-
- 1d10 of caster’s fingers turn to stone
- 1d100 bees swarm harmlessly around the caster for several weeks
- 1d100 sparkling motes dance about the caster’s head until dawn
- 1d100% of caster’s body turns to iron for that many rounds
- 1d12 ducklings identify the caster as their mother
- 1d4 of caster’s fingers move from his left hand to his right hand
- 1d4 of caster’s limbs are as durable as steel
- 1d4 of caster’s limbs are covered in fish scales
- 1d4 of caster’s limbs are invisible
- 1d8 of caster’s primary orifices seal shut
- 3d10 harmless lumps as big as walnuts cover the caster’s body
- 3d10 quarts of olive oil pour from caster’s ears
- 4d6 non-functioning eyes appear on the caster’s face and head
- A 100 yard radius around caster’s home is stripped of vegetation
- A 2d6 foot radius around caster sinks as many feet into the earth
- A basement’s been installed in caster’s home while he’s been away
- A close friend of the caster is an assassin hired to kill him
- A distant but powerful army declares war on the caster
- A drop of the caster’s blood can purify 1d4 gallons of water
- A family of skunks has taken up residence in the caster’s home
- A fast-growing oak sprouts beneath the caster’s home
- A foot-long steel bar runs completely through the caster’s thigh
- A geyser temporarily erupts from one of the caster’s pockets
- A glowing orb hovers over caster’s head while he’s invisible
- A great wind blows the caster 1d100 yards in a random direction
- A group of necromancers take an interest in the caster’s skeleton
- A group of scholars think the caster’s a visitor from the future
- A hen’s egg tumbles out of each of the caster’s ears
- A huge balloon shaped like the caster drifts past overhead
- A kill-on-sight order has been issued for the caster kingdom-wide
- A large haystack falls from the sky onto caster
- A large oak sprouts from one of the caster’s pockets
- A length of chain now runs completely through the caster’s torso
- A life-sized statue of caster appears nearby, made of cheese
- A magical blast detonates at caster’s location, but he’s unharmed
- A mound of snow falls onto caster and buries him up to his chest
- A page falls out of caster’s spellbook each time it’s opened
- A skeleton mimics caster, exactly duplicating his movements
- A small fountain wells up in the caster’s home
- A strong net falls from the sky and entangles the caster
- A swirl of rainbows accompanies any spell cast by caster
- A tornado picks caster up and deposits him atop the nearest house
- After a horrifying tragedy, caster squanders the world’s goodwill
- After each spell, a lighted cigar appears in caster’s mouth
- After each spell, a pebble falls from each of caster’s ears
- After each spell, ants seem to course from the caster’s eyes
- After each spell, caster accuses someone nearby of impropriety
- After each spell, caster appears astonishingly ugly for 1d4 turns
- After each spell, caster appears to be decomposing
- After each spell, caster appears to be made of pure ice
- After each spell, caster appears to be utterly insane
- After each spell, caster applauds himself
- After each spell, caster begs someone nearby not to kill him
- After each spell, caster berates someone standing nearby
- After each spell, caster briefly appears to be a rotting corpse
- After each spell, caster briefly appears to be on fire
- After each spell, caster briefly appears to bleed from his eyes
- After each spell, caster briefly looks like a photo negative
- After each spell, caster briefly seems to be of the opposite sex
- After each spell, caster briefly sees fire all around him
- After each spell, caster briefly thinks that he’s choking
- After each spell, caster can sense secret doors for 1d4 rounds
- After each spell, caster can’t be magically healed for one hour
- After each spell, caster can’t traverse a doorway for 1d10 rounds
- After each spell, caster dances like a honeybee
- After each spell, caster experiences a burning sensation
- After each spell, caster feels ants crawling all over him
- After each spell, caster feels compelled to wash his hands
- After each spell, caster feels completely alone and isolated
- After each spell, caster feels distractingly hungry
- After each spell, caster feels overwhelmingly dizzy
- After each spell, caster feels transcendent euphoria
- After each spell, caster forgets everyone’s name for one hour
- After each spell, caster forgets his name for one hour
- After each spell, caster glows with infernal radiance
- After each spell, caster growls like a rabid dog
- After each spell, caster has a brief vision of some distant land
- After each spell, caster has a strong craving for twigs and bark
- After each spell, caster is 5% likely to be stricken mute
- After each spell, caster is 25% likely to turn briefly invisible
- After each spell, caster is 30% likely to lose his balance
- After each spell, caster is 60% likely to flap his arms
- After each spell, caster is afraid of his own name
- After each spell, caster is as hairy as an ape for one hour
- After each spell, caster is base AC zero for 1d4 rounds
- After each spell, caster is bathed in an otherworldly green light
- After each spell, caster is blind in one eye for one hour
- After each spell, caster is grief-stricken for 1d10 rounds
- After each spell, caster is hopelessly drunk for 1d4 rounds
- After each spell, caster is immune to bludgeons for 1d4 rounds
- After each spell, caster is immune to missile fire for one round
- After each spell, caster is intensely magnetic for 1d8 rounds
- After each spell, caster is matte black for 1d4 rounds
- After each spell, caster is suddenly facing True North
- After each spell, caster is wracked by existential horror
- After each spell, caster looks like a cadaver for 1d4 rounds
- After each spell, caster makes short, barking cries
- After each spell, caster oozes sweet-smelling oil for 1d4 rounds
- After each spell, caster polymorphs very briefly
- After each spell, caster reeks of alcohol for 2d6 rounds
-
- After each spell, caster salivates copiously
- After each spell, caster seems withdrawn and despondent
- After each spell, caster shakes like a rag doll for 2d4 seconds
- After each spell, caster shivers uncontrollably for 1d4 rounds
- After each spell, caster shrinks by 10d10% for 1d4 rounds
- After each spell, caster shrinks by 50%
- After each spell, caster smells strongly of turpentine
- After each spell, caster suffers brief visions of carnage
- After each spell, caster suffers disorienting vertigo
- After each spell, caster thinks that he’s drowning
- After each spell, caster thinks that his clothes are on fire
- After each spell, caster trumpets like an elephant
- After each spell, caster vanishes very briefly vanishes
- After each spell, caster’s clothes age 1d100 years
- After each spell, caster’s clothes billow with green smoke
- After each spell, caster’s eyes briefly double in size
- After each spell, caster’s face looks 50 years older
- After each spell, caster’s feet are covered with ash
- After each spell, caster’s hair grows two inches
- After each spell, caster’s hands display classic stigmata
- After each spell, caster’s hands steam wildly
- After each spell, caster’s head turns 360° at the neck, unharmed
- After each spell, caster’s head turns invisible for 1d4 rounds
- After each spell, caster’s heart pounds audibly
- After each spell, caster’s left arm turns to stone for one hour
- After each spell, caster’s spellbook throbs with deep red light
- After each spell, caster’s Strength is halved for one hour
- After each spell, gravity briefly doubles for the caster
- After each spell, he giggles for 1d4-1 rounds
- After each spell, light shines from caster’s mouth for 1d6 rounds
- After each spell, small lumps of ice fall from caster’s nostrils
- After each spell, smoke hangs in the air about the caster
- After each spell, stones near the caster glisten with slime
- After each spell, sunlight is painful to caster for 1d4 rounds
- Alcohol has no effect upon the caster, but cheese is intoxicating
- All holy symbols within 100 yards bear the caster’s image
- All of caster’s clothing is colored safety orange
- All of caster’s clothing is permanently moist
- All of caster’s enemies with 100 yards vanish until dawn
- All of caster’s fingers are as long as his middle finger
- All of caster’s fingers are clear like glass
- All of caster’s fingers double in thickness
- All of caster’s fingers migrate to one hand
- All of caster’s monetary wealth appears atop the nearest mountain
- All of caster’s monetary wealth is revealed to be counterfeit
- All of caster’s possessions age 1d1000 years
- All of caster’s possessions are thrown 4d6 hours into the future
- All of caster’s possessions have been seized by the government
- All trees within 100 yards form into a tight circle around caster
- All undead within 1d4 miles blame the caster for their undeath
- All undead within 1d4 miles race to the caster’s current location
- All vegetation now within 10 miles is highly toxic to caster
- All vegetation now within 100 yards is invisible to caster
- All who meet caster are 50% likely to think he smells like manure
- All who meet caster are 60% likely to think he’s a lycanthrope
- All who meet caster are 60% likely to think he’s undead
- All within 10 yards of caster are sprayed with viscous ectoplasm
- All within 10 yards of caster attack him for 1d4 rounds
- Alternating pages of caster’s spellbook are indestructible
- An accurate illusion of caster copies his movements one mile away
- An illusory statue of the caster stands at this spot for one year
- An image of caster’s beating heart hovers in the nearest doorway
- An image of the caster’s head hovers over his actual head
- An image the of caster’s beating heart hovers over his head
- Any Abjurations currently affecting the caster are Dispelled
- Any armor that the caster is wearing right now shrinks by 80%
- Any armor that the caster is wearing right now vanishes forever
- Any arrow striking the caster disintegrates in 1d4 rounds
- Any arrow striking the caster inflicts equal damage on its archer
- Any attack-based spell cast by caster is 10% likely to affect him
- Any attack-based spell cast by caster is delayed 1d4 rounds
- Any attempt to change shape locks the caster into that new shape
- Any attempt to change shape makes the caster forget his true form
- Any attempt to change shape will age the caster 1d10 years
- Any attempt to change shape will be only partially successful
- Any attempt to change shape will cause the caster to take root
- Any attempt to change shape will leave his feet unchanged
- Any attempt to change shape will make the caster bald forever
- Any attempt to change shape will render the caster genderless
- Any attempt to change shape will shrink the caster by 2d10%
- Any attempt to change shape will teleport the caster 1d1000 miles
- Any attempt to change shape will teleport the caster to this spot
- Any attempt to change shape will turn him into 2d12 ducklings
- Any attempt to change shape will turn the caster inside-out
- Any attempt to change shape will turn the caster into a geranium
- Any attempt to change shape will turn the caster into a monkey
- Any attempt to change shape will turn the caster into a pelican
- Any attempt to change shape will turn the caster into a penguin
- Any attempt to change shape will turn the caster into a rabbit
- Any attempt to change shape will turn the caster into a shrubbery
- Any attempt to change shape will turn the caster into a snowman
- Any attempt to change shape will turn the caster into a toddler
- Any attempt to change shape will turn the caster into a troll
- Any attempt to change shape will turn the caster into a wax dummy
- Any attempt to read caster’s mind reveals a homicidal maniac
- Any attempt to read caster’s mind reveals an absolute void
- Any attempt to use rope inspires the caster to hang himself
- Any attempt to use rope leaves caster hopelessly entangled
- Any attempt to use rope leaves hideous welts on the caster’s body
- Any blade that has drawn the caster’s blood is invisible to him
-
- Any bread that caster bakes remains warm until it’s eaten
- Any building that the caster enters appears to catch fire
- Any building that the caster enters ejects him forcefully
- Any clothing worn by caster is invisible to him while he wears it
- Any clothing worn by caster smells like carrion while he wears it
- Any coins in caster’s possession are gold-plated
- Any coins in caster’s possession become copper pieces
- Any coins now carried by caster are water-soluble for 1d4 weeks
- Any coins now carried by caster ignite and burn like tinder
- Any creature Summoned by caster emerges from his mouth
- Any creatures Summoned near caster are invisible to him
- Any creatures Summoned near caster immediately befriend him
- Any damage against caster is rolled twice, using the higher roll
- Any damage against caster is rolled twice, using the lower roll
- Any electricity-based magic used by caster discharges on him
- Any electricity-based magic used by caster reeks of ozone
- Any fire extinguished by caster rekindles itself 1d4 turns later
- Any fire-based spell used by caster has only 25% of normal range
- Any fires set by caster are invisible for 2d6 hours
- Any fires set by caster attract undead like moths to a candle
- Any fires set by caster jingle like wind chimes while they burn
- Any fires set by caster make those near it appear to be undead
- Any fires set by caster produce no heat
- Any fires set by caster produce no smoke
- Any fires set by caster whisper vague threats against him
- Any food now carried by caster combusts
- Any food now carried by caster is 10X as nutritious
- Any food now carried by caster is fused into glass
- Any food now carried by caster is sealed in airtight tin cans
- Any food now carried by caster is toxic to Dwarves
- Any food now carried by caster smells like carrion
- Any food now carried by caster turns to ice
- Any food now carried by caster turns to iron
- Any food now carried by caster turns to spun sugar
- Any gems in caster’s possession are replaced by lumps of gelatin
- Any hammer thrown by caster returns to his hand one round later
- Any horse ridden by caster suffers no fatigue while he rides it
- Any intelligent weapons now carried by caster hate him forever
- Any intelligent weapons seen by caster look vaguely familiar
- Any magic currently affecting the caster is Dispelled
- Any magic currently affecting the caster is suppressed until dawn
- Any magic items owned by caster appear in a heap nearby
- Any magic items owned by caster are non-functional for 1d10 days
- Any magical scrolls now carried by caster are fireproof
- Any magical scrolls now carried by caster are forgeries
- Any magical scrolls now carried by caster are subtly tainted
- Any magical scrolls now carried by caster discharge spontaneously
- Any magical scrolls now carried by caster turn to steel
- Any metal object carried by caster is 90% transparent
- Any metal object carried by caster seems 10x its normal weight
- Any metal that caster is carrying turns to liquid like mercury
- Any missile fired at caster is 10% likely to explode when it hits
- Any missile fired at caster is at a -3 penalty to hit him
- Any missile fired by caster is 10% likely to vanish in flight
- Any missile shot by caster is destroyed by lightning mid-flight
- Any missile striking caster is 10% likely to be just an illusion
- Any mountain more than one mile from caster is invisible to him
- Any ranged spell used by caster seems to issue from his eyes
- Any ranged spell used by caster seems to issue from someone else
- Any rope currently carried by caster doubles in length
- Any rope currently carried by caster turns to braided gold wire
- Any rope that caster is now carrying becomes frictionless
- Any rope that caster is now carrying is soaked with lamp oil
- Any shield held by caster appears to be made of Swiss cheese
- Any shield held by caster appears to weigh 100 pounds
- Any shield held by caster gains a +1 bonus while he holds it
- Any shield held by caster is ethereal in the presence of weapons
- Any shield held by caster is impervious to magical fire
- Any spells cast by caster are accompanied by twinkling lights
- Any spells cast by caster upon himself have an undesirable effect
- Any spells cast by caster upon himself lapse after one round
- Any spells cast by caster within the last hour are negated
- Any spells caster now has memorized will fail when he casts them
- Any undead in the area attack the caster but ignore everyone else
- Any undead in the area flee from the caster for 2d10 rounds
- Any wood within 25 yards flies toward the caster for 1d10 rounds
- Any writing implement used by caster breaks, runs dry, etc.
- Anyone attempting to rob caster must tell him about it beforehand
- Anyone drinking a potion near caster looks like him until sunset
- Anyone drinking a potion shrinks by 50% for its duration
- Anyone in caster’s presence can’t employ Direction Sense
- Anyone in caster’s presence thinks that he represents True North
- Anyone related to caster by blood is invisible to him
- Anyone slain by caster becomes invisible upon death
- Anyone trying to pick caster’s pocket shrinks by 50%
- Anyone trying to scry the caster’s whereabouts sees this location
- Anyone voluntarily struck by caster’s magic resents him for it
- Anyone who knows caster’s name gives him an offensive nickname
- Anyone who looks deep into caster’s mouth risks insanity
- Anything caster drinks is 50% likely to fall from his mouth
- Anything written by caster appears as gibberish to everyone else
- Artifacts react unpredictably when caster attempts to use them
- Before each spell, caster must address someone who isn’t there
- Before each spell, caster must anoint his head with water
- Before each spell, caster must bark like a dog for 2d6 seconds
- Before each spell, caster must bite a gold coin
- Before each spell, caster must blaspheme some god of chaos
- Before each spell, caster must claim that his shoes are too tight
- Before each spell, caster must claim to be invincible
- Before each spell, caster must clear his throat loudly
-
- Before each spell, caster must confess an embarrassing secret
- Before each spell, caster must confess that he’s a charlatan
- Before each spell, caster must crack his knuckles
- Before each spell, caster must drop a gold coin to the ground
- Before each spell, caster must give himself permission to cast it
- Before each spell, caster must hold his breath for 1d10 seconds
- Before each spell, caster must ingest a pinch of dust
- Before each spell, caster must insult a close friend
- Before each spell, caster must invoke some monstrous entity
- Before each spell, caster must issue what sounds like a prophecy
- Before each spell, caster must light a small candle
- Before each spell, caster must make a new and improbable vow
- Before each spell, caster must make an embarrassing admission
- Before each spell, caster must pat himself on the head
- Before each spell, caster must pluck 1d6 hairs from his head
- Before each spell, caster must predict that he’ll die by sunset
- Before each spell, caster must prick his finger with a rusty pin
- Before each spell, caster must profess a thirst for human blood
- Before each spell, caster must profess love for someone nearby
- Before each spell, caster must promise to change his name
- Before each spell, caster must remove one article of clothing
- Before each spell, caster must say "Magic is my business."
- Before each spell, caster must say "My God, it’s full of stars."
- Before each spell, caster must say "The prophecy is fulfilled."
- Before each spell, caster must say "This probably won’t work."
- Before each spell, caster must shed at least 1d4 tears
- Before each spell, caster must shout a different prime number
- Before each spell, caster must snap a twig or the like
- Before each spell, caster must speak a new and original rhyme
- Before each spell, caster must speak a new and relevant pun
- Before each spell, caster must speak ill of a good friend
- Before each spell, caster must tear one article of clothing
- Before each spell, caster must tie a knot in a piece of string
- Before each spell, caster must touch his eyes, ears, and nose
- Before each spell, caster must touch liquid water
- Before each spell, caster must trace a circle in the air
- Before each spell, caster must vow that this is his final spell
- Beneficial magic potions have an opposite effect upon the caster
- Bits of flesh fall from caster’s body until he’s a bare skeleton
- Blades seem extraordinarily dull while caster wields them
- Caster accidentally creates a virulent plague in his workshop
- Caster accuses his nearest ally of murdering him
- Caster acquires an exact copy of every non-magical thing he owns
- Caster acquires lycanthropy, but only in his left leg
- Caster acquires proficiency in some weapon that will never exist
- Caster addresses everyone he knows by his own name
- Caster adopts a habit of nightly self-flagellation
- Caster adopts a universally obscene gesture as his trademark
- Caster adopts bizarre rituals concerning the preparation of food
- Caster adopts fastidious standards of hygiene
- Caster adopts some unlikely animal as a kind of spirit totem
- Caster adopts some unlikely object as a kind of holy symbol
- Caster adopts the next religion he encounters for the first time
- Caster ages 1d10 years per hour until sunset tonight
- Caster ages 1d10 years/round for 2 turns, then reverts to normal
- Caster ages backwards 2d4 years over that many rounds
- Caster ages normally but forever retains his current appearance
- Caster ages one year per day spent on open water
- Caster ages one year per mile that he travels away from this spot
- Caster always appears healthy and wealthy
- Caster always appears sickly and destitute
- Caster always feels as if the temperature is what it is right now
- Caster always pays 10% more than the asking price
- Caster always sees his surroundings as misty and fog-shrouded
- Caster always thinks it’s fifty degrees colder than it really is
- Caster always thinks that there’s one more step in the staircase
- Caster and everyone else forgets and can’t discern his age
- Caster and nearest intelligent weapon exchange personalities
- Caster and one nearby ally teleport to the caster’s home
- Caster annoys everyone by insisting that he’s ambidextrous
- Caster appears increasingly decrepit as the day wears on
- Caster appears to be a bare skeleton from the waist down
- Caster appears to be a bare skeleton from the waist up
- Caster appears to be at full health, no matter how badly injured
- Caster appears to be bleeding profusely whenever he’s indoors
- Caster appears to be composed of translucent quartz
- Caster appears to be covered in ugly scales for one day each week
- Caster appears to be made of countless flesh-colored pebbles
- Caster appears to be made out of bricks until sunset tomorrow
- Caster appears to be of a different species while sleeping
- Caster appears to be of opposite sex while brandishing a shield
- Caster appears to be on fire while his spellbook is open
- Caster appears to be operating his body from a remote location
- Caster appears to be undead for one hour after each meal
- Caster appears to be undead while in the presence of undead
- Caster appears to be weathered like an ancient statue
- Caster appears to have a railroad spike jutting from his forehead
- Caster appears to have been carved from wood with an axe
- Caster appears to have been crafted out of clay by children
- Caster appears to have been torn apart and hastily reassembled
- Caster appears to shrivel like a raisin after each casting
- Caster appears translucent to anyone of the opposite sex
- Caster asks Elves if they can supply him with fudge cookies
- Caster ate the last of the rations that his party was carrying
- Caster ate two or three pounds of apple seeds this morning
- Caster attempts to drink every potion he sees
- Caster attracts undead in any town he enters
- Caster attracts zealous sycophants wherever he goes
- Caster automatically believes that his own illusions are real
- Caster awakens to find that the last 1d8 hours were only a dream
-
- Caster bears the birthmark of the lineage of powerful kings
- Caster becomes disturbingly frenetic until sunset
- Caster becomes flat as a sheet of parchment for 2d6 rounds
- Caster becomes increasingly simian as the days wear on
- Caster becomes invisible to anyone who successfully Charms him
- Caster becomes lost if he enters a cave by himself
- Caster becomes lost if he enters a forest by himself
- Caster becomes powerfully addicted to necromantic magic
- Caster becomes powerfully addicted to Chaos Bursts
- Caster becomes tightly stuck to the next chair in which he sits
- Caster becomes unconscious when he becomes invisible
- Caster becomes violently ill if he eats near a fire
- Caster becomes visibly anxious at the sight of holy water
- Caster begins aging backwards, one year per round
- Caster begins growing one inch per week
- Caster begins his conversations with an insulting comment
- Caster begins to resemble the next person who touches him
- Caster begins worshipping his spellbook with burnt offerings
- Caster believes that a nearby sheep is his polymorphed true love
- Caster briefly turns translucent after casting a spell
- Caster burns with homicidal rage whenever he’s struck by magic
- Caster can alter his weight by up to 50% at will
- Caster can always sense his location relative to this location
- Caster can appear to be 50% fatter at will
- Caster can appraise gems by tasting them
- Caster can ask three questions of the next tree he touches
- Caster can assess the purity of any metal by tasting it
- Caster can be accurately described as "frumious"
- Caster can be injured but not killed by any bludgeoning weapon
- Caster can be injured but not killed by any female creature
- Caster can be injured but not killed by any male creature
- Caster can be injured by fire, but it can’t kill him
- Caster can be injured by metal weapons, but they can’t kill him
- Caster can be injured normally but can only be slain by fire
- Caster can be injured normally but can only be slain by magic
- Caster can become invisible at will while he’s knee-deep in snow
- Caster can become invisible while standing neck-deep in water
- Caster can breathe underwater, but he always smells like a fish
- Caster can carry any weight of books but only in his bare hands
- Caster can cause one creature near him to turn to iron
- Caster can cause one nearby person to age 1d10 years
- Caster can change the size of his ears at will
- Caster can conjure apples out of thin air, one at a time
- Caster can control any undead skeletons now within 100 yards
- Caster can detach either of his hands at will
- Caster can detach his head easily but dies if he does so
- Caster can detect non-magical fire within 500 yards
- Caster can detect the nearest potable water at will
- Caster can detect the presence of elementals within 100 yards
- Caster can detect True East at will
- Caster can discern a person’s age by touching him
- Caster can discern a tree’s age by touching it
- Caster can discern whether people are really unconscious
- Caster can discern which spells a magic user has memorized
- Caster can disgorge a pound of sawdust once per day
- Caster can double his spells’ range if he’s carrying no metal
- Caster can double his weight for up to 1d4 rounds per day
- Caster can drink only from a golden bowl worth 100 gold pieces
- Caster can easily walk on ice while barefoot
- Caster can echolocate like a dolphin while naked and underwater
- Caster can endure normal fire one round per point of Constitution
- Caster can extend his legs to 150% of their normal length at will
- Caster can extend his legs to 2X their normal length at will
- Caster can handle red-hot metal with his bare hands
- Caster can hear what occurs at this location from up to 10 miles
- Caster can hear what’s going on in his home, wherever he is
- Caster can hold his breath for 3X his Wisdom score in rounds
- Caster can hurl a baseball-sized object beyond the horizon
- Caster can identify any kind of fungus on sight
- Caster can ignite twigs by sticking them in his mouth
- Caster can ignore any spell cast on him but is 80% likely to die
- Caster can induce ravenous hunger in others
- Caster can inflate his left hand like a balloon
- Caster can instantly count quantities of fewer than 1,000 items
- Caster can judge visible distances with amazing accuracy
- Caster can light candles simply by touching their wicks
- Caster can magically create edible but non-nourishing food
- Caster can make his ears resemble noses at will
- Caster can memorize spells 4x faster than is normally required
- Caster can move easily through running water less than waist-deep
- Caster can move in total silence for his Wisdom score in rounds
- Caster can move silently while holding a thumb in each nostril
- Caster can never again come within one mile of his home
- Caster can no longer use charged magic items
- Caster can only digest food that is spoiled or rotting
- Caster can only use electrical magic while standing in water
- Caster can only wear one shoe at a time
- Caster can open his mouth as wide as he is tall
- Caster can pass his right arm through up to six inches of wood
- Caster can reattach his own limbs if they’re severed
- Caster can recall his own birth with perfect clarity
- Caster can remove his tongue and replace it at will
- Caster can remove one eye and replace it at will
- Caster can remove or negate one curse
- Caster can resemble a decaying zombie at will
- Caster can retract his feet into his ankles at will
- Caster can retract his fingers into his palms at will
- Caster can retract his nose into his face at will
- Caster can scale walls like a monkey while unencumbered
- Caster can see in total darkness if he has a banana in his pocket
-
- Caster can see secret doors easily but can’t see normal doors
- Caster can see through fire
- Caster can see through his eyelids for up to 1d6 rounds at a time
- Caster can see through stone if he has a pebble in his mouth
- Caster can see underwater clearly while naked and wielding an axe
- Caster can seem to be infected with a particular disease at will
- Caster can seen in total darkness for 1d4 days
- Caster can sense intelligent weapons within 10 yards
- Caster can sense people who’ve been affected by Chaos Bursts
- Caster can speak but can’t engage in actual conversations
- Caster can speak in a whisper to anyone in his line of sight
- Caster can speak in any of 2d4 voices at will
- Caster can speak with ants but can only ask yes/no questions
- Caster can speak with carrion birds, but he smells like a corpse
- Caster can speak with carrion birds, but he’s permanently bald
- Caster can speak with domestic fowl, but he crows at sunrise
- Caster can speak with domestic fowl, but they tend to lie to him
- Caster can speak with honeybees while dancing like one of them
- Caster can speak with oysters while holding a pearl in his mouth
- Caster can speak with small fish, but only while underwater
- Caster can spot the strongest member of any group of five or more
- Caster can stretch his left arm 2X the length of his body
- Caster can subsist on bark for up to 1d4 days at a time
- Caster can Summon 1d10 rabbits, once per level per week
- Caster can Summon a powerful entity to answer one question
- Caster can Summon a powerful entity who will then try to kill him
- Caster can Summon but not control a powerful, malevolent entity
- Caster can Summon up to 1d10 pigeons per month
- Caster can survive at the bottom of the sea for 1d4 minutes
- Caster can survive in the depths of space, if he can get there
- Caster can survive one fall of up to twenty miles
- Caster can taste foods simply by touching them
- Caster can teleport 10 feet straight up, once per day
- Caster can teleport 10 times at will but loses a finger each time
- Caster can teleport at will but ages 1d100 years each time
- Caster can teleport at will but arrives unconscious for one hour
- Caster can teleport at will but can’t pick the destination
- Caster can teleport at will but doesn’t arrive for 1d12 months
- Caster can teleport at will but is 10% likely to arrive dead
- Caster can teleport at will but is paralyzed from the neck down
- Caster can teleport at will but loses 1d100 hit points each time
- Caster can teleport at will but only while naked and unencumbered
- Caster can teleport at will but shrinks by 50% per mile traveled
- Caster can teleport at will to this exact spot 2d6 times
- Caster can teleport into the nearest hollow tree, once
- Caster can teleport up to fifty feet once per day
- Caster can throw one baseball-sized item 2d6 days into the future
- Caster can throw one nearby person 1d10 rounds into the future
- Caster can throw one nearby person 1d4 days into the future
- Caster can transmute magically-created metal into wood
- Caster can travel in time but ages 1d10 years per round traveled
- Caster can turn 360° at the waist without harm
- Caster can turn ethereal at will but can’t revert for 3d8 days
- Caster can turn his arms to wood for up to 1d6 rounds per day
- Caster can turn his bones invisible at will
- Caster can turn his hands invisible at will 1d8 times per day
- Caster can turn his head completely around once per day
- Caster can turn into a cat but can’t resume his true form
- Caster can turn into a falcon but is only 30% likely to turn back
- Caster can turn into a small tree while he’s indoors
- Caster can turn into any kind of fish if no water is nearby
- Caster can turn invisible while he holds his breath
- Caster can turn invisible while naked and motionless
- Caster can walk on inclines of 45° or less as if they were flat
- Caster can withstand ocean depths while holding a bar of sodium
- Caster can, at will, appear to be the next person he touches
- Caster can’t attack anyone more than 20 feet away from him
- Caster can’t be beheaded
- Caster can’t be blinded or dazzled by sunlight
- Caster can’t be burned by magical fire for 1d4 hours
- Caster can’t be burned by steam or scalding water
- Caster can’t be Charmed by anyone of the opposite sex
- Caster can’t be crushed by any weight of stone
- Caster can’t be cut by any blade until he casts his next spell
- Caster can’t be cut by glass
- Caster can’t be cut by non-magical blades for 1d4 days
- Caster can’t be harmed by any member of the royal family
- Caster can’t be harmed by loud, non-magical sound
- Caster can’t be harmed by refined metals for 1d4 hours
- Caster can’t be harmed while he stands where he is right now
- Caster can’t be killed by anyone of his own race
- Caster can’t be overwhelmed by foul odors
- Caster can’t be seen through glass or ice
- Caster can’t be strangled
- Caster can’t breathe for 4d6 rounds
- Caster can’t bring his left hand within 18 inches of his head
- Caster can’t carry anything larger than his own head
- Caster can’t carry anything made entirely of metal
- Caster can’t carry refined metal in a wooded environment
- Caster can’t cast any spells he now has memorized for 1d8 days
- Caster can’t cast fire-based magic while in the rain
- Caster can’t cast fire-based spells in a wooded environment
- Caster can’t cast force-based spells (Wall of Force, etc.)
- Caster can’t cast magic on anyone not wearing armor
- Caster can’t cast magic on anyone while they’re eating
- Caster can’t cast magic unless he’s within sight of a tree
- Caster can’t cast magic upon himself for 1d4 weeks
- Caster can’t create magical walls or barriers
- Caster can’t create normal or magical fire for 1d4 days
- Caster can’t create permanent magical objects or effects
-
- Caster can’t cross moving water while brandishing a weapon
- Caster can’t cross moving water while carrying his spellbook
- Caster can’t cross moving water while wearing clothes
- Caster can’t cross moving water while wearing magical rings
- Caster can’t cross moving water without assistance
- Caster can’t determine when he’s hungry or thirsty
- Caster can’t eat any cooked meat
- Caster can’t eat any food that doesn’t contain a handful of soil
- Caster can’t eat any food that he himself didn’t prepare
- Caster can’t eat any salted or cured meat
- Caster can’t eat while at full hit points
- Caster can’t employ magical means of improving his Armor Class
- Caster can’t enter any artificial structure for 2d4 weeks
- Caster can’t enter any building in which Dwarves are present
- Caster can’t go more than 10’ from this location for 24 hours
- Caster can’t harm or be harmed by elementals for 4d10 months
- Caster can’t inflict injury upon himself with any metal weapon
- Caster can’t learn any new spells until he’s been resurrected
- Caster can’t learn any new spells within 1d10 miles of here
- Caster can’t lift both feet from the ground at the same time
- Caster can’t move his arms for 1d4 turns
- Caster can’t move his left arm or right leg for 1d4 turns
- Caster can’t move more than 10 feet from the next tree he touches
- Caster can’t open any door constructed primarily of wood
- Caster can’t open any door that has a hinge made of metal
- Caster can’t open any door that opens toward him
- Caster can’t open any door unless his hair is wet
- Caster can’t open any door while anyone is watching
- Caster can’t quite be certain that he really exists
- Caster can’t remember the last 2d12+12 hours
- Caster can’t remove any magical armor that he’s now wearing
- Caster can’t remove his hands from his pockets
- Caster can’t run while his eyes are open
- Caster can’t see any extra-planar creatures for one year
- Caster can’t see through glass, ice, diamond, or the like
- Caster can’t sleep indoors while it’s raining
- Caster can’t sleep more than 1d4 hours at a time
- Caster can’t sleep until he shaves his head bald
- Caster can’t sleep until he’s walked at least 4d8 miles from here
- Caster can’t speak for one hour and can only croak like a frog
- Caster can’t speak for one hour if he’s wearing clothes
- Caster can’t speak in anything less than a full shout
- Caster can’t speak in sentences longer than 10 syllables
- Caster can’t speak to anyone holding a blood-stained weapon
- Caster can’t speak to anyone whom he’s not currently touching
- Caster can’t speak unless he first turns in a circle
- Caster can’t speak unless he’s brandishing a weapon
- Caster can’t speak unless he’s carrying at least one gold coin
- Caster can’t speak unless his thumbs are touching
- Caster can’t speak until he’s removed 1d10 articles of clothing
- Caster can’t speak while holding a weapon
- Caster can’t stand with both feet on the ground at the same time
- Caster can’t stop talking for 6d12 hours
- Caster can’t tolerate the presence of wet ink
- Caster can’t touch food with his hands
- Caster can’t use any blade longer than his forearm
- Caster can’t use any magic until someone cuts him with a blade
- Caster can’t use magic between sunrise and noon
- Caster can’t use magic for 1d4 rounds after being wounded
- Caster can’t use magic for 1d6 rounds after being struck by magic
- Caster can’t use magic for six hours after ingesting meat
- Caster can’t use magic items for one turn after casting a spell
- Caster can’t use magic items that contain gold
- Caster can’t use magic items until sunrise
- Caster can’t use magic items while at full hit points
- Caster can’t use magic unless he swallows a gold coin each day
- Caster can’t use magic unless he’s holding a buzzard’s feather
- Caster can’t use magic until he eats a pound of feathers
- Caster can’t use magic until sunset tomorrow
- Caster can’t use magic while sitting
- Caster can’t use magic within 1d4 miles of this spot for 5d6 days
- Caster can’t use missile weapons for one week
- Caster can’t use non-magical blades for 1d6 days
- Caster can’t use the spell Dispel Magic
- Caster can’t use the spell that triggered this Burst for one year
- Caster can’t use weapons that contain wood
- Caster can’t wake without assistance
- Caster can’t walk (run, etc.) while wearing a magic ring
- Caster can’t wear magical rings
- Caster can’t wield any weapon longer than his arm
- Caster changes his name to its reverse: "Tom" becomes "Mot"
- Caster claims that he’s doing the work of some god or other
- Caster claims to be able to command dragons to do his bidding
- Caster claims to be immune to inorganic poisons
- Caster claims to be the offspring of a god and a mortal
- Caster claims to have begotten a child with a god
- Caster claims to have committed logically impossible acts
- Caster claims to have created the universe
- Caster claims to have invented the Fireball spell
- Caster combusts instantly if he’s stabbed by a silver dagger
- Caster comes into possession of 1d100 acres of swampland
- Caster comes into possession of a bag full of mismatched teeth
- Caster comes into possession of a black velvet painting of Elves
- Caster comes into possession of a foul, decomposing skull
- Caster comes into possession of a golden vial of silver fluid
- Caster comes into possession of a ring that can’t be removed
- Caster comes into possession of a three-legged pony
- Caster comes into possession of an apparently magical lamp
- Caster comes into possession of his great-grandfather’s jawbone
- Caster completely blends into his surroundings while he’s asleep
-
- Caster completely blends into his surroundings while upside down
- Caster compulsively hordes some kind of small, worthless item
- Caster confesses to every crime he hears about
- Caster confesses to improbable crimes (e.g. "I stole the moon
")
- Caster consistently overestimates his martial and magical prowess
- Caster continues to age normally but can’t die of old age
- Caster coughs violently in the presence of undead
- Caster craves moss
- Caster craves wood like a termite
- Caster cries like a baby whenever he’s hungry or can’t sleep
- Caster cries like a baby whenever he’s struck by magic
- Caster dances like a belly-dancer for 2d6 rounds
- Caster declares himself to be the center of the universe
- Caster declares that Dwarves are indistinguishable from orcs
- Caster declares that he can redeem the damned
- Caster declares that he has the power to absolve sins
- Caster declares that he is the judge of all mankind
- Caster declares that these pretzels are making him thirsty
- Caster deeply resents anyone who asks him to use magic
- Caster deeply resents anyone who doesn’t praise his magical skill
- Caster deeply resents anyone who eats meat in his presence
- Caster deeply resents anyone who uses magic in his presence
- Caster demands that employers pay him in wood instead of gold
- Caster demands that his allies adopt fastidious hygiene standards
- Caster demands that his allies treat him as though he’s invisible
- Caster demands that people call him Ishmael
- Caster demands that people call him Legion, for he is many
- Caster demands that people call him The Spell-Meister
- Caster derives no nourishment from food cooked over a fire
- Caster derives no nourishment from food eaten after sunset
- Caster derives no nourishment from food eaten near a lake
- Caster develops a stutter while in the presence of undead
- Caster develops an intense hunger for leather strapping
- Caster develops an intense hunger for the pages of his spellbook
- Caster didn’t actually exist prior to this Chaos Burst
- Caster dies if he slays a zombie in the next 1d6 days
- Caster dies instantly if his blood is spilled by a god
- Caster dies instantly if his blood is spilled by mistletoe
- Caster dies painfully but arises at dawn having gained one level
- Caster discovers a whole pantheon of hitherto overlooked deities
- Caster discovers that one of his limbs belongs to someone else
- Caster discovers that one of his limbs is a clockwork replica
- Caster disgorges 10d10 feet of rubber tubing
- Caster disgorges 1d100 gold pieces
- Caster disgorges 1d100 pounds of wet, coarse sand
- Caster disgorges 1d4 apples per hour for the next 3d8 hours
- Caster disgorges 1d4 gallons of foul, necrotic mush
- Caster disgorges 1d6 gallons of rusty sludge
- Caster disgorges 2d10 pounds of carrots
- Caster disgorges 2d4 full-sized wool blankets
- Caster disgorges a 100 foot length of fine silver wire
- Caster disgorges a ball of solid bone nine inches in diameter
- Caster disgorges a bar of copper four feet in length
- Caster disgorges a bar of soap as large as his spellbook
- Caster disgorges a bolt of finely embroidered silk
- Caster disgorges a book about gastrointestinal anomalies
- Caster disgorges a book of carpet samples
- Caster disgorges a box of rare botanical samples
- Caster disgorges a bushel of ripe peaches
- Caster disgorges a coffin large enough to accommodate his corpse
- Caster disgorges a four-course meal for three
- Caster disgorges a full-grown cactus
- Caster disgorges a full-sized barrel
- Caster disgorges a glass cube four inches on a side
- Caster disgorges a glass vial containing a mysterious potion
- Caster disgorges a golden birdcage
- Caster disgorges a king’s long-lost signet ring
- Caster disgorges a large bunch of bananas
- Caster disgorges a large chair
- Caster disgorges a large pane of glass
- Caster disgorges a length of heavy chain
- Caster disgorges a life-sized ice sculpture of a horse
- Caster disgorges a long hunk of driftwood
- Caster disgorges a lump of brass the size of his torso
- Caster disgorges a medium-sized astrolabe
- Caster disgorges a mop and a wooden bucket full of suds
- Caster disgorges a mysterious and important-looking key
- Caster disgorges a pair of deer antlers
- Caster disgorges a pair of smith’s fire tongs
- Caster disgorges a pouch full of rare and ancient coins
- Caster disgorges a pound of mercury
- Caster disgorges a pound of molten lead
- Caster disgorges a ring full of keys that don’t fit any lock
- Caster disgorges a ship’s anchor
- Caster disgorges a small brazier full of burning coals
- Caster disgorges a sort of bowl-shaped porcelain chair
- Caster disgorges a weapon that he misplaced 1d12 months ago
- Caster disgorges a whole pumpkin
- Caster disgorges a wrought-iron staircase banister
- Caster disgorges an airtight canister filled with nitrogen gas
- Caster disgorges an elephant’s femur
- Caster disgorges an entire beehive
- Caster disgorges an exact copy of the head of someone nearby
- Caster disgorges an oil painting of this scene
- Caster disgorges an ostrich egg
- Caster disgorges enough snow to blanket an area ten feet square
- Caster disgorges half of a canoe
- Caster disgorges the carcass of a strange and colorful bird
- Caster disgorges the emblem of some diabolical religious cult
- Caster disgorges the entire, intact skin of a giraffe
-
- Caster disgorges the entire, intact skin of someone nearby
- Caster disgorges what appears to be his entire nervous system
- Caster disgorges what appears to be his own still-beating heart
- Caster displays all the signs of full demonic possession
- Caster distrusts anyone displaying a cut gem or jewel
- Caster distrusts anyone taller than he is
- Caster distrusts anyone who doesn’t know the caster’s name
- Caster distrusts anyone who doesn’t resemble him
- Caster distrusts anyone who won’t let him examine their teeth
- Caster distrusts anyone who’s wearing armor
- Caster distrusts other members of his race
- Caster distrusts other spellcasters
- Caster doesn’t need to drink fluids for the next 1d100 weeks
- Caster doesn’t need to eat during the new moon
- Caster doesn’t need to eat for the next 1d100 weeks
- Caster doesn’t remember anyone now within 10 miles
- Caster donates all of his money to some unlikely charity
- Caster dreams each night of a powerful and malevolent artifact
- Caster dreams each night of being painfully turned inside out
- Caster dreams each night of being worshipped by gods
- Caster dreams of being stalked by an invisible hunter from space
- Caster dreams of unicorns and wonders if he’s an automaton
- Caster drinks any potions he’s now carrying
- Caster eat food for 1d12 hours after using a magic item
- Caster embraces someone nearby and is reluctant to let go
- Caster embraces the nearest tree and refuses to let go
- Caster ends his conversations with an annoying catch phrase
- Caster engages in a long, heated debate with the nearest tree
- Caster enjoys the taste of fire
- Caster enjoys the taste of lamp oil
- Caster erases one randomly-chosen spell from his spellbook
- Caster experiences pain if he handles jewels or precious gems
- Caster experiences pain when he spends money
- Caster experiences violent, full-body spasms for 2d4 rounds
- Caster faces True North and is stuck that way for one turn
- Caster falls down the next flight of steps he encounters
- Caster falls from the nearest tree
- Caster falls madly in love with someone he’s never heard of
- Caster falls madly in love with someone who’s never existed
- Caster fears densely wooded areas
- Caster fears non-magical, non-humanoid mammals
- Caster fears that he’ll be damned forever whenever he uses magic
- Caster fears that he’ll cease to exist if he causes another Burst
- Caster fears that his allies are vanishing one by one
- Caster fears that his limbs are vanishing one by one
- Caster fears that spiders have lain countless eggs in his brain
- Caster fears the reaper
- Caster feels a psychic bond to someone unknown but nearby
- Caster feels as if he’s always walking on a slope
- Caster feels as though he’s trudging through knee-deep snow
- Caster feels as though he’s trudging uphill
- Caster feels constant, overwhelming hunger while in his home
- Caster feels countless small snakes crawling all over his body
- Caster feels incredible hostility toward non-magic users
- Caster feels incredible hostility toward other magic users
- Caster feels inexplicable anxiety when he hears his name
- Caster feels inexplicable anxiety while at full hit points
- Caster feels inexplicable nostalgia when he meets new people
- Caster feels intense but unfocused hatred for 1d6 hours
- Caster feels intense discomfort when people smile at him
- Caster feels more comfortable among the undead than the living
- Caster feels overpowering fear in the presence of steam
- Caster feels overpowering hatred for the next magic item he sees
- Caster feels powerless unless everyone knows he’s a magic user
- Caster feels powerless unless he’s wearing boots on his hands
- Caster feels strangely calm while in the presence of dragons
- Caster feels thorny roots growing slowly through his flesh
- Caster fiercely covets the next magical ring he sees
- Caster finds 1d100 cans containing pink, processed meat in jelly
- Caster finds 1d4 extra spells in his spellbook
- Caster finds 1d4 small rodents living in his spellbook
- Caster finds 2d6 white pills, each of which heals 1d20 hit points
- Caster finds 2d8 real-looking but useless spells in his spellbook
- Caster finds a barrel full of rancid mayonnaise
- Caster finds a book describing the methods for self-dissection
- Caster finds a book that will shatter his sanity if he reads it
- Caster finds a compelling but incomprehensible magical tome
- Caster finds a copy of Aristotle’s long-lost Poetics of Comedy
- Caster finds a copy of his own ghost-written autobiography
- Caster finds a crystal containing a tiny image of himself
- Caster finds a cube of frozen human blood, one foot on a side
- Caster finds a four-valve trumpet that can raise the dead
- Caster finds a handful of mysterious pills in his pocket
- Caster finds a handful of rainbow-colored powder in his pocket
- Caster finds a hideous carved idol of a cephalopoid god-monster
- Caster finds a key that explodes when inserted into any lock
- Caster finds a large, cursed diamond in the next hole he digs
- Caster finds a large, gold box containing nothing but sand
- Caster finds a large, metal disc engraved with his image
- Caster finds a list of assassination targets; his name is next
- Caster finds a magic wand but for some reason is afraid to use it
- Caster finds a minor artifact in the next hole he digs
- Caster finds a mirror that grants false visions of the future
- Caster finds a mirror that reflects everyone but him
- Caster finds a mirror that reflects only vampires
- Caster finds a notebook detailing the way he was built in a lab
- Caster finds a number that divides evenly into all prime numbers
- Caster finds a pair of gloves that devour any hands inside them
- Caster finds a pair of gloves that turn to steel when worn
- Caster finds a pair of stone tablets engraved with quaint laws
-
- Caster finds a possibly inaccurate chronology of his entire life
- Caster finds a potion 90% likely to heal and 10% likely to kill
- Caster finds a potion that can instantly cause his death
- Caster finds a potion that can instill zealous religious fervor
- Caster finds a potion that can turn him into an invisible cat
- Caster finds a potion that induces permanent madness in horses
- Caster finds a potion that makes the drinker even more visible
- Caster finds a pouch full of 1d100 totally identical teeth
- Caster finds a pouch full of highly flammable black dust
- Caster finds a powder that burns trolls as if it were strong acid
- Caster finds a powder that can dissolve up to one pound of gold
- Caster finds a powder that can eliminate any poison from food
- Caster finds a powder that can render the invisible visible
- Caster finds a powder that can turn a zombie into an inert corpse
- Caster finds a powder that can turn an inert corpse into a zombie
- Caster finds a powder that combusts in the presence of orcs
- Caster finds a powder that induces addictive euphoria if inhaled
- Caster finds a powder that induces extreme covetousness
- Caster finds a powder that is highly toxic to everyone but him
- Caster finds a powder that is highly toxic to him but no one else
- Caster finds a powder that is highly toxic to large-sized insects
- Caster finds a powder that quickly seals open wounds
- Caster finds a powder that repels elementals
- Caster finds a sack full of his own crematory remains
- Caster finds a satchel containing his weight in gold pieces
- Caster finds a scroll describing exactly how & when he’ll die
- Caster finds a secret passage in the next room he enters
- Caster finds a set of high-quality watchmaker’s tools
- Caster finds a small iron box containing 4d8 of his own teeth
- Caster finds a treasure map in the next animal he butchers
- Caster finds a treasure map that others will kill to possess
- Caster finds a trumpet that, if blown, may herald the End Times
- Caster finds a weapon that can kill a god
- Caster finds a wooden box whose interior can’t be illuminated
- Caster finds an amulet that repels Summoned creatures
- Caster finds black meat like a tainted cheese
- Caster finds blueprints for building some anachronistic device
- Caster finds convincing evidence that he’s just a clone
- Caster finds foul odors pleasant and pleasant scents repulsive
- Caster finds his own decaying corpse in the next hole he digs
- Caster finds proof that a dangerous secret society runs the world
- Caster finds strong evidence that the apocalypse is nigh
- Caster finds strong evidence that the planet is artificial
- Caster finds the ruins of a vast magical library
- Caster finds the sight of cooked meat to be highly offensive
- Caster finds the whole idea of "names" to be silly and pointless
- Caster finds the wreckage of a seagoing vessel in a nearby forest
- Caster finds two of the three keys needed to unlock the world
- Caster flees this spot and can’t return for at least one year
- Caster flees, panic-stricken, at top speed in a random direction
- Caster flickers like a guttering candle for 1d6 turns
- Caster flies into a fury when he removes his shoes
- Caster flies into a murderous rage and attacks his nearest ally
- Caster forgets any fire that he lights
- Caster forgets any first-level spell he now has memorized
- Caster forgets everyone’s name
- Caster forgets everything he knows about etiquette
- Caster forgets how to open his spellbook
- Caster forgets how to use knives and blades of all kinds
- Caster forgets how to use magic for 1d4 days
- Caster forgets how to walk for 1d12 hours
- Caster forgets that his name is a vile expletive in Dwarfish
- Caster gains 1d4 points of Strength; loses one point per day
- Caster gains experience at 2X normal rate until he gains a level
- Caster gains minor access to a formerly forbidden school of magic
- Caster gains no benefit from magical healing during daylight
- Caster gains no benefit from wearing gloves or gauntlets
- Caster gains one pound per level of spells he casts
- Caster gains one pound per round for the next 1d100 rounds
- Caster generally seems to be lying when talking about magic
- Caster gets a splinter every time he wields a wooden weapon
- Caster gives his party two weeks’ notice before resigning
- Caster glows as bright as daylight while he’s asleep
- Caster goes berserk and attacks the next undead creature he sees
- Caster goes berserk in the presence of royalty
- Caster goes berserk whenever he receives magical healing
- Caster goes on and on about his misunderstood genius
- Caster goes out of his way to appear humble and unassuming
- Caster goes out of his way to avoid using magic in combat
- Caster goes out of his way to be offensive to royalty
- Caster goes out of his way to draw attention to himself in battle
- Caster gradually becomes more and more angular
- Caster gradually becomes more and more turtle-like
- Caster growls in his sleep like a tiger
- Caster grows 1d10 new and mysterious organs in his abdomen
- Caster grows an additional finger each week
- Caster grows one inch per day for the next 2d4-1 days
- Caster hallucinates wildly the next time he drinks water
- Caster hallucinates wildly until he drinks a quart of water
- Caster has 5 Intelligence for 1d6 turns
- Caster has 5 Strength for 1d4 turns
- Caster has 1d100 real-looking but useless copies of his spellbook
- Caster has a +10 bonus on each of his next 1d4 dice rolls
- Caster has a 10% chance to control any Summoned entity he sees
- Caster has a 10% chance to pick any mechanical lock
- Caster has a 25% chance to go blind in each of the next 4 rounds
- Caster has a blood-sworn enemy in every town within 500 miles
- Caster has a clear memory of building himself from scratch
- Caster has a close relative in every town within 500 miles
- Caster has a crystal cube that enables him to see through wood
-
- Caster has a cumulative 1% chance daily to be eaten by a dragon
- Caster has a cumulative 1% chance daily to turn to stone
- Caster has a flat 10% chance to know any new language he hears
- Caster has a habit of issuing idle but poorly-considered threats
- Caster has a large but harmless hole at the top of his head
- Caster has a parrot on his shoulder and a peg leg
- Caster has a powerful craving for charcoal, sulfur, and saltpeter
- Caster has a powerful craving for the bark of the hemlock tree
- Caster has a reputation, perhaps undeserved, for wild debauchery
- Caster has a scar as if his head were severed and reattached
- Caster has a small keyhole in the palm of his right hand
- Caster has a star-shaped dent at the back of his head
- Caster has a violent argument with the next soldier he meets
- Caster has an almost paralyzing fear of death and the dead
- Caster has an answer for everything
- Caster has an extraordinary sense of balance
- Caster has an identical face on the back of his head
- Caster has an inexplicable but overwhelming fear of sunrise
- Caster has an out-of-body experience and can’t find his way back
- Caster has an overpowering hatred of artificial light sources
- Caster has an ugly mole just like a nose
- Caster has an ugly nose just like a mole
- Caster has been carrying a sack full of manure for 1d4 days
- Caster has blasphemous tattoos over most of his body
- Caster has dreadful dreams of a foul, ancient, and tentacled god
- Caster has faulty direction sense while carrying his spellbook
- Caster has misgivings about those mushrooms he ate yesterday
- Caster has no internal organs; he’s a homogenous mush inside
- Caster has no scent whatsoever
- Caster has ram’s horns growing from his hips
- Caster has rings on his fingers and bells on his toes
- Caster has scars as if his skeleton had been torn out of his body
- Caster has silly and pornographic tattoos over most of his body
- Caster has ten thumbs in his mouth
- Caster has ten thumbs instead of fingers
- Caster has ten thumbs somewhere on his body
- Caster has tiny mathematical formulae tattooed all over his body
- Caster has vivid but false memories of a past life
- Caster has vivid but false memories of the last 24 hours
- Caster has vivid dreams of his own death each night
- Caster hasn’t eaten during the past 1d100 days
- Caster hatches numerous schemes for destroying the world
- Caster hears a heavenly choir singing his praises for 1d4 hours
- Caster hears crickets chirping loudly from now on
- Caster hears malevolent voices nearby whispering about his doom
- Caster hears normally except for voices, which seem subtly muted
- Caster hears the echo of his own voice whenever he speaks
- Caster hears the footfalls of a hungry predator nearby
- Caster hears waves crashing on a beach no matter where he is
- Caster henceforth casts this spell as if he’s two levels higher
- Caster henceforth gains an additional hit point at each level
- Caster henceforth has a bonus 10% chance to learn new spells
- Caster henceforth needs only one-third the normal amount of food
- Caster hurls his spellbook as far as he can
- Caster informs people of what he judges his greatest weakness
- Caster insists that he’s proficient in some obscure martial art
- Caster invokes dubiously relevant entities in times of stress
- Caster is 1% likely to be killed by a meteor on any given day
- Caster is 5% likely to become a god if he drowns himself
- Caster is 5% likely to become a god if he kills himself by fire
- Caster is 10% likely never to have existed at all
- Caster is 10% likely to be immune to any single dose of poison
- Caster is 10% likely to be invisible to any female that he meets
- Caster is 10% likely to be invisible to any male that he meets
- Caster is 10% likely to be resurrected if his corpse is set afire
- Caster is 10% likely to be totally immune to any single attack
- Caster is 10% likely to believe even the most outrageous of lies
- Caster is 10% likely to have been sired by a powerful demon
- Caster is 10% likely to sympathize with any enemy he injures
- Caster is 15% likely to have read any book he sees
- Caster is 20% likely to faint outright at the sight of blood
- Caster is 20% likely to sneeze and disrupt any spell he casts
- Caster is 20% likely to turn to stone while swimming
- Caster is 2X as old as the oldest person within 100 yards
- Caster is 50% likely to drown in any water deeper than he is tall
- Caster is 60% likely to misplace any money he receives
- Caster is able to see his own eyes
- Caster is absolutely convinced that he’s a zombie
- Caster is afflicted with severe frostbite in 1d4 limbs
- Caster is afflicted with vampirism, but only during the day
- Caster is always and easily recognizable as a spellcaster
- Caster is an untamed youth, that’s the truth, with a cloak full of eagles
- Caster is attacked by a shark when he next enters a river
- Caster is attacked by countless stinging earthworms
- Caster is attacked by goats the next time he crosses a bridge
- Caster is attacked by vengeful imps that resemble small children
- Caster is attended by numerous grooming birds, like a crocodile
- Caster is blind unless he’s carrying at least 4d10 gold coins
- Caster is blind while he’s invisible
- Caster is blind while his spellbook is open
- Caster is blind while within any artificial structure
- Caster is blinded for 2d8 rounds by a swirl of tiny feathers
- Caster is bricked up in an underground cell with a cask of wine
- Caster is briefly obscured by a dense cloud of sawdust
- Caster is briefly paralyzed at the sight of his own blood
- Caster is briefly stunned by a shower of hard beans
- Caster is brutally punched in the stomach by an unseen hand
- Caster is carrying 1d4+1 waterskins filled with human blood
- Caster is carrying a bowl full of water that he must not spill
- Caster is certain that a horrible monster is living inside him
-
- Caster is certain that every meal he eats contains strong poison
- Caster is certain that he can breathe underwater
- Caster is certain that he has just killed his guardian angel
- Caster is certain that he used to have four arms
- Caster is certain that he’ll become immortal if he’s beheaded
- Caster is certain that he’ll die in the next 1d4 rounds
- Caster is certain that he’s recently returned from the future
- Caster is certain that he’s transforming into a horrible monster
- Caster is certain that his soul is buried under the nearest tree
- Caster is chained to a desk in some high-rise office building
- Caster is chained to an anvil
- Caster is clad in funerary wraps as if he’s about to be interred
- Caster is completely invulnerable to all harm for 1d4 rounds
- Caster is convinced that he once ate an entire person
- Caster is convinced that he only exists as numbers on paper
- Caster is convinced that his allies plan to kill and eat him
- Caster is covered in a shell of frozen slime
- Caster is covered in barnacles
- Caster is covered in indelible, jet-black handprints
- Caster is covered in ketchup
- Caster is covered in peanut butter
- Caster is covered in sucker marks as though hugged by an octopus
- Caster is deaf and blind until sunrise tomorrow
- Caster is determined to destroy his staff or spellbook
- Caster is determined to rid himself of his nails, teeth, and hair
- Caster is distracted by something stuck between his teeth
- Caster is drawn forcefully toward the spell’s target point
- Caster is dressed like a high-class burlesque performer
- Caster is eager to find out just how fireproof he really is
- Caster is eager to find out just how much blood he can lose
- Caster is encased from the waist down in a block of cheese
- Caster is encased up to his neck in a shell of concrete
- Caster is enclosed in a large paper bag
- Caster is entirely immune to magic for 1d8 rounds
- Caster is feared and respected by Hill Giants
- Caster is fiercely addicted to some astonishingly rare substance
- Caster is filled with Righteous Indignation
- Caster is forcibly barred from the next town he attempts to enter
- Caster is full o’ the milk of human kindness
- Caster is half the age of the youngest person within 100 yards
- Caster is Healed each time he triggers a Chaos Burst
- Caster is held responsible for the massacre of innocent townsfolk
- Caster is held without counsel in a secure location for 1d4 days
- Caster is horribly afraid to use magic weapons in daylight
- Caster is horribly afraid to use metal weapons
- Caster is hurled from here into the nearest lake
- Caster is immune to all attempts at telepathy or mind-reading
- Caster is immune to all harm until he attacks or uses magic
- Caster is immune to all poisons, but normal ice is deadly to him
- Caster is immune to any bludgeon not forged on this world
- Caster is immune to any poison administered via blade or needle
- Caster is immune to any poison ingested with food or drink
- Caster is immune to beneficial clerical magic for 1d6 days
- Caster is immune to beneficial enchantments for 1d8 days
- Caster is immune to cold-based attacks while blindfolded
- Caster is immune to cold-based attacks while he’s on fire
- Caster is immune to electrical attacks while he’s barefoot
- Caster is immune to electrical magic at night while it’s snowing
- Caster is immune to fear while holding a spider in his mouth
- Caster is immune to fire from the waist down
- Caster is immune to fire while holding a wren’s egg in his mouth
- Caster is immune to gaze attacks while holding his open spellbook
- Caster is immune to gaze attacks while singing
- Caster is immune to liquid-based poisons for one year
- Caster is immune to magic for 1d8 days but can’t use magic either
- Caster is immune to magic until he imbibes any liquid
- Caster is immune to missile-based spells while naked
- Caster is immune to natural cold while naked and unencumbered
- Caster is immune to necromantic magic while standing on his head
- Caster is immune to necromantic magic while wearing silk mittens
- Caster is immune to non-magical charm-based effects
- Caster is immune to non-magical disease while holding a chicken
- Caster is immune to non-magical missiles for 1d8 hours
- Caster is immune to non-magical venom
- Caster is immune to non-magical, non-gaseous poisons
- Caster is immune to oil-based fire for 1d12 months
- Caster is immune to poison gas while his feet are wet
- Caster is immune to sarcasm
- Caster is immune to the effects of dehydration
- Caster is immune to the effects of illusory sound
- Caster is immune to the effects of smoke inhalation
- Caster is immune to the effects of the Wish spell
- Caster is immune to the next 1d100 hit points of fire damage
- Caster is inappropriately frank about his bodily functions
- Caster is inclined to attack any who offer him magical healing
- Caster is inclined to attack anyone representing the crown
- Caster is increasingly convinced that he just might be a deity
- Caster is intensely curious about the limits of his own mortality
- Caster is intensely curious about the taste of certain poisons
- Caster is invisible from his hips to his sternum
- Caster is invisible to 1d4 people nearby
- Caster is invisible to dragons for one year
- Caster is invisible to dragons while in direct sunlight
- Caster is invisible to female herbivores
- Caster is invisible to females for 2d6 turns
- Caster is invisible to Hill Giants
- Caster is invisible to himself for 1d4 weeks
- Caster is invisible to himself from the waist down
- Caster is invisible to horses
- Caster is invisible to infravision
-
- Caster is invisible to inherently invisible creatures
- Caster is invisible to males for 2d6 turns
- Caster is invisible to members of his immediate family
- Caster is invisible to non-magical reptiles
- Caster is invisible to non-magical reptiles for 1d4 hours
- Caster is invisible to the person who most recently wounded him
- Caster is invisible while underwater
- Caster is invited to join a colony of cannibals for dinner
- Caster is known to have had illicit dealings with the undead
- Caster is known to have predicated in scandalous fertility rites
- Caster is naturally camouflaged for stealth in a snowy setting
- Caster is nearly paralyzed by fear while his spellbook is open
- Caster is on the verge of starvation, no matter how much he eats
- Caster is owed a favor by the local magistrate
- Caster is paralyzed from the neck up for 1d6 rounds
- Caster is partially immune to magical cold while holding an apple
- Caster is permanently disfigured by the next fire he sets
- Caster is permanently invisible to the next person to injure him
- Caster is pinned beneath a large tombstone bearing his name
- Caster is poisoned and has 6d6 days to find its only antidote
- Caster is punctured as if he’d spent the night in an iron maiden
- Caster is ravenously hungry after each battle
- Caster is reduced to first level for 4d6 hours
- Caster is reduced to one hit point when he next triggers a Burst
- Caster is related by blood to no one who has ever lived
- Caster is reluctant to bring his spellbook indoors
- Caster is reluctant to carry any weapons after sunset
- Caster is reluctant to cast any spell that he now has memorized
- Caster is reluctant to enter any building he’s previously entered
- Caster is reluctant to get blood on any of his weapons
- Caster is reluctant to wield any weapon that hasn’t drawn blood
- Caster is rumored to be an artificial, creature without a soul
- Caster is rumored to be plotting a political assassination
- Caster is rumored to be protected by a mighty dragon
- Caster is rumored to be the reincarnation of a despised tyrant
- Caster is rumored to drink orc’s blood by the quart
- Caster is rumored to have been replaced by an infernal impostor
- Caster is rumored to have killed the last person to ask his name
- Caster is rumored to have murdered hundreds of innocent people
- Caster is rumored to have orc’s blood flowing through his veins
- Caster is rumored to have paid orcs to perform unseemly services
- Caster is rumored to have participated in dreadful funerary rites
- Caster is rumored to have participated in genocide against Elves
- Caster is rumored to have participated in the murder of a deity
- Caster is rumored to have performed horrid rituals on Dwarves
- Caster is rumored to have placed a huge bounty on his own head
- Caster is rumored to have sold his family into slavery
- Caster is rumored to have the heart of a goblin
- Caster is rumored to have wronged a member of the royal family
- Caster is rumored to use clairvoyance for purposes of voyeurism
- Caster is scarred as if he’d been burned over 80% of his body
- Caster is scrupulously honest in all financial dealings
- Caster is sealed in a huge but otherwise normal chicken egg
- Caster is sealed in a pine coffin
- Caster is sealed in an oak barrel
- Caster is seated on a platform high atop a tall, narrow pole
- Caster is skilled in a new weapon but can’t use it in daylight
- Caster is Slowed when he becomes invisible
- Caster is smeared from head to toe with molasses
- Caster is soaked each time he casts a water-based spell
- Caster is somewhere around Barstow, on the edge of the desert
- Caster is soon jailed for public lewdness and profanity
- Caster is soon jailed for suspicion of murder
- Caster is soon jailed for unlawful use of magical knowledge
- Caster is sought by a band of militant vivisectionists
- Caster is sparsely flecked with salt like a pretzel
- Caster is standing in an open field, west of a white house
- Caster is stricken mute until he’s cut by a magic weapon
- Caster is stripped of monetary wealth except what he’s carrying
- Caster is suddenly alone at the center of a vast field of slag
- Caster is suddenly carrying a twenty-pound sack full of straw
- Caster is suddenly in the throes of advanced labor
- Caster is suddenly on the other side of the nearest locked door
- Caster is suddenly seated on a throne formed of apple cores
- Caster is suddenly sitting in an elegant bathtub
- Caster is suddenly standing at the base of the nearest waterfall
- Caster is suddenly standing atop a single stilt
- Caster is suddenly standing atop a very tall ladder
- Caster is suddenly standing atop the nearest boulder
- Caster is suddenly standing atop the nearest horse
- Caster is suddenly standing in a bucket of butter
- Caster is suddenly standing in a canoe on a rushing river
- Caster is suddenly standing in the middle of a snow-covered field
- Caster is suddenly standing in the nearest blacksmith’s smithy
- Caster is suddenly standing in the nearest brothel
- Caster is suddenly standing in the nearest holy water font
- Caster is suddenly standing in the nearest pig sty
- Caster is suddenly standing knee-deep in manure
- Caster is suddenly standing on a two-foot cube of solid aluminum
- Caster is suddenly surrounded by a quartet of skunks
- Caster is suddenly unsure that he really wants to be a magic user
- Caster is suddenly wearing a full suit of Elven chain armor
- Caster is surrounded by eight-foot-tall slabs of concrete
- Caster is suspected of plotting the destruction of the world
- Caster is terrible at estimating quantities, distance, and time
- Caster is terrified of hourglasses and time-keeping devices
- Caster is the victim of a vast, well-coordinated conspiracy
- Caster is the victim of a well-coordinated propaganda assault
- Caster is the worst liar in the history of intelligent discourse
- Caster is thickly shrouded in cobwebs
-
- Caster is thoroughly entangled in the tentacles of a man-of-war
- Caster is thoroughly smeared in bacon grease
- Caster is thoroughly soaked with egg whites
- Caster is thought to have a huge bounty on his head
- Caster is thrown 1d4x1000 years into the future for 1d4 rounds
- Caster is thrown 4d6 feet into the air
- Caster is thrown 4d6 hours into the future
- Caster is thrown violently backward from the spell’s target point
- Caster is tightly bound in strong wire
- Caster is tightly wrapped in a straightjacket
- Caster is trampled by a boar
- Caster is trapped in a column of brackish water for 1d4 rounds
- Caster is unable to ask questions
- Caster is unable to cross any bridge that spans flowing water
- Caster is unable to enter into infernal pacts
- Caster is unaffected by magical wind for 1d4 months
- Caster is unaffected by magically-created metal
- Caster is unaffected by natural wind
- Caster is unaffected by the spell Remove Curse
- Caster is unharmed by extremes of sound
- Caster is unharmed by moldy or rotten food
- Caster is universally treated like a hated criminal for 1d8 days
- Caster is unknowingly inducted into a secret society
- Caster is utterly unable to assess his own injuries
- Caster is utterly unable to disguise himself by magic
- Caster is vaguely aware of any deliberate threat upon his life
- Caster is very susceptible to peer pressure in matters of alcohol
- Caster is violently ejected from the next building he enters
- Caster is wearing a deep-sea diving costume with copper helmet
- Caster is wearing a welder’s mask and can’t remove it until dawn
- Caster is wearing an ornate mask made of the most delicate glass
- Caster is wearing blood-soaked surgical gloves
- Caster is wearing boxing gloves and can’t remove them until dawn
- Caster is wearing bunny fur
- Caster is wearing clothes that are 10d10 centuries out of date
- Caster is wearing enough clothing for 3d4 people
- Caster is wearing extraordinarily glamorous false eyelashes
- Caster is wearing golf shoes
- Caster is wearing his mother’s wedding gown
- Caster is wearing horseshoes
- Caster is wearing ice skates
- Caster is wearing nothing but a thin loincloth
- Caster is wearing roller skates
- Caster is wearing snowshoes and can’t remove them until it snows
- Caster is wearing the clothes that he’ll be wearing when he dies
- Caster is wearing the leathered skin of a recently dead king
- Caster is wearing what appears to be his heart on his sleeve
- Caster is widely known to be a reprehensible hedonist
- Caster is worshipped as a god by some degenerate, isolated tribe
- Caster is wracked by searing pain every time he asks a question
- Caster is wracked by searing pain when he draws another’s blood
- Caster is wracked by searing pain when he touches the undead
- Caster isn’t quite certain that he’s not the spawn of a demon
- Caster jams both thumbs deep into his nostrils for 1d6 rounds
- Caster just barely passes for a member of his race
- Caster keeps smelling burnt toast
- Caster keeps talking despite everyone’s utter lack of interest
- Caster knows a method by which gold can be tempered like steel
- Caster knows a new language for 1d4 weeks
- Caster knows a spell that will slay him instantly
- Caster knows that he’ll go mad if he says his name aloud
- Caster knows the location of every mammal now within one mile
- Caster knows the secret language of frogs and toads
- Caster laughs heartily when he sees his allies injured
- Caster leaps from the next bridge that he crosses
- Caster learns a damaging secret about one of his allies
- Caster learns that he’s been assigned to some government position
- Caster learns that his arranged marriage is due to occur tomorrow
- Caster learns that his parents were undead on the day he was born
- Caster leaves no footprints in snow
- Caster likes to tell everyone that he has an eidetic memory
- Caster looks as if he’s been submerged in a bog for six months
- Caster loses 10d1000 gold pieces in a wacky investment scheme
- Caster loses 1d10 hit points if a nearby cleric Turns Undead
- Caster loses 1d10 points of Strength; regains one point per day
- Caster loses 1d4 hit points each round that he’s invisible
- Caster loses 1d4 hit points every time he speaks a pun
- Caster loses 1d4 hit points per hour until sunset tonight
- Caster loses 3d8 hit points any time he uses the spell Read Magic
- Caster loses access to a single school of magic for 1d4 weeks
- Caster loses access to all but one school of magic for 2d6 days
- Caster loses all comprehension of the concept of money
- Caster loses all hair on the left side of his body
- Caster loses one hit point each time he calls someone by name
- Caster loses one hit point per level of spells cast in sunlight
- Caster loses one point of Charisma for each hit point he loses
- Caster loses one point of Charisma per day for 3d6 weeks
- Caster loses one pound per level of spell he casts
- Caster loses only 1 hit point from the next 3d8 attacks upon him
- Caster makes outrageous bets about the most unlikely events
- Caster mentions a wish to join a secret society called The Tres
- Caster mispronounces everyone’s name, offensively if possible
- Caster must carry at least one pound of raw meat at all times
- Caster must carry his spellbook in hand, not in a bag or pouch
- Caster must drink his weight in water by sunset
- Caster must drink salt water instead of fresh water
- Caster must eat at least one pound of salt each week
- Caster must include a vile expletive in every sentence he speaks
- Caster must insult any figure of authority at least 1d4 times
- Caster must Save or his arms start decomposing as if he’s dead
-
- Caster must Save or turn into an anthropomorphic weasel
- Caster must Save vs Fortitude or food turns to iron in his mouth
- Caster must Save vs Fortitude or his lungs turn to gold
- Caster must Save vs Fortitude, or his weight doubles
- Caster must Save vs Will or attempt to disembowel himself
- Caster must Save vs Will or begin aging twenty years per round
- Caster must Save vs Will, or he becomes permanently illiterate
- Caster must state his name to anyone who asks it
- Caster no longer able to share with others
- Caster no longer believes that magic really exists
- Caster no longer needs to eat but can’t heal injuries naturally
- Caster no longer perspires
- Caster no longer produces saliva
- Caster now breathes nitrogen instead of oxygen
- Caster obsessively pursues his goal of acquiring a second head
- Caster offers to sell his spellbook to the lowest bidder
- Caster only needs to eat during alternating weeks
- Caster owes 10d100 gold pieces to the next person he touches
- Caster owes 1d4 gold pieces to everyone within 100 yards
- Caster owes a colossal sum of money to a local lender
- Caster owes his life to someone who won’t be born for centuries
- Caster perceives an assassin hiding behind every tree and rock
- Caster perceives marbles to be rolling around inside his skull
- Caster perceives mysterious ships to be flying in the air nearby
- Caster permanently gains 1d4-1 hit points
- Caster permanently gains an additional 1d4 hit points
- Caster permanently loses 1d4-1 hit points
- Caster permanently loses the sense of taste
- Caster prefers not to cast magic indoors
- Caster prefers not to cast magic unless it’s raining
- Caster prefers not to cast magic while anyone is watching him
- Caster prefers not to cast magic while it’s raining
- Caster projects an air of competence even when it’s unwarranted
- Caster prophesies that he’ll die by drowning in melted butter
- Caster publicly curses a member of the royal family
- Caster pursues a disastrous fiscal policy despite public outcry
- Caster quickly rusts if someone else’s blood touches him
- Caster randomly teleports 1d100 yards when he becomes invisible
- Caster raves like a lunatic whenever he witnesses a spellcasting
- Caster reacts to hospitality with shocking boorishness
- Caster reacts violently to any perceived insults
- Caster reacts violently to anyone bearing a coat-of-arms
- Caster reacts violently to anyone he hears using improper grammar
- Caster reacts violently to anyone who asks his name
- Caster reacts violently to conspicuous rhymes in speech
- Caster reacts violently to offers of food or water
- Caster reacts violently to religious symbols displayed in battle
- Caster reacts violently to the scent of baking bread
- Caster realizes he’s an escaped slave whose owner is tracking him
- Caster realizes that chickens and ducks are plotting a mutiny
- Caster realizes that he’s his left arm isn’t actually attached
- Caster realizes that he’s lived this day repeatedly for years
- Caster realizes that he’s skilled in the use of the bola
- Caster realizes that he’s standing on a trapdoor over a deep pit
- Caster realizes that he’s very close to fulfilling his destiny
- Caster realizes that his name is a synonym for manure
- Caster recalls enduring hideous torture but doesn’t know when
- Caster recalls every insult with remarkable clarity
- Caster receives a divine vision of some dreadfully mundane event
- Caster receives no Save against the next spell cast against him
- Caster recently drank a poison or a potion; he can’t recall which
- Caster recently found a powerful artifact but doesn’t realize it
- Caster recently took an inviolable vow but can quite remember it
- Caster recites a long list of grievances against his allies
- Caster recites that bit from Macbeth whenever he holds a dagger
- Caster refers to his allies by cute nicknames
- Caster refers to his spellbook as his "Booky-Wooky"
- Caster refuses to carry any gems or jewels
- Caster refuses to eat in the presence of Dwarves
- Caster refuses to enter any town that isn’t encircled by a wall
- Caster refuses to handle any blade that hasn’t drawn blood
- Caster refuses to rage, rage against the dying of the light
- Caster refuses to speak to anyone while his spellbook is open
- Caster refuses to speak to anyone who addresses him by name
- Caster refuses to speak with one particular ally
- Caster refuses to wield any weapon not engraved with his name
- Caster refuses to wield any weapon that has ever drawn blood
- Caster repeats the next round 1d100 times
- Caster requires only 1d8 hours of sleep per week
- Caster reveals that he enjoys the taste of roasted Dwarf
- Caster reveals that he’s a doppelganger
- Caster routinely forgets magical command words
- Caster routinely forgets that he can’t breathe underwater
- Caster routinely forgets that poisons are harmful when ingested
- Caster routinely forgets the reason he stood up, sat down, etc.
