrid steam for 1d4 weeks
    21. Next weapon to wound target heals him if it wounds him again
    22. Next weapon to wound target heals its wielder by an equal amount
    23. Next weapon to wound target identifies him as its rightful owner
    24. Next weapon to wound target inflicts 10X the rolled damage
    25. Next weapon to wound target is 5% likely to change his sex
    26. Next weapon to wound target is +1 until he’s wounded again
    27. Next weapon to wound target is 10% likely to change his alignment
    28. Next weapon to wound target is 10% likely to destroy his soul
    29. Next weapon to wound target is 60% likely to shatter
    30. Next weapon to wound target is believed to be a mighty artifact
    31. Next weapon to wound target is crushed into a small cube
    32. Next weapon to wound target is engraved with his name
    33. Next weapon to wound target is forever after -1 ToHit
    34. Next weapon to wound target is frozen in a large block of ice
    35. Next weapon to wound target is intensely magnetic
    36. Next weapon to wound target is invisible to him forever after
    37. Next weapon to wound target is jealously sought by collectors
    38. Next weapon to wound target is older than the entire universe
    39. Next weapon to wound target is pinned beneath a nearby boulder
    40. Next weapon to wound target is replaced by a nearly exact replica
    41. Next weapon to wound target is soon confiscated by demons
    42. Next weapon to wound target is thereafter +1 to hit him
    43. Next weapon to wound target is thereafter +4 ToHit him
    44. Next weapon to wound target is thereafter indestructible
    45. Next weapon to wound target is thereafter terribly afraid of him
    46. Next weapon to wound target leaps 1d100 rounds into the future
    47. Next weapon to wound target likewise wounds his attacker
    48. Next weapon to wound target makes him suffer apocalyptic visions
    49. Next weapon to wound target must Save or melt like a candle
    50. Next weapon to wound target must Save or shrink by 5d10 + 45%
    51. Next weapon to wound target penalizes its wielder’s AC by 5
    52. Next weapon to wound target turns out to be a mighty artifact
    53. Next weapon to wound target turns to stone
    54. Next weapon to wound target vanishes for 1d10 rounds
    55. Next weapon to wound target was forged from his own bones
    56. Next weapon to wound target was forged on a distant world
    57. No one speaks to target for 2d4-1 days
    58. No one speaks to target until he spills his own blood
    59. Non-magical animals react to the target as if he were a salt lick
    60. Non-magical animals react to the target as if he were food
    61. Non-magical animals react to the target as if he were one of them
    62. Non-magical animals react to the target as if he were undead
    63. Normal voices seem deafeningly loud to the target
    64. Normal voices seem ghostly and haunting to the target
    65. Normal voices seem to echo imperiously to the target
    66. Normal voices seem to resonate in the target’s bones
    67. On target’s back is a button that, if pushed, lights up his head
    68. On target’s back is a button that, if pushed, makes him giggle
    69. On target’s back is a button that, if pushed, makes him glow blue
    70. On target’s back is a button that, if pushed, makes him sweat
    71. Once per day, target can make a sound like a cannon
    72. Once per day, target can turn all wheels nearby invisible
    73. One of target’s allies thinks that target is an avatar of his god
    74. One of target’s arms becomes as supple as rope during combat
    75. One of target’s arms can bend in 1d4 additional places
    76. One of target’s arms is as durable as steel, but only when wet
    77. One of target’s arms is bent like a corkscrew
    78. One of target’s arms is bent like a shepherd’s crook
    79. One of target’s arms is replaced by a duplicate of his head
    80. One of target’s arms is stripped to the bone but works normally
    81. One of target’s arms loses all bone but functions like a tentacle
    82. One of target’s arms turns into a small replica of his leg
    83. One of target’s arms turns to a lion’s foreleg
    84. One of target’s eyes migrates to the back of his head
    85. One of target’s feet is fused into an anvil
    86. One of target’s feet rotates 180° at the ankle
    87. One of target’s hands appears to have been flattened by a hammer
    88. One of target’s hands becomes hideously contorted and deformed
    89. One of target’s hands can pass through solid steel
    90. One of target’s hands can pass through stone
    91. One of target’s hands can’t be cut by non-magical metal
    92. One of target’s hands dissolves in water like a sand castle
    93. One of target’s hands figures prominently in the apocalypse
    94. One of target’s hands glows brightly in the presence of magic
    95. One of target’s hands is fireproof, but he never knows which one
    96. One of target’s hands is fireproof; the other hand vanishes
    97. One of target’s hands is immune to bludgeoning weapons
    98. One of target’s hands is impervious to beam-based magic spells
    99. One of target’s hands is impervious to magical cold
    100. One of target’s hands is invisible to undead
    1. One of target’s hands is shaped like an orangutan’s hand
    2. One of target’s hands migrates to the top of his head
    3. One of target’s hands oozes a viscous liquid like sap
    4. One of target’s hands shines like a beacon if clenched in a fist
    5. One of target’s hands turns into a hoof
    6. One of target’s hands turns into a perfect cube of granite
    7. One of target’s hands turns into a replica of a rabbit’s head
    8. One of target’s hands turns into sponge
    9. One of target’s hands, when clenched, looks like a small head
    10. One of target’s legs and one of his arms become as clear as glass
    11. One of target’s legs and one of his arms seem to be made of wood
    12. One of target’s legs and one of his arms shrink by 50%
    13. One of target’s legs and one of his arms turn invisible
    14. One of target’s limbs acquires intelligence hostile to him
    15. One of target’s limbs always seems to be soaked with milk
    16. One of target’s limbs appears to be made of diamond
    17. One of target’s limbs becomes wildly disobedient during combat
    18. One of target’s limbs can appear identical to his other limbs
    19. One of target’s limbs can be Dispelled as an illusion
    20. One of target’s limbs can never be rendered invisible
    21. One of target’s limbs can’t be armored in combat
    22. One of target’s limbs develops an intense hatred for the others
    23. One of target’s limbs falls off and tries to escape
    24. One of target’s limbs glows bright blue in the dark
    25. One of target’s limbs is affected as by the spell Slow
    26. One of target’s limbs is as hard as steel during combat
    27. One of target’s limbs is clearly artificial
    28. One of target’s limbs is controlled by caster for 1d10 rounds
    29. One of target’s limbs is covered in feathers
    30. One of target’s limbs is entirely indestructible
    31. One of target’s limbs is impervious to blades during combat
    32. One of target’s limbs is impervious to polymorph magic
    33. One of target’s limbs is made of porcelain but functions normally
    34. One of target’s limbs is paralyzed for 1d6 days
    35. One of target’s limbs is replaced by a hideous tentacle
    36. One of target’s limbs is responsible for genocide
    37. One of target’s limbs is wanted for murder
    38. One of target’s limbs now juts from the center of his back
    39. One of target’s limbs regenerates in 1d4 rounds if severed
    40. One of target’s limbs retracts into his torso when not in use
    41. One of target’s limbs seems to belong to a different species
    42. One of target’s limbs shrinks by 1d4% per day
    43. One of target’s limbs suffers intense pain if he uses magic
    44. One of target’s limbs turns as green as grass
    45. One of target’s limbs turns to a tree limb
    46. One of target’s limbs turns to solid gold
    47. One or more of target’s allies is plotting to kill him
    48. One or more of target’s allies thinks that target is a traitor
    49. Ordinary water has a powerful emetic effect upon the target
    50. Ordinary water induces aggressive incontinence in the target
    51. Ordinary water is as intoxicating to target as distilled spirits
    52. Ordinary water is incredibly impressive to the target
    53. People often mistake the target for a hated enemy
    54. People often mistake the target for a statue of the caster
    55. People often mistake the target for an undead monstrosity
    56. People often mistake the target for someone who gives a damn
    57. People who meet target for the first time accuse him of drowning
    58. People who meet target for the first time accuse him of treason
    59. People who meet target for the first time are intimidated by him
    60. People who meet target for the first time are intimidating to him
    61. People who meet target for the first time become violently ill
    62. People who meet target for the first time feel insulted by him
    63. People who meet target for the first time ignore him if he speaks
    64. People who meet target for the first time laugh at him derisively
    65. People who meet target for the first time lose 1d4 gold pieces
    66. People who meet target for the first time mistake him for royalty
    67. People who meet target for the first time mock his fashion sense
    68. People who meet target for the first time point at him and laugh
    69. People who meet target for the first time promptly forget him
    70. People who meet target for the first time refuse to speak to him
    71. People who meet target for the first time tend to trust him
    72. People who meet target for the first time think he’s a corpse
    73. People who meet target for the first time think he’s a murderer
    74. People who meet target for the first time think he’s a thief
    75. People who meet target for the first time think he’s mocking them
    76. People who meet target for the first time think he’s on fire
    77. People who meet target for the first time think he’s stupid
    78. People who meet target for the first time think that he’s a demon
    79. People who meet target for the first time think that he’s hideous
    80. People who meet target for the first time threaten to kill him
    81. Phosphorescent beetles teem over target’s skin for 2d12 hours
    82. Printed text appears hopelessly garbled while target is nearby
    83. Rope hisses like a snake while target uses it
    84. Rope tends to become hopelessly tangled when target uses it
    85. Seltzer water sprays from the target’s nose for 1d10 rounds
    86. Shimmering lights play over the target’s skin during combat
    87. Smoke issues from the ground near the target when he’s angry
    88. Smoke makes the target think that he’s being suffocated
    89. Smoke pours from target’s eyes when he uses or is struck by magic
    90. Smoke pours from target’s skin as though his bones are ablaze
    91. Some common non-magical species adopts the target as its enemy
    92. Some common non-magical species is forever invisible to target
    93. Some distant creature has been hired to assassinate the target
    94. Something from the bottom of a nearby lake attacks the target
    95. Sparks fly from target’s ears as from a grindstone
    96. Sparks fly from target’s eyes when he draws a weapon
    97. Sparks fly from target’s fingertips when he’s angry
    98. Sparks fly from target’s nostrils as he speaks
    99. Spectral voices echo everything that the target says
    100. Suddenly 1d4 people appear and attack the target
    1. Suddenly 1d4 people appear and offer trinkets to the target
    2. Suddenly 1d4 people appear and try to lasso the target
    3. Suddenly 1d4 people appear and worship the target
    4. Suddenly 1d4 people nearby resemble the target
    5. Suddenly 1d4 people nearby wish to assassinate the target
    6. Sulfurous mud oozes from target’s clothes for 1d8 hours
    7. Summoned creatures are at +2 ToHit the target
    8. Summoned creatures are Hasted in the target’s presence
    9. Summoned creatures are invisible to the target
    10. Summoned creatures are Slowed in the target’s presence
    11. Summoned creatures can make no sound in the target’s presence
    12. Summoned creatures covet the target’s possessions
    13. Summoned creatures ignore and are unaffected by the target
    14. Summoned creatures ignore the target unless he attacks them
    15. Summoned creatures ignore the target unless he has a weapon drawn
    16. Swords can’t come within ten feet of the target for 1d4 rounds
    17. Swords in target’s presence drip with his blood
    18. Swords pass harmlessly through the target’s body for 1d4 turns
    19. Target acquires a new language and refuses to speak any other
    20. Target acquires an exact copy of the caster’s spellbook
    21. Target acquires scars to match any wounds he inflicts on others
    22. Target acts as though he doesn’t really exist
    23. Target acts as though he’s the only person who really exists
    24. Target acts as though his fingers are readily replaceable
    25. Target acts as though his head and body are two separate beings
    26. Target acts generally like a jerk toward his friends and allies
    27. Target acts like a child for 10d10 rounds
    28. Target acts like a horse for 1d4 turns
    29. Target adds 1d4 to each attribute score for 2d12 hours
    30. Target affects an air of ostentatious wealth even if he’s poor
    31. Target ages 1d10 years per day for the next 1d4 weeks
    32. Target ages 1d1000 years; if he lives, he’s not subject to aging
    33. Target ages 1d4 years each time he says his name
    34. Target ages 1d4 years each time he’s cut by a claw or fang
    35. Target ages 1d4 years each time he’s cut by a metal blade
    36. Target ages 1d4 years each time his weapon injures someone
    37. Target ages at 2X normal rate unless he has a coin in his mouth
    38. Target ages at 2X normal rate while not in direct sunlight
    39. Target ages one year for each hit point of fire damage he suffers
    40. Target ages one year per round spent in the caster’s presence
    41. Target ages plus or minus 1d10 years each hour
    42. Target always attacks the foe he’s least likely to defeat
    43. Target always fails to consider the consequences
    44. Target always knows the location of the nearest giraffe
    45. Target and his possessions are stripped of any enchantments
    46. Target and nearest zombie are chained together nearby
    47. Target and nearest zombie are often mistaken for each other
    48. Target and nearest zombie exchange bodies
    49. Target and nearest zombie form an unholy alliance
    50. Target and the nearest horse exchange bodies
    51. Target and the nearest horse exchange clothing
    52. Target and the next person he attacks are invisible to each other
    53. Target and the next person he attacks are soaked with icy brine
    54. Target and the next person he attacks both shrink by 5d10%
    55. Target and the next person he attacks each lose 2d8 hit points
    56. Target and the next person he attacks fall unconscious until dawn
    57. Target and the next person he attacks freeze solid
    58. Target and the next person he attacks teleport 1d4 miles away
    59. Target and the next person he attacks vanish for 10d10 rounds
    60. Target appears to be 1d100 years older than he really is
    61. Target appears to be 1d20 inches taller than he really is
    62. Target appears to be a hideous corpse until dawn tomorrow
    63. Target appears to be far more menacing than he really is
    64. Target appears to be in the middle of a terrible rainstorm
    65. Target appears to be made of chocolate until dawn tomorrow
    66. Target appears to be soaked in his own blood until dawn tomorrow
    67. Target appears to be wearing a cloak of shimmering fire
    68. Target appears to have been assembled out of bamboo
    69. Target appears to have been burned beyond recognition
    70. Target appears to have been turned inside-out and then restored
    71. Target asserts that a great catastrophe is about to occur
    72. Target asserts that a nearby ally is really an illusion
    73. Target asserts that a nearby ally is trying to Charm him
    74. Target asserts that a vast conspiracy is out to get him
    75. Target asserts that all contracts are null and void
    76. Target asserts that all gold within 10 miles is counterfeit
    77. Target asserts that anyone who bleeds in his presence is a coward
    78. Target asserts that anyone who drinks his blood will live forever
    79. Target asserts that dangerous organisms live within his flesh
    80. Target asserts that death no longer has any power over him
    81. Target asserts that fire-based magic has no effect upon him
    82. Target asserts that he and the caster have been allies for years
    83. Target asserts that he can command undead
    84. Target asserts that he can cure disease and cast out demons
    85. Target asserts that he can divine the future, for the right price
    86. Target asserts that he can identify poisons by tasting them
    87. Target asserts that he can issue divine edicts
    88. Target asserts that he can place powerful curses on people
    89. Target asserts that he can produce pearls if he eats sand
    90. Target asserts that he can summon Earth Elementals by eating dirt
    91. Target asserts that he can summon ghosts and phantoms at will
    92. Target asserts that he can take the shape of a doppelganger
    93. Target asserts that he can talk to Air Elementals at will
    94. Target asserts that he can throw lightning bolts at will
    95. Target asserts that he can travel between planes at will
    96. Target asserts that he can travel freely through time
    97. Target asserts that he can turn diamonds into coal by eating them
    98. Target asserts that he died 1d4 rounds ago
    99. Target asserts that he died 1d4 years ago
    100. Target asserts that he has a key that unlocks his skull
    1. Target asserts that he has any number of non-verifiable maladies
    2. Target asserts that he has only 1d4 hours to live
    3. Target asserts that he has the power to bestow godhood
    4. Target asserts that he has the power to create and destroy souls
    5. Target asserts that he heals quickly and has a metal skeleton
    6. Target asserts that he intends to raze the nearest city
    7. Target asserts that he is descended from mighty kings
    8. Target asserts that he is the caster’s father
    9. Target asserts that he knows exactly who is destined to kill him
    10. Target asserts that he knows the location of a secret holy book
    11. Target asserts that he knows the location of a vast treasure
    12. Target asserts that he knows when, where, and how he’ll die
    13. Target asserts that he must choose which of his allies must die
    14. Target asserts that he was bitten by a werewolf one month ago
    15. Target asserts that he will become omnipotent upon death
    16. Target asserts that he will go insane unless he eats 1d4 apples
    17. Target asserts that he worked as a torturer for the king
    18. Target asserts that he’ll combust if anyone says his name
    19. Target asserts that he’ll combust if he draws his weapon too fast
    20. Target asserts that he’ll combust if he gets wet
    21. Target asserts that he’ll combust if he reads a map
    22. Target asserts that he’ll combust if he’s outdoors at sunset
    23. Target asserts that he’ll combust if his blood is spilled
    24. Target asserts that he’ll die before he sees another winter
    25. Target asserts that he’ll die during the next rainstorm
    26. Target asserts that he’ll die if anyone harms the caster
    27. Target asserts that he’ll die if anyone nearby dies violently
    28. Target asserts that he’ll die if anyone nearby is related to him
    29. Target asserts that he’ll die if anyone nearby speaks his name
    30. Target asserts that he’ll die if anyone nearby uses magic
    31. Target asserts that he’ll die if he changes or cleans his clothes
    32. Target asserts that he’ll die if he closes his eyes or blinks
    33. Target asserts that he’ll die if he crosses moving water
    34. Target asserts that he’ll die if he doesn’t receive a pony
    35. Target asserts that he’ll die if he draws a weapon in anger
    36. Target asserts that he’ll die if he draws/sheathes his weapon
    37. Target asserts that he’ll die if he eats during the next 4d6 days
    38. Target asserts that he’ll die if he fires any missile weapon
    39. Target asserts that he’ll die if he opens his eyes
    40. Target asserts that he’ll die if he sees a rainbow
    41. Target asserts that he’ll die if he sees his own blood
    42. Target asserts that he’ll die if he speaks his native language
    43. Target asserts that he’ll die if he spends any money
    44. Target asserts that he’ll die if he stops dancing
    45. Target asserts that he’ll die if he stops talking
    46. Target asserts that he’ll die if he touches anyone else’s blood
    47. Target asserts that he’ll die if he touches gold
    48. Target asserts that he’ll die if he touches ice
    49. Target asserts that he’ll die if he touches metal
    50. Target asserts that he’ll die if he uses any magic items
    51. Target asserts that he’ll die if he uses the word "the"
    52. Target asserts that he’ll die if he’s cut by a magical blade
    53. Target asserts that he’ll die if someone tells him to die
    54. Target asserts that he’ll die in 1d4 rounds
    55. Target asserts that he’ll die of biliousness
    56. Target asserts that he’ll die the next time he eats
    57. Target asserts that he’ll die the next time he receives first aid
    58. Target asserts that he’ll die the next time he sleeps
    59. Target asserts that he’ll die unless he burns all of his clothing
    60. Target asserts that he’ll die unless he cuts his own throat
    61. Target asserts that he’ll die unless he cuts off his own hand
    62. Target asserts that he’ll die unless he destroys his magic items
    63. Target asserts that he’ll die unless he destroys his weapon
    64. Target asserts that he’ll die unless he drains all of his blood
    65. Target asserts that he’ll die unless he drinks strong poison
    66. Target asserts that he’ll die unless he eats a special mushroom
    67. Target asserts that he’ll die unless he kills the caster
    68. Target asserts that he’ll die unless he receives 500 gold pieces
    69. Target asserts that he’ll die unless he receives 500 gold pieces
    70. Target asserts that he’ll die unless he stays awake for 2d6 weeks
    71. Target asserts that he’ll die unless he swallows a magic ring
    72. Target asserts that he’ll die unless he takes a vow of pacifism
    73. Target asserts that he’ll die unless his demands are met
    74. Target asserts that he’ll die unless someone beheads him
    75. Target asserts that he’ll die unless the caster kills himself
    76. Target asserts that he’ll die when the caster casts another spell
    77. Target asserts that he’ll drown in a picture of a lake
    78. Target asserts that he’ll drown in a small puddle nearby
    79. Target asserts that he’ll explode if anyone eats food near him
    80. Target asserts that he’ll go mad if anyone touches him
    81. Target asserts that he’ll turn into a werewolf if he eats meat
    82. Target asserts that he’ll turn to diamond when slain
    83. Target asserts that he’ll vanish forever if he falls asleep
    84. Target asserts that he’ll vanish forever if he leaves this area
    85. Target asserts that he’ll vanish into the ground at dawn tomorrow
    86. Target asserts that he’ll vanish into the sky if he’s wounded
    87. Target asserts that he’s a ghost and must haunt this area
    88. Target asserts that he’s a highly qualified thoracic surgeon
    89. Target asserts that he’s a mighty warrior despite the evidence
    90. Target asserts that he’s a Summoned creature about to be banished
    91. Target asserts that he’s a traveler from an antique land
    92. Target asserts that he’s an assassin from the distant future
    93. Target asserts that he’s an avatar of the caster’s deity
    94. Target asserts that he’s been fatally wounded
    95. Target asserts that he’s been repeatedly destroyed and rebuilt
    96. Target asserts that he’s been replaced by a doppelganger
    97. Target asserts that he’s brother to dragons and companion to owls
    98. Target asserts that he’s come to deliver his people from bondage
    99. Target asserts that he’s eager to exterminate his species
    100. Target asserts that he’s found a plot to wipe out his species
    1. Target asserts that he’s hunting a monster from the distant past
    2. Target asserts that he’s immune to magic
    3. Target asserts that he’s on a quest to destroy a mighty artifact
    4. Target asserts that he’s on a rock outcrop surrounded by lava
    5. Target asserts that he’s on the verge of exterminating his race
    6. Target asserts that he’s one of many clones of the real target
    7. Target asserts that he’s protected by an unholy host of demons
    8. Target asserts that he’s rapidly bleeding to death
    9. Target asserts that he’s responsible for many thousands of deaths
    10. Target asserts that he’s standing at the bottom of a deep well
    11. Target asserts that he’s standing on a ledge over an infinite pit
    12. Target asserts that he’s supernaturally beautiful
    13. Target asserts that he’s the embodiment of a mighty artifact
    14. Target asserts that he’s the mightiest warrior in the world
    15. Target asserts that he’s the world’s most powerful magic user
    16. Target asserts that he’s transforming into some kind of beast
    17. Target asserts that he’s unspeakably ugly
    18. Target asserts that he’s water soluble
    19. Target asserts that his actions are in accordance with prophecy
    20. Target asserts that his actions shape the destiny of the world
    21. Target asserts that his allies have forsaken him
    22. Target asserts that his birth occurred under odd circumstances
    23. Target asserts that his blood is worth more than gold
    24. Target asserts that his body and head are two symbiotic organisms
    25. Target asserts that his clothes are writhing with snakes
    26. Target asserts that his clothing is trying to kill him
    27. Target asserts that his current form isn’t his true form
    28. Target asserts that his death will be avenged one thousand times
    29. Target asserts that his flesh is harder than iron
    30. Target asserts that his god owes him a big favor
    31. Target asserts that his internal organs are made of pure gold
    32. Target asserts that his plans will all culminate at dawn tomorrow
    33. Target asserts that his soul will be destroyed if he’s injured
    34. Target asserts that his touch can induce madness
    35. Target asserts that his worst injuries are just a flesh wound
    36. Target asserts that no one nearby really exists
    37. Target asserts that one of his allies will betray him in a garden
    38. Target asserts that poultices of manure can heal any wound
    39. Target asserts that puns and rhymes are painful to him
    40. Target asserts that secret entities are plotting his downfall
    41. Target asserts that someone nearby is the avatar of his god
    42. Target asserts that that all food within 10 miles is poisonous
    43. Target asserts that the answer to every riddle is "time"
    44. Target asserts that the caster is a fraud and a charlatan
    45. Target asserts that the caster is an avatar of his deity
    46. Target asserts that the caster’s spell functioned as intended
    47. Target asserts that the king owes him a huge favor
    48. Target asserts that the wages of sin aren’t really death
    49. Target asserts that the world will end the moment that he dies
    50. Target asserts that time is an illusion, lunchtime doubly so
    51. Target asserts that whoever kills him will become a god
    52. Target asserts that whoever slays him will win incredible riches
    53. Target attacks anyone he sees using a magic item
    54. Target attacks anyone who attacks the caster
    55. Target attacks anyone who sees him using a magic item
    56. Target attacks anyone who speaks ill of the caster
    57. Target attacks anyone who uses magic upon the caster
    58. Target attacks the nearest herd animal until he or it is dead
    59. Target attacks the next person nearby who says his own name
    60. Target attacks the next person nearby who spends money
    61. Target attacks the next person who address him by name
    62. Target attacks the next person who draws a weapon nearby
    63. Target attacks the toughest, most dangerous creature he can see
    64. Target attempts to acquire the caster’s spellbook
    65. Target attempts to disembowel himself with his bare hands
    66. Target attempts to ingest any ink he sees
    67. Target attempts to mimic the caster’s every more
    68. Target attempts to strangle all trees within 100 yards
    69. Target attempts to strangle himself with his bare hands
    70. Target attracts all manner of mutants and abominations
    71. Target attracts leeches, maggots, slugs, and snails
    72. Target babbles incoherently for 2d10 rounds
    73. Target barks like a dog when he thinks he sees magic
    74. Target becomes a devoted acolyte of some fringe religion
    75. Target becomes an albino
    76. Target becomes ethereal if wounded by a weapon made of gold
    77. Target becomes giddy and mirthful when he’s next hit by a weapon
    78. Target becomes intensely covetous of any magic item he sees
    79. Target becomes intensely hungry following each battle
    80. Target becomes nearly insane with rage whenever he says his name
    81. Target becomes the caster’s most trusted and faithful friend
    82. Target becomes violently ill if he eats while in daylight
    83. Target becomes violently ill if he eats while sitting
    84. Target becomes wildly drunk when he’s next hit by a weapon
    85. Target befouls any food or water that he and his allies now carry
    86. Target befriends a statue and carries it with him everywhere
    87. Target befriends a statue and thinks it gives him good advice
    88. Target befriends one of the caster’s allies
    89. Target befriends the toughest, most dangerous creature he can see
    90. Target begs someone to bite off 1d10 of his fingers
    91. Target begs someone to set him ablaze
    92. Target believes anything the caster says to him
    93. Target believes everything that he says
    94. Target believes no factual statement he hears uttered in sunlight
    95. Target believes that 1d10 of his fingers are intensely magical
    96. Target believes that he can’t be harmed by a fall from any height
    97. Target believes that he can’t be slain by metal weapons
    98. Target believes that his allies are conspiring to rob him
    99. Target believes that nearly everyone is lying to him
    100. Target believes that whatever he last ate gave him eternal life
    1. Target believes that whatever he last ate is still alive
    2. Target believes that whatever he last ate was a powerful toxin
    3. Target believes that whatever he last ate was hallucinogenic
    4. Target believes that whatever he last ate was his last meal
    5. Target believes that whatever he last ate was worth a fortune
    6. Target belongs to a cult that requires him to perform horrid acts
    7. Target belongs to a cult that will remove his heart within a week
    8. Target bleeds from every orifice for 1d6 rounds but is unharmed
    9. Target bleeds profusely during combat, even if not wounded
    10. Target blows bright blue until he’s wounded by a magical weapon
    11. Target briefly appears to be undead to anyone who wounds him
    12. Target briefly becomes invisible to anyone who wounds him
    13. Target briefly resembles anyone who wounds him
    14. Target briefly resembles the target each time he’s wounded
    15. Target bursts into flame the next time he’s totally submerged
    16. Target can appear to be covered in moss and lichens at will
    17. Target can appear to be twice his true age at will
    18. Target can appear totally nondescript and unremarkable at will
    19. Target can be commanded by the nearest dragon at will
    20. Target can be injured by arrows, but they can’t kill him
    21. Target can be injured by bludgeons, but they can’t kill him
    22. Target can be injured by electricity, but it can’t kill him
    23. Target can be injured by magical cold, but it can’t kill him
    24. Target can be injured by magical fire, but it can’t kill him
    25. Target can be injured by magical weapons, but they can’t kill him
    26. Target can be injured by water, but it can’t kill him
    27. Target can be Summoned by the nearest dragon at will
    28. Target can become invisible at will but is 15% likely to die
    29. Target can become invisible at will if he plucks out his eyes
    30. Target can become invisible by drinking a quart of Elf’s blood
    31. Target can bend his spine 120° midway along its length
    32. Target can brachiate like an ape but adopts an ape’s proportions
    33. Target can Call Lightning daily but it’s 70% likely to strike him
    34. Target can cast one Wish spell but permanently dies as a result
    35. Target can cause one nearby tree to become invisible for 2d6 days
    36. Target can cause one nearby tree to topple as though chopped down
    37. Target can cause someone nearby to resemble someone else nearby
    38. Target can change the color of his face 2d4 times per day
    39. Target can climb like a monkey
    40. Target can climb like a monkey but is 40% likely to become one
    41. Target can comfortably lift and carry twice his weight in manure
    42. Target can Command one nearby humanoid for 1d6 hours
    43. Target can Command one person nearby to defend him to the death
    44. Target can Command one person now nearby to attack
    45. Target can Command one person now nearby to tell the truth
    46. Target can Command the nearest dragon, just once
    47. Target can control caster like an undead skeleton for 1d6 rounds
    48. Target can delay his voice by 1d4 rounds, 1d4 times per day
    49. Target can detect counterfeit gems by tasting them
    50. Target can digest soil as readily as meat
    51. Target can discern magic items by bleeding on them
    52. Target can discern magic items by tasting them
    53. Target can dismiss a total of 20HD worth of elementals
    54. Target can divine the caster’s exact location 1d4 times per day
    55. Target can do nothing but scream for 1d8 rounds
    56. Target can easily be persuaded to disarm himself
    57. Target can erect a four foot high wall of snow once per week
    58. Target can exhale fire but is 10% likely to combust and die
    59. Target can exhale fire but suffers as much damage as he inflicts
    60. Target can fall one yard per point of Wisdom without harm
    61. Target can Heal himself at will but ages 1d6 years per hit point
    62. Target can Heal himself but his closest ally will die as a result
    63. Target can Heal himself but is 5% likely to die each time
    64. Target can Heal himself but is 80% likely to drown each time
    65. Target can Heal himself but is blinded for 1d20 days each time
    66. Target can Heal himself but it costs him 1,000,000 gold pieces
    67. Target can Heal himself but only at night if he has one hit point
    68. Target can Heal himself four times but loses a limb each time
    69. Target can Heal himself if he sacrifices a point of CON each time
    70. Target can Heal himself ten times but loses a finger each time
    71. Target can hide his weapon inside his body for 2d4 hours per day
    72. Target can ingest and digest small quantities of bone
    73. Target can ingest and digest small quantities of coral
    74. Target can ingest and digest small quantities of glass
    75. Target can ingest and digest small quantities of gold
    76. Target can ingest and digest small quantities of iron
    77. Target can ingest and digest small quantities of lamp oil
    78. Target can ingest and digest small quantities of lead
    79. Target can ingest and digest small quantities of poison
    80. Target can ingest and digest small quantities of stone
    81. Target can ingest and digest small quantities of wood
    82. Target can issue Commands but is 20% likely to die each time
    83. Target can kill the caster outright but will also permanently die
    84. Target can kill the caster outright but will never have existed
    85. Target can leap one yard straight up per point of Charisma
    86. Target can locate any bear within one mile
    87. Target can magically Summon a distant relative who despises him
    88. Target can magically Summon his own clone once for 1d10 rounds
    89. Target can magically Summon the caster 1d4 times for 1d10 rounds
    90. Target can magically Summon the corpse some person he killed
    91. Target can make his voice issue from any object within 10 feet
    92. Target can make his voice issue from any person within 5 feet
    93. Target can make his voice seem to be 1d4 octaves higher or lower
    94. Target can make his voice seem to be that of someone much older
    95. Target can make his whisper heard by anyone in his line of sight
    96. Target can make his whisper heard through one foot of stone
    97. Target can make one of his arms as supple as rope at will
    98. Target can make one of his hands double in size at will
    99. Target can mask his scent at will
    100. Target can never again address anyone by name
    1. Target can never again speak or write his own name
    2. Target can never again wear the clothes or armor he’s wearing now
    3. Target can never again wield the specific weapon he now wields
    4. Target can never be harmed by any weapon now within 10 yards
    5. Target can never be harmed by the specific weapon he now wields
    6. Target can never be slain if he cuts off both of legs right now
    7. Target can never become invisible to anyone now within 100 miles
    8. Target can never become invisible to anyone who has wounded him
    9. Target can never become invisible to anyone who knows his name
    10. Target can never become invisible without dying
    11. Target can no longer conceal his astonishing halitosis
    12. Target can no longer conceal his disdain for magic users
    13. Target can no longer conceal his fear of combat
    14. Target can no longer conceal his hatred of Dwarves
    15. Target can no longer conceal his insatiable cannibalism
    16. Target can no longer conceal his plans for world domination
    17. Target can no longer conceal the fact that he’s artificial
    18. Target can no longer conceal the secret of his birth
    19. Target can only be killed by a magical weapon that he has wielded
    20. Target can only be killed by a weapon forged from his own bones
    21. Target can only eat food that he himself has prepared
    22. Target can polymorph at will but ages 1d100 years each time
    23. Target can polymorph at will but is 10% likely to die each time
    24. Target can polymorph at will but is blind in any form but his own
    25. Target can read but not speak or write 1d6 additional languages
    26. Target can read handwritten text at a distance of 10d10 yards
    27. Target can readily be convinced that he doesn’t really exist
    28. Target can recognize faces only 10% of the time
    29. Target can regenerate 1 hit point per round for the next week
    30. Target can remove his head for up to 1d4 rounds without harm
    31. Target can remove his heart for up to 1d6 rounds without harm
    32. Target can retract his ears into his skull at will
    33. Target can retract one of his limbs into his body at will
    34. Target can see no farther than 20 yards unless he’s barefoot
    35. Target can see no farther than 20 yards while in sunlight
    36. Target can see secret doors but can’t see normal ones
    37. Target can see secret doors if he drinks concentrated poison
    38. Target can see secret doors if he sacrifices 1d6 hit points
    39. Target can see secret doors while yelling and hopping on one foot
    40. Target can shine heatless torchlight from his palm at will
    41. Target can shine heatless torchlight from the soles of his feet
    42. Target can speak only in a full shout while his weapon is drawn
    43. Target can speak only in grunts while his weapon is drawn
    44. Target can speak only in rhyme while his weapon is drawn
    45. Target can speak only in whale song for 1d4 hours
    46. Target can speak the language of bears, but they don’t listen
    47. Target can speak with flies and gnats
    48. Target can speak with livestock but henceforth smells like manure
    49. Target can speak with monkeys and apes
    50. Target can speak with one corpse per week, but it lies to him
    51. Target can speak with one tree per week
    52. Target can speak with worms and slugs
    53. Target can stride unimpeded in knee-deep snow
    54. Target can stride unimpeded through thigh-deep water
    55. Target can subsist on leaves and grass for up to 1d4 weeks
    56. Target can subsist on mud, but it tastes incredibly foul to him
    57. Target can subsist on mud, but it’s highly addictive to him
    58. Target can subsist on mud, but regular food is poisonous to him
    59. Target can subsist on only 10% of the normal amount of food
    60. Target can subsist on water alone while he’s at full hit points
    61. Target can subsist on water but must drink ten gallons per day
    62. Target can Summon and Command an 8HD Earth Elemental 1d6 times
    63. Target can teleport 1d4 miles per day but ages 8d8 years per mile
    64. Target can teleport 1d4 miles randomly, once per day
    65. Target can teleport at will but arrives 1d20 days later
    66. Target can teleport at will but arrives with only one hit point