- Caster routinely forgets to douse campfires, cooking fires, etc.
- Caster routinely forgets to draw a weapon before attacking
- Caster routinely forgets to eat, even when he’s famished
- Caster routinely forgets to lie down before sleeping
- Caster routinely forgets to put his clothes on after bathing
- Caster routinely forgets to remove his clothes before bathing
- Caster routinely forgets where he is and where he’s going
- Caster routinely forgets where he left his spellbook
- Caster routinely forgets whether or not he’s wearing armor
- Caster routinely forgets which spells he has memorized
- Caster routinely loses his train of thought mid-sentence
- Caster runs to and attempts to uproot the nearest tree
- Caster runs to the nearest abattoir
- Caster seeks sanctuary in the nearest brothel
- Caster sees as if everything is cloaked in perpetual twilight
-
- Caster sees as if his eyes were hovering one foot to the left
- Caster sees as if his eyes were in the back of his head
- Caster sees as if his eyes were where his ears are
- Caster sees colorful ribbons swirling in the air around him
- Caster sees cryptic messages in the patterns of plant growth
- Caster sees everything as if he’s deep underwater
- Caster sees everything as through a glass, darkly
- Caster sees geysers of flaming pitch erupting all around him
- Caster sees ghostly courtesans all around him
- Caster sees huge bats and manta rays whirling all around him
- Caster sees in daylight as if it’s night, and vice versa
- Caster sees menacing, shadowy figures everywhere he goes
- Caster sees the spell’s target point as a place of great holiness
- Caster selected today’s attire with insufficient forethought
- Caster seriously considers abandoning magic for all time
- Caster seriously considers entering the clergy
- Caster shatters like glass if he falls more than 2X his height
- Caster shivers uncontrollably in the presence of fire
- Caster shows all signs of plague but is actually quite healthy
- Caster shows everyone his wounds and asks if they look infected
- Caster shrieks like a fire alarm in the presence of fire
- Caster shrinks by 50% upon losing 50% of his hit points
- Caster shuns the company of other magic users
- Caster shuns the use of magic items as being "amateurish"
- Caster shuns the use of weapons that contain ferrous metal
- Caster sinks like a stone in water but cannot drown
- Caster smells faintly of cabbage
- Caster smells strongly burnt toast
- Caster smells strongly of alcohol
- Caster smells strongly of blood while he’s wet
- Caster smells strongly of boiling tar
- Caster smells strongly of exotic perfumes
- Caster smells strongly of fuel oil
- Caster smells strongly of fungus while he’s near a campfire
- Caster smells strongly of garlic
- Caster smells strongly of peppermint
- Caster smells strongly of rose petals
- Caster sneezes 1d20 times in each of the next 1d20 rounds
- Caster sneezes repeatedly when he becomes invisible
- Caster sparkles as though dusted with glitter from now on
- Caster speaks in an obviously fake and irritating Cockney accent
- Caster spends 1d4 rounds attacking the nearest tree
- Caster spends 1d4 rounds attempting to ignite his shoes
- Caster spends 1d4 rounds trying to cast this same spell
- Caster spends 1d4 rounds trying to strangle himself with his hair
- Caster spends 2d10 rounds racing toward the nearest coastline
- Caster spends 2d10 rounds trying to look into his own ears
- Caster spends all of his money on the next thing he buys
- Caster spews philosophical gobbledygook about one-hand-clapping
- Caster spouts water like a gargoyle for 1d4 rounds
- Caster spreads vicious and embarrassing rumors about himself
- Caster sprouts a dorsal fin
- Caster sprouts a ghastly tentacle from the center of his chest
- Caster sprouts a large, spongy mass between his shoulder blades
- Caster sprouts a mane like a lion’s
- Caster sprouts a new ear on the back of one hand
- Caster sprouts a pretty flower from his chin
- Caster sprouts a prominent brow ridge
- Caster sprouts a retractable metal antenna from his forehead
- Caster sprouts a small, flaming wick atop of his head
- Caster sprouts a tiny horn from the tip of his nose
- Caster sprouts a zipper along the length of his spine
- Caster sprouts an additional ear behind each of his normal ears
- Caster sprouts an eye at the exact top of his head
- Caster sprouts an ugly protuberance from his forearm
- Caster sprouts sharp blades along the edges of his forearms
- Caster sprouts tiny, useless wings from the bridge of his nose
- Caster sprouts wild-looking feathers on his cheeks
- Caster sprouts wires and rubber tubing from his flesh
- Caster stands in uffish thought for 3d4 rounds
- Caster stares at the spell’s target point for 1d10 rounds
- Caster starts billing his allies for each spell he casts
- Caster starts dancing and can’t stop until he’s struck by magic
- Caster starts running and thinks he’ll explode if he stops
- Caster steps into a snare and is hoisted high into a tree
- Caster steps onto a loose stone and tumbles down the nearest hill
- Caster sticks to the next metal item he touches for 1d6 turns
- Caster stumbles into the next campfire that he passes
- Caster suddenly has 2d4+2 toes jutting from his face
- Caster suddenly has feet like an elephant
- Caster suddenly has misgivings about his skill as a magic user
- Caster suddenly has ten toes on each foot
- Caster suddenly has ten toes on one foot and none on the other
- Caster suddenly realizes that he’s been naked for 2d8 days
- Caster suddenly realizes that his clothing is made of human skin
- Caster suddenly starts hemorrhaging honey and molasses
- Caster suffers 10X normal damage from falls of more than 20 feet
- Caster suffers 2x the damage from the next 1d4 attacks on him
- Caster suffers acute paranoia whenever he hears his name
- Caster suffers an intense, debilitating fever for 1d4 days
- Caster suffers bouts of rampant xenophobia
- Caster suffers brief pain every time he closes a book
- Caster suffers cramps if he uses magic within an hour of eating
- Caster suffers crippling arthritis pain
- Caster suffers delusions about the efficacy of the Free Market
- Caster suffers fools gladly
- Caster suffers incredible fear the next time he crosses a bridge
- Caster suffers intense pain during attempts at magical healing
- Caster suffers intense pain in his eyes whenever he sees undead
- Caster suffers intense pain whenever he changes shape
-
- Caster suffers intense pain whenever he eats cooked meat
- Caster suffers intense pain whenever he enters a temple or church
- Caster suffers intense pain whenever he passes through a doorway
- Caster suffers intense pain whenever he treads upon grass
- Caster suffers intense pain whenever he tries to sing
- Caster suffers intense pain whenever he uses Divination magic
- Caster suffers intense pain whenever he wields a magical blade
- Caster suffers maximum damage from the next 1d4 attacks upon him
- Caster suffers the bends as if he surfaced too quickly
- Caster suffers the tortures of the damned for 1d4 hours
- Caster suspects that all foliage nearby is hostile to him
- Caster suspects that everyone nearby is trying to rob him
- Caster suspects that his allies have all joined a dangerous cult
- Caster suspects that his use of magic is entirely delusional
- Caster suspects that someone nearby has taken over his mind
- Caster suspects that someone nearby is a mechanical automaton
- Caster takes a big bite out of his spellbook
- Caster takes a big bite out of the nearest statue
- Caster takes a big bite out of the nearest tree
- Caster takes a vow of absolute pacifism for 2d4-1 days
- Caster teleports one mile the next time he crosses a river
- Caster teleports to exactly where he was standing an hour ago
- Caster teleports to the planet’s moon for 1d4 hours
- Caster teleports to the site of another caster’s Chaos Burst
- Caster teleports to the site of the most recent state execution
- Caster teleports to the spot where he last ate
- Caster tells everyone that he has an eidetic memory
- Caster tells everyone that his bones are made of diamond
- Caster tells malicious lies about his employer or benefactor
- Caster tells malicious lies in the presence of clergy
- Caster tends to be marked as the strongest member of his party
- Caster tends to become briefly invisible at inconvenient times
- Caster tends to dribble heavily when drinking from a mug or cup
- Caster thinks that "high-ho, high-ho" is a proper Dwarf greeting
- Caster thinks that a distant mountain is made of gold
- Caster thinks that a huge fire is blazing all around him
- Caster thinks that a magic candle is burning in his stomach
- Caster thinks that a nearby ally is sapping his magical energies
- Caster thinks that a past life is intruding upon his current one
- Caster thinks that a snake runs the length of his digestive tract
- Caster thinks that a violent hailstorm is going on
- Caster thinks that all fire is an illusion
- Caster thinks that all of his suspicions are justified
- Caster thinks that all other magic users are out to get him
- Caster thinks that all royalty is hopelessly corrupt
- Caster thinks that an ally will kill him before sunset tomorrow
- Caster thinks that any wound he receives is much, much worse
- Caster thinks that elementals pose no threat to him
- Caster thinks that every herbivore in the world hates him
- Caster thinks that every scratch will infect him with lycanthropy
- Caster thinks that everyone he knows is an impostor
- Caster thinks that everyone is jealous of his magical prowess
- Caster thinks that everyone thinks that he is an impostor
- Caster thinks that everything he owns has been replaced by a copy
- Caster thinks that everything he owns is powerfully enchanted
- Caster thinks that evil beings will kill to possess his spellbook
- Caster thinks that food prepared by others is poisonous to him
- Caster thinks that gold will burn him if placed against his skin
- Caster thinks that he came into existence just 1d4 days ago
- Caster thinks that he can become invisible to undead at will
- Caster thinks that he can command dragons to do his bidding
- Caster thinks that he can communicate with ants
- Caster thinks that he can communicate with cats
- Caster thinks that he can fly by leaping off of tall buildings
- Caster thinks that he can handle red-hot metal without harm
- Caster thinks that he can neutralize poisons by swallowing them
- Caster thinks that he can restore the undead to true life
- Caster thinks that he can speak directly to his deity
- Caster thinks that he can speak with birds
- Caster thinks that he can survive many hammer blows to the skull
- Caster thinks that he died during his youth
- Caster thinks that he has a weakness to green rock
- Caster thinks that he has diplomatic immunity
- Caster thinks that he has the power to speak prophecy
- Caster thinks that he is attended by invisible undead retainers
- Caster thinks that he just died and is now a zombie
- Caster thinks that he knows the location of a vast horde of gold
- Caster thinks that he looks totally different after each sunrise
- Caster thinks that he must eat a pound of soil by midnight
- Caster thinks that he must hold an awkward item to cast magic
- Caster thinks that he must learn a new spell before sunset
- Caster thinks that he must protect the target at all costs
- Caster thinks that he must quickly remove and burn his clothes
- Caster thinks that he must undertake some bizarre quest
- Caster thinks that he owes thousands of gold pieces to the king
- Caster thinks that he owns everything now in his line of sight
- Caster thinks that he smells strongly of manure
- Caster thinks that he’ll be a god if he removes all of his skin
- Caster thinks that he’ll be canonized immediately after his death
- Caster thinks that he’ll be eaten by zombies if he falls asleep
- Caster thinks that he’ll be executed for treason at dawn tomorrow
- Caster thinks that he’ll be executed for treason if he uses magic
- Caster thinks that he’ll be immolated if he uses magical fire
- Caster thinks that he’ll be killed in his sleep one night soon
- Caster thinks that he’ll catch a disease if he uses magic items
- Caster thinks that he’ll combust if he gets wet
- Caster thinks that he’ll combust if he tells a lie
- Caster thinks that he’ll combust unless he wears a garland of ivy
- Caster thinks that he’ll contract every disease he encounters
- Caster thinks that he’ll die if a particular person nearby dies
-
- Caster thinks that he’ll die unless he eats a magical scroll
- Caster thinks that he’ll drown in the next water he crosses
- Caster thinks that he’ll excrete diamonds if he ingests coal
- Caster thinks that he’ll melt if he gets too close to a fire
- Caster thinks that he’s a master thief
- Caster thinks that he’s a priest of a foul, tentacled monstrosity
- Caster thinks that he’s actually 10X older than he appears to be
- Caster thinks that he’s aging at a rate of one year per hour
- Caster thinks that he’s been declared The Protector Of The Forest
- Caster thinks that he’s been spared for some infernal purpose
- Caster thinks that he’s being attacked by piranha
- Caster thinks that he’s being attacked by the nearest boulder
- Caster thinks that he’s being consumed by invisible worms
- Caster thinks that he’s being held against his will
- Caster thinks that he’s being savaged by rabid dogs
- Caster thinks that he’s being squeezed by a large python
- Caster thinks that he’s dead and hopes his allies don’t find out
- Caster thinks that he’s destined to be hanged at midnight tonight
- Caster thinks that he’s destined to die in a comical fashion
- Caster thinks that he’s died and gone to heaven
- Caster thinks that he’s fireproof while he’s naked
- Caster thinks that he’s guilty of sedition and treason
- Caster thinks that he’s highly combustible
- Caster thinks that he’s immune to lycanthropy
- Caster thinks that he’s immune to necromantic magic
- Caster thinks that he’s immune to non-magical diseases
- Caster thinks that he’s indentured to some nearby landowner
- Caster thinks that he’s invincible while he’s talking
- Caster thinks that he’s invulnerable to magical weapons
- Caster thinks that he’s invulnerable to missile weapons
- Caster thinks that he’s invulnerable while he’s invisible
- Caster thinks that he’s invulnerable while wearing a hat
- Caster thinks that he’s just escaped from rogue vivisectionists
- Caster thinks that he’s next in line for the throne of hell
- Caster thinks that he’s on fire and begs people to extinguish him
- Caster thinks that he’s raised himself from the dead
- Caster thinks that he’s seeing through someone else’s eye
- Caster thinks that he’s slowly transforming into a dragon
- Caster thinks that he’s sold his soul to several different demons
- Caster thinks that he’s sold his soul to that guy at the market
- Caster thinks that he’s soon to be bronze-plated
- Caster thinks that he’s standing at the edge of a cliff
- Caster thinks that he’s standing in a chest-high heap of manure
- Caster thinks that he’s standing in waist-deep water
- Caster thinks that he’s standing on a tall, narrow staircase
- Caster thinks that he’s stolen this body from its rightful owner
- Caster thinks that he’s the child of some unlikely person nearby
- Caster thinks that he’s the lizard king and can do anything
- Caster thinks that he’s the man in the moon
- Caster thinks that he’s the victim of an elaborate practical joke
- Caster thinks that he’s the victim of circumstance
- Caster thinks that he’s water soluble
- Caster thinks that his actions are fulfilling ancient prophecy
- Caster thinks that his allies will all be dead before morning
- Caster thinks that his allies’ wounds are much more serious
- Caster thinks that his ancestors are speaking through his allies
- Caster thinks that his ancestors came from a distant world
- Caster thinks that his brain will pop if he learns one more spell
- Caster thinks that his clothing is drenched in strong acid
- Caster thinks that his current alignment isn’t his true alignment
- Caster thinks that his death will bring about the apocalypse
- Caster thinks that his death will open the gates of heaven
- Caster thinks that his death will open the gates of hell
- Caster thinks that his deity has commanded him to kill his allies
- Caster thinks that his destiny awaits him in the nearest cave
- Caster thinks that his face is far too hideous to look at
- Caster thinks that his face is just a mask he wears on his skull
- Caster thinks that his hands will disintegrate if he touches gold
- Caster thinks that his head is a parasitic organism
- Caster thinks that his head is an extraneous, vestigial appendage
- Caster thinks that his head was sewn onto this body only recently
- Caster thinks that his head will fall off if he removes his hat
- Caster thinks that his head will shatter if he wears a hat
- Caster thinks that his magic items are about to explode
- Caster thinks that his magic items are plotting against him
- Caster thinks that his soul is controlling his body from far away
- Caster thinks that his soul was forced into this current body
- Caster thinks that his spellbook belongs to someone else
- Caster thinks that his spellbook is a living entity
- Caster thinks that his spellbook is incredibly flammable
- Caster thinks that his spellbook is trying to consume his soul
- Caster thinks that his spellbook is trying to kill him
- Caster thinks that his teeth will explode if chews meat
- Caster thinks that horses are conspiring against him
- Caster thinks that imps and demons harass him while he sleeps
- Caster thinks that it’s cute when he speaks in baby-talk
- Caster thinks that life is a simulation and he’s soaking in a vat
- Caster thinks that many of his memories were falsely implanted
- Caster thinks that mighty deities are vying for his soul
- Caster thinks that must hold one hand to his head at all times
- Caster thinks that no non-magical animal can harm him
- Caster thinks that no one really trusts him
- Caster thinks that no one really understands what he’s saying
- Caster thinks that one his allies will kill him while he sleeps
- Caster thinks that people are just using him for his money
- Caster thinks that people think he’s some kind of deity
- Caster thinks that rhyming words have mystical significance
- Caster thinks that some item he’s carrying is about to explode
- Caster thinks that some item he’s carrying will soon explode
- Caster thinks that some nearby person killed him yesterday
-
- Caster thinks that someone else can see through his eyes
- Caster thinks that something valuable’s been stolen from him
- Caster thinks that the king owes him a big favor
- Caster thinks that the stars are speaking to him
- Caster thinks that the target is the only one who can save him
- Caster thinks that the target’s death will cause the apocalypse
- Caster thinks that the top of his head should be flattened
- Caster thinks that the universe will cease to exist when he dies
- Caster thinks that the world’s rotation will hurl him into space
- Caster thinks that this date will live in infamy
- Caster thinks that this is all just a big misunderstanding
- Caster thinks that Chaos Bursts are proof that he’s nearly a deity
- Caster threatens to kill and eat anyone who insults him
- Caster tries to commit hara-kiri with some sort of cudgel
- Caster tries to pop his head by squeezing it with both hands
- Caster tries to swallow any writing instrument that he’s carrying
- Caster tries very hard to peel his face from his skull
- Caster tries very hard to twist his nose upside down
- Caster turns bright blue while he’s bleeding
- Caster turns into a clothing store mannequin for 1d6 rounds
- Caster turns into a small, pot-bellied pig
- Caster turns into an elemental of equal hit dice for 1d4 rounds
- Caster turns invisible to himself but not to anyone else
- Caster turns to stone but is fully restored at dawn tomorrow
- Caster unleashes a torrent of shocking profanity for 2d4 rounds
- Caster uses fire-based magic in preference to other magic
- Caster utters shocking blasphemies in the presence of clergy
- Caster utters shocking profanities at inappropriate times
- Caster vanishes; has a 1% cumulative chance per round to return
- Caster vanishes; in 1d8 rounds he appears at the target point
- Caster volunteers for the most dangerous task he can find
- Caster vows not to rest until he’s found the real killers
- Caster vows to commit deicide before the end of the year
- Caster vows to make a little birdhouse in his soul
- Caster vows to slay the next person to use magic on him
- Caster vows to slay the next person who addresses him by name
- Caster wagers all of his money on an improbable contest
- Caster walks with a profound limp except while naked
- Caster wants to join the next flock of birds he sees
- Caster was born in the universe that existed before this one
- Caster wears eyeglasses and has an odd birthmark on his forehead
- Caster weeps powerfully adhesive tears for 1d6 rounds
- Caster weeps tears of blood whenever someone says his name
- Caster will appear to be his current age for the rest of his life
- Caster will combust unless he immerses himself within an hour
- Caster will die if struck by a wooden club in the next 1d4 rounds
- Caster wins a magical lamp shaped like a woman’s leg
- Caster wishes to divest himself of all worldly goods
- Caster won’t age for 100 years if he cuts off his thumbs
- Caster won’t remember the next 4d6 hours
- Caster, his gear, and clothes are translucent for 2d4-1 days
- Caster’s age is doubled until sunrise tomorrow
- Caster’s allies completely ignore him for 1d6 hours
- Caster’s allies have never quite trusted him
- Caster’s allies suspect that he isn’t quite housebroken
- Caster’s allies suspect that he secretly eats mice and rats
- Caster’s allies treat him like a child for 2d12 hours
- Caster’s allies worship him as a god for 1d4 days
- Caster’s Armor Class is improved by 1d4 until dawn
- Caster’s Armor Class is worsened by 1d6 until sunset tomorrow
- Caster’s arms and legs are bound in shackles of gold
- Caster’s arms and legs look like chicken’s legs
- Caster’s arms are covered by scars from ritual burns
- Caster’s arms are covered in hideous welts and bruises
- Caster’s arms are tied together in a tight knot
- Caster’s arms from shoulder to wrist are unharmed by acid
- Caster’s arms vanish for the duration of the intended spell
- Caster’s attacks are 20% likely to inflict no damage on undead
- Caster’s attempts at scrying yield sanity-damaging visions
- Caster’s attempts at scrying yield visions of a sunken city
- Caster’s attempts at scrying yield visions of astonishing boredom
- Caster’s attempts at scrying yield visions of his own home
- Caster’s attempts at scrying yield visions of horrific carnage
- Caster’s attempts at scrying yield visions of impossible events
- Caster’s attempts at scrying yield visions of incredible beauty
- Caster’s attempts at scrying yield visions of nonexistent places
- Caster’s attempts at scrying yield visions of raucous debauchery
- Caster’s attempts at scrying yield visions of sugarplums
- Caster’s attempts at scrying yield visions of the caster himself
- Caster’s attempts at scrying yield visions of the distant future
- Caster’s attempts at scrying yield visions of the distant past
- Caster’s attempts at scrying yield visions of this location
- Caster’s attempts at scrying yield visions of utter desolation
- Caster’s attempts at scrying yield wildly inaccurate visions
- Caster’s attempts to change shape always fail spectacularly
- Caster’s back is scarred in a checkerboard pattern of burns
- Caster’s back is scarred with the imprint of a dragon’s foot
- Caster’s base Armor Class is 8
- Caster’s base Armor Class is 12
- Caster’s big toes become opposable like thumbs
- Caster’s blood causes metal to become invisible
- Caster’s blood combusts violently within his body
- Caster’s blood is a sickly green and smells like manure
- Caster’s blood is poisonous to vampires and were-beasts
- Caster’s blood is sought as a panacea by Dwarves and Gnomes
- Caster’s blood is strongly adhesive after it leaves his body
- Caster’s blood is toxic to him, if ingested
- Caster’s blood is weightless
- Caster’s blood is worth more than gold, in the proper market
- Caster’s blood leaves indelible stains on rock and stone
-
- Caster’s blood radiates intense magic
- Caster’s body appears to have been shredded and reassembled
- Caster’s body can act independently if separated from his head
- Caster’s body is 40% fireproof
- Caster’s body is an artificial construct
- Caster’s body is covered in festering scabs
- Caster’s body is covered in ugly, livid bruises
- Caster’s body is reset to a 48-hour cycle rather than 24
- Caster’s body is rumored to contain countless diamonds
- Caster’s body is scarred as if he’s undergone an autopsy
- Caster’s body is scarred with innumerable cryptic runes
- Caster’s body swivels 180° at the waist and stays that way
- Caster’s bones are as fragile as glass for 1d4 rounds
- Caster’s bones can’t be broken but are highly combustible
- Caster’s bones can’t be broken unless he’s barefoot
- Caster’s bones will be powerfully explosive after his death
- Caster’s boots adhere strongly to stone while he’s wearing them
- Caster’s boots are worth 10d100 gold pieces
- Caster’s boots can never move more than ten feet from this spot
- Caster’s boots have been kidnapped and held for a high ransom
- Caster’s boots weigh 100 pounds when wet
- Caster’s casting times are shortened by 50% for 2d4-1 days
- Caster’s center of gravity changes daily
- Caster’s center of gravity is 1d4 feet to his left
- Caster’s center of gravity is at the level of his eyes
- Caster’s center of gravity is at the level of his feet
- Caster’s closest blood relative ascends to godhood
- Caster’s closest blood relative has been abducted by a vile cult
- Caster’s closest blood relative is slated for execution tomorrow
- Caster’s closest blood relative vows to slay him
- Caster’s clothes are 25% likely to be invisible to each viewer
- Caster’s clothes are burned to cinders, but he is unharmed
- Caster’s clothes are caked with salt
- Caster’s clothes are drenched with goat’s milk
- Caster’s clothes are impervious to Alteration magic
- Caster’s clothes are impervious to fire when it’s not being worn
- Caster’s clothes are invisible by firelight
- Caster’s clothes are invisible in the presence of royalty
- Caster’s clothes are soaked with lambs’ blood
- Caster’s clothes are soaked with lamp oil
- Caster’s clothes are soaked with molasses
- Caster’s clothes are stripped of any and all enchantments
- Caster’s clothes are water soluble
- Caster’s clothes clatter like metal when he moves
- Caster’s clothes don’t leave much to the imagination
- Caster’s clothes heat by 1° per minute for the next 1d10 hours
- Caster’s clothes maintain a constant temperature of 70°
- Caster’s clothes radiate intense magic
- Caster’s clothes turn to copper
- Caster’s clothes turn to densely-woven spider’s web
- Caster’s clothes turn to living human flesh
- Caster’s clothing inflates to the size of a house
- Caster’s cranium enlarges by 25%
- Caster’s cranium reforms into a tall, blunt cone
- Caster’s death is ordered due to a Burst he triggered previously
- Caster’s death is prophesied to precede centuries of prosperity
- Caster’s death will inspire weeks of riots and revolution
- Caster’s debt increases at a rate of 30% per month
- Caster’s digestive system becomes independently sentient
- Caster’s dominant hand becomes as clumsy as his other hand
- Caster’s ears are burned from his head
- Caster’s ears are on the same side of his head
- Caster’s ears are unaffected by polymorph magic
- Caster’s ears bleed harmlessly but copiously for 10d10 rounds
- Caster’s ears can’t be cut by any metal blade
- Caster’s ears fall off and regrow every few days
- Caster’s ears grow to the size of dinner plates
- Caster’s ears resemble butterfly’s wings
- Caster’s elbows can’t bend more than 90°
- Caster’s entire head looks like a huge nose
- Caster’s every attempt at music yields the same annoying tune
- Caster’s eyelids look like lips
- Caster’s eyes appear crystalline like diamonds
- Caster’s eyes are artificial and were installed by demons
- Caster’s eyes are invulnerable to heat and fire
- Caster’s eyes are replaced by new ones every 1d4 days
- Caster’s eyes can be safely removed for up to 1d4 hours
- Caster’s eyes can’t be harmed by any physical force or object
- Caster’s eyes do not move, but he can see normally
- Caster’s eyes glow red when he tries to make a good impression
- Caster’s eyes merge into a single eye at the bridge of his nose
- Caster’s eyes migrate to his cheekbones
- Caster’s eyes migrate two inches higher on his forehead
- Caster’s eyes sink 1d4 inches into his skull
- Caster’s eyes swell shut for 2d12 hours
- Caster’s eyeteeth grow into tusks like those of a walrus
- Caster’s face and head are covered by a tight shell of fetid wax
- Caster’s face and head resemble a snowman’s
- Caster’s face appears melted like wax
- Caster’s face appears to age backwards at 2X the normal rate
- Caster’s face appears to be made of chrome
- Caster’s face appears to be made of hammered aluminum
- Caster’s face appears to be upside-down
- Caster’s face appears to float 1d4 inches in front of his skull
- Caster’s face appears to have been sculpted from cold wax
- Caster’s face doesn’t move when he speaks; -2 to reaction rolls
- Caster’s face elongates into a short snout with prominent teeth
- Caster’s face falls off, leaving a bare skull until sunrise
- Caster’s face is a mask
- Caster’s face is an illusion and can be dispelled as such
-
- Caster’s face is concave
- Caster’s face is covered with cactus spines
- Caster’s face is fireproof
- Caster’s face is glazed in a thick layer of ice
- Caster’s face is pliant like rubber
- Caster’s face is printed with intricate, dark blue tattoos
- Caster’s face is scarred as though slashed by an eagle’s talons
- Caster’s face swells enough to be unrecognizable
- Caster’s face tingles in the presence of magical animals
- Caster’s face turns to wood
- Caster’s feet are burned as if he’s waded through ankle-deep acid
- Caster’s feet are encased in brick
- Caster’s feet can’t be burned by magical fire
- Caster’s feet inflate to 2X normal size while he wades in water
- Caster’s feet shrink by 80% while he’s wearing shoes or boots
- Caster’s feet smolder gently for 1d6 hours without harming him
- Caster’s feet vanish, but he can walk comfortably on his ankles
- Caster’s fingernails are poisonous to him
- Caster’s fingernails display otherworldly scenes
- Caster’s fingernails each grow 1d20 inches
- Caster’s fingernails exude a pungent green fluid
- Caster’s fingernails grow 1d4 inches per day
- Caster’s fingers appear to be made of delicate crystal
- Caster’s fingers are as flexible as tentacles
- Caster’s fingers are as rigid as steel while they’re wet
- Caster’s fingers are threaded like bolts
- Caster’s fingers can’t be severed from his hands
- Caster’s fingers glow faintly in the presence of humans
- Caster’s fingers randomly shuffle their positions
- Caster’s fingers seem ice cold to anyone other than the caster
- Caster’s fist fuses into an clumsy stub
- Caster’s fist jams itself into his mouth
- Caster’s footprints glow with sickly green light for 5d6 rounds
- Caster’s footprints seem to shimmer and waver in sunlight
- Caster’s footprints shine brightly while he’s invisible
- Caster’s hair and clothes become horribly entangled
- Caster’s hair and clothes constantly stir as if blown by wind
- Caster’s hair becomes tangled in any hat or helmet he wears
- Caster’s hair becomes thick and coarse like that of a boar
- Caster’s hair can never become invisible
- Caster’s hair falls out each evening and regrows by morning
- Caster’s hair freezes solid
- Caster’s hair is clear like glass
- Caster’s hair is discovered to be a bad toupee
- Caster’s hair is fireproof
- Caster’s hair is perpetually soaked with sea water
- Caster’s hair is striped like a tiger’s coat
- Caster’s hair reeks of sulfur when he’s near a campfire
- Caster’s hair stands straight up for the next 1d4 weeks
- Caster’s hand adheres to the next bludgeoning weapon he grips
- Caster’s hand adheres to the next tree he touches
- Caster’s hands and arms are covered with cactus needles
- Caster’s hands and feet are invisible for 1d4 weeks
- Caster’s hands appear to be crude wooden replicas
- Caster’s hands appear to be made of solid gold
- Caster’s hands appear to have been badly gnawed by rodents
- Caster’s hands are blasted to a crisp but heal in 1d4+1 weeks
- Caster’s hands are completely insulated against electricity
- Caster’s hands are impervious to all harm for one week
- Caster’s hands are invisible while he clasps them
- Caster’s hands are totally numb for 10d10 rounds
- Caster’s hands are translucent like smoky quartz
- Caster’s hands can’t come within 12 inches of each other
- Caster’s hands can’t come within 12 inches of his face
- Caster’s hands detach the next time he puts them in his pockets
- Caster’s hands explode but grow back by morning
- Caster’s hands feel just like two balloons
- Caster’s hands reform into lobster-like pincers
- Caster’s hands shine like a beacon visible only to goblins
- Caster’s hands shrink by 50%
- Caster’s hands shrink or grow to fit any gloves he wears
- Caster’s hands sprout coarse scales
- Caster’s hands sprout luxuriant feathers
- Caster’s head appears to hang loosely above his shoulders
- Caster’s head appears translucent when backlit by firelight
- Caster’s head deforms like a rubber ball when bludgeoned
- Caster’s head explodes as a 20HD fireball if cut from his body
- Caster’s head is demanded as tribute by some insane despot
- Caster’s head is discovered to be a mechanical construct
- Caster’s head is impervious to non-magical missile fire
- Caster’s head is now shaped like a bell
- Caster’s head is perfectly cylindrical until sunset tomorrow
- Caster’s head is permanently surrounded by dense fog
- Caster’s head is rendered permanently invisible
- Caster’s head is sealed in a block of ice with breathing holes
- Caster’s head is split down the middle but he is unharmed
- Caster’s head once belonged to a great military leader
- Caster’s head shines like a beacon visible only to orcs
- Caster’s head turns into a pumpkin for 1d6 hours
- Caster’s heart is mechanical and not subject to necromancy
- Caster’s heart is widely rumored to be the Philosopher’s Stone
- Caster’s home and everything in it are invisible to him
- Caster’s home appears to be shockingly evil to everyone but him
- Caster’s home appears to have been abandoned for centuries
- Caster’s home can’t be entered through the front door
- Caster’s home drops from the sky to land heavily nearby
- Caster’s home fills with some kind of thick blue liquid
- Caster’s home has a secret entrance accessible only to trolls
- Caster’s home has a secret room that he’s never noticed before
- Caster’s home has served as a brothel while he’s been away
-
- Caster’s home has served as a cafeteria while he’s been away
- Caster’s home has served as a crematorium while he’s been away
- Caster’s home has served as a grain silo while he’s been away
- Caster’s home has served as a monastery while he’s been away
- Caster’s home has served as a mortuary while he’s been away
- Caster’s home has served as a pig sty while he’s been away
- Caster’s home has served as a prison while he’s been away
- Caster’s home has served as a public latrine while he’s been away
- Caster’s home has served as a stable while he’s been away
- Caster’s home has served as an abattoir while he’s been away
- Caster’s home has served as an armory while he’s been away
- Caster’s home has served as an unholy altar while he’s been away
- Caster’s home has served as barracks while he’s been away
- Caster’s home is a triumph of postmodern architecture
- Caster’s home is at the center of a huge territorial squabble
- Caster’s home is buried in compost
- Caster’s home is destroyed by a huge magical explosion
- Caster’s home is fireproof but water soluble
- Caster’s home is flattened by a mysterious magical explosion
- Caster’s home is infested with bubonic rats
- Caster’s home is leveraged in a speculative financial scheme
- Caster’s home is made of gingerbread
- Caster’s home is packed completely full of manure
- Caster’s home is packed completely full of pigs’ ears
- Caster’s home is packed completely full of salt
- Caster’s home is packed completely full of snow
- Caster’s home is seized through an act of Imminent Domain
- Caster’s home is suddenly at the bottom of a deep, dark valley
- Caster’s home is suddenly at the top of a forbidding mountain
- Caster’s home levitates 1d10 yards in the air for that many days
- Caster’s home resembles a large toadstool
- Caster’s home sinks into the ground 1d10 inches per day
- Caster’s home stands on a kobold burial mound
- Caster’s home throbs and pulses like a gigantic heart
- Caster’s home will cease to exist in 1d4 days
- Caster’s image appears on every shield within 100 yards
- Caster’s index finger is shaped like a key
- Caster’s Intelligence is equal to his level for 2d12 hours
- Caster’s Intelligence is reduced by 1d4 for a like number of days
- Caster’s internal monologue becomes audible to others
- Caster’s is unable to digest uncooked foods
- Caster’s kidneys vanish
- Caster’s knees can bend forward and backward with equal ease
- Caster’s left arm appears to carry a powerful enchantment
- Caster’s left arm appears to have been made from twine and glue
- Caster’s left arm doubles in length 1d4 times
- Caster’s left arm doubles in length; right arm shrinks by 50%
- Caster’s left arm stretches to 2X the length of his body
- Caster’s left hand and 10d10% of his arm turn to brass
- Caster’s left hand can’t be cut by any non-magical blade
- Caster’s left hand is affected as by the spell Haste
- Caster’s left hand is hideously warped and mangled
- Caster’s left hand strongly resents his right hand
- Caster’s left leg detaches and starts kicking him really hard
- Caster’s left leg is covered by bark
- Caster’s legs are both encased in a single thick, steel pipe
- Caster’s legs are now exactly as long as his arms
- Caster’s legs can’t support his weight for 10d10 rounds
- Caster’s legs double in length, and his arms shorten by 50%
- Caster’s legs weigh as much as iron while he’s wading
- Caster’s limbs are rendered permanently invisible
- Caster’s limbs each belong to a different species
- Caster’s lungs are visible through his flesh and clothing
- Caster’s lungs begin to function at 2X normal efficiency
- Caster’s lungs begin to function at half normal efficiency
- Caster’s lungs sound like bagpipes when he exerts himself
- Caster’s lungs stop working for 1d10 rounds
- Caster’s magic does not affect females for 1d4 days
- Caster’s magic does not affect males for 1d4 days
- Caster’s magic doesn’t work if he’s ankle-deep in water
- Caster’s magic is detected by Detect Magic only 20% of the time
- Caster’s magic is somewhat resistant to the spell Dispel Magic
- Caster’s magic leaves a filmy residue on precious metals
- Caster’s mass increases by a factor of 10 while he’s on a boat
- Caster’s missile-based spells seem to issue from his eyes
- Caster’s missile-based spells seem to issue from his mouth
- Caster’s missile-based spells seem to issue from the ground
- Caster’s most powerful foe always knows caster’s precise location
- Caster’s motion is impeded by a strong wind that affects only him
- Caster’s nearest ally attacks him for 1d6 rounds
- Caster’s nearest ally is invisible to him for 1d4 days
- Caster’s neck doubles in length
- Caster’s neck is invisible
- Caster’s next 1d8 attacks inflict only illusionary damage
- Caster’s next attack causes equal damage to him and his target
- Caster’s next attack heals its target of all damage and disease
- Caster’s next spell affects only half of its intended targets
- Caster’s next spell causes its target to become invisible
- Caster’s next spell fills the air with the sound of buzzing bees
- Caster’s next spell functions as a Disintegrate spell instead
- Caster’s next spell functions but has an invisible effect
- Caster’s next spell functions but knocks him unconscious
- Caster’s next spell persists until he’s injured
- Caster’s next spell turns its target bright blue for its duration
- Caster’s next Summoning calls up something he can not put down
- Caster’s next Summoning turns him into the Summoned creature
- Caster’s next Summoning yields 1d10 decapitated human heads
- Caster’s next Summoning yields 1d1000 fluffy white rabbits
- Caster’s next Summoning yields 1d4 chrome-plated ostriches
- Caster’s next Summoning yields 1d8 tiny blue imps with white hats
-
- Caster’s next Summoning yields 4d10 bushels of rotten apples
- Caster’s next Summoning yields a 16HD Earth Elemental
- Caster’s next Summoning yields a bucket of brine-soaked plums
- Caster’s next Summoning yields a coil of rope one mile in length
- Caster’s next Summoning yields a creature that attacks him
- Caster’s next Summoning yields a creature that dies instantly
- Caster’s next Summoning yields a horrifyingly loathsome monster
- Caster’s next Summoning yields a mockery of the intended effect
- Caster’s next Summoning yields a puddle of highly unstable goo
- Caster’s next Summoning yields an ice sculpture
- Caster’s next Summoning yields an illusion of the intended effect
- Caster’s next Summoning yields something wildly inappropriate
- Caster’s next Summoning yields the last thing that he expects
- Caster’s next Summoning yields two of whatever he’s Summoning
- Caster’s nose looks like a noose
- Caster’s nose looks like an ear
- Caster’s nostrils are stuffed full of pimentos
- Caster’s palms turn to stone
- Caster’s pockets are filled with confectioner’s sugar
- Caster’s pockets are filled with glue
- Caster’s pockets are filled with greasy candle stubs
- Caster’s pockets are filled with live minnows
- Caster’s pockets are filled with offal
- Caster’s pockets are filled with stringy pasta
- Caster’s pockets are filled with weeks-old goat cheese
- Caster’s pockets are fireproof
- Caster’s pockets are inaccessible for 1d6 days
- Caster’s pockets are lined with chain mail
- Caster’s pockets are lined with sharp, jagged teeth
- Caster’s pockets vanish along with anything inside them
- Caster’s presence causes all food to taste like liver
- Caster’s presence causes birds in nearby trees to fall silent
- Caster’s presence causes bowstrings to be abnormally elastic
- Caster’s presence causes clockwork devices to malfunction
- Caster’s presence causes food to be drained of all flavor
- Caster’s presence causes holy symbols to seem unusually hot
- Caster’s presence causes magical animals to be oddly intractable
- Caster’s presence causes magical weapons to glow a dim red
- Caster’s presence causes musical instruments to go out of tune
- Caster’s presence causes people to sing wildly off-key
- Caster’s presence causes the clanking of metal to be muted
- Caster’s presence causes timekeeping devices to combust
- Caster’s presence causes timekeeping devices to malfunction
- Caster’s presence causes undead skeletons to sneeze
- Caster’s presence causes worked stone to sweat
- Caster’s presence induces lightheartedness in Dwarves
- Caster’s presence makes it hard to discern the value of things
- Caster’s principal weapon bends until the ends are touching
- Caster’s principal weapon can indicate True North once per turn
- Caster’s principal weapon can’t be damaged by non-magical heat
- Caster’s principal weapon can’t exist on this plane for 4d8 days
- Caster’s principal weapon can’t kill anyone now within 10 miles
- Caster’s principal weapon can’t kill anyone of Elfin stock
- Caster’s principal weapon disintegrates if it draws his blood
- Caster’s principal weapon glows as though it’s red hot
- Caster’s principal weapon is as shiny as mirror for 1d12 months
- Caster’s principal weapon is extremely sticky to the touch
- Caster’s principal weapon is matte black between sunset and dawn
- Caster’s principal weapon is older than the whole universe
- Caster’s principal weapon is reclaimed by its former owner
- Caster’s principal weapon is translucent like smoked glass
- Caster’s principal weapon shrinks by 5d10+45%
- Caster’s principal weapon sprouts luxuriant tresses
- Caster’s reflection appears upside down
- Caster’s reflection chants dire prophecies about him
- Caster’s reflection commits suicide when he next sees it
- Caster’s reflection harbors a deep and obvious resentment of him
- Caster’s reflection is not mirror-reversed
- Caster’s reflection shows him as battered corpse
- Caster’s reflection shows him as he was 10 years ago
- Caster’s reflection shows him beaten nearly to death
- Caster’s right arm is encased in a cylinder of solid crystal
- Caster’s right arm is just like his left arm, facing backwards
- Caster’s right arm resembles a horse’s foreleg
- Caster’s right hand is a perfect sphere at the end of his wrist
- Caster’s right hand struggles to grip his right elbow
- Caster’s right leg increases in thickness by a factor of 1d4
- Caster’s right thigh is as long as his entire left leg
- Caster’s skin appears cracked like an old oil painting
- Caster’s skin appears pitted like Swiss cheese
- Caster’s skin appears to have been boiled
- Caster’s skin appears to have been riveted to his body in sheets
- Caster’s skin appears to have been woven of flesh-colored thread
- Caster’s skin can’t be punctured by any mammal’s teeth
- Caster’s skin is blood red for 2d4-1 days
- Caster’s skin is completely free of moles, scars, and blemishes
- Caster’s skin is covered by human bite-marks
- Caster’s skin is fireproof but tarnishes quickly in sunlight
- Caster’s skin is infused with countless tiny glass nuggets
- Caster’s skin is permanently stained by his blood
- Caster’s skin is plaid from now on
- Caster’s skin is suddenly the color of his hair
- Caster’s skin ripples like a rain-spattered pond from now on
- Caster’s skin varies in opacity from hour to hour
- Caster’s skull becomes intensely magnetic
- Caster’s speech doesn’t match the movement of his lips
- Caster’s speech is clearly audible to all within 50 yards
- Caster’s speech is utterly unintelligible for 1d4 hours
- Caster’s speech is utterly unintelligible to him
- Caster’s spellbook absorbs moisture like a sponge
-
- Caster’s spellbook acquires a saucy and antagonistic personality
- Caster’s spellbook and any ink within it are waterproof
- Caster’s spellbook appears to be in a language unknown to him
- Caster’s spellbook appears to be on fire while it’s open
- Caster’s spellbook belongs to someone else who wants it back
- Caster’s spellbook can be folded to the size of a deck of cards
- Caster’s spellbook can be judged by its cover
- Caster’s spellbook can be unfolded to function as a small boat
- Caster’s spellbook can be unfolded to function as a small tent
- Caster’s spellbook can be unfolded to serve as a table for six
- Caster’s spellbook can be used as an anvil but weighs as much
- Caster’s spellbook can dispense 1d4 gallons of pure water per day
- Caster’s spellbook can hold 100 pounds like a Bag of Holding
- Caster’s spellbook can hold 4x the usual number of spells
- Caster’s spellbook can only be read by females
- Caster’s spellbook can only be read by males
- Caster’s spellbook can only be read in near-total darkness
- Caster’s spellbook can withstand 100 hit points of fire damage
- Caster’s spellbook can’t be harmed or altered by any mortal means
- Caster’s spellbook contains 1d8 spells he’s never seen before
- Caster’s spellbook contains a mysterious key
- Caster’s spellbook contains nothing but gibberish for 1d4 days
- Caster’s spellbook contains pages and pages of court transcripts
- Caster’s spellbook contains pages and pages of idle gossip
- Caster’s spellbook contains pages and pages of inaccurate maps
- Caster’s spellbook contains pages and pages of New Age garbage
- Caster’s spellbook contains pages and pages of ribald limericks
- Caster’s spellbook contains pages and pages of risqué woodcuts
- Caster’s spellbook contains pages and pages of shocking profanity
- Caster’s spellbook contains pages and pages of tasty recipes
- Caster’s spellbook contains pages and pages of trite haikus
- Caster’s spellbook contains pages and pages of uplifting slogans
- Caster’s spellbook contains pages and pages of utter gibberish
- Caster’s spellbook giggles in the presence of other books
- Caster’s spellbook giggles loudly when its pages are turned
- Caster’s spellbook gives faulty warnings about his impending doom
- Caster’s spellbook glows in the dark
- Caster’s spellbook growls ominously when anyone else touches it
- Caster’s spellbook has 60% Magic Resistance
- Caster’s spellbook has a handle and can be used as a shield +1
- Caster’s spellbook has a hideous face embossed on its cover
- Caster’s spellbook has a secret, flask-shaped compartment
- Caster’s spellbook has a surprise ending
- Caster’s spellbook has no clear beginning or end
- Caster’s spellbook has straps and can be worn as a backpack
- Caster’s spellbook induces madness in those of Lawful alignment
- Caster’s spellbook induces nausea in anyone else who touches it
- Caster’s spellbook induces ravenous hunger in any who read it
- Caster’s spellbook is 30% likely to be invisible on any given day
- Caster’s spellbook is as fragile as glass until sunset
- Caster’s spellbook is bound in a sheathe of human skin
- Caster’s spellbook is bound tightly shut in barbed wire
- Caster’s spellbook is breaded and deep-fried
- Caster’s spellbook is chrome-plated
- Caster’s spellbook is covered in a thin shell of clay
- Caster’s spellbook is coveted by a fire elemental
- Caster’s spellbook is coveted by the undead
- Caster’s spellbook is discovered to be a forgery
- Caster’s spellbook is distributed as a mass-market paperback
- Caster’s spellbook is drenched in goat’s milk
- Caster’s spellbook is ethereal to everyone except him
- Caster’s spellbook is fiercely coveted by all who pass near it
- Caster’s spellbook is filled with ways to dispose of corpses
- Caster’s spellbook is found to be just one part of a trilogy
- Caster’s spellbook is glazed like a doughnut
- Caster’s spellbook is gritty like sandpaper
- Caster’s spellbook is impervious to acid
- Caster’s spellbook is impervious to cold
- Caster’s spellbook is indestructible but appears to be decaying
- Caster’s spellbook is invisible for one hour each day
- Caster’s spellbook is invisible to everyone except magic users
- Caster’s spellbook is invisible to him unless his hair is wet
- Caster’s spellbook is invisible when wet
- Caster’s spellbook is laminated
- Caster’s spellbook is long overdue at the library
- Caster’s spellbook is perfectly spherical for 1d12 hours
- Caster’s spellbook is permanently water-soaked but undamaged
- Caster’s spellbook is rewritten in a language known only to him
- Caster’s spellbook is rewritten in a language unknown to him
- Caster’s spellbook is riddled with holes like Swiss cheese
- Caster’s spellbook is rumored to contain several lost spells
- Caster’s spellbook is rumored to have been penned by heretics
- Caster’s spellbook is sealed in a heavy wooden crate
- Caster’s spellbook is sealed with a combination lock
- Caster’s spellbook is sheathed in flame but doesn’t burn
- Caster’s spellbook is sought by power-crazed conjurers
- Caster’s spellbook is stolen by someone on his way to the latrine
- Caster’s spellbook is tightly wrapped in cellophane
- Caster’s spellbook is transparent while closed
- Caster’s spellbook is unintelligible for 1d100 hours
- Caster’s spellbook is waterproof
- Caster’s spellbook is weightless while it’s open
- Caster’s spellbook is wrapped in festive paper and ribbons
- Caster’s spellbook is written entirely in purple crayon
- Caster’s spellbook leaves a trail of ash wherever it’s carried
- Caster’s spellbook randomly shuffles its pages
- Caster’s spellbook reeks as though drenched in perfume
- Caster’s spellbook reeks indelibly of mold and mildew
- Caster’s spellbook reeks of manure while it’s open
- Caster’s spellbook reeks of rotting, mildewed cloth
-
- Caster’s spellbook seems badly scorched but is undamaged
- Caster’s spellbook shines as bright as the sun for 4d6 hours
- Caster’s spellbook shrinks to the size of a coin for 1d4 days
- Caster’s spellbook sprays skunk-musk each time it’s opened
- Caster’s spellbook tastes like chicken between sunset and dawn
- Caster’s spellbook teleports 10d20 yards straight up
- Caster’s spellbook teleports 1d4 feet straight down
- Caster’s spellbook tends to slam shut on his hand (1d2-1 damage)
- Caster’s spellbook turns into a cat when he says a command word
- Caster’s spellbook vanishes; he finds it in a nearby well
- Caster’s spellbook vanishes; in 1d4 days he disgorges it
- Caster’s spellbook warms a five foot radius to a comfy 70°
- Caster’s spellbook was here just a minute ago
- Caster’s spellbook was instrumental in the downfall of an empire
- Caster’s spellbook was stolen from a secret monastery
- Caster’s spellbook was stolen from a traveler from the future
- Caster’s spellbook weighs 1d100+100 pounds
- Caster’s spellbook weighs as much as he does
- Caster’s spellbook will combust if he opens it before dawn
- Caster’s spells function as though cast by someone half his level
- Caster’s spells no longer work on some particular person nearby
- Caster’s Strength increases by 1d6 for a like number of days
- Caster’s Strength is halved
- Caster’s Strength is halved until he’s struck by fire-based magic
- Caster’s Strength is rerolled hourly for the next 24 hours
- Caster’s teeth appear shiny and black like obsidian
- Caster’s teeth appear to drip blood for one week
- Caster’s teeth become serrated and triangular like a shark’s
- Caster’s teeth can be broken by any physical force or object
- Caster’s teeth can never become invisible
- Caster’s teeth grow continuously, like a rodent’s
- Caster’s teeth shatter on contact with unrefined iron
- Caster’s tongue is bifurcated along half of its length
- Caster’s tongue is invisible during daylight hours
- Caster’s tongue is removable
- Caster’s voice becomes increasingly loud
- Caster’s voice cracks like a teenage boy’s voice
- Caster’s voice inspires rage in dogs and wolves
- Caster’s voice is hoarse and strained for 1d4 weeks
- Caster’s voice issues from his right hand instead of his mouth
- Caster’s voice makes people feel hostile and aggressive
- Caster’s voice resonates in any gems nearby
- Caster’s voice seems poorly matched to his age and sex
- Caster’s voice seems to issue from 1d4 people around him
- Caster’s voice seems to issue from his pockets
- Caster’s voice seems to issue from some item he’s now carrying
- Caster’s voice sounds as if it’s coming from a distant megaphone
- Caster’s voice sounds as if it’s coming through a metal tube
- Caster’s voice sounds like he’s 1d100 years older
- Caster’s voice sounds like that of each person to whom he speaks
- Caster’s voice sounds like the braying of donkeys
- Caster’s voice sounds like the buzzing of metal bees
- Caster’s voice sounds like the honking of geese
- Caster’s voice sounds like the sputtering of a clogged drain
- Caster’s waterskin is filled with mashed potatoes
- Caster’s waterskin makes its contents taste brackish and foul
- Caster’s weight increases tenfold while on a ladder
- Caster’s weight increases tenfold while walking across ice
- Cooked meat is mildly poisonous to the caster
- Countless pine needles adhere tightly to the caster’s skin
- Countless tiny wood chips swirl about the caster for 2d10 rounds
- Countless tiny worms cascade from caster’s ears
- Crawling insects pour from caster’s nostrils for 1d4 rounds
- Cryptic messages are embossed on the caster’s chest and back
- Cryptic runes cover the caster’s arms and hands
- Cryptic symbols flash constantly across caster’s forehead
- Damage from caster’s next 1d8 attacks appears 1d8 rounds later
- Damage inflicted upon caster can only be healed near firelight
- Damage inflicted upon caster is 10% likely to be just an illusion
- Damage inflicted upon caster is 10% likely to harm someone else
- Damage inflicted upon caster leaves unusually severe scars
- Domestic cats react to caster with astonishing ferocity
- Each day at noon, caster’s age is reduced by 50%
- Each day at noon, caster’s weapon heats to 2d100°
- Each day at sunset, caster suffers intense pain for 1d4 rounds
- Each day for 2d6 days, caster must reroll his attributes
- Each day, caster adds a cumbersome new title to his name
- Each day, caster attempts to prove that he’s impervious to blades
- Each day, caster bores his allies with tales of his own heroism
- Each day, caster can add +1 (or +5%) to any one dice roll
- Each day, caster can cause one foe to miss one attack
- Each day, caster can detach his head for up to one hour
- Each day, caster can digest up to half a pound of stone
- Each day, caster can magically cause 1d6 people to hate him
- Each day, caster can roar like a dragon one time
- Each day, caster can see through one door as if it were glass
- Each day, caster can Summon 1d10 minnows up to 1d4 times
- Each day, caster decides to worship a different deity
- Each day, caster demands to be called by a different name
- Each day, caster displays a new phobia that disappears by sunset
- Each day, caster finds 1d10 human eyeballs in his pocket
- Each day, caster finds 1d4 gold pieces in his pocket
- Each day, caster finds a severed body part in his pocket
- Each day, caster has no idea who he is for 1d10 minutes
- Each day, caster increasingly obsesses about his waning lifespan
- Each day, caster insists on being called by a different name
- Each day, caster is 1% likely to be destroyed by a meteor strike
- Each day, caster is 5% likely to teleport to this target point
- Each day, caster is 10% likely to change sex until sunset
- Each day, caster is 40% likely to crave garlic intensely
-
- Each day, caster is 50% likely to leave no footprints
- Each day, caster is accosted by a man with a real estate scheme
- Each day, caster is attacked but not injured by a huge, ugly bird
- Each day, caster is immune to 1d6 hit points of damage
- Each day, caster loses 1d4 gold pieces
- Each day, caster must cast at least one spell upon himself
- Each day, caster must drink at least four gallons of water
- Each day, caster must eat a pound of tree bark, or he’ll starve
- Each day, caster must eat at least one lighted candle
- Each day, caster must pluck at least one rose or be stricken mute
- Each day, caster must recite a new limerick, or he’ll go insane
- Each day, caster must Save or be unable to count until sunset
- Each day, caster must Save or lose half of his hit points
- Each day, caster must Save vs Will or his home explodes
- Each day, caster must tell at least one outrageous lie
- Each day, caster recalls a new but entirely fictional past life
- Each day, caster reveals a new and offensive truth about himself
- Each day, caster sees great meaning in the first words he hears
- Each day, caster suffers violent withdrawal unless he uses magic
- Each day, caster tells the same stupid joke about gnomes
- Each day, caster threatens to murder someone nearby
- Each day, caster wakes because a small pebble hits his forehead
- Each day, caster wakes beneath a brine-soaked tangle of vines
- Each day, caster wakes beneath a layer of fine white sand
- Each day, caster wakes certain that he’ll die before sunset
- Each day, caster wakes certain that the world will end by sunset
- Each day, caster wakes completely deaf until he drinks something
- Each day, caster wakes dressed in a mummy’s filthy rags
- Each day, caster wakes exhausted as if he just ran a marathon
- Each day, caster wakes in a pile of dry leaves
- Each day, caster wakes looking as if he’s been beaten with clubs
- Each day, caster wakes nearly out of his mind with rage
- Each day, caster wakes thinking that 1d100 days have passed
- Each day, caster wakes thinking that he’s under attack
- Each day, caster wakes to find a loaf of warm bread on his chest
- Each day, caster wakes unable to see his allies for 1d4 turns
- Each day, caster wakes wearing a heavily powdered wig
- Each day, caster wakes wearing a straw hat
- Each day, caster wakes with a daisy sprouting from his mouth
- Each day, caster wakes with a gold coin in his mouth
- Each day, caster wakes with a hospital bracelet on his wrist
- Each day, caster wakes with his mouth packed full of flour
- Each day, caster wakes with no idea of how he got there
- Each day, caster wakes with several new and disturbing scars
- Each day, caster’s face is unbearably hideous for 1d10 minutes
- Each day, caster’s hair grows 10% longer
- Each day, caster’s height fluctuates plus or minus 1d100%
- Each day, caster’s height fluctuates plus or minus 1d6 inches
- Each day, caster’s home shrinks by 1%
- Each day, caster’s nostrils appear at a new place on his head
- Each day, one of caster’s spells (random) has its effect reversed
- Each day, some part of caster’s body falls off and regrows
- Each day, someone accuses the caster of grand theft
- Each day, someone accuses the caster of high treason
- Each day, someone accuses the caster of unwholesome practices
- Each day, someone accuses the caster or regicide
- Each day, the caster is praised for some act of amazing heroism
- Each hour, 1d4 small pine cones fall from the caster’s ears
- Each morning, caster must Save or be rendered mute for that day
- Each morning, caster must Save or be sprayed by a skunk
- Each morning, caster must Save or contract a non-magical illness
- Each morning, caster must Save or earn the enmity of a monarch
- Each morning, caster must Save or he ages 1d4 days
- Each morning, caster must Save or he’ll be arrested before sunset
- Each morning, caster must Save or his clothes dissolve by sunset
- Each night as caster sleeps, every blade he owns is sharpened
- Each night as caster sleeps, he’s 5% likely to trigger a Burst
- Each night as caster sleeps, his ankles are bound by silk cord
- Each night as caster sleeps, his lips move as though he’s talking
- Each of caster’s big toes is now as long as the rest of his foot
- Each of caster’s big toes is now as wide as the rest of his foot
- Each of caster’s teeth is now a different and contrasting color
- Each of caster’s teeth screams each time he opens his mouth
- Each of caster’s toes is 5% likely to explode right now
- Eerie moans fill the air when caster touches holy water
- Efforts to become invisible make the caster much more visible
- Efforts to become invisible temporarily age the caster 1d10 years
- Elementals Summoned in caster’s presence are 20% larger
- Elementals Summoned in caster’s presence are at -2 to hit him
- Elementals Summoned in caster’s presence are completely silent
- Elementals Summoned in caster’s presence are horrible to look at
- Elementals Summoned in caster’s presence are invisible to him
- Elementals Summoned in caster’s presence are invulnerable to him
- Elementals Summoned in caster’s presence are Slowed
- Elementals Summoned in caster’s presence are terrified of him
- Elementals Summoned in caster’s presence assume comical forms
- Elementals Summoned in caster’s presence attack him outright
- Elementals Summoned in caster’s presence attack their summoner
- Elementals Summoned in caster’s presence can’t be controlled
- Elementals Summoned in caster’s presence crave decaying meat
- Elementals Summoned in caster’s presence explode instantly
- Elementals Summoned in caster’s presence flee the area at once
- Elementals Summoned in caster’s presence look familiar to him
- Elementals Summoned in caster’s presence mock him endlessly
- Elementals Summoned in caster’s presence seem far more fierce
- Elementals Summoned in caster’s presence totally ignore him
- Elementals Summoned in caster’s presence vaguely resemble him
- Elementals Summoned in caster’s presence weep until dismissed
- Elementals Summoned in caster’s presence will not attack him
- Embarrassing rumors about the caster circulate far and wide
-
- Embarrassing sounds issue from the caster at inopportune times
- Even in darkness, caster is visible as though in full daylight
- Every third tooth falls from caster’s mouth
- Everyone knows the caster’s most embarrassing secret
- Everyone now harboring ill will toward caster forgets who he is
- Everyone now harboring ill will toward caster knows where he is
- Everyone thinks that the caster is using a false name
- Everyone thinks that the caster’s use of magic is reckless
- Everyone thinks the caster to be vaguely unreliable
- Everyone who knows the caster suspects that he’s really undead
- Everyone who knows the caster thinks that he owes them money
- Everyone within 100 miles hates the caster until at least sunset
- Everyone within 100 miles knows that the caster is a magic user
- Everyone within one mile appears as a skeleton to the caster
- Everything caster eats for 1d12 months tastes strongly of blood
- Fine gold wire is visibly threaded through the caster’s flesh
- Fire-based magic is invisible to the caster
- Fires can’t be sustained within three feet of caster’s spellbook
- Flames shoot from caster’s ears at least once per hour until dawn
- Foliage grows to entangle caster’s feet if he stands still
- Food turns ethereal while the caster touches it
- For 1d4 days, caster can neutralize poisons by touch
- For 1d4 days, caster is certain that his saliva is poisonous
- For 1d4 rounds, caster’s left foot is fused to the ground
- For 1d4 rounds, normal water can burn the caster like strong acid
- For 1d4 weeks, caster’s eyelids glow brightly in the dark
- For 1d4 weeks, caster’s nose hovers 1d4 inches before his face
- For 2d4-1 horrible days, caster works in a huge corporate office
- For 3d10 days caster is immune to magic cast by one person
- For 6d10 rounds, caster is the only person on the entire planet
- For one day, caster is so monstrously ugly that people attack him
- For one day, caster knows the location of all gold within 5 miles
- For several days, caster strongly resembles a drowned corpse
- Foul-smelling steam issues from the caster’s nostrils
- Half of caster’s body is as hairy as an ape
- Half of caster’s body is immune to polymorph magic
- Half of caster’s hair is replaced by very fine silver wire
- Holy symbols inspire dread in the caster
- Holy water boils on contact with caster’s skin
- Honey flows through caster’s veins instead of blood
- Horrific screams issue from the caster’s spellbook
- Huge volumes of ectoplasm ooze from the caster’s nostrils
- Icy winds buffet the caster for 2d8-1 days
- If alive, caster is totally healed in each of the next 1d6 hours
- If asked for identification, caster offers a funny self-portrait
- If caster attempts a Summoning, he vanishes for its duration
- If caster attempts to create or control undead, they attack him
- If caster casts a spell in the next turn, he thinks he’s drowning
- If caster casts a spell in the next turn, his clothing vanishes
- If caster comes within one mile of a dragon, his hair falls out
- If caster comes within one mile of an ocean, he begins to drown
- If caster damages a statue, he suffers an equivalent injury
- If caster dies and is resurrected, he’s 85% likely to change sex
- If caster draws a weapon before sunset, he goes berserk
- If caster draws a weapon before sunset, that weapon vanishes
- If caster falls more than twenty yards, he teleports to this spot
- If caster has a beard, it vanishes; if he doesn’t, he grows one
- If caster has a missile weapon, he’s attacked by small animals
- If caster has drawn blood recently, he vanishes until sunrise
- If caster has eaten in the past hour, he falls unconscious
- If caster has eaten in the past hour, he loses 2d10 hit points
- If caster has eaten in the past hour, he never has to eat again
- If caster has eaten in the past hour, he vanishes until lunchtime
- If caster has eaten meat in the past hour, it was human flesh
- If caster has eaten meat in the past hour, it wasn’t really meat
- If caster has ever been resurrected, he loses 1d100 hit points
- If caster has ever been resurrected, he now gains one level
- If caster has ever been resurrected, he now loses one level
- If caster has ever been resurrected, he teleports to that spot
- If caster has slain anyone in cold blood, he’s wracked by remorse
- If caster has slain anyone in cold blood, that person haunts him
- If caster ingests poison, he becomes powerfully addicted to it
- If caster ingests poison, he briefly gains 1d4 points of Wisdom
- If caster ingests poison, he can’t be harmed by fire for 1d4 days
- If caster ingests poison, he combusts in 1d6 turns
- If caster ingests poison, he develops an intense, unusual phobia
- If caster ingests poison, he develops hundreds of ugly blisters
- If caster ingests poison, he forgets his name and how to speak
- If caster ingests poison, he hallucinates wildly for 2d20 hours
- If caster ingests poison, he is instantly aware of it
- If caster ingests poison, he smells like carrion for 1d4 weeks
- If caster ingests poison, he tries to cut it out of his body
- If caster ingests poison, he’s 20% likely to change sex
- If caster ingests poison, his age is reduced by 1d20 years
- If caster ingests poison, his blood is corrosive to metal
- If caster ingests poison, his body shrinks by 1d100%
- If caster ingests poison, his fingers vanish
- If caster ingests poison, his teeth fall out
- If caster ingests poison, its onset is delayed by 1d4 days
- If caster ingests poison, non-magical antidotes are toxic to him
- If caster ingests poison, someone nearby also suffers its effect
- If caster is carrying a dagger, it grows as large as a greatsword
- If caster is carrying a pouch, he attempts to climb into it
- If caster is carrying a pouch, he likes to wear it as a hat
- If caster is carrying a pouch, he uses it as a hand-puppet
- If caster is carrying a weapon, it attempts to strike him
- If caster is carrying a weapon, it turns into an umbrella
- If caster is carrying any blades, he throws them in a nearby lake
- If caster is carrying any blades, they’re now incredibly sharp
- If caster is carrying any bread, it animates and attacks him
-
- If caster is carrying any coins, each weighs as much as he does
- If caster is carrying any coins, he develops an allergy to gold
- If caster is carrying any keys, they’re all suddenly identical
- If caster is carrying any kind of key, it explodes violently
- If caster is carrying any metal, he can’t cast magic until dawn
- If caster is carrying any metal, he thinks that he’s rusting
- If caster is carrying any wood, he tries to eat it like a termite
- If caster is carrying any wood, he’s attacked by termites
- If caster is carrying food, he becomes violently ill for an hour
- If caster is carrying food, he eats all of it as fast as he can
- If caster is carrying food, he’s attacked by hungry hungry hippos
- If caster is carrying food, it’s 4X as nutritious as normal food
- If caster is carrying his spellbook, he teleports 2d4 miles
- If caster is carrying his spellbook, he teleports to his home
- If caster is carrying his spellbook, he’s illiterate for one week
- If caster is carrying his spellbook, he’s reluctant to open it
- If caster is carrying his spellbook, it teleports to his home
- If caster is carrying his spellbook, it vanishes until dawn
- If caster is hit by a bludgeon, his head resembles a watermelon
- If caster is hit by a bludgeon, his head rings like a bronze gong
- If caster is now at full hit points, he vanishes for 1d12 hours
- If caster is now bleeding, he ages 10d10 years
- If caster is now bleeding, he attacks his nearest ally
- If caster is now bleeding, he can never use invisibility magic
- If caster is now bleeding, he can’t be healed before midnight
- If caster is now bleeding, he can’t use magic for 1d4 days
- If caster is now bleeding, he can’t use magic for 2d12 hours
- If caster is now bleeding, he changes sex for 1d6 days
- If caster is now bleeding, he declares war on an imagined enemy
- If caster is now bleeding, he flees at top speed in a panic
- If caster is now bleeding, he gains 10,000 Experience Points
- If caster is now bleeding, he gains one level
- If caster is now bleeding, he loses another 4d10 hit points
- If caster is now bleeding, he races to the nearest coastline
- If caster is now bleeding, he teleports to his home
- If caster is now bleeding, he thinks that he’s somebody else
- If caster is now bleeding, he’s attacked by a shark
- If caster is now bleeding, he’s forever immune to healing magic
- If caster is now bleeding, he’s immune to fire magic until sunset
- If caster is now bleeding, he’s permanently invisible to goblins
- If caster is now bleeding, he’s reduced to just one hit point
- If caster is now bleeding, he’s restored to full Health
- If caster is now bleeding, he’s stricken mute until he’s healed
- If caster is now bleeding, his blood glows in the dark
- If caster is now bleeding, his blood is flammable for 2d12 hours
- If caster is now bleeding, his hair grows 8d12 inches
- If caster is now bleeding, his weapon is +4 ToHit for 2d12 hours
- If caster is now bleeding, his weapons vanish until dawn
- If caster is now bleeding, is base AC is zero for 1d10 hours
- If caster is now carrying a waterskin, it can hold 10d10 gallons
- If caster is now carrying a waterskin, it turns into bagpipes
- If caster is slain by a metal weapon, he can’t be resurrected
- If caster is slain by a metal weapon, he’ll rises as a zombie
- If caster is slain, he awakens the next day fully healed (once)
- If caster is slain, his killer is 20% likely to take his own life
- If caster is slain, his killer is universally hailed as a hero
- If caster is slain, his killer receives 100,000 gold pieces
- If caster is standing near open flame, he tries to extinguish it
- If caster is standing near open flame, he tries to ignite himself
- If caster is struck by an axe, he disgorges a pound of sawdust
- If caster is struck by an axe, he yells "timber" and falls over
- If caster is usually shy, he becomes very assertive, & vice versa
- If caster is wearing a magic ring, brackish slime oozes from it
- If caster is wearing a magic ring, everyone one nearby hates him
- If caster is wearing a magic ring, he acquires a new language
- If caster is wearing a magic ring, he acquires an unusual phobia
- If caster is wearing a magic ring, he ages 1d100 years until dawn
- If caster is wearing a magic ring, he ages one year per round
- If caster is wearing a magic ring, he becomes loudly belligerent
- If caster is wearing a magic ring, he becomes nocturnal
- If caster is wearing a magic ring, he can breathe underwater
- If caster is wearing a magic ring, he can’t be harmed by ice
- If caster is wearing a magic ring, he can’t Detect Magic
- If caster is wearing a magic ring, he can’t discern True North
- If caster is wearing a magic ring, he can’t eat while wearing it
- If caster is wearing a magic ring, he can’t leave this spot
- If caster is wearing a magic ring, he can’t remove it by himself
- If caster is wearing a magic ring, he can’t sit until sunrise
- If caster is wearing a magic ring, he can’t sleep for 2d10 days
- If caster is wearing a magic ring, he can’t speak above a whisper
- If caster is wearing a magic ring, he can’t use it for 1d4 days
- If caster is wearing a magic ring, he can’t wear any other rings
- If caster is wearing a magic ring, he claims to be an impostor
- If caster is wearing a magic ring, he claims to be enslaved to it
- If caster is wearing a magic ring, he claims to be indestructible
- If caster is wearing a magic ring, he claims to despise it
- If caster is wearing a magic ring, he claims to have created it
- If caster is wearing a magic ring, he claims to have stolen it
- If caster is wearing a magic ring, he decides that he’s a god
- If caster is wearing a magic ring, he disgorges a large bell
- If caster is wearing a magic ring, he disgorges one just like it
- If caster is wearing a magic ring, he feels 1d100° colder
- If caster is wearing a magic ring, he finds an enormous diamond
- If caster is wearing a magic ring, he finds another just like it
- If caster is wearing a magic ring, he forgets how to use it
- If caster is wearing a magic ring, he founds a bizarre cult
- If caster is wearing a magic ring, he goes insane for 1d4 days
- If caster is wearing a magic ring, he grows suspicious of Elves
- If caster is wearing a magic ring, he hasn’t eaten in weeks
- If caster is wearing a magic ring, he hates to use it indoors
-
- If caster is wearing a magic ring, he hates to use it outdoors
- If caster is wearing a magic ring, he joins a bizarre cult
- If caster is wearing a magic ring, he misplaces it
- If caster is wearing a magic ring, he refuses to speak to Dwarves
- If caster is wearing a magic ring, he regains 2d6 hit points
- If caster is wearing a magic ring, he rings like a bell
- If caster is wearing a magic ring, he shrinks by 50% until dawn
- If caster is wearing a magic ring, he suffers cannibalistic urges
- If caster is wearing a magic ring, he suspects that it’s a fake
- If caster is wearing a magic ring, he thinks his allies covet it
- If caster is wearing a magic ring, he thinks it’s consuming him
- If caster is wearing a magic ring, he thinks it’s controlling him
- If caster is wearing a magic ring, he thinks that it’s on fire
- If caster is wearing a magic ring, he throws it 4d6 feet from him
- If caster is wearing a magic ring, he tries to destroy it
- If caster is wearing a magic ring, he tries to sever that finger
- If caster is wearing a magic ring, he uses it whenever possible
- If caster is wearing a magic ring, he wants to swallow it
- If caster is wearing a magic ring, he weeps tears of honey
- If caster is wearing a magic ring, he’ll die if he removes it
- If caster is wearing a magic ring, he’s accused of sedition
- If caster is wearing a magic ring, he’s allergic to it
- If caster is wearing a magic ring, he’s attacked by crows
- If caster is wearing a magic ring, he’s attacked by scarabs
- If caster is wearing a magic ring, he’s blind until he removes it
- If caster is wearing a magic ring, he’s declared guilty of heresy
- If caster is wearing a magic ring, he’s eager to behead himself
- If caster is wearing a magic ring, he’s imprisoned far away
- If caster is wearing a magic ring, he’s known to have stolen it
- If caster is wearing a magic ring, he’s placed under arrest
- If caster is wearing a magic ring, he’s related to the king
- If caster is wearing a magic ring, he’s reluctant to use it
- If caster is wearing a magic ring, he’s struck by lightning
- If caster is wearing a magic ring, he’s swarmed by vermin
- If caster is wearing a magic ring, he’s terrified of its power
- If caster is wearing a magic ring, he’s wearing a copy in his nose
- If caster is wearing a magic ring, his Charisma is 3 until dawn
- If caster is wearing a magic ring, his Charisma is 18 until dawn
- If caster is wearing a magic ring, his clothes turn invisible
- If caster is wearing a magic ring, his clothes turn to lead
- If caster is wearing a magic ring, his ears and nose fall off
- If caster is wearing a magic ring, his eyes turn invisible
- If caster is wearing a magic ring, his fingernails grow 1d4 feet
- If caster is wearing a magic ring, his hands look like a corpse’s
- If caster is wearing a magic ring, his hands switch wrists
- If caster is wearing a magic ring, his head turns invisible
- If caster is wearing a magic ring, his teeth turn to gold
- If caster is wearing a magic ring, holy water burns his skin
- If caster is wearing a magic ring, it acquires an odd new ability
- If caster is wearing a magic ring, it becomes clear like glass
- If caster is wearing a magic ring, it becomes part of his body
- If caster is wearing a magic ring, it can’t cross moving water
- If caster is wearing a magic ring, it can’t pass through doorways
- If caster is wearing a magic ring, it derides his magical prowess
- If caster is wearing a magic ring, it disintegrates upon removal
- If caster is wearing a magic ring, it explodes upon removal
- If caster is wearing a magic ring, it has 2X as many charges
- If caster is wearing a magic ring, it heats to 1,000°
- If caster is wearing a magic ring, it shines like the sun
- If caster is wearing a magic ring, it shrinks by 50%
- If caster is wearing a magic ring, it sprouts dozens of needles
- If caster is wearing a magic ring, it turns permanently invisible
- If caster is wearing a magic ring, it turns to lead
- If caster is wearing a magic ring, it weighs more than he does
- If caster is wearing a magic ring, it works only 75% of the time
- If caster is wearing a magic ring, it’s as brittle as glass
- If caster is wearing a magic ring, it’s on someone else’s finger
- If caster is wearing a magic ring, it’s suddenly in his stomach
- If caster is wearing a magic ring, its effect is reversed
- If caster is wearing a magic ring, its main function is altered
- If caster is wearing a magic ring, no one takes him seriously
- If caster is wearing a magic ring, smoke pours from his nostrils
- If caster is wearing a magic ring, that finger doubles in length
- If caster is wearing a magic ring, that finger turns into a thumb
- If caster is wearing a magic ring, that finger turns invisible
- If caster is wearing a magic ring, that hand ages 1d100 years
- If caster is wearing a magic ring, that hand attacks the other
- If caster is wearing a magic ring, that hand becomes gangrenous
- If caster is wearing a magic ring, that hand doubles in size
- If caster is wearing a magic ring, that hand has Dexterity 18
- If caster is wearing a magic ring, that hand has Strength 18/00
- If caster is wearing a magic ring, that hand is burned to a crisp
- If caster is wearing a magic ring, that hand is gnarled like wood
- If caster is wearing a magic ring, that hand is stricken numb
- If caster is wearing a magic ring, that hand looks like a claw
- If caster is wearing a magic ring, that hand looks like bare bone
- If caster is wearing a magic ring, that hand sprouts feathers
- If caster is wearing a magic ring, that hand turns into a foot
- If caster is wearing a magic ring, that hand turns to gold
- If caster is wearing a magic ring, that hand turns to stone
- If caster is wearing a magic ring, that hand’s thumb vanishes
- If caster is wearing a magic ring, the bones in that hand vanish
- If caster is wearing a magic ring, water is poisonous to him
- If caster is wearing any armor, he attacks someone nearby
- If caster is wearing any armor, he removes it as fast as possible
- If caster is wearing any armor, he teleports to his home
- If caster is wearing any armor, it teleports to his home
- If caster is wearing any leather, he moos like a cow until sunset
- If caster is wearing any leather, he reeks of manure until sunset
- If caster is wearing gloves, he can’t remove them
-
- If caster is wearing gloves, he requires no sleep for 1d4 weeks
- If caster is wearing gloves, they turn into fluffy wool mittens
- If caster is wearing gloves, they turn into rigid steel
- If caster kills anyone in the next turn, he also perishes
- If caster kills anyone in the next turn, he’s declared a hero
- If caster rides a horse in the next 24 hours, it tries to eat him
- If caster sleeps in his boots, he can never again remove them
- If caster sleeps in his boots, they begin devouring him tonight
- If caster stands on a riverbank, he’s attacked by crustaceans
- If caster stands on a riverbank, the bank crumbles beneath him
- If caster swallows a hot coal, he’s 5% likely to turn to diamond
- If caster swallows a hot coal, it’s 10% likely to turn to diamond
- If caster tells a lie, he giggles
- If caster tells a lie, he’s 40% likely to declare it outright
- If caster uses Detect Magic, he loses 1d6 hit points
- If caster uses Detect Magic, he’s blinded for 1d10 rounds
- If caster’s carrying a dagger, he throws it at someone nearby
- If caster’s carrying a dagger, he tries to stab himself with it
- If cut open, caster is found to be a mechanical construct
- If cut open, caster is found to be completely hollow
- If cut open, caster is found to be filled with gold coins
- If cut open, caster is found to be filled with thick red foam
- If cut open, caster is found to be made of soap
- If cut open, caster is found to be packed with gunpowder
- If cut open, caster is found to be stuffed with goose down
- If cut open, caster is found to be teeming with filthy worms
- If cut open, caster is found to contain 1d1000 feet of intestine
- If cut open, caster is found to contain countless glass beads
- If cut open, caster is found to contain only mildewed straw
- If cut open, caster is found to contain thousands of bees
- If cut open, caster is found to contain tiny replicas of himself
- If cut open, caster is found to house paper-wrapped candies
- If hit by a bludgeon on a natural 20, caster abandons magic use
- If hit by a bludgeon on a natural 20, caster ages 1d100 years
- If hit by a bludgeon on a natural 20, caster becomes a werewolf
- If hit by a bludgeon on a natural 20, caster becomes undead
- If hit by a bludgeon on a natural 20, caster bursts into flame
- If hit by a bludgeon on a natural 20, caster causes a Chaos Burst
- If hit by a bludgeon on a natural 20, caster changes sex
- If hit by a bludgeon on a natural 20, caster doubles in height
- If hit by a bludgeon on a natural 20, caster falls 1d100 feet
- If hit by a bludgeon on a natural 20, caster finds a magical ring
- If hit by a bludgeon on a natural 20, caster gains a new language
- If hit by a bludgeon on a natural 20, caster gains one level
- If hit by a bludgeon on a natural 20, caster gets hopelessly lost
- If hit by a bludgeon on a natural 20, caster goes berserk
- If hit by a bludgeon on a natural 20, caster grows 1d4 extra arms
- If hit by a bludgeon on a natural 20, caster grows another head
- If hit by a bludgeon on a natural 20, caster has a divine vision
- If hit by a bludgeon on a natural 20, caster hears ghostly voices
- If hit by a bludgeon on a natural 20, caster is badly sunburned
- If hit by a bludgeon on a natural 20, caster is blind until dawn
- If hit by a bludgeon on a natural 20, caster is briefly paralyzed
- If hit by a bludgeon on a natural 20, caster is cloned
- If hit by a bludgeon on a natural 20, caster is completely healed
- If hit by a bludgeon on a natural 20, caster is named a heretic
- If hit by a bludgeon on a natural 20, caster is paralyzed by fear
- If hit by a bludgeon on a natural 20, caster is thrown 1d100 feet
- If hit by a bludgeon on a natural 20, caster loses 1d8 teeth
- If hit by a bludgeon on a natural 20, caster loses all fear
- If hit by a bludgeon on a natural 20, caster loses all inhibition
- If hit by a bludgeon on a natural 20, caster loses his spellbook
- If hit by a bludgeon on a natural 20, caster loses one level
- If hit by a bludgeon on a natural 20, caster no longer needs food
- If hit by a bludgeon on a natural 20, caster returns to this spot
- If hit by a bludgeon on a natural 20, caster shatters like glass
- If hit by a bludgeon on a natural 20, caster suffers no damage
- If hit by a bludgeon on a natural 20, caster teleports 2d6 miles
- If hit by a bludgeon on a natural 20, caster wins 500 gold pieces
- If hit by a bludgeon on a natural 20, caster’s head explodes
- If hit by a bludgeon on a natural 20, caster’s Strength is halved
- If hit by a bludgeon on a natural 20, caster’s teeth turn to gold
- If slain before sunset, caster dissolves into a putrid slush
- Illusions cast by caster make him 2X as heavy for their duration
- In matters of barter, caster offers his spellbook first
- In the next few days, caster unearths a statue of himself
- Iridescent plumage sprouts from caster’s shoulder blades
- Lightning flashes about the caster’s head during battle
- Lightning is 3% likely to strike the caster on any given day
- Luxuriant, leafy foliage sprouts from the caster’s head
- Magic items are 10% likely to fail when caster uses them
- Magic items use charges at 50% normal rate if caster uses them
- Magical animals seem to mock the caster while he’s not looking
- Magical armor bonuses are 50% likely to fail for the caster
- Magical armor bonuses no longer work at all for the caster
- Magical blades that hit the caster apply no magical damage bonus
- Magical creatures and fantastical animals are invisible to caster
- Magical creatures ignore and are impervious to the caster
- Merchants charge the caster 2X as much for their wares
- Merchants readily identify the caster as a notorious thief
- Merchants readily identify the caster as a trustworthy customer
- Meteoritic iron is powerfully toxic to the caster
- Mocking, spectral voices taunt the caster incessantly
- Money paid by caster appears to be obviously counterfeit
- Money paid by caster rapidly depreciates in value
- Mysterious runes are visible on the caster’s skin in moonlight
- Nearest angry mob identifies caster as its leader
- Nearest angry mob identifies caster as the cause of its outrage
- Nearest ant colony begins worshipping the caster as its god
- Nearest colony of bees identifies the caster as an enemy
-
- Nearest colony of bees identifies the caster as its queen
- Nearest dragon has a vendetta against the caster
- Nearest dragon urgently desires an audience with the caster
- Nearest horse has been plotting against the caster for years
- Nearest horse is ravenously hungry for the caster’s flesh
- Nearest statue animates and begins stalking the caster
- Nearest tree falls on caster but doesn’t make a sound
- Nearest tree falls on caster, pinning him but not harming him
- Nearest wizard decides that the caster owes him a favor
- Nearest wizard thinks that the caster is plotting against him
- Next 1d4 attacks on caster automatically inflict maximum damage
- Next 1d4 attacks on caster automatically inflict minimum damage
- Next 1d4 attacks on caster automatically leave hideous scars
- Next 1d4 attacks on caster equally affect the attackers
- Next attack on caster causes him to hallucinate for 1d4 hours
- Next attack on caster has a +10 ToHit bonus
- Next attack on caster kills him, but he resurrects at dawn
- Next attack on caster literally knocks the smile off of his face
- Next blade to cut the caster vanishes until that wound is healed
- Next blade to cut the caster will never rust or go dull
- Next bridge that caster crosses turns to chocolate
- Next creature slain by caster infects him with a strange disease
- Next creature slain by caster is avenged by 10d10 kobolds
- Next creature slain by caster is consumed by flames in 1d8 rounds
- Next creature slain by caster is resurrected in 1d10 turns
- Next creature slain by caster places a Geas on him as it dies
- Next creature slain by caster pursues him as a vengeful undead
- Next door opened by caster becomes sentient and animated
- Next door opened by caster can never be closed again
- Next door opened by caster can never be opened by him again
- Next door opened by caster causes a pit to open beneath his feet
- Next door opened by caster causes all of his spells to discharge
- Next door opened by caster dispels any magic then affecting him
- Next door opened by caster explodes as a 1d10HD fireball
- Next door opened by caster explodes in a swarm of searing embers
- Next door opened by caster falls on him heavily
- Next door opened by caster floods the room on the opposite side
- Next door opened by caster gives him a useful bit of information
- Next door opened by caster hurls him out of the nearest window
- Next door opened by caster ignites the room on the opposite side
- Next door opened by caster is thereafter as clear as glass
- Next door opened by caster knocks him unconscious
- Next door opened by caster leads directly out of the universe
- Next door opened by caster leads to a confessional booth
- Next door opened by caster leads to a courtyard with no doors
- Next door opened by caster leads to a distant crypt
- Next door opened by caster leads to a distant mountaintop
- Next door opened by caster leads to a distant ship on the ocean
- Next door opened by caster leads to a dragon’s nest
- Next door opened by caster leads to a dragon’s treasure horde
- Next door opened by caster leads to a fabulous ballroom
- Next door opened by caster leads to a featureless desert
- Next door opened by caster leads to a filthy and fetid stable
- Next door opened by caster leads to a hidden oubliette
- Next door opened by caster leads to a huge monster’s stomach
- Next door opened by caster leads to a long-forgotten vault
- Next door opened by caster leads to a magical armory
- Next door opened by caster leads to a meat locker
- Next door opened by caster leads to a modern bathroom
- Next door opened by caster leads to a mysterious control room
- Next door opened by caster leads to a room full of hourglasses
- Next door opened by caster leads to a sacrificial altar
- Next door opened by caster leads to a terrible misunderstanding
- Next door opened by caster leads to a treasury of fabulous wealth
- Next door opened by caster leads to a vast cornfield
- Next door opened by caster leads to a vast magical library
- Next door opened by caster leads to a vast, snow-swept plain
- Next door opened by caster leads to a vault deep in a coal mine
- Next door opened by caster leads to a warehouse full of candy
- Next door opened by caster leads to all manner of confusion
- Next door opened by caster leads to an enormous wine cellar
- Next door opened by caster leads to an overflowing sewer
- Next door opened by caster leads to another plane of existence
- Next door opened by caster leads to deep within a blazing forest
- Next door opened by caster leads to goblin barracks
- Next door opened by caster leads to his home
- Next door opened by caster leads to interstellar space
- Next door opened by caster leads to the basement of a brothel
- Next door opened by caster leads to the bottom of the sea
- Next door opened by caster leads to the center of a labyrinth
- Next door opened by caster leads to the center of the universe
- Next door opened by caster leads to the king’s linen closet
- Next door opened by caster leads to the last door he opened
- Next door opened by caster leads to the middle of a battlefield
- Next door opened by caster leads to the mind of a famous actor
- Next door opened by caster leads to the queen’s bedchamber
- Next door opened by caster leads to the roof of that building
- Next door opened by caster leads to the room that he just left
- Next door opened by caster leads to the royal treasury
- Next door opened by caster leads to the top of a distant volcano
- Next door opened by caster leads to this location
- Next door opened by caster leads to tomorrow but not back
- Next door opened by caster leads to war between 1d4 nations
- Next door opened by caster locks shut behind him
- Next door opened by caster opens upon a sanity-damaging vista
- Next door opened by caster plunges that room into total darkness
- Next door opened by caster releases a cloud of choking smoke
- Next door opened by caster restores him to full hit points
- Next door opened by caster reveals a caterpillar smoking a hookah
- Next door opened by caster reveals a scene of horrid debauchery
-
- Next door opened by caster reveals an unutterably foul monster
- Next door opened by caster reveals Death on the opposite side
- Next door opened by caster triggers a Chaos Burst
- Next door opened by caster turns into a vault door of heavy steel
- Next enemy to wound caster also Charms him
- Next enemy to wound caster begins to resemble him
- Next enemy to wound caster can’t harm him for 1d4 days thereafter
- Next enemy to wound caster disarms himself and runs away
- Next enemy to wound caster gains one level or hit die
- Next enemy to wound caster heroically defends him for 1d4 turns
- Next enemy to wound caster is attacked by vermin
- Next enemy to wound caster is healed of any current damage
- Next enemy to wound caster is heavily smeared with bacon grease
- Next enemy to wound caster is himself restored to full hit points
- Next enemy to wound caster is teleported to caster’s home
- Next enemy to wound caster is teleported to his own home
- Next enemy to wound caster is thrown 4d6 hours into the future
- Next enemy to wound caster sinks into the ground to his knees
- Next enemy to wound caster suffers an equivalent injury
- Next enemy to wound caster then attacks his own allies
- Next enemy wounded by caster becomes an ally for 1d6 rounds
- Next enemy wounded by caster becomes ethereal for 4d6 hours
- Next enemy wounded by caster becomes immune to fire
- Next enemy wounded by caster becomes invisible to caster
- Next enemy wounded by caster becomes king
- Next enemy wounded by caster begins to age one year per round
- Next enemy wounded by caster can no longer see the caster
- Next enemy wounded by caster contracts some magical disease
- Next enemy wounded by caster erupts into a cloud of angry wasps
- Next enemy wounded by caster is attacked by feral cats
- Next enemy wounded by caster is Healed
- Next enemy wounded by caster is immune to magic for 2d4 rounds
- Next enemy wounded by caster is invisible to him, and vice versa
- Next enemy wounded by caster is suddenly fabulously wealthy
- Next enemy wounded by caster loses an additional 1d100 hit points
- Next enemy wounded by caster must Save or change alignment
- Next enemy wounded by caster must Save or Disintegrate
- Next enemy wounded by caster teleports 1d100 miles
- Next enemy wounded by caster teleports to a safe location nearby
- Next enemy wounded by caster teleports to caster’s home
- Next enemy wounded by caster turns into a two-headed dragon
- Next enemy wounded by caster turns to stone over 1d10 rounds
- Next enemy wounded by caster was never born
- Next enemy wounded by caster will resurrect 24 hours after death
- Next horse ridden by caster acquires lycanthropy
- Next horse ridden by caster develops an intense hatred of humans
- Next horse ridden by caster gains Intelligence equal to his own
- Next horse ridden by caster is blasted to ashes beneath him
- Next horse ridden by caster is reconfigured into humanoid shape
- Next horse ridden by caster runs to the nearest pit and jumps in
- Next horse ridden by caster sprouts another head facing backwards
- Next horse ridden by caster sprouts horns like a bull
- Next horse ridden by caster sprouts two additional pairs of legs
- Next horse ridden by caster turns hollow and made of wood
- Next horse ridden by caster turns into a cow
- Next lycanthrope to attack caster is cured of lycanthropy
- Next meal prepared by caster can’t be digested by mortals
- Next meal prepared by caster dissolves into a stinking mush
- Next meal prepared by caster functions as a potion of healing
- Next meal prepared by caster harms the sanity of any who eat it
- Next meal prepared by caster has strong anesthetic properties
- Next meal prepared by caster induces hallucinations in Dwarves
- Next meal prepared by caster induces insanity for 1d4 hours
- Next meal prepared by caster induces megalomania in Halflings
- Next meal prepared by caster induces pyromania in Elves
- Next meal prepared by caster induces raving paranoia in humans
- Next meal prepared by caster induces uncontrollable debauchery
- Next meal prepared by caster induces xenophobia in Gnomes
- Next meal prepared by caster is lethally toxic to him
- Next meal prepared by caster is the best meal in all of history
- Next meal prepared by caster is unpalatable in sunlight
- Next meal prepared by caster shines as brightly as the sun
- Next meal prepared by caster tastes strongly of manure
- Next meal prepared by caster tastes strongly of soap
- Next missile shot at caster passes in one ear and out the other
- Next missile shot at caster turns to gold and falls to the ground
- Next permanent spell cast by caster fails in 1d4 rounds
- Next permanent spell cast by caster functions only intermittently
- Next person struck by caster’s magic becomes hopelessly drunk
- Next person struck by caster’s magic goes insane for 2d4-1 days
- Next person struck by caster’s magic is stricken blind and deaf
- Next person to see caster’s reflection attacks him immediately
- Next person to touch the caster acquires illusory leprosy
- Next person to touch the caster can’t speak to him until sunset
- Next person to touch the caster is dressed just like him
- Next person to touch the caster is invisible to him for 1d4 days
- Next person to touch the caster is stricken permanently bald
- Next person to touch the caster then attacks him for one round
- Next person to whom caster speaks acquires a phony language
- Next person to whom caster speaks adopts the caster’s voice
- Next person to whom caster speaks attacks him for 1d6 rounds
- Next person to whom caster speaks can Command him 1d4 times
- Next person to whom caster speaks demands 10d10 gold pieces
- Next person to whom caster speaks develops a stutter until sunset
- Next person to whom caster speaks disappears until sunset
- Next person to whom caster speaks forgets who the caster is
- Next person to whom caster speaks hasn’t slept for 2d10 days
- Next person to whom caster speaks hates him for 1d4 hours
- Next person to whom caster speaks ignores him for 2d4 hours
- Next person to whom caster speaks is destined to kill him someday
-
- Next person to whom caster speaks is dressed just like him
- Next person to whom caster speaks is invisible to him until dawn
- Next person to whom caster speaks is overcome by awful boredom
- Next person to whom caster speaks is overcome by hunger
- Next person to whom caster speaks is soaked with icy brine
- Next person to whom caster speaks is stricken deaf for 2d4 rounds
- Next person to whom caster speaks is stricken mute until sunset
- Next person to whom caster speaks is teleported 10d10 feet
- Next person to whom caster speaks is unable to eat for 1d4 days
- Next person to whom caster speaks looks just like him until dawn
- Next person to whom caster speaks mocks him outrageously
- Next person to whom caster speaks must give him 8d8 gold pieces
- Next person to whom caster speaks races away at top speed
- Next person to whom caster speaks regains 1d4 hit points
- Next person to whom caster speaks shrinks by 25% for 1d4 days
- Next person to whom caster speaks suspects the caster of heresy
- Next potion imbibed by caster alerts everyone to his whereabouts
- Next potion imbibed by caster burns his home to the ground
- Next potion imbibed by caster cancels any resurrections he’s had
- Next potion imbibed by caster causes him to be Slowed
- Next potion imbibed by caster causes him to spit out wood chips
- Next potion imbibed by caster causes him to sprout feathers
- Next potion imbibed by caster causes him to sprout tentacles
- Next potion imbibed by caster causes his clothing to disintegrate
- Next potion imbibed by caster causes his voice to echo ominously
- Next potion imbibed by caster changes his alignment for 2d8 hours
- Next potion imbibed by caster changes his sex for its duration
- Next potion imbibed by caster cures him of any current diseases
- Next potion imbibed by caster doubles in volume 1d20 times
- Next potion imbibed by caster enables him to breathe underwater
- Next potion imbibed by caster enlarges his hands by 50%
- Next potion imbibed by caster freezes him solid until sunset
- Next potion imbibed by caster gives him chimp-like proportions
- Next potion imbibed by caster glues his mouth shut
- Next potion imbibed by caster has no effect whatsoever
- Next potion imbibed by caster has only half its normal potency
- Next potion imbibed by caster has the same effect as the last one
- Next potion imbibed by caster hurls him 5d10 yards
- Next potion imbibed by caster induces a fit of spastic coughing
- Next potion imbibed by caster induces crazed religious fervor
- Next potion imbibed by caster induces intense vertigo
- Next potion imbibed by caster induces lycanthropy for 1d4 months
- Next potion imbibed by caster induces pacifism
- Next potion imbibed by caster induces phenomenal hallucinations
- Next potion imbibed by caster induces temporary homicidal rage
- Next potion imbibed by caster induces uncharacteristic generosity
- Next potion imbibed by caster inflicts an embarrassing ailment
- Next potion imbibed by caster is 5% likely to kill him outright
- Next potion imbibed by caster is 10% likely to last 1d10 years
- Next potion imbibed by caster is actually a living thing
- Next potion imbibed by caster is incredibly addictive
- Next potion imbibed by caster is powerfully emetic
- Next potion imbibed by caster is pure human blood
- Next potion imbibed by caster lasts only until he speaks
- Next potion imbibed by caster makes foliage sprout from his head
- Next potion imbibed by caster makes gold invisible to him
- Next potion imbibed by caster makes him -4 to Save vs Fortitude
- Next potion imbibed by caster makes him a terrific dancer
- Next potion imbibed by caster makes him age one year per round
- Next potion imbibed by caster makes him ambidextrous
- Next potion imbibed by caster makes him blink like a neon sign
- Next potion imbibed by caster makes him crave raw meat
- Next potion imbibed by caster makes him forget his name
- Next potion imbibed by caster makes him forget the past 24 hours
- Next potion imbibed by caster makes him hate magic for 1d4 days
- Next potion imbibed by caster makes him hate to answer questions
- Next potion imbibed by caster makes him horrifyingly ugly
- Next potion imbibed by caster makes him illiterate for 1d10 days
- Next potion imbibed by caster makes him invisible for 1d6 turns
- Next potion imbibed by caster makes him invisible to undead
- Next potion imbibed by caster makes him levitate 1d10 yards
- Next potion imbibed by caster makes him look 5d10 years older
- Next potion imbibed by caster makes him look like an infant
- Next potion imbibed by caster makes him lose 1d100 pounds
- Next potion imbibed by caster makes him overwhelmingly beautiful
- Next potion imbibed by caster makes him profoundly drunk
- Next potion imbibed by caster makes him see fire all around him
- Next potion imbibed by caster makes him seem far more charming
- Next potion imbibed by caster makes him spin rapidly 1d100 times
- Next potion imbibed by caster makes him sweat blood
- Next potion imbibed by caster makes him think he doesn’t exist
- Next potion imbibed by caster makes him think that he’s dead
- Next potion imbibed by caster makes him think that he’s drowning
- Next potion imbibed by caster makes him think that he’s invisible
- Next potion imbibed by caster makes him think that it’s poison
- Next potion imbibed by caster makes his arms and legs invisible
- Next potion imbibed by caster makes his face invisible
- Next potion imbibed by caster makes his flesh invisible
- Next potion imbibed by caster makes his hands and feet invisible
- Next potion imbibed by caster makes immune to charm-like magic
- Next potion imbibed by caster makes ink invisible to him
- Next potion imbibed by caster makes undead invisible to him
- Next potion imbibed by caster paralyzes his hands until sunset
- Next potion imbibed by caster reduces him to one hit point
- Next potion imbibed by caster restores him to full hit points
- Next potion imbibed by caster reveals any secret doors nearby
- Next potion imbibed by caster rotates his feet 180°
- Next potion imbibed by caster sets his hair ablaze
- Next potion imbibed by caster shrinks his hands by 50%
- Next potion imbibed by caster snuffs all fires within one mile
-
- Next potion imbibed by caster solidifies in his stomach
- Next potion imbibed by caster strikes him bald for one year
- Next potion imbibed by caster tastes like lamp oil
- Next potion imbibed by caster teleports him to his home
- Next potion imbibed by caster throws him 1d4 days into the future
- Next potion imbibed by caster triggers a Chaos Burst
- Next potion imbibed by caster turns him into 1d100 frogs
- Next potion imbibed by caster turns him into a zombie until dawn
- Next potion imbibed by caster turns him to vapor for 1d10 rounds
- Next potion imbibed by caster turns his hands into feet
- Next potion imbibed by caster turns his head to a cube
- Next potion imbibed by caster turns his lips and tongue to steel
- Next potion imbibed by caster turns his skeleton to steel
- Next potion imbibed by caster turns his skin permanently orange
- Next potion imbibed by caster turns his speech to gibberish
- Next potion imbibed by caster works only during every other round
- Next puddle stepped in by caster drains 1d10 hit points
- Next puddle stepped in by caster freezes solid around his feet
- Next puddle stepped in by caster ignites like gasoline
- Next puddle stepped in by caster is charged with electricity
- Next puddle stepped in by caster is full of piranha
- Next puddle stepped in by caster is, to him, 10d10 feet deep
- Next puddle stepped in by caster makes him think he’s drowning
- Next puddle stepped in by caster renders him briefly invulnerable
- Next puddle stepped in by caster restores 1d10 hit points
- Next puddle stepped in by caster soaks him from head to toe
- Next puddle stepped in by caster teleports him to a puddle nearby
- Next puddle stepped in by caster throws him 1d20 yards
- Next puddle stepped in by caster turns to blood
- Next spell caster casts on himself also affects someone nearby
- Next spell caster casts on himself flares out of control
- Next spell caster casts on himself has the opposite effect
- Next spell caster casts on himself persists for 1d4 days
- Next spell caster casts on himself takes effect 1d4 days later
- Next spell caster casts on himself works at 2X normal potency
- Next spell to hit the caster also renders his head invisible
- Next spell to hit the caster causes him to glow brightly
- Next spell to hit the caster leaves him hideously scarred
- Next spell to hit the caster likewise affects whoever cast it
- Next spell to hit the caster renders him blind for its duration
- Next spell to hit the caster takes effect 4d6 hours later
- Next successful attack upon caster hits a bystander instead
- Next successful attack upon caster knocks him unconscious
- Next sword that wounds caster acquires a permanent +2 bonus
- Next sword that wounds caster heals him for 1d10 hit points
- Next sword that wounds caster heats to 10d100 degrees
- Next sword that wounds caster is totally rusted by dawn tomorrow
- Next sword that wounds caster likewise wounds its wielder
- Next sword that wounds caster mimics his personality thereafter
- Next sword that wounds caster must Save or disintegrate
- Next sword that wounds caster then ignites and burns like paper
- Next sword that wounds caster turns to gold
- Next sword that wounds caster vanishes for 1d8 days
- Next sword that wounds caster was coated with deadly venom
- Next sword touched by caster gains a +1 ToHit bonus for 4d6 days
- Next sword touched by caster turns into a crescent wrench
- Next time caster’s restored to full hit points, he shrinks by 50%
- Next tree touched by caster animates and attacks everyone nearby
- Next tree touched by caster crumbles to ash in minutes
- Next wound inflicted by caster can’t heal without magic
- Next wound inflicted upon caster can’t be healed magically
- No animal will allow the caster to ride it
- No matter how far the caster travels today, he winds up here
- No more than 60% of caster’s body can become invisible at a time
- No one now within 10 yards of caster can harm him until dawn
- No one within 100 miles trusts caster enough to lend him money
- Non-humanoid mammals are invisible to caster
- Non-humanoid mammals react badly to the caster for 1d10 days
- Non-magical blades inflict bludgeoning damage upon caster
- Non-magical rodents are invisible to the caster
- Objects are more resistant to fire while caster carries them
- Objects handled by caster can’t be made invisible for one year
- Objects placed in caster’s pockets freeze solid in minutes
- On a successful attack roll, caster must Save or drop his weapon
- On any given day, caster’s left foot is 50% likely to be ethereal
- On any successful attack roll, caster is still 10% likely to fail
- Once per day, caster can cause himself to age 1d10 years
- Once per day, caster can cause his shoes or boots to vanish
- Once per day, caster can cause his spellbook to ignite
- Once per day, caster can cause one flash of lightning overhead
- Once per day, caster can cause one person to lie to him
- Once per day, caster can cause ten pounds of ice to melt rapidly
- Once per day, caster can create one loosely-packed snowball
- Once per day, caster can create up to one pound of cheese
- Once per day, caster can discern True North with 100% accuracy
- Once per day, caster can dry a soaking wet, shirt-sized garment
- Once per day, caster can eliminate rust from one sword or helmet
- Once per day, caster can locate the most valuable jewel nearby
- Once per day, caster can locate the nearest holy symbol
- Once per day, caster can locate the nearest locked door
- Once per day, caster can locate the nearest potable alcohol
- Once per day, caster can locate the nearest unrefined iron ore
- Once per day, caster can make his clothes vanish for 1d10 rounds
- Once per day, caster can make someone briefly forget his name
- Once per day, caster can pull a big, ripe turnip from the ground
- Once per day, caster can purify up to one gallon of water
- Once per day, caster can read a new language for 1d4 rounds
- Once per day, caster can read any written language for 1d4 rounds
- Once per day, caster can render glass opaque for 1d4 hours
- Once per day, caster can stab himself with a dagger without harm
-
- Once per day, caster can teleport up to one foot per level
- Once per day, caster can totally ignore one attack against him
- Once per day, caster can turn his hands ethereal for 1d6 rounds
- Once per day, caster can turn his hands invisible for 1d10 rounds
- Once per day, caster can turn his head 360° at the neck, unharmed
- Once per day, caster can turn his teeth invisible for 10 minutes
- Once per day, caster can turn invisible for up to three minutes
- Once per week, caster can appear to be a foot taller for one hour
- Once per week, caster can appear to be half his age for two hours
- Once per week, caster can cause all nearby to forget his name
- Once per week, caster can cause his hair to grow 1d4 inches
- Once per week, caster can create 1d20 gallons of salt water
- Once per week, caster can disgorge an ice cube one foot on a side
- Once per week, caster can freeze up to one gallon of water
- Once per week, caster can hold his breath for a full hour
- Once per week, caster can ignore one fire-based spell cast at him
- Once per week, caster can instantly snuff one campfire
- Once per week, caster can join any two pieces of non-living wood
- Once per week, caster can kill all small insects within 10 feet
- Once per week, caster can levitate for 1d4 rounds
- Once per week, caster can locate any artifacts within one mile
- Once per week, caster can locate the nearest magical animal
- Once per week, caster can locate the nearest magical blade
- Once per week, caster can magically create a tasty meal for four
- Once per week, caster can negate magical bonuses for 1d4 rounds
- Once per week, caster can open any non-magical lock by touch
- Once per week, caster can open one locked door by sneezing at it
- Once per week, caster can render one cooked meal uncooked
- Once per week, caster can shed and regrow 1d10 fingernails
- Once per week, caster can speak only in rhyme for one hour
- Once per week, caster can speak with horses for up to 1d10 rounds
- Once per week, caster can strip one tree of all leaves
- Once per week, caster can summon 1d20 cockroaches
- Once per week, caster can summon 1d4 pigeons or sparrows
- Once per week, caster can teleport his spellbook up to 1d4 miles
- Once per week, caster can teleport up to 10 feet per level
- Once per week, caster can turn one nearby magical blade invisible
- Once per week, caster can untie one knot without touching it
- Once per week, caster can walk on water, up to 5 yards per level
- Once per week, caster must cast one damaging spell on himself
- Once per week, caster throws a tantrum lasting 1d4 rounds
- One of caster’s arms acquires malevolent intelligence
- One of caster’s arms adopts the color and texture of brick
- One of caster’s arms appears to be stripped of all flesh
- One of caster’s arms becomes as limber as a snake
- One of caster’s arms becomes undead
- One of caster’s arms can be removed for up to 1d4 turns per day
- One of caster’s arms can’t be cut by magical blades
- One of caster’s arms disappears until sunset tomorrow
- One of caster’s arms ignites
- One of caster’s arms is as pale as an albino’s
- One of caster’s arms is encased in a tight steel sheath
- One of caster’s arms is impervious to magical cold
- One of caster’s arms is only an illusion
- One of caster’s arms is scarred as though badly burned by acid
- One of caster’s arms now juts from the center of his chest
- One of caster’s arms oozes fetid slime
- One of caster’s arms resembles a small, gnarled branch
- One of caster’s arms shrivels to a dry husk
- One of caster’s arms sprouts dozens of tiny, ugly feelers
- One of caster’s arms turns to solid silver
- One of caster’s eyes bulges like a fish eye
- One of caster’s eyes doubles in size
- One of caster’s eyes doubles in size; the other shrinks by 50%
- One of caster’s eyes glows with infernal radiance
- One of caster’s feet disintegrates
- One of caster’s feet is replaced by an off-balance wheel
- One of caster’s feet reforms into a perfect sphere
- One of caster’s feet refuses to come anywhere near the other
- One of caster’s hands doubles in size; the other shrinks by 50%
- One of caster’s hands is as durable as steel
- One of caster’s hands is green and scaly like a lizard’s claw
- One of caster’s hands is susceptible to rust
- One of caster’s hands turns into an eagle’s talon
- One of caster’s knees locks whenever nimble footwork is required
- One of caster’s pockets accesses a small box in his home
- One side of caster’s body adopts a mirror-bright sheen
- One side of caster’s body ages 2X as fast as the other
- One side of caster’s body appears to be naked by firelight
- One side of caster’s body changes color each hour
- One side of caster’s body is as hairy as an ape
- One side of caster’s body is blurred as if seen through ice
- One side of caster’s body is immune to magic cast by him
- One side of caster’s body is immune to normal missiles
- One side of caster’s body is invulnerable to fire
- One side of caster’s body is paralyzed for 1d4 rounds
- One side of caster’s body is rendered invisible for 1d4 weeks
- One side of caster’s body looks like a photo negative
- One side of caster’s body shrinks by 10%
- People journey for miles to beseech the caster for healing
- People journey for miles to study magic under the caster
- People journey for miles to touch the hem of caster’s garment
- People journey for miles to voice grievances against the caster
- People not in the caster’s presence tend to forget about him
- Powerful jets of air blow from the caster’s ears
- Predators react to the caster as if he were a small rabbit
- Railroad tracks run straight from here to the caster’s home
- Rapturous shrieks fill the air when caster removes a hat
- Raw meat is invisible to the caster
- Right now, caster can teleport up to 1d10 miles one time
-
- Rocks and boulders express a vague fondness for the caster
- Rope breaks 2X as readily while the caster is using it
- Rope is 2X as strong while the caster is using it
- Scavengers and carrion birds react to caster as if he were dead
- Short, bony spikes sprout from caster’s knuckles
- Small objects carried by caster seem 10X as heavy to him
- Smoke billows from the caster’s head as from a coal chimney
- Some deity has a personal vendetta against the caster
- Some deity takes a personal interest in the caster’s life
- Some subterranean race annexes caster’s home
- Some subterranean race declares a holy war against the caster
- Some subterranean race declares that the caster is one of them
- Some subterranean race declares the caster its patron saint
- Some unseen entity wipes the smile off of the caster’s face
- Someone nearby vanishes; in 2d6 rounds the caster disgorges him
- Someone very dear to the caster doesn’t really exist
- Someone very dear to the caster is discovered to be undead
- Something about the caster makes people suspect that he’s dying
- Something about the caster makes people unlikely to trust him
- Sometime in the next turn, the caster punches an ally in the nose
- Sometime in the next turn, the caster races into a nearby forest
- Spell works normally, but caster loses 1d4 spells from memory
- Spell works normally; next casting automatically causes a Burst
- The bones of caster’s arms and legs can’t be broken
- The clothes caster is wearing makes him dangerous overconfident
- The clothes caster is wearing makes him feel intensely cold
- The Fireball spell won’t function within 100 yards of caster
- The ground beneath caster’s feet flows like water for 1d4 rounds
- The ground beneath caster’s feet is alive for 1d4 hours
- The ground beneath caster’s feet sinks a depth 2X his height