    67. Target can teleport at will but is 50% likely to die on arrival
    68. Target can teleport half of his body at will
    69. Target can teleport one person nearby to the target’s home
    70. Target can teleport to the caster’s location once per month
    71. Target can teleport to this location once per month
    72. Target can track the caster with astonishing accuracy
    73. Target can turn his head completely around without harm
    74. Target can understand every language spoken within 10 miles
    75. Target can wield his weapon only in his non-dominant hand
    76. Target can Wish the death of someone nearby, but target also dies
    77. Target can write but not speak or read 1d6 additional languages
    78. Target can’t attack anyone for 2d4 rounds
    79. Target can’t attack anyone until he wounds himself
    80. Target can’t attack anyone who doesn’t know target’s name
    81. Target can’t attack or be attacked for 2d8 rounds
    82. Target can’t attack or be attacked until he moves from this spot
    83. Target can’t attack the caster until at least sunset
    84. Target can’t attack the caster with any weapons containing metal
    85. Target can’t attack the caster with any weapons containing wood
    86. Target can’t attack until he drops his weapons, gear, and clothes
    87. Target can’t be affected by the caster’s magic for 1d6 turns
    88. Target can’t be affected by the intended spell for 1d4 years
    89. Target can’t be attacked by anyone or anything for 1d4 rounds
    90. Target can’t be burned by acid if he cuts off both of his thumbs
    91. Target can’t be burned by molten metal
    92. Target can’t be burned by steam between sunset and dawn
    93. Target can’t be burned by steam or boiling water while naked
    94. Target can’t be burned by steam while he’s wearing boots or shoes
    95. Target can’t be choked, strangled, or suffocated
    96. Target can’t be cut by any blade unless it’s already bloodstained
    97. Target can’t be cut by manufactured stone blades
    98. Target can’t be detected by invisible creatures
    99. Target can’t be detected by magical attempts at scrying
    100. Target can’t be detected by magical scrying while naked in a tree
    1. Target can’t be harmed by bludgeons between dawn and noon
    2. Target can’t be harmed by bludgeons for 2d10 rounds
    3. Target can’t be harmed by boiling oil or pitch
    4. Target can’t be harmed by invisible creatures at night
    5. Target can’t be harmed by magical fire while brandishing a weapon
    6. Target can’t be harmed by magical fire while indoors
    7. Target can’t be harmed by magical fire while standing in a bucket
    8. Target can’t be harmed by magical fire while underwater
    9. Target can’t be harmed by natural lightning
    10. Target can’t be injured by wooden weapons while naked
    11. Target can’t be injured by wooden weapons while sleeping
    12. Target can’t be injured by wooden weapons while standing in fire
    13. Target can’t be injured by wooden weapons while standing in snow
    14. Target can’t be killed by any female creature for 1d4 weeks
    15. Target can’t be killed by any male creature for 1d4 weeks
    16. Target can’t be killed during the next 2d12 hours
    17. Target can’t be knocked off balance by any less than 1d4 people
    18. Target can’t be knocked off balance by any physical force
    19. Target can’t be magically detected by anyone not of his race
    20. Target can’t be magically detected by anyone of the same sex
    21. Target can’t be slain except while sleeping
    22. Target can’t be slain if he remains within 10 yards of this spot
    23. Target can’t be slain while sleeping
    24. Target can’t be stunned by any blow to the head
    25. Target can’t be surprised if he has a snowball in each hand
    26. Target can’t be surprised if he has an eyeball in his mouth
    27. Target can’t be surprised if he’s wearing a carnation
    28. Target can’t be surprised while at full hit points
    29. Target can’t be wounded by metal weapons until sunset tonight
    30. Target can’t be wounded by metal weapons while barefoot
    31. Target can’t breathe for 2d10 rounds
    32. Target can’t breathe until he removes his boots or shoes
    33. Target can’t breathe while touching more than one person
    34. Target can’t breathe while wearing, touching, or carrying metal
    35. Target can’t come within 10 feet of any fire now burning
    36. Target can’t come within 10 yards of the caster
    37. Target can’t come within one mile of his home
    38. Target can’t come within one mile of the caster
    39. Target can’t come within ten feet of any tree thicker than he is
    40. Target can’t create or use magical fire except while indoors
    41. Target can’t create or use magical fire for 1d4 years
    42. Target can’t die for at least 1d4 days, but he can be injured
    43. Target can’t digest any food that he eats in direct sunlight
    44. Target can’t digest any food unless he prepares it himself
    45. Target can’t digest anything that’s been dead longer than a day
    46. Target can’t digest cooked meat
    47. Target can’t digest meat from any animal killed in daylight
    48. Target can’t draw his weapon if anyone else is within 10 yards
    49. Target can’t draw his weapon or sheathe it if it’s now drawn
    50. Target can’t draw his weapon unless he asks permission to do so
    51. Target can’t draw his weapon within 100 yards of this spot
    52. Target can’t hear echoes
    53. Target can’t hear his own voice
    54. Target can’t hear his own voice except while his eyes are closed
    55. Target can’t hear the voice of any female member of his race
    56. Target can’t hear the voice of any male member of his race
    57. Target can’t hear the voice of anyone who’s recently injured him
    58. Target can’t hear the voice of anyone within 10 feet of him
    59. Target can’t hear voices for 2d4-1 days
    60. Target can’t ignite any fire unless his hair is soaking wet
    61. Target can’t ignite any fire unless it’s snowing
    62. Target can’t ignite any fire while underground
    63. Target can’t ignite any fire while wearing clothes
    64. Target can’t leave this spot until he wounds himself
    65. Target can’t lie, equivocate, or tell half-truths
    66. Target can’t move more than 10 yards from the caster
    67. Target can’t pass through doorways while at full hit points
    68. Target can’t say anyone’s name
    69. Target can’t see artificial light while at full hit points
    70. Target can’t see light other than sunlight or reflected sunlight
    71. Target can’t see or hear any of his allies for 4d6 hours
    72. Target can’t see or hear his 1d4 of his allies for 1d4 days
    73. Target can’t see or hear living creatures for 2d6 rounds
    74. Target can’t see or hear magical creatures for 2d6 days
    75. Target can’t see or hear metal objects for 3d8 hours
    76. Target can’t see sunlight or reflected sunlight
    77. Target can’t sleep unless he first eats a handful of soil
    78. Target can’t sleep unless he has his weapon in hand
    79. Target can’t sleep unless he’s standing up
    80. Target can’t sleep until he fells the tallest tree in the kingdom
    81. Target can’t sleep until he gives away all of his armor
    82. Target can’t sleep within 10 feet of another sleeping person
    83. Target can’t speak except while barefoot
    84. Target can’t speak except while brandishing a weapon
    85. Target can’t speak for 1d20 turns
    86. Target can’t speak to anyone more than 20 feet from him
    87. Target can’t speak to anyone who addresses him by name
    88. Target can’t speak unless he wears a cloth over his face
    89. Target can’t speak unless he’s brandishing a weapon
    90. Target can’t speak unless his hair is wet
    91. Target can’t speak until after he has eaten his next full meal
    92. Target can’t speak until his blood is next drawn
    93. Target can’t speak until the caster says his own name
    94. Target can’t speak while at full hit points
    95. Target can’t speak while at full hit points
    96. Target can’t speak while wielding a weapon
    97. Target can’t use any form of rope or chain longer than he is tall
    98. Target can’t use any items containing metal for 2d4-1 days
    99. Target can’t use any magic items containing wood for 2d4-1 days
    100. Target can’t use any magic items for 1d4 days
    1. Target can’t use any magic items older than he is
    2. Target can’t use his hands or any utensils while eating
    3. Target can’t voluntarily pass through doorways unless naked
    4. Target can’t walk until the caster says his own name
    5. Target can’t walk while carrying gold
    6. Target can’t wield any weapon containing metal for 1d4 days
    7. Target can’t wield any weapon in his dominant hand
    8. Target can’t wield any weapon that hasn’t drawn his blood
    9. Target can’t wield any weapon within 1d4 miles of this spot
    10. Target can’t wound anyone who hasn’t wounded him
    11. Target carves a tiny notch in every tree he passes
    12. Target challenges his closest ally to single combat to the death
    13. Target chants nonsensically for 2d10 rounds
    14. Target clatters when he walks like a barrel full of pots and pans
    15. Target collapses into a fetal position for 1 turn
    16. Target combusts if he uses magic within the next 1d4 turns
    17. Target combusts if his weapon is thrown into a river
    18. Target comes into possession of a world-shaking artifact
    19. Target concludes every battle thoroughly soaked by his own blood
    20. Target confesses to a list of crimes, none of which has happened
    21. Target confesses to crimes he couldn’t possibly have committed
    22. Target confesses to genocide but can produce no evidence of it
    23. Target confesses to rampant kleptomania
    24. Target constantly boasts about his prowess in all things
    25. Target constantly exudes fragrant soap suds
    26. Target continuously speaks to an imaginary ally
    27. Target coughs incessantly, but his actions are unimpaired
    28. Target craves hay and has a long tail like a horse
    29. Target craves twigs and bark after every battle
    30. Target creates a phony language and refuses to speak any other
    31. Target crouches and begins eating dirt, twigs, gravel, etc.
    32. Target crows like a rooster whenever he sees a magic item used
    33. Target dares 1d4 of his allies to try to behead him
    34. Target declares this area to be a sacred shrine to his deity
    35. Target degenerates into an abomination hated by sentient beings
    36. Target demands that his friends and allies pay him tribute
    37. Target develops a pronounced stutter
    38. Target disappears and is completely forgotten for 2d4-1 days
    39. Target discovers that one of his limbs is a separate entity
    40. Target discovers that one of his limbs is made of living wood
    41. Target discovers that one of his limbs is trying to kill him
    42. Target discovers that one of his limbs isn’t attached to his body
    43. Target disgorges 1d10 acorns in each of the next 1d10+10 rounds
    44. Target disgorges 1d10 cubic feet of damp, sticky rice
    45. Target disgorges 1d10 pounds of feathers
    46. Target disgorges 1d10 pounds of hallucinogenic mushrooms
    47. Target disgorges 1d100 gold coins, half of which are counterfeit
    48. Target disgorges 1d1000 dragonflies
    49. Target disgorges 1d1000 tiny, phosphorescent worms
    50. Target disgorges 1d4 cubic yards of humus
    51. Target disgorges 1d4 gallons of boiling pitch
    52. Target disgorges 1d6 filthy carrion birds
    53. Target disgorges 2d10 pounds of slag
    54. Target disgorges 3d100 feet of hemp rope
    55. Target disgorges 5d10 sheets of pristine parchment
    56. Target disgorges 5d10 sheets of rotting parchment
    57. Target disgorges a 50 pound sack of potatoes
    58. Target disgorges a boulder larger than any within 1d10 miles
    59. Target disgorges a box that he believes to contain his soul
    60. Target disgorges a brick of solid chlorine
    61. Target disgorges a bucket filled with eyeballs
    62. Target disgorges a bushel of razor-sharp shards of glass
    63. Target disgorges a bushel of rotten apples
    64. Target disgorges a corked bottle containing a mysterious note
    65. Target disgorges a corked bottle containing a powerless genie
    66. Target disgorges a dragon’s egg
    67. Target disgorges a full-sized statue of a nearby ally
    68. Target disgorges a gelatinous mass writhing with tentacles
    69. Target disgorges a healthy specimen of some extinct species
    70. Target disgorges a homunculus
    71. Target disgorges a huge quantity of raisins, dates, and figs
    72. Target disgorges a large hourglass nearly empty of sand
    73. Target disgorges a large slab of marble
    74. Target disgorges a map to his home
    75. Target disgorges a one-half-size clone of the caster
    76. Target disgorges a pair eyeglasses granting the wearer True Sight
    77. Target disgorges a slimy slug as long and thick as his arm
    78. Target disgorges a small and long-lost artifact of great power
    79. Target disgorges a small but detailed replica of a nearby castle
    80. Target disgorges a small trampoline
    81. Target disgorges a stone that explodes on contact with ice
    82. Target disgorges a stone that will kill him if he touches it
    83. Target disgorges a ten foot column of aluminum one foot thick
    84. Target disgorges a two-foot square pane of glass
    85. Target disgorges a vial containing a powerful but unknown potion
    86. Target disgorges a vial containing the antidote to every poison
    87. Target disgorges an egg that can freeze 1,000 cubic feet of water
    88. Target disgorges an egg that, if broken, turns into a small boat
    89. Target disgorges an entire trombone, minus the mouthpiece
    90. Target disgorges an exact copy of the clothes he’s now wearing
    91. Target disgorges an intricate but badly rusted clockwork device
    92. Target disgorges his own full-grown clone, which then attacks him
    93. Target disgorges several gallons of house paint
    94. Target disgorges several gallons of viscous, highly adhesive goo
    95. Target disgorges the crown of the nearest king
    96. Target disgorges the front door of his home
    97. Target doesn’t age until he next speaks
    98. Target doesn’t age while bald
    99. Target doesn’t age while holding a gold coin in his mouth
    100. Target doesn’t age while in the caster’s presence
    1. Target doesn’t age while naked
    2. Target doesn’t age while wearing a wet hat
    3. Target doesn’t age while weeping
    4. Target doesn’t need to eat, drink, or breathe for 2d4-1 days
    5. Target doesn’t need to sleep for 4d20 days
    6. Target donates 2d10 hit points to the caster
    7. Target drowns for 1d6 rounds but is fine afterward
    8. Target earns 50 gold pieces when his attacks cause maximum damage
    9. Target embraces a wacky cult founded by a hack writer
    10. Target endeavors to buy a controlling interest in the kingdom
    11. Target endlessly frets that he’ll die in 1d10 rounds
    12. Target endlessly frets that he’s doomed to be eaten by a dragon
    13. Target experiences bone-chilling cold when his head is touched
    14. Target experiences clairvoyance when he is burned
    15. Target experiences heart-rending grief whenever he uses magic
    16. Target experiences intense vertigo when he draws a weapon
    17. Target experiences searing pain when his skin is touched
    18. Target experiences soul-wrenching pain if he stands upright
    19. Target experiences transcendent euphoria when his blood is drawn
    20. Target experiences vague nostalgia whenever he’s wounded
    21. Target exudes a scent 50% likely disgust any given person
    22. Target exudes a scent like something dredged from the ocean floor
    23. Target exudes a scent reminiscent of decaying skunks
    24. Target exudes a scent reminiscent of the bottom of the ocean
    25. Target exudes a scent that attracts carnivores
    26. Target exudes a scent that causes conifers to shed their needles
    27. Target exudes a scent that causes fires to burn pale green
    28. Target exudes a scent that causes food to spoil quickly
    29. Target exudes a scent that easily can be tracked for miles
    30. Target exudes a scent that induces sleep in birds
    31. Target exudes a scent that inspires attracts bats
    32. Target exudes a scent that inspires fear in earth elementals
    33. Target exudes a scent that inspires intense bloodlust
    34. Target exudes a scent that inspires loyalty in wolves
    35. Target exudes a scent that inspires rage in hoofed animals
    36. Target exudes a scent that is strongly enticing to undead
    37. Target exudes a scent that is strongly offensive to undead
    38. Target exudes a scent that makes Dwarves’ eyes water
    39. Target exudes a scent that makes other people’s hair fall out
    40. Target exudes a scent that makes people ignore him
    41. Target exudes a scent that obscures infravision
    42. Target exudes a scent that protects metal from natural rust
    43. Target exudes a scent that repels gnomes
    44. Target exudes an offensive stench but refuses to believe it
    45. Target fails at his next attempt at fine manual dexterity
    46. Target falls asleep for one hour per hit point he currently lacks
    47. Target fanatically defends the caster for 1d10 rounds
    48. Target fears any subsequent magic used by the caster
    49. Target fears that all of his efforts are for naught
    50. Target feels as if he’s walking on a high tightrope
    51. Target feels as if he’s wearing an enormous hat made of lead
    52. Target feels as if his clothes are trying to digest him
    53. Target feels as if his clothes have turned to steel
    54. Target feels as if someone else is wearing his clothes right now
    55. Target feels as if thorns have sprouted in his clothes
    56. Target feels as though a huge rodent is gnawing on his spine
    57. Target feels as though he just ate three pounds of butter
    58. Target feels as though he just ate three pounds of cement
    59. Target feels as though he just ate three pounds of flour
    60. Target feels as though he just ate three pounds of parchment
    61. Target feels as though he just swallowed a python
    62. Target feels as though he’s been splashed with boiling water
    63. Target feels as though he’s being swallowed by a python
    64. Target feels as though he’s having a baby
    65. Target feels as though he’s having a heart attack
    66. Target feels as though he’s having teeth extracted
    67. Target feels as though his allies have abandoned him
    68. Target feels as though his internal organs are melting
    69. Target feels as though his teeth are spinning in his mouth
    70. Target feels as though his wounds have been completely healed
    71. Target feels as though one of his arms is being amputated
    72. Target feels compelled to abandon whatever faith he now follows
    73. Target feels compelled to attain godhood by the end of the week
    74. Target feels compelled to burn all of his clothing
    75. Target feels compelled to desecrate a shrine to his deity
    76. Target feels compelled to find a faith that contradicts his own
    77. Target feels compelled to martyr himself for someone else’s deity
    78. Target feels compelled to mummify himself as soon as possible
    79. Target feels compelled to warn anyone he’s about to attack
    80. Target feels his bones shake like a bundle of sticks
    81. Target feels his bones slowly disintegrating
    82. Target feels icy water dripping on him during every battle
    83. Target feels like he’s having the time of his life
    84. Target feels that the direction of gravity has skewed by 10°
    85. Target feels the ground shake as during a powerful earthquake
    86. Target finds a blade that can’t be broken by any physical force
    87. Target finds a book describing the methods of brain surgery
    88. Target finds a box that damages the sanity of any who look in it
    89. Target finds a canopic jar containing his own vital organs
    90. Target finds a cursed vault containing 1d100 bars of gold
    91. Target finds a foot-long bar of indestructible glass
    92. Target finds a glass vial containing a highly volatile liquid
    93. Target finds a huge cache of real but worthless currency
    94. Target finds a huge leech attached somewhere on his body
    95. Target finds a large diamond and guards it obsessively
    96. Target finds a large sack filled with powdered bone
    97. Target finds a list of command words but doesn’t know for what
    98. Target finds a magical ring enabling him to command amphibians
    99. Target finds a mysterious and compelling piece of sculpture
    100. Target finds a new, functioning limb that he didn’t know he had
    1. Target finds a potion affects the person nearest its imbiber
    2. Target finds a potion that either resurrects or destroys a corpse
    3. Target finds a pouch containing 1d10 super-intelligent mice
    4. Target finds a pouch containing curds and whey
    5. Target finds a pouch containing exact copies of his hands
    6. Target finds a recipe for creating human life in a jar
    7. Target finds a shield +4 that only he can lift
    8. Target finds a text personally written by his deity
    9. Target finds a text that he wrote but doesn’t remember writing
    10. Target finds an arsenal stocked with simulated weapons
    11. Target finds himself imprisoned in a mausoleum far from here
    12. Target finds the sight of blood intoxicating
    13. Target finds the sight of male magic users to be enormously funny
    14. Target finds the sound of his own voice to be horrifying
    15. Target finds the thought of his own death strangely comforting
    16. Target finds two doses of a Potion of Resurrection
    17. Target flees from anyone who addresses him by name
    18. Target flees into the forest if struck by magic in the next turn
    19. Target flies into a panic if anyone sees him eating
    20. Target flies into a panic if he sees other people eating
    21. Target flies into a rage and attacks the person nearest to him
    22. Target flies into a rage whenever he draws blood
    23. Target forgets 1d4 of his allies
    24. Target forgets everything said to him in the past 1d6 hours
    25. Target forgets his family and where he lives
    26. Target forgets his name and doesn’t believe that he ever had one
    27. Target forgets how to ascend stairs and ladders
    28. Target forgets how to feed himself
    29. Target forgets how to sleep
    30. Target forgets how to use any magic item he’s now carrying
    31. Target forgets how to use any weapon containing metal
    32. Target forgets how to use doors
    33. Target forgets how to walk but not how to run
    34. Target forgets that his allies know who he is
    35. Target forgets the last 1d12 hours
    36. Target forgets the last 1d4 years
    37. Target forgets whatever mission or quest he is now undertaking
    38. Target formally changes his name to "Target"
    39. Target freezes solid if he’s injured while standing in snow
    40. Target freezes solid the next time he enters an underground lake
    41. Target gains 1d10 permanent hit points but must Save or die
    42. Target gains 1d100 hit points that then vanish, one per round
    43. Target gains 1d100 pounds over that many rounds
    44. Target gains 1d100 temporary hit points that last until sunset
    45. Target gains 1d20 hit points and immediately loses another 1d20
    46. Target gains a level and is restored to full hit points
    47. Target gains a level but is stricken blind for 1d4 months
    48. Target gains a level but loses all but 1d4 of his hit points
    49. Target gains a level but one of his arms turns to steam forever
    50. Target gains a level if he permanently severs his dominant hand
    51. Target gains a level the next time he’s cut by a magical blade
    52. Target gains a permanent 1d4-1 bonus to his Armor Class
    53. Target gains a point of Strength but loses 1d100 hit points
    54. Target gains a point of Wisdom but loses two points of Strength
    55. Target gains a powerful magical ally whose motives are unknown
    56. Target gains a profound insight the next time he touches gold
    57. Target gains a title based on his actions in the next 1d6 rounds
    58. Target gains access to an elite secret society
    59. Target gains benefit from food only if eaten while he’s naked
    60. Target gains no hit points from his next advancement in level
    61. Target gains one level but can never gain another
    62. Target gains only a single hit point from any magical healing
    63. Target gains proficiency in the use of some unlikely weapon
    64. Target gains the respect of a man soon to be executed for treason
    65. Target gains the respect of kobolds, who long to be just like him
    66. Target gains two levels if he kills and eats a human before dawn
    67. Target gains valuable insight into the nature of ventriloquism
    68. Target gets 1,000 gold pieces if he cuts off his foot right now
    69. Target gets 100 gold pieces for each finger he cuts from his hand
    70. Target gives his most prized possession to the caster
    71. Target gives his weapon to the person standing nearest to him
    72. Target glows bright blue until he’s burned by magical fire
    73. Target glows bright blue until he’s struck by magic
    74. Target glows bright blue until he’s wounded by his own weapon
    75. Target glows bright blue while under any magical effect
    76. Target glows with a bright, rainbow aura while moving stealthily
    77. Target glows with angelic light whenever he uses a magic item
    78. Target goes berserk if any of his allies injure him
    79. Target goes berserk if he eats meat in the next 24 hours
    80. Target goes berserk if he sees anyone burned by fire
    81. Target goes berserk if he sees anyone eating meat
    82. Target goes berserk if he touches gold in the next 1d6 rounds
    83. Target goes berserk if he’s currently carrying any magic items
    84. Target goes into a homicidal rage for 1d8 rounds, then passes out
    85. Target goes into a homicidal rage for 1d8 rounds, then vanishes
    86. Target goes into a homicidal rage whenever he removes his shoes
    87. Target goes into a homicidal rage whenever he sheathes his weapon
    88. Target goes totally and dangerously insane until sunset
    89. Target grows an additional 1d8 fingers
    90. Target grows an additional pair of ears atop his head
    91. Target grows an additional pair of eyes somewhere on his face
    92. Target has 1d100 tiny steel spheres embedded in his skin
    93. Target has 25 Intelligence for 1d4 turns
    94. Target has 25 Strength for 1d4 rounds
    95. Target has a +1 Armor Class bonus while it’s raining
    96. Target has a +2 Armor Class bonus while barefoot
    97. Target has a +5 Armor Class bonus until sunset tomorrow
    98. Target has a -1 Armor Class penalty while wielding a weapon
    99. Target has a -2 Armor Class penalty while it’s raining
    100. Target has a blowhole in the back of his neck
    1. Target has a colony of bees living in his skull
    2. Target has a compartment in his torso able to carry small items
    3. Target has a complete but false memory of the past 24 hours
    4. Target has a doppelganger slave that looks just like the caster
    5. Target has a flawless sense of direction
    6. Target has a flawless sense of direction 50% of the time
    7. Target has a flawless sense of direction while naked
    8. Target has a hole in his forehead as large as his fist
    9. Target has a hole in his torso big enough to accommodate his head
    10. Target has a key that attracts lightning
    11. Target has a key that can make non-magical locks invisible
    12. Target has a key that can permanently fuse one non-magical lock
    13. Target has a key that locks something that doesn’t have a lock
    14. Target has a key that prevents nearby keys from working properly
    15. Target has a key that turns one lock to pure, solid gold
    16. Target has a key that unlocks 99% of all non-magical locks
    17. Target has a key that unlocks a secret door to another universe
    18. Target has a key that works only once but will open any one lock
    19. Target has a large and heavy padlock around his neck
    20. Target has a large apple stuck in his mouth for 1d4 days
    21. Target has a legitimate grievance against the caster
    22. Target has a mane like a lion
    23. Target has a permanent +4 ToHit and +4 Damage bonus vs the caster
    24. Target has a permanent -4 ToHit penalty versus others of his race
    25. Target has a raised, square protuberance jutting from his chest
    26. Target has a relief of the caster’s face embossed on his back
    27. Target has a scar on his forehead as though clumsily lobotomized
    28. Target has a secret name that, if spoken, causes him to race home
    29. Target has a secret name that, if spoken, teleports him 2d8 miles
    30. Target has a secret name that, if spoken, will change his sex
    31. Target has a secret name that, if spoken, will kill him outright
    32. Target has a seizure lasting 1d6 hours when he uses a magic item
    33. Target has a seizure lasting 8d8 rounds, after which he is Healed
    34. Target has a seizure lasting until he’s struck by magic
    35. Target has a small lamp in his forehead like a miner’s helmet
    36. Target has a small lump on his forehead like a horseshoe
    37. Target has a small steel ring jutting from each shoulder blade
    38. Target has a star-shaped hole running completely through his head
    39. Target has a steel band around his ankle like tagged wildlife
    40. Target has a steel bolt running completely through his head
    41. Target has a strange tattoo that, if touched, causes him to weep
    42. Target has a sword that he thinks can command an undead army
    43. Target has a sword that he thinks can make him invisible to Elves
    44. Target has a sword that he thinks can slay dragons easily
    45. Target has a sword that he thinks makes him a charismatic leader
    46. Target has a tiny compartment beneath one of his fingernails
    47. Target has a violent coughing fit that persists until sunrise
    48. Target has a violent coughing fit whenever he uses a magic item
    49. Target has a virus that will kill him in 4d6 hours unless cured
    50. Target has a wooden bucket firmly affixed to his head
    51. Target has an exact copy of everything now carried by the caster
    52. Target has an immediate 50/50 chance to die or be totally healed
    53. Target has an immediate 50/50 chance to die or become a demigod
    54. Target has an immobilizing steel brace on one of his legs
    55. Target has an overpowering fear of other members of his race
    56. Target has an overpowering fear of shoes and other footwear
    57. Target has been controlled for years by a powerful, unseen entity
    58. Target has been controlled for years by a secret committee
    59. target has been controlled for years by agents of the king
    60. Target has been controlled for years by an orbiting satellite
    61. Target has been targeted for sacrifice by some monstrous cult
    62. Target has committed unspeakable acts in his deity’s name
    63. Target has committed unspeakable acts in his deity’s temple
    64. Target has committed unspeakable acts involving livestock
    65. Target has committed unspeakable acts involving orcs and Dwarves
    66. Target has committed unspeakable acts involving the king’s horse
    67. Target has his name tattooed all over his body
    68. Target has in his possession an item that is literally impossible
    69. Target has in his possession something precious to the caster
    70. Target has innumerable feathers stuck to his skin
    71. Target has inspiring hallucinations about his future career
    72. Target has inspiring hallucinations about his life after death
    73. Target has ironclad proof that all of this is an illusion
    74. Target has ironclad proof that everyone he knows doesn’t exist
    75. Target has ironclad proof that he’s a prophesied savior
    76. Target has ironclad proof that he’s dead
    77. Target has ironclad proof that he’s really the caster
    78. Target has ironclad proof that he’s the caster’s father and son
    79. Target has ironclad proof that the apocalypse will be tomorrow
    80. Target has ironclad proof that the caster doesn’t exist
    81. Target has no idea of where he is or what he’s doing
    82. Target has no natural visible form; his appearance is an illusion
    83. Target has numerous stigmata and attracts countless disciples
    84. Target has numerous stigmata and fears that the end is nigh
    85. Target has numerous stigmata and is persecuted as a heretic
    86. Target has numerous stigmata, as foretold by prophesy
    87. Target has only one hit point per level for the next 1d4 days
    88. Target has only one hit point per point of Wisdom for 2d8 days
    89. Target has owed the caster 1d10 gold pieces for 2d10 years
    90. Target has prominent mandibles like an ant
    91. Target has six eyes spaced evenly around his skull
    92. Target has stolen large sums of money from each of his allies
    93. Target has terrifying hallucinations about his own birth
    94. Target has terrifying hallucinations about his own death
    95. Target has the caster’s name tattooed all over his body
    96. Target has the head and right arm of a common housefly
    97. Target has three identical faces spaced evenly around his skull
    98. Target has ugly, thorny projections along both of his arms
    99. Target has visions depicting the true nature of magic
    100. Target has visions of a future full of incomprehensible wonders
    1. Target has visions of a future in which he’s worshipped as a god
    2. Target has visions of a past that seems more real than his own
    3. Target has visions of a transcendently beautiful city in the sky
    4. Target has visions of his slow and torturous dismemberment
    5. Target has visions of the future involving no one he recognizes
    6. Target has visions of waiting in line for eternity
    7. Target has waited years for a custom-designed breastplate
    8. Target hasn’t slept in 1d100 days
    9. Target hasn’t slept since he last spoke with royalty
    10. Target hates his nearest ally as much as his most bitter enemy
    11. Target hears cheers and applause whenever his blood is drawn
    12. Target hears his own voice betraying his secrets to everyone
    13. Target hears his own voice castigating him for his many failures
    14. Target hears his own voice endlessly chanting his own name
    15. Target hears his own voice screaming in his ears until sunrise
    16. Target hears his own voice whispering words of comfort to him
    17. Target hears malevolent voices all around him
    18. Target hears the clattering of swords at all times
    19. Target hears the clattering of swords while his weapon is drawn
    20. Target hears the crash of cymbals whenever he uses a magic item
    21. Target hears the noisy buzzing of countless bees at all times
    22. Target hears thunder booming all around him, but no one else does
    23. Target hoots like a foghorn when struck by magic after sunset
    24. Target increases in size and mass by 10%
    25. Target inflicts superficial wounds upon himself whenever possible
    26. Target inherits a collection of festive commemorative spoons
    27. Target insists on wearing a bucket on his head for 1d4 weeks
    28. Target insists that his body is real and spectacular
    29. Target inspires homicidal rage in some common non-magical species
    30. Target is 5% likely to vanish forever each time he says his name
    31. Target is 10% likely to attack anyone who says his name
    32. Target is 10% likely to be dragged into orbit around the planet
    33. Target is 10% likely to change sex when burned by magical fire
    34. Target is 10% likely to contract leprosy when injured by magic
    35. Target is 10% likely to lose 1d4 hit points in any given hour
    36. Target is 10% likely to see any invisible creature or object
    37. Target is 10% likely to strangle himself whenever he uses rope
    38. Target is 10% likely to turn to a wooden statue when he sleeps
    39. Target is 15% likely to be attacked by any horse he passes
    40. Target is 15% likely to die when he next sees an illusion
    41. Target is 20% likely to be healed by any poison he drinks
    42. Target is 20% likely to be healed instead of injured by fire
    43. Target is 20% likely to disbelieve any illusion he sees
    44. Target is 20% likely to drown when burned by magical fire
    45. Target is 20% likely to explode when burned by magical fire
    46. Target is 20% likely to gain a level when next struck by magic
    47. Target is 20% likely to take no damage if cut by a blade
    48. Target is 20% likely to think that he’s undead if undead are near
    49. Target is 20% likely to turn invisible when injured by fire
    50. Target is 30% likely to be able to summarize any book he kisses
    51. Target is 40% likely to attack any priest who approaches him
    52. Target is 80% likely to die if Remove Curse is cast upon him
    53. Target is a carrier of some magical disease
    54. Target is at the heart of a thunderstorm, but no one else sees it
    55. Target is actually a remotely-operated simulacrum
    56. Target is acutely hungry for 5d6 days, no matter how much he eats
    57. Target is affected by Reverse Gravity for 1d4 weeks
    58. Target is afflicted with leprosy for one month, then he’s healed
    59. Target is afflicted with lycanthropy until the next full moon
    60. Target is an immortal simply masquerading in this current form
    61. Target is arrested for smuggling some illegal substance
    62. Target is attacked by 1d1000 tiny skeletal bats
    63. Target is attacked by 6d12 housecats
    64. Target is attacked by a monster that no one else can see or hear
    65. Target is attacked by dozens of cows
    66. Target is attacked by dozens of crows
    67. Target is attacked by everyone within 50 yards
    68. Target is attacked by moths as if he were made of wool
    69. Target is attacked by teeming vermin visible only to him
    70. Target is attacked by the nearest boulder
    71. Target is blind until he wets his hair
    72. Target is blind while his hair is wet
    73. Target is blown back 3d10 yards and loses that many hit points
    74. Target is bound by fine but very durable silver chains
    75. Target is briefly blinded by a dense cloud of powdered sugar
    76. Target is briefly blinded by countless flies swarming around him
    77. Target is buffeted by mighty winds that affect no one else
    78. Target is buried by a heap of mildewed potato peelings
    79. Target is buried by a sudden avalanche; no one else is affected
    80. Target is buried up to his knees in burning coals
    81. Target is buried up to his knees in shiny new gold coins
    82. Target is captured for use in laboratory testing of cosmetics
    83. Target is carried high into the air by a flock of magpies
    84. Target is carrying a bucket of chum and must carry it until dawn
    85. Target is carrying a huge sack full of moldy rabbit pelts
    86. Target is caught in a violent hailstorm; no one else is affected
    87. Target is certain that a powerful entity is stalking him
    88. Target is certain that a vile monster is hiding in a nearby cave
    89. Target is certain that all of his allies have betrayed him
    90. Target is certain that he has the patronage of a powerful entity
    91. Target is certain that he was constructed in a laboratory
    92. Target is certain that he’ll become a god if he dies in combat
    93. Target is certain that he’ll die by sunset
    94. Target is certain that he’s a plant-based creature
    95. Target is certain that he’s about to become king
    96. Target is certain that he’s as fragile as glass
    97. Target is certain that he’s bleeding profusely
    98. Target is certain that he’s immortal
    99. Target is certain that he’s invulnerable until sunset
    100. Target is certain that he’s standing at the center of a huge fire
    1. Target is chained into the highest branches of a tall tree nearby
    2. Target is coated in a delicious honey glaze like a ham
    3. Target is coated in boiling pitch and takes damage accordingly
    4. Target is completely enclosed by a layer of living flesh
    5. Target is constricted as though squeezed by an invisible python
    6. Target is covered by a suit of field plate armor, made of glass
    7. Target is covered by a thick shawl of fetid vulture feathers
    8. Target is covered by coarse and musky wool like a yak
    9. Target is covered by dozens of slugs and snails
    10. Target is covered by thick, ugly scales for an AC bonus of 1
    11. Target is discovered to be a remotely operated machine
    12. Target is discovered to be an agent of the king
    13. Target is discovered to be the real heir to the throne
    14. Target is discovered to be the true owner of caster’s home
    15. Target is discovered to engage in decadent cannibalistic rituals
    16. Target is dragged along the ground into the nearest open grave
    17. Target is dragged halfway to the shore of the nearest river
    18. Target is draped in a gossamer shawl impervious to fire
    19. Target is draped in filthy funerary dressing
    20. Target is draped in foul-smelling seaweed
    21. Target is draped in threads that can only be cut under moonlight
    22. Target is dreadfully afraid of the spell’s target point
    23. Target is dreadfully homesick for some place he’s never been
    24. Target is dressed like a court jester
    25. Target is dressed like a crazed anchorite
    26. Target is dressed like a pig at a luau
    27. Target is dressed like one of the royal family
    28. Target is driven halfway through the nearest tree
    29. Target is driven like a thumbtack into the ground up to his neck
    30. Target is encased in a glass box quickly filling with water
    31. Target is encased in a large, hollow sphere of ice
    32. Target is encased in a marble sarcophagus
    33. Target is encased in a sealed wicker basket
    34. Target is encased in a skin-tight plaster cast
    35. Target is encased in an airtight steel capsule
    36. Target is encircled by a chest-high wall of packed snow
    37. Target is encircled by a waist-high, electrified iron fence
    38. Target is encircled by a zone of intense cold
    39. Target is encircled by a zone of pure vacuum
    40. Target is encircled by an electrified fence
    41. Target is encircled by an illusory wall of chattering skulls
    42. Target is encircled by tall icicles, each as thick as his leg
    43. Target is enclosed for one hour in an impenetrable 10-foot sphere
    44. Target is enclosed in a shrinking steel cage
    45. Target is enraged beyond all rational control
    46. Target is ensconced in velvet
    47. Target is ensnared by some distant spellcaster’s Summoning spell
    48. Target is especially receptive to Commands for the next 24 hours
    49. Target is fearless as long as he wears the shoes he’s wearing now
    50. Target is forever immune to all non-magical disease
    51. Target is forever immune to heatstroke
    52. Target is forever immune to hypothermia
    53. Target is forever immune to lycanthropy
    54. Target is found to be a persecuted victim needing caster’s help
    55. Target is fully healed if he’s slain while standing in snow
    56. Target is harassed by skeletal crows
    57. Target is haunted by the endless screams of damned souls
    58. Target is healed of all damage, but his clothes and gear vanish
    59. Target is held personally responsible for some distant atrocity
    60. Target is held personally responsible for the decay of society
    61. Target is highly magical and dies if Dispel Magic is cast on him
    62. Target is highly magical and is quickly recognized by magic users
    63. Target is holding an anvil and can’t put it down for 2d8 rounds
    64. Target is holding an egg in each hand and must not break them!
    65. Target is hopelessly lost for 2d10 rounds
    66. Target is horribly afraid of cooked or salted meat
    67. Target is horribly scarred, as though shredded and reassembled
    68. Target is horrified by the sight of female magic users
    69. Target is horrified by the sound of clattering bones
    70. Target is identified as the leader of some bizarre cult
    71. Target is immortal and unaging until he next speaks
    72. Target is immortal, but he’s sentenced to lifelong imprisonment
    73. Target is immortal, but his arms and legs vanish forever
    74. Target is immune to air-based magic for 1d4 days
    75. Target is immune to all attacks by non-magical birds
    76. Target is immune to all injury until he next speaks
    77. Target is immune to all swords now within one mile
    78. Target is immune to any wounds inflicted by humans for 4d6 hours
    79. Target is immune to area-effect magic for 1d4 days
    80. Target is immune to beneficial magic for 2d4 days
    81. Target is immune to charm-based spells or attacks for 1d4 weeks
    82. Target is immune to Charms and Enchantments for 1d4 weeks
    83. Target is immune to electrical attacks while carrying metal
    84. Target is immune to his allies’ magic
    85. Target is immune to his allies’ magic for 10d10 rounds
    86. Target is immune to his own magic and attacks for 1d4 hours
    87. Target is immune to hostile magic for 1d4 days
    88. Target is immune to illusions until dawn tomorrow
    89. Target is immune to injuries inflicted by wood in daylight
    90. Target is immune to inorganic poisons for 1d4 months
    91. Target is immune to light-based magic until sunset tomorrow
    92. Target is immune to lightning
    93. Target is immune to magical cold while naked
    94. Target is immune to magical diseases for one week
    95. Target is immune to magical fire while naked
    96. Target is immune to magical healing
    97. Target is immune to missile weapons for 6d8 hours
    98. Target is immune to necromantic magic until he uses a magic item
    99. Target is immune to non-magical diseases
    100. Target is immune to non-magical extremes of weather
    1. Target is immune to normal fire while wearing these clothes
    2. Target is immune to piercing weapons, such as stilettos, etc.
    3. Target is immune to poisons, but meat is highly toxic to him
    4. Target is immune to polymorph magic
    5. Target is immune to smoke inhalation for the rest of his life
    6. Target is immune to the burning effects of acid for 2d4 days
    7. Target is immune to the caster’s magic for 10d10 rounds
    8. Target is immune to the crushing pressure of very deep water
    9. Target is immune to the next 1d10 attacks against him
    10. Target is immune to the next magical disease he encounters
    11. Target is implicated in numerous treasonous scandals
    12. Target is in the middle of a typhoon, but no one else is
    13. Target is infected with plague
    14. Target is instantly consumed by vermin if he dies within 24 hours
    15. Target is intensely drunk for 1d4 rounds after every combat
    16. Target is invisible to lycanthropes while he’s bleeding
    17. Target is invisible to lycanthropes while they’re indoors
    18. Target is invisible while carrying 1d4 burning torches
    19. Target is invisible while completely submerged
    20. Target is invisible while he has an apple in each hand
    21. Target is invisible while shouting
    22. Target is invulnerable and invisible until he speaks or moves
    23. Target is invulnerable to 80% of normal weapons
    24. Target is invulnerable to any weapon that has already wounded him
    25. Target is invulnerable to normal weapons and can’t wield them
    26. Target is invulnerable to normal weapons for 1d6 turns
    27. Target is invulnerable to normal weapons until he inflicts damage
    28. Target is invulnerable to normal weapons until he wields one
    29. Target is invulnerable to weapon that he himself forged
    30. Target is kidnapped to be used as a sacrifice by a religious cult
    31. Target is kidnapped to be used as in medical experiments
    32. Target is killed outright if he ever triggers a Chaos Burst
    33. Target is killed outright if he kills any member of his species
    34. Target is killed outright if he wounds himself with a sword
    35. Target is killed outright if struck by a blood relative
    36. Target is limned by golden light until dawn tomorrow
    37. Target is liquefied and emerges from a nearby lake fully healed
    38. Target is liquefied but reforms at full hit points in 1d20 rounds
    39. Target is liquefied but reforms in a slightly warped shape
    40. Target is liquefied but returns fully healed during the next rain
    41. Target is lost in the shuffle
    42. Target is mesmerized by the sight of lighted candles
    43. Target is mesmerized by the sound of clinking metal
    44. Target is nearly paralyzed with terror under the full moon
    45. Target is now standing 8d10 yards behind the spell’s target point
    46. Target is now standing atop the tallest mountain within 100 miles
    47. Target is numb to all physical sensation for 3d8 rounds
    48. Target is obsessed with ridding himself of all skin and hair
    49. Target is obsessed with ridding himself of all worldly property
    50. Target is obsessed with ridding himself of his allies
    51. Target is obsessed with ridding himself of his shadow
    52. Target is obsessively covetous of some item that he can now see
    53. Target is obsessively jealous of someone now standing nearby
    54. Target is obsessively protective of someone now standing nearby
    55. Target is obsessively protective someone he’s never met
    56. Target is overwhelmingly drunk for 1d4 rounds, then totally sober
    57. Target is paralyzed by dread when he witnesses magical effects
    58. Target is pelted by hundreds of acorns
    59. Target is pelted by snowballs for 1d6 rounds
    60. Target is pelted by tiny, red hot coals for 1d4 rounds
    61. Target is pelted like a mink, otter, or beaver
    62. Target is permanently bloodstained
    63. Target is permanently invisible to caster but can’t attack him
    64. Target is permanently invisible to himself between dusk and dawn
    65. Target is permanently rendered 1d100% transparent
    66. Target is physically exhausted
    67. Target is poisoned if he touches a book in the next 1d4 days
    68. Target is pursued by predatory moneylenders
    69. Target is pursued by ravenous wolves
    70. Target is pursued by rogue shadows that resemble his own
    71. Target is pushed through the planet and out to the opposite side
    72. Target is quarantined by the local Minister of Health
    73. Target is real but can be disbelieved as if he were an illusion
    74. Target is real but can be Dispelled as if he were an illusion
    75. Target is recognized as an escaped slave wherever he goes
    76. Target is reluctant to engage in combat between sunrise and noon
    77. Target is reluctant to speak between noon and sunset
    78. Target is reluctant to wield any weapon with inorganic components
    79. Target is rendered deaf and blind for 2d10 rounds
    80. Target is rendered inert for 1d10 turns
    81. Target is rendered like a cow in an abattoir
    82. Target is rendered mute for 1d100 rounds
    83. Target is scarred as though he were pressed against a hot screen
    84. Target is scarred as though his digestive tract has been removed
    85. Target is sheathed in a large, living sponge
    86. Target is sheathed in a plant like a huge pea pod
    87. Target is sheathed in blood-soaked strips of leather
    88. Target is sheathed in wax
    89. Target is shoved to the ground in each of the next 1d10 rounds
    90. Target is showered by sawdust for 1d10 rounds
    91. Target is showered by shaved ice for the next 1d10 rounds
    92. Target is shunned by all other members of his species
    93. Target is shunned by all that is holy
    94. Target is shunned by anyone carrying a magic item
    95. Target is shunned by anyone nearby who is now wounded
    96. Target is shunned by polite society
    97. Target is smeared in a coordinated campaign of personal attacks
    98. Target is smeared in a fluid that suppresses his natural scent
    99. Target is smeared in lard
    100. Target is smeared in some kind of fireproof jelly
    1. Target is so badly disfigured that people flee from him in horror
    2. Target is sought for arrest because he stole a loaf of bread
    3. Target is standing knee-deep in a basket full of cobras
    4. Target is standing knee-deep in a bucket full of manure
    5. Target is stricken completely hairless
    6. Target is stricken deaf, blind, and mute for 1d6 rounds
    7. Target is stricken from any documents that mention him by name
    8. Target is stricken mute under every full moon
    9. Target is stricken mute while horses are nearby
    10. Target is stricken mute while under any magical effect
    11. Target is struck by lightning for 1d100 hit points of damage
    12. Target is struck by lightning the next time an ally is wounded
    13. Target is struck by lightning the next time he draws a weapon
    14. Target is struck by lightning the next time he enters water
    15. Target is struck by lightning the next time he speaks
    16. Target is struck by lightning the next time he uses a magic item
    17. Target is struck by lightning unless he’s currently atop a horse
    18. Target is stung by a bee as large as an ox
    19. Target is stung by a bee every time he makes a successful attack
    20. Target is suddenly acutely aware of any injuries he now has
    21. Target is suddenly attacked by ruffians
    22. Target is suddenly holding 1d4 anvils
    23. Target is suddenly holding a box full of his own bones
    24. Target is suddenly holding a pair of alligator suitcases
    25. Target is suddenly holding a pair of magic rings
    26. Target is suddenly holding an enormous bouquet of roses
    27. Target is suddenly holding the king’s severed head
    28. Target is suddenly holding the nearest corpse in his arms
    29. Target is suddenly lying in a four-poster canopy bed
    30. Target is suddenly lying in his own bed
    31. Target is suddenly lying on a funeral pyre
    32. Target is suddenly married to 1d8 additional spouses
    33. Target is suddenly morbidly obese
    34. Target is suddenly naked except for a fig leaf
    35. Target is suddenly on the verge of an important breakthrough
    36. Target is suddenly on the verge of going berserk
    37. Target is suddenly on the verge of utter dehydration
    38. Target is suddenly on the verge of utter exhaustion
    39. Target is suddenly on the verge of utter panic
    40. Target is suddenly on the verge of utter starvation
    41. Target is suddenly packaged in a large cardboard box
    42. Target is suddenly recognized as everyone’s long-lost brother
    43. Target is suddenly sitting at the base of a nearby waterfall
    44. Target is suddenly sitting atop someone else’s horse
    45. Target is suddenly sitting atop the tallest waterfall in the land
    46. Target is suddenly sitting in a bucket full of ice water
    47. Target is suddenly sitting in a large wooden crate
    48. Target is suddenly sitting in the bucket of the nearest catapult
    49. Target is suddenly sitting in the queen’s boudoir
    50. Target is suddenly sitting on an anthill, smeared with honey
    51. Target is suddenly sitting on the corpse of a fallen ally
    52. Target is suddenly standing atop a heap of shattered masonry
    53. Target is suddenly standing atop a rickety and very tall fence
    54. Target is suddenly standing atop a tall ladder
    55. Target is suddenly standing atop the nearest corpse
    56. Target is suddenly standing atop the nearest lookout tower
    57. Target is suddenly standing atop the nearest sand dune
    58. Target is suddenly standing in a fetid swamp miles from here
    59. Target is suddenly standing in the nearest boat
    60. Target is suddenly standing in the nearest locked treasure vault
    61. Target is suddenly standing knee-deep in the nearest ocean
    62. Target is suddenly standing next to his most powerful enemy
    63. Target is suddenly standing on a trapdoor over a very deep pit
    64. Target is suddenly standing on the shoulders of a nearby ally
    65. Target is suddenly standing outside his own front door
    66. Target is suddenly standing under the nearest bridge
    67. Target is suddenly standing upon what appears to be his own grave
    68. Target is suddenly standing wherever he awoke this morning
    69. Target is suddenly suffering from overpowering agoraphobia
    70. Target is suddenly wearing a cast-iron straightjacket
    71. Target is suddenly wearing a provocative leather ensemble
    72. Target is suddenly wearing a skin-tight suit of chain mail
    73. Target is suddenly wearing an anachronistic bathing costume
    74. Target is suddenly wearing an ornate saddle of very high quality
    75. Target is suddenly wearing fireproof clothing
    76. Target is suddenly wearing whatever the king wore yesterday
    77. Target is surrounded by pandering sycophants
    78. Target is surrounded by rabid wolves
    79. Target is surrounded by servitors who want to assassinate him
    80. Target is surrounded by vermin and small pests
    81. Target is susceptible to rust while carrying gold
    82. Target is suspected of having trafficked with demons in a church
    83. Target is suspected of having wrought a plague upon this nation
    84. Target is suspected of holding the secret of all existence
    85. Target is suspected of plotting to exterminate his entire species
    86. Target is suspended above the tallest tree nearby
    87. Target is suspended over a flaming pit until sunset
    88. Target is swarmed by countless flies, but they don’t bother him
    89. Target is swarmed by undead whenever he uses a magic item
    90. Target is swept 3d100 yards by a wave of molasses
    91. Target is the most unrepentant coward in the entire world
    92. Target is the subject of a distant being’s use of the Wish spell
    93. Target is thought to be a malefic figure as foretold by prophecy
    94. Target is thrown 1d4 rounds into the past
    95. Target is thrown 8d6 hours into the future
    96. Target is thrown 8d6 yards into the air
    97. Target is thrown down the nearest flight of stairs
    98. Target is thrown into a coma for 1d6 days
    99. Target is thrown into the nearest briar patch
    100. Target is tied between two trees like a hammock
    1. Target is tied to the ground with rope made of his own hair
    2. Target is tightly bound by strips of adhesive cloth
    3. Target is tightly chained to the nearest tree
    4. Target is tightly swaddled in a coarse wool blanket
    5. Target is tightly wrapped in blood-soaked bandages
    6. Target is tightly wrapped in strips of raw and greasy bacon
    7. Target is tormented by countless demonic voices
    8. Target is tormented by false but realistic echoes of a past life
    9. Target is tormented by illusory ants crawling all over him
    10. Target is tormented by invisible barbs that catch in his flesh
    11. Target is tormented by shrill and discordant music
    12. Target is tormented by the awareness of his mortality
    13. Target is tormented by visions of his own damnation
    14. Target is tormented by visions of his own descent into madness
    15. Target is tormented by visions of the damned
    16. Target is tormented by visions of the torture of his allies
    17. Target is tormented by voices telling him to kill his allies
    18. Target is tormented by voices telling him to kill the king
    19. Target is unable to look directly at the caster
    20. Target is unaffected by natural winds
    21. Target is unexpectedly thrust into a position of political power
    22. Target is unusually clumsy for 1d4 hours after he says his name
    23. Target is utterly fearless until sunset tomorrow
    24. Target is violently allergic to some common non-magical species
    25. Target is violently compressed to the size of a grain of rice
    26. Target is violently pushed 1d10 yards, stunned for as many rounds
    27. Target is wearing a diver’s mask, snorkel, and swim fins
    28. Target is wearing a formal suit made entirely of lettuce
    29. Target is wearing a formal suit made entirely of smoked meats
    30. Target is wearing a necklace of severed human ears
    31. Target is wearing nothing but strategically-placed coconut shells
    32. Target is wearing the entire skin from an orc or goblin
    33. Target is wearing the leathered skin from his own corpse
    34. Target is wholly invulnerable for 1d4 rounds
    35. Target is widely famed for his prowess with the scissors
    36. Target is widely recognized as a traitor to his race and species
    37. Target is, by his very nature, impossible
    38. Target jingles like sleigh bells while trying to move stealthily
    39. Target kills himself at sunset tonight but is resurrected at dawn
    40. Target knows a secret that damages the sanity of any who learn it
    41. Target knows an economical way to extract aluminum from bauxite
    42. Target knows but won’t tell the location of an important artifact
    43. Target knows everything there is to know about the caster
    44. Target knows exactly what will happen in the next 2d6 rounds
    45. Target knows the current location of every Dwarf within 10 miles
    46. Target knows the location of every lock within one mile
    47. Target labors to conceal a humiliating secret from his allies
    48. Target lacks any concept of personal property
    49. Target laughs like a braying donkey when he injures someone
    50. Target laughs outrageously at the sight of his allies’ blood
    51. Target learns that a deranged cult worships him as a god
    52. Target leaves no scent for 1d4 weeks
    53. Target leeches 2d10 hit points from the caster
    54. Target levitates 10d10 yards into the air for that many rounds
    55. Target levitates 1d10 feet in each of the next 1d6 rounds
    56. Target literally laughs at danger, so much so that it’s annoying
    57. Target looks as though half of his body has been severely burned
    58. Target looks as though half of his body is made of pumice
    59. Target looks as though half of his body is made of wood
    60. Target looks as though he’s made entirely of clay
    61. Target looks exactly like the caster for 1d4 days
    62. Target looks like a photo-negative for 1d4 days
    63. Target looks like a photo-negative while wielding a weapon
    64. Target looks vaguely demonic whenever he uses a magic item
    65. Target loses 1d100 hit points if he speaks his name before sunset
    66. Target loses 1d100 hit points unless he eats 3lbs of gold by dawn
    67. Target loses 1d100% of his mass
    68. Target loses 1d4 hit points every time he draws a weapon
    69. Target loses 1d4 levels/hit dice
    70. Target loses a point of Intelligence for each hit point he loses
    71. Target loses all but one hit point, then regains one per round
    72. Target loses all hit points gained due to high Constitution
    73. Target loses all sense of decency and restraint
    74. Target loses half of his remaining hit points
    75. Target loses one hit point each day for the next 1d100 days
    76. Target loses one hit point per hour until dawn tomorrow
    77. Target loses one hit point per person now within a 10 yard radius
    78. Target loses one hit point per round until he eats some raw meat
    79. Target loses one hit point per round until he strips naked
    80. Target loses one hit point per round until he swallows a coin
    81. Target loses one hit point per round until he’s struck by magic
    82. Target loses the sense of object permanence
    83. Target makes a spirited effort to detach one of his legs
    84. Target makes a spirited effort to disarm his allies
    85. Target makes a spirited effort to eat his own foot
    86. Target makes a spirited effort to extract his own heart
    87. Target makes a spirited effort to pull out his own tongue
    88. Target makes a spirited effort to remove his lower jaw
    89. Target makes a spirited effort to scour the flesh from his hands
    90. Target makes a spirited effort to swallow his weapon
    91. Target makes a spirited effort to tear off his ears
    92. Target makes outrageous claims about his martial skill
    93. Target makes outrageous claims about his wealth and property
    94. Target mimics the actions of one of his allies for 2d6 rounds
    95. Target mimics the caster’s actions for 1d10 rounds
    96. Target mistakes himself for someone else
    97. Target moos like a cow each time he draws a weapon
    98. Target must carry a blade at all times that has never drawn blood
    99. Target must carry a burning candle at all times
    100. Target must carry a fifty pound wheel of cheese until sunset
    1. Target must carry a small stone from this spot at all times
    2. Target must carry a wooden staff taller than he is at all times
    3. Target must carry at least 30 feet of rope at all times
    4. Target must carry at least 4d6 gold coins at all times
    5. Target must carry at least five pounds of wood at all times
    6. Target must carry at least one pound of feathers at all times
    7. Target must climb a tall tree during the next thunderstorm
    8. Target must disrobe before entering any cave or mine
    9. Target must douse himself with 2d6 gallons of water or combust
    10. Target must draw his weapon every time he says his name
    11. Target must drink 2d4 gallons of water before sunset
    12. Target must eat 3d6 pounds of food before dawn tomorrow
    13. Target must eat a pound of grass or leaves before dawn
    14. Target must eat a pound of ice by sunset tonight
    15. Target must give his name whenever he’s asked for it
    16. Target must lie whenever he’s asked his name
    17. Target must re-roll any attribute scores that are higher than 15
    18. Target must re-roll any attribute scores that are lower than 12
    19. Target must return to this location at least once each month
    20. Target must Save at each sunset or forget what happened that day
    21. Target must Save each morning or be ethereal until dusk
    22. Target must Save each morning or shrink by 10%
    23. Target must Save each morning, or he can’t use his arms that day
    24. Target must Save each morning, or his left leg bursts into flame
    25. Target must Save each night or else sleep for 6d8+24 hours
    26. Target must Save or 1d100 of his bones explode
    27. Target must Save or 1d100 of his bones turn to glass
    28. Target must Save or 1d100 of his bones turn to steel
    29. Target must Save or be dragged to the bottom of the nearest lake
    30. Target must Save or be struck dead by a meteor
    31. Target must Save or each of his bones teleports 1d4 miles
    32. Target must Save or forfeit ownership of all of his possessions
    33. Target must Save or he beheads himself with his next attack
    34. Target must Save or he will never have existed
    35. Target must Save or his hands and weapons vanish until sunset
    36. Target must Save or his temperature rises 1° per round
    37. Target must Save or lose 1d4 from each attribute score
    38. Target must Save when he’s hit by a bludgeon or shatter
    39. Target must Save when he’s hit by a bludgeon or shriek in panic
    40. Target must Save when he’s hit by a bludgeon or turn inside out
    41. Target must Save when he’s hit by a bludgeon or turn to butter
    42. Target must say his name every time he draws a weapon
    43. Target must scale the tallest mountain within 100 miles
    44. Target must take 1d10 steps backward each time he draws a weapon
    45. Target now has 1d12 x 10% of his full hit points
    46. Target now has an odd number of limbs
    47. Target now has three legs spaced evenly around his pelvis
    48. Target obsessively cleans and polishes any magical items he owns
    49. Target obsessively pursues a man who turns into a green monster
    50. Target obsessively pursues an immortal beast with glass eyes
    51. Target obsessively pursues some crazy get-rich-quick scheme
    52. Target obsessively pursues the one-armed man who killed his wife
    53. Target offered his legs as collateral on a high-interest loan
    54. Target only needs to blink once every 4d6 hours
    55. Target only needs to eat one normal-sized meal per week
    56. Target opens a chain of big-box retail stores
    57. Target owes a big favor to a powerful and malevolent entity
    58. Target owes a big favor to someone to whom he’s morally opposed
    59. Target perceives a vast army to be just beyond the nearest ridge
    60. Target perceives aggressive creditors to be hunting him endlessly
    61. Target perceives all foliage to be ablaze
    62. Target perceives constant rainfall from now on
    63. Target perceives everyone nearby to be sheathed in golden flame
    64. Target perceives everyone nearby to be sprouting peacock feathers
    65. Target perceives everyone nearby to look just like him
    66. Target perceives everything except himself to be 50% larger
    67. Target perceives everything nearby to be aligned against him
    68. Target perceives everything nearby to made of gold
    69. Target perceives everything to be blighted and drained of color
    70. Target perceives himself to be bathed in silver light
    71. Target perceives himself to be the wealthiest person in the world
    72. Target perceives hints of prophecy in any music he hears
    73. Target perceives menacing waterfowl all around him
    74. Target perceives profound secrets in everyday conversation
    75. Target perceives shocking insults in everyday conversation
    76. Target perceives weather conditions to be six months out of sync
    77. Target perceives worms to be wriggling from his every orifice
    78. Target permanently abandons his principal weapon
    79. Target permanently ages one year for each hit point he loses
    80. Target permanently gains 1d4 hit points
    81. Target permanently loses 1d10 toes
    82. Target permanently loses 1d4 hit points
    83. Target permanently loses half his current hit points
    84. Target poses and spits water like a fountain for one turn
    85. Target presents a long list of grievances to the caster
    86. Target pretends that he has a personal relationship with his god
    87. Target pretends that he’s been Charmed by the caster
    88. Target punches his jaw repeatedly until he knocks himself out
    89. Target quickly regenerates any lost fingers or toes
    90. Target races away in a random direction and can’t stop until dawn
    91. Target races headlong toward any magic user he encounters
    92. Target races to the nearest cave and hides there
    93. Target races to the nearest cave entrance
    94. Target races to the nearest library and tries to burn it down
    95. Target races to the nearest temple and messily desecrates it
    96. Target races toward his home at top speed
    97. Target races toward the caster and begs to be killed
    98. Target races toward the caster, embraces him, & vanishes with him
    99. Target races toward the nearest lake and jumps into it
    100. Target races toward the nearest monarch and attacks him
    1. Target races toward the nearest ocean and wades out 1d4 miles
    2. Target races toward the nearest open fire and jumps into it
    3. Target races toward the nearest open pit and jumps into it
    4. Target rattles like a bucket of stones while moving with stealth
    5. Target reacts violently to any representative of the king
    6. Target reacts violently to anyone bearing a scar on his face
    7. Target reacts violently to anyone bearing a tattoo
    8. Target reacts violently to anyone displaying a holy symbol
    9. Target reacts violently to anyone he sees who is now injured
    10. Target reacts violently to anyone he thinks is able to kill him
    11. Target reacts violently to anyone nearby when he awakens
    12. Target reacts violently to anyone not of his race
    13. Target reacts violently to anyone not wearing a hat
    14. Target reacts violently to anyone refusing to address him as sire
    15. Target reacts violently to anyone representing a deity
    16. Target reacts violently to anyone taller than he is
    17. Target reacts violently to anyone wearing a cloak
    18. Target reacts violently to anyone wearing a gold ring
    19. Target reacts violently to anyone wearing a hat or helmet
    20. Target reacts violently to anyone wearing leather
    21. Target reacts violently to anyone who addresses him by name
    22. Target reacts violently to anyone who addresses the caster
    23. Target reacts violently to anyone who asks his name
    24. Target reacts violently to anyone who attacks the caster
    25. Target reacts violently to anyone who carries an axe
    26. Target reacts violently to anyone who displays fear or pity
    27. Target reacts violently to anyone who displays the color red
    28. Target reacts violently to anyone who doesn’t offer him money
    29. Target reacts violently to anyone who doesn’t recognize him
    30. Target reacts violently to anyone who draws a weapon near him
    31. Target reacts violently to anyone who eats in front of him
    32. Target reacts violently to anyone who eats meat in his presence
    33. Target reacts violently to anyone who gives him an order
    34. Target reacts violently to anyone who has a beard
    35. Target reacts violently to anyone who has long hair
    36. Target reacts violently to anyone who has no beard
    37. Target reacts violently to anyone who lights a fire near him
    38. Target reacts violently to anyone who mentions a deity by name
    39. Target reacts violently to anyone who mentions his martial skill
    40. Target reacts violently to anyone who offers him aid in battle
    41. Target reacts violently to anyone who offers him food or water
    42. Target reacts violently to anyone who offers him hospitality
    43. Target reacts violently to anyone who offers him money
    44. Target reacts violently to anyone who questions his bravery
    45. Target reacts violently to anyone who receives magical healing
    46. Target reacts violently to anyone who refuses to give him money
    47. Target reacts violently to anyone who refuses to worship him
    48. Target reacts violently to anyone who says a magic word near him
    49. Target reacts violently to anyone who seems to have a magic item
    50. Target reacts violently to anyone who sees him get injured
    51. Target reacts violently to anyone who shows him common courtesy
    52. Target reacts violently to anyone who speaks while on horseback
    53. Target reacts violently to anyone who speaks with an accent
    54. Target reacts violently to anyone who spends money on armor
    55. Target reacts violently to anyone who suggests that he’s mortal
    56. Target reacts violently to anyone who touches him
    57. Target reacts violently to anyone who uses magic
    58. Target reacts violently to anyone who wears jewelry
    59. Target reacts violently to anyone who wields a magical weapon
    60. Target reacts violently to anyone whom he perceives to be ill
    61. Target reacts violently to anyone wielding a bloodstained weapon
    62. Target reacts violently to anyone wielding a wooden bludgeon
    63. Target reacts violently to anyone with bloodstained clothes
    64. Target reacts violently to Elves who learn his name
    65. Target reacts violently to the next person to draw blood near him
    66. Target realizes that has an extra eye in the back of his head
    67. Target realizes that he murdered 1d10 people closest to him
    68. Target realizes that he’s a mechanical simulacrum
    69. Target realizes that he’s always been a ravenous cannibal
    70. Target realizes that he’s been chewing on gravel for several days
    71. Target realizes that he’s being controlled by invisible entities
    72. Target realizes that he’s had an arrow in his thigh for days
    73. Target realizes that he’s lost and doesn’t know anyone nearby
    74. Target realizes that the back of his head is removable
    75. Target receives a massive shock the next time he touches metal
    76. Target receives a sign that he should abandon all worldly goods
    77. Target receives a sign that he should devote himself to magic
    78. Target receives a sign that he should reject all magic
    79. Target receives a sign that his murder is imminent
    80. Target reeks of carrion when he’s angry
    81. Target reeks of cheap perfume between sunset and dawn
    82. Target reeks of chlorine while he speaks
    83. Target reeks of gasoline for the rest of his life
    84. Target reeks of manure while in polite company
    85. Target reflection appears in every mirror within 10 miles
    86. Target refuses any offers of first aid or magical healing
    87. Target refuses to believe that metal weapons can harm him
    88. Target refuses to believe that poisons are poisonous
    89. Target refuses to believe that the caster exists
    90. Target refuses to eat any cooked meat
    91. Target refuses to eat or sleep for 2d4-1 days
    92. Target refuses to eat until his magical sword is returned
    93. Target refuses to eat within 6d10 miles of this spot
    94. Target refuses to give medical aid to his allies
    95. Target refuses to share food or water with his allies
    96. Target refuses to speak his native tongue while outdoors
    97. Target refuses to speak to anyone at all for 1d8 days
    98. Target refuses to speak to anyone not of his race
    99. Target refuses to speak to anyone of his race
    100. Target refuses to speak to anyone who addresses him by name
    1. Target refuses to speak to anyone who is looking at him
    2. Target refuses to speak to anyone who shares his native tongue
    3. Target refuses to speak to anyone whom he knows to employ magic
    4. Target regains his full hit points in each of the next 1d8 rounds
    5. Target regenerates one hit point for each pint of blood he drinks
    6. Target regresses to infancy but quickly grows to his correct age
    7. Target re-rolls 1d4 of his attribute scores, using 2d10
    8. Target re-rolls his hit points
    9. Target retains a perfect memory of the next 4d12 hours
    10. Target rightly believes that everyone is trying to kill him
    11. Target roars like a lion whenever he sees food
    12. Target runs 1d4 miles at top speed in a random direction
    13. Target runs completely around the nearest lake
    14. Target salivates heavily during battle
    15. Target screams as though in agony for 1d4 hours
    16. Target secretes 10 gallons of foul brine over the next 1d8 turns
    17. Target secretes a sticky pus from his eyes, nose, and ears
    18. Target sees anything more than 20 yards away as dull gray
    19. Target sees spectacular lightning overhead, but no one else does
    20. Target shakes violently when attempting to use magic items
    21. Target shakes violently while touching magic items
    22. Target shimmers like a desert mirage, making him -1 ToHit
    23. Target shrinks by 25% during each of the next 1d10 days
    24. Target shrinks by 8d10% when he next attacks the caster
    25. Target single-mindedly attacks the tallest person he can see
    26. Target single-mindedly tries to kill the caster until one is dead
    27. Target sinks halfway to the center of the world
    28. Target smells like 1,000 roses whenever he uses a magic item
    29. Target smells like 10 corpses whenever he uses a magic item
    30. Target smells like fungus for 1d4 hours after every battle
    31. Target smells like roses for one hour after every battle
    32. Target smells rotting flesh everywhere for 1d4 weeks
    33. Target smells strongly of blood whenever he uses a magic item
    34. Target smells strongly of cabbage until his next birthday
    35. Target smells strongly of sauerkraut for the rest of his life
    36. Target smells strongly of sour milk until next wounded in battle
    37. Target smells strongly of vanilla for 2d4 days
    38. Target sneezes and 10d10 angry wasps spew from his nose
    39. Target sneezes and blows 1d4 pounds of iron filings from his nose
    40. Target sneezes and blows all of his teeth from his mouth
    41. Target snorts like a pig before and after he says his name
    42. Target sounds as though he’s shouting through a distant megaphone
    43. Target speaks only in an archaic dialect of his native language
    44. Target spends 1d4 rounds obsessing over the impact of his actions
    45. Target spends 1d4 turns trying to fell a tree with his bare hands
    46. Target spends 2d4 rounds trying to remove one of his vital organs
    47. Target spends 2d8 rounds praising the caster for his magic skills
    48. Target spends a few rounds trying to convince himself he’s dead
    49. Target spends a few rounds trying to unscrew his own head
    50. Target spends all of his money to buy something totally worthless
    51. Target spins a cocoon & emerges in 1d4 days with butterfly wings
    52. Target spins like a top for 1d8 rounds
    53. Target spits out small lumps of coal after any melee
    54. Target sprays a gallon of milk from his nose
    55. Target sprays a huge gout of jet-black ink from his nose
    56. Target sprouts 1d10 additional noses all over his body
    57. Target sprouts 1d10 fingers from his cheeks
    58. Target sprouts 1d10 pairs of delicate antennae
    59. Target sprouts 1d100 additional ears on his body
    60. Target sprouts 1d6 additional noses somewhere on his body
    61. Target sprouts 3d10 tufts of coarse, ugly hair on his body
    62. Target sprouts a bunch of flexible metal tines on his face
    63. Target sprouts a clumsy elephant’s trunk at the back of his head
    64. Target sprouts a collar of holly from the skin of his neck
    65. Target sprouts a horse’s tail from the center of his chest
    66. Target sprouts a long, prehensile tail from his chest
    67. Target sprouts a non-functional face between his shoulder blades
    68. Target sprouts a non-functioning hand from the top of his head
    69. Target sprouts a pair of compound eyes from his cheekbones
    70. Target sprouts a pair of loathsome tentacles from his forehead
    71. Target sprouts a pair of retractable fangs in each palm
    72. Target sprouts a pig’s tail from between his eyes
    73. Target sprouts a small foot from the top of his head
    74. Target sprouts a torch sconce between his shoulder blades
    75. Target sprouts a vulture’s wing between his shoulder blades
    76. Target sprouts an additional foot from each knee
    77. Target sprouts an additional foot from each shoulder
    78. Target sprouts an additional forearm and hand from one elbow
    79. Target sprouts an additional hand from each shoulder
    80. Target sprouts an additional hand from one of his arms
    81. Target sprouts an additional hand from the palm of one hand
    82. Target sprouts an additional head beside the existing one
    83. Target sprouts an additional limb
    84. Target sprouts an additional mouth next to his original one
    85. Target sprouts an additional pair of eyes on his forehead
    86. Target sprouts an additional pair of nostrils on his forehead
    87. Target sprouts an additional pair of thumbs on his forehead
    88. Target sprouts an additional thumb from the back of each hand
    89. Target sprouts an iguana’s tail from his chin
    90. Target sprouts an intelligent fungus atop his head
    91. Target sprouts an ox horn from his chin
    92. Target sprouts an ox horn from one side of his head
    93. Target sprouts countless leaves, each bearing a mysterious rune
    94. Target sprouts deer antlers from his shoulder blades
    95. Target sprouts enormous fangs from his lower jaw
    96. Target sprouts harmless but acrid blue mold all over his body
    97. Target sprouts retractable iron claws from his fingers