- The ground beneath caster’s feet swirls like a whirlpool
- The ground beneath caster’s feet turns to living human flesh
- The left and right sides of caster’s body hate each other
- The next spell used against caster automatically fails
- The pages of caster’s spellbook are indestructible
- The pages of caster’s spellbook are invisible; ink on them is not
- The pages of caster’s spellbook are replaced with gold leaf
- The pages of caster’s spellbook flap as though in a strong breeze
- The pages of caster’s spellbook turn to thin sheets of bacon
- The pages of caster’s spellbook turn to thin sheets of steel
- The presence of undead causes caster to giggle like a fool
- The rear half of caster’s body appears to be made of glass
- The rear half of caster’s body is invisible
- The spell cast most recently upon caster is retroactively undone
- The wreckage of a sunken warship appears in caster’s home
- The wreckage of caster’s home is strewn across the countryside
- Thick clouds of acrid steam issue from the ground near the caster
- Thick clouds of steam constantly billow from the caster’s skin
- Thunder rumbles overhead whenever caster’s blood is spilled
- To the caster, everyone appears to be sweating profusely
- To the caster, everyone looks and sounds exactly like him
- To the caster, everyone looks and sounds exactly like him
- To the caster, everyone smells like a rotting corpse
- To the caster, the weather always appears overcast and gloomy
- To the caster, the weather always appears to be the same
- Tomorrow, caster can speak all languages until noon
- Tomorrow, caster can speak only a bizarre, esoteric language
- Tomorrow, caster can’t be injured by magical weapons until sunset
- Tomorrow, caster finds 1d100 statues of himself in hideous poses
- Tomorrow, caster finds a book detailing his complete dissection
- Tomorrow, caster finds a jar containing 1d20 tiny elephants
- Tomorrow, caster finds a key to a lock that doesn’t yet exist
- Tomorrow, caster finds a key to that mysterious door in his home
- Tomorrow, caster finds a lab holding many lifeless clones of him
- Tomorrow, caster finds a legendary sword & loses it the next day
- Tomorrow, caster finds a piece of anachronistic technology
- Tomorrow, caster finds a ruby as large as his head
- Tomorrow, caster finds a secret Gate to the Astral Plane
- Tomorrow, caster finds a small pouch full of counterfeit rubies
- Tomorrow, caster finds a small pouch full of diamonds
- Tomorrow, caster finds a small pouch full of scorpions
- Tomorrow, caster finds a small pouch full of strong acid
- Tomorrow, caster finds a small pouch full of teeth
- Tomorrow, caster finds a tunnel that leads to his home
- Tomorrow, caster finds a vial containing a viscous salve
- Tomorrow, caster finds his own badly-decomposed corpse
- Tomorrow, caster finds what looks like his own severed head
- Tomorrow, caster forms an alliance with a long-hated enemy
- Tomorrow, caster has absolutely no desire to use magic
- Tomorrow, caster is unable to cast magic before noon
- Tomorrow, caster meets a priest who places a Geas upon him
- Tomorrow, caster meets an immortal desperate and unable to die
- Tomorrow, caster meets and insults the avatar of some deity
- Tomorrow, caster meets his long-lost and malevolent twin
- Tomorrow, caster meets his mentor, who expresses disapproval
- Tomorrow, caster meets someone claiming to have sold the world
- Tomorrow, caster meets someone claiming to own the caster’s soul
- Tomorrow, caster meets someone convinced that he doesn’t exist
- Tomorrow, caster meets someone desperate to be his bodyguard
- Tomorrow, caster meets someone desperate to become the caster
- Tomorrow, caster meets someone on the verge of becoming a god
- Tomorrow, caster meets someone who calls humans a delicacy
- Tomorrow, caster meets someone who can command demons
- Tomorrow, caster meets someone who can remove his own heart
- Tomorrow, caster meets someone who can remove his skin at will
- Tomorrow, caster meets someone who claims the caster killed him
- Tomorrow, caster meets someone who claims to be haunting him
- Tomorrow, caster meets someone who claims to be him
- Tomorrow, caster meets someone who claims to be his father
- Tomorrow, caster meets someone who claims to be his grandchild
-
- Tomorrow, caster meets someone who foretells a bleak fate for him
- Tomorrow, caster meets someone who has vowed to murder him
- Tomorrow, caster meets someone who names the caster his heir
- Tomorrow, caster meets someone who offers him his firstborn son
- Tomorrow, caster meets someone who offers to sell him an artifact
- Tomorrow, caster meets someone who owes him a lot of money
- Tomorrow, caster meets someone who tries to eat his eyes
- Tomorrow, caster meets someone who wants to buy his pancreas
- Tomorrow, caster meets someone who’s 100% immune to magic
- Tomorrow, caster meets someone who’s plotting to kill the king
- Tomorrow, caster meets someone whom caster knows to be dead
- Tomorrow, caster meets someone whom he owes a lot of money
- Tomorrow, caster meets someone whose existence is impossible
- Tomorrow, caster meets someone with the secret of immortality
- Tomorrow, caster meets the alchemist who created him
- Tomorrow, caster must Save vs Will once per hour or combust
- Tomorrow, caster saves the life of a notorious villain
- Tomorrow, caster saves the life of someone important
- Tomorrow, caster saves the life whom fate has decreed must die
- Tomorrow, caster thinks he’s awakened from a centuries-long sleep
- Tomorrow, caster thinks that magic no longer functions
- Tomorrow, caster uncovers a well-funded plot against his life
- Tomorrow, caster unknowingly snubs a powerful spellcaster
- Tomorrow, caster vanishes at dawn and reappears at sunset
- Tomorrow, caster wakes 2d10 miles from where he fell asleep
- Tomorrow, caster wakes and gives apparently divine prophecy
- Tomorrow, caster wakes as if he’s spent a month in the desert
- Tomorrow, caster wakes at this location
- Tomorrow, caster wakes convinced that all of his allies are dead
- Tomorrow, caster wakes convinced that he must return to his home
- Tomorrow, caster wakes convinced that he’s just been created
- Tomorrow, caster wakes convinced that he’s just been resurrected
- Tomorrow, caster wakes convinced that he’s murdered his allies
- Tomorrow, caster wakes convinced that he’s slept for 2d10 years
- Tomorrow, caster wakes convinced that his limbs are mechanical
- Tomorrow, caster wakes covered in pungent, glowing moss
- Tomorrow, caster wakes early and races back to this location
- Tomorrow, caster wakes embarrassingly drunk
- Tomorrow, caster wakes in a coil of dried and sinuous vines
- Tomorrow, caster wakes in a full-length body cast
- Tomorrow, caster wakes in the branches of a tall tree
- Tomorrow, caster wakes on the bank of the River Styx
- Tomorrow, caster wakes reeking of garlic and raw meat
- Tomorrow, caster wakes seated in the throne of the nearest king
- Tomorrow, caster wakes standing atop a tall pole
- Tomorrow, caster wakes standing in a barrel of chum
- Tomorrow, caster wakes to find that 1d4 days have passed
- Tomorrow, caster wakes unable to stand until he casts a spell
- Tomorrow, caster wakes where he awoke this morning
- Tomorrow, caster wakes with a mouthful of mud from a cemetery
- Tomorrow, caster wakes with mysterious tattoos all over his body
- Tomorrow, caster wakes with no memory of the previous day
- Tomorrow, caster wakes wrapped in disease-ridden blankets
- Trees and bushes express open hostility toward the caster
- Ugly thorns sprout from the caster’s cheekbones
- Undead have commandeered caster’s home while he’s been away
- Undead skeletons react to caster as if he were one of them
- Undead tend to ignore the caster until he acts against them
- Undead tend to laugh in the caster’s presence
- Vile tentacles sprout from the caster’s face
- Viscous pus oozes from the caster’s orifices until sunset
- Water feels like acid to the caster but doesn’t actually harm him
- Water splashes from caster’s footfalls for the next 1d12 hours
- Water trickles from caster’s elbows for 1d4 hours
- Weight-affecting spells make the caster weigh 2X as much as iron
- Well-funded liars slander caster’s conduct in a war decades past
- Whatever caster is wearing is a synthetic copy of the real thing
- When caster dies, 10d10 voles burst from his corpse
- When caster dies, a small religious cult starts worshipping him
- When caster dies, a Chaos Burst occurs: roll again at that time
- When caster dies, he can’t be resurrected for 1d12 months
- When caster dies, he’s discovered to have died centuries ago
- When caster dies, he’s found to have been remotely controlled
- When caster dies, he’s quickly impersonated by a doppelganger
- When caster dies, his allies deny that they ever knew him
- When caster dies, his corpse appears riddled by gunfire
- When caster dies, his corpse attacks the nearest Elf
- When caster dies, his corpse disgorges 10d1000 gallons of water
- When caster dies, his corpse giggles maniacally for 1d4 hours
- When caster dies, his corpse is dismembered and scattered
- When caster dies, his corpse is dragged away by goblins
- When caster dies, his corpse is elected to public office
- When caster dies, his corpse melts like a snowman
- When caster dies, his corpse runs shrieking through a nearby town
- When caster dies, his corpse shatters into countless fragments
- When caster dies, his corpse swells to 1d6 times normal size
- When caster dies, his corpse turns to densely packed salt
- When caster dies, his corpse turns to solid bronze
- When caster dies, his corpse weighs as much as lead
- When caster dies, his heart assumes a life of its own
- When caster dies, his killer is thrown 1d20 days into the future
- When caster dies, his last word is "Rosebud"
- When caster dies, his name becomes synonymous with treachery
- When caster dies, his skeleton turns to glass
- When caster dies, his skull turns to wood
- When caster dies, his spellbook burns to cinders in 1d4 rounds
- When caster dies, his veins are discovered to be filled with gold
- When caster dies, some random person nearby dies as well
- When caster dies, the first person to touch his corpse also dies
- When caster dies, the nearest town is evacuated
-
- When caster dies, the nearest tree falls on his corpse
- When caster dies, the sky turns blood red for 2d4-1 days
- When caster dies, violent riots break out in the nearest town
- When caster is angry, a small snake slithers out of his ear
- When caster is angry, he foams at the mouth like a rabid dog
- When caster is angry, he turns bright green
- When caster is angry, his face appears scarred and deformed
- When caster is angry, his face appears to glisten with slime
- When caster is angry, his head appears to be a bare skull
- When caster is angry, insects appear to swarm over his face
- When caster is angry, steam billows from his nostrils
- When caster is surprised, he randomly teleports 1d4 yards
- When caster is surprised, his head briefly doubles in size
- When caster is surprised, his head spins 360°
- When caster next casts this spell, he becomes hopelessly lost
- When caster next casts this spell, he feels overwhelming deja vu
- When caster next casts this spell, he teleports to this spot
- When caster next casts this spell, he’s attacked by squirrels
- When caster next casts this spell, he’s paralyzed until sunset
- When caster next casts this spell, he’s stricken with Confusion
- When caster next casts this spell, his age temporarily doubles
- When caster next casts this spell, his clothing attacks him
- When caster next casts this spell, his clothing freezes solid
- When caster next casts this spell, his clothing turns to cheese
- When caster next casts this spell, the winter solstice occurs
- When caster next draws blood, a large pit opens beneath him
- When caster next draws blood, he disgorges 1d10 gallons of blood
- When caster next draws blood, he laughs like a demon
- When caster next draws blood, he leaps 4d6 hours into the future
- When caster next draws blood, he loses 2d10 hit points
- When caster next draws blood, he must Save or fall unconscious
- When caster next draws blood, he regains 1d10 hit points
- When caster next draws blood, he suffers an equivalent wound
- When caster next draws blood, he teleports 1d100 yards
- When caster next draws blood, he’s addicted to the taste of blood
- When caster next draws blood, he’s attacked by rabid bats
- When caster next draws blood, he’s restored to full hit points
- When caster next draws blood, he’s stricken mute until sunrise
- When caster next draws blood, his eyes blaze with flame
- When caster next draws blood, his weapon turns to steam
- When caster next draws blood, rain immediately begins to fall
- When caster next draws blood, thunder rumbles in the distance
- When caster next enters a building, he teleports onto its roof
- When caster next enters a building, his clothes catch fire
- When caster next enters a lake, any boats nearby turn invisible
- When caster next enters a lake, he blasphemes some ocean god
- When caster next enters a lake, he decides to become amphibious
- When caster next enters a lake, he discovers a small island
- When caster next enters a lake, he emerges draped with seaweed
- When caster next enters a lake, he encounters a lady with a sword
- When caster next enters a lake, he encounters a tentacled monster
- When caster next enters a lake, he finds 1d4 valuable pearls
- When caster next enters a lake, he has visions of a sunken city
- When caster next enters a lake, he spouts water like a whale
- When caster next enters a lake, he suffers severe hypothermia
- When caster next enters a lake, he teleports to a different lake
- When caster next enters a lake, he’s 30% likely to become a fish
- When caster next enters a lake, he’s attacked by sharks
- When caster next enters a lake, he’s attacked by turtles
- When caster next enters a lake, he’s befriended by otters
- When caster next enters a lake, he’s caught in a fisherman’s net
- When caster next enters a lake, he’s covered with barnacles
- When caster next enters a lake, he’s hit by 2d8 harpoons
- When caster next enters a lake, he’s mistaken for a sea monster
- When caster next enters a lake, he’s sucked up into a waterspout
- When caster next enters a lake, he’s swept toward the sea
- When caster next enters a lake, he’s thrown to the opposite shore
- When caster next enters a lake, his clothing inflates
- When caster next enters a lake, his clothing vanishes
- When caster next enters a lake, his feet turn into duck’s feet
- When caster next enters a lake, his hands and feet grow webbing
- When caster next enters a lake, his home is completely flooded
- When caster next enters a lake, his pockets fill with sodium
- When caster next enters a lake, it becomes 2X as deep
- When caster next enters a lake, it drains dry in 1d4 rounds
- When caster next enters a lake, it turns from fresh to salt-water
- When caster next enters a lake, it’s covered by two inches of ice
- When caster next enters a lake, it’s heavily stocked with trout
- When caster next enters a lake, night falls immediately
- When caster next enters a lake, someone nearby starts to drown
- When caster next enters a town, a huge festival takes place
- When caster next enters a town, he finds a magical scroll
- When caster next enters a town, he violates community standards
- When caster next enters a town, he’s imprisoned for murder
- When caster next enters a town, he’s named as its patron saint
- When caster next enters a town, he’s quickly arrested for heresy
- When caster next enters a town, he’s quickly elected mayor
- When caster next enters a town, he’s recognized as a vampire
- When caster next enters a town, he’s sold into slavery
- When caster next enters a town, his spellbook is confiscated
- When caster next enters a town, it secedes from the kingdom
- When caster next enters a town, it’s attacked by goblins
- When caster next enters a town, it’s besieged by orcs
- When caster next enters a town, it’s overrun by feral dogs
- When caster next enters a town, it’s renamed after him
- When caster next enters a town, its population doubles
- When caster next enters a town, martial law is declared
- When caster next enters a town, the king orders it destroyed
- When caster next enters a town, violent riots break out
- When caster next enters his home, 1d4 exterior walls vanish
-
- When caster next enters his home, 1d4 weeks pass in 1d4 rounds
- When caster next enters his home, a small hill rises beneath it
- When caster next enters his home, any curses upon him are lifted
- When caster next enters his home, he ages 1d10 years
- When caster next enters his home, he ages 1d10 years
- When caster next enters his home, he doubts he’s ever lived there
- When caster next enters his home, he falls unconscious
- When caster next enters his home, he finds 1d100+100 gold pieces
- When caster next enters his home, he finds a secret trapdoor
- When caster next enters his home, he finds a troll in residence
- When caster next enters his home, he finds another spellbook
- When caster next enters his home, he finds his clone in residence
- When caster next enters his home, he finds it completely empty
- When caster next enters his home, he forgets how to exit again
- When caster next enters his home, he gains one level
- When caster next enters his home, he is healed of all damage
- When caster next enters his home, he loses a point of Wisdom
- When caster next enters his home, he loses any memorized spells
- When caster next enters his home, he must evict 2d10 squatters
- When caster next enters his home, he realizes it’s made of coral
- When caster next enters his home, he recognizes nothing within it
- When caster next enters his home, he teleports to this location
- When caster next enters his home, he’s attacked by kobolds
- When caster next enters his home, he’s blinded for 4d12 hours
- When caster next enters his home, he’s convinced it isn’t his
- When caster next enters his home, he’s drafted into the military
- When caster next enters his home, he’s visited by solicitors
- When caster next enters his home, he’s visited by three ghosts
- When caster next enters his home, his age is reduced by 3d4 years
- When caster next enters his home, his bed combusts violently
- When caster next enters his home, his clothes burst into flame
- When caster next enters his home, his clothes turn to stone
- When caster next enters his home, it becomes indestructible
- When caster next enters his home, it becomes steamy like a sauna
- When caster next enters his home, it doubles its current size
- When caster next enters his home, it drifts slowly out to sea
- When caster next enters his home, it falls into a heap of sawdust
- When caster next enters his home, it gains an additional level
- When caster next enters his home, it migrates 1d20 miles
- When caster next enters his home, it sinks into the ground
- When caster next enters his home, it turns invisible from within
- When caster next enters his home, it turns to glass
- When caster next enters his home, it’s been thoroughly cleaned
- When caster next enters his home, it’s buried by an avalanche
- When caster next enters his home, it’s buried by volcanic ash
- When caster next enters his home, it’s encircled by a deep moat
- When caster next enters his home, it’s flattened by a meteor
- When caster next enters his home, it’s infested with vermin
- When caster next enters his home, it’s swept away by a tidal wave
- When caster next enters his home, it’s totally refurbished
- When caster next enters his home, its doors and windows vanish
- When caster next enters his home, monsters reside under the bed
- When caster next enters his home, someone’s eaten his porridge
- When caster next enters his home, the doors & windows fuse shut
- When caster next enters his home, the floor vanishes
- When caster next enters his home, the magistrate condemns it
- When caster next enters his home, the roof ignites
- When caster next kills someone, he appears in that person’s home
- When caster next kills someone, he must Save vs Fortitude or die
- When caster next kills someone, that person quickly resurrects
- When caster next opens his spellbook, he’s attacked by a shark
- When caster next says his name, 2d6 fish leap from his mouth
- When caster next says his name, a bird flies into his mouth
- When caster next says his name, he learns it’s not his real name
- When caster next says his name, he promptly forgets his name
- When caster next says his name, his mouth is sealed shut
- When caster next teleports, he arrives bound and gagged
- When caster next teleports, he arrives fully Healed
- When caster next touches money, he triggers a Chaos Burst
- When caster next triggers a Burst, he teleports to this location
- When caster next triggers a Burst, its effect is irreversible
- When caster next uses magic, 2d4 zombies appear and attack him
- When caster next uses magic, all vegetation within 10 yards dies
- When caster next uses magic, all within one mile know about it
- When caster next uses magic, an ice statue of him appears nearby
- When caster next uses magic, any gold he’s carrying vanishes
- When caster next uses magic, cold water sprays from his ears
- When caster next uses magic, he and his allies are drenched
- When caster next uses magic, he becomes drunk for 1d4 hours
- When caster next uses magic, he becomes invisible to his allies
- When caster next uses magic, he disgorges 2d6 large clay bricks
- When caster next uses magic, he loses 3d4 hit points
- When caster next uses magic, he must Save or fall unconscious
- When caster next uses magic, he reeks of sulfur for 1d10 hours
- When caster next uses magic, he teleports 10d10 yards randomly
- When caster next uses magic, he teleports into a nearby building
- When caster next uses magic, he thinks that he’s at death’s door
- When caster next uses magic, he’s 5% likely to lose one level
- When caster next uses magic, he’s 10% likely to die outright
- When caster next uses magic, he’s shunned by other magic users
- When caster next uses magic, he’s thrown back to this moment
- When caster next uses magic, his clone appears nearby
- When caster next uses magic, his clone teleports to his home
- When caster next uses magic, his clothes turn to paper
- When caster next uses magic, his hands double in size
- When caster next uses magic, his hands freeze solid
- When caster next uses magic, his nearest ally falls unconscious
- When caster next wears a hat, he’s targeted for assassination
- When caster opens his spellbook, he’s shrouded by darkness
- When caster opens his spellbook, thunder rumbles overhead
-
- When caster teleports, he arrives 1d4 miles from the destination
- When caster teleports, he arrives 2d4 hours later than expected
- When caster teleports, he arrives blinded for 1d6 rounds
- When caster teleports, he arrives in an embarrassing posture
- When caster teleports, he arrives invisible
- When caster teleports, he arrives ravenously hungry
- When caster teleports, he arrives upside down
- When caster teleports, he arrives with half of his gear missing
- When caster teleports, only 95% + 1d10% of his body is teleported
- When caster tells a falsehood, he confesses it to everyone nearby
- When caster uses Mirror Image, 10X the number of Images appear
- When caster uses Mirror Image, he can’t tell which image is real
- When caster uses Mirror Image, the Images look like demons
- When caster uses Mirror Image, the Images look like infants
- When caster uses Mirror Image, the Images look like skeletons
- When caster uses Mirror Image, the Images look like the target
- When caster uses Mirror Image, the Images look nothing like him
- When caster’s blood is next spilled, he ages 5d10 years
- When caster’s blood is next spilled, he can’t speak for 1d4 turns
- When caster’s blood is next spilled, he’s blinded for 1d4 rounds
- When next struck by magic, caster becomes spotted like a leopard
- When next struck by magic, caster disgorges 1d4 pounds of gravel
- When next struck by magic, caster falls 6d10 feet
- When next struck by magic, caster is carried aloft by a pigeons
- When next struck by magic, caster sprouts wool from his arms
- When next struck by magic, caster triggers a Chaos Burst
- When reduced to one hit point, caster ages 2d10 years
- When reduced to one hit point, caster can see invisible objects
- When reduced to one hit point, caster flees, panic-stricken
- When reduced to one hit point, caster flies into a berserk fury
- When reduced to one hit point, caster is stricken mute
- When reduced to one hit point, caster suffers wild hallucinations
- When reduced to one hit point, caster teleports 2d20 yards
- When reduced to one hit point, caster teleports to his home
- When reduced to one hit point, caster turns invisible until dawn
- When reduced to one hit point, caster turns to iron until sunset
- When seen from behind, caster appears to be bleeding profusely
- When seen from behind, caster appears to be on fire
- When seen from behind, caster’s torso is riddled with large holes
- When struck by magic, caster briefly appears to be made of chrome
- When struck by magic, caster briefly appears to be made of wood
- When struck by magic, caster feels the urge to reveal a secret
- When struck by magic, caster flies into a berserker rage
- When struck by magic, caster is 10% likely to be caked in grime
- When struck by magic, caster is covered by ashes and soot
- When struck by magic, caster sings raucous songs for 1d4 rounds
- When struck by magic, caster temporarily inflates like a balloon
- Whenever caster casts a spell, a spotlight illuminates him
- Whenever caster casts a spell, an invisible bronze gong is rung
- Whenever caster casts a spell, electricity crackles in his hair
- Whenever caster casts a spell, ghostly laughter echoes in the air
- Whenever caster casts a spell, he appears to explode
- Whenever caster casts a spell, he becomes light as a feather
- Whenever caster casts a spell, he experiences profound remorse
- Whenever caster casts a spell, he feels overwhelming euphoria
- Whenever caster casts a spell, he hears glass breaking everywhere
- Whenever caster casts a spell, he hears loud, discordant music
- Whenever caster casts a spell, he hears the laments of the damned
- Whenever caster casts a spell, he must Save or be knocked down
- Whenever caster casts a spell, he must Save or shrink by 20%
- Whenever caster casts a spell, he suffers crippling stage fright
- Whenever caster casts a spell, he thinks that he ages 1d10 years
- Whenever caster casts a spell, he whistles like a teapot
- Whenever caster casts a spell, he’s 10% likely to pass out
- Whenever caster casts a spell, he’s haunted by cryptic warnings
- Whenever caster casts a spell, his bones glow visibly in his body
- Whenever caster casts a spell, his clothes are glazed with frost
- Whenever caster casts a spell, his ears shine like the sun
- Whenever caster casts a spell, his feet swell by 10%
- Whenever caster casts a spell, his spellbook must Save or combust
- Whenever caster casts a spell, one of his hands grows by 25%
- Whenever caster casts a spell, someone far away vows to kill him
- Wherever caster walks, he sounds like he’s on a squeaky floor
- While caster is invisible, a faint outline can still be seen
- While caster sleeps, he appears to be a perfect cube
- While caster sleeps, he appears to melt like a wax dummy
- While caster sleeps, he freezes solid but thaws before waking
- While caster sleeps, his allies must Save or forget who he is
- While caster sleeps, his arms and legs retract into his torso
- While caster sleeps, his body is translucent
- While caster sleeps, his body retracts into his head
- While caster sleeps, his clothing and gear are invisible
- While caster sleeps, his head appears detached from his body
- While caster sleeps, his head retracts into his body
- While caster sleeps, his whole body contracts into a small ball
- While caster sleeps, luminous moths flutter over his body
- While caster sleeps, mysterious runes hover over his head
- While caster sleeps, rodents bring him sacrificial offerings
- While caster sleeps, thousands of insects swarm over his body
- While indoors, caster appears to be 5% larger
- While indoors, caster feels as if he’s dragging heavy chains
- While indoors, caster feels as if he’s in a blazing desert
- While indoors, caster feels as if he’s on a ship’s deck
- While indoors, caster feels as if he’s on windswept tundra
- While standing on a riverbank, caster is invisible to amphibians
- While walking, caster sounds as if he’s wearing full plate armor
- Woodland creatures openly mock the caster and call him a coward
- Woodland creatures react to the caster as if he’s one of them
- Woodland creatures react violently to the caster’s presence
- Zombies can’t come within 10 feet of the caster for 1d4 days
-
- 1d8 of target’s fingers reappear elsewhere on his body
- A handful of small glass marbles tumble from the target’s nose
- A heavy chain runs the entire length of target’s alimentary canal
- A nearby but invisible heckler pummels the target with tomatoes
- A nearby tree animates and swears allegiance to the target
- A nearby tree becomes ravenously carnivorous and attacks target
- A nearby tree bends down and hurls the target like a catapult
- A nearby tree sprays its bark at the target, briefly blinding him
- A second, identical skeleton appears in the target’s body
- A small fire blazes harmlessly in the target’s mouth
- A tall picket fence encircles the target
- A tentacle slithers from a nearby cave to grasp the target
- A vital organ is ripped from target’s body for 1d100 damage
- All of target’s belongings are compressed into a tiny cube nearby
- All of target’s belongings are seized by the local magistrate
- All of target’s belongings are transported beyond the horizon
- All of target’s belongings were stolen by a vengeful wizard
- All of target’s belongings were stolen from a vengeful wizard
- All that the target has ever done was really done by someone else
- All voices sound alike to the target for 5d6 days
- All within 100 yards with a missile weapon fire it at the target
- Ambient temperature always feels 50° colder to target
- Ambient temperature rises 10° when target is angry
- An earthen duplicate of the target rises up and attacks him
- An earthen duplicate of the target wants to take his place
- An evergreen sprouts from target’s chest while he sleeps tonight
- An item carried by target discharges a Chaos Burst when next used
- An item carried by target explodes for 3d10 hit points of damage
- An item carried by target is widely sought for its healing powers
- An item carried by target releases narcotic vapors when next used
- Any attack on target appears not to injure him, even if it does
- Any blade hitting target for maximum damage acquires intelligence
- Any blade hitting target for maximum damage acquires intelligence
- Any blade hitting target for maximum damage also injects a poison
- Any blade hitting target for maximum damage disappears forever
- Any blade hitting target for maximum damage gains a +1 bonus
- Any blade hitting target for maximum damage gets stuck in him
- Any blade hitting target for maximum damage is briefly weightless
- Any blade hitting target for maximum damage must Save or shatter
- Any blade hitting target for maximum damage rapidly corrodes
- Any blade hitting target for maximum damage turns clear as glass
- Any blade hitting target for maximum damage turns to gold
- Any blade hitting target for maximum damage vanishes until sunset
- Any bludgeon that hits the target is 10% likely to shatter
- Any bludgeon that hits the target is thereafter +4 ToHit him
- Any bludgeon that hits the target sprays water like a fountain
- Any bludgeon that hits the target turns to sponge as it does so
- Any clothing or armor now worn by target ages 100 years per round
- Any clothing or armor now worn by target is fireproof until dawn
- Any clothing or armor now worn by target is soaked with tree sap
- Any clothing or armor now worn by target shrinks by 30%
- Any coins that target is now carrying double in value
- Any coins that target is now carrying shrink by 50%
- Any coins that target is now carrying turn to cheese
- Any coins that target is now carrying weigh 100 pounds each
- Any fire damage suffered by target equally affects someone nearby
- Any fire damage suffered by target inflicts 2X normal damage
- Any fire damage suffered by target is delayed for 3d4 rounds
- Any fire damage suffered by target leaves cryptic scars
- Any gems now carried by target are cursed against him
- Any gold now carried by target belongs to a dragon
- Any gold now carried by target combusts like tinder
- Any jewelry that target is wearing heats to 500°
- Any magic items carried by the target glow like embers until dawn
- Any metal now in target’s possession becomes intensely magnetic
- Any metal now in target’s possession heats to its melting point
- Any metal now in target’s possession is as fragile as glass
- Any metal now in target’s possession is highly flammable
- Any metal now in target’s possession is transparent like glass
- Any metal now in target’s possession is water soluble until dawn
- Any metal now in target’s possession turns to lead
- Any metal now in target’s possession turns to mercury
- Any metal target is now carrying reverts to raw ore
- Any metal weapons that wound the target are dulled for 1d4 rounds
- Any metal weapons that wound the target are hurled 1d8 yards away
- Any metal weapons that wound the target vanish for 1d4 rounds
- Any missile weapon hitting the target inflicts triple damage
- Any missile weapon hitting the target instantly combusts
- Any missile weapon hitting the target is 10% likely to take root
- Any missile weapon hitting the target suddenly triples in weight
- Any missile weapons now carried by target are badly warped
- Any missile weapons now carried by target have 10X normal range
- Any missile weapons now carried by target have a +1 ToHit bonus
- Any missile weapons now carried by target have his name on them
- Any missiles fired at target are affected by Reverse Gravity
- Any missiles fired at target are blown off course by high winds
- Any missiles fired at target instantly sprout wings and fly away
- Any missiles fired at target leave colorful trails in the air
- Any missiles fired at target sound like thunder when they hit
- Any missiles fired at target turn invisible if they hit him
- Any missiles fired near target orbit him like satellites
- Any missiles fired near target shriek as they fly through the air
- Any nearby undead attack the target exclusively for 1d10 rounds
- Any nearby undead defend the target to the best of their ability
- Any nearby undead howl wildly and race toward the target
- Any nearby undead now look disturbingly like the target
- Any nearby undead obey the target for 1d8 rounds
- Any open wounds the target now has are welded closed like metal
- Any packs, pouches, or bags carried by target are full of blood
- Any packs, pouches, or bags carried by target are interconnected
-
- Any packs, pouches, or bags carried by target double in volume
- Any packs, pouches, or bags carried by target dump their contents
- Any paper, parchment, etc. now carried by target combusts
- Any paper, parchment, etc. now carried by target is fireproof
- Any paper, parchment, etc. now carried by target is rain-soaked
- Any paper, parchment, etc. now carried by target turns to steel
- Any part of target not covered by clothing appears to be skeletal
- Any part of target not covered by clothing is badly sunburned
- Any part of target not covered by clothing is forever invisible
- Any part of target not covered by clothing turns bright orange
- Any part of target now covered by clothing is covered in blisters
- Any part of target now covered by clothing is fireproof
- Any part of target now covered by clothing is forever invisible
- Any part of target now covered by clothing is hideously scarred
- Any spells cast in target’s presence seem to originate from him
- Any successful attack on target is 2% likely to kill him
- Any successful attack on target is 10% likely to fail outright
- Any successful attack on target will leave hideous scars
- Any undead now within 10 yards of target attack him until slain
- Any undead now within 10 yards of target combust
- Any undead now within 10 yards of target gain an extra hit die
- Any undead now within 10 yards of target vanish or are destroyed
- Any water elemental touching or touched by target freezes solid
- Any water elemental touching or touched by target heats to 200°
- Any water elemental touching or touched by target is set ablaze
- Any water elemental touching or touched by target splits in two
- Any water now in contact with target’s body freezes solid
- Any water now in contact with target’s body is poisonous to him
- Any water now in contact with target’s body turns to glue
- Any water now in contact with target’s body turns to lamp oil
- Any water now in contact with target’s body turns to mud
- Any water now in contact with target’s body turns to stone
- Any wooden weapons that wound the target are invisible until dawn
- Any wooden weapons that wound the target become heavy as lead
- Any wooden weapons that wound the target burst into flame
- Any wooden weapons that wound the target must Save or shatter
- Any wooden weapons that wound the target turn to steel until dawn
- Any wooden weapons that wound the target vanish until he’s dead
- Anyone cutting target with a blade ages 1d10 years until sunset
- Anyone cutting target with a blade briefly turns orange
- Anyone cutting target with a blade can’t sleep for 1d4 days
- Anyone cutting target with a blade can’t speak to him until dawn
- Anyone cutting target with a blade feels heartwarming glee
- Anyone cutting target with a blade feels incredible hunger
- Anyone cutting target with a blade feels momentarily dizzy
- Anyone cutting target with a blade feels overwhelming dread
- Anyone cutting target with a blade feels the same amount of pain
- Anyone cutting target with a blade feels unsettling déjà vu
- Anyone cutting target with a blade gets an electric shock
- Anyone cutting target with a blade has awful dreams for one week
- Anyone cutting target with a blade immediately apologizes for it
- Anyone cutting target with a blade is briefly blinded
- Anyone cutting target with a blade is briefly invisible
- Anyone cutting target with a blade is briefly rendered mute
- Anyone cutting target with a blade is paralyzed for 1d4 rounds
- Anyone cutting target with a blade is soaked with goat’s milk
- Anyone cutting target with a blade is soaked with his own blood
- Anyone cutting target with a blade loses one hit point
- Anyone cutting target with a blade suffers visions of damnation
- Anyone cutting target with a blade teleports 1d6 feet
- Anyone cutting target with a blade thinks he’s an ally
- Anyone cutting target with a blade thinks the target is immortal
- Anyone cutting target with a blade vanishes for 1d4 rounds
- Anyone looking into the target’s ear has visions of debauchery
- Anyone looking into the target’s ear has visions of his own death
- Anyone looking into the target’s ear has visions of the hereafter
- Anyone looking into the target’s ear suffers intense vertigo
- Anyone nearby when target is wounded applauds for 1d4 rounds
- Anyone nearby when target is wounded must Save or begin weeping
- Anyone nearby when target is wounded must Save or flee in panic
- Anyone nearby when target is wounded must Save or pass out
- Anyone nearby wielding a wooden weapon hits the target with it
- Anyone nearby wielding a wooden weapon is invisible to the target
- Anyone nearby wielding a wooden weapon offers it to the target
- Anyone nearby wielding a wooden weapon throws it at the target
- Anyone nearby with a drawn blade attacks target for 1d4 rounds
- Anyone nearby with a drawn blade can’t use it against the target
- Anyone nearby with a drawn blade races away from the target
- Anyone nearby with a drawn blade shouts the target’s name
- Anyone slain by target’s weapon can never be resurrected
- Anyone touching the target in the next turn adopts his name
- Anyone touching the target in the next turn is briefly paralyzed
- Anyone touching the target in the next turn loses 1d10 hit points
- Anyone touching the target in the next turn suffers severe burns
- Anyone who wounds the target is 5% likely to kill him outright
- Anyone who wounds the target must Save or age 1d10 years
- Anyone who wounds the target must Save or be equally wounded
- Anyone who wounds the target must Save or disarm themselves
- Anyone who wounds the target must Save or fall unconscious
- Anyone who wounds the target must Save or sink into the ground
- Anyone who wounds the target must Save or teleport 1d4 miles
- Anyone who wounds the target must Save or temporarily shrink 25%
- Armor is always invisible while worn by the target
- As target is wounded more severely, he’s less likely to sense it
- At any crossroads, target feels utterly lost
- At any crossroads, target is inclined to turn back
- At any crossroads, target is inclined to turn left
- At any crossroads, target is stricken with indecision
- At dawn tomorrow, all record and memory of target is lost
- At dawn tomorrow, demonic hordes mount a quest against the target
-
- At dawn tomorrow, target is abducted by an undead horde
- At dawn tomorrow, target must Save or age 1d1000 years
- At each sunset, target is 20% likely to age 1d20 years instantly
- At some point in every battle, target wholly disarms himself
- Beacon-bright light shines from target’s palms during combat
- Beacon-bright light shines from the soles of the target’s feet
- Beacon-bright light shines from the target’s principal weapon
- Beacon-bright light shines from the top of the target’s head
- Bits of gristle tumble from the target’s mouth while he speaks
- Bits of hardened resin tumble constantly from target’s ears
- Blades are magically blunted while the target wields them
- Blades are unbreakable while the target wields them
- Blades seem cumbersome and awkward while the target wields them
- Blades seem to have basic intelligence while target wields them
- Both of target’s arms are now on the same side of his body
- Both of target’s arms jut from the same shoulder
- Bright flames consume the target’s clothing for 1d10 rounds
- Bright flames dance harmlessly over target’s body for 1d10 rounds
- Bright flames ripple harmlessly along target’s limbs for 1d4 days
- Bright flames surround the target harmlessly for 2d10 rounds
- Colored streamers shoot from target’s ears for 2d6 rounds
- Colored streamers shoot from target’s nostrils
- Colorful smoke spews from target’s every orifice for 2d10 rounds
- Condensation endlessly forms upon and drips from target
- Countless glass shards slash at the target for 1d6 rounds
- Countless glass shards whirl around the target for 1d6 rounds
- Countless tiny moths flutter about the target’s head
- Countless tiny, colorful orbs swirl harmlessly around the target
- Creatures Summoned in target’s presence are abominations
- Creatures Summoned in target’s presence are clear like glass
- Creatures Summoned in target’s presence are immune to fire
- Creatures Summoned in target’s presence are old and decrepit
- Creatures Summoned in target’s presence beg him for mercy
- Creatures Summoned in target’s presence have only 1 hit point
- Creatures Summoned in target’s presence obey him unswervingly
- Creatures Summoned in target’s presence refuse to attack him
- Creatures Summoned in target’s presence seem to be made of stone
- Creatures Summoned in target’s presence strongly resemble him
- Creatures Summoned in target’s presence worship him as a god
- Dew and condensation inspire fear in the target
- Dozens of tiny glass slivers fall harmlessly from target’s mouth
- During any combat round, target is 3% likely to die outright
- During any combat round, target is 5% likely to flee in panic
- During any combat round, target is 10% likely to be invisible
- During any combat round, target is 50% likely to be very drunk
- During battle, target experiences distracting hallucinations
- During battle, target hears overpoweringly loud calliope music
- During battle, target perceives thick, acrid smoke all around him
- During battle, target quacks like an enormous duck
- During battle, target repeatedly chants a naughty limerick
- During battle, target’s allies are invisible to him
- During battle, target’s allies can’t speak to him
- During battle, target’s allies don’t recognize him
- During battle, target’s clothes and gear are invisible
- During battle, target’s clothes appear to burst into flame
- During battle, target’s clothes billow with foul smoke
- During battle, target’s clothes moan like ghosts
- During battle, target’s ears flap like a bird’s wings
- During battle, target’s flesh, hair, and gear turn white as snow
- During battle, target’s hands appear to be shrouded in flame
- During battle, target’s head is henceforth invisible
- During battle, target’s heartbeat is audible to all nearby
- Each day, target can become an illusion for 1d4 rounds
- Each day, target can command 1d4 non-magical bears
- Each day, target can see through the caster’s eyes for 1d4 turns
- Each day, target can turn his skin invisible for up to one hour
- Each day, target can turn into a horse for up to 1d4 hours
- Each day, target can walk on water up to 100 yards
- Each day, target is 10% likely to lose one finger or toe
- Each day, target is immune to one electrical attack
- Each day, target is struck by lightning but is basically unharmed
- Each day, target must eat at least one medium-sized candle
- Each day, target must eat at least one sheet of parchment
- Each day, target’s body varies from 10% to 80% transparency
- Each day, target’s skin is a different vibrant color
- Each of target’s feet acquires argumentative intelligence
- Each of target’s feet is chained to his neck
- Each of target’s feet tries to race away in a different direction
- Each of target’s feet weighs as much as the rest of his body
- Each of target’s hands fuses to the opposite elbow
- Each time target is injured, a gold coin appears in his mouth
- Each time target is injured, he must Save or fall unconscious
- Each time target is injured, he must Save or go blind
- Each time target is injured, howls like a wolf
- Each time target opens his mouth, a small toad leaps out of it
- Each time target opens his mouth, another tooth turns invisible
- Each time target opens his mouth, he hears eerie music nearby
- Each time target opens his mouth, nearby birds fall silent
- Electricity crackles in target’s clothing when he’s angry
- Electricity crackles in target’s skin as he makes an attack
- Electricity crackles in the air around the target for 1d4 days
- Electricity crackles in the ground wherever the target steps
- Electricity crackles in the target’s hair for 1d8 hours
- Electricity crackles in the target’s hair when he uses magic
- Electricity crackles through the target’s body for 1d8 rounds
- Electricity crackles visibly along target’s weapon during combat
- Every few rounds a spider crawls from target’s mouth
- Every other day, the target is 20% likely to shrink by 10%
- Every other day, the target is 30% likely to be mute
- Every other day, the target is 5d10 years older than his true age
-
- Every other day, the target radiates strongly of alteration magic
- Every rat in the kingdom follows the target for 2d6 days
- Every spell cast nearby in the next 1d6 rounds strikes the target
- Every spell cast nearby is immediately obvious to the target
- Everyone knows that the target has no real martial prowess
- Everyone knows that the target is a powerful demon in disguise
- Everyone knows that the target’s head is completely hollow
- Everyone knows that the target’s skeleton is made of gold
- Everyone now within 10 yards of target attacks him for 1d4 rounds
- Everyone now within 10 yards of target ignores him for 1d4 hours
- Everyone now within 10 yards of target is disarmed
- Everyone now within 10 yards of target is invisible to him
- Everyone now within 10 yards of target is knocked down
- Everyone now within 10 yards of target is stricken bald
- Everyone now within 10 yards of target must Save or pass out
- Everyone now within 10 yards of target shouts his name
- Everyone who knows the target’s name fears him for 3d10 rounds
- Everyone who knows the target’s name forgets what he looks like
- Everyone who knows the target’s name owes him 1d4 gold pieces
- Everyone who knows the target’s name thinks his name is Twinkles
- Everyone whom target owes money demands repayment in full, now
- Everyone within 100 yards adopts the target’s name
- Everyone within 100 yards feels intense hatred toward the target
- Everyone within 100 yards gives a gold piece to the target
- Everyone within 100 yards is invisible to the target until sunset
- Everyone within 100 yards races toward the target at top speed
- Everyone within 100 yards teleports 10d10 yards away from target
- Everyone within 100 yards teleports to the target’s home
- Everyone within 100 yards thinks the target is about to explode
- Everyone within 100 yards thinks the target is undead
- Everything now worn or carried by target becomes sickly green
- Everything now worn or carried by target is strewn about the area
- Everything that target is now carrying is imperfectly duplicated
- Exertion makes target exhale black smoke like a steam engine
- Fire is intensely beautiful and attractive to the target
- Fire is invisible to the target
- Foliage grows wildly beneath the target’s feet, entangling him
- For 1d10 rounds, magic doesn’t work within 100 yards of target
- For 1d10 rounds, ordinary wood smoke is highly toxic to target
- For 1d10 rounds, target can’t be affected by any magic items
- For 1d4 days, target can’t speak to anyone now within 10 yards
- For 1d4 days, target can’t speak to anyone who knows his name
- For one week, target can’t be healed by any magical means
- For one week, target can’t be injured by members of his species
- Glowing coals appear to be moving within the target’s skin
- Half of target’s body begins aging backwards, one year per day
- Half of target’s body is affected by Reverse Gravity
- Half of target’s body is badly burned, the other half frostbitten
- Half of target’s body is indestructible for 2d4 days
- Half of target’s body is infected with lycanthropy
- Half of target’s body polymorphs into some kind of animal
- Half of target’s body resembles half of the caster’s body
- Half of target’s body shrinks by 25%
- Half of target’s body suffers from advanced leprosy
- Half of target’s body turns invisible while in direct sunlight
- Half of target’s fingers are permanently invisible
- Half of target’s head appears to be made of crystal
- Half of target’s head appears to be made of metal
- Half of target’s head appears to be stripped of flesh
- Half of target’s head explodes, killing him messily
- Half of target’s head is covered in fine gold scales
- Half of target’s head is covered in fragrant blue moss
- Half of target’s head vanishes, but he’s basically unharmed
- Half of target’s limbs become donkey’s limbs
- Hundreds of blood-red worms course from the target’s nostrils
- Hundreds of small ice chips tumble from target’s ears
- Hundreds of wasps swarm the target whenever he draws a weapon
- If an ally kills target today, he’ll resurrect at dawn tomorrow
- If an ally kills target today, target explodes as a 50HD fireball
- If an arrow hits the target in the next 1d3 rounds, he explodes
- If an arrow hits the target in the next round, he doubles in size
- If an arrow hits the target in the next round, he turns to glass
- If an arrow hits the target in the next round, he’s fully healed
- If next attack on target causes maximum damage, he dies
- If next attack on target causes maximum damage, his attacker dies
- If next attack on target causes maximum damage, the moon vanishes
- If next attack on target causes maximum damage, winter begins now
- If reduced to exactly zero hit points, target becomes an undead
- If reduced to exactly zero hit points, target combusts violently
- If reduced to exactly zero hit points, target is fully healed
- If reduced to exactly zero hit points, target melts like butter
- If reduced to exactly zero hit points, target shatters like glass
- If reduced to exactly zero hit points, target shrinks by 75%
- If reduced to exactly zero hit points, target turns invisible
- If reduced to exactly zero hit points, target turns to steam
- If reduced to five or fewer hit points, target attacks himself
- If reduced to five or fewer hit points, target goes berserk
- If reduced to one hit point, target becomes a lich
- If reduced to one hit point, target is Healed but loses one level
- If struck by Dispel Magic, target ceases to exist for 1d10 rounds
- If struck by Dispel Magic, target is rendered squeaky clean
- If struck by Dispel Magic, target loses 1d100 hit points
- If struck by Dispel Magic, target’s skeleton disintegrates
- If target attempts to teleport, his nervous system stays behind
- If target disembowels himself, he’s 10% likely to become a god
- If target draws a weapon, he can’t sheathe it again for 4d6 hours
- If target draws a weapon, he can’t sheathe it until he’s wounded
- If target draws a weapon, he can’t use it for 1d4 rounds
- If target draws a weapon, it’s 5% likely to shatter outright
- If target eats raw meat, he bleeds from the ears for 4d4 rounds
-
- If target eats raw meat, he has visions of a possible future
- If target eats raw meat, he has visions of his own death
- If target eats raw meat, he succumbs to voracious bloodlust
- If target eats raw meat, he’s thrown into the nearest river
- If target eats raw meat, it increases in volume by a factor of 10
- If target eats raw meat, it turns to hot ashes in his stomach
- If target has a shield, it becomes fused to his arm
- If target has a shield, it claps shut on his arm like a clamshell
- If target has a shield, it now weighs 500 pounds
- If target has a shield, it vanishes, taking his arm with it
- If target has any charged magic items, they discharge on him
- If target has any charged magic items, they turn to wood
- If target has any charged magic items, they’re fully recharged
- If target has any charged magic items, they’re inert until dawn
- If target has any leather, he sprouts horns like a bull
- If target has any leather, he’s soaked with lamp oil
- If target has any leather, it rots over 1d10 rounds
- If target has any leather, the cows that yielded it seek revenge
- If target has slain anyone recently, he goes insane until dawn
- If target has slain anyone recently, he’s attacked by vultures
- If target is aware of any poison nearby, he begins shrieking
- If target is aware of any poison nearby, he thinks it’s delicious
- If target is aware of any poison nearby, he tries to ingest it
- If target is aware of any poison nearby, he’s immune to it
- If target is beheaded, a spectacular lightshow ensues
- If target is beheaded, a winged horse springs from his neck-stump
- If target is beheaded, anyone nearby is stricken blind for 1 turn
- If target is beheaded, he grows a new head facing backwards
- If target is beheaded, he grows a new head just like the caster’s
- If target is beheaded, he’s 10% likely to possess his slayer
- If target is beheaded, he’s 40% likely to grow a new head
- If target is beheaded, his blood turns to very strong acid
- If target is beheaded, his body combusts and races to the horizon
- If target is beheaded, his body defends his slayer for 2d10 turns
- If target is beheaded, his body deflates like a balloon
- If target is beheaded, his body seeks political office
- If target is beheaded, his body still lives a long and happy life
- If target is beheaded, his body tries to behead his slayer
- If target is beheaded, his head becomes undead
- If target is beheaded, his head bounces away like a rubber ball
- If target is beheaded, his head explodes as a 10HD fireball
- If target is beheaded, his head floats away like a balloon
- If target is beheaded, his head rolls to the highest mountaintop
- If target is beheaded, his head speaks prophecy for 1d4 rounds
- If target is beheaded, his head turns to solid gold
- If target is beheaded, his slayer disgorges 1d6 gallons of blood
- If target is beheaded, his slayer is Stunned for 1d4 hours
- If target is beheaded, his slayer must Save vs Will or go insane
- If target is beheaded, his slayer receives 10d1000 gold pieces
- If target is beheaded, his slayer then tries to behead himself
- If target is beheaded, lightning bolts discharge from his neck
- If target is beheaded, no one now nearby can ever be resurrected
- If target is beheaded, two identical heads sprout from his neck
- If target is carrying a magical weapon, he loses 1d8 hit points
- If target is carrying a magical weapon, he regains 1d8 hit points
- If target is carrying a magical weapon, it is burned to slag
- If target is carrying a magical weapon, it mimics his personality
- If target is carrying a pouch, he tries to climb into it
- If target is carrying a pouch, it becomes a small Bag of Holding
- If target is carrying a pouch, it contains 1d100 gold pieces
- If target is carrying a pouch, it inflates like a hot air balloon
- If target is carrying any food, he turns into a werewolf
- If target is carrying any gold, he can hurl one 10HD fireball
- If target is carrying any gold, he changes alignment until sunset
- If target is carrying any gold, he’s struck by lightning
- If target is carrying any water, it becomes toxic to him
- If target is carrying any wood, he attempts to devour it
- If target is carrying any wood, it explodes into fiery splinters
- If target is carrying any wood, it smolders until sunset
- If target is carrying any wood, it turns to sawdust
- If target is carrying rope, he ties himself to a nearby tree
- If target is carrying rope, he winds it tightly about his neck
- If target is carrying rope, it can’t be cut by non-magical means
- If target is carrying rope, it threads itself through his flesh
- If target is currently injured he begins aging one year per round
- If target is cut by a metal weapon, he loses 2d10 gold pieces
- If target is cut by a metal weapon, he won’t heal naturally
- If target is cut by a metal weapon, his limbs turn invisible
- If target is cut by a metal weapon, it sizzles violently
- If target is cut by a metal weapon, that injury quickly rusts
- If target is cut by a metal weapon, that weapon quickly rusts
- If target is now bleeding, fire can’t harm him for 2d4 days
- If target is now bleeding, he begins to drown as though submerged
- If target is now bleeding, he’s hereafter susceptible to rust
- If target is now bleeding, his weapon is +4 for 2d4 hours
- If target is now bleeding, the ground at his feet heats to 500°
- If target is now carrying any food, he contracts advanced leprosy
- If target is now carrying any food, he loses 1d100 hit points
- If target is now carrying any food, he teleports 2d10 miles
- If target is now standing, he can’t sit or lie down for 8d6 hours
- If target is now standing, he levitates helplessly for 2d8 rounds
- If target is now standing, he’s now standing on tall stilts
- If target is now standing, his legs double in length
- If target is now wet, he suffers sudden heat exhaustion
- If target is slain by a blade, he can never be resurrected
- If target is slain by fire, he explodes as a 20HD fireball
- If target is slain by fire, he resurrects in 1d4 days
- If target is slain by fire, his ashes are scattered over the sea
- If target is slain by fire, the nearest forest is also set ablaze
- If target is slain in the next 24 hours, he becomes a god
-
- If target is slain in the next 24 hours, he can’t be resurrected
- If target is slain in the next 24 hours, he resurrects at sunrise
- If target is slain in the next 24 hours, winter begins at once
- If target is slain, a spring bubbles up from beneath his corpse
- If target is slain, a virulent plague breaks out in a nearby city
- If target is slain, all trees within 10 miles vanish
- If target is slain, all within 10 miles are overcome by grief
- If target is slain, he becomes an undead servant for his slayer
- If target is slain, he forever haunts the dreams of his slayer
- If target is slain, his allies all attack his slayer
- If target is slain, his allies quickly forget him and move on
- If target is slain, his corpse completely decays in 1d4 rounds
- If target is slain, his corpse embraces his slayer and combusts