    98. Target sprouts small, flashing lights along his spine
    99. Target sprouts wool like a sheep
    100. Target stalks the caster, always at least one mile distant
    1. Target steals credit for writing a list of 7,000 random effects
    2. Target stretches into an upright "X" for 1d10 rounds
    3. Target struggles with some trite philosophical conundrum
    4. Target suddenly has 2d10 carpenter’s nails in his mouth
    5. Target suddenly has a horseshoe in his mouth
    6. Target suddenly owns a book describing how to build a spacecraft
    7. Target suddenly owns a large pouch made of his own leathered skin
    8. Target suddenly owns an exact replica of his own skeleton
    9. Target suddenly owns an exact replica of some person nearby
    10. Target suddenly owns an exact replica of the caster’s skeleton
    11. Target suddenly realizes that fire can harm him
    12. Target suddenly realizes that he doesn’t know how to use weapons
    13. Target suddenly realizes that he has a conjoined twin
    14. Target suddenly realizes that he’s terrified of spiders
    15. Target suddenly realizes that he’s undead
    16. Target suddenly realizes that magic doesn’t really exist
    17. Target suddenly realizes that magical illusions can’t hurt him
    18. Target suddenly realizes that the caster is only an illusion
    19. Target suddenly senses that his identity is a fictional construct
    20. Target suffers a fit of crippling paranoia for 1d4 turns
    21. Target suffers a seizure lasting 1d10 rounds
    22. Target suffers burns if he touches water hotter than 80°
    23. Target suffers double damage from injuries while he’s wet
    24. Target suffers extreme hypothermia
    25. Target suffers from a disfiguring pox, but his teeth are radiant
    26. Target suffers from hysterical pregnancy
    27. Target suffers half damage from metal weapons while it’s snowing
    28. Target suffers immense pain while in close proximity to fire
    29. Target suffers intense dread when he tries to use a magic item
    30. Target suffers no damage from dragons’ breath for 1d4 weeks
    31. Target suffers no damage from falls of less than 1d100 feet
    32. Target suffers no damage from magical blades for 2d4 days
    33. Target suffers no damage from wounds inflicted by orcs
    34. Target suffers only half damage from acid for 1d4 days
    35. Target suffers only half damage from fire for 1d8 days
    36. Target suffers only half damage from now until midnight
    37. Target suffers only half damage from wounds received in daylight
    38. Target suffers severe burns if cut by a magical blade
    39. Target suffers severe burns the next time he removes his clothes
    40. Target suffers severe convulsions in the presence of kobolds
    41. Target suffers severe frostbite the next time he touches metal
    42. Target suffers splitting headaches after using magic items
    43. Target swallowed a tiny but powerful artifact yesterday
    44. Target swaps places with himself from 1d10+10 rounds ago
    45. Target swears undying loyalty to the next person to say his name
    46. Target sweats viscous and fragrant oil
    47. Target teleports 100 yards north in each of the next 1d10 rounds
    48. Target teleports 6d6 miles & back in each of the next 2d6 rounds
    49. Target teleports 8d10 miles when he next attacks the caster
    50. Target teleports into the nearest convent
    51. Target teleports into the nearest grain silo
    52. Target teleports into the nearest leper colony
    53. Target teleports into the nearest monastery
    54. Target teleports into the nearest oubliette
    55. Target teleports into the nearest unoccupied sarcophagus
    56. Target teleports one mile upon his next successful attack
    57. Target teleports to a barren, arctic wasteland for 1d4+1 hours
    58. Target teleports to a point 1d100 feet above the nearest lake
    59. Target teleports to a tiny and distant island for 1d4 days
    60. Target teleports to an impenetrable forest for 4d6 hours
    61. Target teleports to the base of the largest tree within 100 miles
    62. Target teleports to the caster’s location in exactly 24 hours
    63. Target teleports to the centerpoint of the nearest lake’s surface
    64. Target teleports to the exact place where he awoke this morning
    65. Target teleports to the exact place where he last ate a full meal
    66. Target teleports to the exact place where he met the caster
    67. Target teleports to the exact place where he was born
    68. Target teleports to the exact place where he’ll be in 24 hours
    69. Target teleports to the exact place where the caster was born
    70. Target teleports to the location of the nearest anvil
    71. Target teleports to the place where he last paid for a meal
    72. Target teleports to the place where his blood was last spilled
    73. Target teleports to this spot at both dawn and sunset tomorrow
    74. Target teleports to this spot on the first day of each month
    75. Target teleports to this spot upon losing 50% of his hit points
    76. Target teleports to this spot when his blood is next spilled
    77. Target teleports well beyond the caster’s line of sight
    78. Target tells embarrassing lies about himself at every opportunity
    79. Target thinks he’ll die if he climbs a tree taller than he is
    80. Target thinks he’ll die if he sees a shooting star
    81. Target thinks he’ll die if he wields a magical weapon
    82. Target thinks he’ll die if struck again by the caster’s magic
    83. Target thinks he’ll die unless the caster saves him
    84. Target thinks he’s an elephant until he’s next injured
    85. Target thinks that 1d100 years have passed
    86. Target thinks that a mighty artifact is hidden in a nearby lake
    87. Target thinks that he can control the caster for 1d6 rounds
    88. Target thinks that he’s thoroughly soaked with lamp oil
    89. Target thinks that he’s under the caster’s control until sunset
    90. Target thinks that his attacks heal rather than inflict damage
    91. Target thinks that his clothing is on fire for 1d10 rounds
    92. Target thinks that his enemies are only illusions
    93. Target thinks that his left arm has turned to stone
    94. Target thinks that his skin is trying to suffocate him
    95. Target thinks that his sweat is flammable
    96. Target thinks that his weapon is intelligent and powerful
    97. Target thinks that his weapon will explode on contact with metal
    98. Target thinks that non-magical fire is a manifestation of his god
    99. Target thinks that non-magical fire is an offense against his god
    100. Target thinks that one of his limbs is as fragile as glass
    1. Target thinks that the nearest fire is an avatar of his god
    2. Target thinks that the nearest statue is his close relative
    3. Target thinks that the nearest statue was once his close friend
    4. Target throws all of his belongings into the next fire he sees
    5. Target throws his weapon into the next chasm he passes
    6. Target tries to bite off 1d10 of his fingers, one try per finger
    7. Target trips and falls over in each of the next 1d6 rounds
    8. Target trips over what he realizes is his own grave marker
    9. Target trumpets like an elephant when he draws a weapon
    10. Target trusts everyone unquestioningly, no matter how unworthy
    11. Target trusts no one who’s visibly carrying a weapon
    12. Target trusts the caster absolutely and unquestioningly
    13. Target trusts the caster implicitly until the caster next speaks
    14. Target turns in a circle every time he passes through a doorway
    15. Target turns into a pumpkin at midnight tonight; reverts at dawn
    16. Target turns into a tree at each sunset but reverts at dawn
    17. Target understands 3d6 languages but can speak and write only one
    18. Target vanishes for 1d4 days, then reappears unaware of the lapse
    19. Target vanishes until 1d4 different people say his name
    20. Target vanishes until the caster dies or gains a level
    21. Target vanishes until two different people say his name
    22. Target volunteers for any task, the more dangerous, the better
    23. Target vows not to eat meat unless it comes from primates
    24. Target vows to adopt a life of asceticism and poverty
    25. Target vows to eat an entire person before the end of next month
    26. Target vows to eat only raw meat starting tomorrow
    27. Target vows to eat only rotting meat starting tomorrow
    28. Target vows to forego all magical healing for one full year
    29. Target vows to return to this exact spot once per week
    30. Target vows to slay anyone who uses magic on him
    31. Target vows to slay every necromancer he meets
    32. Target vows to smite those who take his name in vain
    33. Target vows to tithe 90% of his income
    34. Target wails inconsolably for 1d10 rounds
    35. Target wakes each day bald, but his hair regrows by noon
    36. Target wakes each day certain that he’s been buried for weeks
    37. Target wakes each day certain that he’s been tortured for weeks
    38. Target wakes each day certain that he’s gone blind
    39. Target wakes each day certain that he’s immortal
    40. Target wakes each day certain that he’s spent a month in the snow
    41. Target wakes each day certain that he’s still dreaming
    42. Target wakes each day certain that he’s the king
    43. Target wakes each day certain that his heart has been removed
    44. Target wakes each day covered in dirt as though recently buried
    45. Target wakes each day covered in finely-powdered rust
    46. Target wakes each day with his pockets full of twigs and gravel
    47. Target wakes tomorrow certain that it’s yesterday
    48. Target wakes tomorrow floating in the middle of the nearest lake
    49. Target wakes tomorrow within 1d10 yards of the caster
    50. Target was assembled from portions of corpses
    51. Target was just released after decades of solitary confinement
    52. Target was the caster in a past life
    53. Target was Wished into existence by a delusional necromancer
    54. Target wastes many hours writing a list of 10,000 random effects
    55. Target whistles like a teapot when struck by magic
    56. Target will be devoured by a dragon within 24 hours
    57. Target will befriend a dragon within 24 hours
    58. Target will betray himself at the most inopportune time
    59. Target will betray his closest ally in his time of greatest need
    60. Target will combust in 1d10 rounds unless he eats 2d10 gold coins
    61. Target will combust violently in 2d10 rounds
    62. Target will die unless he spends 100 gold pieces each day
    63. Target will either die or become a god at the next solstice
    64. Target will gouge out his eyes unless he’s retrained or attacked
    65. Target will rescue his closest ally but it will cost his own life
    66. Target will soon be arrested for bearing forged letters of marque
    67. Target will soon be arrested for running an illegal orphanage
    68. Target will soon be mistaken for a mighty figure out of legend
    69. Target will spend any amount necessary to buy a handful of smoke
    70. Target wobbles and clangs like a buoy while walking in fog
    71. Target won’t be able to sleep in the next 1d100 days
    72. Target wrongly believes that everyone is trying to kill him
    73. Target’s AC is re-rolled on 1d10 in each of the next 2d10 rounds
    74. Target’s age doubles twice
    75. Target’s age fluctuates 5d10 years each round for 10 rounds
    76. Target’s age is now 3d20, with all related bonuses and penalties
    77. Target’s age is re-rolled on 10d10 each morning
    78. Target’s age varies by 1d10 years each time he’s wounded
    79. Target’s allies all attack him for 1d4 rounds
    80. Target’s allies all sound just like him
    81. Target’s allies are all healed, but he’s reduced to one hit point
    82. Target’s allies are all standing within arm’s reach of him
    83. Target’s allies are condescending and patronizing to him
    84. Target’s allies are immune to the target’s weapons for 1d12 hours
    85. Target’s allies are stricken blind until the target says his name
    86. Target’s allies are teleported at least 1d4 miles away from him
    87. Target’s allies arrange to sell him for a substantial profit
    88. Target’s allies assembled him from artificial parts
    89. Target’s allies attempt to steal and sell all of his belongings
    90. Target’s allies betrayed him terribly within the last 1d4 days
    91. Target’s allies can come within 10 yards of him during melee
    92. Target’s allies can’t communicate with him until he spills blood
    93. Target’s allies can’t defend him in a fight
    94. Target’s allies can’t digest any food that he prepares
    95. Target’s allies can’t distinguish the target from the caster
    96. Target’s allies can’t draw weapons within 10 yards of him
    97. Target’s allies can’t look directly at him for 1d4 days
    98. Target’s allies can’t see him while he’s at full hit point
    99. Target’s allies can’t speak to him while he has a weapon drawn
    100. Target’s allies conspire to sell him into slavery
    1. Target’s allies conspire to sell his soul to a demon
    2. Target’s allies each carry a small vial filled with his blood
    3. Target’s allies each find 1d10 gold pieces
    4. Target’s allies each give him 1d100 gold pieces
    5. Target’s allies fear that he’s about to go on a homicidal rampage
    6. Target’s allies go berserk if he is slain
    7. Target’s allies have never liked or respected him
    8. Target’s allies look just like him for 4d6 hours
    9. Target’s allies look just like him until sunset
    10. Target’s allies mock and ridicule him mercilessly until sunset
    11. Target’s allies speak no language he can understand for 2d8 days
    12. Target’s allies spread vicious and humiliating rumors about
    13. Target’s allies suspect that he belongs to a divine lineage
    14. Target’s allies suspect that he’s a mechanical impostor
    15. Target’s allies suspect that he’s hiding vast wealth from them
    16. Target’s allies suspect that he’s joined a violent cult
    17. Target’s allies suspect that he’s plotting to betray them
    18. Target’s allies suspect that he’s really the caster
    19. Target’s allies swear a blood oath against whoever slays him
    20. Target’s allies think that he can resurrect the dead
    21. Target’s allies think that he fulfills an ancient prophecy
    22. Target’s allies think that he has some terribly virulent disease
    23. Target’s allies think that he plans to sacrifice them to his god
    24. Target’s allies think that he’s ablaze
    25. Target’s allies think that he’s at death’s door
    26. Target’s allies think that he’s being controlled by unseen forces
    27. Target’s allies think that he’s damned beyond hope of redemption
    28. Target’s allies think that he’s dead, and they try to bury him
    29. Target’s allies think that he’s drowning
    30. Target’s allies think that he’s far more powerful than he lets on
    31. Target’s allies think that he’s guilty of many unspeakable crimes
    32. Target’s allies think that he’s ingested a powerful toxin
    33. Target’s allies think that he’s possessed by a powerful demon
    34. Target’s allies think that he’s under the caster’s control
    35. Target’s allies think that his name is "Fungus"
    36. Target’s allies think that his touch is poisonous to them
    37. Target’s allies trust him implicitly
    38. Target’s allies utterly terrify him for 1d8 hours
    39. Target’s allies worship him as a god for 1d8 days
    40. Target’s ankle is tightly chained to his neck
    41. Target’s ankles are bound by a large and heavy padlock
    42. Target’s apparent physical age fluctuates by 1d100 years daily
    43. Target’s arms appear to be stricken with advanced leprosy
    44. Target’s arms are as limp as rope for 4d6 rounds
    45. Target’s arms are encased in straight, tight-fitting steel tubes
    46. Target’s arms are henceforth as limber as snakes
    47. Target’s arms are replaced by inert duplicates of his head
    48. Target’s arms can’t be bound by cloth, rope, or vines
    49. Target’s arms can’t be broken by any natural means
    50. Target’s arms can’t be harmed by claws or teeth
    51. Target’s arms can’t be harmed by non-magical weapons
    52. Target’s arms flap like a hummingbird’s wings for 3d6 rounds
    53. Target’s arms have been repeatedly severed and reattached
    54. Target’s arms reflect light like a mirror
    55. Target’s arms shrink to the size of an infant’s arms
    56. Target’s arms spin like propellers until he’s hit by magic
    57. Target’s arms vanish, but he sprouts a trunk like an elephant
    58. Target’s arms wheeze like hydraulics when he moves them
    59. Target’s arms wriggle like angry snakes
    60. Target’s attacks are 5% likely to inflict 5X normal damage
    61. Target’s attacks are 5% likely to inflict equal damage upon him
    62. Target’s attacks are 10% likely to inflict no damage at all
    63. Target’s attacks are 10% likely to inflict only illusory damage
    64. Target’s attacks are accompanied by eerie, disembodied chanting
    65. Target’s attacks are accompanied by mocking, disembodied laughter
    66. Target’s attacks are accompanied by the sound of breaking glass
    67. Target’s attacks cause maximum damage, but he takes equal damage
    68. Target’s attempts at tracking invariably lead to his own trail
    69. Target’s blood burn as bright as magnesium
    70. Target’s blood can eat through steel and iron like acid
    71. Target’s blood hold the secret to eternal life
    72. Target’s blood induces wild hallucinations in any who spill it
    73. Target’s blood is highly flammable for 2d10 rounds
    74. Target’s blood is invisible
    75. Target’s blood is widely believed to be a panacea
    76. Target’s blood smells powerfully of sulfur
    77. Target’s body appears to be full of holes like Swiss cheese
    78. Target’s body appears to be made entirely of cork
    79. Target’s body appears to be made of porous wax
    80. Target’s body can absorb twice its weight in water
    81. Target’s body climbs into a tree each night as he sleeps
    82. Target’s body inflates to twice its normal volume
    83. Target’s body is covered with sores and blisters
    84. Target’s body is infested with an enormous colony of termites
    85. Target’s body is scarred as if he’d been pushed through a screen
    86. Target’s body is scoured with steel wool
    87. Target’s body rings like an enormous church bell 1d12 times
    88. Target’s body slowly absorbs any clothing he wears
    89. Target’s body, clothing, and gear are uniformly bright orange
    90. Target’s bones are as brittle as chalk until sunset tomorrow
    91. Target’s bones are discovered to have been stolen
    92. Target’s bones are intensely magnetic
    93. Target’s bones are sought by poachers
    94. Target’s bones are visible through his skin while he sleeps
    95. Target’s bones are visible through his skin while he’s wet
    96. Target’s bones are weightless
    97. Target’s bones can never be rendered invisible
    98. Target’s bones can’t be broken by any natural physical force
    99. Target’s bones chime like bells when he’s struck
    100. Target’s bones clatter inside his body like a bare skeleton
    1. Target’s bones combust if exposed to direct sunlight
    2. Target’s bones fuse into a single, inflexible mass
    3. Target’s bones turn to ice
    4. Target’s bones turn to muscle
    5. Target’s boots are discovered to be living organisms
    6. Target’s boots can never sink underwater while he wears them
    7. Target’s boots fuse to the ground where he’s now standing
    8. Target’s boots turn to glass
    9. Target’s Charisma is raised to 25 for 1d6 rounds
    10. Target’s closest ally attacks him for 1d10 rounds
    11. Target’s closest ally is permanently invisible to him
    12. Target’s closest ally turns out to be his clone
    13. Target’s closest ally will betray him in his hour of need
    14. Target’s clothes always appear to be filthy
    15. Target’s clothes always resemble the clothes he’s now wearing
    16. Target’s clothes and gear are affected by Reverse Gravity
    17. Target’s clothes and gear are highly flammable
    18. Target’s clothes and gear are insulated against electricity
    19. Target’s clothes appear 10d10 centuries out of date
    20. Target’s clothes appear to be made of ice
    21. Target’s clothes are 90% transparent while in mixed company
    22. Target’s clothes are as delicate as cobweb
    23. Target’s clothes are as rigid as boiled leather
    24. Target’s clothes are as susceptible to rust as iron
    25. Target’s clothes are chilled nearly to absolute zero
    26. Target’s clothes are consumed by fire, but he is unharmed
    27. Target’s clothes are devoured by vermin over the next 4d6 rounds
    28. Target’s clothes are extraordinarily elastic
    29. Target’s clothes are seized by the local authorities
    30. Target’s clothes are soaked with a fetid and viscous slime
    31. Target’s clothes are soaked with a powerful acid
    32. Target’s clothes are soaked with beer
    33. Target’s clothes are soaked with butterscotch pudding
    34. Target’s clothes are soaked with deer musk
    35. Target’s clothes are soaked with icy water once every 1d12 hours
    36. Target’s clothes are soaked with strong perfume
    37. Target’s clothes are stuffed full of snow
    38. Target’s clothes attract wasps, hornets, and bees
    39. Target’s clothes billow with foul smoke when he uses a magic item
    40. Target’s clothes billow with foul smoke when he wields a weapon
    41. Target’s clothes billow with foul smoke when he’s underground
    42. Target’s clothes billow with scalding steam
    43. Target’s clothes can’t be moved more than 10 yards from this spot
    44. Target’s clothes can’t be pierced by wooden weapons
    45. Target’s clothes clatter like a suit of armor while he walks
    46. Target’s clothes combust if worn while crossing moving water
    47. Target’s clothes defy community standards of decency
    48. Target’s clothes double in size in each of the next 1d8 rounds
    49. Target’s clothes double in weight in each of the next 1d8 rounds
    50. Target’s clothes exactly match the caster’s clothes
    51. Target’s clothes exude fragrant smoke for 1d4 weeks
    52. Target’s clothes glow in the dark
    53. Target’s clothes have been buried for weeks in a midden
    54. Target’s clothes heat to 500°
    55. Target’s clothes ignite each time he uses a magic item
    56. Target’s clothes inflate to the size of a house
    57. Target’s clothes make him appear to suffer from leprosy
    58. Target’s clothes mock him with whispers that only he can hear
    59. Target’s clothes protect him against extremes of natural weather
    60. Target’s clothes shrink by one percent per round
    61. Target’s clothes smolder from now until dawn, but he is unharmed
    62. Target’s clothes teleport 1d10 yards
    63. Target’s clothes totally unravel over the next 3d10 rounds
    64. Target’s clothes turn invisible each time he uses a magic item
    65. Target’s clothes writhe like a living creature for 24 hours
    66. Target’s corpse will never decay by natural processes
    67. Target’s current hit point total is his maximum hit point total
    68. Target’s deadliest foe appears in the area, armed to the teeth
    69. Target’s deadliest foe will rescue him in his hour of need
    70. Target’s death is expected to yield vast riches for his slayer
    71. Target’s death is one of the final precursors to the apocalypse
    72. Target’s death will awaken a nightmarish, slumbering deity
    73. Target’s death will be horrible enough to inspire legends
    74. Target’s death will bring swift retaliation from the authorities
    75. Target’s death will herald the coming of an age of horrors
    76. Target’s death will inflict a plague upon the surrounding area
    77. Target’s death will lead to mass rioting
    78. Target’s death will reveal him to be a horrific, demonic entity
    79. Target’s ears are indestructible
    80. Target’s ears are prehensile
    81. Target’s ears are the size of dinner plates
    82. Target’s ears explode if removed
    83. Target’s ears melt like wax
    84. Target’s ears migrate about his head as the days wear on
    85. Target’s ears migrate to his shoulders
    86. Target’s ears shrivel and fall off over the next 1d8 days
    87. Target’s ears turn slowly counter-clockwise
    88. Target’s ears, nose, and lips are invisible for 1d4 days
    89. Target’s ears, nose, and lips double in size
    90. Target’s ears, nose, and lips fall off
    91. Target’s ears, nose, and lips turn bright blue
    92. Target’s entire family is arrested by royal decree
    93. Target’s explodes if any attempt is made at resurrection
    94. Target’s expression is permanently locked into a manic smile
    95. Target’s eyes appear to be bundles of writhing worms
    96. Target’s eyes appear to be tiny fireballs
    97. Target’s eyes automatically filter out harmfully bright light
    98. Target’s eyes bulge from the top of his head like a frog’s eyes
    99. Target’s eyes bulge to the size of hen’s eggs
    100. Target’s eyes burst, blinding him, but they grow back in 1d4 days
    1. Target’s eyes can move independently, like a chameleon’s
    2. Target’s eyes each have 1d4 irises and pupils
    3. Target’s eyes glow with malevolent fire when he faces true north
    4. Target’s eyes merge into a single eye somewhere on his face
    5. Target’s eyes migrate to just above his ears
    6. Target’s eyes see normally but appear lifeless like a doll’s eyes
    7. Target’s eyes steam and hiss like quenching metal
    8. Target’s face appears to have been roughly chiseled out of coal
    9. Target’s face appears to have been welded to his skull
    10. Target’s face begins to look more and more bat-like
    11. Target’s face can’t be harmed by acid
    12. Target’s face glows pale green when he tells a lie
    13. Target’s face is badly sunburned in a checkerboard pattern
    14. Target’s face is flattened to his skull
    15. Target’s face is scarred as by acid or flame
    16. Target’s face is scarred as though horribly slashed years ago
    17. Target’s face is tattooed with cryptic runes and sigils
    18. Target’s face looks as though he’s been pounded with hammers
    19. Target’s face looks as though something exploded in his nose
    20. Target’s face looks like badly melted wax
    21. Target’s face migrates to the top of his head
    22. Target’s family disowns him and places a bounty on his head
    23. Target’s family includes at least one demonic abomination
    24. Target’s family relocates to a distant land without telling him
    25. Target’s feet appear to be made of clay
    26. Target’s feet are fused to the ground beneath him
    27. Target’s feet are henceforth clear like glass
    28. Target’s feet are now prehensile, but his hands are not
    29. Target’s feet can rotate 360° at the ankle without harming him
    30. Target’s feet can’t come within one yard of each other
    31. Target’s feet explode if he ventures more than one mile from here
    32. Target’s feet shriek incessantly while he wears shoes or boots
    33. Target’s fingernails are hard as steel and susceptible to rust
    34. Target’s fingernails begin to grow 1d4 inches per round
    35. Target’s fingernails glow like burning coals
    36. Target’s fingernails pulse with an unholy glow under moonlight
    37. Target’s fingernails react to water like pure sodium
    38. Target’s fingers and thumbs are intertwined like tangled rope
    39. Target’s fingers and thumbs connect directly to his wrists
    40. Target’s fingers and thumbs shuffle positions
    41. Target’s fingers merge into a single digit like a mitten
    42. Target’s fists are attracted to each other like strong magnets
    43. Target’s fists are each as large as his head
    44. Target’s fists can’t come within five feet of the ground
    45. Target’s fists retract into his forearms when not in use
    46. Target’s flesh is utterly transparent to artificial light
    47. Target’s footfalls strike sparks on the ground
    48. Target’s footprints are perfectly rectangular
    49. Target’s footprints completely vanish after 1d10 rounds
    50. Target’s footprints look like arrows pointing which way he went
    51. Target’s footprints look like he’s executing complex dance steps
    52. Target’s forearms are invisible
    53. Target’s hair can’t be cut by non-magical metal
    54. Target’s hair falls out and is replaced by lush feathers
    55. Target’s hair falls out and is replaced by thick grass
    56. Target’s hair falls out and tiny spikes sprout all over his head
    57. Target’s hair floats as though underwater
    58. Target’s hair grows 1d12 inches each time he’s struck by magic
    59. Target’s hair is severely tangled in the nearest tree or bush
    60. Target’s hair is styled into a tall bouffant
    61. Target’s hair moves from his head to somewhere else on his body
    62. Target’s hair noticeably changes color every six hours
    63. Target’s hands and feet are abnormally spongy
    64. Target’s hands and feet are scarred with arcane symbols
    65. Target’s hands and feet are tightly wrapped in adhesive cloth
    66. Target’s hands and feet can never be rendered magically invisible
    67. Target’s hands and feet give off unsettling vapors
    68. Target’s hands and feet reform into perfect cubes
    69. Target’s hands and feet shuffle their locations
    70. Target’s hands and feet turn to pig’s hooves for 1d4 days
    71. Target’s hands applaud despite his wishes for 3d10 rounds
    72. Target’s hands are bound in adamantite shackles
    73. Target’s hands are encased in thick blobs of candle wax
    74. Target’s hands are invisible while he wields a weapon
    75. Target’s hands are magically slicked with butter for 1d4 hours
    76. Target’s hands are nailed to the nearest tree
    77. Target’s hands are shaped like those of a bat, minus the wings
    78. Target’s hands are utterly paralyzed until he’s struck by magic
    79. Target’s hands attempt to strangle him for 3d10 rounds
    80. Target’s hands become ethereal while he wields a weapon
    81. Target’s hands can never be severed from his arms
    82. Target’s hands can’t be burned by acid, fire, or electricity
    83. Target’s hands can’t be burned by magical fire
    84. Target’s hands can’t be cut by any blade forged by a mortal
    85. Target’s hands can’t be cut by non-magical blades
    86. Target’s hands can’t come within 18 inches of his mouth
    87. Target’s hands change color each hour
    88. Target’s hands combust if he tries to wear gloves
    89. Target’s hands combust if they come into contact with each other
    90. Target’s hands flap like birds’ wings for 1d10 rounds
    91. Target’s hands freeze to the next wooden object he touches
    92. Target’s hands fuse to the next metal object he handles
    93. Target’s hands fuse together behind his back
    94. Target’s hands itch slightly when he touches a magic item
    95. Target’s hands look black and necrotic after handling magic items
    96. Target’s hands melt like wax if exposed to magical fire
    97. Target’s hands rotate 180° at the wrists
    98. Target’s hands shrink by 50%
    99. Target’s hands steam vigorously when he’s struck by magic
    100. Target’s hands try to grab his ankles while he’s walking
    1. Target’s hands turn to metal but otherwise function normally
    2. Target’s hands vanish while he sleeps but return before he wakes
    3. Target’s hat animates and attempts to eat his head
    4. Target’s hat bleeds profusely until sunset tomorrow
    5. Target’s hat is replaced by a spittoon or chamber pot
    6. Target’s hat is replaced by half of a hollowed-out coconut
    7. Target’s head always appear to face true north
    8. Target’s head appears as a photo-negative
    9. Target’s head appears to age at a rate of one year per day
    10. Target’s head appears to be a naked brain
    11. Target’s head appears to be made of delicate porcelain
    12. Target’s head appears to be made of fire
    13. Target’s head appears to be made of ice
    14. Target’s head appears to be made of pure gold
    15. Target’s head appears to be made of sand
    16. Target’s head appears to be made of the finest crystal
    17. Target’s head appears to be made of wood
    18. Target’s head appears to be severely cracked like an egg
    19. Target’s head blazes with illusory fire for 1d4 months
    20. Target’s head can survive away from his body for 3d8 hours
    21. Target’s head can’t be harmed by magical electricity
    22. Target’s head considers itself separate from his body
    23. Target’s head deflates like a balloon while he sleeps
    24. Target’s head explodes but regrows over the next 1d10 rounds
    25. Target’s head explodes if he’s decapitated
    26. Target’s head glows like a jack-o-lantern
    27. Target’s head goes on a murderous rampage if he’s decapitated
    28. Target’s head has a chunk missing as though hacked by an axe
    29. Target’s head has a large hole through it like a doughnut
    30. Target’s head has an arrow running harmlessly through it
    31. Target’s head increases in size by a factor of 1d4+1
    32. Target’s head is artificial
    33. Target’s head is claimed as a sacred relic by orcs or goblins
    34. Target’s head is clear like glass for 1d4 weeks
    35. Target’s head is covered in coarse and ugly scales
    36. Target’s head is covered with numerous disc-shaped scars
    37. Target’s head is encased in a durable, transparent globe
    38. Target’s head is enclosed in an indestructible helmet
    39. Target’s head is enwrapped in delicate gold filigree
    40. Target’s head is flattened on top like a pounded wooden stake
    41. Target’s head is immune to extremes of pressure
    42. Target’s head is impervious to magical fire
    43. Target’s head is impervious to missile weapons
    44. Target’s head is impervious to non-magical bludgeons
    45. Target’s head is impervious to polymorph magic
    46. Target’s head is invisible from the chin to the ears
    47. Target’s head is of no particular physiological importance
    48. Target’s head is prehensile
    49. Target’s head is protected as though he’s wearing a steel helmet
    50. Target’s head is scarred as though split down the middle
    51. Target’s head is shaped like a light bulb
    52. Target’s head is Slowed for 1d4 hours
    53. Target’s head is stuck in a huge conch shell
    54. Target’s head is vestigial
    55. Target’s head no longer ages
    56. Target’s head seems on the verge of bursting
    57. Target’s head shrinks to the size of his closed fist
    58. Target’s head spins rapidly at the neck for 2d10 rounds
    59. Target’s head splits in half, revealing his real head inside
    60. Target’s head strongly resembles a foot
    61. Target’s head throbs visibly when he’s angry
    62. Target’s head vanishes and his face appears on his chest
    63. Target’s head was stolen from a necromancer’s workshop
    64. Target’s head will be claimed by warring factions after he dies
    65. Target’s heart is safe in a silver urn buried in the forest
    66. Target’s heart turns to solid gold, potentially killing him
    67. Target’s highest attribute score drops to 3 for 2d12 hours
    68. Target’s highest attribute score is halved for 1d4 days
    69. Target’s highest attribute score is re-rolled daily
    70. Target’s hindquarters resemble those of a donkey
    71. Target’s hit points are doubled for the next 24 hours
    72. Target’s huge likeness appears on the side of a nearby mountain
    73. Target’s image appears on every flag and banner within 10 miles
    74. Target’s internal organs have been culled from various animals
    75. Target’s internal organs murmur and chant inside him
    76. Target’s internal organs shuffle positions
    77. Target’s internal organs turn into infernal oranges
    78. Target’s intestines are more intelligent than he is
    79. Target’s intestines are replaced by a length of noisy chain
    80. Target’s jawbone becomes that of an ass
    81. Target’s knees and elbows become ball-joints like his shoulders
    82. Target’s knees and elbows can’t straighten to more than 120°
    83. Target’s knees and elbows creak like rusty metal
    84. Target’s knees and elbows vanish
    85. Target’s large intestine explodes
    86. Target’s left arm has Strength 18/00
    87. Target’s left arm is fused into a nearby boulder
    88. Target’s left arm is permanently invisible
    89. Target’s left arm moves to his right shoulder
    90. Target’s left foot appears to be that of a large duck
    91. Target’s left foot can never again tolerate a shoe or boot
    92. Target’s left foot henceforth appears to be badly mangled
    93. Target’s left foot is wholly invulnerable to all harm
    94. Target’s left foot sinks six inches into the ground at each step
    95. Target’s left foot sprouts a pair of thumbs
    96. Target’s left foot takes root
    97. Target’s legs are covered in bark
    98. Target’s legs are fireproof
    99. Target’s legs are invisible in direct sunlight
    100. Target’s legs are shaped like springs and twang when he walks
    1. Target’s legs can’t be cut by non-magical weapons
    2. Target’s legs exactly resemble his arms
    3. Target’s legs exchange positions
    4. Target’s legs fuse together, and his arms fuse to his sides
    5. Target’s legs shrink by 1d10 x 10% for 1d12 hours
    6. Target’s level is halved
    7. Target’s limbs change proportion to match those of an infant
    8. Target’s limbs shrink to the size of an infant’s limbs
    9. Target’s lips are sewn shut with fine gold wire
    10. Target’s lips move constantly as though he’s singing to himself
    11. Target’s lips vanish
    12. Target’s loses 1d10 levels but regains one per day
    13. Target’s maximum natural lifespan doubles
    14. Target’s maximum natural lifespan increases by 1d100 years
    15. Target’s maximum natural lifespan is 1d10 years more than his age
    16. Target’s maximum natural lifespan is reduced by 50%
    17. Target’s memories of the last 1d12 hours are full of butterflies
    18. Target’s memories of the last 1d12 hours are vivid but incorrect
    19. Target’s most valuable possession animates and attacks him
    20. Target’s most valuable possession becomes brittle as glass
    21. Target’s most valuable possession bursts into flame
    22. Target’s most valuable possession can’t be affected by magic
    23. Target’s most valuable possession doubles in size
    24. Target’s most valuable possession flies toward him at great speed
    25. Target’s most valuable possession is affected by reverse gravity
    26. Target’s most valuable possession is an illusion
    27. Target’s most valuable possession is coveted by all who see it
    28. Target’s most valuable possession is encased in glass
    29. Target’s most valuable possession is indestructible
    30. Target’s most valuable possession is sold for 1d100 gold pieces
    31. Target’s most valuable possession is stolen by the king
    32. Target’s most valuable possession now belongs to someone else
    33. Target’s most valuable possession turns permanently invisible
    34. Target’s most valuable possession turns to lead
    35. Target’s mouth and each nostril is plugged by a cork
    36. Target’s mouth and one of his eyes exchange places
    37. Target’s mouth appears to be full of angry hornets
    38. Target’s mouth can speak with a mind of its own
    39. Target’s mouth can’t be opened while he’s wearing a hat
    40. Target’s mouth glows as though he’s eating fireflies
    41. Target’s mouth glows like a forge
    42. Target’s mouth is full of moths
    43. Target’s mouth is now located on the back of his head
    44. Target’s mouth is packed completely full of leaves
    45. Target’s mouth is replaced by a duck’s bill
    46. Target’s mouth is replaced by a hideous scolex
    47. Target’s mouth is replaced by a toucan’s beak
    48. Target’s mouth opens to a span of 4d4 inches
    49. Target’s mouth vanishes for 1d6 hours
    50. Target’s neck and head shift 1d4+4 inches to the left
    51. Target’s neck attempts to devour his head
    52. Target’s neck can extend an additional 1d4 feet at will
    53. Target’s neck can retract into his torso like a turtle’s
    54. Target’s neck can’t be broken
    55. Target’s neck doubles in length
    56. Target’s neck flares like a lizard’s frill when he’s angry
    57. Target’s neck has a frill like a triceratops
    58. Target’s neck is as thin as a spear-shaft
    59. Target’s neck is encircled by a tight steel collar
    60. Target’s neck is impervious to blades
    61. Target’s neck is scarred and twisted as if he survived a hanging
    62. Target’s next 1d10 attacks affect him as well
    63. Target’s next 1d10 attacks don’t take effect for 1d10 rounds
    64. Target’s next 1d10 attacks have a damage bonus of 1d6 hit points
    65. Target’s next 1d10 attacks inflict only illusionary damage
    66. Target’s next attack inflicts damage that only a Wish can heal
    67. Target’s next missile attack automatically strikes him instead
    68. Target’s next missile attack causes whoever is hit to combust
    69. Target’s next missile attack equally injures an extra 1d6 people
    70. Target’s next missile attack Heals its victim to full hit points
    71. Target’s next missile attack inflicts 1d10 times normal damage
    72. Target’s next missile attack strikes a nearby tree and ignites it
    73. Target’s next missile attack teleports whoever it hits 1d4 miles
    74. Target’s next missile attack turns its victim invisible
    75. Target’s nose looks like a small, clenched fist
    76. Target’s nose turns into a wolf’s snout under the full moon
    77. Target’s nose turns to flint
    78. Target’s nostrils are each as large as his mouth
    79. Target’s nostrils glow with an unholy radiance
    80. Target’s nostrils migrate to the top of his head
    81. Target’s own corpse appears from the future as a powerful undead
    82. Target’s physical age is now 1d100
    83. Target’s pockets and mouth are full of sand
    84. Target’s possessions are hidden beneath a nearby boulder
    85. Target’s possessions are possessed by a powerful demon
    86. Target’s possessions turn to solid aluminum
    87. Target’s possessions, if enchanted, acquire hostile intelligence
    88. Target’s possessions, if enchanted, swap their enchantments
    89. Target’s presence causes birds to fall silent
    90. Target’s presence causes birds to sing ominous songs
    91. Target’s presence causes insects to exhibit strange behaviors
    92. Target’s presence causes magical metal to appear badly tarnished
    93. Target’s presence causes metal to yield disturbing reflections
    94. Target’s presence causes priests and clerics to blaspheme openly
    95. Target’s presence causes Summoned creatures to be Slowed
    96. Target’s presence causes undead to appear to smolder gently
    97. Target’s presence is 20% likely to make Summoned creatures vanish
    98. Target’s presence makes cooked meat taste blood-raw
    99. Target’s presence makes fires burn in a festive blue-green hue
    100. Target’s presence makes foliage appear sickly and blighted
    1. Target’s presence makes hoofed animals nervous
    2. Target’s presence makes impassable trails seem passable
    3. Target’s presence makes merchants hostile to bargaining
    4. Target’s presence makes mind-reading impossible
    5. Target’s presence makes missile weapons leave rainbow trails
    6. Target’s presence makes secret doors twice as easy to find
    7. Target’s presence makes secret doors twice as hard to find
    8. Target’s presence makes smoke assume disturbing, ghostly shapes
    9. Target’s presence renders clockwork devices temporarily inert
    10. Target’s presence renders magical weapons temporarily invisible
    11. Target’s presence renders maps temporarily illegible
    12. Target’s principal weapon sprouts 10d10 roses
    13. Target’s scent causes hallucinations in animals used to track him
    14. Target’s shadow appears to flicker like a shadowy flame
    15. Target’s shadow can travel up to 1d4 miles away from him
    16. Target’s shadow races around him in a tight circle
    17. Target’s shadow rises up and tries to strangle him
    18. Target’s skin acquires 1d100 blasphemous tattoos
    19. Target’s skin ages 10X as fast as the rest of his body
    20. Target’s skin appears permanently stained with blood
    21. Target’s skin appears slightly inflated after each battle
    22. Target’s skin appears to be the texture of pumice
    23. Target’s skin appears to be the texture of sandstone
    24. Target’s skin appears to have been gnawed by countless rodents
    25. Target’s skin appears to have been roughly stitched together
    26. Target’s skin appears to have been torn off and reattached
    27. Target’s skin appears to have been turned inside-out
    28. Target’s skin appears uniformly smooth and waxy
    29. Target’s skin appears weathered like an ancient statue
    30. Target’s skin attracts scavengers as if it were carrion
    31. Target’s skin can’t be burned, but fire still causes him pain
    32. Target’s skin can’t be cut
    33. Target’s skin can’t be cut by magical weapons under moonlight
    34. Target’s skin can’t be cut, and his mouth and nose seal shut
    35. Target’s skin can’t be pierced by carved wood
    36. Target’s skin can’t be pierced by stone weapons
    37. Target’s skin can’t be pierced by teeth or claws
    38. Target’s skin cracks painfully like a dried-up riverbed
    39. Target’s skin develops an intricate patchwork of scars
    40. Target’s skin displays a series of concentric rings like a target
    41. Target’s skin displays cryptic and constantly-changing runes
    42. Target’s skin doubles in size
    43. Target’s skin erupts into countless weeping boils
    44. Target’s skin erupts with 3d10 acrid fungal outgrowths
    45. Target’s skin freezes to his weapon each time he wields it
    46. Target’s skin gives him a natural AC of 3, but only while naked
    47. Target’s skin glistens as though soaked with lamp oil
    48. Target’s skin glows cherry red during melee
    49. Target’s skin glows pale green in moonlight
    50. Target’s skin has the texture of rough bark
    51. Target’s skin is 10% likely to be fireproof during any given day
    52. Target’s skin is a widely coveted delicacy
    53. Target’s skin is actually an intricate pattern of tiny tiles
    54. Target’s skin is as combustible as paper
    55. Target’s skin is as hard as bronze
    56. Target’s skin is as white as snow until the next vernal equinox
    57. Target’s skin is charred and blackened, but he is unharmed
    58. Target’s skin is covered in scales like a fish
    59. Target’s skin is flayed from his limbs, but it regrows by dawn
    60. Target’s skin is forever the color of the next stone he touches
    61. Target’s skin is invisible by firelight
    62. Target’s skin is invisible in the presence of undead
    63. Target’s skin is invisible while he’s standing in water
    64. Target’s skin is magically delicious
    65. Target’s skin is mildly magnetic while wet
    66. Target’s skin is patterned like a checkerboard
    67. Target’s skin is patterned like a Holstein
    68. Target’s skin is patterned like modern camouflage gear
    69. Target’s skin is permanently and disturbingly moist
    70. Target’s skin is permanently crisscrossed with fine lines
    71. Target’s skin is repeatedly tattooed with caster’s name
    72. Target’s skin is repeatedly tattooed with his own name
    73. Target’s skin is repeatedly tattooed with slurs against the king
    74. Target’s skin is rumored to produce the world’s finest leather
    75. Target’s skin reeks of mold and mildew
    76. Target’s skin reflects torchlight perfectly, but not sunlight
    77. Target’s skin ripples in the wind like a cloth sheet
    78. Target’s skin rotates 180°
    79. Target’s skin shimmers like mother-of-pearl from now on
    80. Target’s skin sizzles harmlessly on contact with water
    81. Target’s skin smolders during combat
    82. Target’s skin turns as black as pitch while in sunlight
    83. Target’s skin will melt if he gets too close to a campfire
    84. Target’s skin writhes and pulses while he’s eating
    85. Target’s skull is inscribed with a mysterious rune of power
    86. Target’s skull sprouts numerous knobby projections
    87. Target’s speech is intelligible to anyone, regardless of language
    88. Target’s speech is reversed while his weapon is drawn
    89. Target’s speech seems unaccountably rude and aggressive
    90. Target’s speech sounds like the buzzing of innumerable bees
    91. Target’s spine bends 90° halfway along its length
    92. Target’s spine can twist 360° without harming him
    93. Target’s spine doubles in length
    94. Target’s spine is fused into a single bone for 1d8 hours
    95. Target’s spine is indestructible
    96. Target’s spine is reconfigured like a quadruped’s
    97. Target’s spine juts from his flesh along his entire back
    98. Target’s spine sprouts needle-sharp projections
    99. Target’s spine twists like a corkscrew
    100. Target’s sternum sprouts 2d4 inch-long spikes
    1. Target’s sternum turns to glass
    2. Target’s sternum turns to steel
    3. Target’s sternum vanishes
    4. Target’s sweat is brightly phosphorescent by firelight
    5. Target’s teeth and tongue fall out when he next opens his mouth
    6. Target’s teeth and tongue turn invisible
    7. Target’s teeth are etched with cryptic runes
    8. Target’s teeth are perfectly reflective of natural light
    9. Target’s teeth are so beautiful that they’re painful to look at
    10. Target’s teeth can never be rendered invisible
    11. Target’s teeth glow brightly while his mouth is open
    12. Target’s teeth glow like coals in a forge
    13. Target’s teeth glow like torches when he’s struck by magic
    14. Target’s teeth resonate in his jaw when he uses a magic item
    15. Target’s teeth shoot from his mouth like bullets
    16. Target’s teeth teleport into the mouth of someone nearby
    17. Target’s teeth turn as black as coal
    18. Target’s teeth turn to diamonds 1d4 hours after being extracted
    19. Target’s teeth turn to soap
    20. Target’s teeth turn to steel
    21. Target’s teeth were cut from diamonds by a Gnome master lapidary
    22. Target’s toes are each as large as his big toe
    23. Target’s toes become gangrenous
    24. Target’s toes constantly exude a fragrant steam
    25. Target’s toes each grow 1d12 inches, rolling for each separately
    26. Target’s torso and arms are encased in tight-fitting steel plate
    27. Target’s torso and arms are invisible for 1d4 months
    28. Target’s torso does not age and will not decay upon death
    29. Target’s torso inspires fear and dread in all who touch it
    30. Target’s torso is artificial
    31. Target’s torso is hollow and can store up to 2d4 cubic feet
    32. Target’s torso is pierced by 4d10 long needles
    33. Target’s torso is reproduced as a marble sculpture nearby
    34. Target’s torso is sought by wizards for its alchemical properties
    35. Target’s torso regenerates his limbs and head as needed
    36. Target’s torso shines like a beacon for 1d4 days
    37. Target’s torso shines like a beacon when he uses a magic item
    38. Target’s torso shrinks by 50%
    39. Target’s torso sprouts a face with malign intelligence and power
    40. Target’s torso teleports 1d4 feet to the left
    41. Target’s torso unzips and dumps out all of his organs
    42. Target’s vertebrae are replaced by titanium replicas
    43. Target’s vision is unimpaired by non-magical rain
    44. Target’s voice causes metal to resonate lightly
    45. Target’s voice crackles with static until sunrise tomorrow
    46. Target’s voice induces fear in herbivores
    47. Target’s voice inspires confidence in others of his species
    48. Target’s voice inspires dread in anyone of the opposite sex
    49. Target’s voice is inaudible to others of his species
    50. Target’s voice is nearly unintelligible when he wields his weapon
    51. Target’s voice issues from his navel
    52. Target’s voice issues from his weapon for the next few weeks
    53. Target’s voice issues from the nearest wooden object
    54. Target’s voice issues from this spot for 2d10 days
    55. Target’s voice seems to issue from whomever he’s addressing
    56. Target’s voice sounds as though he’s shouting from a distance
    57. Target’s voice sounds like a muted trumpet
    58. Target’s voice sounds like someone of the opposite sex
    59. Target’s voice sounds like the barking of feral dogs
    60. Target’s voice sounds like the braying of donkeys
    61. Target’s voice sounds like the chirping of crickets for 3d8 hours
    62. Target’s voice sounds like the honking of geese
    63. Target’s voice sounds oddly artificial and disturbing
    64. Target’s waterskin is filled with his own blood
    65. Target’s waterskin is filled with hot pepper sauce
    66. Target’s waterskin is filled with liquid soap
    67. Target’s waterskin is filled with mercury
    68. Target’s waterskin is filled with molten gold
    69. Target’s waterskin is filled with water from the River Styx
    70. Target’s weapon adheres to the next creature whose blood it draws
    71. Target’s weapon adheres to the next person to touch it
    72. Target’s weapon appears to be an umbrella while not in use
    73. Target’s weapon appears to be made of cheese for 1d6 days
    74. Target’s weapon appears to be made of diamond
    75. Target’s weapon appears to be made of ice
    76. Target’s weapon appears to be made of solid water
    77. Target’s weapon appears to be of much higher quality than it is
    78. Target’s weapon appears to be very hot to anyone else wielding it
    79. Target’s weapon appears to be worth 50X its real value
    80. Target’s weapon attacks him the next time he’s wounded in battle
    81. Target’s weapon attracts the attention of the authorities
    82. Target’s weapon attracts undead while it’s drawn
    83. Target’s weapon blazes with illusionary flame while it’s drawn
    84. Target’s weapon burns anyone who wields it, other than the target
    85. Target’s weapon burns like an oil-soaked wick but isn’t consumed
    86. Target’s weapon burns target’s hand the next time he wields it
    87. Target’s weapon can be disassembled into 1d20 tiny pieces
    88. Target’s weapon can freeze 10 cubic feet of water, once per week
    89. Target’s weapon can hurl 2d6 magic missiles, then it disappears
    90. Target’s weapon can inflict no damage for 1d10 rounds
    91. Target’s weapon can injure anyone now within 1d10 feet of it
    92. Target’s weapon can injure but not kill anyone
    93. Target’s weapon can return polymorphed beings to their true forms
    94. Target’s weapon can spray enough octopus ink to blind one foe
    95. Target’s weapon can’t be altered by any non-magical means
    96. Target’s weapon can’t be harmed by magical fire
    97. Target’s weapon can’t be teleported
    98. Target’s weapon can’t be wielded unless the wielder is naked
    99. Target’s weapon can’t cut flesh for 1d12 hours
    100. Target’s weapon can’t harm non-humanoid mammals
    1. Target’s weapon can’t harm undead
    2. Target’s weapon can’t injure anyone of his sex
    3. Target’s weapon can’t injure anyone of the opposite sex
    4. Target’s weapon can’t pass through doorways
    5. Target’s weapon causes fire to be invisible while it’s drawn
    6. Target’s weapon causes him to issue ridiculous threats
    7. Target’s weapon causes its wielder to be Slowed during melee
    8. Target’s weapon clangs like a bell when used in melee
    9. Target’s weapon coils about his arm for 1d4 rounds
    10. Target’s weapon delivers an electrical shock with every strike
    11. Target’s weapon develops an intense and obvious dislike of him
    12. Target’s weapon dims light in a 10-yard radius while it’s drawn
    13. Target’s weapon disintegrates if ever it wounds him
    14. Target’s weapon disintegrates if it’s hit by magic
    15. Target’s weapon disrupts infravision within a 100 yard radius
    16. Target’s weapon dissolves its wielder’s clothes during battle
    17. Target’s weapon doubles in weight after each failed strike
    18. Target’s weapon doubles in weight each time it draws blood
    19. Target’s weapon draws lightning bolts down from the sky
    20. Target’s weapon drips with blood until it next draws blood
    21. Target’s weapon drips with molasses during battle
    22. Target’s weapon enables him to breathe underwater for 3d8 rounds
    23. Target’s weapon explodes if ever it inflicts maximum damage
    24. Target’s weapon floats on water as readily as wood
    25. Target’s weapon giggles menacingly upon contact with blood
    26. Target’s weapon glows as bright as the sun, but only to him
    27. Target’s weapon glows blue except in the presence of orcs
    28. Target’s weapon glows blue in his presence
    29. Target’s weapon glows blue in the presence of orcs or birds
    30. Target’s weapon glows blue in the presence of swords
    31. Target’s weapon glows blue whenever he tries to remain hidden
    32. Target’s weapon glows brightly when his blood has been spilled
    33. Target’s weapon glows like a firefly when wielded underground
    34. Target’s weapon glows red hot during battle but doesn’t harm him
    35. Target’s weapon grows to 10x its normal size
    36. Target’s weapon has a +10 ToHit and Damage bonus for 1d4 rounds
    37. Target’s weapon has a +4 bonus when used against him
    38. Target’s weapon has a +4 bonus when used against his allies
    39. Target’s weapon has a +4 bonus when used against the caster
    40. Target’s weapon has a +4 bonus while he’s standing in water
    41. Target’s weapon has a -4 ToHit penalty while in direct sunlight
    42. Target’s weapon has a constant sheath of frost
    43. Target’s weapon has been broken and reforged many times
    44. Target’s weapon has been prophesied to kill the king
    45. Target’s weapon has never been tempered or hardened
    46. Target’s weapon heats to 1,000° the next time it draws blood
    47. Target’s weapon hisses during battle like quenched steel
    48. Target’s weapon hums audibly during battle
    49. Target’s weapon induces a fear of magic in anyone wounded by it
    50. Target’s weapon induces pessimism in his allies during melee
    51. Target’s weapon induces racial hatred in Dwarves and Elves
    52. Target’s weapon induces vertigo in anyone wielding it
    53. Target’s weapon induces vertigo in anyone wounded by it
    54. Target’s weapon inflates like a balloon
    55. Target’s weapon inspires him to embark on a murderous rampage
    56. Target’s weapon instills Fear in any who’ve been wounded by it
    57. Target’s weapon instills Fear in goblins and kobolds
    58. Target’s weapon instills Fear in him after each battle
    59. Target’s weapon instills Fear in his allies during battle
    60. Target’s weapon instills Fear in its wielder during melee
    61. Target’s weapon is 5% likely to explode when it inflicts damage
    62. Target’s weapon is 5% likely to kill whomever it next injures
    63. Target’s weapon is 5% likely to melt when immersed in water
    64. Target’s weapon is 5% likely to sever its wielder’s hand
    65. Target’s weapon is 5% likely to start a war when it draws blood
    66. Target’s weapon is 5% likely to turn to glass in each battle
    67. Target’s weapon is +4 against anyone with an intelligent weapon
    68. Target’s weapon is 10% likely to inflict tetanus upon its wielder
    69. Target’s weapon is 20% likely to droop like a noodle in battle
    70. Target’s weapon is 20% likely to poison him when it draws blood
    71. Target’s weapon is 20% likely to turn ethereal during battle
    72. Target’s weapon is 20% likely to vanish each time he draws it
    73. Target’s weapon is a holy relic for a decadent tribe of kobolds
    74. Target’s weapon is a legendary item straight out of myth
    75. Target’s weapon is a mighty but hitherto unknown artifact
    76. Target’s weapon is a prized relic stolen from the Royal Armory
    77. Target’s weapon is as pliant as soft clay for 1d4 rounds
    78. Target’s weapon is as supple as silk for 1d4 turns
    79. Target’s weapon is bent into a torc around his neck
    80. Target’s weapon is bent into the shape of a paperclip
    81. Target’s weapon is chained by its hilt to a collar about his neck
    82. Target’s weapon is chained by its hilt to the nearest boulder
    83. Target’s weapon is clear like glass but is all but unbreakable
    84. Target’s weapon is cloned
    85. Target’s weapon is edible, but only to him
    86. Target’s weapon is embarrassed to be seen with him
    87. Target’s weapon is etched with his likeness
    88. Target’s weapon is guilty of numerous capital crimes
    89. Target’s weapon is highly elastic along its long axis until dawn
    90. Target’s weapon is immune to rust and the passage of time
    91. Target’s weapon is intensely coveted by demonic hordes
    92. Target’s weapon is intensely coveted by pacifistic monks
    93. Target’s weapon is invisible to everyone else during battle
    94. Target’s weapon is invisible to him in daylight
    95. Target’s weapon is invisible to him until it draws his blood
    96. Target’s weapon is nearly indestructible but dissolves in water
    97. Target’s weapon is part of a set sought by a wealthy collector
    98. Target’s weapon is perfectly balanced for a non-magical +2 ToHit
    99. Target’s weapon is permanently -2 ToHit
    100. Target’s weapon is refurbished to better-than-new condition
    1. Target’s weapon is replaced by a vastly inferior replica
    2. Target’s weapon is replaced by an indestructible replica
    3. Target’s weapon is riddled with holes but functions normally
    4. Target’s weapon is sheathed in a scab-like shell
    5. Target’s weapon is sheathed in a shell of chocolate
    6. Target’s weapon is sheathed in a soft wool tube
    7. Target’s weapon is stuck high in the branches of a nearby tree
    8. Target’s weapon is suddenly 10d100 years older
    9. Target’s weapon is thrown 1d1000 years into the past
    10. Target’s weapon is tied to both of the target’s hands
    11. Target’s weapon is translucent like smoked glass
    12. Target’s weapon is twisted like a corkscrew
    13. Target’s weapon is vulnerable to magical fire while he wields it
    14. Target’s weapon is weightless when not in use
    15. Target’s weapon kills him outright if used against him
    16. Target’s weapon makes him 1d20 years older while it’s drawn
    17. Target’s weapon makes him appear somehow less imposing
    18. Target’s weapon makes him highly susceptible illusion magic
    19. Target’s weapon melts if ever it’s immersed in sea water
    20. Target’s weapon melts like a candle
    21. Target’s weapon must be fed one mouse or rat per day, or it dies
    22. Target’s weapon passes through armor unimpeded
    23. Target’s weapon passes through flesh unimpeded
    24. Target’s weapon practically reeks of malevolent hatred
    25. Target’s weapon puts forth huge plumes of smoke while it’s drawn
    26. Target’s weapon renders him mute for 1d8 hours after each battle
    27. Target’s weapon repels his allies while it’s drawn
    28. Target’s weapon repels non-magical vermin
    29. Target’s weapon repels normal flame to a distance of one foot
    30. Target’s weapon repels oxygen while it’s drawn
    31. Target’s weapon ridicules him in front of his allies
    32. Target’s weapon rings like a bell to mark the hours
    33. Target’s weapon shatters the next time he’s burned by fire
    34. Target’s weapon shatters the next time it strikes metal
    35. Target’s weapon shrieks until sunset tomorrow
    36. Target’s weapon shrinks by 75% upon contact with blood
    37. Target’s weapon shrinks to 10% of its normal size
    38. Target’s weapon spins rapidly around its axis for 10d10 rounds
    39. Target’s weapon sprouts 1d100 teeth along its length
    40. Target’s weapon sprouts leaves
    41. Target’s weapon starts bleeding profusely
    42. Target’s weapon teleports exactly 1d10 yards due north
    43. Target’s weapon teleports to the caster’s home
    44. Target’s weapon teleports to the target, 1d4 weeks in the future
    45. Target’s weapon thinks that he’s its mother
    46. Target’s weapon turns ethereal in the presence of other weapons
    47. Target’s weapon turns inside-out
    48. Target’s weapon turns into a rattan simulation
    49. Target’s weapon turns into a replica of the caster’s weapon
    50. Target’s weapon turns into a shield for 1d4 days
    51. Target’s weapon turns into a small glass replica when not in use
    52. Target’s weapon turns into a two-by-four eight feet in length
    53. Target’s weapon turns into an umbrella under each full moon
    54. Target’s weapon turns to lightweight plastic
    55. Target’s weapon turns to sodium during the next rainstorm
    56. Target’s weapon urges him to leap from the nearest bridge
    57. Target’s weapon vanishes until he dies
    58. Target’s weapon vanishes when he dies
    59. Target’s weapon was forged by his descendent years in the future
    60. Target’s weapon was forged by someone who has never existed
    61. Target’s weapon was forged from the bones of a slain god
    62. Target’s weapon was forged in a volcano by demonic weaponsmiths
    63. Target’s weapon was forged on the western slope of Heaven
    64. Target’s weapon was lost in a tragic shipwreck decades ago
    65. Target’s weapon was shrinks him by 5% each time it draws blood
    66. Target’s weapon was stolen from the gods, and they want it back
    67. Target’s weapon weighs as much as he does
    68. Target’s weapon whispers terrible secrets to any who wield it
    69. Target’s weapon will be instrumental in the world’s destruction
    70. Target’s weapon will be irretrievably lost by this time tomorrow
    71. Target’s weapons and gear teleport 10d10 yards into the air
    72. Target’s weight quadruples while he’s swimming or wading
    73. Target’s weight temporarily doubles with each step upon a bridge
    74. Teleportation is impossible within 10 yards of target
    75. The bones of target’s hand and feet turn to high-grade steel
    76. The buzzing of bees fills the air whenever target draws a weapon
    77. The flesh of target’s face pulses as though full of maggots
    78. The ground beneath target’s feet briefly acts as a trampoline
    79. The ground beneath target’s feet briefly shines like the sun
    80. The ground beneath target’s feet collapses into a cave below
    81. The ground beneath target’s feet contains an unquiet spirit
    82. The ground now at target’s feet acquires sentience
    83. The ground now at target’s feet appears in the caster’s home
    84. The ground now at target’s feet breaks off and drifts out to sea
    85. The ground now at target’s feet collapses into a cavern below
    86. The ground now at target’s feet conceals a sacred cairn
    87. The ground now at target’s feet explodes for 10d10 hit points
    88. The ground now at target’s feet exudes noxious and fetid vapors
    89. The ground now at target’s feet heats to 10 x 1d100 degrees
    90. The ground now at target’s feet hides the gate to a buried city
    91. The ground now at target’s feet hurls him 1d4 miles away
    92. The ground now at target’s feet is a blanket over a deep pit
    93. The ground now at target’s feet is a portal to some nether plane
    94. The ground now at target’s feet is an illusion
    95. The ground now at target’s feet is charred black as by a bonfire
    96. The ground now at target’s feet is dangerously slick with ice
    97. The ground now at target’s feet is edible
    98. The ground now at target’s feet is forever barren of vegetation
    99. The ground now at target’s feet is fused into glass
    100. The ground now at target’s feet is intensely magnetic
    1. The ground now at target’s feet is invisible to him
    2. The ground now at target’s feet is obviously artificial
    3. The ground now at target’s feet is powerfully toxic to him
    4. The ground now at target’s feet is soaked with blood
    5. The ground now at target’s feet is strewn with shards of metal
    6. The ground now at target’s feet is strongly adhesive
    7. The ground now at target’s feet is the back of a huge turtle
    8. The ground now at target’s feet is the top of a buried column
    9. The ground now at target’s feet is yanked from under him
    10. The ground now at target’s feet rises 10d10 yards into the air
    11. The ground now at target’s feet seems to move like a ship’s deck
    12. The ground now at target’s feet shines as bright as the sun
    13. The ground now at target’s feet sinks 1d10 yards into the ground
    14. The ground now at target’s feet starts to digest him
    15. The ground now at target’s feet suppresses magic within 10 yards
    16. The ground now at target’s feet turns to cement and hardens
    17. The ground now at target’s feet turns to cobblestone
    18. The ground now at target’s feet turns to molten glass
    19. The ground now at target’s feet turns to quicksand
    20. The ground now at target’s feet turns to warm butter
    21. The ground now at target’s feet whispers horrific threats to him
    22. The left half of target’s skeleton rebels against the right
    23. The left half of target’s skeleton vanishes
    24. The right half of target’s head vanishes, but he is unharmed
    25. The scent of the target’s blood induces Fear in others
    26. The scent of the target’s blood induces paranoid delusions
    27. The scent of the target’s blood induces profound calm in horses
    28. The scent of the target’s blood inspires savage bloodlust
    29. The sight of the target’s weapon affects undead like sunlight
    30. The sight of the target’s weapon induces intense covetousness
    31. The target is blamed for the worst thing that has ever happened
    32. The target takes credit for all sorts of diplomatic successes
    33. The top few inches of target’s head vanish, but he is unharmed
    34. Thousands of nails are embedded harmlessly in target’s flesh
    35. Thousands of snails rain down harmlessly upon the target
    36. To the target, all liquids taste like acrid poison
    37. To the target, all liquids taste like his own blood
    38. To the target, all liquids taste like strong vinegar
    39. To the target, all liquids taste like the sweetest nectar
    40. To the target, everyone appears to be a hideously decayed corpse
    41. To the target, everyone appears to be an artificial approximation
    42. To the target, everyone appears to be plated in gold
    43. To the target, the previous 1d4 rounds were only a dream
    44. Undead are attracted to the target as though he can help them
    45. Undead are invisible to the target
    46. Undead can’t speak in the target’s presence
    47. Undead declare a coordinated war against the target
    48. Undead ignore target and can’t be harmed by him
    49. Undead recognize the target as one of their own
    50. Undead that attack the target are 40% likely to be Turned
    51. Undead will not relent until the target is also undead
    52. Until dawn, target resembles the person who last wounded him
    53. Until sunset tonight, all within one mile want to kill the target
    54. Vines bind the target tightly to a nearby tree
    55. Vines sprout from any open wounds the target now has
    56. Vines sprout from the ground at target’s feet and attack him
    57. Vines sprout from the target’s weapon and bind his limbs
    58. Viscous slime drips from the target’s mouth from now on
    59. Water always feels 50° colder to the target
    60. Water boils on contact with the target’s flesh
    61. Water gives no benefit to target if imbibed while indoors
    62. Water has no weight when carried by the target
    63. Water induces amnesia in target if ingested between dawn and noon
    64. Water is a deadly poison to target for 2d12 hours
    65. Water is invisible while within 10 feet of the target
    66. Water is toxic to target if ingested between noon and dusk
    67. Water spews from target’s ears during battle
    68. Waterfowl attack the target on sight
    69. Waterfowl swear eternal loyalty to the target
    70. Weapons are invisible to the target while he wields them
    71. Whatever is now in target’s hand heats to 500°
    72. Whatever is now in target’s hand is embossed with his name
    73. Whatever is now in target’s hand is replaced by a sunflower
    74. Whatever is now in target’s hand is worth 10X its normal value
    75. Whatever is now in target’s hand now belongs to the caster
    76. Whatever is now in target’s hand turns to gold
    77. Whatever is now in target’s hand vanishes for 1d6 days
    78. Whatever is now in target’s hand weighs more than he does
    79. Whatever target does, he claims some bizarre, fantastical motive
    80. Whatever target does, he claims to be fulfilling his deity’s will
    81. Whatever target is wearing is stuck to him like glue
    82. When caster dies, target begins aging 1d10 years per round
    83. When injured, target is 5% likely to fly into a berserker rage
    84. When injured, target is 10% likely to attack his nearest ally
    85. When injured, target must Save or go blind until the next round
    86. When injured, target weeps like a baby for 1d10 rounds
    87. When target dies, all within one mile are struck blind until dawn
    88. When target dies, countless abhorrent deeds are attributed to him
    89. When target dies, everyone who knew him forgets all about him
    90. When target dies, he is posthumously crowned king
    91. When target dies, he is rumored never to have existed
    92. When target dies, he’s immediately resurrected 10d100 miles away
    93. When target dies, his corpse animates and races to this spot
    94. When target dies, his corpse attacks the nearest person
    95. When target dies, his corpse burns with green flame until sunset
    96. When target dies, his corpse grows by a factor of 2d10
    97. When target dies, his corpse immediately turns to granite
    98. When target dies, his corpse metamorphoses into something awful
    99. When target dies, his corpse runs wild through the nearest town
    100. When target dies, his corpse teleports into the caster’s home
    1. When target dies, his killer is hailed as a national hero
    2. When target dies, his killer is named his executor
    3. When target dies, his skeleton animates as a free willed undead
    4. When target dies, his soul commandeers the nearest undead body
    5. When target dies, his soul is trapped in his weapon
    6. When target draws a weapon, a nearby tree drops its leaves
    7. When target draws a weapon, he can’t put it down until sunset
    8. When target draws a weapon, he feels that he’ll die in 1d6 rounds
    9. When target draws a weapon, he must declare his name and title
    10. When target draws a weapon, he must draw blood within 1d6 rounds
    11. When target draws a weapon, he must pass a DEX check or drop it
    12. When target draws a weapon, he must Save or lose 1d4-1 hit points
    13. When target draws a weapon, he’s randomly teleported 1d20 yards
    14. When target draws a weapon, he’s stricken with intense fear
    15. When target draws a weapon, he’s stunned for 1d4 rounds
    16. When target draws a weapon, his allies all shout his name
    17. When target draws a weapon, his weapon arm glows like a firefly
    18. When target draws a weapon, it costs him 1d4 gold pieces
    19. When target draws a weapon, it turns invisible for 1d4 rounds
    20. When target draws a weapon, me must Save or become wildly drunk
    21. When target draws a weapon, someone nearby declares him a coward
    22. When target draws a weapon, someone nearby laughs at him
    23. When target draws a weapon, the scent of eggs fills the air
    24. When target is next struck by magic, he becomes chaotic evil
    25. When target is next struck by magic, he becomes powerfully drunk
    26. When target is next struck by magic, he hates that spell’s caster
    27. When target is next struck by magic, he teleports 1d6 miles
    28. When target next sleeps, a small tree sprouts from his chest
    29. When target next sleeps, everyone nearby dreams of killing him
    30. When target next sleeps, he sleeps for 2d20 days and nights
    31. When target next spills blood, any coins he’s holding are doubled
    32. When target next spills blood, he finds 1d1000 gold pieces
    33. When target next spills blood, he is excommunicated and condemned
    34. When target next spills blood, he loses 1d10 hit points
    35. When target next spills blood, he loses any wealth he’s carrying
    36. When target next spills blood, he regains 1d10 hit points
    37. When target next spills blood, he suffers cannibalistic urges
    38. When target next spills blood, he suffers dreadful hallucinations
    39. When target next spills blood, he takes a vow of pacifism
    40. When target next spills blood, he thinks he’ll die by nightfall
    41. When target next spills blood, he vanishes for 1d4 days
    42. When target next spills blood, he’s thrown 4d8 yards into the air
    43. When target next spills blood, his allies attack him
    44. When target next spills blood, his clothes are soaked in it
    45. When target next spills blood, his clothes burst into flame
    46. When target next spills blood, his feet take root in the ground
    47. When target next spills blood, his allies think he’s dying
    48. When target next spills blood, his skin and hair become blood-red
    49. When target next spills blood, his Strength is halved until dawn
    50. When target next spills blood, his victim grows obsessed with him
    51. When target next spills blood, his waterskin fills with blood
    52. When target next spills blood, his weapon attacks him
    53. When target next spills blood, his weapon steams and hisses
    54. When target next spills blood, his weapon vanishes for 1d4 days
    55. When target next uses rope, he ties an insoluble knot
    56. When target next uses rope, he’s attacked by undead skeletons
    57. When target next uses rope, it attacks him as if it were a snake
    58. When target next uses rope, it hauls him high into the air
    59. When target next uses rope, it shocks him like electrical wire
    60. When target next uses rope, it winds around him and combusts
    61. When target rolls a natural 20 ToHit, he wounds himself instead
    62. When target rolls a natural 20 ToHit, his weapon explodes
    63. When target says his name, he adds a wildly effusive honorific
    64. When target says his name, he can’t tell a lie for one hour
    65. When target says his name, his age doubles
    66. When target says his name, his clothes are soaked with brine
    67. When target says his name, his clothes become amazingly clean
    68. When target says his name, mocking laughter echoes in the sky
    69. When target says his name, someone nearby adopts his name
    70. When target says his name, someone nearby forgets his own name
    71. When target says his name, someone nearby weeps openly
    72. When target sees or is hit by magic, he giggles for 1d10 rounds
    73. When target sees or is hit by magic, his head becomes invisible
    74. When target sneezes, 1d4 nearby trees are rendered invisible
    75. When target sneezes, bits of hot gravel spray from his nostrils
    76. When target uses magic, he thinks he’s spinning rapidly
    77. While outdoors, target feels uncomfortable walking upright
    78. While outdoors, target perceives everything to be shrouded in fog
    79. While target sleeps, he dreams that he’s in hell
    80. While target sleeps, he dreams that he’s undergoing surgery
    81. While target sleeps, he is invisible and inaudible to his allies
    82. While target sleeps, he sees and hears through the caster
    83. While target sleeps, he’s 40% likely to regain 1d10 hit points
    84. While target sleeps, he’s absolutely invulnerable to harm
    85. While target sleeps, he’s bound by countless spider webs
    86. While target sleeps, his body races away in a random direction
    87. While target sleeps, his clothes deteriorate to filthy rags
    88. While target sleeps, someone writes obscene limericks on his skin
    89. While target stands still, he rotates slowly counter-clockwise
    90. While target stands still, pigeons treat him just like a statue
    91. Yesterday, target ate 1d10 pounds of baked beans
    92. Yesterday, target had dark premonitions of this exact moment
    93. Yesterday, target ingested some powerful but slow-acting poison
    94. Yesterday, target learned that he and caster are closely related
    95. Yesterday, target learned that he had 36 hours left to live
    96. Yesterday, target stole a magic ruby from a dragon
    97. Yesterday, target took a sacred vow that he just now violated
    98. Yesterday, target was sentenced to be executed at dawn tomorrow
    99. Yesterday, target’s feet were burned to a crisp
    100. Yesterday, target’s head was removed and shoddily reattached
    1. 1,000 cubic feet of dirt and rock rise as a 16HD earth elemental
    2. 1d10 nearby trees uproot and race to the nearest town square
    3. 1d10 nearby trees uproot and vanish into the sky
    4. 1d100 adorable but demonic puppies scamper through the area
    5. 1d100 skeletons rise from the ground and begin building a pyramid
    6. 1d100 stone spheres, one foot in diameter, appear in the area
    7. 1d100% of a major continent sinks beneath the sea
    8. 1d1000 clay bricks fall from the sky
    9. 1d1000 skeletons rise from the ground and march to the sea
    10. 1d20 skeletons rise from the ground and attack anyone nearby
    11. 1d4 creatures nearby are suddenly gold-plated
    12. 1d4 creatures nearby double in size
    13. 1d4 gallons of molten gold pour from the target point
    14. 1d4 magical golden apples appear nearby
    15. 1d6 aggressive, human-sized pigeons appear in the area
    16. 1d6 horses nearby are turned into carousel horses
    17. 1d6 people nearby adopt entirely new personalities
    18. 1d6 people nearby are 50% likely to gain a level or die outright
    19. 1d6 people nearby are chained together
    20. 1d6 people nearby are duplicated exactly
    21. 1d6 people nearby are hurled high into the air
    22. 1d6 people nearby are identified as harbingers of vile pestilence
    23. 1d6 people nearby are pulled into the target point and destroyed
    24. 1d6 people nearby are tarred and feathered
    25. 1d6 people nearby are teleported 1d4 miles
    26. 1d6 people nearby are unable to wield weapons for 1d8 hours
    27. 1d6 people nearby can breathe water as readily as air
    28. 1d6 people nearby feel like they’re drowning
    29. 1d6 people nearby flee from the area at top speed
    30. 1d6 people nearby grow feathers like peacocks
    31. 1d6 people nearby grow wool like sheep
    32. 1d6 people nearby join forces against all others nearby
    33. 1d6 people nearby look exactly alike
    34. 1d6 people nearby look like children for 1d4 years
    35. 1d6 people nearby must Save or be Disintegrated
    36. 1d6 people nearby shrink by 5d10+50%
    37. 1d6 people nearby will become zombies in 3d6 days
    38. 2d100 spectators appear in the area
    39. 2d100 wild bulls appear in the area
    40. 4d10 duplicates of someone nearby appear in the area
    41. 4d100 zombies appear in the area and race to the nearest town
    42. 4d100 zombies appear in the area and start attacking
    43. A 100 yard radius is blanketed by a thick cloud of chlorine gas
    44. A 100 yard radius is blanketed by snow to a depth of 2d4 feet
    45. A 100 yard radius is carpeted with small white pebbles
    46. A 100 yard radius is covered by a dense growth of fragrant grass
    47. A 100 yard radius is covered by ankle-deep fetid mud
    48. A 100 yard radius is covered by ankle-deep white sand
    49. A 100 yard radius is covered by slimy, decaying vegetable matter
    50. A 100 yard radius is covered with acrid cinders and ash
    51. A 100 yard radius is covered with nuggets of artificial stone