- If target is slain, his corpse turns to wax within 1d10 rounds
- If target is slain, his slayer must Save or die along with him
- If target is slain, his soul can’t leave his body
- If target is slain, his soul is sent to the wrong plane
- If target is slain, the caster is under a Geas to resurrect him
- If target is slain, the caster must inform his next of kin
- If target is wearing animal hide, he becomes an animal until dawn
- If target is wearing animal hide, he hides like an animal
- If target is wearing animal hide, he thinks that he’s that animal
- If target is wearing animal hide, he tries to eat it
- If target is wearing animal hide, it animates and attacks him
- If target is wearing any rings, he has a spiritual revelation
- If target is wearing any rings, he’s immune to magic until sunset
- If target is wearing any rings, his hands retract into his wrists
- If target is wearing any rings, they ignite on his fingers
- If target is wearing armor, he is unable to remove it
- If target is wearing armor, he teleports into the nearest town
- If target is wearing armor, he thinks it’s part of his body
- If target is wearing armor, he’s attacked by 1d4 alligators
- If target is wearing armor, he’s blinded until he removes it
- If target is wearing armor, he’s hurled into the nearest river
- If target is wearing armor, he’s soaked with lamp oil
- If target is wearing armor, he’s struck by lightning
- If target is wearing armor, it clatters noisily in the dark
- If target is wearing armor, it constricts painfully about him
- If target is wearing armor, it has a +2 AC bonus until sunrise
- If target is wearing armor, it heats to 500°
- If target is wearing armor, it rattles violently for 1d10 hours
- If target is wearing armor, it teleports 2d6 yards
- If target is wearing armor, it turns invisible
- If target is wearing armor, it vanishes for 1d10 rounds
- If target is wearing armor, it’s as supple as silk until sunset
- If target is wearing armor, it’s restored to brand-new condition
- If target is wearing armor, rain falls heavily for 1d10 days
- If target is wearing armor, the ground beneath him gives way
- If target is wearing shoes, his feet become chicken’s feet
- If target is wielding a weapon, he suffers severe frostbite
- If target kills an ally within one turn, he’ll be fully Healed
- If target kills anyone in the next hour, he vanishes for 2d4 days
- If target lights a fire, he feels an urge to put his hands in it
- If target lights a fire, he is overwhelmingly afraid of it
- If target lights a fire, he perceives omens in its burning embers
- If target lights a fire, his clothing ignites
- If target loses a finger, he deliberately cuts off another one
- If target loses a finger, that hand shrivels and dies
- If target moves more than 10 yards from this spot, he dies
- If target now has fewer than 1d100 hit points, he’s fully Healed
- If target now has more than 20 hit points, he loses 1d100
- If target sees an open pit, he tries to bury himself in it
- If target sees an open pit, he’s attacked by something in it
- If target sits or lies down, he can’t stand again for 8d6 hours
- If target sits or lies down, he teleports 1d100 yards
- If target sits or lies down, he’s attacked by glowing beetles
- If target sits or lies down, he’s covered by a light frost
- If target sleeps more than eight hours, he’s struck by lightning
- If target teleports, he arrives holding two buckets of paint
- If target teleports, his skeleton teleports to this spot
- If target uses a doorway in the next hour, he turns to stone
- If target wields an axe, he thinks he’s the archetypal Dwarf
- If target wields an axe, he tries to decapitate himself with it
- If target wields an axe, he’s attacked by the nearest tree
- If target worships a deity, he claims to speak for the deity
- If target worships a deity, he forsakes that deity for another
- If target worships a deity, he thinks he’s that deity’s avatar
- If target worships a deity, he thinks the deity is talking to him
- If target’s hands touch, they adhere to each other until dawn
- If target’s weapon is metal, his hand turns to similar metal
- If target’s weapon is metal, it turns to glass for 1d4 rounds
- If target’s weapon is metal, it turns to wood and vice versa
- If target’s weapon is metal, it’s now indestructible
- Innumerable bats flutter around the target each day at twilight
- Insects constantly swarm around the target from now on
- Magic items are unreliable for the target for 2d4-1 days
- Magic items function at 50% power when target uses them
- Meat turns to gravel as it moves through target’s digestive tract
- Melancholy chants issue from the target’s weapon during battle
- Metal weapons are immune to magic while target wields them
- Metal weapons are invisible to target while he wields them
- Metal weapons chime pleasantly when they strike the caster
- Metal weapons do not conduct electricity while target wields them
- Metal weapons seem 10X heavier to target while he wields them
- Metal weapons seem to hum with power when target wields them
- Metal weapons seem weightless to target during combat
- Metal weapons strike sparks against target’s body like flint
- Music causes the target to weep tears of blood
- Music inspires savage bloodlust in the target
- Nearest horse adopts the target’s personality
-
- Nearest horse brutally attacks the target until one is dead
- Nearest pine tree crushes the target’s home, wherever it is
- Nearest pine tree pelts the target with jagged pine cones
- Nearest pine tree sounds like the target when the wind blows
- Nearest pine tree sprays the target with boiling, caustic sap
- Nearest zombie appears in the area under the target’s command
- Nearest zombie attacks the target until one is destroyed
- Nearest zombie follows the target everywhere
- Nearest zombie steals something precious to target, then flees
- Next 1d10 attacks upon target have a +4 bonus to damage
- Next 1d10 attacks upon target heal rather than inflict damage
- Next 1d10 attacks upon target inflict burning damage like fire
- Next 1d10 attacks upon target inflict only illusionary damage
- Next 1d10 attacks upon target inflict only minimum damage
- Next 1d10 attacks upon target leave him breathless and exhausted
- Next 1d10 attacks upon target leave him soaked with brine
- Next 1d10 attacks upon target wound a nearby tree instead
- Next 1d4 creatures slain by target combust immediately
- Next 1d4 creatures slain by target immediately rise as undead
- Next 1d4 creatures slain by target turn invisible upon death
- Next 1d4 creatures slain by target very rapidly decompose
- Next 1d4 hours seem like a dream to the target
- Next 1d4 rounds seem to last a full day to the target
- Next 2d4 spells cast at target are invisible in effect
- Next 2d4 spells cast at target function as the current spell
- Next 2d4 spells cast at target function at 2X normal power
- Next 2d4 spells cast at target strike random targets nearby
- Next horse touched by target becomes ravenously carnivorous
- Next horse touched by target can never again be ridden by mortals
- Next horse touched by target shrinks by 75%
- Next horse touched by target turns into a small dinosaur
- Next magic item handled by target appears as supple as clay
- Next magic item handled by target can again never be used by him
- Next magic item handled by target can’t be used by anyone else
- Next magic item handled by target drains 1d10 hit points from him
- Next magic item handled by target expresses deep hatred for him
- Next magic item handled by target expresses deep love for him
- Next magic item handled by target is etched with his fingerprints
- Next magic item handled by target is invisible while he uses it
- Next magic item handled by target leaves colorful trails of light
- Next magic item handled by target leaves weird scars on his hands
- Next magic item handled by target makes him think he’s drowning
- Next magic item handled by target makes his hands go numb
- Next magic item handled by target restores 1d10 hit points
- Next magic item handled by target seems to him to be 1,000°
- Next magic item handled by target seems to him to be 10X heavier
- Next magic item handled by target shines like a beacon to undead
- Next magic item handled by target smells like manure for 3d8 days
- Next magic item handled by target tries to control his mind
- Next magic item handled by target works at 2X normal power
- Next magic item handled by target works contrary to his wishes
- Next person to wound the target absorbs half of the damage
- Next person to wound the target can harm no one else until sunset
- Next person to wound the target hallucinates wildly for one turn
- Next person to wound the target inflicts maximum damage
- Next person to wound the target is attacked by vermin
- Next person to wound the target is immediately chained to him
- Next person to wound the target is paralyzed for 1d10 rounds
- Next person to wound the target is splattered with fish guts
- Next person to wound the target is stricken blind until sunset
- Next person to wound the target is swarmed by aggressive bees
- Next person to wound the target is thrown into the nearest well
- Next person to wound the target is worshipped by vermin
- Next person to wound the target must Save or fall unconscious
- Next person to wound the target races to the nearest graveyard
- Next person to wound the target resembles him for 1d20 hours
- Next person to wound the target sees fires blazing all around him
- Next person to wound the target suffers 2X the damage inflicted
- Next person to wound the target suffers equal damage
- Next person to wound the target suffers overpowering vertigo
- Next person to wound the target suffers the damage instead
- Next person to wound the target teleports 1d4 miles away
- Next person to wound the target teleports 4d8 yards straight up
- Next person to wound the target then attacks the caster
- Next person to wound the target then flees to the nearest forest
- Next person to wound the target thinks he’ll die before nightfall
- Next person to wound the target thinks he’s drowning for one turn
- Next person to wound the target thinks that he’s slain the target
- Next person to wound the target totally disarms himself
- Next person to wound the target will soon be abducted by undead
- Next person wounded by target must Save or age 1d6 years
- Next person wounded by target must Save or be attacked by vermin
- Next person wounded by target must Save or be Charmed by him
- Next person wounded by target must Save or be poisoned
- Next person wounded by target must Save or be stricken mute
- Next person wounded by target must Save or contract leprosy
- Next person wounded by target must Save or drop to one hit point
- Next person wounded by target must Save or flee panic-stricken
- Next person wounded by target must Save or shrink by 5d10%
- Next person wounded by target must Save or teleport 1d4 miles
- Next puddle stepped in by target absolves him of sin
- Next puddle stepped in by target causes him to hallucinate
- Next puddle stepped in by target changes his alignment until dawn
- Next puddle stepped in by target contains a small sea monster
- Next puddle stepped in by target drenches him from head to toe
- Next puddle stepped in by target explodes as a 6HD fireball
- Next puddle stepped in by target hardens like cement
- Next puddle stepped in by target inspires him to megalomania
- Next puddle stepped in by target is a 16HD water elemental
- Next puddle stepped in by target is highly concentrated acid
-
- Next puddle stepped in by target sends him to Elemental Water
- Next puddle stepped in by target teleports him to a nearby lake
- Next puddle stepped in by target throws him 3d10 yards in the air
- Next puddle stepped in by target turns to glass
- Next time target touches a tree, he must Save or turn to wood
- Next time target touches a tree, he’s attacked by 1d100 squirrels
- Next time target touches a tree, he’s buried in a heap of sawdust
- Next time target touches a tree, he’s overgrown with stiff bark
- Next weapon to wound target absorbs water like a sponge
- Next weapon to wound target afflicts its wielder with narcolepsy
- Next weapon to wound target appears as porous as a sponge
- Next weapon to wound target appears to be made of diamond
- Next weapon to wound target becomes as black as coal forever
- Next weapon to wound target begins aging 1d100 years per round
- Next weapon to wound target burns like magnesium for 1d10 rounds
- Next weapon to wound target can never wound him again thereafter
- Next weapon to wound target can’t harm him for 1d8 days
- Next weapon to wound target disintegrates if it wounds him again
- Next weapon to wound target embeds itself in a nearby tree
- Next weapon to wound target exudes acrid steam for 1d4 weeks
- Next weapon to wound target heals him if it wounds him again
- Next weapon to wound target heals its wielder by an equal amount
- Next weapon to wound target identifies him as its rightful owner
- Next weapon to wound target inflicts 10X the rolled damage
- Next weapon to wound target is 5% likely to change his sex
- Next weapon to wound target is +1 until he’s wounded again
- Next weapon to wound target is 10% likely to change his alignment
- Next weapon to wound target is 10% likely to destroy his soul
- Next weapon to wound target is 60% likely to shatter
- Next weapon to wound target is believed to be a mighty artifact
- Next weapon to wound target is crushed into a small cube
- Next weapon to wound target is engraved with his name
- Next weapon to wound target is forever after -1 ToHit
- Next weapon to wound target is frozen in a large block of ice
- Next weapon to wound target is intensely magnetic
- Next weapon to wound target is invisible to him forever after
- Next weapon to wound target is jealously sought by collectors
- Next weapon to wound target is older than the entire universe
- Next weapon to wound target is pinned beneath a nearby boulder
- Next weapon to wound target is replaced by a nearly exact replica
- Next weapon to wound target is soon confiscated by demons
- Next weapon to wound target is thereafter +1 to hit him
- Next weapon to wound target is thereafter +4 ToHit him
- Next weapon to wound target is thereafter indestructible
- Next weapon to wound target is thereafter terribly afraid of him
- Next weapon to wound target leaps 1d100 rounds into the future
- Next weapon to wound target likewise wounds his attacker
- Next weapon to wound target makes him suffer apocalyptic visions
- Next weapon to wound target must Save or melt like a candle
- Next weapon to wound target must Save or shrink by 5d10 + 45%
- Next weapon to wound target penalizes its wielder’s AC by 5
- Next weapon to wound target turns out to be a mighty artifact
- Next weapon to wound target turns to stone
- Next weapon to wound target vanishes for 1d10 rounds
- Next weapon to wound target was forged from his own bones
- Next weapon to wound target was forged on a distant world
- No one speaks to target for 2d4-1 days
- No one speaks to target until he spills his own blood
- Non-magical animals react to the target as if he were a salt lick
- Non-magical animals react to the target as if he were food
- Non-magical animals react to the target as if he were one of them
- Non-magical animals react to the target as if he were undead
- Normal voices seem deafeningly loud to the target
- Normal voices seem ghostly and haunting to the target
- Normal voices seem to echo imperiously to the target
- Normal voices seem to resonate in the target’s bones
- On target’s back is a button that, if pushed, lights up his head
- On target’s back is a button that, if pushed, makes him giggle
- On target’s back is a button that, if pushed, makes him glow blue
- On target’s back is a button that, if pushed, makes him sweat
- Once per day, target can make a sound like a cannon
- Once per day, target can turn all wheels nearby invisible
- One of target’s allies thinks that target is an avatar of his god
- One of target’s arms becomes as supple as rope during combat
- One of target’s arms can bend in 1d4 additional places
- One of target’s arms is as durable as steel, but only when wet
- One of target’s arms is bent like a corkscrew
- One of target’s arms is bent like a shepherd’s crook
- One of target’s arms is replaced by a duplicate of his head
- One of target’s arms is stripped to the bone but works normally
- One of target’s arms loses all bone but functions like a tentacle
- One of target’s arms turns into a small replica of his leg
- One of target’s arms turns to a lion’s foreleg
- One of target’s eyes migrates to the back of his head
- One of target’s feet is fused into an anvil
- One of target’s feet rotates 180° at the ankle
- One of target’s hands appears to have been flattened by a hammer
- One of target’s hands becomes hideously contorted and deformed
- One of target’s hands can pass through solid steel
- One of target’s hands can pass through stone
- One of target’s hands can’t be cut by non-magical metal
- One of target’s hands dissolves in water like a sand castle
- One of target’s hands figures prominently in the apocalypse
- One of target’s hands glows brightly in the presence of magic
- One of target’s hands is fireproof, but he never knows which one
- One of target’s hands is fireproof; the other hand vanishes
- One of target’s hands is immune to bludgeoning weapons
- One of target’s hands is impervious to beam-based magic spells
- One of target’s hands is impervious to magical cold
- One of target’s hands is invisible to undead
-
- One of target’s hands is shaped like an orangutan’s hand
- One of target’s hands migrates to the top of his head
- One of target’s hands oozes a viscous liquid like sap
- One of target’s hands shines like a beacon if clenched in a fist
- One of target’s hands turns into a hoof
- One of target’s hands turns into a perfect cube of granite
- One of target’s hands turns into a replica of a rabbit’s head
- One of target’s hands turns into sponge
- One of target’s hands, when clenched, looks like a small head
- One of target’s legs and one of his arms become as clear as glass
- One of target’s legs and one of his arms seem to be made of wood
- One of target’s legs and one of his arms shrink by 50%
- One of target’s legs and one of his arms turn invisible
- One of target’s limbs acquires intelligence hostile to him
- One of target’s limbs always seems to be soaked with milk
- One of target’s limbs appears to be made of diamond
- One of target’s limbs becomes wildly disobedient during combat
- One of target’s limbs can appear identical to his other limbs
- One of target’s limbs can be Dispelled as an illusion
- One of target’s limbs can never be rendered invisible
- One of target’s limbs can’t be armored in combat
- One of target’s limbs develops an intense hatred for the others
- One of target’s limbs falls off and tries to escape
- One of target’s limbs glows bright blue in the dark
- One of target’s limbs is affected as by the spell Slow
- One of target’s limbs is as hard as steel during combat
- One of target’s limbs is clearly artificial
- One of target’s limbs is controlled by caster for 1d10 rounds
- One of target’s limbs is covered in feathers
- One of target’s limbs is entirely indestructible
- One of target’s limbs is impervious to blades during combat
- One of target’s limbs is impervious to polymorph magic
- One of target’s limbs is made of porcelain but functions normally
- One of target’s limbs is paralyzed for 1d6 days
- One of target’s limbs is replaced by a hideous tentacle
- One of target’s limbs is responsible for genocide
- One of target’s limbs is wanted for murder
- One of target’s limbs now juts from the center of his back
- One of target’s limbs regenerates in 1d4 rounds if severed
- One of target’s limbs retracts into his torso when not in use
- One of target’s limbs seems to belong to a different species
- One of target’s limbs shrinks by 1d4% per day
- One of target’s limbs suffers intense pain if he uses magic
- One of target’s limbs turns as green as grass
- One of target’s limbs turns to a tree limb
- One of target’s limbs turns to solid gold
- One or more of target’s allies is plotting to kill him
- One or more of target’s allies thinks that target is a traitor
- Ordinary water has a powerful emetic effect upon the target
- Ordinary water induces aggressive incontinence in the target
- Ordinary water is as intoxicating to target as distilled spirits
- Ordinary water is incredibly impressive to the target
- People often mistake the target for a hated enemy
- People often mistake the target for a statue of the caster
- People often mistake the target for an undead monstrosity
- People often mistake the target for someone who gives a damn
- People who meet target for the first time accuse him of drowning
- People who meet target for the first time accuse him of treason
- People who meet target for the first time are intimidated by him
- People who meet target for the first time are intimidating to him
- People who meet target for the first time become violently ill
- People who meet target for the first time feel insulted by him
- People who meet target for the first time ignore him if he speaks
- People who meet target for the first time laugh at him derisively
- People who meet target for the first time lose 1d4 gold pieces
- People who meet target for the first time mistake him for royalty
- People who meet target for the first time mock his fashion sense
- People who meet target for the first time point at him and laugh
- People who meet target for the first time promptly forget him
- People who meet target for the first time refuse to speak to him
- People who meet target for the first time tend to trust him
- People who meet target for the first time think he’s a corpse
- People who meet target for the first time think he’s a murderer
- People who meet target for the first time think he’s a thief
- People who meet target for the first time think he’s mocking them
- People who meet target for the first time think he’s on fire
- People who meet target for the first time think he’s stupid
- People who meet target for the first time think that he’s a demon
- People who meet target for the first time think that he’s hideous
- People who meet target for the first time threaten to kill him
- Phosphorescent beetles teem over target’s skin for 2d12 hours
- Printed text appears hopelessly garbled while target is nearby
- Rope hisses like a snake while target uses it
- Rope tends to become hopelessly tangled when target uses it
- Seltzer water sprays from the target’s nose for 1d10 rounds
- Shimmering lights play over the target’s skin during combat
- Smoke issues from the ground near the target when he’s angry
- Smoke makes the target think that he’s being suffocated
- Smoke pours from target’s eyes when he uses or is struck by magic
- Smoke pours from target’s skin as though his bones are ablaze
- Some common non-magical species adopts the target as its enemy
- Some common non-magical species is forever invisible to target
- Some distant creature has been hired to assassinate the target
- Something from the bottom of a nearby lake attacks the target
- Sparks fly from target’s ears as from a grindstone
- Sparks fly from target’s eyes when he draws a weapon
- Sparks fly from target’s fingertips when he’s angry
- Sparks fly from target’s nostrils as he speaks
- Spectral voices echo everything that the target says
- Suddenly 1d4 people appear and attack the target
-
- Suddenly 1d4 people appear and offer trinkets to the target
- Suddenly 1d4 people appear and try to lasso the target
- Suddenly 1d4 people appear and worship the target
- Suddenly 1d4 people nearby resemble the target
- Suddenly 1d4 people nearby wish to assassinate the target
- Sulfurous mud oozes from target’s clothes for 1d8 hours
- Summoned creatures are at +2 ToHit the target
- Summoned creatures are Hasted in the target’s presence
- Summoned creatures are invisible to the target
- Summoned creatures are Slowed in the target’s presence
- Summoned creatures can make no sound in the target’s presence
- Summoned creatures covet the target’s possessions
- Summoned creatures ignore and are unaffected by the target
- Summoned creatures ignore the target unless he attacks them
- Summoned creatures ignore the target unless he has a weapon drawn
- Swords can’t come within ten feet of the target for 1d4 rounds
- Swords in target’s presence drip with his blood
- Swords pass harmlessly through the target’s body for 1d4 turns
- Target acquires a new language and refuses to speak any other
- Target acquires an exact copy of the caster’s spellbook
- Target acquires scars to match any wounds he inflicts on others
- Target acts as though he doesn’t really exist
- Target acts as though he’s the only person who really exists
- Target acts as though his fingers are readily replaceable
- Target acts as though his head and body are two separate beings
- Target acts generally like a jerk toward his friends and allies
- Target acts like a child for 10d10 rounds
- Target acts like a horse for 1d4 turns
- Target adds 1d4 to each attribute score for 2d12 hours
- Target affects an air of ostentatious wealth even if he’s poor
- Target ages 1d10 years per day for the next 1d4 weeks
- Target ages 1d1000 years; if he lives, he’s not subject to aging
- Target ages 1d4 years each time he says his name
- Target ages 1d4 years each time he’s cut by a claw or fang
- Target ages 1d4 years each time he’s cut by a metal blade
- Target ages 1d4 years each time his weapon injures someone
- Target ages at 2X normal rate unless he has a coin in his mouth
- Target ages at 2X normal rate while not in direct sunlight
- Target ages one year for each hit point of fire damage he suffers
- Target ages one year per round spent in the caster’s presence
- Target ages plus or minus 1d10 years each hour
- Target always attacks the foe he’s least likely to defeat
- Target always fails to consider the consequences
- Target always knows the location of the nearest giraffe
- Target and his possessions are stripped of any enchantments
- Target and nearest zombie are chained together nearby
- Target and nearest zombie are often mistaken for each other
- Target and nearest zombie exchange bodies
- Target and nearest zombie form an unholy alliance
- Target and the nearest horse exchange bodies
- Target and the nearest horse exchange clothing
- Target and the next person he attacks are invisible to each other
- Target and the next person he attacks are soaked with icy brine
- Target and the next person he attacks both shrink by 5d10%
- Target and the next person he attacks each lose 2d8 hit points
- Target and the next person he attacks fall unconscious until dawn
- Target and the next person he attacks freeze solid
- Target and the next person he attacks teleport 1d4 miles away
- Target and the next person he attacks vanish for 10d10 rounds
- Target appears to be 1d100 years older than he really is
- Target appears to be 1d20 inches taller than he really is
- Target appears to be a hideous corpse until dawn tomorrow
- Target appears to be far more menacing than he really is
- Target appears to be in the middle of a terrible rainstorm
- Target appears to be made of chocolate until dawn tomorrow
- Target appears to be soaked in his own blood until dawn tomorrow
- Target appears to be wearing a cloak of shimmering fire
- Target appears to have been assembled out of bamboo
- Target appears to have been burned beyond recognition
- Target appears to have been turned inside-out and then restored
- Target asserts that a great catastrophe is about to occur
- Target asserts that a nearby ally is really an illusion
- Target asserts that a nearby ally is trying to Charm him
- Target asserts that a vast conspiracy is out to get him
- Target asserts that all contracts are null and void
- Target asserts that all gold within 10 miles is counterfeit
- Target asserts that anyone who bleeds in his presence is a coward
- Target asserts that anyone who drinks his blood will live forever
- Target asserts that dangerous organisms live within his flesh
- Target asserts that death no longer has any power over him
- Target asserts that fire-based magic has no effect upon him
- Target asserts that he and the caster have been allies for years
- Target asserts that he can command undead
- Target asserts that he can cure disease and cast out demons
- Target asserts that he can divine the future, for the right price
- Target asserts that he can identify poisons by tasting them
- Target asserts that he can issue divine edicts
- Target asserts that he can place powerful curses on people
- Target asserts that he can produce pearls if he eats sand
- Target asserts that he can summon Earth Elementals by eating dirt
- Target asserts that he can summon ghosts and phantoms at will
- Target asserts that he can take the shape of a doppelganger
- Target asserts that he can talk to Air Elementals at will
- Target asserts that he can throw lightning bolts at will
- Target asserts that he can travel between planes at will
- Target asserts that he can travel freely through time
- Target asserts that he can turn diamonds into coal by eating them
- Target asserts that he died 1d4 rounds ago
- Target asserts that he died 1d4 years ago
- Target asserts that he has a key that unlocks his skull
-
- Target asserts that he has any number of non-verifiable maladies
- Target asserts that he has only 1d4 hours to live
- Target asserts that he has the power to bestow godhood
- Target asserts that he has the power to create and destroy souls
- Target asserts that he heals quickly and has a metal skeleton
- Target asserts that he intends to raze the nearest city
- Target asserts that he is descended from mighty kings
- Target asserts that he is the caster’s father
- Target asserts that he knows exactly who is destined to kill him
- Target asserts that he knows the location of a secret holy book
- Target asserts that he knows the location of a vast treasure
- Target asserts that he knows when, where, and how he’ll die
- Target asserts that he must choose which of his allies must die
- Target asserts that he was bitten by a werewolf one month ago
- Target asserts that he will become omnipotent upon death
- Target asserts that he will go insane unless he eats 1d4 apples
- Target asserts that he worked as a torturer for the king
- Target asserts that he’ll combust if anyone says his name
- Target asserts that he’ll combust if he draws his weapon too fast
- Target asserts that he’ll combust if he gets wet
- Target asserts that he’ll combust if he reads a map
- Target asserts that he’ll combust if he’s outdoors at sunset
- Target asserts that he’ll combust if his blood is spilled
- Target asserts that he’ll die before he sees another winter
- Target asserts that he’ll die during the next rainstorm
- Target asserts that he’ll die if anyone harms the caster
- Target asserts that he’ll die if anyone nearby dies violently
- Target asserts that he’ll die if anyone nearby is related to him
- Target asserts that he’ll die if anyone nearby speaks his name
- Target asserts that he’ll die if anyone nearby uses magic
- Target asserts that he’ll die if he changes or cleans his clothes
- Target asserts that he’ll die if he closes his eyes or blinks
- Target asserts that he’ll die if he crosses moving water
- Target asserts that he’ll die if he doesn’t receive a pony
- Target asserts that he’ll die if he draws a weapon in anger
- Target asserts that he’ll die if he draws/sheathes his weapon
- Target asserts that he’ll die if he eats during the next 4d6 days
- Target asserts that he’ll die if he fires any missile weapon
- Target asserts that he’ll die if he opens his eyes
- Target asserts that he’ll die if he sees a rainbow
- Target asserts that he’ll die if he sees his own blood
- Target asserts that he’ll die if he speaks his native language
- Target asserts that he’ll die if he spends any money
- Target asserts that he’ll die if he stops dancing
- Target asserts that he’ll die if he stops talking
- Target asserts that he’ll die if he touches anyone else’s blood
- Target asserts that he’ll die if he touches gold
- Target asserts that he’ll die if he touches ice
- Target asserts that he’ll die if he touches metal
- Target asserts that he’ll die if he uses any magic items
- Target asserts that he’ll die if he uses the word "the"
- Target asserts that he’ll die if he’s cut by a magical blade
- Target asserts that he’ll die if someone tells him to die
- Target asserts that he’ll die in 1d4 rounds
- Target asserts that he’ll die of biliousness
- Target asserts that he’ll die the next time he eats
- Target asserts that he’ll die the next time he receives first aid
- Target asserts that he’ll die the next time he sleeps
- Target asserts that he’ll die unless he burns all of his clothing
- Target asserts that he’ll die unless he cuts his own throat
- Target asserts that he’ll die unless he cuts off his own hand
- Target asserts that he’ll die unless he destroys his magic items
- Target asserts that he’ll die unless he destroys his weapon
- Target asserts that he’ll die unless he drains all of his blood
- Target asserts that he’ll die unless he drinks strong poison
- Target asserts that he’ll die unless he eats a special mushroom
- Target asserts that he’ll die unless he kills the caster
- Target asserts that he’ll die unless he receives 500 gold pieces
- Target asserts that he’ll die unless he receives 500 gold pieces
- Target asserts that he’ll die unless he stays awake for 2d6 weeks
- Target asserts that he’ll die unless he swallows a magic ring
- Target asserts that he’ll die unless he takes a vow of pacifism
- Target asserts that he’ll die unless his demands are met
- Target asserts that he’ll die unless someone beheads him
- Target asserts that he’ll die unless the caster kills himself
- Target asserts that he’ll die when the caster casts another spell
- Target asserts that he’ll drown in a picture of a lake
- Target asserts that he’ll drown in a small puddle nearby
- Target asserts that he’ll explode if anyone eats food near him
- Target asserts that he’ll go mad if anyone touches him
- Target asserts that he’ll turn into a werewolf if he eats meat
- Target asserts that he’ll turn to diamond when slain
- Target asserts that he’ll vanish forever if he falls asleep
- Target asserts that he’ll vanish forever if he leaves this area
- Target asserts that he’ll vanish into the ground at dawn tomorrow
- Target asserts that he’ll vanish into the sky if he’s wounded
- Target asserts that he’s a ghost and must haunt this area
- Target asserts that he’s a highly qualified thoracic surgeon
- Target asserts that he’s a mighty warrior despite the evidence
- Target asserts that he’s a Summoned creature about to be banished
- Target asserts that he’s a traveler from an antique land
- Target asserts that he’s an assassin from the distant future
- Target asserts that he’s an avatar of the caster’s deity
- Target asserts that he’s been fatally wounded
- Target asserts that he’s been repeatedly destroyed and rebuilt
- Target asserts that he’s been replaced by a doppelganger
- Target asserts that he’s brother to dragons and companion to owls
- Target asserts that he’s come to deliver his people from bondage
- Target asserts that he’s eager to exterminate his species
- Target asserts that he’s found a plot to wipe out his species
-
- Target asserts that he’s hunting a monster from the distant past
- Target asserts that he’s immune to magic
- Target asserts that he’s on a quest to destroy a mighty artifact
- Target asserts that he’s on a rock outcrop surrounded by lava
- Target asserts that he’s on the verge of exterminating his race
- Target asserts that he’s one of many clones of the real target
- Target asserts that he’s protected by an unholy host of demons
- Target asserts that he’s rapidly bleeding to death
- Target asserts that he’s responsible for many thousands of deaths
- Target asserts that he’s standing at the bottom of a deep well
- Target asserts that he’s standing on a ledge over an infinite pit
- Target asserts that he’s supernaturally beautiful
- Target asserts that he’s the embodiment of a mighty artifact
- Target asserts that he’s the mightiest warrior in the world
- Target asserts that he’s the world’s most powerful magic user
- Target asserts that he’s transforming into some kind of beast
- Target asserts that he’s unspeakably ugly
- Target asserts that he’s water soluble
- Target asserts that his actions are in accordance with prophecy
- Target asserts that his actions shape the destiny of the world
- Target asserts that his allies have forsaken him
- Target asserts that his birth occurred under odd circumstances
- Target asserts that his blood is worth more than gold
- Target asserts that his body and head are two symbiotic organisms
- Target asserts that his clothes are writhing with snakes
- Target asserts that his clothing is trying to kill him
- Target asserts that his current form isn’t his true form
- Target asserts that his death will be avenged one thousand times
- Target asserts that his flesh is harder than iron
- Target asserts that his god owes him a big favor
- Target asserts that his internal organs are made of pure gold
- Target asserts that his plans will all culminate at dawn tomorrow
- Target asserts that his soul will be destroyed if he’s injured
- Target asserts that his touch can induce madness
- Target asserts that his worst injuries are just a flesh wound
- Target asserts that no one nearby really exists
- Target asserts that one of his allies will betray him in a garden
- Target asserts that poultices of manure can heal any wound
- Target asserts that puns and rhymes are painful to him
- Target asserts that secret entities are plotting his downfall
- Target asserts that someone nearby is the avatar of his god
- Target asserts that that all food within 10 miles is poisonous
- Target asserts that the answer to every riddle is "time"
- Target asserts that the caster is a fraud and a charlatan
- Target asserts that the caster is an avatar of his deity
- Target asserts that the caster’s spell functioned as intended
- Target asserts that the king owes him a huge favor
- Target asserts that the wages of sin aren’t really death
- Target asserts that the world will end the moment that he dies
- Target asserts that time is an illusion, lunchtime doubly so
- Target asserts that whoever kills him will become a god
- Target asserts that whoever slays him will win incredible riches
- Target attacks anyone he sees using a magic item
- Target attacks anyone who attacks the caster
- Target attacks anyone who sees him using a magic item
- Target attacks anyone who speaks ill of the caster
- Target attacks anyone who uses magic upon the caster
- Target attacks the nearest herd animal until he or it is dead
- Target attacks the next person nearby who says his own name
- Target attacks the next person nearby who spends money
- Target attacks the next person who address him by name
- Target attacks the next person who draws a weapon nearby
- Target attacks the toughest, most dangerous creature he can see
- Target attempts to acquire the caster’s spellbook
- Target attempts to disembowel himself with his bare hands
- Target attempts to ingest any ink he sees
- Target attempts to mimic the caster’s every more
- Target attempts to strangle all trees within 100 yards
- Target attempts to strangle himself with his bare hands
- Target attracts all manner of mutants and abominations
- Target attracts leeches, maggots, slugs, and snails
- Target babbles incoherently for 2d10 rounds
- Target barks like a dog when he thinks he sees magic
- Target becomes a devoted acolyte of some fringe religion
- Target becomes an albino
- Target becomes ethereal if wounded by a weapon made of gold
- Target becomes giddy and mirthful when he’s next hit by a weapon
- Target becomes intensely covetous of any magic item he sees
- Target becomes intensely hungry following each battle
- Target becomes nearly insane with rage whenever he says his name
- Target becomes the caster’s most trusted and faithful friend
- Target becomes violently ill if he eats while in daylight
- Target becomes violently ill if he eats while sitting
- Target becomes wildly drunk when he’s next hit by a weapon
- Target befouls any food or water that he and his allies now carry
- Target befriends a statue and carries it with him everywhere
- Target befriends a statue and thinks it gives him good advice
- Target befriends one of the caster’s allies
- Target befriends the toughest, most dangerous creature he can see
- Target begs someone to bite off 1d10 of his fingers
- Target begs someone to set him ablaze
- Target believes anything the caster says to him
- Target believes everything that he says
- Target believes no factual statement he hears uttered in sunlight
- Target believes that 1d10 of his fingers are intensely magical
- Target believes that he can’t be harmed by a fall from any height
- Target believes that he can’t be slain by metal weapons
- Target believes that his allies are conspiring to rob him
- Target believes that nearly everyone is lying to him
- Target believes that whatever he last ate gave him eternal life
-
- Target believes that whatever he last ate is still alive
- Target believes that whatever he last ate was a powerful toxin
- Target believes that whatever he last ate was hallucinogenic
- Target believes that whatever he last ate was his last meal
- Target believes that whatever he last ate was worth a fortune
- Target belongs to a cult that requires him to perform horrid acts
- Target belongs to a cult that will remove his heart within a week
- Target bleeds from every orifice for 1d6 rounds but is unharmed
- Target bleeds profusely during combat, even if not wounded
- Target blows bright blue until he’s wounded by a magical weapon
- Target briefly appears to be undead to anyone who wounds him
- Target briefly becomes invisible to anyone who wounds him
- Target briefly resembles anyone who wounds him
- Target briefly resembles the target each time he’s wounded
- Target bursts into flame the next time he’s totally submerged
- Target can appear to be covered in moss and lichens at will
- Target can appear to be twice his true age at will
- Target can appear totally nondescript and unremarkable at will
- Target can be commanded by the nearest dragon at will
- Target can be injured by arrows, but they can’t kill him
- Target can be injured by bludgeons, but they can’t kill him
- Target can be injured by electricity, but it can’t kill him
- Target can be injured by magical cold, but it can’t kill him
- Target can be injured by magical fire, but it can’t kill him
- Target can be injured by magical weapons, but they can’t kill him
- Target can be injured by water, but it can’t kill him
- Target can be Summoned by the nearest dragon at will
- Target can become invisible at will but is 15% likely to die
- Target can become invisible at will if he plucks out his eyes
- Target can become invisible by drinking a quart of Elf’s blood
- Target can bend his spine 120° midway along its length
- Target can brachiate like an ape but adopts an ape’s proportions
- Target can Call Lightning daily but it’s 70% likely to strike him
- Target can cast one Wish spell but permanently dies as a result
- Target can cause one nearby tree to become invisible for 2d6 days
- Target can cause one nearby tree to topple as though chopped down
- Target can cause someone nearby to resemble someone else nearby
- Target can change the color of his face 2d4 times per day
- Target can climb like a monkey
- Target can climb like a monkey but is 40% likely to become one
- Target can comfortably lift and carry twice his weight in manure
- Target can Command one nearby humanoid for 1d6 hours
- Target can Command one person nearby to defend him to the death
- Target can Command one person now nearby to attack
- Target can Command one person now nearby to tell the truth
- Target can Command the nearest dragon, just once
- Target can control caster like an undead skeleton for 1d6 rounds
- Target can delay his voice by 1d4 rounds, 1d4 times per day
- Target can detect counterfeit gems by tasting them
- Target can digest soil as readily as meat
- Target can discern magic items by bleeding on them
- Target can discern magic items by tasting them
- Target can dismiss a total of 20HD worth of elementals
- Target can divine the caster’s exact location 1d4 times per day
- Target can do nothing but scream for 1d8 rounds
- Target can easily be persuaded to disarm himself
- Target can erect a four foot high wall of snow once per week
- Target can exhale fire but is 10% likely to combust and die
- Target can exhale fire but suffers as much damage as he inflicts
- Target can fall one yard per point of Wisdom without harm
- Target can Heal himself at will but ages 1d6 years per hit point
- Target can Heal himself but his closest ally will die as a result
- Target can Heal himself but is 5% likely to die each time
- Target can Heal himself but is 80% likely to drown each time
- Target can Heal himself but is blinded for 1d20 days each time
- Target can Heal himself but it costs him 1,000,000 gold pieces
- Target can Heal himself but only at night if he has one hit point
- Target can Heal himself four times but loses a limb each time
- Target can Heal himself if he sacrifices a point of CON each time
- Target can Heal himself ten times but loses a finger each time
- Target can hide his weapon inside his body for 2d4 hours per day
- Target can ingest and digest small quantities of bone
- Target can ingest and digest small quantities of coral
- Target can ingest and digest small quantities of glass
- Target can ingest and digest small quantities of gold
- Target can ingest and digest small quantities of iron
- Target can ingest and digest small quantities of lamp oil
- Target can ingest and digest small quantities of lead
- Target can ingest and digest small quantities of poison
- Target can ingest and digest small quantities of stone
- Target can ingest and digest small quantities of wood
- Target can issue Commands but is 20% likely to die each time
- Target can kill the caster outright but will also permanently die
- Target can kill the caster outright but will never have existed
- Target can leap one yard straight up per point of Charisma
- Target can locate any bear within one mile
- Target can magically Summon a distant relative who despises him
- Target can magically Summon his own clone once for 1d10 rounds
- Target can magically Summon the caster 1d4 times for 1d10 rounds
- Target can magically Summon the corpse some person he killed
- Target can make his voice issue from any object within 10 feet
- Target can make his voice issue from any person within 5 feet
- Target can make his voice seem to be 1d4 octaves higher or lower
- Target can make his voice seem to be that of someone much older
- Target can make his whisper heard by anyone in his line of sight
- Target can make his whisper heard through one foot of stone
- Target can make one of his arms as supple as rope at will
- Target can make one of his hands double in size at will
- Target can mask his scent at will
- Target can never again address anyone by name
-
- Target can never again speak or write his own name
- Target can never again wear the clothes or armor he’s wearing now
- Target can never again wield the specific weapon he now wields
- Target can never be harmed by any weapon now within 10 yards
- Target can never be harmed by the specific weapon he now wields
- Target can never be slain if he cuts off both of legs right now
- Target can never become invisible to anyone now within 100 miles
- Target can never become invisible to anyone who has wounded him
- Target can never become invisible to anyone who knows his name
- Target can never become invisible without dying
- Target can no longer conceal his astonishing halitosis
- Target can no longer conceal his disdain for magic users
- Target can no longer conceal his fear of combat
- Target can no longer conceal his hatred of Dwarves
- Target can no longer conceal his insatiable cannibalism
- Target can no longer conceal his plans for world domination
- Target can no longer conceal the fact that he’s artificial
- Target can no longer conceal the secret of his birth
- Target can only be killed by a magical weapon that he has wielded
- Target can only be killed by a weapon forged from his own bones
- Target can only eat food that he himself has prepared
- Target can polymorph at will but ages 1d100 years each time
- Target can polymorph at will but is 10% likely to die each time
- Target can polymorph at will but is blind in any form but his own
- Target can read but not speak or write 1d6 additional languages
- Target can read handwritten text at a distance of 10d10 yards
- Target can readily be convinced that he doesn’t really exist
- Target can recognize faces only 10% of the time
- Target can regenerate 1 hit point per round for the next week
- Target can remove his head for up to 1d4 rounds without harm
- Target can remove his heart for up to 1d6 rounds without harm
- Target can retract his ears into his skull at will
- Target can retract one of his limbs into his body at will
- Target can see no farther than 20 yards unless he’s barefoot
- Target can see no farther than 20 yards while in sunlight
- Target can see secret doors but can’t see normal ones
- Target can see secret doors if he drinks concentrated poison
- Target can see secret doors if he sacrifices 1d6 hit points
- Target can see secret doors while yelling and hopping on one foot
- Target can shine heatless torchlight from his palm at will
- Target can shine heatless torchlight from the soles of his feet
- Target can speak only in a full shout while his weapon is drawn
- Target can speak only in grunts while his weapon is drawn
- Target can speak only in rhyme while his weapon is drawn
- Target can speak only in whale song for 1d4 hours
- Target can speak the language of bears, but they don’t listen
- Target can speak with flies and gnats
- Target can speak with livestock but henceforth smells like manure
- Target can speak with monkeys and apes
- Target can speak with one corpse per week, but it lies to him
- Target can speak with one tree per week
- Target can speak with worms and slugs
- Target can stride unimpeded in knee-deep snow
- Target can stride unimpeded through thigh-deep water
- Target can subsist on leaves and grass for up to 1d4 weeks
- Target can subsist on mud, but it tastes incredibly foul to him
- Target can subsist on mud, but it’s highly addictive to him
- Target can subsist on mud, but regular food is poisonous to him
- Target can subsist on only 10% of the normal amount of food
- Target can subsist on water alone while he’s at full hit points
- Target can subsist on water but must drink ten gallons per day
- Target can Summon and Command an 8HD Earth Elemental 1d6 times
- Target can teleport 1d4 miles per day but ages 8d8 years per mile
- Target can teleport 1d4 miles randomly, once per day
- Target can teleport at will but arrives 1d20 days later
- Target can teleport at will but arrives with only one hit point
- Target can teleport at will but is 50% likely to die on arrival
- Target can teleport half of his body at will
- Target can teleport one person nearby to the target’s home
- Target can teleport to the caster’s location once per month
- Target can teleport to this location once per month
- Target can track the caster with astonishing accuracy
- Target can turn his head completely around without harm
- Target can understand every language spoken within 10 miles
- Target can wield his weapon only in his non-dominant hand
- Target can Wish the death of someone nearby, but target also dies
- Target can write but not speak or read 1d6 additional languages
- Target can’t attack anyone for 2d4 rounds
- Target can’t attack anyone until he wounds himself
- Target can’t attack anyone who doesn’t know target’s name
- Target can’t attack or be attacked for 2d8 rounds
- Target can’t attack or be attacked until he moves from this spot
- Target can’t attack the caster until at least sunset
- Target can’t attack the caster with any weapons containing metal
- Target can’t attack the caster with any weapons containing wood
- Target can’t attack until he drops his weapons, gear, and clothes
- Target can’t be affected by the caster’s magic for 1d6 turns
- Target can’t be affected by the intended spell for 1d4 years
- Target can’t be attacked by anyone or anything for 1d4 rounds
- Target can’t be burned by acid if he cuts off both of his thumbs
- Target can’t be burned by molten metal
- Target can’t be burned by steam between sunset and dawn
- Target can’t be burned by steam or boiling water while naked
- Target can’t be burned by steam while he’s wearing boots or shoes
- Target can’t be choked, strangled, or suffocated
- Target can’t be cut by any blade unless it’s already bloodstained
- Target can’t be cut by manufactured stone blades
- Target can’t be detected by invisible creatures
- Target can’t be detected by magical attempts at scrying
- Target can’t be detected by magical scrying while naked in a tree
-
- Target can’t be harmed by bludgeons between dawn and noon
- Target can’t be harmed by bludgeons for 2d10 rounds
- Target can’t be harmed by boiling oil or pitch
- Target can’t be harmed by invisible creatures at night
- Target can’t be harmed by magical fire while brandishing a weapon
- Target can’t be harmed by magical fire while indoors
- Target can’t be harmed by magical fire while standing in a bucket
- Target can’t be harmed by magical fire while underwater
- Target can’t be harmed by natural lightning
- Target can’t be injured by wooden weapons while naked
- Target can’t be injured by wooden weapons while sleeping
- Target can’t be injured by wooden weapons while standing in fire
- Target can’t be injured by wooden weapons while standing in snow
- Target can’t be killed by any female creature for 1d4 weeks
- Target can’t be killed by any male creature for 1d4 weeks
- Target can’t be killed during the next 2d12 hours
- Target can’t be knocked off balance by any less than 1d4 people
- Target can’t be knocked off balance by any physical force
- Target can’t be magically detected by anyone not of his race
- Target can’t be magically detected by anyone of the same sex
- Target can’t be slain except while sleeping
- Target can’t be slain if he remains within 10 yards of this spot
- Target can’t be slain while sleeping
- Target can’t be stunned by any blow to the head
- Target can’t be surprised if he has a snowball in each hand
- Target can’t be surprised if he has an eyeball in his mouth
- Target can’t be surprised if he’s wearing a carnation
- Target can’t be surprised while at full hit points
- Target can’t be wounded by metal weapons until sunset tonight
- Target can’t be wounded by metal weapons while barefoot
- Target can’t breathe for 2d10 rounds
- Target can’t breathe until he removes his boots or shoes
- Target can’t breathe while touching more than one person
- Target can’t breathe while wearing, touching, or carrying metal
- Target can’t come within 10 feet of any fire now burning
- Target can’t come within 10 yards of the caster
- Target can’t come within one mile of his home
- Target can’t come within one mile of the caster
- Target can’t come within ten feet of any tree thicker than he is
- Target can’t create or use magical fire except while indoors
- Target can’t create or use magical fire for 1d4 years
- Target can’t die for at least 1d4 days, but he can be injured
- Target can’t digest any food that he eats in direct sunlight
- Target can’t digest any food unless he prepares it himself
- Target can’t digest anything that’s been dead longer than a day
- Target can’t digest cooked meat
- Target can’t digest meat from any animal killed in daylight
- Target can’t draw his weapon if anyone else is within 10 yards
- Target can’t draw his weapon or sheathe it if it’s now drawn
- Target can’t draw his weapon unless he asks permission to do so
- Target can’t draw his weapon within 100 yards of this spot
- Target can’t hear echoes
- Target can’t hear his own voice
- Target can’t hear his own voice except while his eyes are closed
- Target can’t hear the voice of any female member of his race
- Target can’t hear the voice of any male member of his race
- Target can’t hear the voice of anyone who’s recently injured him
- Target can’t hear the voice of anyone within 10 feet of him
- Target can’t hear voices for 2d4-1 days
- Target can’t ignite any fire unless his hair is soaking wet
- Target can’t ignite any fire unless it’s snowing
- Target can’t ignite any fire while underground
- Target can’t ignite any fire while wearing clothes
- Target can’t leave this spot until he wounds himself
- Target can’t lie, equivocate, or tell half-truths
- Target can’t move more than 10 yards from the caster
- Target can’t pass through doorways while at full hit points
- Target can’t say anyone’s name
- Target can’t see artificial light while at full hit points
- Target can’t see light other than sunlight or reflected sunlight
- Target can’t see or hear any of his allies for 4d6 hours
- Target can’t see or hear his 1d4 of his allies for 1d4 days
- Target can’t see or hear living creatures for 2d6 rounds
- Target can’t see or hear magical creatures for 2d6 days
- Target can’t see or hear metal objects for 3d8 hours
- Target can’t see sunlight or reflected sunlight
- Target can’t sleep unless he first eats a handful of soil
- Target can’t sleep unless he has his weapon in hand
- Target can’t sleep unless he’s standing up
- Target can’t sleep until he fells the tallest tree in the kingdom
- Target can’t sleep until he gives away all of his armor
- Target can’t sleep within 10 feet of another sleeping person
- Target can’t speak except while barefoot
- Target can’t speak except while brandishing a weapon
- Target can’t speak for 1d20 turns
- Target can’t speak to anyone more than 20 feet from him
- Target can’t speak to anyone who addresses him by name
- Target can’t speak unless he wears a cloth over his face
- Target can’t speak unless he’s brandishing a weapon
- Target can’t speak unless his hair is wet
- Target can’t speak until after he has eaten his next full meal
- Target can’t speak until his blood is next drawn
- Target can’t speak until the caster says his own name
- Target can’t speak while at full hit points
- Target can’t speak while at full hit points
- Target can’t speak while wielding a weapon
- Target can’t use any form of rope or chain longer than he is tall
- Target can’t use any items containing metal for 2d4-1 days
- Target can’t use any magic items containing wood for 2d4-1 days
- Target can’t use any magic items for 1d4 days
-
- Target can’t use any magic items older than he is
- Target can’t use his hands or any utensils while eating
- Target can’t voluntarily pass through doorways unless naked
- Target can’t walk until the caster says his own name
- Target can’t walk while carrying gold
- Target can’t wield any weapon containing metal for 1d4 days
- Target can’t wield any weapon in his dominant hand
- Target can’t wield any weapon that hasn’t drawn his blood
- Target can’t wield any weapon within 1d4 miles of this spot
- Target can’t wound anyone who hasn’t wounded him
- Target carves a tiny notch in every tree he passes
- Target challenges his closest ally to single combat to the death
- Target chants nonsensically for 2d10 rounds
- Target clatters when he walks like a barrel full of pots and pans
- Target collapses into a fetal position for 1 turn
- Target combusts if he uses magic within the next 1d4 turns
- Target combusts if his weapon is thrown into a river
- Target comes into possession of a world-shaking artifact
- Target concludes every battle thoroughly soaked by his own blood
- Target confesses to a list of crimes, none of which has happened
- Target confesses to crimes he couldn’t possibly have committed
- Target confesses to genocide but can produce no evidence of it
- Target confesses to rampant kleptomania
- Target constantly boasts about his prowess in all things
- Target constantly exudes fragrant soap suds
- Target continuously speaks to an imaginary ally
- Target coughs incessantly, but his actions are unimpaired
- Target craves hay and has a long tail like a horse
- Target craves twigs and bark after every battle
- Target creates a phony language and refuses to speak any other
- Target crouches and begins eating dirt, twigs, gravel, etc.