    52. A 100 yard radius is discovered to be an ancient graveyard
    53. A 100 yard radius is encircled by a dense curtain of smoke
    54. A 100 yard radius is encircled by a moat of lava 20 feet across
    55. A 100 yard radius is encircled by a ring of raised earth
    56. A 100 yard radius is encircled by a wall of hay bales
    57. A 100 yard radius is indistinguishable from the moon’s surface
    58. A 100 yard radius is rendered totally silent until dawn tomorrow
    59. A 100 yard radius is shaken by a powerful earthquake for 1d4 days
    60. A 100 yard radius is strewn with blood-soaked rags
    61. A 100 yard radius is strewn with decaying marine life
    62. A 100 yard radius is strewn with jagged metal and coils of wire
    63. A 100 yard radius is strewn with seashells and driftwood
    64. A 100 yard radius is stripped of vegetation, soil, and water
    65. A 100 yard radius swirls with finely-milled flour for 1d6 turns
    66. A 1d10 mile radius becomes a dense and temperate forest
    67. A 1d10 mile radius becomes a pastoral idyll
    68. A 1d10 mile radius becomes a peaceful lake
    69. A 1d10 mile radius becomes an arid and desolate desert
    70. A 5,000 pound iron slab appears 1d10 yards above the target point
    71. A baby born in a nearby town is prophesied to destroy the kingdom
    72. A baby born in a nearby town is the spawn of a powerful demon
    73. A blasphemous tome appears at the target point
    74. A charred human corpse bearing a magical sword appears nearby
    75. A column of green light shines from the target point into the sky
    76. A cube of dry ice 10 feet across appears at the target point
    77. A cube of granite 10 feet across appears a the target point
    78. A deafening cacophony blares from the target point until sunset
    79. A deity has died, and someone nearby is blamed for his death
    80. A dense tangle of thorny vines fills the area
    81. A featureless black slab appears nearby measuring 1 x 4 x 9
    82. A fissure runs from beneath the target point to the nearest lake
    83. A flaming sword appears at the target point, turning every way
    84. A flock of 5d20 human-sized geese lands in the area
    85. A four-dimensional cube appears at the target point
    86. A fully outfitted galleon appears nearby
    87. A gargantuan, tentacled monstrosity rises from the nearest ocean
    88. A giant sequoia quickly grows from beneath the target point
    89. A heavy rope runs from the target point into the sky
    90. A herd of animals not native to this area stampedes through it
    91. A horrifyingly loathsome creature races through the area
    92. A huge army appears to be approaching from the distance
    93. A huge city is just barely visible on the surface of the moon
    94. A huge earthen fist rises from the ground below the target point
    95. A huge glacier forms at the target point over the next 1d4 days
    96. A huge outcrop of beautiful crystals erupts under the target point
    97. A huge vein of highly toxic metal runs directly under this area
    98. A huge volume of confetti rains down in a 100 yard radius
    99. A jug full of highly volatile liquid appears at the target point
    100. A large pool of fetid slime appears beneath the target point
    1. A large pool of liquid helium appears beneath the target point
    2. A large pool of molten aluminum appears beneath the target point
    3. A large, hay-packed wooden crate marked "FRAGILE" appears nearby
    4. A leather briefcase containing something beautiful appears nearby
    5. A local ruler declares any use of magic to be treasonous
    6. A local ruler declares some crazy new taboo punishable by death
    7. A local ruler has a mad plan to tax the poor instead of the rich
    8. A local ruler has ordered the execution of 1d4 people nearby
    9. A local ruler has quite obviously sold his soul to a demon
    10. A local ruler invades a sovereign nation under false pretenses
    11. A local ruler is known to kill and eat 1d4 people each week
    12. A local ruler is revealed to be an illusion
    13. A local ruler is under the control of infernal powers
    14. A local ruler orders the execution of anyone causing a Chaos Burst
    15. A local ruler shames his title with interpersonal indiscretions
    16. A local ruler values empty rhetoric over valid policy
    17. A lump of heavy and very toxic metal appears at the target point
    18. A massive explosion flattens all stone structures within one mile
    19. A mighty hailstorm pummels the area for 1d4 hours
    20. A mysterious gold sarcophagus appears at the target point
    21. A new, non-magical, and deadly virus issues from the target point
    22. A one mile radius appears gloomy and blighted for 1d12 months
    23. A one mile radius is illuminated by full daylight for 3d10 days
    24. A one mile radius is rotates 360° every 24 hours
    25. A one mile radius is shrouded by an eclipse for 2d8-1 days
    26. A one mile radius looks like a desert wasteland for one year
    27. A perfect 10 foot sphere of ice appears at the target point
    28. A pitiable demon appears at the target point, begging sanctuary
    29. A powerful and malign spirit emerges from the target point
    30. A powerful and radical religious sect usurps the throne
    31. A powerful demon takes up residence in a nearby house
    32. A powerful earthquake shifts this whole area one mile north
    33. A sandstorm sweeps through the area for 2d6 turns
    34. A sculpted ice portrait appears for everyone within 50 yards
    35. A small, mysterious island appears in the nearest river
    36. A sphere of annihilation appears at the spell’s target point
    37. A steel tower 100 yards tall emerges form under the target point
    38. A stolen dragon egg appears at the target point
    39. A stone cube 25 yards across rises from beneath the target point
    40. A terrible din fills the air like the clanging of pots and pans
    41. A terrible fire occurred on this site 4d6 hours ago
    42. A terrible fire will occur on this site 4d6 hours from now
    43. A thin shaft of stone runs from the target point to the sea
    44. A tornado arises at the target point and devastates the area
    45. A torrent of thick, soapy foam sprays from the target point
    46. A viscous corrosive fluid drips coats all exposed rock nearby
    47. A volcano erupts at the center of the nearest town
    48. A volley of 10d20 arrows rains down on the area
    49. A widespread peasants’ revolt begins in 1d12 hours
    50. A Chaos Burst occurs when each of the next 1d4 people speak nearby
    51. Abnormally large locusts plague the area for 1d8 weeks
    52. Acrid fungus sprouts under the target point and quickly spreads
    53. Air in this area is 75% thinner than the surrounding atmosphere
    54. All air within one mile is totally opaque but otherwise normal
    55. All armor removed in this area shrinks by 25%
    56. All armor within 50 yards becomes clear like glass
    57. All armor within 50 yards is as heavy as lead
    58. All armor within 50 yards is weightless for 1d12 months
    59. All armor within one mile is ethereal until sunset
    60. All artificial light sources within one mile are rendered inert
    61. All artificial structures within 50 yards cease to exist
    62. All attack rolls in the next 1d10 rounds must be made twice
    63. All bags of holding within one mile are completely full of anvils
    64. All birds within 50 yards explode, 1d6 hit points per bird
    65. All birds within one mile are completely plucked
    66. All bladed weapons within 50 yards are intensely magnetic
    67. All blades within 50 yards are 10% likely to turn to gold
    68. All blades within 50 yards are engraved with cryptic sigils
    69. All blades within 50 yards are restored to pristine condition
    70. All blades within 50 yards become clear like glass
    71. All blades within 50 yards bend 90° halfway along their length
    72. All blades within 50 yards must Save or crumble into rust
    73. All blades within one mile are blunted until sunset
    74. All blades within one mile glow cherry red until sunset tomorrow
    75. All bowstrings within 50 yards break the next time they’re drawn
    76. All carved wood within 50 yards gains rudimentary intelligence
    77. All chain mail within 50 yards appears moth-eaten and threadbare
    78. All chain mail within 50 yards is highly attractive to lightning
    79. All chain mail within 50 yards is slicked with ice
    80. All chain mail within 50 yards is strongly magnetic
    81. All cloth within 50 yards begins to digest itself
    82. All cloth within 50 yards can never be rendered invisible
    83. All cloth within 50 yards is as shiny and lustrous as gold
    84. All cloth within 50 yards is rendered as brittle as eggshell
    85. All cloth within 50 yards is rendered as stiff as wood
    86. All cloth within 50 yards is scrubbed clean
    87. All cloth within 50 yards is soaked with gasoline
    88. All cloth within 50 yards seems unusually heavy
    89. All cloth within 50 yards smolders and smokes until dawn
    90. All cloth within 50 yards turns invisible upon exiting the area
    91. All cloth within 50 yards turns to burlap until sunset tomorrow
    92. All cloth within one mile is invisible until sunset tomorrow
    93. All coins within 50 yards appear in a heap at the target point
    94. All coins within 50 yards are engraved with cryptic runes
    95. All coins within 50 yards are invisible under moonlight
    96. All coins within 50 yards become flexible as rubber
    97. All coins within 50 yards double in value
    98. All coins within 50 yards explode, 1d4-1 hit points per coin
    99. All coins within 50 yards heat to 1,000°
    100. All coins within 50 yards turn to mercury
    1. All coins within one mile are easily recognized as counterfeit
    2. All curses now in effect within 100 yards are negated
    3. All dragons within 1d10 miles are enraged beyond all reason
    4. All dragons within 1d10 miles shrink by 10d10%
    5. All Dwarves within 10 miles are secretly fond of orcs
    6. All Dwarves within 10 miles are violently allergic to alcohol
    7. All Dwarves within 10 miles are violently allergic to gold
    8. All Dwarves within 10 miles become intensely claustrophobic
    9. All Dwarves within 10 miles have orange skin and green hair
    10. All Dwarves within 10 miles lose their infravision for 1d4 months
    11. All Elves within 10 miles are carrying vials of Dwarf blood
    12. All Elves within 10 miles develop a powerful fear of heights
    13. All Elves within 10 miles forget how to speak Elvish
    14. All Elves within 10 miles sprout jagged fangs
    15. All Elves within 50 yards are allergic to wood
    16. All ferrous metal within 50 yards doubles in weight
    17. All ferrous metal within 50 yards is as shiny & lustrous as gold
    18. All ferrous metal within 50 yards is invisible until it gets wet
    19. All ferrous metal within 50 yards is magnetized
    20. All ferrous metal within 50 yards is rustproof for one year
    21. All ferrous metal within 50 yards is somewhat resistant to magic
    22. All ferrous metal within 50 yards is strangely opalescent
    23. All ferrous metal within 50 yards vanishes until sunset tomorrow
    24. All fires lit in this area are waterproof for the next 1d6 weeks
    25. All fires lit in this area flare up wildly for 1d4 rounds
    26. All fires lit in this area reek of brimstone
    27. All flesh within 50 yards is clear like glass until sunset
    28. All foliage within 50 yards is poisonous to humans and demihumans
    29. All foliage within 50 yards is replaced by plastic replicas
    30. All food consumed within one mile is overpoweringly delicious
    31. All food consumed within one mile is unpalatably bitter
    32. All food within 50 yards completely spoils by sunset
    33. All food within 50 yards freezes solid
    34. All food within 50 yards is crawling with illusory maggots
    35. All food within 50 yards is poisonous for the next 1d4 hours
    36. All food within 50 yards is stripped of all nutritive value
    37. All food within one mile turns to salt
    38. All footprints within one mile fossilize by dawn tomorrow
    39. All forged steel within 100 yards turns to aluminum
    40. All forged steel within 100 yards turns to slate
    41. All gems within 50 yards are duplicated exactly
    42. All gems within 50 yards become spherical
    43. All gems within 50 yards turn to sodium when placed in water
    44. All gems within 50 yards vibrate in the presence of gold
    45. All Gnomes within 10 miles develop a dislike of gems and jewels
    46. All Gnomes within 10 miles grow 1d20 inches
    47. All goblins within 10 miles appear in the immediate area
    48. All goblins within 10 miles are afraid of the dark
    49. All goblins within 10 miles are exterminated
    50. All goblins within 10 miles are transformed into Elves
    51. All goblins within 10 miles become vegetarian pacifists
    52. All goblins within 10 miles swear allegiance to someone nearby
    53. All goblins within 10 miles swear vengeance upon someone nearby
    54. All gold within 50 yards always seems to be 200°
    55. All gold within 50 yards becomes transparent when submerged
    56. All gold within 50 yards begins to rust like damp steel
    57. All gold within 50 yards induces extreme covetousness
    58. All gold within 50 yards is 10% likely to turn to lead
    59. All gold within 50 yards is 50% likely to be counterfeit
    60. All gold within 50 yards is attracted to magnets like iron
    61. All gold within 50 yards is drawn to the target point
    62. All gold within 50 yards is indestructible for one year
    63. All gold within 50 yards is irresistibly attractive to undead
    64. All gold within 50 yards is severely tarnished
    65. All gold within 50 yards is thrown 1d10 years into the future
    66. All gold within 50 yards is weightless for 2d10 rounds
    67. All gold within 50 yards sweats some kind of foul liquid
    68. All ground within 10 miles is at exactly the same elevation
    69. All Halflings within 10 miles develop a penchant for violence
    70. All Halflings within 10 miles develop a strong wanderlust
    71. All hats or helmets within 50 yards are drawn to the target point
    72. All hats or hoods within 50 yards burst into flame
    73. All herbivores within 100 yards are panic-stricken
    74. All horses within 100 yards have built-in saddles
    75. All horses within 100 yards shrink by 1% per round
    76. All horses within one mile become bipedal for 1d4 weeks
    77. All horses within one mile become clear like glass
    78. All houses within one mile appear to be of much higher quality
    79. All houses within one mile are fireproof for one year
    80. All humans within 10 miles are suddenly wearing peculiar hats
    81. All humans within 10 miles think that demihumans are subhuman
    82. All inanimate matter nearby wobbles as though made of gelatin
    83. All ink within 50 yards appears to be made from human blood
    84. All ink within 50 yards is powerfully hallucinogenic
    85. All ink within one mile is invisible for 2d4-1 days
    86. All ink within one mile is invisible in sunlight
    87. All inorganic matter within 10 miles appears blurry until sunset
    88. All inorganic matter within 10 yards disappears
    89. All inorganic matter within 10 yards turns to ice
    90. All inorganic matter within 50 yards appears to be magical
    91. All invisible matter within 100 yards becomes permanently visible
    92. All invisible matter within one mile is clear like glass
    93. All leather within 50 yards begins sweating profusely
    94. All leather within 50 yards is as rigid as steel
    95. All leather within 50 yards shatters like glass
    96. All leather within 50 yards turns to silk
    97. All living creatures nearby are driven away for 1d4 months
    98. All living creatures nearby are enraged beyond reason
    99. All lycanthropes within one mile are cured of their lycanthropy
    100. All lycanthropes within one mile are locked in their current form
    1. All lycanthropes within one mile develop a great fear of the dark
    2. All lycanthropes within one mile have a new kind of lycanthropy
    3. All magic items used nearby are 10% likely to burn out forever
    4. All magic items within 50 yards appear to be blazing with fire
    5. All magic items within 50 yards are easily recognized as magical
    6. All magic items within 50 yards disappear until sunset tomorrow
    7. All magic items within 50 yards fail to function 20% of the time
    8. All magic items within 50 yards hum softly for 1d4 days
    9. All magic potions within 50 yards are 10X as powerful
    10. All magic potions within 50 yards are powerfully toxic
    11. All magic potions within 50 yards are rendered inert
    12. All magic potions within 50 yards become Potions of Flying
    13. All magic potions within 50 yards freeze solid when imbibed
    14. All magic potions within 50 yards induce overwhelming thirst
    15. All magic potions within 50 yards induce wild hallucinations
    16. All magic potions within 50 yards yield the opposite effect
    17. All magic rings within 50 yards appear at the target point
    18. All magic rings within 50 yards are identical in appearance
    19. All magic rings within 50 yards are inert for one week
    20. All magic rings within 50 yards are now as large as hula hoops
    21. All magic rings within 50 yards are unharmed by fire or heat
    22. All magic rings within 50 yards attract lightning
    23. All magic rings within 50 yards fuse to their wearers’ fingers
    24. All magic rings within 50 yards grant a +1 Armor Class bonus
    25. All magic rings within 50 yards must Save or Disintegrate
    26. All magic rings within 50 yards shine as brightly as the Sun
    27. All magic rings within 50 yards shrink by 10% with each use
    28. All magic rings within 50 yards turn to crystal
    29. All magic rings within 50 yards turn to lead while not being worn
    30. All magic rings within 50 yards whistle softly while in use
    31. All magic weapons nearby are ethereal until sunset
    32. All magic weapons nearby gain an additional +1 ToHit for 1d6 days
    33. All magic weapons nearby glow like fireflies under the new moon
    34. All magic weapons nearby lose their enchantments until dawn
    35. All magic weapons within 100 yards are non-magical for 1d4 days
    36. All magical animals nearby become their non-magical equivalents
    37. All magical animals nearby desire to leave the area
    38. All magical garments within one mile are filthy and foul-smelling
    39. All magical garments within one mile burst into flame
    40. All magical light sources within 100 yards are 2X as bright
    41. All magical light sources within 100 yards dim by 50%
    42. All magical light sources within one mile are extinguished
    43. All magical light sources within one mile are hot as normal fire
    44. All magical light sources within one mile attract magical moths
    45. All magical light sources within one mile flash like strobes
    46. All magical light sources within one mile hum loudly while in use
    47. All magical light sources within one mile only work underground
    48. All magical light sources within one mile produce blood-red light
    49. All magical light sources within one mile yield darkness instead
    50. All mechanical locks within one mile are fused shut
    51. All mechanical locks within one mile are invisible for 1d12 months
    52. All mechanical locks within one mile can only open under moonlight
    53. All mechanical locks within one mile spring open
    54. All members of a major race are discovered to be artificial
    55. All members of a major race are rendered sterile
    56. All metal armor nearby has been soaking in vinegar
    57. All metal armor nearby is chilled to freezing
    58. All metal gauntlets within 50 yards are non-removable until dawn
    59. All metal gauntlets within 50 yards are rustproof
    60. All metal gauntlets within 50 yards cause terrible chafing
    61. All metal gauntlets within 50 yards close into fists
    62. All metal gauntlets within 50 yards heat to 400°
    63. All metal gauntlets within 50 yards insulate against electricity
    64. All metal gauntlets within 50 yards shrink by 25%
    65. All metal gauntlets within 50 yards turn to silk
    66. All metal weapons wielded nearby seem to be 500°
    67. All metal within 50 yards appears to be made of solid shadow
    68. All metal within 50 yards induces frostbite while in daylight
    69. All metal within 50 yards is entirely non-reflective
    70. All metal within 50 yards is flammable for 2d10 rounds
    71. All metal within 50 yards is indestructible until sunset tomorrow
    72. All metal within 50 yards is invisible when anointed with blood
    73. All metal within 50 yards is non-conductive of electricity
    74. All metal within 50 yards is polished to mirror-brightness
    75. All metal within 50 yards is twice as heavy when it’s wet
    76. All metal within 50 yards liquefies for 2d6 rounds, then reforms
    77. All metal within 50 yards shimmers like mother of pearl
    78. All missile weapons within 50 yards are inoperative until sunset
    79. All missile weapons within 50 yards combust when they’re fired
    80. All missile weapons within 50 yards have 2X normal maximum range
    81. All missile weapons within 50 yards vanish when they’re fired
    82. All nearby age 3d20 years but return to normal at sunset tomorrow
    83. All nearby must eat their meat, or they can’t have any pudding
    84. All nearby who’ve drawn blood in the past day are deaf until dawn
    85. All nearby who’ve drawn blood in the past day weep for 3d8 rounds
    86. All nearby with more than 10 gold pieces age that many years
    87. All nearby with more than 10 gold pieces give it all to charity
    88. All nearby with more than 10 gold pieces heal as many hit points
    89. All nearby with more than 10 gold pieces lose as many hit points
    90. All nearby with more than 10 gold pieces pass out for 1d8 hours
    91. All nearby with more than 10 gold pieces teleport that many yards
    92. All nonliving wood within 50 yards is as brittle as a pretzel
    93. All nonliving wood within 50 yards is as pliant as grass
    94. All non-magical animals nearby are healed of all disease
    95. All non-magical animals nearby are restored to full hit points
    96. All non-magical animals nearby shrink by 40%
    97. All non-magical books within 50 yards are duplicated
    98. All non-magical books within 50 yards must Save or combust
    99. All non-sentient animals nearby are 1d100 years
    100. All non-sentient animals nearby are panic-stricken
    1. All non-sentient animals within 50 yards become vaguely evil
    2. All open wounds within 50 yards steam violently but harmlessly
    3. All paper now nearby glows in the dark permanently
    4. All paper now nearby is fireproof
    5. All plant life within 10 miles is sky-blue from now on
    6. All plant-based fabric within 50 yards becomes dull brown
    7. All plant-based fabric within 50 yards combusts
    8. All priestly magic within 500 yards is dispelled
    9. All priestly magic within 500 yards is suppressed for 1d10 turns
    10. All reflective surfaces in the area display imaginary scenes
    11. All reflective surfaces in the area display scenes of carnage
    12. All right arms within 50 yards are ethereal until sunset
    13. All right arms within 50 yards are invulnerable for 1d10 hours
    14. All right arms within 50 yards are paralyzed until dawn
    15. All rope within 50 yards can’t be cut or broken
    16. All rope within 50 yards ignites along its entire length
    17. All rope within 50 yards is as rigid as wood
    18. All rope within 50 yards is as strong as steel wire
    19. All rope within 50 yards is forever unable to hold a knot
    20. All rope within 50 yards is permanently invisible
    21. All rope within 50 yards shortens by 80%
    22. All rope within 50 yards straightens and becomes hard as stone
    23. All rope within 50 yards stretches like elastic
    24. All rope within 50 yards turns to flesh
    25. All saddles within 50 yards are as durable as tempered steel
    26. All saddles within 50 yards disappear
    27. All shields within 50 yards are fragile like glass for 1d4 rounds
    28. All shields within 50 yards are impervious to fire
    29. All shields within 50 yards are impervious to harm until sunset
    30. All shields within 50 yards are imprinted with ugly faces
    31. All shields within 50 yards gain a +1 bonus lasting 1d10 battles
    32. All soil and rock within 100 yards vanishes
    33. All soil within 50 yards is seeded with an aggressive vegetable
    34. All soil within 50 yards turns invisible
    35. All spells cast in the last 1d4 rounds are retroactively negated
    36. All spells cast in the last 1d4 rounds recur in 1d4 rounds
    37. All spells cast in the next 2d6 rounds are invisible in effect
    38. All spells cast in the next 2d6 rounds occur 2d6 rounds later
    39. All spells cast in this area are accompanied by trumpet fanfare
    40. All spells cast in this area are delayed by 2d10 rounds
    41. All Summoned creatures within 10 miles are dismissed
    42. All Summoned creatures within 10 miles vanish in 1d4 rounds
    43. All swords within one mile are hopelessly blunted for 1d4 days
    44. All swords within one mile turn to golf clubs until dawn tomorrow
    45. All teeth within 50 yards are as black as coal for 1d4 weeks
    46. All teeth within 50 yards are rendered invisible for 1d12 months
    47. All tempered metal within 50 yards is reduced in weight by 50%
    48. All tempered metal within 50 yards is soft as rubber until dawn
    49. All thumbs within 50 yards are immune to polymorph magic
    50. All thumbs within 50 yards vanish for 1d4 hours
    51. All transparent matter within one mile is as fragile as glass
    52. All transparent matter within one mile is rendered invisible
    53. All trees within 10 miles drop their leaves until next spring
    54. All trees within 50 yards are glazed with ice
    55. All trees within 50 yards are impervious to saws and axes
    56. All trees within 50 yards bear watermelons for 1d4 months
    57. All trees within 50 yards become ambulatory
    58. All trees within 50 yards become omnivorous
    59. All trees within 50 yards chant dirges at every sunset
    60. All trees within 50 yards gain a semblance of sentience
    61. All trees within 50 yards turn permanently invisible
    62. All trees within a one mile vanish
    63. All trees within one mile are cut down and stacked as cordwood
    64. All trees within one mile are hollow
    65. All trees within one mile crumble to dust within 1d4 days
    66. All trees within one mile double in height
    67. All trees within one mile drip with blood
    68. All trees within one mile uproot and move 10 miles to the north
    69. All trolls within 10 miles adopt a kinder, gentler philosophy
    70. All trolls within 10 miles lose their ability to regenerate
    71. All undead skeletons within 10 miles turn to wood
    72. All undead within 1d100 miles vanish until sunset tomorrow
    73. All undead within 50 yards are restored to full hit points
    74. All undead within 50 yards are teleported 1d4 miles
    75. All undead within 50 yards attack one random person nearby
    76. All undead within one mile can exhale clouds of fog at will
    77. All undead within one mile combust and burn until sunset tomorrow
    78. All undead within one mile require air just like living creatures
    79. All undead within one mile think that they’re still alive
    80. All vegetable matter within 50 yards, alive or dead, dissolves
    81. All vegetation within 10 miles is 10X as nutritious for 1d4 weeks
    82. All vegetation within 10 miles is incredibly toxic for 1d4 days
    83. All vegetation within 10 miles tastes like manure when cooked
    84. All vegetation within 50 yards becomes incredibly lush
    85. All vegetation within 50 yards dies within 1d4 rounds
    86. All vegetation within 50 yards grows 100X as fast for 2d4 days
    87. All vegetation within 50 yards is frozen solid
    88. All vegetation within 50 yards turns bone-white for 1d4 days
    89. All visible trails or tracks within 10 miles vanish completely
    90. All voices within 50 yards seem to issue from the same person
    91. All voices within 50 yards sound identical
    92. All water within 10 miles is chilled to just above freezing
    93. All water within 50 yards becomes invisible
    94. All water within 50 yards becomes thick like gelatin
    95. All water within 50 yards does nothing to mitigate thirst
    96. All water within 50 yards doubles in volume 1d6 times
    97. All water within 50 yards holds its temperature for one year
    98. All water within 50 yards looks foul but is fresh and sweet
    99. All water within 50 yards remains liquid for at least 1d4 months
    100. All water within 50 yards smells and tastes strongly of fish
    1. All water within 50 yards turns to for over the next 1d4 rounds
    2. All water within 50 yards turns to glass
    3. All water within 50 yards turns to milk
    4. All water within one mile vanishes
    5. All weapons and armor within 50 yards seem to be 3X normal weight
    6. All weapons nearby are bound to this area and will return to it
    7. All weapons within 50 yards appear to be made of bone
    8. All weapons within 50 yards are +1 ToHit until dawn tomorrow
    9. All weapons within 50 yards are +10 ToHit for 1d4 rounds
    10. All weapons within 50 yards are +2 ToHit for 2d12 hours
    11. All weapons within 50 yards are +2 ToHit Summoned creatures
    12. All weapons within 50 yards are +2 ToHit until their next hit
    13. All weapons within 50 yards are +5 ToHit but -5 to damage
    14. All weapons within 50 yards are -4 ToHit anyone currently nearby
    15. All weapons within 50 yards are caked in sticky clay
    16. All weapons within 50 yards are cleaned, polished, and sterilized
    17. All weapons within 50 yards are edible
    18. All weapons within 50 yards are etched with their owners’ names
    19. All weapons within 50 yards are impervious to Alteration magic
    20. All weapons within 50 yards are invulnerable to acid
    21. All weapons within 50 yards are marked with demonic sigils
    22. All weapons within 50 yards are piled at the target point
    23. All weapons within 50 yards are repelled from the target point
    24. All weapons within 50 yards are sealed in candle wax
    25. All weapons within 50 yards are stuck in their sheathes
    26. All weapons within 50 yards are terribly unwieldy for 4d6 rounds
    27. All weapons within 50 yards are the property of some distant king
    28. All weapons within 50 yards attract flies and gnats for one week
    29. All weapons within 50 yards exude aromatic smoke for 1d6 hours
    30. All weapons within 50 yards glow red as though they’re very hot
    31. All weapons within 50 yards hum in the presence of spilled blood
    32. All weapons within 50 yards must Save or be bent like corkscrews
    33. All weapons within 50 yards steam violently on contact with water
    34. All weapons within 50 yards were forged by an undead smith
    35. All weapons within one mile vanish until dawn tomorrow
    36. All wheeled vehicles within one mile burst into flame
    37. All wheeled vehicles within one mile sink 1d4 feet into the mud
    38. All wheels within one mile are chrome-plated
    39. All wheels within one mile become perfectly square
    40. All who saw this casting are 10% likely to be driven insane
    41. All who saw this casting are healed for 1d4 hit points
    42. All who saw this casting are soaked with cold gravy
    43. All who saw this casting are stricken mute until sunset
    44. All who saw this casting are stricken totally deaf for 1d12 hours
    45. All who saw this casting are thrown 1d4 days into the future
    46. All who saw this casting are unable to sleep for 2d10 days
    47. All who saw this casting despise magic for until dawn tomorrow
    48. All who saw this casting giggle like lunatics for 3d4 rounds
    49. All who saw this casting hear an eerie moaning for 1d4 days
    50. All who saw this casting howl at the moon for the next 1d8 nights
    51. All who saw this casting lose 1d20 points of Wisdom until sunset
    52. All who saw this casting lose 1d4 hit points
    53. All who saw this casting stare at the target point until dawn
    54. All who saw this casting think that its target has been slain
    55. All who saw this casting undertake a pilgrimage to a distant town
    56. All within 10 feet are wrapped like mummies
    57. All within 10 feet feel like they’ve just run a marathon
    58. All within 10 feet must Save or be teleported 1d100 miles
    59. All within 10 feet point loses 1d100 hit points
    60. All within 10 miles are convinced that the apocalypse is nigh
    61. All within 10 miles identify the target point as a holy site
    62. All within 10 miles seek to worship someone near the target point
    63. All within 10 yards divest themselves of all gems and jewels
    64. All within 10 yards find a diamond worth 1,000 gold pieces
    65. All within 50 miles realize that thieves’ cant is fictitious
    66. All within 50 miles rise up against the king
    67. All within 50 yards acquire a distinctive accent
    68. All within 50 yards adopt new names and answer only to them
    69. All within 50 yards age 1d12 months
    70. All within 50 yards and in armor are paralyzed for 2d6 rounds
    71. All within 50 yards appear blurry to each other for 1d12 hours
    72. All within 50 yards appear to be 1d100 years older
    73. All within 50 yards appear to be covered with festering sores
    74. All within 50 yards appear to be indescribably ugly to each other
    75. All within 50 yards appear to have advanced leprosy
    76. All within 50 yards appear to have bubonic plague
    77. All within 50 yards are 5% likely to be turned inside out
    78. All within 50 yards are 5% likely to become amphibious
    79. All within 50 yards are 5% likely to die at dawn tomorrow
    80. All within 50 yards are 5% likely to freeze solid
    81. All within 50 yards are 5% likely to inherit a small keep
    82. All within 50 yards are 5% likely to suffer total amnesia
    83. All within 50 yards are 10% likely to age 1d100 years
    84. All within 50 yards are 10% likely to be closely related
    85. All within 50 yards are 10% likely to be stricken bald forever
    86. All within 50 yards are 10% likely to wake tomorrow as undead
    87. All within 50 yards are -2 ToHit for 2d10 rounds
    88. All within 50 yards are 20% likely to be knocked unconscious
    89. All within 50 yards are 20% likely to be paralyzed for 1d4 hours
    90. All within 50 yards are 20% likely to lose all but one hit point
    91. All within 50 yards are 25% likely to be covered in chocolate
    92. All within 50 yards are 30% likely to vanish for 1d6 rounds
    93. All within 50 yards are 40% likely to regain full hit points
    94. All within 50 yards are a peculiar shade of blue-gray
    95. All within 50 yards are AC 0 (no modifiers) for 2d6 hours
    96. All within 50 yards are arrested for sedition and treason
    97. All within 50 yards are at risk of awakening a vengeful god
    98. All within 50 yards are attacked by countless magpies
    99. All within 50 yards are attacked by locusts
    100. All within 50 yards are banded like protected wildlife
    1. All within 50 yards are blamed for some recent catastrophe
    2. All within 50 yards are blind while at full hit points
    3. All within 50 yards are branded heretics and ordered slain
    4. All within 50 yards are branded with the mark of some random god
    5. All within 50 yards are carrying an additional 5d10 gold pieces
    6. All within 50 yards are carrying an identical iron medallion
    7. All within 50 yards are carrying ornate ceremonial daggers
    8. All within 50 yards are carrying small discs of carved stone
    9. All within 50 yards are charged with an arduous divine quest
    10. All within 50 yards are claimed as slaves by the nearest tyrant
    11. All within 50 yards are considered pariahs
    12. All within 50 yards are covered in creosote
    13. All within 50 yards are covered in powdered sugar like doughnuts
    14. All within 50 yards are covered with honey and feathers
    15. All within 50 yards are disarmed
    16. All within 50 yards are discovered to be clones
    17. All within 50 yards are doused with molasses
    18. All within 50 yards are drafted into military service
    19. All within 50 yards are draped in tough, fibrous filaments
    20. All within 50 yards are draped with pungent floral garlands
    21. All within 50 yards are drenched with cold, soapy water
    22. All within 50 yards are drenched with olive oil
    23. All within 50 yards are dressed and painted like clowns
    24. All within 50 yards are dressed in black and have jet-black hair
    25. All within 50 yards are dressed in high quality fur
    26. All within 50 yards are dressed in illusory formal wear
    27. All within 50 yards are dressed in illusory full plate armor
    28. All within 50 yards are dressed in wildly inappropriate attire
    29. All within 50 yards are dressed like pirates
    30. All within 50 yards are enraged beyond thought or reason
    31. All within 50 yards are extremely short-tempered for 1d12 hours
    32. All within 50 yards are filthy as though they’ve never bathed
    33. All within 50 yards are glazed with yellow ice
    34. All within 50 yards are Held for 6d10 rounds
    35. All within 50 yards are holding tiny stone carvings of themselves
    36. All within 50 yards are immune to all magic for 1d6 rounds
    37. All within 50 yards are immune to disease for 1d6 months
    38. All within 50 yards are immune to missile fire for 2d6 rounds
    39. All within 50 yards are immune to poison for 1d4 days
    40. All within 50 yards are immune to polymorph magic for one year
    41. All within 50 yards are immune to reason for 1d4 days
    42. All within 50 yards are implicated in a huge royal scandal
    43. All within 50 yards are individually shrouded in fog
    44. All within 50 yards are invisible for 1d4 rounds
    45. All within 50 yards are invisible to a single person nearby
    46. All within 50 yards are invisible to all others within 50 yards
    47. All within 50 yards are invisible to birds
    48. All within 50 yards are invisible to reptiles for 1d6 hours
    49. All within 50 yards are invisible when seen from below
    50. All within 50 yards are involved in a diplomatic nightmare
    51. All within 50 yards are invulnerable to wood for 1d10 rounds
    52. All within 50 yards are liberally sprayed with octopus ink
    53. All within 50 yards are now standing in the nearest building
    54. All within 50 yards are now wearing tap-shoes
    55. All within 50 yards are offered for sale on the open market
    56. All within 50 yards are overpoweringly thirsty
    57. All within 50 yards are painted with woad
    58. All within 50 yards are paralyzed by indecision for 1d4 rounds
    59. All within 50 yards are pardoned for any outstanding crimes
    60. All within 50 yards are permanently branded as escaped slaves
    61. All within 50 yards are profoundly drunk for 1d10 rounds
    62. All within 50 yards are pushed 1d10 yards from the target point
    63. All within 50 yards are ravenously hungry
    64. All within 50 yards are restored to full hit points
    65. All within 50 yards are rumored to be undead
    66. All within 50 yards are rumored to belong to some bizarre cult
    67. All within 50 yards are showered in maggots
    68. All within 50 yards are smeared with a foul-smelling gelatin
    69. All within 50 yards are sprayed with skunk musk
    70. All within 50 yards are standing on three-foot cast iron discs
    71. All within 50 yards are sterile for 2d12 months
    72. All within 50 yards are stricken mute for 1d6 rounds
    73. All within 50 yards are strongly addicted to some kind of poison
    74. All within 50 yards are suddenly arranged in a big circle
    75. All within 50 yards are suddenly barefoot
    76. All within 50 yards are suddenly extremely drunk
    77. All within 50 yards are suddenly seated in the lotus position
    78. All within 50 yards are tempted to dabble in cannibalism
    79. All within 50 yards are thoroughly cleansed
    80. All within 50 yards are thrown 1d4 days into the future
    81. All within 50 yards are unable to breathe for 1d20 rounds
    82. All within 50 yards are unable to move their feet for 2d10 rounds
    83. All within 50 yards are unable to sleep for 2d20 days
    84. All within 50 yards are unable to use magic for 1d8 hours
    85. All within 50 yards are unable to wield weapons while in armor
    86. All within 50 yards are unable to wield wooden weapons until dawn
    87. All within 50 yards are wearing beekeepers’ veils
    88. All within 50 yards are wearing ostrich feathers in their hair
    89. All within 50 yards are wearing wooden shoes
    90. All within 50 yards become hopelessly lost for 1d4 hours
    91. All within 50 yards believe that they’re dreaming
    92. All within 50 yards can see just fine in normal darkness
    93. All within 50 yards covet the possessions of one person nearby
    94. All within 50 yards crackle with ozone for 6d6 rounds
    95. All within 50 yards dance lasciviously for 1d6 rounds
    96. All within 50 yards develop an acute fear of wood
    97. All within 50 yards die in a huge explosion but resurrect at dawn
    98. All within 50 yards disarm themselves and race to a nearby river
    99. All within 50 yards disarm themselves as quickly as they can
    100. All within 50 yards exchange places with someone else nearby
    1. All within 50 yards exhale steam as if the air were very cold
    2. All within 50 yards feel a wildly different ambient temperature
    3. All within 50 yards feel insects crawling over their skin