- Target crows like a rooster whenever he sees a magic item used
- Target dares 1d4 of his allies to try to behead him
- Target declares this area to be a sacred shrine to his deity
- Target degenerates into an abomination hated by sentient beings
- Target demands that his friends and allies pay him tribute
- Target develops a pronounced stutter
- Target disappears and is completely forgotten for 2d4-1 days
- Target discovers that one of his limbs is a separate entity
- Target discovers that one of his limbs is made of living wood
- Target discovers that one of his limbs is trying to kill him
- Target discovers that one of his limbs isn’t attached to his body
- Target disgorges 1d10 acorns in each of the next 1d10+10 rounds
- Target disgorges 1d10 cubic feet of damp, sticky rice
- Target disgorges 1d10 pounds of feathers
- Target disgorges 1d10 pounds of hallucinogenic mushrooms
- Target disgorges 1d100 gold coins, half of which are counterfeit
- Target disgorges 1d1000 dragonflies
- Target disgorges 1d1000 tiny, phosphorescent worms
- Target disgorges 1d4 cubic yards of humus
- Target disgorges 1d4 gallons of boiling pitch
- Target disgorges 1d6 filthy carrion birds
- Target disgorges 2d10 pounds of slag
- Target disgorges 3d100 feet of hemp rope
- Target disgorges 5d10 sheets of pristine parchment
- Target disgorges 5d10 sheets of rotting parchment
- Target disgorges a 50 pound sack of potatoes
- Target disgorges a boulder larger than any within 1d10 miles
- Target disgorges a box that he believes to contain his soul
- Target disgorges a brick of solid chlorine
- Target disgorges a bucket filled with eyeballs
- Target disgorges a bushel of razor-sharp shards of glass
- Target disgorges a bushel of rotten apples
- Target disgorges a corked bottle containing a mysterious note
- Target disgorges a corked bottle containing a powerless genie
- Target disgorges a dragon’s egg
- Target disgorges a full-sized statue of a nearby ally
- Target disgorges a gelatinous mass writhing with tentacles
- Target disgorges a healthy specimen of some extinct species
- Target disgorges a homunculus
- Target disgorges a huge quantity of raisins, dates, and figs
- Target disgorges a large hourglass nearly empty of sand
- Target disgorges a large slab of marble
- Target disgorges a map to his home
- Target disgorges a one-half-size clone of the caster
- Target disgorges a pair eyeglasses granting the wearer True Sight
- Target disgorges a slimy slug as long and thick as his arm
- Target disgorges a small and long-lost artifact of great power
- Target disgorges a small but detailed replica of a nearby castle
- Target disgorges a small trampoline
- Target disgorges a stone that explodes on contact with ice
- Target disgorges a stone that will kill him if he touches it
- Target disgorges a ten foot column of aluminum one foot thick
- Target disgorges a two-foot square pane of glass
- Target disgorges a vial containing a powerful but unknown potion
- Target disgorges a vial containing the antidote to every poison
- Target disgorges an egg that can freeze 1,000 cubic feet of water
- Target disgorges an egg that, if broken, turns into a small boat
- Target disgorges an entire trombone, minus the mouthpiece
- Target disgorges an exact copy of the clothes he’s now wearing
- Target disgorges an intricate but badly rusted clockwork device
- Target disgorges his own full-grown clone, which then attacks him
- Target disgorges several gallons of house paint
- Target disgorges several gallons of viscous, highly adhesive goo
- Target disgorges the crown of the nearest king
- Target disgorges the front door of his home
- Target doesn’t age until he next speaks
- Target doesn’t age while bald
- Target doesn’t age while holding a gold coin in his mouth
- Target doesn’t age while in the caster’s presence
-
- Target doesn’t age while naked
- Target doesn’t age while wearing a wet hat
- Target doesn’t age while weeping
- Target doesn’t need to eat, drink, or breathe for 2d4-1 days
- Target doesn’t need to sleep for 4d20 days
- Target donates 2d10 hit points to the caster
- Target drowns for 1d6 rounds but is fine afterward
- Target earns 50 gold pieces when his attacks cause maximum damage
- Target embraces a wacky cult founded by a hack writer
- Target endeavors to buy a controlling interest in the kingdom
- Target endlessly frets that he’ll die in 1d10 rounds
- Target endlessly frets that he’s doomed to be eaten by a dragon
- Target experiences bone-chilling cold when his head is touched
- Target experiences clairvoyance when he is burned
- Target experiences heart-rending grief whenever he uses magic
- Target experiences intense vertigo when he draws a weapon
- Target experiences searing pain when his skin is touched
- Target experiences soul-wrenching pain if he stands upright
- Target experiences transcendent euphoria when his blood is drawn
- Target experiences vague nostalgia whenever he’s wounded
- Target exudes a scent 50% likely disgust any given person
- Target exudes a scent like something dredged from the ocean floor
- Target exudes a scent reminiscent of decaying skunks
- Target exudes a scent reminiscent of the bottom of the ocean
- Target exudes a scent that attracts carnivores
- Target exudes a scent that causes conifers to shed their needles
- Target exudes a scent that causes fires to burn pale green
- Target exudes a scent that causes food to spoil quickly
- Target exudes a scent that easily can be tracked for miles
- Target exudes a scent that induces sleep in birds
- Target exudes a scent that inspires attracts bats
- Target exudes a scent that inspires fear in earth elementals
- Target exudes a scent that inspires intense bloodlust
- Target exudes a scent that inspires loyalty in wolves
- Target exudes a scent that inspires rage in hoofed animals
- Target exudes a scent that is strongly enticing to undead
- Target exudes a scent that is strongly offensive to undead
- Target exudes a scent that makes Dwarves’ eyes water
- Target exudes a scent that makes other people’s hair fall out
- Target exudes a scent that makes people ignore him
- Target exudes a scent that obscures infravision
- Target exudes a scent that protects metal from natural rust
- Target exudes a scent that repels gnomes
- Target exudes an offensive stench but refuses to believe it
- Target fails at his next attempt at fine manual dexterity
- Target falls asleep for one hour per hit point he currently lacks
- Target fanatically defends the caster for 1d10 rounds
- Target fears any subsequent magic used by the caster
- Target fears that all of his efforts are for naught
- Target feels as if he’s walking on a high tightrope
- Target feels as if he’s wearing an enormous hat made of lead
- Target feels as if his clothes are trying to digest him
- Target feels as if his clothes have turned to steel
- Target feels as if someone else is wearing his clothes right now
- Target feels as if thorns have sprouted in his clothes
- Target feels as though a huge rodent is gnawing on his spine
- Target feels as though he just ate three pounds of butter
- Target feels as though he just ate three pounds of cement
- Target feels as though he just ate three pounds of flour
- Target feels as though he just ate three pounds of parchment
- Target feels as though he just swallowed a python
- Target feels as though he’s been splashed with boiling water
- Target feels as though he’s being swallowed by a python
- Target feels as though he’s having a baby
- Target feels as though he’s having a heart attack
- Target feels as though he’s having teeth extracted
- Target feels as though his allies have abandoned him
- Target feels as though his internal organs are melting
- Target feels as though his teeth are spinning in his mouth
- Target feels as though his wounds have been completely healed
- Target feels as though one of his arms is being amputated
- Target feels compelled to abandon whatever faith he now follows
- Target feels compelled to attain godhood by the end of the week
- Target feels compelled to burn all of his clothing
- Target feels compelled to desecrate a shrine to his deity
- Target feels compelled to find a faith that contradicts his own
- Target feels compelled to martyr himself for someone else’s deity
- Target feels compelled to mummify himself as soon as possible
- Target feels compelled to warn anyone he’s about to attack
- Target feels his bones shake like a bundle of sticks
- Target feels his bones slowly disintegrating
- Target feels icy water dripping on him during every battle
- Target feels like he’s having the time of his life
- Target feels that the direction of gravity has skewed by 10°
- Target feels the ground shake as during a powerful earthquake
- Target finds a blade that can’t be broken by any physical force
- Target finds a book describing the methods of brain surgery
- Target finds a box that damages the sanity of any who look in it
- Target finds a canopic jar containing his own vital organs
- Target finds a cursed vault containing 1d100 bars of gold
- Target finds a foot-long bar of indestructible glass
- Target finds a glass vial containing a highly volatile liquid
- Target finds a huge cache of real but worthless currency
- Target finds a huge leech attached somewhere on his body
- Target finds a large diamond and guards it obsessively
- Target finds a large sack filled with powdered bone
- Target finds a list of command words but doesn’t know for what
- Target finds a magical ring enabling him to command amphibians
- Target finds a mysterious and compelling piece of sculpture
- Target finds a new, functioning limb that he didn’t know he had
-
- Target finds a potion affects the person nearest its imbiber
- Target finds a potion that either resurrects or destroys a corpse
- Target finds a pouch containing 1d10 super-intelligent mice
- Target finds a pouch containing curds and whey
- Target finds a pouch containing exact copies of his hands
- Target finds a recipe for creating human life in a jar
- Target finds a shield +4 that only he can lift
- Target finds a text personally written by his deity
- Target finds a text that he wrote but doesn’t remember writing
- Target finds an arsenal stocked with simulated weapons
- Target finds himself imprisoned in a mausoleum far from here
- Target finds the sight of blood intoxicating
- Target finds the sight of male magic users to be enormously funny
- Target finds the sound of his own voice to be horrifying
- Target finds the thought of his own death strangely comforting
- Target finds two doses of a Potion of Resurrection
- Target flees from anyone who addresses him by name
- Target flees into the forest if struck by magic in the next turn
- Target flies into a panic if anyone sees him eating
- Target flies into a panic if he sees other people eating
- Target flies into a rage and attacks the person nearest to him
- Target flies into a rage whenever he draws blood
- Target forgets 1d4 of his allies
- Target forgets everything said to him in the past 1d6 hours
- Target forgets his family and where he lives
- Target forgets his name and doesn’t believe that he ever had one
- Target forgets how to ascend stairs and ladders
- Target forgets how to feed himself
- Target forgets how to sleep
- Target forgets how to use any magic item he’s now carrying
- Target forgets how to use any weapon containing metal
- Target forgets how to use doors
- Target forgets how to walk but not how to run
- Target forgets that his allies know who he is
- Target forgets the last 1d12 hours
- Target forgets the last 1d4 years
- Target forgets whatever mission or quest he is now undertaking
- Target formally changes his name to "Target"
- Target freezes solid if he’s injured while standing in snow
- Target freezes solid the next time he enters an underground lake
- Target gains 1d10 permanent hit points but must Save or die
- Target gains 1d100 hit points that then vanish, one per round
- Target gains 1d100 pounds over that many rounds
- Target gains 1d100 temporary hit points that last until sunset
- Target gains 1d20 hit points and immediately loses another 1d20
- Target gains a level and is restored to full hit points
- Target gains a level but is stricken blind for 1d4 months
- Target gains a level but loses all but 1d4 of his hit points
- Target gains a level but one of his arms turns to steam forever
- Target gains a level if he permanently severs his dominant hand
- Target gains a level the next time he’s cut by a magical blade
- Target gains a permanent 1d4-1 bonus to his Armor Class
- Target gains a point of Strength but loses 1d100 hit points
- Target gains a point of Wisdom but loses two points of Strength
- Target gains a powerful magical ally whose motives are unknown
- Target gains a profound insight the next time he touches gold
- Target gains a title based on his actions in the next 1d6 rounds
- Target gains access to an elite secret society
- Target gains benefit from food only if eaten while he’s naked
- Target gains no hit points from his next advancement in level
- Target gains one level but can never gain another
- Target gains only a single hit point from any magical healing
- Target gains proficiency in the use of some unlikely weapon
- Target gains the respect of a man soon to be executed for treason
- Target gains the respect of kobolds, who long to be just like him
- Target gains two levels if he kills and eats a human before dawn
- Target gains valuable insight into the nature of ventriloquism
- Target gets 1,000 gold pieces if he cuts off his foot right now
- Target gets 100 gold pieces for each finger he cuts from his hand
- Target gives his most prized possession to the caster
- Target gives his weapon to the person standing nearest to him
- Target glows bright blue until he’s burned by magical fire
- Target glows bright blue until he’s struck by magic
- Target glows bright blue until he’s wounded by his own weapon
- Target glows bright blue while under any magical effect
- Target glows with a bright, rainbow aura while moving stealthily
- Target glows with angelic light whenever he uses a magic item
- Target goes berserk if any of his allies injure him
- Target goes berserk if he eats meat in the next 24 hours
- Target goes berserk if he sees anyone burned by fire
- Target goes berserk if he sees anyone eating meat
- Target goes berserk if he touches gold in the next 1d6 rounds
- Target goes berserk if he’s currently carrying any magic items
- Target goes into a homicidal rage for 1d8 rounds, then passes out
- Target goes into a homicidal rage for 1d8 rounds, then vanishes
- Target goes into a homicidal rage whenever he removes his shoes
- Target goes into a homicidal rage whenever he sheathes his weapon
- Target goes totally and dangerously insane until sunset
- Target grows an additional 1d8 fingers
- Target grows an additional pair of ears atop his head
- Target grows an additional pair of eyes somewhere on his face
- Target has 1d100 tiny steel spheres embedded in his skin
- Target has 25 Intelligence for 1d4 turns
- Target has 25 Strength for 1d4 rounds
- Target has a +1 Armor Class bonus while it’s raining
- Target has a +2 Armor Class bonus while barefoot
- Target has a +5 Armor Class bonus until sunset tomorrow
- Target has a -1 Armor Class penalty while wielding a weapon
- Target has a -2 Armor Class penalty while it’s raining
- Target has a blowhole in the back of his neck
-
- Target has a colony of bees living in his skull
- Target has a compartment in his torso able to carry small items
- Target has a complete but false memory of the past 24 hours
- Target has a doppelganger slave that looks just like the caster
- Target has a flawless sense of direction
- Target has a flawless sense of direction 50% of the time
- Target has a flawless sense of direction while naked
- Target has a hole in his forehead as large as his fist
- Target has a hole in his torso big enough to accommodate his head
- Target has a key that attracts lightning
- Target has a key that can make non-magical locks invisible
- Target has a key that can permanently fuse one non-magical lock
- Target has a key that locks something that doesn’t have a lock
- Target has a key that prevents nearby keys from working properly
- Target has a key that turns one lock to pure, solid gold
- Target has a key that unlocks 99% of all non-magical locks
- Target has a key that unlocks a secret door to another universe
- Target has a key that works only once but will open any one lock
- Target has a large and heavy padlock around his neck
- Target has a large apple stuck in his mouth for 1d4 days
- Target has a legitimate grievance against the caster
- Target has a mane like a lion
- Target has a permanent +4 ToHit and +4 Damage bonus vs the caster
- Target has a permanent -4 ToHit penalty versus others of his race
- Target has a raised, square protuberance jutting from his chest
- Target has a relief of the caster’s face embossed on his back
- Target has a scar on his forehead as though clumsily lobotomized
- Target has a secret name that, if spoken, causes him to race home
- Target has a secret name that, if spoken, teleports him 2d8 miles
- Target has a secret name that, if spoken, will change his sex
- Target has a secret name that, if spoken, will kill him outright
- Target has a seizure lasting 1d6 hours when he uses a magic item
- Target has a seizure lasting 8d8 rounds, after which he is Healed
- Target has a seizure lasting until he’s struck by magic
- Target has a small lamp in his forehead like a miner’s helmet
- Target has a small lump on his forehead like a horseshoe
- Target has a small steel ring jutting from each shoulder blade
- Target has a star-shaped hole running completely through his head
- Target has a steel band around his ankle like tagged wildlife
- Target has a steel bolt running completely through his head
- Target has a strange tattoo that, if touched, causes him to weep
- Target has a sword that he thinks can command an undead army
- Target has a sword that he thinks can make him invisible to Elves
- Target has a sword that he thinks can slay dragons easily
- Target has a sword that he thinks makes him a charismatic leader
- Target has a tiny compartment beneath one of his fingernails
- Target has a violent coughing fit that persists until sunrise
- Target has a violent coughing fit whenever he uses a magic item
- Target has a virus that will kill him in 4d6 hours unless cured
- Target has a wooden bucket firmly affixed to his head
- Target has an exact copy of everything now carried by the caster
- Target has an immediate 50/50 chance to die or be totally healed
- Target has an immediate 50/50 chance to die or become a demigod
- Target has an immobilizing steel brace on one of his legs
- Target has an overpowering fear of other members of his race
- Target has an overpowering fear of shoes and other footwear
- Target has been controlled for years by a powerful, unseen entity
- Target has been controlled for years by a secret committee
- target has been controlled for years by agents of the king
- Target has been controlled for years by an orbiting satellite
- Target has been targeted for sacrifice by some monstrous cult
- Target has committed unspeakable acts in his deity’s name
- Target has committed unspeakable acts in his deity’s temple
- Target has committed unspeakable acts involving livestock
- Target has committed unspeakable acts involving orcs and Dwarves
- Target has committed unspeakable acts involving the king’s horse
- Target has his name tattooed all over his body
- Target has in his possession an item that is literally impossible
- Target has in his possession something precious to the caster
- Target has innumerable feathers stuck to his skin
- Target has inspiring hallucinations about his future career
- Target has inspiring hallucinations about his life after death
- Target has ironclad proof that all of this is an illusion
- Target has ironclad proof that everyone he knows doesn’t exist
- Target has ironclad proof that he’s a prophesied savior
- Target has ironclad proof that he’s dead
- Target has ironclad proof that he’s really the caster
- Target has ironclad proof that he’s the caster’s father and son
- Target has ironclad proof that the apocalypse will be tomorrow
- Target has ironclad proof that the caster doesn’t exist
- Target has no idea of where he is or what he’s doing
- Target has no natural visible form; his appearance is an illusion
- Target has numerous stigmata and attracts countless disciples
- Target has numerous stigmata and fears that the end is nigh
- Target has numerous stigmata and is persecuted as a heretic
- Target has numerous stigmata, as foretold by prophesy
- Target has only one hit point per level for the next 1d4 days
- Target has only one hit point per point of Wisdom for 2d8 days
- Target has owed the caster 1d10 gold pieces for 2d10 years
- Target has prominent mandibles like an ant
- Target has six eyes spaced evenly around his skull
- Target has stolen large sums of money from each of his allies
- Target has terrifying hallucinations about his own birth
- Target has terrifying hallucinations about his own death
- Target has the caster’s name tattooed all over his body
- Target has the head and right arm of a common housefly
- Target has three identical faces spaced evenly around his skull
- Target has ugly, thorny projections along both of his arms
- Target has visions depicting the true nature of magic
- Target has visions of a future full of incomprehensible wonders
-
- Target has visions of a future in which he’s worshipped as a god
- Target has visions of a past that seems more real than his own
- Target has visions of a transcendently beautiful city in the sky
- Target has visions of his slow and torturous dismemberment
- Target has visions of the future involving no one he recognizes
- Target has visions of waiting in line for eternity
- Target has waited years for a custom-designed breastplate
- Target hasn’t slept in 1d100 days
- Target hasn’t slept since he last spoke with royalty
- Target hates his nearest ally as much as his most bitter enemy
- Target hears cheers and applause whenever his blood is drawn
- Target hears his own voice betraying his secrets to everyone
- Target hears his own voice castigating him for his many failures
- Target hears his own voice endlessly chanting his own name
- Target hears his own voice screaming in his ears until sunrise
- Target hears his own voice whispering words of comfort to him
- Target hears malevolent voices all around him
- Target hears the clattering of swords at all times
- Target hears the clattering of swords while his weapon is drawn
- Target hears the crash of cymbals whenever he uses a magic item
- Target hears the noisy buzzing of countless bees at all times
- Target hears thunder booming all around him, but no one else does
- Target hoots like a foghorn when struck by magic after sunset
- Target increases in size and mass by 10%
- Target inflicts superficial wounds upon himself whenever possible
- Target inherits a collection of festive commemorative spoons
- Target insists on wearing a bucket on his head for 1d4 weeks
- Target insists that his body is real and spectacular
- Target inspires homicidal rage in some common non-magical species
- Target is 5% likely to vanish forever each time he says his name
- Target is 10% likely to attack anyone who says his name
- Target is 10% likely to be dragged into orbit around the planet
- Target is 10% likely to change sex when burned by magical fire
- Target is 10% likely to contract leprosy when injured by magic
- Target is 10% likely to lose 1d4 hit points in any given hour
- Target is 10% likely to see any invisible creature or object
- Target is 10% likely to strangle himself whenever he uses rope
- Target is 10% likely to turn to a wooden statue when he sleeps
- Target is 15% likely to be attacked by any horse he passes
- Target is 15% likely to die when he next sees an illusion
- Target is 20% likely to be healed by any poison he drinks
- Target is 20% likely to be healed instead of injured by fire
- Target is 20% likely to disbelieve any illusion he sees
- Target is 20% likely to drown when burned by magical fire
- Target is 20% likely to explode when burned by magical fire
- Target is 20% likely to gain a level when next struck by magic
- Target is 20% likely to take no damage if cut by a blade
- Target is 20% likely to think that he’s undead if undead are near
- Target is 20% likely to turn invisible when injured by fire
- Target is 30% likely to be able to summarize any book he kisses
- Target is 40% likely to attack any priest who approaches him
- Target is 80% likely to die if Remove Curse is cast upon him
- Target is a carrier of some magical disease
- Target is at the heart of a thunderstorm, but no one else sees it
- Target is actually a remotely-operated simulacrum
- Target is acutely hungry for 5d6 days, no matter how much he eats
- Target is affected by Reverse Gravity for 1d4 weeks
- Target is afflicted with leprosy for one month, then he’s healed
- Target is afflicted with lycanthropy until the next full moon
- Target is an immortal simply masquerading in this current form
- Target is arrested for smuggling some illegal substance
- Target is attacked by 1d1000 tiny skeletal bats
- Target is attacked by 6d12 housecats
- Target is attacked by a monster that no one else can see or hear
- Target is attacked by dozens of cows
- Target is attacked by dozens of crows
- Target is attacked by everyone within 50 yards
- Target is attacked by moths as if he were made of wool
- Target is attacked by teeming vermin visible only to him
- Target is attacked by the nearest boulder
- Target is blind until he wets his hair
- Target is blind while his hair is wet
- Target is blown back 3d10 yards and loses that many hit points
- Target is bound by fine but very durable silver chains
- Target is briefly blinded by a dense cloud of powdered sugar
- Target is briefly blinded by countless flies swarming around him
- Target is buffeted by mighty winds that affect no one else
- Target is buried by a heap of mildewed potato peelings
- Target is buried by a sudden avalanche; no one else is affected
- Target is buried up to his knees in burning coals
- Target is buried up to his knees in shiny new gold coins
- Target is captured for use in laboratory testing of cosmetics
- Target is carried high into the air by a flock of magpies
- Target is carrying a bucket of chum and must carry it until dawn
- Target is carrying a huge sack full of moldy rabbit pelts
- Target is caught in a violent hailstorm; no one else is affected
- Target is certain that a powerful entity is stalking him
- Target is certain that a vile monster is hiding in a nearby cave
- Target is certain that all of his allies have betrayed him
- Target is certain that he has the patronage of a powerful entity
- Target is certain that he was constructed in a laboratory
- Target is certain that he’ll become a god if he dies in combat
- Target is certain that he’ll die by sunset
- Target is certain that he’s a plant-based creature
- Target is certain that he’s about to become king
- Target is certain that he’s as fragile as glass
- Target is certain that he’s bleeding profusely
- Target is certain that he’s immortal
- Target is certain that he’s invulnerable until sunset
- Target is certain that he’s standing at the center of a huge fire
-
- Target is chained into the highest branches of a tall tree nearby
- Target is coated in a delicious honey glaze like a ham
- Target is coated in boiling pitch and takes damage accordingly
- Target is completely enclosed by a layer of living flesh
- Target is constricted as though squeezed by an invisible python
- Target is covered by a suit of field plate armor, made of glass
- Target is covered by a thick shawl of fetid vulture feathers
- Target is covered by coarse and musky wool like a yak
- Target is covered by dozens of slugs and snails
- Target is covered by thick, ugly scales for an AC bonus of 1
- Target is discovered to be a remotely operated machine
- Target is discovered to be an agent of the king
- Target is discovered to be the real heir to the throne
- Target is discovered to be the true owner of caster’s home
- Target is discovered to engage in decadent cannibalistic rituals
- Target is dragged along the ground into the nearest open grave
- Target is dragged halfway to the shore of the nearest river
- Target is draped in a gossamer shawl impervious to fire
- Target is draped in filthy funerary dressing
- Target is draped in foul-smelling seaweed
- Target is draped in threads that can only be cut under moonlight
- Target is dreadfully afraid of the spell’s target point
- Target is dreadfully homesick for some place he’s never been
- Target is dressed like a court jester
- Target is dressed like a crazed anchorite
- Target is dressed like a pig at a luau
- Target is dressed like one of the royal family
- Target is driven halfway through the nearest tree
- Target is driven like a thumbtack into the ground up to his neck
- Target is encased in a glass box quickly filling with water
- Target is encased in a large, hollow sphere of ice
- Target is encased in a marble sarcophagus
- Target is encased in a sealed wicker basket
- Target is encased in a skin-tight plaster cast
- Target is encased in an airtight steel capsule
- Target is encircled by a chest-high wall of packed snow
- Target is encircled by a waist-high, electrified iron fence
- Target is encircled by a zone of intense cold
- Target is encircled by a zone of pure vacuum
- Target is encircled by an electrified fence
- Target is encircled by an illusory wall of chattering skulls
- Target is encircled by tall icicles, each as thick as his leg
- Target is enclosed for one hour in an impenetrable 10-foot sphere
- Target is enclosed in a shrinking steel cage
- Target is enraged beyond all rational control
- Target is ensconced in velvet
- Target is ensnared by some distant spellcaster’s Summoning spell
- Target is especially receptive to Commands for the next 24 hours
- Target is fearless as long as he wears the shoes he’s wearing now
- Target is forever immune to all non-magical disease
- Target is forever immune to heatstroke
- Target is forever immune to hypothermia
- Target is forever immune to lycanthropy
- Target is found to be a persecuted victim needing caster’s help
- Target is fully healed if he’s slain while standing in snow
- Target is harassed by skeletal crows
- Target is haunted by the endless screams of damned souls
- Target is healed of all damage, but his clothes and gear vanish
- Target is held personally responsible for some distant atrocity
- Target is held personally responsible for the decay of society
- Target is highly magical and dies if Dispel Magic is cast on him
- Target is highly magical and is quickly recognized by magic users
- Target is holding an anvil and can’t put it down for 2d8 rounds
- Target is holding an egg in each hand and must not break them!
- Target is hopelessly lost for 2d10 rounds
- Target is horribly afraid of cooked or salted meat
- Target is horribly scarred, as though shredded and reassembled
- Target is horrified by the sight of female magic users
- Target is horrified by the sound of clattering bones
- Target is identified as the leader of some bizarre cult
- Target is immortal and unaging until he next speaks
- Target is immortal, but he’s sentenced to lifelong imprisonment
- Target is immortal, but his arms and legs vanish forever
- Target is immune to air-based magic for 1d4 days
- Target is immune to all attacks by non-magical birds
- Target is immune to all injury until he next speaks
- Target is immune to all swords now within one mile
- Target is immune to any wounds inflicted by humans for 4d6 hours
- Target is immune to area-effect magic for 1d4 days
- Target is immune to beneficial magic for 2d4 days
- Target is immune to charm-based spells or attacks for 1d4 weeks
- Target is immune to Charms and Enchantments for 1d4 weeks
- Target is immune to electrical attacks while carrying metal
- Target is immune to his allies’ magic
- Target is immune to his allies’ magic for 10d10 rounds
- Target is immune to his own magic and attacks for 1d4 hours
- Target is immune to hostile magic for 1d4 days
- Target is immune to illusions until dawn tomorrow
- Target is immune to injuries inflicted by wood in daylight
- Target is immune to inorganic poisons for 1d4 months
- Target is immune to light-based magic until sunset tomorrow
- Target is immune to lightning
- Target is immune to magical cold while naked
- Target is immune to magical diseases for one week
- Target is immune to magical fire while naked
- Target is immune to magical healing
- Target is immune to missile weapons for 6d8 hours
- Target is immune to necromantic magic until he uses a magic item
- Target is immune to non-magical diseases
- Target is immune to non-magical extremes of weather
-
- Target is immune to normal fire while wearing these clothes
- Target is immune to piercing weapons, such as stilettos, etc.
- Target is immune to poisons, but meat is highly toxic to him
- Target is immune to polymorph magic
- Target is immune to smoke inhalation for the rest of his life
- Target is immune to the burning effects of acid for 2d4 days
- Target is immune to the caster’s magic for 10d10 rounds
- Target is immune to the crushing pressure of very deep water
- Target is immune to the next 1d10 attacks against him
- Target is immune to the next magical disease he encounters
- Target is implicated in numerous treasonous scandals
- Target is in the middle of a typhoon, but no one else is
- Target is infected with plague
- Target is instantly consumed by vermin if he dies within 24 hours
- Target is intensely drunk for 1d4 rounds after every combat
- Target is invisible to lycanthropes while he’s bleeding
- Target is invisible to lycanthropes while they’re indoors
- Target is invisible while carrying 1d4 burning torches
- Target is invisible while completely submerged
- Target is invisible while he has an apple in each hand
- Target is invisible while shouting
- Target is invulnerable and invisible until he speaks or moves
- Target is invulnerable to 80% of normal weapons
- Target is invulnerable to any weapon that has already wounded him
- Target is invulnerable to normal weapons and can’t wield them
- Target is invulnerable to normal weapons for 1d6 turns
- Target is invulnerable to normal weapons until he inflicts damage
- Target is invulnerable to normal weapons until he wields one
- Target is invulnerable to weapon that he himself forged
- Target is kidnapped to be used as a sacrifice by a religious cult
- Target is kidnapped to be used as in medical experiments
- Target is killed outright if he ever triggers a Chaos Burst
- Target is killed outright if he kills any member of his species
- Target is killed outright if he wounds himself with a sword
- Target is killed outright if struck by a blood relative
- Target is limned by golden light until dawn tomorrow
- Target is liquefied and emerges from a nearby lake fully healed
- Target is liquefied but reforms at full hit points in 1d20 rounds
- Target is liquefied but reforms in a slightly warped shape
- Target is liquefied but returns fully healed during the next rain
- Target is lost in the shuffle
- Target is mesmerized by the sight of lighted candles
- Target is mesmerized by the sound of clinking metal
- Target is nearly paralyzed with terror under the full moon
- Target is now standing 8d10 yards behind the spell’s target point
- Target is now standing atop the tallest mountain within 100 miles
- Target is numb to all physical sensation for 3d8 rounds
- Target is obsessed with ridding himself of all skin and hair
- Target is obsessed with ridding himself of all worldly property
- Target is obsessed with ridding himself of his allies
- Target is obsessed with ridding himself of his shadow
- Target is obsessively covetous of some item that he can now see
- Target is obsessively jealous of someone now standing nearby
- Target is obsessively protective of someone now standing nearby
- Target is obsessively protective someone he’s never met
- Target is overwhelmingly drunk for 1d4 rounds, then totally sober
- Target is paralyzed by dread when he witnesses magical effects
- Target is pelted by hundreds of acorns
- Target is pelted by snowballs for 1d6 rounds
- Target is pelted by tiny, red hot coals for 1d4 rounds
- Target is pelted like a mink, otter, or beaver
- Target is permanently bloodstained
- Target is permanently invisible to caster but can’t attack him
- Target is permanently invisible to himself between dusk and dawn
- Target is permanently rendered 1d100% transparent
- Target is physically exhausted
- Target is poisoned if he touches a book in the next 1d4 days
- Target is pursued by predatory moneylenders
- Target is pursued by ravenous wolves
- Target is pursued by rogue shadows that resemble his own
- Target is pushed through the planet and out to the opposite side
- Target is quarantined by the local Minister of Health
- Target is real but can be disbelieved as if he were an illusion
- Target is real but can be Dispelled as if he were an illusion
- Target is recognized as an escaped slave wherever he goes
- Target is reluctant to engage in combat between sunrise and noon
- Target is reluctant to speak between noon and sunset
- Target is reluctant to wield any weapon with inorganic components
- Target is rendered deaf and blind for 2d10 rounds
- Target is rendered inert for 1d10 turns
- Target is rendered like a cow in an abattoir
- Target is rendered mute for 1d100 rounds
- Target is scarred as though he were pressed against a hot screen
- Target is scarred as though his digestive tract has been removed
- Target is sheathed in a large, living sponge
- Target is sheathed in a plant like a huge pea pod
- Target is sheathed in blood-soaked strips of leather
- Target is sheathed in wax
- Target is shoved to the ground in each of the next 1d10 rounds
- Target is showered by sawdust for 1d10 rounds
- Target is showered by shaved ice for the next 1d10 rounds
- Target is shunned by all other members of his species
- Target is shunned by all that is holy
- Target is shunned by anyone carrying a magic item
- Target is shunned by anyone nearby who is now wounded
- Target is shunned by polite society
- Target is smeared in a coordinated campaign of personal attacks
- Target is smeared in a fluid that suppresses his natural scent
- Target is smeared in lard
- Target is smeared in some kind of fireproof jelly
-
- Target is so badly disfigured that people flee from him in horror
- Target is sought for arrest because he stole a loaf of bread
- Target is standing knee-deep in a basket full of cobras
- Target is standing knee-deep in a bucket full of manure
- Target is stricken completely hairless
- Target is stricken deaf, blind, and mute for 1d6 rounds
- Target is stricken from any documents that mention him by name
- Target is stricken mute under every full moon
- Target is stricken mute while horses are nearby
- Target is stricken mute while under any magical effect
- Target is struck by lightning for 1d100 hit points of damage
- Target is struck by lightning the next time an ally is wounded
- Target is struck by lightning the next time he draws a weapon
- Target is struck by lightning the next time he enters water
- Target is struck by lightning the next time he speaks
- Target is struck by lightning the next time he uses a magic item
- Target is struck by lightning unless he’s currently atop a horse
- Target is stung by a bee as large as an ox
- Target is stung by a bee every time he makes a successful attack
- Target is suddenly acutely aware of any injuries he now has
- Target is suddenly attacked by ruffians
- Target is suddenly holding 1d4 anvils
- Target is suddenly holding a box full of his own bones
- Target is suddenly holding a pair of alligator suitcases
- Target is suddenly holding a pair of magic rings
- Target is suddenly holding an enormous bouquet of roses
- Target is suddenly holding the king’s severed head
- Target is suddenly holding the nearest corpse in his arms
- Target is suddenly lying in a four-poster canopy bed
- Target is suddenly lying in his own bed
- Target is suddenly lying on a funeral pyre
- Target is suddenly married to 1d8 additional spouses
- Target is suddenly morbidly obese
- Target is suddenly naked except for a fig leaf
- Target is suddenly on the verge of an important breakthrough
- Target is suddenly on the verge of going berserk
- Target is suddenly on the verge of utter dehydration
- Target is suddenly on the verge of utter exhaustion
- Target is suddenly on the verge of utter panic
- Target is suddenly on the verge of utter starvation
- Target is suddenly packaged in a large cardboard box
- Target is suddenly recognized as everyone’s long-lost brother
- Target is suddenly sitting at the base of a nearby waterfall
- Target is suddenly sitting atop someone else’s horse
- Target is suddenly sitting atop the tallest waterfall in the land
- Target is suddenly sitting in a bucket full of ice water
- Target is suddenly sitting in a large wooden crate
- Target is suddenly sitting in the bucket of the nearest catapult
- Target is suddenly sitting in the queen’s boudoir
- Target is suddenly sitting on an anthill, smeared with honey
- Target is suddenly sitting on the corpse of a fallen ally
- Target is suddenly standing atop a heap of shattered masonry
- Target is suddenly standing atop a rickety and very tall fence
- Target is suddenly standing atop a tall ladder
- Target is suddenly standing atop the nearest corpse
- Target is suddenly standing atop the nearest lookout tower
- Target is suddenly standing atop the nearest sand dune
- Target is suddenly standing in a fetid swamp miles from here
- Target is suddenly standing in the nearest boat
- Target is suddenly standing in the nearest locked treasure vault
- Target is suddenly standing knee-deep in the nearest ocean
- Target is suddenly standing next to his most powerful enemy
- Target is suddenly standing on a trapdoor over a very deep pit
- Target is suddenly standing on the shoulders of a nearby ally
- Target is suddenly standing outside his own front door
- Target is suddenly standing under the nearest bridge
- Target is suddenly standing upon what appears to be his own grave
- Target is suddenly standing wherever he awoke this morning
- Target is suddenly suffering from overpowering agoraphobia
- Target is suddenly wearing a cast-iron straightjacket
- Target is suddenly wearing a provocative leather ensemble
- Target is suddenly wearing a skin-tight suit of chain mail
- Target is suddenly wearing an anachronistic bathing costume
- Target is suddenly wearing an ornate saddle of very high quality
- Target is suddenly wearing fireproof clothing
- Target is suddenly wearing whatever the king wore yesterday
- Target is surrounded by pandering sycophants
- Target is surrounded by rabid wolves
- Target is surrounded by servitors who want to assassinate him
- Target is surrounded by vermin and small pests
- Target is susceptible to rust while carrying gold
- Target is suspected of having trafficked with demons in a church
- Target is suspected of having wrought a plague upon this nation
- Target is suspected of holding the secret of all existence
- Target is suspected of plotting to exterminate his entire species
- Target is suspended above the tallest tree nearby
- Target is suspended over a flaming pit until sunset
- Target is swarmed by countless flies, but they don’t bother him
- Target is swarmed by undead whenever he uses a magic item
- Target is swept 3d100 yards by a wave of molasses
- Target is the most unrepentant coward in the entire world
- Target is the subject of a distant being’s use of the Wish spell
- Target is thought to be a malefic figure as foretold by prophecy
- Target is thrown 1d4 rounds into the past
- Target is thrown 8d6 hours into the future
- Target is thrown 8d6 yards into the air
- Target is thrown down the nearest flight of stairs
- Target is thrown into a coma for 1d6 days
- Target is thrown into the nearest briar patch
- Target is tied between two trees like a hammock
-
- Target is tied to the ground with rope made of his own hair
- Target is tightly bound by strips of adhesive cloth
- Target is tightly chained to the nearest tree
- Target is tightly swaddled in a coarse wool blanket
- Target is tightly wrapped in blood-soaked bandages
- Target is tightly wrapped in strips of raw and greasy bacon
- Target is tormented by countless demonic voices
- Target is tormented by false but realistic echoes of a past life
- Target is tormented by illusory ants crawling all over him
- Target is tormented by invisible barbs that catch in his flesh
- Target is tormented by shrill and discordant music
- Target is tormented by the awareness of his mortality
- Target is tormented by visions of his own damnation
- Target is tormented by visions of his own descent into madness
- Target is tormented by visions of the damned
- Target is tormented by visions of the torture of his allies
- Target is tormented by voices telling him to kill his allies
- Target is tormented by voices telling him to kill the king
- Target is unable to look directly at the caster
- Target is unaffected by natural winds
- Target is unexpectedly thrust into a position of political power
- Target is unusually clumsy for 1d4 hours after he says his name
- Target is utterly fearless until sunset tomorrow
- Target is violently allergic to some common non-magical species
- Target is violently compressed to the size of a grain of rice
- Target is violently pushed 1d10 yards, stunned for as many rounds
- Target is wearing a diver’s mask, snorkel, and swim fins
- Target is wearing a formal suit made entirely of lettuce
- Target is wearing a formal suit made entirely of smoked meats
- Target is wearing a necklace of severed human ears
- Target is wearing nothing but strategically-placed coconut shells
- Target is wearing the entire skin from an orc or goblin
- Target is wearing the leathered skin from his own corpse
- Target is wholly invulnerable for 1d4 rounds
- Target is widely famed for his prowess with the scissors
- Target is widely recognized as a traitor to his race and species
- Target is, by his very nature, impossible
- Target jingles like sleigh bells while trying to move stealthily
- Target kills himself at sunset tonight but is resurrected at dawn
- Target knows a secret that damages the sanity of any who learn it
- Target knows an economical way to extract aluminum from bauxite
- Target knows but won’t tell the location of an important artifact
- Target knows everything there is to know about the caster
- Target knows exactly what will happen in the next 2d6 rounds
- Target knows the current location of every Dwarf within 10 miles
- Target knows the location of every lock within one mile
- Target labors to conceal a humiliating secret from his allies
- Target lacks any concept of personal property
- Target laughs like a braying donkey when he injures someone
- Target laughs outrageously at the sight of his allies’ blood
- Target learns that a deranged cult worships him as a god
- Target leaves no scent for 1d4 weeks
- Target leeches 2d10 hit points from the caster
- Target levitates 10d10 yards into the air for that many rounds
- Target levitates 1d10 feet in each of the next 1d6 rounds
- Target literally laughs at danger, so much so that it’s annoying
- Target looks as though half of his body has been severely burned
- Target looks as though half of his body is made of pumice
- Target looks as though half of his body is made of wood
- Target looks as though he’s made entirely of clay
- Target looks exactly like the caster for 1d4 days
- Target looks like a photo-negative for 1d4 days
- Target looks like a photo-negative while wielding a weapon
- Target looks vaguely demonic whenever he uses a magic item
- Target loses 1d100 hit points if he speaks his name before sunset
- Target loses 1d100 hit points unless he eats 3lbs of gold by dawn
- Target loses 1d100% of his mass
- Target loses 1d4 hit points every time he draws a weapon
- Target loses 1d4 levels/hit dice
- Target loses a point of Intelligence for each hit point he loses
- Target loses all but one hit point, then regains one per round
- Target loses all hit points gained due to high Constitution
- Target loses all sense of decency and restraint
- Target loses half of his remaining hit points
- Target loses one hit point each day for the next 1d100 days
- Target loses one hit point per hour until dawn tomorrow
- Target loses one hit point per person now within a 10 yard radius
- Target loses one hit point per round until he eats some raw meat
- Target loses one hit point per round until he strips naked
- Target loses one hit point per round until he swallows a coin
- Target loses one hit point per round until he’s struck by magic
- Target loses the sense of object permanence
- Target makes a spirited effort to detach one of his legs
- Target makes a spirited effort to disarm his allies
- Target makes a spirited effort to eat his own foot
- Target makes a spirited effort to extract his own heart
- Target makes a spirited effort to pull out his own tongue
- Target makes a spirited effort to remove his lower jaw
- Target makes a spirited effort to scour the flesh from his hands
- Target makes a spirited effort to swallow his weapon
- Target makes a spirited effort to tear off his ears
- Target makes outrageous claims about his martial skill
- Target makes outrageous claims about his wealth and property
- Target mimics the actions of one of his allies for 2d6 rounds
- Target mimics the caster’s actions for 1d10 rounds
- Target mistakes himself for someone else
- Target moos like a cow each time he draws a weapon
- Target must carry a blade at all times that has never drawn blood
- Target must carry a burning candle at all times
- Target must carry a fifty pound wheel of cheese until sunset
-
- Target must carry a small stone from this spot at all times
- Target must carry a wooden staff taller than he is at all times
- Target must carry at least 30 feet of rope at all times
- Target must carry at least 4d6 gold coins at all times
- Target must carry at least five pounds of wood at all times
- Target must carry at least one pound of feathers at all times
- Target must climb a tall tree during the next thunderstorm
- Target must disrobe before entering any cave or mine
- Target must douse himself with 2d6 gallons of water or combust
- Target must draw his weapon every time he says his name
- Target must drink 2d4 gallons of water before sunset
- Target must eat 3d6 pounds of food before dawn tomorrow
- Target must eat a pound of grass or leaves before dawn
- Target must eat a pound of ice by sunset tonight
- Target must give his name whenever he’s asked for it
- Target must lie whenever he’s asked his name
- Target must re-roll any attribute scores that are higher than 15
- Target must re-roll any attribute scores that are lower than 12
- Target must return to this location at least once each month
- Target must Save at each sunset or forget what happened that day
- Target must Save each morning or be ethereal until dusk
- Target must Save each morning or shrink by 10%
- Target must Save each morning, or he can’t use his arms that day
- Target must Save each morning, or his left leg bursts into flame
- Target must Save each night or else sleep for 6d8+24 hours
- Target must Save or 1d100 of his bones explode
- Target must Save or 1d100 of his bones turn to glass
- Target must Save or 1d100 of his bones turn to steel
- Target must Save or be dragged to the bottom of the nearest lake
- Target must Save or be struck dead by a meteor
- Target must Save or each of his bones teleports 1d4 miles
- Target must Save or forfeit ownership of all of his possessions
- Target must Save or he beheads himself with his next attack
- Target must Save or he will never have existed
- Target must Save or his hands and weapons vanish until sunset
- Target must Save or his temperature rises 1° per round
- Target must Save or lose 1d4 from each attribute score
- Target must Save when he’s hit by a bludgeon or shatter
- Target must Save when he’s hit by a bludgeon or shriek in panic
- Target must Save when he’s hit by a bludgeon or turn inside out
- Target must Save when he’s hit by a bludgeon or turn to butter
- Target must say his name every time he draws a weapon
- Target must scale the tallest mountain within 100 miles
- Target must take 1d10 steps backward each time he draws a weapon
- Target now has 1d12 x 10% of his full hit points
- Target now has an odd number of limbs
- Target now has three legs spaced evenly around his pelvis
- Target obsessively cleans and polishes any magical items he owns
- Target obsessively pursues a man who turns into a green monster
- Target obsessively pursues an immortal beast with glass eyes
- Target obsessively pursues some crazy get-rich-quick scheme
- Target obsessively pursues the one-armed man who killed his wife
- Target offered his legs as collateral on a high-interest loan
- Target only needs to blink once every 4d6 hours
- Target only needs to eat one normal-sized meal per week
- Target opens a chain of big-box retail stores
- Target owes a big favor to a powerful and malevolent entity
- Target owes a big favor to someone to whom he’s morally opposed
- Target perceives a vast army to be just beyond the nearest ridge
- Target perceives aggressive creditors to be hunting him endlessly
- Target perceives all foliage to be ablaze
- Target perceives constant rainfall from now on
- Target perceives everyone nearby to be sheathed in golden flame
- Target perceives everyone nearby to be sprouting peacock feathers
- Target perceives everyone nearby to look just like him
- Target perceives everything except himself to be 50% larger
- Target perceives everything nearby to be aligned against him
- Target perceives everything nearby to made of gold
- Target perceives everything to be blighted and drained of color
- Target perceives himself to be bathed in silver light
- Target perceives himself to be the wealthiest person in the world
- Target perceives hints of prophecy in any music he hears
- Target perceives menacing waterfowl all around him
- Target perceives profound secrets in everyday conversation
- Target perceives shocking insults in everyday conversation
- Target perceives weather conditions to be six months out of sync
- Target perceives worms to be wriggling from his every orifice
- Target permanently abandons his principal weapon
- Target permanently ages one year for each hit point he loses
- Target permanently gains 1d4 hit points
- Target permanently loses 1d10 toes
- Target permanently loses 1d4 hit points
- Target permanently loses half his current hit points
- Target poses and spits water like a fountain for one turn
- Target presents a long list of grievances to the caster
- Target pretends that he has a personal relationship with his god
- Target pretends that he’s been Charmed by the caster
- Target punches his jaw repeatedly until he knocks himself out
- Target quickly regenerates any lost fingers or toes
- Target races away in a random direction and can’t stop until dawn
- Target races headlong toward any magic user he encounters
- Target races to the nearest cave and hides there
- Target races to the nearest cave entrance
- Target races to the nearest library and tries to burn it down
- Target races to the nearest temple and messily desecrates it
- Target races toward his home at top speed
- Target races toward the caster and begs to be killed
- Target races toward the caster, embraces him, & vanishes with him
- Target races toward the nearest lake and jumps into it
- Target races toward the nearest monarch and attacks him
-
- Target races toward the nearest ocean and wades out 1d4 miles
- Target races toward the nearest open fire and jumps into it
- Target races toward the nearest open pit and jumps into it
- Target rattles like a bucket of stones while moving with stealth
- Target reacts violently to any representative of the king
- Target reacts violently to anyone bearing a scar on his face
- Target reacts violently to anyone bearing a tattoo
- Target reacts violently to anyone displaying a holy symbol
- Target reacts violently to anyone he sees who is now injured
- Target reacts violently to anyone he thinks is able to kill him
- Target reacts violently to anyone nearby when he awakens
- Target reacts violently to anyone not of his race
- Target reacts violently to anyone not wearing a hat
- Target reacts violently to anyone refusing to address him as sire
- Target reacts violently to anyone representing a deity
- Target reacts violently to anyone taller than he is
- Target reacts violently to anyone wearing a cloak
- Target reacts violently to anyone wearing a gold ring
- Target reacts violently to anyone wearing a hat or helmet
- Target reacts violently to anyone wearing leather
- Target reacts violently to anyone who addresses him by name
- Target reacts violently to anyone who addresses the caster
- Target reacts violently to anyone who asks his name
- Target reacts violently to anyone who attacks the caster
- Target reacts violently to anyone who carries an axe
- Target reacts violently to anyone who displays fear or pity
- Target reacts violently to anyone who displays the color red
- Target reacts violently to anyone who doesn’t offer him money
- Target reacts violently to anyone who doesn’t recognize him
- Target reacts violently to anyone who draws a weapon near him
- Target reacts violently to anyone who eats in front of him
- Target reacts violently to anyone who eats meat in his presence
- Target reacts violently to anyone who gives him an order
- Target reacts violently to anyone who has a beard
- Target reacts violently to anyone who has long hair
- Target reacts violently to anyone who has no beard
- Target reacts violently to anyone who lights a fire near him
- Target reacts violently to anyone who mentions a deity by name
- Target reacts violently to anyone who mentions his martial skill
- Target reacts violently to anyone who offers him aid in battle
- Target reacts violently to anyone who offers him food or water
- Target reacts violently to anyone who offers him hospitality
- Target reacts violently to anyone who offers him money
- Target reacts violently to anyone who questions his bravery
- Target reacts violently to anyone who receives magical healing
- Target reacts violently to anyone who refuses to give him money
- Target reacts violently to anyone who refuses to worship him
- Target reacts violently to anyone who says a magic word near him
- Target reacts violently to anyone who seems to have a magic item
- Target reacts violently to anyone who sees him get injured
- Target reacts violently to anyone who shows him common courtesy
- Target reacts violently to anyone who speaks while on horseback
- Target reacts violently to anyone who speaks with an accent
- Target reacts violently to anyone who spends money on armor
- Target reacts violently to anyone who suggests that he’s mortal
- Target reacts violently to anyone who touches him
- Target reacts violently to anyone who uses magic
- Target reacts violently to anyone who wears jewelry
- Target reacts violently to anyone who wields a magical weapon
- Target reacts violently to anyone whom he perceives to be ill
- Target reacts violently to anyone wielding a bloodstained weapon
- Target reacts violently to anyone wielding a wooden bludgeon
- Target reacts violently to anyone with bloodstained clothes
- Target reacts violently to Elves who learn his name
- Target reacts violently to the next person to draw blood near him
- Target realizes that has an extra eye in the back of his head
- Target realizes that he murdered 1d10 people closest to him
- Target realizes that he’s a mechanical simulacrum
- Target realizes that he’s always been a ravenous cannibal
- Target realizes that he’s been chewing on gravel for several days
- Target realizes that he’s being controlled by invisible entities
- Target realizes that he’s had an arrow in his thigh for days
- Target realizes that he’s lost and doesn’t know anyone nearby
- Target realizes that the back of his head is removable
- Target receives a massive shock the next time he touches metal
- Target receives a sign that he should abandon all worldly goods
- Target receives a sign that he should devote himself to magic
- Target receives a sign that he should reject all magic
- Target receives a sign that his murder is imminent
- Target reeks of carrion when he’s angry
- Target reeks of cheap perfume between sunset and dawn
- Target reeks of chlorine while he speaks
- Target reeks of gasoline for the rest of his life
- Target reeks of manure while in polite company
- Target reflection appears in every mirror within 10 miles
- Target refuses any offers of first aid or magical healing
- Target refuses to believe that metal weapons can harm him
- Target refuses to believe that poisons are poisonous
- Target refuses to believe that the caster exists
- Target refuses to eat any cooked meat
- Target refuses to eat or sleep for 2d4-1 days
- Target refuses to eat until his magical sword is returned
- Target refuses to eat within 6d10 miles of this spot
- Target refuses to give medical aid to his allies
- Target refuses to share food or water with his allies
- Target refuses to speak his native tongue while outdoors
- Target refuses to speak to anyone at all for 1d8 days
- Target refuses to speak to anyone not of his race
- Target refuses to speak to anyone of his race
- Target refuses to speak to anyone who addresses him by name
-
- Target refuses to speak to anyone who is looking at him
- Target refuses to speak to anyone who shares his native tongue
- Target refuses to speak to anyone whom he knows to employ magic
- Target regains his full hit points in each of the next 1d8 rounds
- Target regenerates one hit point for each pint of blood he drinks
- Target regresses to infancy but quickly grows to his correct age
- Target re-rolls 1d4 of his attribute scores, using 2d10
- Target re-rolls his hit points
- Target retains a perfect memory of the next 4d12 hours
- Target rightly believes that everyone is trying to kill him
- Target roars like a lion whenever he sees food
- Target runs 1d4 miles at top speed in a random direction
- Target runs completely around the nearest lake
- Target salivates heavily during battle
- Target screams as though in agony for 1d4 hours
- Target secretes 10 gallons of foul brine over the next 1d8 turns
- Target secretes a sticky pus from his eyes, nose, and ears
- Target sees anything more than 20 yards away as dull gray
- Target sees spectacular lightning overhead, but no one else does
- Target shakes violently when attempting to use magic items
- Target shakes violently while touching magic items
- Target shimmers like a desert mirage, making him -1 ToHit
- Target shrinks by 25% during each of the next 1d10 days
- Target shrinks by 8d10% when he next attacks the caster
- Target single-mindedly attacks the tallest person he can see
- Target single-mindedly tries to kill the caster until one is dead
- Target sinks halfway to the center of the world
- Target smells like 1,000 roses whenever he uses a magic item
- Target smells like 10 corpses whenever he uses a magic item
- Target smells like fungus for 1d4 hours after every battle
- Target smells like roses for one hour after every battle
- Target smells rotting flesh everywhere for 1d4 weeks
- Target smells strongly of blood whenever he uses a magic item
- Target smells strongly of cabbage until his next birthday
- Target smells strongly of sauerkraut for the rest of his life
- Target smells strongly of sour milk until next wounded in battle
- Target smells strongly of vanilla for 2d4 days
- Target sneezes and 10d10 angry wasps spew from his nose
- Target sneezes and blows 1d4 pounds of iron filings from his nose
- Target sneezes and blows all of his teeth from his mouth
- Target snorts like a pig before and after he says his name
- Target sounds as though he’s shouting through a distant megaphone
- Target speaks only in an archaic dialect of his native language
- Target spends 1d4 rounds obsessing over the impact of his actions
- Target spends 1d4 turns trying to fell a tree with his bare hands
- Target spends 2d4 rounds trying to remove one of his vital organs
- Target spends 2d8 rounds praising the caster for his magic skills
- Target spends a few rounds trying to convince himself he’s dead
- Target spends a few rounds trying to unscrew his own head
- Target spends all of his money to buy something totally worthless
- Target spins a cocoon & emerges in 1d4 days with butterfly wings
- Target spins like a top for 1d8 rounds
- Target spits out small lumps of coal after any melee
- Target sprays a gallon of milk from his nose
- Target sprays a huge gout of jet-black ink from his nose
- Target sprouts 1d10 additional noses all over his body
- Target sprouts 1d10 fingers from his cheeks
- Target sprouts 1d10 pairs of delicate antennae
- Target sprouts 1d100 additional ears on his body
- Target sprouts 1d6 additional noses somewhere on his body
- Target sprouts 3d10 tufts of coarse, ugly hair on his body
- Target sprouts a bunch of flexible metal tines on his face
- Target sprouts a clumsy elephant’s trunk at the back of his head
- Target sprouts a collar of holly from the skin of his neck
- Target sprouts a horse’s tail from the center of his chest
- Target sprouts a long, prehensile tail from his chest
- Target sprouts a non-functional face between his shoulder blades
- Target sprouts a non-functioning hand from the top of his head
- Target sprouts a pair of compound eyes from his cheekbones
- Target sprouts a pair of loathsome tentacles from his forehead
- Target sprouts a pair of retractable fangs in each palm
- Target sprouts a pig’s tail from between his eyes
- Target sprouts a small foot from the top of his head
- Target sprouts a torch sconce between his shoulder blades
- Target sprouts a vulture’s wing between his shoulder blades
- Target sprouts an additional foot from each knee
- Target sprouts an additional foot from each shoulder
- Target sprouts an additional forearm and hand from one elbow
- Target sprouts an additional hand from each shoulder
- Target sprouts an additional hand from one of his arms
- Target sprouts an additional hand from the palm of one hand
- Target sprouts an additional head beside the existing one
- Target sprouts an additional limb
- Target sprouts an additional mouth next to his original one
- Target sprouts an additional pair of eyes on his forehead
- Target sprouts an additional pair of nostrils on his forehead
- Target sprouts an additional pair of thumbs on his forehead
- Target sprouts an additional thumb from the back of each hand
- Target sprouts an iguana’s tail from his chin
- Target sprouts an intelligent fungus atop his head
- Target sprouts an ox horn from his chin
- Target sprouts an ox horn from one side of his head
- Target sprouts countless leaves, each bearing a mysterious rune
- Target sprouts deer antlers from his shoulder blades
- Target sprouts enormous fangs from his lower jaw
- Target sprouts harmless but acrid blue mold all over his body
- Target sprouts retractable iron claws from his fingers
- Target sprouts small, flashing lights along his spine
- Target sprouts wool like a sheep
- Target stalks the caster, always at least one mile distant
-
- Target steals credit for writing a list of 7,000 random effects
- Target stretches into an upright "X" for 1d10 rounds
- Target struggles with some trite philosophical conundrum
- Target suddenly has 2d10 carpenter’s nails in his mouth
- Target suddenly has a horseshoe in his mouth
- Target suddenly owns a book describing how to build a spacecraft
- Target suddenly owns a large pouch made of his own leathered skin
- Target suddenly owns an exact replica of his own skeleton
- Target suddenly owns an exact replica of some person nearby
- Target suddenly owns an exact replica of the caster’s skeleton
- Target suddenly realizes that fire can harm him
- Target suddenly realizes that he doesn’t know how to use weapons
- Target suddenly realizes that he has a conjoined twin
- Target suddenly realizes that he’s terrified of spiders
- Target suddenly realizes that he’s undead
- Target suddenly realizes that magic doesn’t really exist
- Target suddenly realizes that magical illusions can’t hurt him
- Target suddenly realizes that the caster is only an illusion
- Target suddenly senses that his identity is a fictional construct
- Target suffers a fit of crippling paranoia for 1d4 turns
- Target suffers a seizure lasting 1d10 rounds
- Target suffers burns if he touches water hotter than 80°
- Target suffers double damage from injuries while he’s wet
- Target suffers extreme hypothermia
- Target suffers from a disfiguring pox, but his teeth are radiant
- Target suffers from hysterical pregnancy
- Target suffers half damage from metal weapons while it’s snowing
- Target suffers immense pain while in close proximity to fire
- Target suffers intense dread when he tries to use a magic item
- Target suffers no damage from dragons’ breath for 1d4 weeks
- Target suffers no damage from falls of less than 1d100 feet
- Target suffers no damage from magical blades for 2d4 days
- Target suffers no damage from wounds inflicted by orcs
- Target suffers only half damage from acid for 1d4 days
- Target suffers only half damage from fire for 1d8 days
- Target suffers only half damage from now until midnight
- Target suffers only half damage from wounds received in daylight
- Target suffers severe burns if cut by a magical blade
- Target suffers severe burns the next time he removes his clothes
- Target suffers severe convulsions in the presence of kobolds
- Target suffers severe frostbite the next time he touches metal
- Target suffers splitting headaches after using magic items
- Target swallowed a tiny but powerful artifact yesterday
- Target swaps places with himself from 1d10+10 rounds ago
- Target swears undying loyalty to the next person to say his name
- Target sweats viscous and fragrant oil
- Target teleports 100 yards north in each of the next 1d10 rounds
- Target teleports 6d6 miles & back in each of the next 2d6 rounds
- Target teleports 8d10 miles when he next attacks the caster
- Target teleports into the nearest convent
- Target teleports into the nearest grain silo
- Target teleports into the nearest leper colony
- Target teleports into the nearest monastery
- Target teleports into the nearest oubliette
- Target teleports into the nearest unoccupied sarcophagus
- Target teleports one mile upon his next successful attack
- Target teleports to a barren, arctic wasteland for 1d4+1 hours
- Target teleports to a point 1d100 feet above the nearest lake
- Target teleports to a tiny and distant island for 1d4 days
- Target teleports to an impenetrable forest for 4d6 hours
- Target teleports to the base of the largest tree within 100 miles
- Target teleports to the caster’s location in exactly 24 hours
- Target teleports to the centerpoint of the nearest lake’s surface
- Target teleports to the exact place where he awoke this morning
- Target teleports to the exact place where he last ate a full meal
- Target teleports to the exact place where he met the caster
- Target teleports to the exact place where he was born
- Target teleports to the exact place where he’ll be in 24 hours
- Target teleports to the exact place where the caster was born
- Target teleports to the location of the nearest anvil
- Target teleports to the place where he last paid for a meal
- Target teleports to the place where his blood was last spilled
- Target teleports to this spot at both dawn and sunset tomorrow
- Target teleports to this spot on the first day of each month
- Target teleports to this spot upon losing 50% of his hit points
- Target teleports to this spot when his blood is next spilled
- Target teleports well beyond the caster’s line of sight
- Target tells embarrassing lies about himself at every opportunity
- Target thinks he’ll die if he climbs a tree taller than he is
- Target thinks he’ll die if he sees a shooting star
- Target thinks he’ll die if he wields a magical weapon
- Target thinks he’ll die if struck again by the caster’s magic
- Target thinks he’ll die unless the caster saves him
- Target thinks he’s an elephant until he’s next injured
- Target thinks that 1d100 years have passed
- Target thinks that a mighty artifact is hidden in a nearby lake
- Target thinks that he can control the caster for 1d6 rounds
- Target thinks that he’s thoroughly soaked with lamp oil
- Target thinks that he’s under the caster’s control until sunset
- Target thinks that his attacks heal rather than inflict damage
- Target thinks that his clothing is on fire for 1d10 rounds
- Target thinks that his enemies are only illusions
- Target thinks that his left arm has turned to stone
- Target thinks that his skin is trying to suffocate him
- Target thinks that his sweat is flammable
- Target thinks that his weapon is intelligent and powerful
- Target thinks that his weapon will explode on contact with metal
- Target thinks that non-magical fire is a manifestation of his god
- Target thinks that non-magical fire is an offense against his god
- Target thinks that one of his limbs is as fragile as glass
-
- Target thinks that the nearest fire is an avatar of his god
- Target thinks that the nearest statue is his close relative
- Target thinks that the nearest statue was once his close friend
- Target throws all of his belongings into the next fire he sees
- Target throws his weapon into the next chasm he passes
- Target tries to bite off 1d10 of his fingers, one try per finger
- Target trips and falls over in each of the next 1d6 rounds
- Target trips over what he realizes is his own grave marker
- Target trumpets like an elephant when he draws a weapon
- Target trusts everyone unquestioningly, no matter how unworthy
- Target trusts no one who’s visibly carrying a weapon
- Target trusts the caster absolutely and unquestioningly
- Target trusts the caster implicitly until the caster next speaks
- Target turns in a circle every time he passes through a doorway
- Target turns into a pumpkin at midnight tonight; reverts at dawn
- Target turns into a tree at each sunset but reverts at dawn
- Target understands 3d6 languages but can speak and write only one
- Target vanishes for 1d4 days, then reappears unaware of the lapse
- Target vanishes until 1d4 different people say his name
- Target vanishes until the caster dies or gains a level
- Target vanishes until two different people say his name
- Target volunteers for any task, the more dangerous, the better
- Target vows not to eat meat unless it comes from primates
- Target vows to adopt a life of asceticism and poverty
- Target vows to eat an entire person before the end of next month
- Target vows to eat only raw meat starting tomorrow
- Target vows to eat only rotting meat starting tomorrow
- Target vows to forego all magical healing for one full year
- Target vows to return to this exact spot once per week
- Target vows to slay anyone who uses magic on him
- Target vows to slay every necromancer he meets
- Target vows to smite those who take his name in vain
- Target vows to tithe 90% of his income
- Target wails inconsolably for 1d10 rounds
- Target wakes each day bald, but his hair regrows by noon
- Target wakes each day certain that he’s been buried for weeks
- Target wakes each day certain that he’s been tortured for weeks
- Target wakes each day certain that he’s gone blind
- Target wakes each day certain that he’s immortal
- Target wakes each day certain that he’s spent a month in the snow
- Target wakes each day certain that he’s still dreaming
- Target wakes each day certain that he’s the king
- Target wakes each day certain that his heart has been removed
- Target wakes each day covered in dirt as though recently buried
- Target wakes each day covered in finely-powdered rust
- Target wakes each day with his pockets full of twigs and gravel
- Target wakes tomorrow certain that it’s yesterday
- Target wakes tomorrow floating in the middle of the nearest lake
- Target wakes tomorrow within 1d10 yards of the caster
- Target was assembled from portions of corpses
- Target was just released after decades of solitary confinement
- Target was the caster in a past life
- Target was Wished into existence by a delusional necromancer
- Target wastes many hours writing a list of 10,000 random effects
- Target whistles like a teapot when struck by magic
- Target will be devoured by a dragon within 24 hours
- Target will befriend a dragon within 24 hours
- Target will betray himself at the most inopportune time
- Target will betray his closest ally in his time of greatest need
- Target will combust in 1d10 rounds unless he eats 2d10 gold coins
- Target will combust violently in 2d10 rounds
- Target will die unless he spends 100 gold pieces each day
- Target will either die or become a god at the next solstice
- Target will gouge out his eyes unless he’s retrained or attacked
- Target will rescue his closest ally but it will cost his own life
- Target will soon be arrested for bearing forged letters of marque
- Target will soon be arrested for running an illegal orphanage
- Target will soon be mistaken for a mighty figure out of legend
- Target will spend any amount necessary to buy a handful of smoke
- Target wobbles and clangs like a buoy while walking in fog
- Target won’t be able to sleep in the next 1d100 days
- Target wrongly believes that everyone is trying to kill him
- Target’s AC is re-rolled on 1d10 in each of the next 2d10 rounds
- Target’s age doubles twice
- Target’s age fluctuates 5d10 years each round for 10 rounds
- Target’s age is now 3d20, with all related bonuses and penalties
- Target’s age is re-rolled on 10d10 each morning
- Target’s age varies by 1d10 years each time he’s wounded
- Target’s allies all attack him for 1d4 rounds
- Target’s allies all sound just like him
- Target’s allies are all healed, but he’s reduced to one hit point
- Target’s allies are all standing within arm’s reach of him
- Target’s allies are condescending and patronizing to him
- Target’s allies are immune to the target’s weapons for 1d12 hours
- Target’s allies are stricken blind until the target says his name
- Target’s allies are teleported at least 1d4 miles away from him
- Target’s allies arrange to sell him for a substantial profit
- Target’s allies assembled him from artificial parts
- Target’s allies attempt to steal and sell all of his belongings
- Target’s allies betrayed him terribly within the last 1d4 days
- Target’s allies can come within 10 yards of him during melee
- Target’s allies can’t communicate with him until he spills blood
- Target’s allies can’t defend him in a fight
- Target’s allies can’t digest any food that he prepares
- Target’s allies can’t distinguish the target from the caster
- Target’s allies can’t draw weapons within 10 yards of him
- Target’s allies can’t look directly at him for 1d4 days
- Target’s allies can’t see him while he’s at full hit point
- Target’s allies can’t speak to him while he has a weapon drawn
- Target’s allies conspire to sell him into slavery
-
- Target’s allies conspire to sell his soul to a demon
- Target’s allies each carry a small vial filled with his blood
- Target’s allies each find 1d10 gold pieces
- Target’s allies each give him 1d100 gold pieces
- Target’s allies fear that he’s about to go on a homicidal rampage
- Target’s allies go berserk if he is slain
- Target’s allies have never liked or respected him
- Target’s allies look just like him for 4d6 hours
- Target’s allies look just like him until sunset
- Target’s allies mock and ridicule him mercilessly until sunset
- Target’s allies speak no language he can understand for 2d8 days
- Target’s allies spread vicious and humiliating rumors about
- Target’s allies suspect that he belongs to a divine lineage
- Target’s allies suspect that he’s a mechanical impostor
- Target’s allies suspect that he’s hiding vast wealth from them
- Target’s allies suspect that he’s joined a violent cult
- Target’s allies suspect that he’s plotting to betray them
- Target’s allies suspect that he’s really the caster
- Target’s allies swear a blood oath against whoever slays him
- Target’s allies think that he can resurrect the dead
- Target’s allies think that he fulfills an ancient prophecy
- Target’s allies think that he has some terribly virulent disease
- Target’s allies think that he plans to sacrifice them to his god
- Target’s allies think that he’s ablaze
- Target’s allies think that he’s at death’s door
- Target’s allies think that he’s being controlled by unseen forces
- Target’s allies think that he’s damned beyond hope of redemption
- Target’s allies think that he’s dead, and they try to bury him
- Target’s allies think that he’s drowning
- Target’s allies think that he’s far more powerful than he lets on
- Target’s allies think that he’s guilty of many unspeakable crimes
- Target’s allies think that he’s ingested a powerful toxin
- Target’s allies think that he’s possessed by a powerful demon
- Target’s allies think that he’s under the caster’s control
- Target’s allies think that his name is "Fungus"
- Target’s allies think that his touch is poisonous to them
- Target’s allies trust him implicitly
- Target’s allies utterly terrify him for 1d8 hours
- Target’s allies worship him as a god for 1d8 days
- Target’s ankle is tightly chained to his neck
- Target’s ankles are bound by a large and heavy padlock
- Target’s apparent physical age fluctuates by 1d100 years daily
- Target’s arms appear to be stricken with advanced leprosy
- Target’s arms are as limp as rope for 4d6 rounds
- Target’s arms are encased in straight, tight-fitting steel tubes
- Target’s arms are henceforth as limber as snakes
- Target’s arms are replaced by inert duplicates of his head
- Target’s arms can’t be bound by cloth, rope, or vines
- Target’s arms can’t be broken by any natural means
- Target’s arms can’t be harmed by claws or teeth
- Target’s arms can’t be harmed by non-magical weapons
- Target’s arms flap like a hummingbird’s wings for 3d6 rounds
- Target’s arms have been repeatedly severed and reattached
- Target’s arms reflect light like a mirror
- Target’s arms shrink to the size of an infant’s arms
- Target’s arms spin like propellers until he’s hit by magic
- Target’s arms vanish, but he sprouts a trunk like an elephant
- Target’s arms wheeze like hydraulics when he moves them
- Target’s arms wriggle like angry snakes
- Target’s attacks are 5% likely to inflict 5X normal damage
- Target’s attacks are 5% likely to inflict equal damage upon him
- Target’s attacks are 10% likely to inflict no damage at all
- Target’s attacks are 10% likely to inflict only illusory damage
- Target’s attacks are accompanied by eerie, disembodied chanting
- Target’s attacks are accompanied by mocking, disembodied laughter
- Target’s attacks are accompanied by the sound of breaking glass
- Target’s attacks cause maximum damage, but he takes equal damage
- Target’s attempts at tracking invariably lead to his own trail
- Target’s blood burn as bright as magnesium
- Target’s blood can eat through steel and iron like acid
- Target’s blood hold the secret to eternal life
- Target’s blood induces wild hallucinations in any who spill it
- Target’s blood is highly flammable for 2d10 rounds
- Target’s blood is invisible
- Target’s blood is widely believed to be a panacea
- Target’s blood smells powerfully of sulfur
- Target’s body appears to be full of holes like Swiss cheese
- Target’s body appears to be made entirely of cork
- Target’s body appears to be made of porous wax
- Target’s body can absorb twice its weight in water
- Target’s body climbs into a tree each night as he sleeps
- Target’s body inflates to twice its normal volume
- Target’s body is covered with sores and blisters
- Target’s body is infested with an enormous colony of termites
- Target’s body is scarred as if he’d been pushed through a screen
- Target’s body is scoured with steel wool
- Target’s body rings like an enormous church bell 1d12 times
- Target’s body slowly absorbs any clothing he wears
- Target’s body, clothing, and gear are uniformly bright orange
- Target’s bones are as brittle as chalk until sunset tomorrow
- Target’s bones are discovered to have been stolen
- Target’s bones are intensely magnetic
- Target’s bones are sought by poachers
- Target’s bones are visible through his skin while he sleeps
- Target’s bones are visible through his skin while he’s wet
- Target’s bones are weightless
- Target’s bones can never be rendered invisible
- Target’s bones can’t be broken by any natural physical force
- Target’s bones chime like bells when he’s struck
- Target’s bones clatter inside his body like a bare skeleton
-
- Target’s bones combust if exposed to direct sunlight
- Target’s bones fuse into a single, inflexible mass
- Target’s bones turn to ice
- Target’s bones turn to muscle
- Target’s boots are discovered to be living organisms
- Target’s boots can never sink underwater while he wears them
- Target’s boots fuse to the ground where he’s now standing
- Target’s boots turn to glass
- Target’s Charisma is raised to 25 for 1d6 rounds
- Target’s closest ally attacks him for 1d10 rounds
- Target’s closest ally is permanently invisible to him
- Target’s closest ally turns out to be his clone
- Target’s closest ally will betray him in his hour of need
- Target’s clothes always appear to be filthy
- Target’s clothes always resemble the clothes he’s now wearing
- Target’s clothes and gear are affected by Reverse Gravity
- Target’s clothes and gear are highly flammable
- Target’s clothes and gear are insulated against electricity
- Target’s clothes appear 10d10 centuries out of date
- Target’s clothes appear to be made of ice
- Target’s clothes are 90% transparent while in mixed company
- Target’s clothes are as delicate as cobweb
- Target’s clothes are as rigid as boiled leather
- Target’s clothes are as susceptible to rust as iron
- Target’s clothes are chilled nearly to absolute zero
- Target’s clothes are consumed by fire, but he is unharmed
- Target’s clothes are devoured by vermin over the next 4d6 rounds
- Target’s clothes are extraordinarily elastic
- Target’s clothes are seized by the local authorities
- Target’s clothes are soaked with a fetid and viscous slime
- Target’s clothes are soaked with a powerful acid
- Target’s clothes are soaked with beer
- Target’s clothes are soaked with butterscotch pudding
- Target’s clothes are soaked with deer musk
- Target’s clothes are soaked with icy water once every 1d12 hours
- Target’s clothes are soaked with strong perfume
- Target’s clothes are stuffed full of snow
- Target’s clothes attract wasps, hornets, and bees
- Target’s clothes billow with foul smoke when he uses a magic item
- Target’s clothes billow with foul smoke when he wields a weapon
- Target’s clothes billow with foul smoke when he’s underground
- Target’s clothes billow with scalding steam
- Target’s clothes can’t be moved more than 10 yards from this spot
- Target’s clothes can’t be pierced by wooden weapons
- Target’s clothes clatter like a suit of armor while he walks
- Target’s clothes combust if worn while crossing moving water
- Target’s clothes defy community standards of decency
- Target’s clothes double in size in each of the next 1d8 rounds
- Target’s clothes double in weight in each of the next 1d8 rounds
- Target’s clothes exactly match the caster’s clothes
- Target’s clothes exude fragrant smoke for 1d4 weeks
- Target’s clothes glow in the dark
- Target’s clothes have been buried for weeks in a midden
- Target’s clothes heat to 500°
- Target’s clothes ignite each time he uses a magic item
- Target’s clothes inflate to the size of a house
- Target’s clothes make him appear to suffer from leprosy
- Target’s clothes mock him with whispers that only he can hear
- Target’s clothes protect him against extremes of natural weather
- Target’s clothes shrink by one percent per round
- Target’s clothes smolder from now until dawn, but he is unharmed
- Target’s clothes teleport 1d10 yards
- Target’s clothes totally unravel over the next 3d10 rounds
- Target’s clothes turn invisible each time he uses a magic item
- Target’s clothes writhe like a living creature for 24 hours
- Target’s corpse will never decay by natural processes
- Target’s current hit point total is his maximum hit point total
- Target’s deadliest foe appears in the area, armed to the teeth
- Target’s deadliest foe will rescue him in his hour of need
- Target’s death is expected to yield vast riches for his slayer
- Target’s death is one of the final precursors to the apocalypse
- Target’s death will awaken a nightmarish, slumbering deity
- Target’s death will be horrible enough to inspire legends
- Target’s death will bring swift retaliation from the authorities
- Target’s death will herald the coming of an age of horrors
- Target’s death will inflict a plague upon the surrounding area
- Target’s death will lead to mass rioting
- Target’s death will reveal him to be a horrific, demonic entity
- Target’s ears are indestructible
- Target’s ears are prehensile
- Target’s ears are the size of dinner plates
- Target’s ears explode if removed
- Target’s ears melt like wax
- Target’s ears migrate about his head as the days wear on
- Target’s ears migrate to his shoulders
- Target’s ears shrivel and fall off over the next 1d8 days
- Target’s ears turn slowly counter-clockwise
- Target’s ears, nose, and lips are invisible for 1d4 days
- Target’s ears, nose, and lips double in size
- Target’s ears, nose, and lips fall off
- Target’s ears, nose, and lips turn bright blue
- Target’s entire family is arrested by royal decree
- Target’s explodes if any attempt is made at resurrection
- Target’s expression is permanently locked into a manic smile
- Target’s eyes appear to be bundles of writhing worms
- Target’s eyes appear to be tiny fireballs
- Target’s eyes automatically filter out harmfully bright light
- Target’s eyes bulge from the top of his head like a frog’s eyes
- Target’s eyes bulge to the size of hen’s eggs
- Target’s eyes burst, blinding him, but they grow back in 1d4 days
-
- Target’s eyes can move independently, like a chameleon’s
- Target’s eyes each have 1d4 irises and pupils
- Target’s eyes glow with malevolent fire when he faces true north
- Target’s eyes merge into a single eye somewhere on his face
- Target’s eyes migrate to just above his ears
- Target’s eyes see normally but appear lifeless like a doll’s eyes
- Target’s eyes steam and hiss like quenching metal
- Target’s face appears to have been roughly chiseled out of coal
- Target’s face appears to have been welded to his skull
- Target’s face begins to look more and more bat-like
- Target’s face can’t be harmed by acid
- Target’s face glows pale green when he tells a lie
- Target’s face is badly sunburned in a checkerboard pattern
- Target’s face is flattened to his skull
- Target’s face is scarred as by acid or flame
- Target’s face is scarred as though horribly slashed years ago
- Target’s face is tattooed with cryptic runes and sigils
- Target’s face looks as though he’s been pounded with hammers
- Target’s face looks as though something exploded in his nose
- Target’s face looks like badly melted wax
- Target’s face migrates to the top of his head
- Target’s family disowns him and places a bounty on his head
- Target’s family includes at least one demonic abomination
- Target’s family relocates to a distant land without telling him
- Target’s feet appear to be made of clay
- Target’s feet are fused to the ground beneath him
- Target’s feet are henceforth clear like glass
- Target’s feet are now prehensile, but his hands are not
- Target’s feet can rotate 360° at the ankle without harming him
- Target’s feet can’t come within one yard of each other
- Target’s feet explode if he ventures more than one mile from here
- Target’s feet shriek incessantly while he wears shoes or boots
- Target’s fingernails are hard as steel and susceptible to rust
- Target’s fingernails begin to grow 1d4 inches per round
- Target’s fingernails glow like burning coals
- Target’s fingernails pulse with an unholy glow under moonlight
- Target’s fingernails react to water like pure sodium
- Target’s fingers and thumbs are intertwined like tangled rope
- Target’s fingers and thumbs connect directly to his wrists
- Target’s fingers and thumbs shuffle positions
- Target’s fingers merge into a single digit like a mitten
- Target’s fists are attracted to each other like strong magnets
- Target’s fists are each as large as his head
- Target’s fists can’t come within five feet of the ground
- Target’s fists retract into his forearms when not in use
- Target’s flesh is utterly transparent to artificial light
- Target’s footfalls strike sparks on the ground
- Target’s footprints are perfectly rectangular
- Target’s footprints completely vanish after 1d10 rounds
- Target’s footprints look like arrows pointing which way he went
- Target’s footprints look like he’s executing complex dance steps
- Target’s forearms are invisible
- Target’s hair can’t be cut by non-magical metal
- Target’s hair falls out and is replaced by lush feathers
- Target’s hair falls out and is replaced by thick grass
- Target’s hair falls out and tiny spikes sprout all over his head
- Target’s hair floats as though underwater
- Target’s hair grows 1d12 inches each time he’s struck by magic
- Target’s hair is severely tangled in the nearest tree or bush
- Target’s hair is styled into a tall bouffant
- Target’s hair moves from his head to somewhere else on his body
- Target’s hair noticeably changes color every six hours
- Target’s hands and feet are abnormally spongy
- Target’s hands and feet are scarred with arcane symbols
- Target’s hands and feet are tightly wrapped in adhesive cloth
- Target’s hands and feet can never be rendered magically invisible
- Target’s hands and feet give off unsettling vapors
- Target’s hands and feet reform into perfect cubes
- Target’s hands and feet shuffle their locations
- Target’s hands and feet turn to pig’s hooves for 1d4 days
- Target’s hands applaud despite his wishes for 3d10 rounds
- Target’s hands are bound in adamantite shackles
- Target’s hands are encased in thick blobs of candle wax
- Target’s hands are invisible while he wields a weapon
- Target’s hands are magically slicked with butter for 1d4 hours
- Target’s hands are nailed to the nearest tree
- Target’s hands are shaped like those of a bat, minus the wings
- Target’s hands are utterly paralyzed until he’s struck by magic
- Target’s hands attempt to strangle him for 3d10 rounds
- Target’s hands become ethereal while he wields a weapon
- Target’s hands can never be severed from his arms
- Target’s hands can’t be burned by acid, fire, or electricity
- Target’s hands can’t be burned by magical fire
- Target’s hands can’t be cut by any blade forged by a mortal
- Target’s hands can’t be cut by non-magical blades
- Target’s hands can’t come within 18 inches of his mouth
- Target’s hands change color each hour
- Target’s hands combust if he tries to wear gloves
- Target’s hands combust if they come into contact with each other
- Target’s hands flap like birds’ wings for 1d10 rounds
- Target’s hands freeze to the next wooden object he touches
- Target’s hands fuse to the next metal object he handles
- Target’s hands fuse together behind his back
- Target’s hands itch slightly when he touches a magic item
- Target’s hands look black and necrotic after handling magic items
- Target’s hands melt like wax if exposed to magical fire
- Target’s hands rotate 180° at the wrists
- Target’s hands shrink by 50%
- Target’s hands steam vigorously when he’s struck by magic
- Target’s hands try to grab his ankles while he’s walking
-
- Target’s hands turn to metal but otherwise function normally
- Target’s hands vanish while he sleeps but return before he wakes
- Target’s hat animates and attempts to eat his head
- Target’s hat bleeds profusely until sunset tomorrow
- Target’s hat is replaced by a spittoon or chamber pot
- Target’s hat is replaced by half of a hollowed-out coconut
- Target’s head always appear to face true north
- Target’s head appears as a photo-negative
- Target’s head appears to age at a rate of one year per day
- Target’s head appears to be a naked brain
- Target’s head appears to be made of delicate porcelain
- Target’s head appears to be made of fire
- Target’s head appears to be made of ice
- Target’s head appears to be made of pure gold
- Target’s head appears to be made of sand
- Target’s head appears to be made of the finest crystal
- Target’s head appears to be made of wood
- Target’s head appears to be severely cracked like an egg
- Target’s head blazes with illusory fire for 1d4 months
- Target’s head can survive away from his body for 3d8 hours
- Target’s head can’t be harmed by magical electricity
- Target’s head considers itself separate from his body
- Target’s head deflates like a balloon while he sleeps
- Target’s head explodes but regrows over the next 1d10 rounds
- Target’s head explodes if he’s decapitated
- Target’s head glows like a jack-o-lantern
- Target’s head goes on a murderous rampage if he’s decapitated
- Target’s head has a chunk missing as though hacked by an axe
- Target’s head has a large hole through it like a doughnut
- Target’s head has an arrow running harmlessly through it
- Target’s head increases in size by a factor of 1d4+1
- Target’s head is artificial
- Target’s head is claimed as a sacred relic by orcs or goblins
- Target’s head is clear like glass for 1d4 weeks
- Target’s head is covered in coarse and ugly scales
- Target’s head is covered with numerous disc-shaped scars
- Target’s head is encased in a durable, transparent globe
- Target’s head is enclosed in an indestructible helmet
- Target’s head is enwrapped in delicate gold filigree
- Target’s head is flattened on top like a pounded wooden stake
- Target’s head is immune to extremes of pressure
- Target’s head is impervious to magical fire
- Target’s head is impervious to missile weapons
- Target’s head is impervious to non-magical bludgeons
- Target’s head is impervious to polymorph magic
- Target’s head is invisible from the chin to the ears
- Target’s head is of no particular physiological importance
- Target’s head is prehensile
- Target’s head is protected as though he’s wearing a steel helmet
- Target’s head is scarred as though split down the middle
- Target’s head is shaped like a light bulb
- Target’s head is Slowed for 1d4 hours
- Target’s head is stuck in a huge conch shell
- Target’s head is vestigial
- Target’s head no longer ages
- Target’s head seems on the verge of bursting
- Target’s head shrinks to the size of his closed fist
- Target’s head spins rapidly at the neck for 2d10 rounds
- Target’s head splits in half, revealing his real head inside
- Target’s head strongly resembles a foot
- Target’s head throbs visibly when he’s angry
- Target’s head vanishes and his face appears on his chest
- Target’s head was stolen from a necromancer’s workshop
- Target’s head will be claimed by warring factions after he dies
- Target’s heart is safe in a silver urn buried in the forest
- Target’s heart turns to solid gold, potentially killing him
- Target’s highest attribute score drops to 3 for 2d12 hours
- Target’s highest attribute score is halved for 1d4 days
- Target’s highest attribute score is re-rolled daily
- Target’s hindquarters resemble those of a donkey
- Target’s hit points are doubled for the next 24 hours
- Target’s huge likeness appears on the side of a nearby mountain
- Target’s image appears on every flag and banner within 10 miles
- Target’s internal organs have been culled from various animals
- Target’s internal organs murmur and chant inside him
- Target’s internal organs shuffle positions
- Target’s internal organs turn into infernal oranges
- Target’s intestines are more intelligent than he is
- Target’s intestines are replaced by a length of noisy chain
- Target’s jawbone becomes that of an ass
- Target’s knees and elbows become ball-joints like his shoulders
- Target’s knees and elbows can’t straighten to more than 120°
- Target’s knees and elbows creak like rusty metal
- Target’s knees and elbows vanish
- Target’s large intestine explodes
- Target’s left arm has Strength 18/00
- Target’s left arm is fused into a nearby boulder
- Target’s left arm is permanently invisible
- Target’s left arm moves to his right shoulder
- Target’s left foot appears to be that of a large duck
- Target’s left foot can never again tolerate a shoe or boot
- Target’s left foot henceforth appears to be badly mangled
- Target’s left foot is wholly invulnerable to all harm
- Target’s left foot sinks six inches into the ground at each step
- Target’s left foot sprouts a pair of thumbs
- Target’s left foot takes root
- Target’s legs are covered in bark
- Target’s legs are fireproof
- Target’s legs are invisible in direct sunlight
- Target’s legs are shaped like springs and twang when he walks
-
- Target’s legs can’t be cut by non-magical weapons
- Target’s legs exactly resemble his arms
- Target’s legs exchange positions
- Target’s legs fuse together, and his arms fuse to his sides
- Target’s legs shrink by 1d10 x 10% for 1d12 hours
- Target’s level is halved
- Target’s limbs change proportion to match those of an infant
- Target’s limbs shrink to the size of an infant’s limbs
- Target’s lips are sewn shut with fine gold wire
- Target’s lips move constantly as though he’s singing to himself
- Target’s lips vanish
- Target’s loses 1d10 levels but regains one per day
- Target’s maximum natural lifespan doubles
- Target’s maximum natural lifespan increases by 1d100 years
- Target’s maximum natural lifespan is 1d10 years more than his age
- Target’s maximum natural lifespan is reduced by 50%
- Target’s memories of the last 1d12 hours are full of butterflies
- Target’s memories of the last 1d12 hours are vivid but incorrect
- Target’s most valuable possession animates and attacks him
- Target’s most valuable possession becomes brittle as glass
- Target’s most valuable possession bursts into flame
- Target’s most valuable possession can’t be affected by magic
- Target’s most valuable possession doubles in size
- Target’s most valuable possession flies toward him at great speed
- Target’s most valuable possession is affected by reverse gravity
- Target’s most valuable possession is an illusion
- Target’s most valuable possession is coveted by all who see it
- Target’s most valuable possession is encased in glass
- Target’s most valuable possession is indestructible
- Target’s most valuable possession is sold for 1d100 gold pieces
- Target’s most valuable possession is stolen by the king
- Target’s most valuable possession now belongs to someone else
- Target’s most valuable possession turns permanently invisible
- Target’s most valuable possession turns to lead
- Target’s mouth and each nostril is plugged by a cork
- Target’s mouth and one of his eyes exchange places
- Target’s mouth appears to be full of angry hornets
- Target’s mouth can speak with a mind of its own
- Target’s mouth can’t be opened while he’s wearing a hat
- Target’s mouth glows as though he’s eating fireflies
- Target’s mouth glows like a forge
- Target’s mouth is full of moths
- Target’s mouth is now located on the back of his head
- Target’s mouth is packed completely full of leaves
- Target’s mouth is replaced by a duck’s bill
- Target’s mouth is replaced by a hideous scolex
- Target’s mouth is replaced by a toucan’s beak
- Target’s mouth opens to a span of 4d4 inches
- Target’s mouth vanishes for 1d6 hours
- Target’s neck and head shift 1d4+4 inches to the left
- Target’s neck attempts to devour his head
- Target’s neck can extend an additional 1d4 feet at will
- Target’s neck can retract into his torso like a turtle’s
- Target’s neck can’t be broken
- Target’s neck doubles in length
- Target’s neck flares like a lizard’s frill when he’s angry
- Target’s neck has a frill like a triceratops
- Target’s neck is as thin as a spear-shaft
- Target’s neck is encircled by a tight steel collar
- Target’s neck is impervious to blades
- Target’s neck is scarred and twisted as if he survived a hanging
- Target’s next 1d10 attacks affect him as well
- Target’s next 1d10 attacks don’t take effect for 1d10 rounds
- Target’s next 1d10 attacks have a damage bonus of 1d6 hit points
- Target’s next 1d10 attacks inflict only illusionary damage
- Target’s next attack inflicts damage that only a Wish can heal
- Target’s next missile attack automatically strikes him instead
- Target’s next missile attack causes whoever is hit to combust
- Target’s next missile attack equally injures an extra 1d6 people
- Target’s next missile attack Heals its victim to full hit points
- Target’s next missile attack inflicts 1d10 times normal damage
- Target’s next missile attack strikes a nearby tree and ignites it
- Target’s next missile attack teleports whoever it hits 1d4 miles
- Target’s next missile attack turns its victim invisible
- Target’s nose looks like a small, clenched fist
- Target’s nose turns into a wolf’s snout under the full moon
- Target’s nose turns to flint
- Target’s nostrils are each as large as his mouth
- Target’s nostrils glow with an unholy radiance
- Target’s nostrils migrate to the top of his head
- Target’s own corpse appears from the future as a powerful undead
- Target’s physical age is now 1d100
- Target’s pockets and mouth are full of sand
- Target’s possessions are hidden beneath a nearby boulder
- Target’s possessions are possessed by a powerful demon
- Target’s possessions turn to solid aluminum
- Target’s possessions, if enchanted, acquire hostile intelligence
- Target’s possessions, if enchanted, swap their enchantments
- Target’s presence causes birds to fall silent
- Target’s presence causes birds to sing ominous songs
- Target’s presence causes insects to exhibit strange behaviors
- Target’s presence causes magical metal to appear badly tarnished
- Target’s presence causes metal to yield disturbing reflections
- Target’s presence causes priests and clerics to blaspheme openly
- Target’s presence causes Summoned creatures to be Slowed
- Target’s presence causes undead to appear to smolder gently
- Target’s presence is 20% likely to make Summoned creatures vanish
- Target’s presence makes cooked meat taste blood-raw
- Target’s presence makes fires burn in a festive blue-green hue
- Target’s presence makes foliage appear sickly and blighted
-
- Target’s presence makes hoofed animals nervous
- Target’s presence makes impassable trails seem passable
- Target’s presence makes merchants hostile to bargaining
- Target’s presence makes mind-reading impossible
- Target’s presence makes missile weapons leave rainbow trails
- Target’s presence makes secret doors twice as easy to find
- Target’s presence makes secret doors twice as hard to find
- Target’s presence makes smoke assume disturbing, ghostly shapes
- Target’s presence renders clockwork devices temporarily inert
- Target’s presence renders magical weapons temporarily invisible
- Target’s presence renders maps temporarily illegible
- Target’s principal weapon sprouts 10d10 roses
- Target’s scent causes hallucinations in animals used to track him
- Target’s shadow appears to flicker like a shadowy flame
- Target’s shadow can travel up to 1d4 miles away from him
- Target’s shadow races around him in a tight circle
- Target’s shadow rises up and tries to strangle him
- Target’s skin acquires 1d100 blasphemous tattoos
- Target’s skin ages 10X as fast as the rest of his body
- Target’s skin appears permanently stained with blood
- Target’s skin appears slightly inflated after each battle
- Target’s skin appears to be the texture of pumice
- Target’s skin appears to be the texture of sandstone
- Target’s skin appears to have been gnawed by countless rodents
- Target’s skin appears to have been roughly stitched together
- Target’s skin appears to have been torn off and reattached
- Target’s skin appears to have been turned inside-out
- Target’s skin appears uniformly smooth and waxy
- Target’s skin appears weathered like an ancient statue
- Target’s skin attracts scavengers as if it were carrion
- Target’s skin can’t be burned, but fire still causes him pain
- Target’s skin can’t be cut
- Target’s skin can’t be cut by magical weapons under moonlight
- Target’s skin can’t be cut, and his mouth and nose seal shut
- Target’s skin can’t be pierced by carved wood
- Target’s skin can’t be pierced by stone weapons
- Target’s skin can’t be pierced by teeth or claws
- Target’s skin cracks painfully like a dried-up riverbed
- Target’s skin develops an intricate patchwork of scars
- Target’s skin displays a series of concentric rings like a target
- Target’s skin displays cryptic and constantly-changing runes
- Target’s skin doubles in size
- Target’s skin erupts into countless weeping boils
- Target’s skin erupts with 3d10 acrid fungal outgrowths
- Target’s skin freezes to his weapon each time he wields it
- Target’s skin gives him a natural AC of 3, but only while naked
- Target’s skin glistens as though soaked with lamp oil
- Target’s skin glows cherry red during melee
- Target’s skin glows pale green in moonlight
- Target’s skin has the texture of rough bark
- Target’s skin is 10% likely to be fireproof during any given day
- Target’s skin is a widely coveted delicacy
- Target’s skin is actually an intricate pattern of tiny tiles
- Target’s skin is as combustible as paper
- Target’s skin is as hard as bronze
- Target’s skin is as white as snow until the next vernal equinox
- Target’s skin is charred and blackened, but he is unharmed
- Target’s skin is covered in scales like a fish
- Target’s skin is flayed from his limbs, but it regrows by dawn
- Target’s skin is forever the color of the next stone he touches
- Target’s skin is invisible by firelight
- Target’s skin is invisible in the presence of undead
- Target’s skin is invisible while he’s standing in water
- Target’s skin is magically delicious
- Target’s skin is mildly magnetic while wet
- Target’s skin is patterned like a checkerboard
- Target’s skin is patterned like a Holstein
- Target’s skin is patterned like modern camouflage gear
- Target’s skin is permanently and disturbingly moist
- Target’s skin is permanently crisscrossed with fine lines
- Target’s skin is repeatedly tattooed with caster’s name
- Target’s skin is repeatedly tattooed with his own name
- Target’s skin is repeatedly tattooed with slurs against the king
- Target’s skin is rumored to produce the world’s finest leather
- Target’s skin reeks of mold and mildew
- Target’s skin reflects torchlight perfectly, but not sunlight
- Target’s skin ripples in the wind like a cloth sheet
- Target’s skin rotates 180°
- Target’s skin shimmers like mother-of-pearl from now on
- Target’s skin sizzles harmlessly on contact with water
- Target’s skin smolders during combat
- Target’s skin turns as black as pitch while in sunlight
- Target’s skin will melt if he gets too close to a campfire
- Target’s skin writhes and pulses while he’s eating
- Target’s skull is inscribed with a mysterious rune of power
- Target’s skull sprouts numerous knobby projections
- Target’s speech is intelligible to anyone, regardless of language
- Target’s speech is reversed while his weapon is drawn
- Target’s speech seems unaccountably rude and aggressive
- Target’s speech sounds like the buzzing of innumerable bees
- Target’s spine bends 90° halfway along its length
- Target’s spine can twist 360° without harming him
- Target’s spine doubles in length
- Target’s spine is fused into a single bone for 1d8 hours
- Target’s spine is indestructible
- Target’s spine is reconfigured like a quadruped’s
- Target’s spine juts from his flesh along his entire back
- Target’s spine sprouts needle-sharp projections
- Target’s spine twists like a corkscrew
- Target’s sternum sprouts 2d4 inch-long spikes
-
- Target’s sternum turns to glass
- Target’s sternum turns to steel
- Target’s sternum vanishes
- Target’s sweat is brightly phosphorescent by firelight
- Target’s teeth and tongue fall out when he next opens his mouth
- Target’s teeth and tongue turn invisible
- Target’s teeth are etched with cryptic runes
- Target’s teeth are perfectly reflective of natural light
- Target’s teeth are so beautiful that they’re painful to look at
- Target’s teeth can never be rendered invisible
- Target’s teeth glow brightly while his mouth is open
- Target’s teeth glow like coals in a forge
- Target’s teeth glow like torches when he’s struck by magic
- Target’s teeth resonate in his jaw when he uses a magic item
- Target’s teeth shoot from his mouth like bullets
- Target’s teeth teleport into the mouth of someone nearby
- Target’s teeth turn as black as coal
- Target’s teeth turn to diamonds 1d4 hours after being extracted
- Target’s teeth turn to soap
- Target’s teeth turn to steel
- Target’s teeth were cut from diamonds by a Gnome master lapidary
- Target’s toes are each as large as his big toe
- Target’s toes become gangrenous
- Target’s toes constantly exude a fragrant steam
- Target’s toes each grow 1d12 inches, rolling for each separately
- Target’s torso and arms are encased in tight-fitting steel plate
- Target’s torso and arms are invisible for 1d4 months
- Target’s torso does not age and will not decay upon death
- Target’s torso inspires fear and dread in all who touch it
- Target’s torso is artificial
- Target’s torso is hollow and can store up to 2d4 cubic feet
- Target’s torso is pierced by 4d10 long needles
- Target’s torso is reproduced as a marble sculpture nearby
- Target’s torso is sought by wizards for its alchemical properties
- Target’s torso regenerates his limbs and head as needed
- Target’s torso shines like a beacon for 1d4 days
- Target’s torso shines like a beacon when he uses a magic item
- Target’s torso shrinks by 50%
- Target’s torso sprouts a face with malign intelligence and power
- Target’s torso teleports 1d4 feet to the left
- Target’s torso unzips and dumps out all of his organs
- Target’s vertebrae are replaced by titanium replicas
- Target’s vision is unimpaired by non-magical rain
- Target’s voice causes metal to resonate lightly
- Target’s voice crackles with static until sunrise tomorrow
- Target’s voice induces fear in herbivores
- Target’s voice inspires confidence in others of his species
- Target’s voice inspires dread in anyone of the opposite sex
- Target’s voice is inaudible to others of his species
- Target’s voice is nearly unintelligible when he wields his weapon
- Target’s voice issues from his navel
- Target’s voice issues from his weapon for the next few weeks
- Target’s voice issues from the nearest wooden object
- Target’s voice issues from this spot for 2d10 days
- Target’s voice seems to issue from whomever he’s addressing
- Target’s voice sounds as though he’s shouting from a distance
- Target’s voice sounds like a muted trumpet
- Target’s voice sounds like someone of the opposite sex
- Target’s voice sounds like the barking of feral dogs
- Target’s voice sounds like the braying of donkeys
- Target’s voice sounds like the chirping of crickets for 3d8 hours
- Target’s voice sounds like the honking of geese
- Target’s voice sounds oddly artificial and disturbing
- Target’s waterskin is filled with his own blood
- Target’s waterskin is filled with hot pepper sauce
- Target’s waterskin is filled with liquid soap
- Target’s waterskin is filled with mercury
- Target’s waterskin is filled with molten gold
- Target’s waterskin is filled with water from the River Styx
- Target’s weapon adheres to the next creature whose blood it draws
- Target’s weapon adheres to the next person to touch it
- Target’s weapon appears to be an umbrella while not in use
- Target’s weapon appears to be made of cheese for 1d6 days
- Target’s weapon appears to be made of diamond
- Target’s weapon appears to be made of ice
- Target’s weapon appears to be made of solid water
- Target’s weapon appears to be of much higher quality than it is
- Target’s weapon appears to be very hot to anyone else wielding it
- Target’s weapon appears to be worth 50X its real value
- Target’s weapon attacks him the next time he’s wounded in battle
- Target’s weapon attracts the attention of the authorities
- Target’s weapon attracts undead while it’s drawn
- Target’s weapon blazes with illusionary flame while it’s drawn
- Target’s weapon burns anyone who wields it, other than the target
- Target’s weapon burns like an oil-soaked wick but isn’t consumed
- Target’s weapon burns target’s hand the next time he wields it
- Target’s weapon can be disassembled into 1d20 tiny pieces
- Target’s weapon can freeze 10 cubic feet of water, once per week
- Target’s weapon can hurl 2d6 magic missiles, then it disappears
- Target’s weapon can inflict no damage for 1d10 rounds
- Target’s weapon can injure anyone now within 1d10 feet of it
- Target’s weapon can injure but not kill anyone
- Target’s weapon can return polymorphed beings to their true forms
- Target’s weapon can spray enough octopus ink to blind one foe
- Target’s weapon can’t be altered by any non-magical means
- Target’s weapon can’t be harmed by magical fire
- Target’s weapon can’t be teleported
- Target’s weapon can’t be wielded unless the wielder is naked
- Target’s weapon can’t cut flesh for 1d12 hours
- Target’s weapon can’t harm non-humanoid mammals
-
- Target’s weapon can’t harm undead
- Target’s weapon can’t injure anyone of his sex
- Target’s weapon can’t injure anyone of the opposite sex
- Target’s weapon can’t pass through doorways
- Target’s weapon causes fire to be invisible while it’s drawn
- Target’s weapon causes him to issue ridiculous threats
- Target’s weapon causes its wielder to be Slowed during melee
- Target’s weapon clangs like a bell when used in melee
- Target’s weapon coils about his arm for 1d4 rounds
- Target’s weapon delivers an electrical shock with every strike
- Target’s weapon develops an intense and obvious dislike of him
- Target’s weapon dims light in a 10-yard radius while it’s drawn
- Target’s weapon disintegrates if ever it wounds him
- Target’s weapon disintegrates if it’s hit by magic
- Target’s weapon disrupts infravision within a 100 yard radius
- Target’s weapon dissolves its wielder’s clothes during battle
- Target’s weapon doubles in weight after each failed strike
- Target’s weapon doubles in weight each time it draws blood
- Target’s weapon draws lightning bolts down from the sky
- Target’s weapon drips with blood until it next draws blood
- Target’s weapon drips with molasses during battle
- Target’s weapon enables him to breathe underwater for 3d8 rounds
- Target’s weapon explodes if ever it inflicts maximum damage
- Target’s weapon floats on water as readily as wood
- Target’s weapon giggles menacingly upon contact with blood
- Target’s weapon glows as bright as the sun, but only to him
- Target’s weapon glows blue except in the presence of orcs
- Target’s weapon glows blue in his presence
- Target’s weapon glows blue in the presence of orcs or birds
- Target’s weapon glows blue in the presence of swords
- Target’s weapon glows blue whenever he tries to remain hidden
- Target’s weapon glows brightly when his blood has been spilled
- Target’s weapon glows like a firefly when wielded underground
- Target’s weapon glows red hot during battle but doesn’t harm him
- Target’s weapon grows to 10x its normal size
- Target’s weapon has a +10 ToHit and Damage bonus for 1d4 rounds
- Target’s weapon has a +4 bonus when used against him
- Target’s weapon has a +4 bonus when used against his allies
- Target’s weapon has a +4 bonus when used against the caster
- Target’s weapon has a +4 bonus while he’s standing in water
- Target’s weapon has a -4 ToHit penalty while in direct sunlight
- Target’s weapon has a constant sheath of frost
- Target’s weapon has been broken and reforged many times
- Target’s weapon has been prophesied to kill the king
- Target’s weapon has never been tempered or hardened
- Target’s weapon heats to 1,000° the next time it draws blood
- Target’s weapon hisses during battle like quenched steel
- Target’s weapon hums audibly during battle
- Target’s weapon induces a fear of magic in anyone wounded by it
- Target’s weapon induces pessimism in his allies during melee
- Target’s weapon induces racial hatred in Dwarves and Elves
- Target’s weapon induces vertigo in anyone wielding it
- Target’s weapon induces vertigo in anyone wounded by it
- Target’s weapon inflates like a balloon
- Target’s weapon inspires him to embark on a murderous rampage
- Target’s weapon instills Fear in any who’ve been wounded by it
- Target’s weapon instills Fear in goblins and kobolds
- Target’s weapon instills Fear in him after each battle
- Target’s weapon instills Fear in his allies during battle
- Target’s weapon instills Fear in its wielder during melee
- Target’s weapon is 5% likely to explode when it inflicts damage
- Target’s weapon is 5% likely to kill whomever it next injures
- Target’s weapon is 5% likely to melt when immersed in water
- Target’s weapon is 5% likely to sever its wielder’s hand
- Target’s weapon is 5% likely to start a war when it draws blood
- Target’s weapon is 5% likely to turn to glass in each battle
- Target’s weapon is +4 against anyone with an intelligent weapon
- Target’s weapon is 10% likely to inflict tetanus upon its wielder
- Target’s weapon is 20% likely to droop like a noodle in battle
- Target’s weapon is 20% likely to poison him when it draws blood
- Target’s weapon is 20% likely to turn ethereal during battle
- Target’s weapon is 20% likely to vanish each time he draws it
- Target’s weapon is a holy relic for a decadent tribe of kobolds
- Target’s weapon is a legendary item straight out of myth
- Target’s weapon is a mighty but hitherto unknown artifact
- Target’s weapon is a prized relic stolen from the Royal Armory
- Target’s weapon is as pliant as soft clay for 1d4 rounds
- Target’s weapon is as supple as silk for 1d4 turns
- Target’s weapon is bent into a torc around his neck
- Target’s weapon is bent into the shape of a paperclip
- Target’s weapon is chained by its hilt to a collar about his neck
- Target’s weapon is chained by its hilt to the nearest boulder
- Target’s weapon is clear like glass but is all but unbreakable
- Target’s weapon is cloned
- Target’s weapon is edible, but only to him
- Target’s weapon is embarrassed to be seen with him
- Target’s weapon is etched with his likeness
- Target’s weapon is guilty of numerous capital crimes
- Target’s weapon is highly elastic along its long axis until dawn
- Target’s weapon is immune to rust and the passage of time
- Target’s weapon is intensely coveted by demonic hordes
- Target’s weapon is intensely coveted by pacifistic monks
- Target’s weapon is invisible to everyone else during battle
- Target’s weapon is invisible to him in daylight
- Target’s weapon is invisible to him until it draws his blood
- Target’s weapon is nearly indestructible but dissolves in water
- Target’s weapon is part of a set sought by a wealthy collector
- Target’s weapon is perfectly balanced for a non-magical +2 ToHit
- Target’s weapon is permanently -2 ToHit
- Target’s weapon is refurbished to better-than-new condition
-
- Target’s weapon is replaced by a vastly inferior replica
- Target’s weapon is replaced by an indestructible replica
- Target’s weapon is riddled with holes but functions normally
- Target’s weapon is sheathed in a scab-like shell
- Target’s weapon is sheathed in a shell of chocolate
- Target’s weapon is sheathed in a soft wool tube
- Target’s weapon is stuck high in the branches of a nearby tree
- Target’s weapon is suddenly 10d100 years older
- Target’s weapon is thrown 1d1000 years into the past
- Target’s weapon is tied to both of the target’s hands
- Target’s weapon is translucent like smoked glass
- Target’s weapon is twisted like a corkscrew
- Target’s weapon is vulnerable to magical fire while he wields it
- Target’s weapon is weightless when not in use
- Target’s weapon kills him outright if used against him
- Target’s weapon makes him 1d20 years older while it’s drawn
- Target’s weapon makes him appear somehow less imposing
- Target’s weapon makes him highly susceptible illusion magic
- Target’s weapon melts if ever it’s immersed in sea water
- Target’s weapon melts like a candle
- Target’s weapon must be fed one mouse or rat per day, or it dies
- Target’s weapon passes through armor unimpeded
- Target’s weapon passes through flesh unimpeded
- Target’s weapon practically reeks of malevolent hatred
- Target’s weapon puts forth huge plumes of smoke while it’s drawn
- Target’s weapon renders him mute for 1d8 hours after each battle
- Target’s weapon repels his allies while it’s drawn
- Target’s weapon repels non-magical vermin
- Target’s weapon repels normal flame to a distance of one foot
- Target’s weapon repels oxygen while it’s drawn
- Target’s weapon ridicules him in front of his allies
- Target’s weapon rings like a bell to mark the hours
- Target’s weapon shatters the next time he’s burned by fire
- Target’s weapon shatters the next time it strikes metal
- Target’s weapon shrieks until sunset tomorrow
- Target’s weapon shrinks by 75% upon contact with blood
- Target’s weapon shrinks to 10% of its normal size
- Target’s weapon spins rapidly around its axis for 10d10 rounds
- Target’s weapon sprouts 1d100 teeth along its length
- Target’s weapon sprouts leaves
- Target’s weapon starts bleeding profusely
- Target’s weapon teleports exactly 1d10 yards due north
- Target’s weapon teleports to the caster’s home
- Target’s weapon teleports to the target, 1d4 weeks in the future
- Target’s weapon thinks that he’s its mother
- Target’s weapon turns ethereal in the presence of other weapons
- Target’s weapon turns inside-out
- Target’s weapon turns into a rattan simulation
- Target’s weapon turns into a replica of the caster’s weapon
- Target’s weapon turns into a shield for 1d4 days
- Target’s weapon turns into a small glass replica when not in use
- Target’s weapon turns into a two-by-four eight feet in length
- Target’s weapon turns into an umbrella under each full moon
- Target’s weapon turns to lightweight plastic
- Target’s weapon turns to sodium during the next rainstorm
- Target’s weapon urges him to leap from the nearest bridge
- Target’s weapon vanishes until he dies
- Target’s weapon vanishes when he dies
- Target’s weapon was forged by his descendent years in the future
- Target’s weapon was forged by someone who has never existed
- Target’s weapon was forged from the bones of a slain god
- Target’s weapon was forged in a volcano by demonic weaponsmiths
- Target’s weapon was forged on the western slope of Heaven
- Target’s weapon was lost in a tragic shipwreck decades ago
- Target’s weapon was shrinks him by 5% each time it draws blood
- Target’s weapon was stolen from the gods, and they want it back
- Target’s weapon weighs as much as he does
- Target’s weapon whispers terrible secrets to any who wield it
- Target’s weapon will be instrumental in the world’s destruction
- Target’s weapon will be irretrievably lost by this time tomorrow
- Target’s weapons and gear teleport 10d10 yards into the air
- Target’s weight quadruples while he’s swimming or wading
- Target’s weight temporarily doubles with each step upon a bridge
- Teleportation is impossible within 10 yards of target
- The bones of target’s hand and feet turn to high-grade steel
- The buzzing of bees fills the air whenever target draws a weapon
- The flesh of target’s face pulses as though full of maggots
- The ground beneath target’s feet briefly acts as a trampoline
- The ground beneath target’s feet briefly shines like the sun
- The ground beneath target’s feet collapses into a cave below
- The ground beneath target’s feet contains an unquiet spirit
- The ground now at target’s feet acquires sentience
- The ground now at target’s feet appears in the caster’s home
- The ground now at target’s feet breaks off and drifts out to sea
- The ground now at target’s feet collapses into a cavern below
- The ground now at target’s feet conceals a sacred cairn
- The ground now at target’s feet explodes for 10d10 hit points
- The ground now at target’s feet exudes noxious and fetid vapors
- The ground now at target’s feet heats to 10 x 1d100 degrees
- The ground now at target’s feet hides the gate to a buried city
- The ground now at target’s feet hurls him 1d4 miles away
- The ground now at target’s feet is a blanket over a deep pit
- The ground now at target’s feet is a portal to some nether plane
- The ground now at target’s feet is an illusion
- The ground now at target’s feet is charred black as by a bonfire
- The ground now at target’s feet is dangerously slick with ice
- The ground now at target’s feet is edible
- The ground now at target’s feet is forever barren of vegetation
- The ground now at target’s feet is fused into glass
- The ground now at target’s feet is intensely magnetic
-
- The ground now at target’s feet is invisible to him
- The ground now at target’s feet is obviously artificial
- The ground now at target’s feet is powerfully toxic to him
- The ground now at target’s feet is soaked with blood
- The ground now at target’s feet is strewn with shards of metal
- The ground now at target’s feet is strongly adhesive
- The ground now at target’s feet is the back of a huge turtle
- The ground now at target’s feet is the top of a buried column
- The ground now at target’s feet is yanked from under him
- The ground now at target’s feet rises 10d10 yards into the air
- The ground now at target’s feet seems to move like a ship’s deck
- The ground now at target’s feet shines as bright as the sun
- The ground now at target’s feet sinks 1d10 yards into the ground
- The ground now at target’s feet starts to digest him
- The ground now at target’s feet suppresses magic within 10 yards
- The ground now at target’s feet turns to cement and hardens
- The ground now at target’s feet turns to cobblestone
- The ground now at target’s feet turns to molten glass
- The ground now at target’s feet turns to quicksand
- The ground now at target’s feet turns to warm butter
- The ground now at target’s feet whispers horrific threats to him
- The left half of target’s skeleton rebels against the right
- The left half of target’s skeleton vanishes
- The right half of target’s head vanishes, but he is unharmed
- The scent of the target’s blood induces Fear in others
- The scent of the target’s blood induces paranoid delusions
- The scent of the target’s blood induces profound calm in horses
- The scent of the target’s blood inspires savage bloodlust
- The sight of the target’s weapon affects undead like sunlight
- The sight of the target’s weapon induces intense covetousness
- The target is blamed for the worst thing that has ever happened
- The target takes credit for all sorts of diplomatic successes
- The top few inches of target’s head vanish, but he is unharmed
- Thousands of nails are embedded harmlessly in target’s flesh
- Thousands of snails rain down harmlessly upon the target
- To the target, all liquids taste like acrid poison
- To the target, all liquids taste like his own blood
- To the target, all liquids taste like strong vinegar
- To the target, all liquids taste like the sweetest nectar
- To the target, everyone appears to be a hideously decayed corpse
- To the target, everyone appears to be an artificial approximation
- To the target, everyone appears to be plated in gold
- To the target, the previous 1d4 rounds were only a dream
- Undead are attracted to the target as though he can help them
- Undead are invisible to the target
- Undead can’t speak in the target’s presence
- Undead declare a coordinated war against the target
- Undead ignore target and can’t be harmed by him
- Undead recognize the target as one of their own
- Undead that attack the target are 40% likely to be Turned
- Undead will not relent until the target is also undead
- Until dawn, target resembles the person who last wounded him
- Until sunset tonight, all within one mile want to kill the target
- Vines bind the target tightly to a nearby tree
- Vines sprout from any open wounds the target now has
- Vines sprout from the ground at target’s feet and attack him
- Vines sprout from the target’s weapon and bind his limbs
- Viscous slime drips from the target’s mouth from now on
- Water always feels 50° colder to the target
- Water boils on contact with the target’s flesh
- Water gives no benefit to target if imbibed while indoors
- Water has no weight when carried by the target
- Water induces amnesia in target if ingested between dawn and noon
- Water is a deadly poison to target for 2d12 hours
- Water is invisible while within 10 feet of the target
- Water is toxic to target if ingested between noon and dusk
- Water spews from target’s ears during battle
- Waterfowl attack the target on sight
- Waterfowl swear eternal loyalty to the target
- Weapons are invisible to the target while he wields them
- Whatever is now in target’s hand heats to 500°
- Whatever is now in target’s hand is embossed with his name
- Whatever is now in target’s hand is replaced by a sunflower
- Whatever is now in target’s hand is worth 10X its normal value
- Whatever is now in target’s hand now belongs to the caster
- Whatever is now in target’s hand turns to gold
- Whatever is now in target’s hand vanishes for 1d6 days
- Whatever is now in target’s hand weighs more than he does
- Whatever target does, he claims some bizarre, fantastical motive
- Whatever target does, he claims to be fulfilling his deity’s will
- Whatever target is wearing is stuck to him like glue
- When caster dies, target begins aging 1d10 years per round
- When injured, target is 5% likely to fly into a berserker rage
- When injured, target is 10% likely to attack his nearest ally
- When injured, target must Save or go blind until the next round
- When injured, target weeps like a baby for 1d10 rounds
- When target dies, all within one mile are struck blind until dawn
- When target dies, countless abhorrent deeds are attributed to him
- When target dies, everyone who knew him forgets all about him
- When target dies, he is posthumously crowned king
- When target dies, he is rumored never to have existed
- When target dies, he’s immediately resurrected 10d100 miles away
- When target dies, his corpse animates and races to this spot
- When target dies, his corpse attacks the nearest person
- When target dies, his corpse burns with green flame until sunset
- When target dies, his corpse grows by a factor of 2d10
- When target dies, his corpse immediately turns to granite
- When target dies, his corpse metamorphoses into something awful
- When target dies, his corpse runs wild through the nearest town
- When target dies, his corpse teleports into the caster’s home
-
- When target dies, his killer is hailed as a national hero
- When target dies, his killer is named his executor
- When target dies, his skeleton animates as a free willed undead
- When target dies, his soul commandeers the nearest undead body
- When target dies, his soul is trapped in his weapon
- When target draws a weapon, a nearby tree drops its leaves
- When target draws a weapon, he can’t put it down until sunset
- When target draws a weapon, he feels that he’ll die in 1d6 rounds
- When target draws a weapon, he must declare his name and title
- When target draws a weapon, he must draw blood within 1d6 rounds
- When target draws a weapon, he must pass a DEX check or drop it
- When target draws a weapon, he must Save or lose 1d4-1 hit points
- When target draws a weapon, he’s randomly teleported 1d20 yards
- When target draws a weapon, he’s stricken with intense fear
- When target draws a weapon, he’s stunned for 1d4 rounds
- When target draws a weapon, his allies all shout his name
- When target draws a weapon, his weapon arm glows like a firefly
- When target draws a weapon, it costs him 1d4 gold pieces
- When target draws a weapon, it turns invisible for 1d4 rounds
- When target draws a weapon, me must Save or become wildly drunk
- When target draws a weapon, someone nearby declares him a coward
- When target draws a weapon, someone nearby laughs at him
- When target draws a weapon, the scent of eggs fills the air
- When target is next struck by magic, he becomes chaotic evil
- When target is next struck by magic, he becomes powerfully drunk
- When target is next struck by magic, he hates that spell’s caster
- When target is next struck by magic, he teleports 1d6 miles
- When target next sleeps, a small tree sprouts from his chest
- When target next sleeps, everyone nearby dreams of killing him
- When target next sleeps, he sleeps for 2d20 days and nights
- When target next spills blood, any coins he’s holding are doubled
- When target next spills blood, he finds 1d1000 gold pieces
- When target next spills blood, he is excommunicated and condemned
- When target next spills blood, he loses 1d10 hit points
- When target next spills blood, he loses any wealth he’s carrying
- When target next spills blood, he regains 1d10 hit points
- When target next spills blood, he suffers cannibalistic urges
- When target next spills blood, he suffers dreadful hallucinations
- When target next spills blood, he takes a vow of pacifism
- When target next spills blood, he thinks he’ll die by nightfall
- When target next spills blood, he vanishes for 1d4 days
- When target next spills blood, he’s thrown 4d8 yards into the air
- When target next spills blood, his allies attack him
- When target next spills blood, his clothes are soaked in it
- When target next spills blood, his clothes burst into flame
- When target next spills blood, his feet take root in the ground
- When target next spills blood, his allies think he’s dying
- When target next spills blood, his skin and hair become blood-red
- When target next spills blood, his Strength is halved until dawn
- When target next spills blood, his victim grows obsessed with him
- When target next spills blood, his waterskin fills with blood
- When target next spills blood, his weapon attacks him
- When target next spills blood, his weapon steams and hisses
- When target next spills blood, his weapon vanishes for 1d4 days
- When target next uses rope, he ties an insoluble knot
- When target next uses rope, he’s attacked by undead skeletons
- When target next uses rope, it attacks him as if it were a snake
- When target next uses rope, it hauls him high into the air
- When target next uses rope, it shocks him like electrical wire
- When target next uses rope, it winds around him and combusts
- When target rolls a natural 20 ToHit, he wounds himself instead
- When target rolls a natural 20 ToHit, his weapon explodes
- When target says his name, he adds a wildly effusive honorific
- When target says his name, he can’t tell a lie for one hour
- When target says his name, his age doubles
- When target says his name, his clothes are soaked with brine
- When target says his name, his clothes become amazingly clean
- When target says his name, mocking laughter echoes in the sky
- When target says his name, someone nearby adopts his name
- When target says his name, someone nearby forgets his own name
- When target says his name, someone nearby weeps openly
- When target sees or is hit by magic, he giggles for 1d10 rounds
- When target sees or is hit by magic, his head becomes invisible
- When target sneezes, 1d4 nearby trees are rendered invisible
- When target sneezes, bits of hot gravel spray from his nostrils
- When target uses magic, he thinks he’s spinning rapidly
- While outdoors, target feels uncomfortable walking upright
- While outdoors, target perceives everything to be shrouded in fog
- While target sleeps, he dreams that he’s in hell