    4. All within 50 yards feel intense hunger at the sight of blood
    5. All within 50 yards feel overpowering fear for 2d6 rounds
    6. All within 50 yards feel unfocused yet overwhelming disgust
    7. All within 50 yards find obscene tattoos on their bodies
    8. All within 50 yards find that their clothes are torn and bloody
    9. All within 50 yards forget everyone’s name
    10. All within 50 yards forget how to use weapons or magic until dawn
    11. All within 50 yards gain 1d1000 Experience Points
    12. All within 50 yards grow 1d4 inches
    13. All within 50 yards have a copy of a mysterious brass key
    14. All within 50 yards have a mark identifying them as pariahs
    15. All within 50 yards have an additional, functioning kidney
    16. All within 50 yards have clouded vision for 2d6 rounds
    17. All within 50 yards have conflicting memories of the past day
    18. All within 50 yards have five pounds of butter in their pockets
    19. All within 50 yards have gone without sleep for 3d4 days
    20. All within 50 yards have horrifying visions of future tragedy
    21. All within 50 yards have just run 1d10 miles
    22. All within 50 yards have the exact same voice
    23. All within 50 yards laugh like lunatics for 4d6 rounds
    24. All within 50 yards levitate 1d6 feet for 2d6 rounds
    25. All within 50 yards look and smell as if they’ve been in a fire
    26. All within 50 yards look like cadavers when seen from behind
    27. All within 50 yards lose 1 hit point per round spent in that area
    28. All within 50 yards lose 1d6 levels until sunset tomorrow
    29. All within 50 yards lose 1d8 hit points but gain 1d10 hit points
    30. All within 50 yards mount an attack upon the nearest castle
    31. All within 50 yards move as if they’re underwater
    32. All within 50 yards must hibernate this winter
    33. All within 50 yards must remain in this area until dawn tomorrow
    34. All within 50 yards must remain within 10 yards of each other
    35. All within 50 yards must repeat everything they say for 1d10 days
    36. All within 50 yards must Save each morning or age 1d4 years
    37. All within 50 yards must Save or be attacked by rats and mice
    38. All within 50 yards must Save or be branded like cattle
    39. All within 50 yards must Save or be burned for 1d10 hit points
    40. All within 50 yards must Save or be Slowed
    41. All within 50 yards must Save or be soaked with icy brine
    42. All within 50 yards must Save or be stricken mute for 1d4 months
    43. All within 50 yards must Save or be Teleported 2d10 miles
    44. All within 50 yards must Save or be thrown into nearby trees
    45. All within 50 yards must Save or be tightly bound in wire
    46. All within 50 yards must Save or feel 1d100° colder
    47. All within 50 yards must Save or feel 1d100° warmer
    48. All within 50 yards must Save or flee in panic for 2d10 rounds
    49. All within 50 yards must Save or sink 4d12 inches into the ground
    50. All within 50 yards must Save or suffer blinding pain until dawn
    51. All within 50 yards must Save or suffer frostbite in 1d10 fingers
    52. All within 50 yards must Save or their clothes burst into flame
    53. All within 50 yards must Save or their hair combusts
    54. All within 50 yards must Save or their hands shrink by 50%
    55. All within 50 yards must Save or they must re-roll their stats
    56. All within 50 yards must Save vs Death or be shorn of all hair
    57. All within 50 yards must Save, or their wounds will never heal
    58. All within 50 yards now have bright blue hair
    59. All within 50 yards preach a ridiculous "abstinence only" policy
    60. All within 50 yards quickly devour any food that they’re carrying
    61. All within 50 yards run at top speed toward the target point
    62. All within 50 yards see illusory animals flitting about the area
    63. All within 50 yards shrink 1d4 inches
    64. All within 50 yards smell like carrion until sunset tomorrow
    65. All within 50 yards smell strongly of alcohol
    66. All within 50 yards smell strongly of brimstone until sunrise
    67. All within 50 yards smell strongly of manure for 1d4 days
    68. All within 50 yards suddenly have perfectly groomed hair
    69. All within 50 yards talk like 1930’s movie gangsters
    70. All within 50 yards think that a deity is in their midst
    71. All within 50 yards think that all others nearby are lying
    72. All within 50 yards think that all others nearby are on fire
    73. All within 50 yards think that fire is edible
    74. All within 50 yards think that they’re being attacked by zombies
    75. All within 50 yards think that they’re in a parallel universe
    76. All within 50 yards think that they’re standing in knee-deep snow
    77. All within 50 yards think that they’ve suffered massive injuries
    78. All within 50 yards think they’ll die unless they remain standing
    79. All within 50 yards think they’ve shrunk by 90%
    80. All within 50 yards throw their weapons as far as they can
    81. All within 50 yards vanish for 3d10 rounds
    82. All within 50 yards weep hysterically but can act normally
    83. All within 50 yards who are injured smell strongly of peppermint
    84. All within 50 yards who are not now bleeding fall unconscious
    85. All within 50 yards who are now bleeding fall unconscious
    86. All within 50 yards who breathe air suffocate for 2d10 rounds
    87. All within 50 yards will be fully healed at the end of 3d8 rounds
    88. All within 50 yards will become undead when they die
    89. All within 50 yards will die if any one of them dies before dawn
    90. All within 50 yards witness a miraculous manifestation of a deity
    91. All wood within one mile is fireproof for 1d4 weeks
    92. All worked stone within 50 yards absorbs water like a sponge
    93. All worked stone within 50 yards begins eroding rapidly
    94. All worked stone within 50 yards blazes with illusory flame
    95. All worked stone within 50 yards clangs like bronze bells
    96. All worked stone within 50 yards hums audibly in moonlight
    97. All worked stone within 50 yards increases in size by 1d100%
    98. All worked stone within 50 yards is as shiny as a mirror
    99. All worked stone within 50 yards is briefly pliant as soft clay
    100. All worked stone within 50 yards is clear like glass
    1. All worked stone within 50 yards is etched with blasphemous runes
    2. All worked stone within 50 yards is now 3d100° colder
    3. All worked stone within 50 yards is water soluble
    4. All worked stone within 50 yards oozes blood for 1d4 hours
    5. All worked stone within 50 yards returns to its natural state
    6. All worked stone within 50 yards turns to ice
    7. All written text within 50 yards appears reversed in sunlight
    8. All written text within 50 yards can only be read by moonlight
    9. All written text within 50 yards hums audibly while being read
    10. All written text within 50 yards is reversed
    11. All written text within 50 yards shrinks by 50%
    12. An ancient battle is endlessly reenacted on this site by ghosts
    13. An animal species native to the area acquires sentience
    14. An animal species native to the area actually controls the throne
    15. An animal species native to the area is now immune to magic
    16. An animal species native to the area quickly goes extinct
    17. An arrogant, inarticulate twit achieves great political power
    18. An asteroid 1d20 miles in diameter strikes the planet near here
    19. An enormous black disc hovers over the area for 1d4 hours
    20. An enormous cache of classified documents is found nearby
    21. An enormous cache of D-Cell batteries is found nearby
    22. An enormous castle formed entirely of ice appears nearby
    23. An enormous fishing net settles over a 100 yard radius
    24. An enormous head of sculpted stone bursts from the ground
    25. An enormous oak tree appears at the target point
    26. An enormous sand castle appears at the target point
    27. An enormous volume of acrid smoke spews from the target point
    28. An exact copy of the moon appears 180° away from the original one
    29. An experimental forge in a nearby town achieves critical mass
    30. An incredibly dangerous and powerful artifact appears nearby
    31. An incredibly dangerous toxin is released into a nearby river
    32. An incredibly foul entity is summoned to the target point
    33. An ingot of metallic hydrogen appears at the target point
    34. An ingot of neutronium appears at the target point
    35. An ingot of some impossible metal appears at the target point
    36. An intoxicatingly delightful scent issues from the target point
    37. An intricate maze of panels of ice sprouts in a 100 yard radius
    38. An intricate maze of tall hedges sprouts in a 100 yard radius
    39. An intricate sculpture of blown glass appears at the target point
    40. An invisible, whistling octopus slithers through the area
    41. An overpoweringly foul stench issues from the target point
    42. An unusually virulent form of plague breaks out in a nearby town
    43. Ants appear to swarm on all blades within 50 yards
    44. Any active charms and enchantments nearby are negated until dawn
    45. Any alcoholic beverages within 50 yards are now 10X as potent
    46. Any alcoholic beverages within 50 yards become powerfully toxic
    47. Any alcoholic beverages within 50 yards combust violently
    48. Any alcoholic beverages within 50 yards induce temporary insanity
    49. Any alcoholic beverages within 50 yards turn to mercury
    50. Any artifacts within 50 miles become non-functional for 2d6 days
    51. Any beneficial enchantments now in effect nearby are dispelled
    52. Any blades currently sheathed nearby make their sheathes combust
    53. Any blood spilled in this area combusts on contact with water
    54. Any blood spilled in this area discolors the ground
    55. Any charged magical items nearby are fully recharged
    56. Any charged magical items nearby are triggered upon their owners
    57. Any charged magical items nearby can’t be used until tomorrow
    58. Any charged magical items nearby lose 1d10 charges
    59. Any exposed rock nearby is polished as smooth as glass
    60. Any fireball cast nearby is 1% likely to scorch a one mile radius
    61. Any fires now burning within 10 miles are extinguished
    62. Any fires now burning within 10 miles exude hallucinogenic smoke
    63. Any fires now burning within 10 miles provide no heat
    64. Any fires now burning within 10 miles provide no light
    65. Any fires now burning within 10 miles turn into pools of water
    66. Any fires now burning within 50 yards quadruple in size
    67. Any fires now burning within ten miles attract undead like moths
    68. Any food now in this area tastes strongly of blood
    69. Any food now within 50 yards induces bacchanalia when eaten
    70. Any food now within 50 yards induces drowsiness when eaten
    71. Any food now within 50 yards induces madness when eaten
    72. Any food now within 50 yards turns to iron
    73. Any food now within 50 yards will turn to lead when consumed
    74. Any gold nearby is invisible in sunlight
    75. Any gold within 50 yards liquefies
    76. Any ice or snow within 10 miles can’t melt for 1d12 months
    77. Any ice or snow within 10 miles feels painfully hot to the touch
    78. Any magical protections now in place nearby are negated
    79. Any magical seals or locks within one mile are negated
    80. Any magical seals or locks within one mile are permanently sealed
    81. Any magical seals or locks within one mile shine like the sun
    82. Any magical symbols, glyphs, or seals within 50 yards are negated
    83. Any magical traps within one mile are triggered
    84. Any meat eaten nearby in the last 24 hours was human flesh
    85. Any nearby outcroppings of rock burst into flame
    86. Any nearby water in a container becomes carbonated
    87. Any nearby water in a container becomes heavily chlorinated
    88. Any non-living wood within one mile becomes clear like glass
    89. Any open wounds in the area heal into scars shaped like runes
    90. Any open wounds in the area heal into ugly, purplish scars
    91. Any outstanding campaign plot inconsistencies are hereby resolved
    92. Any pack animals within one mile race away at top speed
    93. Any priest nearby is 10% likely to think he’s his god
    94. Any ranged spells cast nearby are delayed for 3d10 rounds
    95. Any ranged spells cast nearby have a range of zero
    96. Any range-zero spells cast nearby affect someone else instead
    97. Any range-zero spells cast nearby last only one round
    98. Any scroll cases within 50 yards are sealed for 1d100 years
    99. Any scroll cases within 50 yards digest their contents
    100. Any spells currently in effect within 100 yards are negated
    1. Any standing water within 50 yards boils violently
    2. Any standing water within 50 yards can be used as a scrying pool
    3. Any water now within 50 yards can never be frozen
    4. Any Wishes thus far granted to any within 50 yards are negated
    5. Any wood now within 50 yards provides no heat if burned
    6. Any wooden structures within one mile turn to durable stone
    7. Anyone bearing a holy symbol nearby is healed for 1d4 hit points
    8. Anyone bearing a holy symbol nearby loses 1d10 hit points
    9. Anyone carrying a blanket nearby is swarmed by thousands of moths
    10. Anyone carrying a blanket nearby is thrown 1d100 yards
    11. Anyone carrying a blanket nearby is tightly swaddled in it
    12. Anyone carrying a blanket nearby is unable to sleep for 3d10 days
    13. Anyone carrying food nearby is arrested for smuggling contraband
    14. Anyone carrying food nearby is swarmed by countless wasps
    15. Anyone currently bleeding nearby is stricken with plague
    16. Anyone currently bleeding nearby wakes tomorrow in prison
    17. Anyone currently wielding a weapon nearby is stricken mute
    18. Anyone in armor within 10 yards can’t breathe for 2d10 rounds
    19. Anyone in armor within 10 yards can’t remove it for 1d10 days
    20. Anyone in armor within 10 yards is afraid of magic for 2d8 rounds
    21. Anyone in armor within 10 yards is attacked by a magical wolf
    22. Anyone in armor within 10 yards is immune to magic for 1d4 rounds
    23. Anyone in armor within 10 yards is pelted by hail for 3d10 rounds
    24. Anyone in armor within 10 yards is thrown 1d10 yards
    25. Anyone in armor within 10 yards loses 1d4 hit points
    26. Anyone in armor within 10 yards regains 1d6 hit points
    27. Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds
    28. Anyone leaving the area finds that 1d4 weeks have passed
    29. Anyone nearby and facing the target point disappears until dawn
    30. Anyone nearby and facing the target point is blinded until dawn
    31. Anyone nearby and facing the target point is blown back 6d10 feet
    32. Anyone nearby and facing the target point is covered by moss
    33. Anyone nearby and facing the target point is covered in soot
    34. Anyone nearby and facing the target point is dusted with flour
    35. Anyone nearby and facing the target point is obsessed with magic
    36. Anyone nearby and facing the target point is paralyzed until dawn
    37. Anyone nearby and facing the target point is suddenly naked
    38. Anyone nearby and facing the target point loses all hair
    39. Anyone nearby and facing the target point runs to a nearby river
    40. Anyone nearby and less than five feet tall grows 1d6 inches
    41. Anyone nearby and less than five feet tall vanishes for 1d4 days
    42. Anyone nearby and more than five feet tall runs 1d10 miles away
    43. Anyone nearby and more than five feet tall shrinks to that height
    44. Anyone nearby and not wearing armor is attacked by huge wasps
    45. Anyone nearby and not wearing armor loses 1d4 hit points
    46. Anyone nearby at full hit points is fined 1d100 gold pieces
    47. Anyone nearby at full hit points is immune to poison gas
    48. Anyone nearby at full hit points is reduced to 1d4 hit points
    49. Anyone nearby bearing a flag or standard is struck by lightning
    50. Anyone nearby bearing a flag or standard shrinks by 25%
    51. Anyone nearby can never be teleported while wearing clothes
    52. Anyone nearby can never drown while barefoot
    53. Anyone nearby of racially mixed blood suffers agony for 1d4 turns
    54. Anyone nearby who ate in the past 1d4 hours is ravenously hungry
    55. Anyone nearby who ate in the past 1d4 hours vanishes until dawn
    56. Anyone nearby who attempts to teleport will wind up right here
    57. Anyone nearby who spills blood by moonlight is stricken blind
    58. Anyone nearby who tries to turn invisible glows brightly instead
    59. Anyone nearby who tries to turn invisible loses 1d10 hit points
    60. Anyone nearby who turns invisible is bright orange forever after
    61. Anyone nearby who used magic in the past round falls unconscious
    62. Anyone nearby who used magic in the past round is soaked in brine
    63. Anyone nearby who’s barefoot must Save or be shod like a horse
    64. Anyone nearby who’s barefoot must Save or their feet dissolve
    65. Anyone nearby who’s carrying an artifact is possessed by it
    66. Anyone nearby who’s carrying open flame is severely burned
    67. Anyone nearby who’s carrying open flame is stricken bald
    68. Anyone nearby who’s carrying open flame is terrified of fire
    69. Anyone nearby who’s carrying open flame is terrified of the dark
    70. Anyone nearby who’s carrying rope has a hanging scar on his neck
    71. Anyone nearby who’s carrying rope is thoroughly entangled in it
    72. Anyone nearby who’s carrying rope wakes tomorrow at this location
    73. Anyone nearby who’s slain by a zombie will become a zombie
    74. Anyone nearby wielding a missile weapon is acutely near-sighted
    75. Anyone nearby wielding a missile weapon is teleported 1d6 miles
    76. Anyone nearby with a blade other than a sword can’t locate it
    77. Anyone nearby with a blade other than a sword falls unconscious
    78. Anyone nearby with an axe is attacked by a nearby tree
    79. Anyone nearby with an axe is desperate to fell the nearest tree
    80. Anyone nearby with an axe is suddenly carrying a lute or guitar
    81. Anyone nearby with an axe is totally invulnerable for 1d6 rounds
    82. Anyone nearby with bloodstained clothes is revered as a prophet
    83. Anyone nearby with bloodstained clothes smells like a corpse
    84. Anyone nearby with formal military rank is ordered to the front
    85. Anyone nearby with formal military rank is stripped of that rank
    86. Anyone nearby with long hair is all but scalped
    87. Anyone nearby with more than 50 gold pieces is terribly miserly
    88. Anyone nearby with more than 50 gold pieces loses all wealth
    89. Anyone now standing on bare earth nearby has +2 ToHit until dawn
    90. Anyone now standing on bare earth nearby loses 1d10 hit points
    91. Anyone now standing on bare earth nearby regains 1d10 hit points
    92. Anyone now standing on bare earth nearby teleports 10d100 yards
    93. Anyone now wielding a sword nearby is knocked to the ground
    94. Anyone on a horse within 50 yards falls from it clumsily
    95. Anyone on a horse within 50 yards has a craving for horsemeat
    96. Anyone slain nearby completely decomposes in 1d4 rounds
    97. Anyone slain nearby completely fossilizes in 1d4 rounds
    98. Anyone slain nearby exudes flammable vapor for 1d4 days
    99. Anyone slain nearby is resurrected with opposite alignment
    100. Anyone slain nearby is revealed to be a doppelganger
    1. Anyone slain nearby issues cryptic prophecy before dying
    2. Anyone slain nearby turns instantly to stone
    3. Anyone slain nearby turns to coal over 1d4 rounds
    4. Anyone using magic nearby briefly appears to be made of wood
    5. Anyone using magic nearby gives off a pungent and offensive odor
    6. Anyone using magic nearby glows a pale green hue for 24 hours
    7. Anyone using magic nearby is intensely attractive for 1d4 rounds
    8. Anyone wielding a sword nearby is highly susceptible to poison
    9. Anyone wielding a sword nearby loses 1d4 fingers for 1d4 weeks
    10. Anyone within 50 yards who is of Elfish descent is arrested
    11. Anyone within 50 yards who is of Elfish descent is blinded
    12. Anyone within 50 yards with a tattoo loses 4d10 hit points
    13. Anyone within 50 yards with a tattoo will be skinned after death
    14. Arcane magic cast within 10 miles is heralded by horrid shrieking
    15. Arcane magic is impossible within 10 miles for 1d4 hours
    16. Blinding smoke issues from the ground when magic is cast nearby
    17. Blinding smoke swirls about the area for 1d4 hours
    18. Blood sprays from the target point like water from a hose
    19. Celestial voices resonate in the air for 1d10 turns
    20. Combustion can never occur within 10 yards of the target point
    21. Combustion is not possible within 10 miles for 3d8 hours
    22. Countless droplets of sticky black tar rain down on the area
    23. Countless sharpened stakes jut from the ground in the area
    24. Countless slugs and snails litter the ground
    25. Countless small lumps of cheese rain down on the area
    26. Countless tiny carvings of wooden ducks rain down on the area
    27. Diabolical voices issue from the target point
    28. Diaphanous jellyfish drift through the air high overhead
    29. Displays of hostile emotion are impossible nearby for 6d10 rounds
    30. Distances in this area are very difficult to judge accurately
    31. Divination magic is impossible for 1d4 days
    32. Divination magic is wildly unreliable for 1d4 days
    33. Eerie and ominous susurrations issue from the air for one week
    34. Enormous birds circle silently overhead for 1d12 hours
    35. Events now happening nearby are actually happening 500 years ago
    36. Events now happening nearby are in exact accordance with prophecy
    37. Events now happening nearby give rise to a new religion
    38. Every living creature in the world falls asleep for 6d10 minutes
    39. Every living creature in the world hears the word "Xyzzy"
    40. Every tree within one mile has an eerie face carved in its bark
    41. Every tree within one mile has cryptic runes carved in its bark
    42. Every tree within one mile hums sonorously
    43. Everyone nearby gains a language known only to those in this area
    44. Everyone within 10 yards is chained together
    45. Everyone within 50 yards disgorges a large, hairy spider
    46. Everyone within 50 yards has 1d100 gold pieces in his pocket
    47. Everyone within 50 yards has 1d6 orc’s teeth in his pocket
    48. Everyone within 50 yards has a 1% chance to become a god
    49. Everyone within 50 yards has a 2% chance to explode
    50. Everyone within 50 yards has a big snowball in his pocket
    51. Everyone within 50 yards has a hen’s egg in his pocket
    52. Everyone within 50 yards has a lighted candle in his pocket
    53. Everyone within 50 yards has a live cobra in his pocket
    54. Everyone within 50 yards has a live salmon in his pocket
    55. Everyone within 50 yards has a lump of quartz in his mouth
    56. Everyone within 50 yards has a red hot coal in his pocket
    57. Everyone within 50 yards has a signet ring in his pocket
    58. Everyone within 50 yards has a small diamond in his pocket
    59. Everyone within 50 yards has an iron ring around his wrist
    60. Everyone within 50 yards has delicate glass globe in his pocket
    61. Everyone within 50 yards has someone’s severed hand in his pocket
    62. Everyone within 50 yards is fined 1d100 gold pieces
    63. Everyone within 50 yards is holding a wooden cup full of wine
    64. Everyone within 50 yards is holding an ice cream cone
    65. Everyone within 50 yards is stamped with the king’s royal seal
    66. Everyone within 50 yards is standing in a small bucket
    67. Everyone within 50 yards is suddenly exhausted
    68. Everyone within 50 yards is suddenly holding a block of dry ice
    69. Everyone within 50 yards is suddenly holding a bucket of chum
    70. Everyone within 50 yards is suddenly holding a chicken
    71. Everyone within 50 yards is suddenly holding a helium balloon
    72. Everyone within 50 yards is suddenly holding a small skull
    73. Everyone within 50 yards is suddenly holding an ingot of lead
    74. Everyone within 50 yards is suddenly indoors (or outdoors)
    75. Everyone within 50 yards is tattooed with a sequential number
    76. Everyone within 50 yards swaps his name with someone else nearby
    77. Everyone within one mile identifies someone nearby as a deity
    78. Everyone within one mile is stricken with intense apathy
    79. Everything with one foot of the target point ceases to exist
    80. Everything within 5 feet ceases to exist
    81. Everything within 5 feet radiates strong magic for one year
    82. Everything within 50 yards appears to be lit by blacklight
    83. Everything within 50 yards appears to radiate intense evil
    84. Everything within 50 yards is permanently drained of color
    85. Everything within 50 yards shakes violently for 3d10 rounds
    86. Evidence is found of a massive, systematic policy of torture
    87. Evidence is found of alien intervention in this world’s history
    88. Farmland within one mile is amazingly fertile for 1d10+1 years
    89. Farmland within one mile is barren for 1d10+1 years
    90. Fast-drying concrete covers the area to a depth of 6d6 inches
    91. Fire belches forth from the target point for 10d10 hours
    92. Fires in this area are drawn toward the target point
    93. Food eaten within one mile of this spot gives no nutrition
    94. Food eaten within one mile provides twice the normal nutrition
    95. For 1d10 rounds, air within 50 yards is as opaque as steel
    96. For 1d10 rounds, all wood within 50 yards is water soluble
    97. For 1d10 rounds, any spells cast nearby turn their casters yellow
    98. For 1d10 rounds, water is highly toxic to all within 50 yards
    99. For 1d4 days, fires lit nearby are hot enough to melt steel
    100. For 1d4 days, fires lit nearby are visible through metal or stone
    1. For 1d4 days, fires lit nearby aren’t warm enough to melt ice
    2. For 1d6 months, all flame in the world is blue
    3. For 2d4 rounds, the ground within 50 yards flexes like elastic
    4. For 2d4 rounds, the ground within 50 yards turns to quicksand
    5. For one month the moon appears as bright as the Sun
    6. For one month the moon appears to fill half of the night sky
    7. For one month the Sun appears only as bright as the full moon
    8. For one month the Sun is invisible though it still provides light
    9. For one round, any nearby priest has 10% chance to summon his god
    10. For one turn, the area is lit only by countless flashbulbs
    11. For one turn, the area is lit only by flickering candlelight
    12. For one year, flashing lights accompany spells cast in this area
    13. For one year, spells cast in this area last only one round
    14. From now on, all within 50 yards are left-handed
    15. From now on, all within 50 yards look as wounded as they are now
    16. Genocidal war breaks out between two or more major races
    17. Gravity is skewed by 45° in this area until sunrise tomorrow
    18. Gravity within 100 yards has no effect on wood
    19. Half a ton of iron filings sprays from the target point
    20. Half a ton of pureed carrots sprays from the target point
    21. Half of the people nearby are half-invisible to the other half
    22. Half of the people nearby are teleported 1d4 miles north
    23. Half of the planet vanishes, but the remaining half is stable
    24. Half the planet spins clockwise, the other half counter-clockwise
    25. Hallucinogenic mist billows from the target point until sunset
    26. Highly flammable gas sprays from the target point
    27. Horrific, deafening laughter echoes through the area for one week
    28. Horses tend to throw their riders while traveling in this area
    29. Huge animal-shapes are traced in the soil in a one mile radius
    30. Huge volumes of strongly emetic vapor spray from the target point
    31. Huge, cryptic symbols appear on the side of a nearby mountain
    32. Hundreds of highly venomous snakes emerge from the ground
    33. Hundreds of hungry dogs appear in the vicinity
    34. Hundreds of thousands of acorns fall from the sky
    35. Hurricane-strength winds swirl around the target point
    36. Ice cold water sprays from the ground beneath the target point
    37. Ice suddenly covers the ground nearby to a depth of 1d6 inches
    38. Icy mist issues from the target for 1d4 days
    39. If indoors, all exits are sealed; if not, roll again
    40. If indoors, the building is evacuated of air; if not, roll again
    41. If indoors, the building shrinks by 50%; if not, roll again
    42. If indoors, the building vanishes; if not, roll again
    43. If the area is wooded, all nearby become lost; if not, roll again
    44. In this area, moonlight causes sound to be stifled
    45. In this area, non-magical metal is invisible under moonlight
    46. In this area, sunlight seems 1d4 times as bright as normal
    47. In this region, arcane magic is blamed for all kinds of disasters
    48. In this region, Dwarves are considered a rare delicacy
    49. In this region, Dwarves consider clothing to be unnecessary
    50. In this region, gold is invulnerable to magic
    51. In this region, hail has been falling for 2d4 days
    52. In this region, it’s been snowing for two weeks straight
    53. In this region, missile weapons are considered cowardly
    54. In this region, possession of gold is now a capital offense
    55. In this region, the use of arcane magic is punishable by death
    56. In this region, the use of magic items is heavily taxed
    57. In this region, the use of priestly magic is strictly controlled
    58. Innumerable glowing orbs emerge from the target point
    59. It’s suddenly night, lasting until dawn would normally occur
    60. Jagged rocks erupt from the ground in a 100 yard radius
    61. Large poppies bloom in a 100 yard radius from the target point
    62. Lightning bolts issue from the spell’s target point
    63. Loud thunder booms overhead whenever magic is used in this area
    64. Magic users are persecuted throughout this country
    65. Magical healing is not possible within 10 miles
    66. Magical healing is unreliable during daylight within 10 miles
    67. Magical illusions are impossible within 10 miles for 2d4-1 days
    68. Magical invisibility is forever impossible within 50 miles
    69. Many thousands of birds soon take up residence in this area
    70. Missile attacks are futile within 50 yards of the target point
    71. Missiles fired nearby all fly toward the same creature
    72. Missiles fired nearby are 5% likely to induce True Love
    73. Missiles fired nearby can induce paralysis on a successful hit
    74. Missiles fired nearby crash like thunder when they hit
    75. Missiles fired nearby disintegrate while in flight
    76. Missiles fired nearby explode into embers after 1d4 rounds
    77. Missiles fired nearby fly straight up into the sky and vanish
    78. Missiles fired nearby have an absolute range limit of 10 yards
    79. Missiles fired nearby hit the spell’s target point
    80. Missiles fired nearby inflict damage only on a ToHit roll of 20
    81. Missiles fired nearby invariably miss their targets
    82. Missiles fired nearby leave colorful trails of light
    83. Missiles fired nearby travel an additional 1d10 miles
    84. Moonlight in this area induces extreme covetousness
    85. Moonlight in this area induces extreme melancholy in Elves
    86. Moonlight in this area induces furious bloodlust
    87. Moonlight in this area induces pain in lycanthropes
    88. Moonlight in this area induces panic in those of INT 14 or above
    89. Moonlight in this area induces unrestrained lecherousness
    90. Moonlight in this area is blood red
    91. Natural animals in this area can readily detect magic
    92. Natural animals respond badly to anyone now within 50 yards
    93. Nearest bridge appears in the immediate area
    94. Nearest bridge appears to be a rainbow
    95. Nearest bridge appears to be made of thick fog
    96. Nearest bridge can’t be crossed by anyone wearing footwear
    97. Nearest bridge collapses after the next 1d6 people cross it
    98. Nearest bridge is as pliant as rubber
    99. Nearest bridge is burned
    100. Nearest bridge is clear like glass
    1. Nearest bridge is made of teeth
    2. Nearest bridge is suddenly over troubled waters
    3. Nearest bridge is takes 2d4 hours to cross
    4. Nearest bridge opens like a drawbridge
    5. Nearest bridge turns permanently invisible
    6. Nearest building can only be entered by walking backwards
    7. Nearest building is exactly duplicated at the target point
    8. Nearest door appears at the target point
    9. Nearest door is a jar
    10. Nearest door is a portal to an ancient temple of a powerful deity
    11. Nearest door opens to a point 1d10 days in the future
    12. Nearest door opens to a point 1d10 miles in the air
    13. Nearest door opens to the target point
    14. Nearest doorway can’t be traversed by anyone at full hit points
    15. Nearest doorway can’t be traversed by anyone wearing armor
    16. Nearest doorway causes all who pass through it to age 1d4 years
    17. Nearest forest acquires malevolent sentience and intelligence
    18. Nearest forest is set ablaze
    19. Nearest government collapses amid rumors of infernal pacts
    20. Nearest government switches to a manure-based economic system
    21. Nearest horse becomes bipedal
    22. Nearest horse sprouts two additional pairs of functional legs
    23. Nearest lake becomes crystal clear but is highly toxic to humans
    24. Nearest lake can’t be safely traversed by any sort of watercraft
    25. Nearest lake completely drains in a slow, clockwise spiral
    26. Nearest lake completely evaporates over the next 1d4 rounds
    27. Nearest lake conceals a sunken city containing incredible riches
    28. Nearest lake contains a sunken armada from some long-lost navy
    29. Nearest lake contains an ice berg
    30. Nearest lake doubles its volume during each of the next 1d4 days
    31. Nearest lake drains to reveal the corpse of a long-dead deity
    32. Nearest lake freezes completely solid over the next 1d4 rounds
    33. Nearest lake heats to 200° over the next 1d4 rounds
    34. Nearest lake is covered by a tarp
    35. Nearest lake is encircled by a moat of flaming pitch
    36. Nearest lake is home to a colony of unaging amphibious humanoids
    37. Nearest lake is perpetually fog-shrouded
    38. Nearest lake rises as a huge water elemental and walks to the sea
    39. Nearest lake suddenly appears at the center of the nearest town
    40. Nearest lake suppresses magic within one mile of its shores
    41. Nearest lake undergoes massive tidal surges for one week
    42. Nearest monastery conceals a gate to hell
    43. Nearest monastery holds the only copies of many priceless books
    44. Nearest monastery often engages in dangerous and abhorrent rites
    45. Nearest mountain slides 1d10 miles north
    46. Nearest oak tree grows to 20X its current size
    47. Nearest oak tree is older than the entire world
    48. Nearest oak tree periodically shoots poisonous thorns
    49. Nearest oak tree turns to bronze
    50. Nearest oak tree turns to solid gold
    51. Nearest oak tree uproots and goes on a rampage
    52. Nearest priest becomes fearless in the face of death
    53. Nearest priest believes he’s been excommunicated
    54. Nearest priest believes that cannibalism is a sacrament
    55. Nearest priest believes that clothing is an abomination
    56. Nearest priest believes that he’s recently slain his deity
    57. Nearest priest believes that his deity has abandoned him
    58. Nearest priest believes that his deity has made him immortal
    59. Nearest priest believes that his deity is at his beck and call
    60. Nearest priest believes that his deity is standing nearby
    61. Nearest priest believes that someone nearby is his deity
    62. Nearest priest falls badly out of favor with his deity
    63. Nearest priest finds a book of nice and accurate prophecies
    64. Nearest priest has been stealing from the church’s coffers
    65. Nearest priest has secretly engaged in commendable charity work
    66. Nearest priest is implicated in a scandal involving livestock
    67. Nearest priest is summoned by his deity
    68. Nearest priest is wholly immune to arcane magic for 4d6 hours
    69. Nearest priest realizes that he’s worshipping the wrong deity
    70. Nearest priest thinks he’s being persecuted for his beliefs
    71. Nearest river conceals the entrance to a great underground empire
    72. Nearest river freezes solid over the next 1d10 rounds
    73. Nearest river is dammed
    74. Nearest river is damned
    75. Nearest river is discovered to be artificial
    76. Nearest river is now 1d4X as deep as it was this morning
    77. Nearest river is permanently blood red but is otherwise unchanged
    78. Nearest river now runs directly through the nearest town
    79. Nearest river now runs directly through this area
    80. Nearest stone structure undergoes explosive decompression
    81. Nearest town breaks loose from the mainland and drifts out to sea
    82. Nearest town descends into weeks of mindless debauchery
    83. Nearest town erupts into riots and turf wars
    84. Nearest town is actually hidden within a modern wildlife preserve
    85. Nearest town is annexed by a warring neighbor nation
    86. Nearest town is completely deserted
    87. Nearest town is completely overrun by marauding orcs
    88. Nearest town is inaccessible by land
    89. Nearest town is populated entirely by a brutal and dangerous cult
    90. Nearest town is populated entirely by anthropomorphic pigs
    91. Nearest town is populated entirely by illusions
    92. Nearest town is populated entirely by undead
    93. Nearest town is razed
    94. Nearest town is the site of an ancient magical battle
    95. Nearest town is totally forgotten by the outside world
    96. Nearest town secedes from the kingdom
    97. Nearest town signs a secret pact with an invading horde of orcs
    98. Nearest wizard breaks his staff and throws his books into the sea
    99. Nearest wizard can only use magic in full daylight
    100. Nearest wizard is beseeched by a girl, her dog, and three friends
    1. Nearest wizard is challenged to a magical duel by a dragon
    2. Nearest wizard is equally affected by magic he casts on others
    3. Nearest wizard is exposed as a fraud and a charlatan
    4. Nearest wizard is unable to cast magic upon himself
    5. Nearest wizard suspects that he’s a fraud and a charlatan
    6. Next 1d4 people to draw weapons nearby fall unconscious
    7. Next 1d4 people to draw weapons nearby forget how to use them
    8. Next 1d4+1 spells cast in this area also trigger Chaos Bursts
    9. Next area-effect magic used nearby affects only a single target
    10. Next area-effect magic used nearby affects only males
    11. Next area-effect magic used nearby centers on a point miles away
    12. Next area-effect magic used nearby centers on its caster
    13. Next fire-based magic used nearby causes panic in all who see it
    14. Next fire-based magic used nearby detonates on its caster
    15. Next fire-based magic used nearby produces cold instead of heat
    16. Next fire-based magic used nearby produces impenetrable darkness
    17. Next fire-based magic used nearby produces smoke but no fire
    18. Next fire-based magic used nearby produces water instead of fire
    19. Next person nearby to draw blood also loses that many hit points
    20. Next person nearby to draw blood appears in the nearest prison
    21. Next person nearby to draw blood becomes water soluble
    22. Next person nearby to draw blood can use no weapon for 2d12 hours
    23. Next person nearby to draw blood can’t be blinded by smoke
    24. Next person nearby to draw blood dies if he’s wounded before dawn
    25. Next person nearby to draw blood disgorges a large steel bowl
    26. Next person nearby to draw blood gains that many hit points
    27. Next person nearby to draw blood has a +4 ToHit bonus until dawn
    28. Next person nearby to draw blood howls like a wolf under the moon
    29. Next person nearby to draw blood is 10% likely to crumble to dust
    30. Next person nearby to draw blood is 10% likely to explode
    31. Next person nearby to draw blood is himself sprayed with blood
    32. Next person nearby to draw blood is sought by the authorities
    33. Next person nearby to draw blood is swarmed by innumerable bats
    34. Next person nearby to draw blood is whisked away into the sky
    35. Next person nearby to draw blood never needs to sleep again
    36. Next person nearby to draw blood shrinks by 8d10%
    37. Next person nearby to draw blood suffers extensive amnesia
    38. Next person nearby to draw blood then tries to destroy his weapon
    39. Next person nearby to draw blood thereafter thinks he’s a vampire
    40. Next person nearby to draw blood thinks that on fire
    41. Next person nearby to draw blood vanishes for 1d4 days
    42. Next person nearby to draw blood wakes tomorrow as a chimpanzee
    43. Next person nearby to draw blood wakes tomorrow soaked in blood
    44. Next person nearby to miss an attack can’t attack for 4d6 hours
    45. Next person nearby to miss an attack collapses into a deep coma
    46. Next person nearby to miss an attack cries like a baby until dawn
    47. Next person nearby to miss an attack shrieks wildly for 4d6 hours
    48. Next person nearby to say his name can’t use magic for 1d10 days
    49. Next person nearby to say his name goes berserk
    50. Next person nearby to say his name is attacked by rabbits
    51. Next person nearby to say his name is attacked by rodents
    52. Next person nearby to say his name is healed for 2d6 hit points
    53. Next person nearby to say his name is targeted for assassination
    54. Next person nearby to say his name permanently forgets his name
    55. Next person nearby to say his name teleports into a nearby cave
    56. Next person nearby to say his name then runs away at top speed
    57. Next person nearby to say his name wakes 5d10 miles away tomorrow
    58. Next person nearby to speak finds that his mouth has vanished
    59. Next person nearby to speak is bound in coils of steel wire
    60. Next person nearby to speak is hurled 10d10 feet in the air
    61. Next person nearby to speak is thrown into a deep well
    62. Next person nearby to use magic becomes two dimensional
    63. Next person nearby to use magic is 5% likely to be disemboweled
    64. Next person nearby to use magic is enslaved to someone nearby
    65. Next person nearby to use magic is restored to full hit points
    66. Next person nearby to use magic is turned to wood
    67. Next person nearby to use magic is wrapped in a cocoon
    68. Next person nearby to use magic loses the ability to feel pain
    69. Next person nearby to use magic rises one level
    70. Next person nearby to use magic sees illusory giraffes everywhere
    71. Next person nearby to use magic then shuns all magic for 1d4 weeks
    72. Next person nearby to use magic turns bright pink for 1d4 weeks
    73. Next person nearby to use magic turns into a frog or a dove
    74. Next person nearby to use magic turns into a zombie for 1d8 days
    75. Next person nearby to use magic turns invisible above his nose
    76. Next person nearby to use profanity is fined 500,000 gold pieces
    77. Next person nearby to use profanity is stricken mute for one week
    78. Next person slain nearby crumbles into a heap of toxic ash
    79. Next person slain nearby disappears without a trace
    80. Next person slain nearby explodes messily
    81. Next person slain nearby flies into the air and vanishes
    82. Next person slain nearby has his skull and spine torn out
    83. Next person slain nearby haunts the area for hundreds of years
    84. Next person slain nearby is borne away by wonder-working dolphins
    85. Next person slain nearby is found to contain hundreds of mice
    86. Next person slain nearby is immediately breaded and deep-fried
    87. Next person slain nearby is immediately butchered like a deer
    88. Next person slain nearby is immediately plated in chrome
    89. Next person slain nearby is resurrected with full hit points
    90. Next person slain nearby is soon thereafter worshipped as a god
    91. Next person slain nearby is welcomed into his deity’s pantheon
    92. Next person slain nearby never really existed
    93. Next person slain nearby slowly transforms into solid gold
    94. Next person slain nearby sputters about like a deflating balloon
    95. Next person slain nearby turns into a large swine as he dies
    96. Next person slain nearby was the offspring of a god
    97. Next person struck by magic nearby thinks he’s a toddler
    98. Next person to be injured nearby is permanently crippled
    99. Next person to be injured nearby is restored to full hit points
    100. Next person to cross the nearest bridge turns into a troll
    1. Next plant-based magic used nearby turns its user to a scarecrow
    2. Next plant-based magic uses nearby turns its user to a vegetarian
    3. Next polymorph magic used nearby affects 1d4 other targets nearby
    4. Next polymorph magic used nearby affects a random target nearby
    5. Next polymorph magic used nearby can’t be undone
    6. Next polymorph magic used nearby completely heals its caster
    7. Next polymorph magic used nearby doubles its caster’s height
    8. Next polymorph magic used nearby is only 50% effective
    9. Next polymorph magic used nearby knocks its caster unconscious
    10. Next polymorph magic used nearby lapses after one round
    11. Next polymorph magic used nearby lasts for 1d100 days
    12. Next polymorph magic used nearby leaves its caster badly deformed
    13. Next polymorph magic used nearby makes its caster a quadruped
    14. Next polymorph magic used nearby splits its target in two
    15. Next polymorph magic used nearby turns its caster into a rooster
    16. Next polymorph magic used nearby turns its caster into its target
    17. Next polymorph magic used nearby turns its target into a whale
    18. Next polymorph magic used nearby turns its target to living metal
    19. Next polymorph magic used nearby turns its target to stone
    20. Next polymorph magic used nearby yields a random result
    21. Next spell cast in this area equally affects all within 50 yards
    22. Next spell cast in this area has a permanent duration
    23. Next weapon drawn nearby attacks its wielder
    24. Next weapon drawn nearby becomes twice as heavy as its wielder
    25. Next weapon drawn nearby can’t cross running water
    26. Next weapon drawn nearby can’t kill anyone while its owner lives
    27. Next weapon drawn nearby causes its wielder to distrust magic
    28. Next weapon drawn nearby chills to -200°
    29. Next weapon drawn nearby damages the sanity of its wielder
    30. Next weapon drawn nearby disintegrates if used to kill someone
    31. Next weapon drawn nearby fills its wielder with crippling fear
    32. Next weapon drawn nearby forces its wielder to attack his allies
    33. Next weapon drawn nearby hurls itself into the sky
    34. Next weapon drawn nearby ignites and burns like magnesium
    35. Next weapon drawn nearby inflicts only illusory damage
    36. Next weapon drawn nearby inflicts only minimum possible damage
    37. Next weapon drawn nearby instantly quadruples in size
    38. Next weapon drawn nearby is as soft as silk until sunset tomorrow
    39. Next weapon drawn nearby is attracted to the spell’s target point
    40. Next weapon drawn nearby is instantly struck by lightning
    41. Next weapon drawn nearby makes its user’s foes invisible to him
    42. Next weapon drawn nearby makes its wielder seem far more powerful
    43. Next weapon drawn nearby makes its wielder think he’s immortal
    44. Next weapon drawn nearby makes its wielder think he’s invisible
    45. Next weapon drawn nearby mimics its wielder’s personality
    46. Next weapon drawn nearby pulses with strange lights and music
    47. Next weapon drawn nearby quickly becomes as hot as the Sun
    48. Next weapon drawn nearby seizes control of its wielder’s body
    49. Next weapon drawn nearby vanishes until the melee is over
    50. Next weapon drawn nearby was stolen from the royal armory
    51. Next weapon nearby to draw blood appears to be horribly evil
    52. Next weapon nearby to draw blood attracts a demon’s attention
    53. Next weapon nearby to draw blood becomes invisible to its wielder
    54. Next weapon nearby to draw blood becomes legendary
    55. Next weapon nearby to draw blood can thereafter cut through steel
    56. Next weapon nearby to draw blood can’t draw blood for 1d4 weeks
    57. Next weapon nearby to draw blood ceases to exist
    58. Next weapon nearby to draw blood doubles in length until sunrise
    59. Next weapon nearby to draw blood glows in the presence of humans
    60. Next weapon nearby to draw blood has been used to murder a king
    61. Next weapon nearby to draw blood heats to 800°
    62. Next weapon nearby to draw blood imparts visions of perdition
    63. Next weapon nearby to draw blood induces bloodlust in its wielder
    64. Next weapon nearby to draw blood induces envy in its wielder
    65. Next weapon nearby to draw blood induces lethargy in its wielder
    66. Next weapon nearby to draw blood induces mad panic in its wielder
    67. Next weapon nearby to draw blood induces pacifism in its wielder
    68. Next weapon nearby to draw blood infects its wielder with leprosy
    69. Next weapon nearby to draw blood is +1 ToHit for one week
    70. Next weapon nearby to draw blood is 10% likely to disintegrate
    71. Next weapon nearby to draw blood is 10% likely to explode
    72. Next weapon nearby to draw blood is -2 ToHit for one month
    73. Next weapon nearby to draw blood is 25% likely to turn to ice
    74. Next weapon nearby to draw blood is coveted by dragons
    75. Next weapon nearby to draw blood is discovered to be a cheap copy
    76. Next weapon nearby to draw blood is discovered to be an illusion
    77. Next weapon nearby to draw blood is encased in a plaster cast
    78. Next weapon nearby to draw blood is forever indestructible
    79. Next weapon nearby to draw blood is found to be a mighty artifact
    80. Next weapon nearby to draw blood is fused to its wielder’s hand
    81. Next weapon nearby to draw blood is replaced by an imperfect copy
    82. Next weapon nearby to draw blood is slicked with butter
    83. Next weapon nearby to draw blood is struck by lightning 1d6 times
    84. Next weapon nearby to draw blood is suddenly as light as hydrogen
    85. Next weapon nearby to draw blood is thereafter highly flammable
    86. Next weapon nearby to draw blood is thereafter stolen by goblins
    87. Next weapon nearby to draw blood is worth 100X its normal value
    88. Next weapon nearby to draw blood knocks its wielder unconscious
    89. Next weapon nearby to draw blood laughs malevolently until sunset
    90. Next weapon nearby to draw blood leaps 1d4 months into the future
    91. Next weapon nearby to draw blood makes its wielder smell horrible
    92. Next weapon nearby to draw blood quickly ages 1d years
    93. Next weapon nearby to draw blood returns to its original owner
    94. Next weapon nearby to draw blood returns to this spot in 6d6 days
    95. Next weapon nearby to draw blood sinks 1d10 feet into the ground
    96. Next weapon nearby to draw blood soaks its wielder in blood
    97. Next weapon nearby to draw blood sprouts thorny projections
    98. Next weapon nearby to draw blood suddenly weighs 1d4 tons
    99. Next weapon nearby to draw blood suffers an inconvenient curse
    100. Next weapon nearby to draw blood teleports to some dragon’s horde
    1. Next weapon nearby to draw blood thereafter craves blood
    2. Next weapon nearby to draw blood thereby fulfills a prophecy
    3. Next weapon nearby to draw blood vanishes if that victim dies
    4. Next weapon nearby to draw blood was forged on another planet
    5. Next weapon nearby to draw blood will vanish if it’s cleaned
    6. Next weapon nearby to draw blood winds up at the bottom of a well
    7. Night falls in 1d4 rounds and lasts 2d4-1 days
    8. No bipedal creatures can come within 10 yards of the target point
    9. No bipedal creatures can speak within 100 yards of this place
    10. No blade within one mile can be sharpened for 1d4 weeks
    11. No blade within one mile can cut live flesh until noon tomorrow
    12. No females within 50 yards can be injured by males for 6d8 hours
    13. No females within one mile can speak until sunset tomorrow
    14. No males within one mile can be injured for 1d4 rounds
    15. No males within one mile can speak until sunset tomorrow
    16. No memory, record, or evidence exists about the last 1d10 turns
    17. No one currently wearing shoes nearby can speak until dawn
    18. No one currently wearing shoes nearby can use magic for one week
    19. No one in the world can die or be slain for 3d8 hours
    20. No one in the world can sleep for 1d6 days
    21. No one in the world can speak for 10d10 rounds
    22. No one in the world can tell a lie for the next 24 hours
    23. No one nearby can eat food for 1d8 days
    24. No one nearby can teleport or be teleported for 1d4 years
    25. No one nearby can use any form of scrying magic for one year
    26. No one within 1,000 miles can successfully cast Dispel Magic
    27. No one within 1,000 miles knows the spell Remove Curse
    28. No one within 50 yards benefits from healing magic for 1d10 weeks
    29. No one within 50 yards can cross running water for 1d4 days
    30. No one within 50 yards can draw a weapon for 1d10 rounds
    31. No one within 50 yards can leave the area for 4d6 hours
    32. No one within 50 yards can see artificial light sources
    33. No one within 50 yards can speak until dawn
    34. No one within 50 yards can use rope or the like for 2d4 days
    35. No one within 50 yards can wear armor for 1d6 days
    36. No one within 50 yards ever again feels hunger
    37. No one within 50 yards has eaten in 3d4 days
    38. No one within 50 yards has slept in 4d6 days
    39. No one within 50 yards is welcome in any city within 100 miles
    40. No one within 50 yards needs to breathe until dawn tomorrow
    41. No one within 50 yards needs to eat for the next month
    42. No one within 50 yards trusts anyone else for 1d6 hours
    43. No plants can ever grow again within 50 yards of the target point
    44. No precipitation falls within 10 miles for 4d6 months
    45. Non-magical gold is toxic to all within 50 yards
    46. Non-sentient animals shun this area forever
    47. Numerous fires erupt in the nearest town
    48. One magic potion nearby is instantly lethal
    49. One magic potion nearby will trigger a Chaos Burst when consumed
    50. One random sword nearby is 40% likely to heal instead of wound
    51. One random sword nearby is bent like a horseshoe
    52. One random sword nearby is duplicated under every full moon
    53. One random sword nearby is permanently blunted
    54. One random sword nearby is razor-sharp and indestructible
    55. One random sword nearby leaves faint rainbow streaks in the air
    56. One random sword nearby opens like an umbrella
    57. One random sword nearby protects its owner against natural acid
    58. One random sword nearby protects its owner against natural cold
    59. One random sword nearby protests loudly when wielded in combat
    60. One random sword nearby turns into a flock of doves
    61. One random sword nearby was forged in the fires of hell by demons
    62. One random sword nearby will explode on contact with blood
    63. One suit of armor nearby becomes free-willed and belligerent
    64. One suit of armor nearby fuses into a single piece
    65. One suit of armor nearby heats to 600° the next time it’s struck
    66. One suit of armor nearby is burned to slag
    67. Plans for a perpetual motion device appear at the target point
    68. Popular opinion nearby is sharply opposed to the use of magic
    69. Poverty is rampant because employers hire cheap kobold laborers
    70. Priestly magic is impossible within 10 miles for 1d4 hours
    71. Racial bigotry flares up within a 100 mile radius for 1d4 weeks
    72. Rats and similar vermin are drawn to this area in great numbers
    73. Ruins discovered nearby hint at an ancient, advanced civilization
    74. Scalding steam sprays violently from the spell’s target point
    75. Seawater is highly toxic to all within 50 yards
    76. Several large saw blades whirl through the area for 2d6 rounds
    77. Shadows in this area seem to conceal malicious, mischievous imps
    78. Small pebbles pelt all within 50 yards who aren’t wearing armor
    79. Snow falls heavily in the area for 2d4-1 days and nights
    80. Some dangerous anachronistic beast appears at the target point
    81. Some magic item nearby absorbs its owner and becomes an artifact
    82. Some magic item nearby gives off highly toxic light
    83. Some major race dies out in the next 2d4 years
    84. Some major race splits into two incompatible sub-species
    85. Some non-magical animal nearby becomes immortal
    86. Some non-magical animal nearby suddenly has 25 Intelligence
    87. Someone nearby acquires 10% magic resistance
    88. Someone nearby adopts a new mentor each day
    89. Someone nearby always thinks that it’s raining
    90. Someone nearby attacks nobles on sight
    91. Someone nearby attracts 2d10 followers who think he’s a prophet
    92. Someone nearby awakens tomorrow in a stone sepulcher
    93. Someone nearby babbles about cone-shaped beings who took his mind
    94. Someone nearby becomes intensely covetous of others’ magic items
    95. Someone nearby briefly turns into a rooster at every sunrise
    96. Someone nearby can become a zombie for 1d6 hours per week
    97. Someone nearby can breathe only underwater for 4d6 hours
    98. Someone nearby can leap across streams or rivers with ease
    99. Someone nearby can never sit or lie down again
    100. Someone nearby can now only be wounded by magic or silver weapons
    1. Someone nearby can prove that all within 50 yards died years ago
    2. Someone nearby can regenerate 1 hit point per hour for 1d4 weeks
    3. Someone nearby can shrink to half his height at will
    4. Someone nearby can speak only in a whisper
    5. Someone nearby can subsist on twigs and grasses
    6. Someone nearby can survive 1d4 beheadings
    7. Someone nearby can turn invisible by holding a toad in his mouth
    8. Someone nearby can’t approach within 10 yards of an open door
    9. Someone nearby can’t be harmed by any nonferrous metal
    10. Someone nearby can’t be harmed by smoke
    11. Someone nearby can’t be physically harmed by demons
    12. Someone nearby can’t be strangled by non-magical rope or cord
    13. Someone nearby can’t move his arms in daylight
    14. Someone nearby claims to speak for the creator of the universe
    15. Someone nearby dances like a marionette for 1d10 rounds
    16. Someone nearby develops a radical new philosophy of magic
    17. Someone nearby discovers solid proof that he doesn’t really exist
    18. Someone nearby discovers solid proof that no deities really exist
    19. Someone nearby disgorges 1d6 large housecats
    20. Someone nearby disgorges 1d6 severed hands
    21. Someone nearby disgorges a tin bucket of hot coals
    22. Someone nearby disgorges himself
    23. Someone nearby doubles in weight in each of the next 1d8 rounds
    24. Someone nearby engages in frenetic calisthenics for 1d12 hours
    25. Someone nearby feels crushing humiliation while in sunlight
    26. Someone nearby feels intensely cold in the presence of horses
    27. Someone nearby finds a book detailing horrific summoning rites
    28. Someone nearby finds a complete map of his own nervous system
    29. Someone nearby finds a large cloth bearing a bearded man’s image
    30. Someone nearby finds a potion that causes its drinker to explode
    31. Someone nearby finds a potion that changes its drinker’s sex
    32. Someone nearby finds a potion that cures any non-magical disease
    33. Someone nearby finds a potion that doubles its drinker’s age
    34. Someone nearby finds a potion that halves its drinker’s age
    35. Someone nearby finds a potion that turns its drinker into a gnome
    36. Someone nearby finds a potion that turns its drinker into a tree
    37. Someone nearby finds a potion that turns its drinker to sand
    38. Someone nearby finds a tunnel running straight through the planet
    39. Someone nearby finds an apparently simple wooden cup
    40. Someone nearby finds his own severed head from some future time
    41. Someone nearby flies into a terrible rage when he sees magic used
    42. Someone nearby forever refuses to believe that magic truly exists
    43. Someone nearby fosters rumors that he’s a demigod
    44. Someone nearby gains 10d100 experience points
    45. Someone nearby glows from within as though he’s swallowed a torch
    46. Someone nearby goes berserk and is invulnerable for 1d10 rounds
    47. Someone nearby habitually makes utterly improbable boasts
    48. Someone nearby has a legitimate claim to the throne
    49. Someone nearby has a potion that turns half of his body invisible
    50. Someone nearby has a transcendent religious experience
    51. Someone nearby has a treasure map carved into his back
    52. Someone nearby has deeply offended the ruling family
    53. Someone nearby has produced a child with a powerful demon
    54. Someone nearby has two extra thumbs jutting from his forehead
    55. Someone nearby hoots like an owl when he hears his name
    56. Someone nearby inflates like a puffer fish whenever he’s angry
    57. Someone nearby inherits wealth equal to a small nation’s treasury
    58. Someone nearby is 3% likely to explode whenever he draws a weapon
    59. Someone nearby is about to go totally insane
    60. Someone nearby is accused of assassinating the king
    61. Someone nearby is attended by 1d4 skeletal servants
    62. Someone nearby is blamed for looting the nearest magical library
    63. Someone nearby is blamed for some recent magical disaster
    64. Someone nearby is blown all out of proportion
    65. Someone nearby is bound in red-hot iron chains
    66. Someone nearby is bound to this area and can never leave it
    67. Someone nearby is carried away by a flock of vultures
    68. Someone nearby is carrying a long-lost and forbidden manuscript
    69. Someone nearby is carrying an artifact sacred to 1d4 races
    70. Someone nearby is carrying an incredibly virulent plague
    71. Someone nearby is certain that he’s immune to poison
    72. Someone nearby is chained high in the branches of a nearby tree
    73. Someone nearby is completely fireproof for one year
    74. Someone nearby is completely immune to non-magical poisons
    75. Someone nearby is convinced that he’ll be eternally damned
    76. Someone nearby is covered with countless hideous and fetid scabs
    77. Someone nearby is crushed as though at the bottom of the ocean
    78. Someone nearby is discovered to be a spy
    79. Someone nearby is discovered to be dangerously sociopathic
    80. Someone nearby is doomed to die in a horribly embarrassing manner
    81. Someone nearby is dragged bodily to hell
    82. Someone nearby is dragged into the sea by hideous fish-people
    83. Someone nearby is drawn and quartered
    84. Someone nearby is encased up to his chin in a large glass cube
    85. Someone nearby is entangled in a massive snarl of ribbons
    86. Someone nearby is exempt from all laws concerning public decency
    87. Someone nearby is fatally compressed into a small cube
    88. Someone nearby is hit by lightning in each of the next 1d4 rounds
    89. Someone nearby is immobilized at the spell’s target point
    90. Someone nearby is immune to all priestly magic for 1d12 months
    91. Someone nearby is immune to bludgeoning weapons for 1d8 hours
    92. Someone nearby is immune to most poison, but meat is toxic to him
    93. Someone nearby is immune to stabbing weapons for 1d4 days
    94. Someone nearby is immune to the spell that triggered this Burst
    95. Someone nearby is implicated in a scandal involving livestock
    96. Someone nearby is infected with a malign, intelligent parasite
    97. Someone nearby is known to have destroyed one hundred dragon eggs
    98. Someone nearby is peeled like a banana
    99. Someone nearby is possessed by 1d8 demons
    100. Someone nearby is revealed to be a colony of intelligent insects
    1. Someone nearby is revealed to be many centuries old
    2. Someone nearby is revealed to be of demonic heritage
    3. Someone nearby is said to be the last prophet of a dying religion
    4. Someone nearby is savaged by vicious, invisible dogs
    5. Someone nearby is sentenced to be executed for heresy
    6. Someone nearby is sheathed in candle wax
    7. Someone nearby is stung by 1d1000 bees
    8. Someone nearby is suddenly dressed in provocative leather attire
    9. Someone nearby is suddenly hideously deformed
    10. Someone nearby is tattooed head to toe with graphic, lurid scenes
    11. Someone nearby is the illegitimate child of some local ruler
    12. Someone nearby is the subject of a vivisectionist’s experiments
    13. Someone nearby is torn asunder by dozens of feral children
    14. Someone nearby is unable to bend his legs until sunrise
    15. Someone nearby is unable to move from this area until sunrise
    16. Someone nearby is wearing a suit of solid gold plate armor
    17. Someone nearby is wearing a suit of the finest sheer silk
    18. Someone nearby leaves footprints that smolder harmlessly
    19. Someone nearby must be killed before he destroys us all!
    20. Someone nearby must be restrained or he’ll cut off his own hands
    21. Someone nearby must eat 2X as much food as normal to survive
    22. Someone nearby must Save each day or grow slightly more frog-like
    23. Someone nearby must Save each day or lose 5d100 experience points
    24. Someone nearby must Save each day or permanently lose a hit point
    25. Someone nearby must Save vs Death or air becomes poisonous to him
    26. Someone nearby must Save vs Death or become a paper mache statue
    27. Someone nearby must Save vs Death or freeze solid
    28. Someone nearby must Save vs Death or grow supernaturally ugly
    29. Someone nearby must Save vs Death or grow terrifyingly beautiful
    30. Someone nearby must Save vs Death or his age doubles 2d6 times
    31. Someone nearby must Save vs Death or his bones explode
    32. Someone nearby must Save vs Death or his bones turn to soap
    33. Someone nearby must Save vs Death or his clothing attacks him
    34. Someone nearby must Save vs Death or his clothing turns to gold
    35. Someone nearby must Save vs Death or his head doubles in size
    36. Someone nearby must Save vs Death or his skin burns from his body
    37. Someone nearby must Save vs Death or his teeth turn to glass
    38. Someone nearby no longer heals naturally
    39. Someone nearby no longer needs to breathe
    40. Someone nearby no longer needs to eat
    41. Someone nearby now has a blowhole but no nose
    42. Someone nearby now has baleen instead of conventional teeth
    43. Someone nearby now has three legs spaced evenly around his pelvis
    44. Someone nearby now has two feet jutting from each ankle
    45. Someone nearby owns the deed to the soul of someone else nearby
    46. Someone nearby pitches a wacky investment scheme to the king
    47. Someone nearby realizes that he’s a dragon in humanoid form
    48. Someone nearby realizes that he’s been dead for centuries
    49. Someone nearby realizes that he’s carrying a dangerous artifact
    50. Someone nearby realizes that he’s just a fictional character
    51. Someone nearby realizes that he’s the avatar of a deity
    52. Someone nearby realizes that his hands are someone else’s hands
    53. Someone nearby realizes that his skin is slowly dissolving
    54. Someone nearby recalls being tortured by someone else nearby
    55. Someone nearby refers to some noble as "Lord Manure of Excrement"
    56. Someone nearby remembers 1d4 fictitious past lives
    57. Someone nearby renounces all possessions and becomes an ascetic
    58. Someone nearby rings like a bell whenever he sees magic used
    59. Someone nearby sees the figure of Death standing beside him
    60. Someone nearby sets fire to a tree and climbs into its branches
    61. Someone nearby shows all the signs of late-term pregnancy
    62. Someone nearby shrieks in horror until sunrise tomorrow
    63. Someone nearby shrinks by 1d100%
    64. Someone nearby shrinks by 50% from the waist up
    65. Someone nearby smells like a corpse in the presence of magic
    66. Someone nearby speculates about the virtues of dwarf-skin leather
    67. Someone nearby spins and spits water like a garden sprinkler
    68. Someone nearby sprays blood-red foam from his nose for 1d6 rounds
    69. Someone nearby sprouts a troll’s arm from the center of his chest
    70. Someone nearby sprouts a turtle’s shell atop his head
    71. Someone nearby sprouts hideous, non-functional bat wings
    72. Someone nearby sprouts inflatable sacs from his shoulder blades
    73. Someone nearby sprouts ornate feathers from his tongue
    74. Someone nearby sprouts plates from his back like a stegosaurus
    75. Someone nearby suddenly has a neck like a giraffe
    76. Someone nearby suddenly has eight eyes like a spider
    77. Someone nearby suddenly has eight legs
    78. Someone nearby suddenly has feet like a chicken
    79. Someone nearby suffers cannibalistic mania while his allies sleep
    80. Someone nearby suspects that he’s trying to kill himself
    81. Someone nearby swallowed a small explosive device this morning
    82. Someone nearby teleports 1d10 yards in each of 1d10 rounds
    83. Someone nearby thinks he can snuff fires by sitting in them
    84. Someone nearby thinks he’ll die if he says his name in moonlight
    85. Someone nearby thinks he’s invisible in the presence of royalty
    86. Someone nearby thinks he’s the last survivor of an extinct race
    87. Someone nearby thinks that he smells like a corpse
    88. Someone nearby tries suicide with the next silver weapon he sees
    89. Someone nearby tries to cut himself in half lengthwise
    90. Someone nearby tries to eat his own hands
    91. Someone nearby tries to kill every cow he sees
    92. Someone nearby tries to scalp himself
    93. Someone nearby tries to swallow his own arm, elbow first
    94. Someone nearby triggers a Burst when he next crosses a bridge
    95. Someone nearby triggers a Burst when he next traverses a doorway
    96. Someone nearby truly believes that he’s a prophesized redeemer
    97. Someone nearby turns to a heap of gold dust
    98. Someone nearby turns to a heap of moist sand
    99. Someone nearby turns to salt over the next 1d8 days
    100. Someone nearby turns to stone over the next 5d6 days
    1. Someone nearby turns to water
    2. Someone nearby turns to wood when he drops to one hit point
    3. Someone nearby vanishes and is replaced by a handsome wax replica
    4. Someone nearby wakes tomorrow in a roc’s nest
    5. Someone nearby wakes tomorrow in the king’s torture chamber
    6. Someone nearby weeps tears of honey when he feels pain
    7. Someone nearby who can read is rendered illiterate for 1d4 weeks
    8. Someone nearby who can’t read can suddenly read 1d6 languages
    9. Someone nearby who has never before used magic finds an artifact
    10. Someone nearby who is carrying a magic item tries to eat it
    11. Someone nearby will be vital to a major truce between two races
    12. Someone nearby will combust if he lights a fire by dawn tomorrow
    13. Someone nearby will combust when he next crosses moving water
    14. Someone nearby will die if he says his name backwards
    15. Someone nearby will die if he travels more than a mile in one day
    16. Someone nearby will explode if he draws blood by sunset today
    17. Someone nearby will fall into a vat of molten cheese before dawn
    18. Someone nearby will soon incite a war between two major races
    19. Sparks dance along any blades that strike one another nearby
    20. Suddenly it’s raining harder than anyone has ever experienced
    21. Suddenly the area is snowbound as from a year-long blizzard
    22. Summonings are impossible within one mile of the target point
    23. Temperature within 100 yards drops 1° per minute for 1d4 hours
    24. Temperature within 100 yards rises 1° per minute for 1d4 hours
    25. The arms of someone nearby turn into wings like those of a duck
    26. The complete skeleton of a huge red dragon tumbles from the sky
    27. The corpse of a forgotten deity is discovered in a nearby cave
    28. The entire area begins sinking at a rate of one foot per week
    29. The entire area enjoys full daylight for 1d10 years
    30. The entire area gives an impression of peace and tranquility
    31. The entire area gives off a powerful impression of evil
    32. The entire area has been surrounded by an invading horde
    33. The entire area hums as if vast machinery is buried in the ground
    34. The entire area induces fear in those of four or fewer hit dice
    35. The entire area induces sloth and lethargy in humans
    36. The entire area is a dumping ground for dangerous magical waste
    37. The entire area is a haven for zombies
    38. The entire area is a massive shrine to an abominable god
    39. The entire area is an illusion; it’s actually barren and rocky
    40. The entire area is as hot and steamy as a sauna for 2d12 hours
    41. The entire area is blasted as if a huge conflagration has passed
    42. The entire area is circled by a salt-water moat full of sharks
    43. The entire area is claimed as a sacred goblin burial ground
    44. The entire area is dark as midnight for 1d4 weeks
    45. The entire area is directly over a gigantic vein of gold
    46. The entire area is encircled by tall Corinthian columns of marble
    47. The entire area is inimical to life for 4d12 months
    48. The entire area is littered with hideously mutilated corpses
    49. The entire area is located over a gargantuan termite colony
    50. The entire area is located over the lair of an enormous dragon
    51. The entire area is mirror-reversed
    52. The entire area is shrouded in a thick and pungent fog
    53. The entire area is strewn with jellyfish like a shore at low tide
    54. The entire area is thickly shrouded by dust and cobwebs
    55. The entire area is transported to a small island far out to sea
    56. The entire area looks as if a huge battle took place yesterday
    57. The entire area looks exactly as it did 1d10 centuries ago
    58. The entire area looks exactly as it will 1d10 centuries from now
    59. The entire area suffers an intense blizzard for 2d6 rounds
    60. The entire area swirls with fine white powder
    61. The entire area was at the bottom of the sea 1d4 weeks ago
    62. The entire area will be the site of a monumental battle tomorrow
    63. The entire planet experiences full daylight for 5d10+24 hours
    64. The gates of hell open for 4d6 hours
    65. The ground beneath the target point collapses into a vast cavern
    66. The ground beneath the target point heats to its combustion point
    67. The ground beneath the target point is charged with electricity
    68. The ground beneath the target point looks like the portal to hell
    69. The ground is totally flat from here to the horizon for 4d6 hours
    70. The ground nearby harbors enormous, carnivorous earthworms
    71. The ground nearby is highly susceptible to erosion
    72. The ground nearby splits open to a depth of 1d10 miles
    73. The ground within 50 yards has never been trod by a human foot
    74. The ground within 50 yards heaves like a bubble on a pond
    75. The ground within 50 yards is carpeted
    76. The ground within 50 yards is covered by terra cotta tile
    77. The ground within 50 yards is found to be completely artificial
    78. The ground within 50 yards is incredibly sticky
    79. The ground within 50 yards is now perfectly smooth steel
    80. The ground within 50 yards is permanently swampy and waterlogged
    81. The ground within 50 yards is tangled with invisible vines
    82. The ground within 50 yards is the sanctum of a temperamental god
    83. The ground within 50 yards shows signs of a recent meteor strike
    84. The ground within 50 yards sinks to a point like a funnel or cone
    85. The ground within 50 yards slowly turns into a deep, calm lake
    86. The ground within 50 yards swarms with biting insects
    87. The ground within 50 yards yields only poisonous vegetation
    88. The high priest of some deity appears at the target point
    89. The largest creature nearby doubles in size
    90. The largest creature nearby turns invisible for 4d6 hours
    91. The moon appears to blaze with cool blue fire for 1d12 months
    92. The moon came into existence only 1d4 days ago
    93. The moon doubles in size
    94. The moon explodes
    95. The moon has a huge bite taken out of it
    96. The moon has a large hole all the way through it
    97. The moon is full every night for the next year
    98. The moon is no moon; it’s a space station
    99. The moon is now a cube
    100. The moon is now geostationary
    1. The moon is now solid gold except for a thin cover of dust
    2. The moon moves 50% closer to the Earth
    3. The moon resembles the face of someone nearby
    4. The moon revolves around the planet at 1d4X its current rate
    5. The moon suddenly holds untold riches and unimaginable dangers
    6. The moon vanishes for 1d12 months
    7. The moon whirls wildly through the sky for 7d4 days
    8. The most powerful wizard nearby vanishes for 3d8 hours
    9. The most powerful wizard within 10 miles changes sex
    10. The most powerful wizard within 10 miles goes on a rampage
    11. The most powerful wizard within 10 miles is actually a demon
    12. The most valuable item within 50 yards turns out to be a fake
    13. The most valuable sword within 50 yards turns to mercury
    14. The nearest town’s entire population appears nearby
    15. The nearest town’s entire population is linked into a hive-mind
    16. The past 1d10 rounds were only an illusion
    17. The Philosopher’s Stone appears at the target point
    18. The planet breaks loose from the Sun’s gravity
    19. The planet no longer rotates
    20. The planet now has a ring around it
    21. The planet now rotates half as fast
    22. The planet now rotates in the opposite direction
    23. The planet now rotates north-to-south
    24. The planet now rotates twice as fast
    25. The planet splits into two stable hemispheres 10 yards apart
    26. The planet tumbles into another ice age
    27. The planet’s atmosphere leaks into space over the next 1d6 months
    28. The planet’s average temperature rises 1° per week for 4d6 weeks
    29. The planet’s hemispheres rotate at slightly different rates
    30. The planet’s oceans are becalmed
    31. The planet’s orbital radius shrinks by 1d8 x 10,000 miles
    32. The royal family appears in the vicinity
    33. The scent of honey and roses permeates everything within 50 yards
    34. The scent of rotten eggs permeates everything within 50 yards
    35. The sky appears to be ablaze as far as the eye can see
    36. The sky appears to teem with a vast host of angels
    37. The sky overhead swirls with dark colors for 1d4 turns
    38. The sky whirls with dazzling colors until sunset tomorrow
    39. The sound of hundreds of barking dogs fills the air
    40. The sound of mighty winds fills the air, but the air is calm
    41. The spell discharges randomly in each of the next 4d4 rounds
    42. The spell discharges upon the next person nearby to draw blood
    43. The sun appears pale blue from now on
    44. The sun splits into a stable binary pair
    45. The Burst is delayed until blood is drawn nearby; roll for effect
    46. The Burst only affects females; roll for the underlying effect
    47. The Burst only affects males; roll for the underlying effect
    48. The Burst only appears to occur; roll again for apparent effect
    49. The tallest person in the area develops an acute fear of heights
    50. The tallest person in the area grows by 50%
    51. The tallest person in the area is attacked by beavers
    52. The tallest person in the area shrinks by 50%
    53. The tallest tree nearby burns to the ground in 1d4 rounds
    54. The target point acquires intelligence and free will
    55. The target point becomes a window for seeing into other worlds
    56. The target point becomes an open gateway to hell
    57. The target point is a conduit to interstellar space
    58. The target point is a tiny gateway to some distant world
    59. The target point is direct conduit to Elemental Air
    60. The target point is encircled by bright red plastic cones
    61. The target point is intensely magnetic for 4d6 hours
    62. The target point is rumored to be a site of healing
    63. The target point is sealed in a 10 foot globe of force
    64. The target point is the center of a zone of anti-magic
    65. The target point is the site of some powerful deity’s murder
    66. The target point makes a noise like an air raid siren
    67. The target point radiates intense cold for 4d6 hours
    68. The target point radiates intense heat for 4d6 hours
    69. The target point scrambles any effort to teleport near it
    70. The temperature within 50 yards drops 10d10 degrees for one hour
    71. The temperature within 50 yards rises 10d10 degrees for one hour
    72. This day hasn’t happened; time is reset to midnight last night
    73. Thousands of carpenter’s nails fall from the sky
    74. Thousands of teeth rain down from the sky
    75. Thousands of tiny glass ovoids fall from the sky
    76. Time no longer passes within 1d4 yards of the target point
    77. Time passes 10X as fast within 1d4 yards of the target point
    78. Tomorrow’s high tide crests at the spell’s target point
    79. Townspeople nearby are easily cowed by a charismatic speaker
    80. Triumphant fanfare fills the air for 1d6 turns
    81. Undead lobby the local ruler for legislative representation
    82. Very salty rain falls for 1d4 hours
    83. Viscous pus oozes from all wounds suffered within 50 yards
    84. Viscous yellow goo seeps from any bladed weapons nearby
    85. Volcanic ash blankets the area to a depth of 1d4 inches
    86. Walking in this area is as arduous as trudging through deep snow
    87. Water consumed in this area induces delusions of amphibiousness
    88. Water consumed in this area tastes like the finest wine
    89. Water consumed in this area tastes strongly of manure
    90. Water flows from the target point to fill a 100-yard hemisphere
    91. Water in this area boils at 70° Fahrenheit
    92. Water in this area freezes at 70° Fahrenheit
    93. Weather in this area changes drastically each hour for one week
    94. Weather in this area is supernaturally intense for 1d4 months
    95. While in this area, males are invisible to females, and vice versa
    96. While in this area, no one can include nouns in their speech
    97. While in this area, no one can inflict or suffer any injury
    98. While in this area, no one can speak of anything outside the area
    99. While in this area, no one can speak to anyone else in the area
    100. The Stars Are Right!