- While target sleeps, he dreams that he’s undergoing surgery
- While target sleeps, he is invisible and inaudible to his allies
- While target sleeps, he sees and hears through the caster
- While target sleeps, he’s 40% likely to regain 1d10 hit points
- While target sleeps, he’s absolutely invulnerable to harm
- While target sleeps, he’s bound by countless spider webs
- While target sleeps, his body races away in a random direction
- While target sleeps, his clothes deteriorate to filthy rags
- While target sleeps, someone writes obscene limericks on his skin
- While target stands still, he rotates slowly counter-clockwise
- While target stands still, pigeons treat him just like a statue
- Yesterday, target ate 1d10 pounds of baked beans
- Yesterday, target had dark premonitions of this exact moment
- Yesterday, target ingested some powerful but slow-acting poison
- Yesterday, target learned that he and caster are closely related
- Yesterday, target learned that he had 36 hours left to live
- Yesterday, target stole a magic ruby from a dragon
- Yesterday, target took a sacred vow that he just now violated
- Yesterday, target was sentenced to be executed at dawn tomorrow
- Yesterday, target’s feet were burned to a crisp
- Yesterday, target’s head was removed and shoddily reattached
-
- 1,000 cubic feet of dirt and rock rise as a 16HD earth elemental
- 1d10 nearby trees uproot and race to the nearest town square
- 1d10 nearby trees uproot and vanish into the sky
- 1d100 adorable but demonic puppies scamper through the area
- 1d100 skeletons rise from the ground and begin building a pyramid
- 1d100 stone spheres, one foot in diameter, appear in the area
- 1d100% of a major continent sinks beneath the sea
- 1d1000 clay bricks fall from the sky
- 1d1000 skeletons rise from the ground and march to the sea
- 1d20 skeletons rise from the ground and attack anyone nearby
- 1d4 creatures nearby are suddenly gold-plated
- 1d4 creatures nearby double in size
- 1d4 gallons of molten gold pour from the target point
- 1d4 magical golden apples appear nearby
- 1d6 aggressive, human-sized pigeons appear in the area
- 1d6 horses nearby are turned into carousel horses
- 1d6 people nearby adopt entirely new personalities
- 1d6 people nearby are 50% likely to gain a level or die outright
- 1d6 people nearby are chained together
- 1d6 people nearby are duplicated exactly
- 1d6 people nearby are hurled high into the air
- 1d6 people nearby are identified as harbingers of vile pestilence
- 1d6 people nearby are pulled into the target point and destroyed
- 1d6 people nearby are tarred and feathered
- 1d6 people nearby are teleported 1d4 miles
- 1d6 people nearby are unable to wield weapons for 1d8 hours
- 1d6 people nearby can breathe water as readily as air
- 1d6 people nearby feel like they’re drowning
- 1d6 people nearby flee from the area at top speed
- 1d6 people nearby grow feathers like peacocks
- 1d6 people nearby grow wool like sheep
- 1d6 people nearby join forces against all others nearby
- 1d6 people nearby look exactly alike
- 1d6 people nearby look like children for 1d4 years
- 1d6 people nearby must Save or be Disintegrated
- 1d6 people nearby shrink by 5d10+50%
- 1d6 people nearby will become zombies in 3d6 days
- 2d100 spectators appear in the area
- 2d100 wild bulls appear in the area
- 4d10 duplicates of someone nearby appear in the area
- 4d100 zombies appear in the area and race to the nearest town
- 4d100 zombies appear in the area and start attacking
- A 100 yard radius is blanketed by a thick cloud of chlorine gas
- A 100 yard radius is blanketed by snow to a depth of 2d4 feet
- A 100 yard radius is carpeted with small white pebbles
- A 100 yard radius is covered by a dense growth of fragrant grass
- A 100 yard radius is covered by ankle-deep fetid mud
- A 100 yard radius is covered by ankle-deep white sand
- A 100 yard radius is covered by slimy, decaying vegetable matter
- A 100 yard radius is covered with acrid cinders and ash
- A 100 yard radius is covered with nuggets of artificial stone
- A 100 yard radius is discovered to be an ancient graveyard
- A 100 yard radius is encircled by a dense curtain of smoke
- A 100 yard radius is encircled by a moat of lava 20 feet across
- A 100 yard radius is encircled by a ring of raised earth
- A 100 yard radius is encircled by a wall of hay bales
- A 100 yard radius is indistinguishable from the moon’s surface
- A 100 yard radius is rendered totally silent until dawn tomorrow
- A 100 yard radius is shaken by a powerful earthquake for 1d4 days
- A 100 yard radius is strewn with blood-soaked rags
- A 100 yard radius is strewn with decaying marine life
- A 100 yard radius is strewn with jagged metal and coils of wire
- A 100 yard radius is strewn with seashells and driftwood
- A 100 yard radius is stripped of vegetation, soil, and water
- A 100 yard radius swirls with finely-milled flour for 1d6 turns
- A 1d10 mile radius becomes a dense and temperate forest
- A 1d10 mile radius becomes a pastoral idyll
- A 1d10 mile radius becomes a peaceful lake
- A 1d10 mile radius becomes an arid and desolate desert
- A 5,000 pound iron slab appears 1d10 yards above the target point
- A baby born in a nearby town is prophesied to destroy the kingdom
- A baby born in a nearby town is the spawn of a powerful demon
- A blasphemous tome appears at the target point
- A charred human corpse bearing a magical sword appears nearby
- A column of green light shines from the target point into the sky
- A cube of dry ice 10 feet across appears at the target point
- A cube of granite 10 feet across appears a the target point
- A deafening cacophony blares from the target point until sunset
- A deity has died, and someone nearby is blamed for his death
- A dense tangle of thorny vines fills the area
- A featureless black slab appears nearby measuring 1 x 4 x 9
- A fissure runs from beneath the target point to the nearest lake
- A flaming sword appears at the target point, turning every way
- A flock of 5d20 human-sized geese lands in the area
- A four-dimensional cube appears at the target point
- A fully outfitted galleon appears nearby
- A gargantuan, tentacled monstrosity rises from the nearest ocean
- A giant sequoia quickly grows from beneath the target point
- A heavy rope runs from the target point into the sky
- A herd of animals not native to this area stampedes through it
- A horrifyingly loathsome creature races through the area
- A huge army appears to be approaching from the distance
- A huge city is just barely visible on the surface of the moon
- A huge earthen fist rises from the ground below the target point
- A huge glacier forms at the target point over the next 1d4 days
- A huge outcrop of beautiful crystals erupts under the target point
- A huge vein of highly toxic metal runs directly under this area
- A huge volume of confetti rains down in a 100 yard radius
- A jug full of highly volatile liquid appears at the target point
- A large pool of fetid slime appears beneath the target point
-
- A large pool of liquid helium appears beneath the target point
- A large pool of molten aluminum appears beneath the target point
- A large, hay-packed wooden crate marked "FRAGILE" appears nearby
- A leather briefcase containing something beautiful appears nearby
- A local ruler declares any use of magic to be treasonous
- A local ruler declares some crazy new taboo punishable by death
- A local ruler has a mad plan to tax the poor instead of the rich
- A local ruler has ordered the execution of 1d4 people nearby
- A local ruler has quite obviously sold his soul to a demon
- A local ruler invades a sovereign nation under false pretenses
- A local ruler is known to kill and eat 1d4 people each week
- A local ruler is revealed to be an illusion
- A local ruler is under the control of infernal powers
- A local ruler orders the execution of anyone causing a Chaos Burst
- A local ruler shames his title with interpersonal indiscretions
- A local ruler values empty rhetoric over valid policy
- A lump of heavy and very toxic metal appears at the target point
- A massive explosion flattens all stone structures within one mile
- A mighty hailstorm pummels the area for 1d4 hours
- A mysterious gold sarcophagus appears at the target point
- A new, non-magical, and deadly virus issues from the target point
- A one mile radius appears gloomy and blighted for 1d12 months
- A one mile radius is illuminated by full daylight for 3d10 days
- A one mile radius is rotates 360° every 24 hours
- A one mile radius is shrouded by an eclipse for 2d8-1 days
- A one mile radius looks like a desert wasteland for one year
- A perfect 10 foot sphere of ice appears at the target point
- A pitiable demon appears at the target point, begging sanctuary
- A powerful and malign spirit emerges from the target point
- A powerful and radical religious sect usurps the throne
- A powerful demon takes up residence in a nearby house
- A powerful earthquake shifts this whole area one mile north
- A sandstorm sweeps through the area for 2d6 turns
- A sculpted ice portrait appears for everyone within 50 yards
- A small, mysterious island appears in the nearest river
- A sphere of annihilation appears at the spell’s target point
- A steel tower 100 yards tall emerges form under the target point
- A stolen dragon egg appears at the target point
- A stone cube 25 yards across rises from beneath the target point
- A terrible din fills the air like the clanging of pots and pans
- A terrible fire occurred on this site 4d6 hours ago
- A terrible fire will occur on this site 4d6 hours from now
- A thin shaft of stone runs from the target point to the sea
- A tornado arises at the target point and devastates the area
- A torrent of thick, soapy foam sprays from the target point
- A viscous corrosive fluid drips coats all exposed rock nearby
- A volcano erupts at the center of the nearest town
- A volley of 10d20 arrows rains down on the area
- A widespread peasants’ revolt begins in 1d12 hours
- A Chaos Burst occurs when each of the next 1d4 people speak nearby
- Abnormally large locusts plague the area for 1d8 weeks
- Acrid fungus sprouts under the target point and quickly spreads
- Air in this area is 75% thinner than the surrounding atmosphere
- All air within one mile is totally opaque but otherwise normal
- All armor removed in this area shrinks by 25%
- All armor within 50 yards becomes clear like glass
- All armor within 50 yards is as heavy as lead
- All armor within 50 yards is weightless for 1d12 months
- All armor within one mile is ethereal until sunset
- All artificial light sources within one mile are rendered inert
- All artificial structures within 50 yards cease to exist
- All attack rolls in the next 1d10 rounds must be made twice
- All bags of holding within one mile are completely full of anvils
- All birds within 50 yards explode, 1d6 hit points per bird
- All birds within one mile are completely plucked
- All bladed weapons within 50 yards are intensely magnetic
- All blades within 50 yards are 10% likely to turn to gold
- All blades within 50 yards are engraved with cryptic sigils
- All blades within 50 yards are restored to pristine condition
- All blades within 50 yards become clear like glass
- All blades within 50 yards bend 90° halfway along their length
- All blades within 50 yards must Save or crumble into rust
- All blades within one mile are blunted until sunset
- All blades within one mile glow cherry red until sunset tomorrow
- All bowstrings within 50 yards break the next time they’re drawn
- All carved wood within 50 yards gains rudimentary intelligence
- All chain mail within 50 yards appears moth-eaten and threadbare
- All chain mail within 50 yards is highly attractive to lightning
- All chain mail within 50 yards is slicked with ice
- All chain mail within 50 yards is strongly magnetic
- All cloth within 50 yards begins to digest itself
- All cloth within 50 yards can never be rendered invisible
- All cloth within 50 yards is as shiny and lustrous as gold
- All cloth within 50 yards is rendered as brittle as eggshell
- All cloth within 50 yards is rendered as stiff as wood
- All cloth within 50 yards is scrubbed clean
- All cloth within 50 yards is soaked with gasoline
- All cloth within 50 yards seems unusually heavy
- All cloth within 50 yards smolders and smokes until dawn
- All cloth within 50 yards turns invisible upon exiting the area
- All cloth within 50 yards turns to burlap until sunset tomorrow
- All cloth within one mile is invisible until sunset tomorrow
- All coins within 50 yards appear in a heap at the target point
- All coins within 50 yards are engraved with cryptic runes
- All coins within 50 yards are invisible under moonlight
- All coins within 50 yards become flexible as rubber
- All coins within 50 yards double in value
- All coins within 50 yards explode, 1d4-1 hit points per coin
- All coins within 50 yards heat to 1,000°
- All coins within 50 yards turn to mercury
-
- All coins within one mile are easily recognized as counterfeit
- All curses now in effect within 100 yards are negated
- All dragons within 1d10 miles are enraged beyond all reason
- All dragons within 1d10 miles shrink by 10d10%
- All Dwarves within 10 miles are secretly fond of orcs
- All Dwarves within 10 miles are violently allergic to alcohol
- All Dwarves within 10 miles are violently allergic to gold
- All Dwarves within 10 miles become intensely claustrophobic
- All Dwarves within 10 miles have orange skin and green hair
- All Dwarves within 10 miles lose their infravision for 1d4 months
- All Elves within 10 miles are carrying vials of Dwarf blood
- All Elves within 10 miles develop a powerful fear of heights
- All Elves within 10 miles forget how to speak Elvish
- All Elves within 10 miles sprout jagged fangs
- All Elves within 50 yards are allergic to wood
- All ferrous metal within 50 yards doubles in weight
- All ferrous metal within 50 yards is as shiny & lustrous as gold
- All ferrous metal within 50 yards is invisible until it gets wet
- All ferrous metal within 50 yards is magnetized
- All ferrous metal within 50 yards is rustproof for one year
- All ferrous metal within 50 yards is somewhat resistant to magic
- All ferrous metal within 50 yards is strangely opalescent
- All ferrous metal within 50 yards vanishes until sunset tomorrow
- All fires lit in this area are waterproof for the next 1d6 weeks
- All fires lit in this area flare up wildly for 1d4 rounds
- All fires lit in this area reek of brimstone
- All flesh within 50 yards is clear like glass until sunset
- All foliage within 50 yards is poisonous to humans and demihumans
- All foliage within 50 yards is replaced by plastic replicas
- All food consumed within one mile is overpoweringly delicious
- All food consumed within one mile is unpalatably bitter
- All food within 50 yards completely spoils by sunset
- All food within 50 yards freezes solid
- All food within 50 yards is crawling with illusory maggots
- All food within 50 yards is poisonous for the next 1d4 hours
- All food within 50 yards is stripped of all nutritive value
- All food within one mile turns to salt
- All footprints within one mile fossilize by dawn tomorrow
- All forged steel within 100 yards turns to aluminum
- All forged steel within 100 yards turns to slate
- All gems within 50 yards are duplicated exactly
- All gems within 50 yards become spherical
- All gems within 50 yards turn to sodium when placed in water
- All gems within 50 yards vibrate in the presence of gold
- All Gnomes within 10 miles develop a dislike of gems and jewels
- All Gnomes within 10 miles grow 1d20 inches
- All goblins within 10 miles appear in the immediate area
- All goblins within 10 miles are afraid of the dark
- All goblins within 10 miles are exterminated
- All goblins within 10 miles are transformed into Elves
- All goblins within 10 miles become vegetarian pacifists
- All goblins within 10 miles swear allegiance to someone nearby
- All goblins within 10 miles swear vengeance upon someone nearby
- All gold within 50 yards always seems to be 200°
- All gold within 50 yards becomes transparent when submerged
- All gold within 50 yards begins to rust like damp steel
- All gold within 50 yards induces extreme covetousness
- All gold within 50 yards is 10% likely to turn to lead
- All gold within 50 yards is 50% likely to be counterfeit
- All gold within 50 yards is attracted to magnets like iron
- All gold within 50 yards is drawn to the target point
- All gold within 50 yards is indestructible for one year
- All gold within 50 yards is irresistibly attractive to undead
- All gold within 50 yards is severely tarnished
- All gold within 50 yards is thrown 1d10 years into the future
- All gold within 50 yards is weightless for 2d10 rounds
- All gold within 50 yards sweats some kind of foul liquid
- All ground within 10 miles is at exactly the same elevation
- All Halflings within 10 miles develop a penchant for violence
- All Halflings within 10 miles develop a strong wanderlust
- All hats or helmets within 50 yards are drawn to the target point
- All hats or hoods within 50 yards burst into flame
- All herbivores within 100 yards are panic-stricken
- All horses within 100 yards have built-in saddles
- All horses within 100 yards shrink by 1% per round
- All horses within one mile become bipedal for 1d4 weeks
- All horses within one mile become clear like glass
- All houses within one mile appear to be of much higher quality
- All houses within one mile are fireproof for one year
- All humans within 10 miles are suddenly wearing peculiar hats
- All humans within 10 miles think that demihumans are subhuman
- All inanimate matter nearby wobbles as though made of gelatin
- All ink within 50 yards appears to be made from human blood
- All ink within 50 yards is powerfully hallucinogenic
- All ink within one mile is invisible for 2d4-1 days
- All ink within one mile is invisible in sunlight
- All inorganic matter within 10 miles appears blurry until sunset
- All inorganic matter within 10 yards disappears
- All inorganic matter within 10 yards turns to ice
- All inorganic matter within 50 yards appears to be magical
- All invisible matter within 100 yards becomes permanently visible
- All invisible matter within one mile is clear like glass
- All leather within 50 yards begins sweating profusely
- All leather within 50 yards is as rigid as steel
- All leather within 50 yards shatters like glass
- All leather within 50 yards turns to silk
- All living creatures nearby are driven away for 1d4 months
- All living creatures nearby are enraged beyond reason
- All lycanthropes within one mile are cured of their lycanthropy
- All lycanthropes within one mile are locked in their current form
-
- All lycanthropes within one mile develop a great fear of the dark
- All lycanthropes within one mile have a new kind of lycanthropy
- All magic items used nearby are 10% likely to burn out forever
- All magic items within 50 yards appear to be blazing with fire
- All magic items within 50 yards are easily recognized as magical
- All magic items within 50 yards disappear until sunset tomorrow
- All magic items within 50 yards fail to function 20% of the time
- All magic items within 50 yards hum softly for 1d4 days
- All magic potions within 50 yards are 10X as powerful
- All magic potions within 50 yards are powerfully toxic
- All magic potions within 50 yards are rendered inert
- All magic potions within 50 yards become Potions of Flying
- All magic potions within 50 yards freeze solid when imbibed
- All magic potions within 50 yards induce overwhelming thirst
- All magic potions within 50 yards induce wild hallucinations
- All magic potions within 50 yards yield the opposite effect
- All magic rings within 50 yards appear at the target point
- All magic rings within 50 yards are identical in appearance
- All magic rings within 50 yards are inert for one week
- All magic rings within 50 yards are now as large as hula hoops
- All magic rings within 50 yards are unharmed by fire or heat
- All magic rings within 50 yards attract lightning
- All magic rings within 50 yards fuse to their wearers’ fingers
- All magic rings within 50 yards grant a +1 Armor Class bonus
- All magic rings within 50 yards must Save or Disintegrate
- All magic rings within 50 yards shine as brightly as the Sun
- All magic rings within 50 yards shrink by 10% with each use
- All magic rings within 50 yards turn to crystal
- All magic rings within 50 yards turn to lead while not being worn
- All magic rings within 50 yards whistle softly while in use
- All magic weapons nearby are ethereal until sunset
- All magic weapons nearby gain an additional +1 ToHit for 1d6 days
- All magic weapons nearby glow like fireflies under the new moon
- All magic weapons nearby lose their enchantments until dawn
- All magic weapons within 100 yards are non-magical for 1d4 days
- All magical animals nearby become their non-magical equivalents
- All magical animals nearby desire to leave the area
- All magical garments within one mile are filthy and foul-smelling
- All magical garments within one mile burst into flame
- All magical light sources within 100 yards are 2X as bright
- All magical light sources within 100 yards dim by 50%
- All magical light sources within one mile are extinguished
- All magical light sources within one mile are hot as normal fire
- All magical light sources within one mile attract magical moths
- All magical light sources within one mile flash like strobes
- All magical light sources within one mile hum loudly while in use
- All magical light sources within one mile only work underground
- All magical light sources within one mile produce blood-red light
- All magical light sources within one mile yield darkness instead
- All mechanical locks within one mile are fused shut
- All mechanical locks within one mile are invisible for 1d12 months
- All mechanical locks within one mile can only open under moonlight
- All mechanical locks within one mile spring open
- All members of a major race are discovered to be artificial
- All members of a major race are rendered sterile
- All metal armor nearby has been soaking in vinegar
- All metal armor nearby is chilled to freezing
- All metal gauntlets within 50 yards are non-removable until dawn
- All metal gauntlets within 50 yards are rustproof
- All metal gauntlets within 50 yards cause terrible chafing
- All metal gauntlets within 50 yards close into fists
- All metal gauntlets within 50 yards heat to 400°
- All metal gauntlets within 50 yards insulate against electricity
- All metal gauntlets within 50 yards shrink by 25%
- All metal gauntlets within 50 yards turn to silk
- All metal weapons wielded nearby seem to be 500°
- All metal within 50 yards appears to be made of solid shadow
- All metal within 50 yards induces frostbite while in daylight
- All metal within 50 yards is entirely non-reflective
- All metal within 50 yards is flammable for 2d10 rounds
- All metal within 50 yards is indestructible until sunset tomorrow
- All metal within 50 yards is invisible when anointed with blood
- All metal within 50 yards is non-conductive of electricity
- All metal within 50 yards is polished to mirror-brightness
- All metal within 50 yards is twice as heavy when it’s wet
- All metal within 50 yards liquefies for 2d6 rounds, then reforms
- All metal within 50 yards shimmers like mother of pearl
- All missile weapons within 50 yards are inoperative until sunset
- All missile weapons within 50 yards combust when they’re fired
- All missile weapons within 50 yards have 2X normal maximum range
- All missile weapons within 50 yards vanish when they’re fired
- All nearby age 3d20 years but return to normal at sunset tomorrow
- All nearby must eat their meat, or they can’t have any pudding
- All nearby who’ve drawn blood in the past day are deaf until dawn
- All nearby who’ve drawn blood in the past day weep for 3d8 rounds
- All nearby with more than 10 gold pieces age that many years
- All nearby with more than 10 gold pieces give it all to charity
- All nearby with more than 10 gold pieces heal as many hit points
- All nearby with more than 10 gold pieces lose as many hit points
- All nearby with more than 10 gold pieces pass out for 1d8 hours
- All nearby with more than 10 gold pieces teleport that many yards
- All nonliving wood within 50 yards is as brittle as a pretzel
- All nonliving wood within 50 yards is as pliant as grass
- All non-magical animals nearby are healed of all disease
- All non-magical animals nearby are restored to full hit points
- All non-magical animals nearby shrink by 40%
- All non-magical books within 50 yards are duplicated
- All non-magical books within 50 yards must Save or combust
- All non-sentient animals nearby are 1d100 years
- All non-sentient animals nearby are panic-stricken
-
- All non-sentient animals within 50 yards become vaguely evil
- All open wounds within 50 yards steam violently but harmlessly
- All paper now nearby glows in the dark permanently
- All paper now nearby is fireproof
- All plant life within 10 miles is sky-blue from now on
- All plant-based fabric within 50 yards becomes dull brown
- All plant-based fabric within 50 yards combusts
- All priestly magic within 500 yards is dispelled
- All priestly magic within 500 yards is suppressed for 1d10 turns
- All reflective surfaces in the area display imaginary scenes
- All reflective surfaces in the area display scenes of carnage
- All right arms within 50 yards are ethereal until sunset
- All right arms within 50 yards are invulnerable for 1d10 hours
- All right arms within 50 yards are paralyzed until dawn
- All rope within 50 yards can’t be cut or broken
- All rope within 50 yards ignites along its entire length
- All rope within 50 yards is as rigid as wood
- All rope within 50 yards is as strong as steel wire
- All rope within 50 yards is forever unable to hold a knot
- All rope within 50 yards is permanently invisible
- All rope within 50 yards shortens by 80%
- All rope within 50 yards straightens and becomes hard as stone
- All rope within 50 yards stretches like elastic
- All rope within 50 yards turns to flesh
- All saddles within 50 yards are as durable as tempered steel
- All saddles within 50 yards disappear
- All shields within 50 yards are fragile like glass for 1d4 rounds
- All shields within 50 yards are impervious to fire
- All shields within 50 yards are impervious to harm until sunset
- All shields within 50 yards are imprinted with ugly faces
- All shields within 50 yards gain a +1 bonus lasting 1d10 battles
- All soil and rock within 100 yards vanishes
- All soil within 50 yards is seeded with an aggressive vegetable
- All soil within 50 yards turns invisible
- All spells cast in the last 1d4 rounds are retroactively negated
- All spells cast in the last 1d4 rounds recur in 1d4 rounds
- All spells cast in the next 2d6 rounds are invisible in effect
- All spells cast in the next 2d6 rounds occur 2d6 rounds later
- All spells cast in this area are accompanied by trumpet fanfare
- All spells cast in this area are delayed by 2d10 rounds
- All Summoned creatures within 10 miles are dismissed
- All Summoned creatures within 10 miles vanish in 1d4 rounds
- All swords within one mile are hopelessly blunted for 1d4 days
- All swords within one mile turn to golf clubs until dawn tomorrow
- All teeth within 50 yards are as black as coal for 1d4 weeks
- All teeth within 50 yards are rendered invisible for 1d12 months
- All tempered metal within 50 yards is reduced in weight by 50%
- All tempered metal within 50 yards is soft as rubber until dawn
- All thumbs within 50 yards are immune to polymorph magic
- All thumbs within 50 yards vanish for 1d4 hours
- All transparent matter within one mile is as fragile as glass
- All transparent matter within one mile is rendered invisible
- All trees within 10 miles drop their leaves until next spring
- All trees within 50 yards are glazed with ice
- All trees within 50 yards are impervious to saws and axes
- All trees within 50 yards bear watermelons for 1d4 months
- All trees within 50 yards become ambulatory
- All trees within 50 yards become omnivorous
- All trees within 50 yards chant dirges at every sunset
- All trees within 50 yards gain a semblance of sentience
- All trees within 50 yards turn permanently invisible
- All trees within a one mile vanish
- All trees within one mile are cut down and stacked as cordwood
- All trees within one mile are hollow
- All trees within one mile crumble to dust within 1d4 days
- All trees within one mile double in height
- All trees within one mile drip with blood
- All trees within one mile uproot and move 10 miles to the north
- All trolls within 10 miles adopt a kinder, gentler philosophy
- All trolls within 10 miles lose their ability to regenerate
- All undead skeletons within 10 miles turn to wood
- All undead within 1d100 miles vanish until sunset tomorrow
- All undead within 50 yards are restored to full hit points
- All undead within 50 yards are teleported 1d4 miles
- All undead within 50 yards attack one random person nearby
- All undead within one mile can exhale clouds of fog at will
- All undead within one mile combust and burn until sunset tomorrow
- All undead within one mile require air just like living creatures
- All undead within one mile think that they’re still alive
- All vegetable matter within 50 yards, alive or dead, dissolves
- All vegetation within 10 miles is 10X as nutritious for 1d4 weeks
- All vegetation within 10 miles is incredibly toxic for 1d4 days
- All vegetation within 10 miles tastes like manure when cooked
- All vegetation within 50 yards becomes incredibly lush
- All vegetation within 50 yards dies within 1d4 rounds
- All vegetation within 50 yards grows 100X as fast for 2d4 days
- All vegetation within 50 yards is frozen solid
- All vegetation within 50 yards turns bone-white for 1d4 days
- All visible trails or tracks within 10 miles vanish completely
- All voices within 50 yards seem to issue from the same person
- All voices within 50 yards sound identical
- All water within 10 miles is chilled to just above freezing
- All water within 50 yards becomes invisible
- All water within 50 yards becomes thick like gelatin
- All water within 50 yards does nothing to mitigate thirst
- All water within 50 yards doubles in volume 1d6 times
- All water within 50 yards holds its temperature for one year
- All water within 50 yards looks foul but is fresh and sweet
- All water within 50 yards remains liquid for at least 1d4 months
- All water within 50 yards smells and tastes strongly of fish
-
- All water within 50 yards turns to for over the next 1d4 rounds
- All water within 50 yards turns to glass
- All water within 50 yards turns to milk
- All water within one mile vanishes
- All weapons and armor within 50 yards seem to be 3X normal weight
- All weapons nearby are bound to this area and will return to it
- All weapons within 50 yards appear to be made of bone
- All weapons within 50 yards are +1 ToHit until dawn tomorrow
- All weapons within 50 yards are +10 ToHit for 1d4 rounds
- All weapons within 50 yards are +2 ToHit for 2d12 hours
- All weapons within 50 yards are +2 ToHit Summoned creatures
- All weapons within 50 yards are +2 ToHit until their next hit
- All weapons within 50 yards are +5 ToHit but -5 to damage
- All weapons within 50 yards are -4 ToHit anyone currently nearby
- All weapons within 50 yards are caked in sticky clay
- All weapons within 50 yards are cleaned, polished, and sterilized
- All weapons within 50 yards are edible
- All weapons within 50 yards are etched with their owners’ names
- All weapons within 50 yards are impervious to Alteration magic
- All weapons within 50 yards are invulnerable to acid
- All weapons within 50 yards are marked with demonic sigils
- All weapons within 50 yards are piled at the target point
- All weapons within 50 yards are repelled from the target point
- All weapons within 50 yards are sealed in candle wax
- All weapons within 50 yards are stuck in their sheathes
- All weapons within 50 yards are terribly unwieldy for 4d6 rounds
- All weapons within 50 yards are the property of some distant king
- All weapons within 50 yards attract flies and gnats for one week
- All weapons within 50 yards exude aromatic smoke for 1d6 hours
- All weapons within 50 yards glow red as though they’re very hot
- All weapons within 50 yards hum in the presence of spilled blood
- All weapons within 50 yards must Save or be bent like corkscrews
- All weapons within 50 yards steam violently on contact with water
- All weapons within 50 yards were forged by an undead smith
- All weapons within one mile vanish until dawn tomorrow
- All wheeled vehicles within one mile burst into flame
- All wheeled vehicles within one mile sink 1d4 feet into the mud
- All wheels within one mile are chrome-plated
- All wheels within one mile become perfectly square
- All who saw this casting are 10% likely to be driven insane
- All who saw this casting are healed for 1d4 hit points
- All who saw this casting are soaked with cold gravy
- All who saw this casting are stricken mute until sunset
- All who saw this casting are stricken totally deaf for 1d12 hours
- All who saw this casting are thrown 1d4 days into the future
- All who saw this casting are unable to sleep for 2d10 days
- All who saw this casting despise magic for until dawn tomorrow
- All who saw this casting giggle like lunatics for 3d4 rounds
- All who saw this casting hear an eerie moaning for 1d4 days
- All who saw this casting howl at the moon for the next 1d8 nights
- All who saw this casting lose 1d20 points of Wisdom until sunset
- All who saw this casting lose 1d4 hit points
- All who saw this casting stare at the target point until dawn
- All who saw this casting think that its target has been slain
- All who saw this casting undertake a pilgrimage to a distant town
- All within 10 feet are wrapped like mummies
- All within 10 feet feel like they’ve just run a marathon
- All within 10 feet must Save or be teleported 1d100 miles
- All within 10 feet point loses 1d100 hit points
- All within 10 miles are convinced that the apocalypse is nigh
- All within 10 miles identify the target point as a holy site
- All within 10 miles seek to worship someone near the target point
- All within 10 yards divest themselves of all gems and jewels
- All within 10 yards find a diamond worth 1,000 gold pieces
- All within 50 miles realize that thieves’ cant is fictitious
- All within 50 miles rise up against the king
- All within 50 yards acquire a distinctive accent
- All within 50 yards adopt new names and answer only to them
- All within 50 yards age 1d12 months
- All within 50 yards and in armor are paralyzed for 2d6 rounds
- All within 50 yards appear blurry to each other for 1d12 hours
- All within 50 yards appear to be 1d100 years older
- All within 50 yards appear to be covered with festering sores
- All within 50 yards appear to be indescribably ugly to each other
- All within 50 yards appear to have advanced leprosy
- All within 50 yards appear to have bubonic plague
- All within 50 yards are 5% likely to be turned inside out
- All within 50 yards are 5% likely to become amphibious
- All within 50 yards are 5% likely to die at dawn tomorrow
- All within 50 yards are 5% likely to freeze solid
- All within 50 yards are 5% likely to inherit a small keep
- All within 50 yards are 5% likely to suffer total amnesia
- All within 50 yards are 10% likely to age 1d100 years
- All within 50 yards are 10% likely to be closely related
- All within 50 yards are 10% likely to be stricken bald forever
- All within 50 yards are 10% likely to wake tomorrow as undead
- All within 50 yards are -2 ToHit for 2d10 rounds
- All within 50 yards are 20% likely to be knocked unconscious
- All within 50 yards are 20% likely to be paralyzed for 1d4 hours
- All within 50 yards are 20% likely to lose all but one hit point
- All within 50 yards are 25% likely to be covered in chocolate
- All within 50 yards are 30% likely to vanish for 1d6 rounds
- All within 50 yards are 40% likely to regain full hit points
- All within 50 yards are a peculiar shade of blue-gray
- All within 50 yards are AC 0 (no modifiers) for 2d6 hours
- All within 50 yards are arrested for sedition and treason
- All within 50 yards are at risk of awakening a vengeful god
- All within 50 yards are attacked by countless magpies
- All within 50 yards are attacked by locusts
- All within 50 yards are banded like protected wildlife
-
- All within 50 yards are blamed for some recent catastrophe
- All within 50 yards are blind while at full hit points
- All within 50 yards are branded heretics and ordered slain
- All within 50 yards are branded with the mark of some random god
- All within 50 yards are carrying an additional 5d10 gold pieces
- All within 50 yards are carrying an identical iron medallion
- All within 50 yards are carrying ornate ceremonial daggers
- All within 50 yards are carrying small discs of carved stone
- All within 50 yards are charged with an arduous divine quest
- All within 50 yards are claimed as slaves by the nearest tyrant
- All within 50 yards are considered pariahs
- All within 50 yards are covered in creosote
- All within 50 yards are covered in powdered sugar like doughnuts
- All within 50 yards are covered with honey and feathers
- All within 50 yards are disarmed
- All within 50 yards are discovered to be clones
- All within 50 yards are doused with molasses
- All within 50 yards are drafted into military service
- All within 50 yards are draped in tough, fibrous filaments
- All within 50 yards are draped with pungent floral garlands
- All within 50 yards are drenched with cold, soapy water
- All within 50 yards are drenched with olive oil
- All within 50 yards are dressed and painted like clowns
- All within 50 yards are dressed in black and have jet-black hair
- All within 50 yards are dressed in high quality fur
- All within 50 yards are dressed in illusory formal wear
- All within 50 yards are dressed in illusory full plate armor
- All within 50 yards are dressed in wildly inappropriate attire
- All within 50 yards are dressed like pirates
- All within 50 yards are enraged beyond thought or reason
- All within 50 yards are extremely short-tempered for 1d12 hours
- All within 50 yards are filthy as though they’ve never bathed
- All within 50 yards are glazed with yellow ice
- All within 50 yards are Held for 6d10 rounds
- All within 50 yards are holding tiny stone carvings of themselves
- All within 50 yards are immune to all magic for 1d6 rounds
- All within 50 yards are immune to disease for 1d6 months
- All within 50 yards are immune to missile fire for 2d6 rounds
- All within 50 yards are immune to poison for 1d4 days
- All within 50 yards are immune to polymorph magic for one year
- All within 50 yards are immune to reason for 1d4 days
- All within 50 yards are implicated in a huge royal scandal
- All within 50 yards are individually shrouded in fog
- All within 50 yards are invisible for 1d4 rounds
- All within 50 yards are invisible to a single person nearby
- All within 50 yards are invisible to all others within 50 yards
- All within 50 yards are invisible to birds
- All within 50 yards are invisible to reptiles for 1d6 hours
- All within 50 yards are invisible when seen from below
- All within 50 yards are involved in a diplomatic nightmare
- All within 50 yards are invulnerable to wood for 1d10 rounds
- All within 50 yards are liberally sprayed with octopus ink
- All within 50 yards are now standing in the nearest building
- All within 50 yards are now wearing tap-shoes
- All within 50 yards are offered for sale on the open market
- All within 50 yards are overpoweringly thirsty
- All within 50 yards are painted with woad
- All within 50 yards are paralyzed by indecision for 1d4 rounds
- All within 50 yards are pardoned for any outstanding crimes
- All within 50 yards are permanently branded as escaped slaves
- All within 50 yards are profoundly drunk for 1d10 rounds
- All within 50 yards are pushed 1d10 yards from the target point
- All within 50 yards are ravenously hungry
- All within 50 yards are restored to full hit points
- All within 50 yards are rumored to be undead
- All within 50 yards are rumored to belong to some bizarre cult
- All within 50 yards are showered in maggots
- All within 50 yards are smeared with a foul-smelling gelatin
- All within 50 yards are sprayed with skunk musk
- All within 50 yards are standing on three-foot cast iron discs
- All within 50 yards are sterile for 2d12 months
- All within 50 yards are stricken mute for 1d6 rounds
- All within 50 yards are strongly addicted to some kind of poison
- All within 50 yards are suddenly arranged in a big circle
- All within 50 yards are suddenly barefoot
- All within 50 yards are suddenly extremely drunk
- All within 50 yards are suddenly seated in the lotus position
- All within 50 yards are tempted to dabble in cannibalism
- All within 50 yards are thoroughly cleansed
- All within 50 yards are thrown 1d4 days into the future
- All within 50 yards are unable to breathe for 1d20 rounds
- All within 50 yards are unable to move their feet for 2d10 rounds
- All within 50 yards are unable to sleep for 2d20 days
- All within 50 yards are unable to use magic for 1d8 hours
- All within 50 yards are unable to wield weapons while in armor
- All within 50 yards are unable to wield wooden weapons until dawn
- All within 50 yards are wearing beekeepers’ veils
- All within 50 yards are wearing ostrich feathers in their hair
- All within 50 yards are wearing wooden shoes
- All within 50 yards become hopelessly lost for 1d4 hours
- All within 50 yards believe that they’re dreaming
- All within 50 yards can see just fine in normal darkness
- All within 50 yards covet the possessions of one person nearby
- All within 50 yards crackle with ozone for 6d6 rounds
- All within 50 yards dance lasciviously for 1d6 rounds
- All within 50 yards develop an acute fear of wood
- All within 50 yards die in a huge explosion but resurrect at dawn
- All within 50 yards disarm themselves and race to a nearby river
- All within 50 yards disarm themselves as quickly as they can
- All within 50 yards exchange places with someone else nearby
-
- All within 50 yards exhale steam as if the air were very cold
- All within 50 yards feel a wildly different ambient temperature
- All within 50 yards feel insects crawling over their skin
- All within 50 yards feel intense hunger at the sight of blood
- All within 50 yards feel overpowering fear for 2d6 rounds
- All within 50 yards feel unfocused yet overwhelming disgust
- All within 50 yards find obscene tattoos on their bodies
- All within 50 yards find that their clothes are torn and bloody
- All within 50 yards forget everyone’s name
- All within 50 yards forget how to use weapons or magic until dawn
- All within 50 yards gain 1d1000 Experience Points
- All within 50 yards grow 1d4 inches
- All within 50 yards have a copy of a mysterious brass key
- All within 50 yards have a mark identifying them as pariahs
- All within 50 yards have an additional, functioning kidney
- All within 50 yards have clouded vision for 2d6 rounds
- All within 50 yards have conflicting memories of the past day
- All within 50 yards have five pounds of butter in their pockets
- All within 50 yards have gone without sleep for 3d4 days
- All within 50 yards have horrifying visions of future tragedy
- All within 50 yards have just run 1d10 miles
- All within 50 yards have the exact same voice
- All within 50 yards laugh like lunatics for 4d6 rounds
- All within 50 yards levitate 1d6 feet for 2d6 rounds
- All within 50 yards look and smell as if they’ve been in a fire
- All within 50 yards look like cadavers when seen from behind
- All within 50 yards lose 1 hit point per round spent in that area
- All within 50 yards lose 1d6 levels until sunset tomorrow
- All within 50 yards lose 1d8 hit points but gain 1d10 hit points
- All within 50 yards mount an attack upon the nearest castle
- All within 50 yards move as if they’re underwater
- All within 50 yards must hibernate this winter
- All within 50 yards must remain in this area until dawn tomorrow
- All within 50 yards must remain within 10 yards of each other
- All within 50 yards must repeat everything they say for 1d10 days
- All within 50 yards must Save each morning or age 1d4 years
- All within 50 yards must Save or be attacked by rats and mice
- All within 50 yards must Save or be branded like cattle
- All within 50 yards must Save or be burned for 1d10 hit points
- All within 50 yards must Save or be Slowed
- All within 50 yards must Save or be soaked with icy brine
- All within 50 yards must Save or be stricken mute for 1d4 months
- All within 50 yards must Save or be Teleported 2d10 miles
- All within 50 yards must Save or be thrown into nearby trees
- All within 50 yards must Save or be tightly bound in wire
- All within 50 yards must Save or feel 1d100° colder
- All within 50 yards must Save or feel 1d100° warmer
- All within 50 yards must Save or flee in panic for 2d10 rounds
- All within 50 yards must Save or sink 4d12 inches into the ground
- All within 50 yards must Save or suffer blinding pain until dawn
- All within 50 yards must Save or suffer frostbite in 1d10 fingers
- All within 50 yards must Save or their clothes burst into flame
- All within 50 yards must Save or their hair combusts
- All within 50 yards must Save or their hands shrink by 50%
- All within 50 yards must Save or they must re-roll their stats
- All within 50 yards must Save vs Death or be shorn of all hair
- All within 50 yards must Save, or their wounds will never heal
- All within 50 yards now have bright blue hair
- All within 50 yards preach a ridiculous "abstinence only" policy
- All within 50 yards quickly devour any food that they’re carrying
- All within 50 yards run at top speed toward the target point
- All within 50 yards see illusory animals flitting about the area
- All within 50 yards shrink 1d4 inches
- All within 50 yards smell like carrion until sunset tomorrow
- All within 50 yards smell strongly of alcohol
- All within 50 yards smell strongly of brimstone until sunrise
- All within 50 yards smell strongly of manure for 1d4 days
- All within 50 yards suddenly have perfectly groomed hair
- All within 50 yards talk like 1930’s movie gangsters
- All within 50 yards think that a deity is in their midst
- All within 50 yards think that all others nearby are lying
- All within 50 yards think that all others nearby are on fire
- All within 50 yards think that fire is edible
- All within 50 yards think that they’re being attacked by zombies
- All within 50 yards think that they’re in a parallel universe
- All within 50 yards think that they’re standing in knee-deep snow
- All within 50 yards think that they’ve suffered massive injuries
- All within 50 yards think they’ll die unless they remain standing
- All within 50 yards think they’ve shrunk by 90%
- All within 50 yards throw their weapons as far as they can
- All within 50 yards vanish for 3d10 rounds
- All within 50 yards weep hysterically but can act normally
- All within 50 yards who are injured smell strongly of peppermint
- All within 50 yards who are not now bleeding fall unconscious
- All within 50 yards who are now bleeding fall unconscious
- All within 50 yards who breathe air suffocate for 2d10 rounds
- All within 50 yards will be fully healed at the end of 3d8 rounds
- All within 50 yards will become undead when they die
- All within 50 yards will die if any one of them dies before dawn
- All within 50 yards witness a miraculous manifestation of a deity
- All wood within one mile is fireproof for 1d4 weeks
- All worked stone within 50 yards absorbs water like a sponge
- All worked stone within 50 yards begins eroding rapidly
- All worked stone within 50 yards blazes with illusory flame
- All worked stone within 50 yards clangs like bronze bells
- All worked stone within 50 yards hums audibly in moonlight
- All worked stone within 50 yards increases in size by 1d100%
- All worked stone within 50 yards is as shiny as a mirror
- All worked stone within 50 yards is briefly pliant as soft clay
- All worked stone within 50 yards is clear like glass
-
- All worked stone within 50 yards is etched with blasphemous runes
- All worked stone within 50 yards is now 3d100° colder
- All worked stone within 50 yards is water soluble
- All worked stone within 50 yards oozes blood for 1d4 hours
- All worked stone within 50 yards returns to its natural state
- All worked stone within 50 yards turns to ice
- All written text within 50 yards appears reversed in sunlight
- All written text within 50 yards can only be read by moonlight
- All written text within 50 yards hums audibly while being read
- All written text within 50 yards is reversed
- All written text within 50 yards shrinks by 50%
- An ancient battle is endlessly reenacted on this site by ghosts
- An animal species native to the area acquires sentience
- An animal species native to the area actually controls the throne
- An animal species native to the area is now immune to magic
- An animal species native to the area quickly goes extinct
- An arrogant, inarticulate twit achieves great political power
- An asteroid 1d20 miles in diameter strikes the planet near here
- An enormous black disc hovers over the area for 1d4 hours
- An enormous cache of classified documents is found nearby
- An enormous cache of D-Cell batteries is found nearby
- An enormous castle formed entirely of ice appears nearby
- An enormous fishing net settles over a 100 yard radius
- An enormous head of sculpted stone bursts from the ground
- An enormous oak tree appears at the target point
- An enormous sand castle appears at the target point
- An enormous volume of acrid smoke spews from the target point
- An exact copy of the moon appears 180° away from the original one
- An experimental forge in a nearby town achieves critical mass
- An incredibly dangerous and powerful artifact appears nearby
- An incredibly dangerous toxin is released into a nearby river
- An incredibly foul entity is summoned to the target point
- An ingot of metallic hydrogen appears at the target point
- An ingot of neutronium appears at the target point
- An ingot of some impossible metal appears at the target point
- An intoxicatingly delightful scent issues from the target point
- An intricate maze of panels of ice sprouts in a 100 yard radius
- An intricate maze of tall hedges sprouts in a 100 yard radius
- An intricate sculpture of blown glass appears at the target point
- An invisible, whistling octopus slithers through the area
- An overpoweringly foul stench issues from the target point
- An unusually virulent form of plague breaks out in a nearby town
- Ants appear to swarm on all blades within 50 yards
- Any active charms and enchantments nearby are negated until dawn
- Any alcoholic beverages within 50 yards are now 10X as potent
- Any alcoholic beverages within 50 yards become powerfully toxic
- Any alcoholic beverages within 50 yards combust violently
- Any alcoholic beverages within 50 yards induce temporary insanity
- Any alcoholic beverages within 50 yards turn to mercury
- Any artifacts within 50 miles become non-functional for 2d6 days
- Any beneficial enchantments now in effect nearby are dispelled
- Any blades currently sheathed nearby make their sheathes combust
- Any blood spilled in this area combusts on contact with water
- Any blood spilled in this area discolors the ground
- Any charged magical items nearby are fully recharged
- Any charged magical items nearby are triggered upon their owners
- Any charged magical items nearby can’t be used until tomorrow
- Any charged magical items nearby lose 1d10 charges
- Any exposed rock nearby is polished as smooth as glass
- Any fireball cast nearby is 1% likely to scorch a one mile radius
- Any fires now burning within 10 miles are extinguished
- Any fires now burning within 10 miles exude hallucinogenic smoke
- Any fires now burning within 10 miles provide no heat
- Any fires now burning within 10 miles provide no light
- Any fires now burning within 10 miles turn into pools of water
- Any fires now burning within 50 yards quadruple in size
- Any fires now burning within ten miles attract undead like moths
- Any food now in this area tastes strongly of blood
- Any food now within 50 yards induces bacchanalia when eaten
- Any food now within 50 yards induces drowsiness when eaten
- Any food now within 50 yards induces madness when eaten
- Any food now within 50 yards turns to iron
- Any food now within 50 yards will turn to lead when consumed
- Any gold nearby is invisible in sunlight
- Any gold within 50 yards liquefies
- Any ice or snow within 10 miles can’t melt for 1d12 months
- Any ice or snow within 10 miles feels painfully hot to the touch
- Any magical protections now in place nearby are negated
- Any magical seals or locks within one mile are negated
- Any magical seals or locks within one mile are permanently sealed
- Any magical seals or locks within one mile shine like the sun
- Any magical symbols, glyphs, or seals within 50 yards are negated
- Any magical traps within one mile are triggered
- Any meat eaten nearby in the last 24 hours was human flesh
- Any nearby outcroppings of rock burst into flame
- Any nearby water in a container becomes carbonated
- Any nearby water in a container becomes heavily chlorinated
- Any non-living wood within one mile becomes clear like glass
- Any open wounds in the area heal into scars shaped like runes
- Any open wounds in the area heal into ugly, purplish scars
- Any outstanding campaign plot inconsistencies are hereby resolved
- Any pack animals within one mile race away at top speed
- Any priest nearby is 10% likely to think he’s his god
- Any ranged spells cast nearby are delayed for 3d10 rounds
- Any ranged spells cast nearby have a range of zero
- Any range-zero spells cast nearby affect someone else instead
- Any range-zero spells cast nearby last only one round
- Any scroll cases within 50 yards are sealed for 1d100 years
- Any scroll cases within 50 yards digest their contents
- Any spells currently in effect within 100 yards are negated
-
- Any standing water within 50 yards boils violently
- Any standing water within 50 yards can be used as a scrying pool
- Any water now within 50 yards can never be frozen
- Any Wishes thus far granted to any within 50 yards are negated
- Any wood now within 50 yards provides no heat if burned
- Any wooden structures within one mile turn to durable stone
- Anyone bearing a holy symbol nearby is healed for 1d4 hit points
- Anyone bearing a holy symbol nearby loses 1d10 hit points
- Anyone carrying a blanket nearby is swarmed by thousands of moths
- Anyone carrying a blanket nearby is thrown 1d100 yards
- Anyone carrying a blanket nearby is tightly swaddled in it
- Anyone carrying a blanket nearby is unable to sleep for 3d10 days
- Anyone carrying food nearby is arrested for smuggling contraband
- Anyone carrying food nearby is swarmed by countless wasps
- Anyone currently bleeding nearby is stricken with plague
- Anyone currently bleeding nearby wakes tomorrow in prison
- Anyone currently wielding a weapon nearby is stricken mute
- Anyone in armor within 10 yards can’t breathe for 2d10 rounds
- Anyone in armor within 10 yards can’t remove it for 1d10 days
- Anyone in armor within 10 yards is afraid of magic for 2d8 rounds
- Anyone in armor within 10 yards is attacked by a magical wolf
- Anyone in armor within 10 yards is immune to magic for 1d4 rounds
- Anyone in armor within 10 yards is pelted by hail for 3d10 rounds
- Anyone in armor within 10 yards is thrown 1d10 yards
- Anyone in armor within 10 yards loses 1d4 hit points
- Anyone in armor within 10 yards regains 1d6 hit points
- Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds
- Anyone leaving the area finds that 1d4 weeks have passed
- Anyone nearby and facing the target point disappears until dawn
- Anyone nearby and facing the target point is blinded until dawn
- Anyone nearby and facing the target point is blown back 6d10 feet
- Anyone nearby and facing the target point is covered by moss
- Anyone nearby and facing the target point is covered in soot
- Anyone nearby and facing the target point is dusted with flour
- Anyone nearby and facing the target point is obsessed with magic
- Anyone nearby and facing the target point is paralyzed until dawn
- Anyone nearby and facing the target point is suddenly naked
- Anyone nearby and facing the target point loses all hair
- Anyone nearby and facing the target point runs to a nearby river
- Anyone nearby and less than five feet tall grows 1d6 inches
- Anyone nearby and less than five feet tall vanishes for 1d4 days
- Anyone nearby and more than five feet tall runs 1d10 miles away
- Anyone nearby and more than five feet tall shrinks to that height
- Anyone nearby and not wearing armor is attacked by huge wasps
- Anyone nearby and not wearing armor loses 1d4 hit points
- Anyone nearby at full hit points is fined 1d100 gold pieces
- Anyone nearby at full hit points is immune to poison gas
- Anyone nearby at full hit points is reduced to 1d4 hit points
- Anyone nearby bearing a flag or standard is struck by lightning
- Anyone nearby bearing a flag or standard shrinks by 25%
- Anyone nearby can never be teleported while wearing clothes
- Anyone nearby can never drown while barefoot
- Anyone nearby of racially mixed blood suffers agony for 1d4 turns
- Anyone nearby who ate in the past 1d4 hours is ravenously hungry
- Anyone nearby who ate in the past 1d4 hours vanishes until dawn
- Anyone nearby who attempts to teleport will wind up right here
- Anyone nearby who spills blood by moonlight is stricken blind
- Anyone nearby who tries to turn invisible glows brightly instead
- Anyone nearby who tries to turn invisible loses 1d10 hit points
- Anyone nearby who turns invisible is bright orange forever after
- Anyone nearby who used magic in the past round falls unconscious
- Anyone nearby who used magic in the past round is soaked in brine
- Anyone nearby who’s barefoot must Save or be shod like a horse
- Anyone nearby who’s barefoot must Save or their feet dissolve
- Anyone nearby who’s carrying an artifact is possessed by it
- Anyone nearby who’s carrying open flame is severely burned
- Anyone nearby who’s carrying open flame is stricken bald
- Anyone nearby who’s carrying open flame is terrified of fire
- Anyone nearby who’s carrying open flame is terrified of the dark
- Anyone nearby who’s carrying rope has a hanging scar on his neck
- Anyone nearby who’s carrying rope is thoroughly entangled in it
- Anyone nearby who’s carrying rope wakes tomorrow at this location
- Anyone nearby who’s slain by a zombie will become a zombie
- Anyone nearby wielding a missile weapon is acutely near-sighted
- Anyone nearby wielding a missile weapon is teleported 1d6 miles
- Anyone nearby with a blade other than a sword can’t locate it
- Anyone nearby with a blade other than a sword falls unconscious
- Anyone nearby with an axe is attacked by a nearby tree
- Anyone nearby with an axe is desperate to fell the nearest tree
- Anyone nearby with an axe is suddenly carrying a lute or guitar
- Anyone nearby with an axe is totally invulnerable for 1d6 rounds
- Anyone nearby with bloodstained clothes is revered as a prophet
- Anyone nearby with bloodstained clothes smells like a corpse
- Anyone nearby with formal military rank is ordered to the front
- Anyone nearby with formal military rank is stripped of that rank
- Anyone nearby with long hair is all but scalped
- Anyone nearby with more than 50 gold pieces is terribly miserly
- Anyone nearby with more than 50 gold pieces loses all wealth
- Anyone now standing on bare earth nearby has +2 ToHit until dawn
- Anyone now standing on bare earth nearby loses 1d10 hit points
- Anyone now standing on bare earth nearby regains 1d10 hit points
- Anyone now standing on bare earth nearby teleports 10d100 yards
- Anyone now wielding a sword nearby is knocked to the ground
- Anyone on a horse within 50 yards falls from it clumsily
- Anyone on a horse within 50 yards has a craving for horsemeat
- Anyone slain nearby completely decomposes in 1d4 rounds
- Anyone slain nearby completely fossilizes in 1d4 rounds
- Anyone slain nearby exudes flammable vapor for 1d4 days
- Anyone slain nearby is resurrected with opposite alignment
- Anyone slain nearby is revealed to be a doppelganger
-
- Anyone slain nearby issues cryptic prophecy before dying
- Anyone slain nearby turns instantly to stone
- Anyone slain nearby turns to coal over 1d4 rounds
- Anyone using magic nearby briefly appears to be made of wood
- Anyone using magic nearby gives off a pungent and offensive odor
- Anyone using magic nearby glows a pale green hue for 24 hours
- Anyone using magic nearby is intensely attractive for 1d4 rounds
- Anyone wielding a sword nearby is highly susceptible to poison
- Anyone wielding a sword nearby loses 1d4 fingers for 1d4 weeks
- Anyone within 50 yards who is of Elfish descent is arrested
- Anyone within 50 yards who is of Elfish descent is blinded
- Anyone within 50 yards with a tattoo loses 4d10 hit points
- Anyone within 50 yards with a tattoo will be skinned after death
- Arcane magic cast within 10 miles is heralded by horrid shrieking
- Arcane magic is impossible within 10 miles for 1d4 hours
- Blinding smoke issues from the ground when magic is cast nearby
- Blinding smoke swirls about the area for 1d4 hours
- Blood sprays from the target point like water from a hose
- Celestial voices resonate in the air for 1d10 turns
- Combustion can never occur within 10 yards of the target point
- Combustion is not possible within 10 miles for 3d8 hours
- Countless droplets of sticky black tar rain down on the area
- Countless sharpened stakes jut from the ground in the area
- Countless slugs and snails litter the ground
- Countless small lumps of cheese rain down on the area
- Countless tiny carvings of wooden ducks rain down on the area
- Diabolical voices issue from the target point
- Diaphanous jellyfish drift through the air high overhead
- Displays of hostile emotion are impossible nearby for 6d10 rounds
- Distances in this area are very difficult to judge accurately
- Divination magic is impossible for 1d4 days
- Divination magic is wildly unreliable for 1d4 days
- Eerie and ominous susurrations issue from the air for one week
- Enormous birds circle silently overhead for 1d12 hours
- Events now happening nearby are actually happening 500 years ago
- Events now happening nearby are in exact accordance with prophecy
- Events now happening nearby give rise to a new religion
- Every living creature in the world falls asleep for 6d10 minutes
- Every living creature in the world hears the word "Xyzzy"
- Every tree within one mile has an eerie face carved in its bark
- Every tree within one mile has cryptic runes carved in its bark
- Every tree within one mile hums sonorously
- Everyone nearby gains a language known only to those in this area
- Everyone within 10 yards is chained together
- Everyone within 50 yards disgorges a large, hairy spider
- Everyone within 50 yards has 1d100 gold pieces in his pocket
- Everyone within 50 yards has 1d6 orc’s teeth in his pocket
- Everyone within 50 yards has a 1% chance to become a god
- Everyone within 50 yards has a 2% chance to explode
- Everyone within 50 yards has a big snowball in his pocket
- Everyone within 50 yards has a hen’s egg in his pocket
- Everyone within 50 yards has a lighted candle in his pocket
- Everyone within 50 yards has a live cobra in his pocket
- Everyone within 50 yards has a live salmon in his pocket
- Everyone within 50 yards has a lump of quartz in his mouth
- Everyone within 50 yards has a red hot coal in his pocket
- Everyone within 50 yards has a signet ring in his pocket
- Everyone within 50 yards has a small diamond in his pocket
- Everyone within 50 yards has an iron ring around his wrist
- Everyone within 50 yards has delicate glass globe in his pocket
- Everyone within 50 yards has someone’s severed hand in his pocket
- Everyone within 50 yards is fined 1d100 gold pieces
- Everyone within 50 yards is holding a wooden cup full of wine
- Everyone within 50 yards is holding an ice cream cone
- Everyone within 50 yards is stamped with the king’s royal seal
- Everyone within 50 yards is standing in a small bucket
- Everyone within 50 yards is suddenly exhausted
- Everyone within 50 yards is suddenly holding a block of dry ice
- Everyone within 50 yards is suddenly holding a bucket of chum
- Everyone within 50 yards is suddenly holding a chicken
- Everyone within 50 yards is suddenly holding a helium balloon
- Everyone within 50 yards is suddenly holding a small skull
- Everyone within 50 yards is suddenly holding an ingot of lead
- Everyone within 50 yards is suddenly indoors (or outdoors)
- Everyone within 50 yards is tattooed with a sequential number
- Everyone within 50 yards swaps his name with someone else nearby
- Everyone within one mile identifies someone nearby as a deity
- Everyone within one mile is stricken with intense apathy
- Everything with one foot of the target point ceases to exist
- Everything within 5 feet ceases to exist
- Everything within 5 feet radiates strong magic for one year
- Everything within 50 yards appears to be lit by blacklight
- Everything within 50 yards appears to radiate intense evil
- Everything within 50 yards is permanently drained of color
- Everything within 50 yards shakes violently for 3d10 rounds
- Evidence is found of a massive, systematic policy of torture
- Evidence is found of alien intervention in this world’s history
- Farmland within one mile is amazingly fertile for 1d10+1 years
- Farmland within one mile is barren for 1d10+1 years
- Fast-drying concrete covers the area to a depth of 6d6 inches
- Fire belches forth from the target point for 10d10 hours
- Fires in this area are drawn toward the target point
- Food eaten within one mile of this spot gives no nutrition
- Food eaten within one mile provides twice the normal nutrition
- For 1d10 rounds, air within 50 yards is as opaque as steel
- For 1d10 rounds, all wood within 50 yards is water soluble
- For 1d10 rounds, any spells cast nearby turn their casters yellow
- For 1d10 rounds, water is highly toxic to all within 50 yards
- For 1d4 days, fires lit nearby are hot enough to melt steel
- For 1d4 days, fires lit nearby are visible through metal or stone
-
- For 1d4 days, fires lit nearby aren’t warm enough to melt ice
- For 1d6 months, all flame in the world is blue
- For 2d4 rounds, the ground within 50 yards flexes like elastic
- For 2d4 rounds, the ground within 50 yards turns to quicksand
- For one month the moon appears as bright as the Sun
- For one month the moon appears to fill half of the night sky
- For one month the Sun appears only as bright as the full moon
- For one month the Sun is invisible though it still provides light
- For one round, any nearby priest has 10% chance to summon his god
- For one turn, the area is lit only by countless flashbulbs
- For one turn, the area is lit only by flickering candlelight
- For one year, flashing lights accompany spells cast in this area
- For one year, spells cast in this area last only one round
- From now on, all within 50 yards are left-handed
- From now on, all within 50 yards look as wounded as they are now
- Genocidal war breaks out between two or more major races
- Gravity is skewed by 45° in this area until sunrise tomorrow
- Gravity within 100 yards has no effect on wood
- Half a ton of iron filings sprays from the target point
- Half a ton of pureed carrots sprays from the target point
- Half of the people nearby are half-invisible to the other half
- Half of the people nearby are teleported 1d4 miles north
- Half of the planet vanishes, but the remaining half is stable
- Half the planet spins clockwise, the other half counter-clockwise
- Hallucinogenic mist billows from the target point until sunset
- Highly flammable gas sprays from the target point
- Horrific, deafening laughter echoes through the area for one week
- Horses tend to throw their riders while traveling in this area
- Huge animal-shapes are traced in the soil in a one mile radius
- Huge volumes of strongly emetic vapor spray from the target point
- Huge, cryptic symbols appear on the side of a nearby mountain
- Hundreds of highly venomous snakes emerge from the ground
- Hundreds of hungry dogs appear in the vicinity
- Hundreds of thousands of acorns fall from the sky
- Hurricane-strength winds swirl around the target point
- Ice cold water sprays from the ground beneath the target point
- Ice suddenly covers the ground nearby to a depth of 1d6 inches
- Icy mist issues from the target for 1d4 days
- If indoors, all exits are sealed; if not, roll again
- If indoors, the building is evacuated of air; if not, roll again
- If indoors, the building shrinks by 50%; if not, roll again
- If indoors, the building vanishes; if not, roll again
- If the area is wooded, all nearby become lost; if not, roll again
- In this area, moonlight causes sound to be stifled
- In this area, non-magical metal is invisible under moonlight
- In this area, sunlight seems 1d4 times as bright as normal
- In this region, arcane magic is blamed for all kinds of disasters
- In this region, Dwarves are considered a rare delicacy
- In this region, Dwarves consider clothing to be unnecessary
- In this region, gold is invulnerable to magic
- In this region, hail has been falling for 2d4 days
- In this region, it’s been snowing for two weeks straight
- In this region, missile weapons are considered cowardly
- In this region, possession of gold is now a capital offense
- In this region, the use of arcane magic is punishable by death
- In this region, the use of magic items is heavily taxed
- In this region, the use of priestly magic is strictly controlled
- Innumerable glowing orbs emerge from the target point
- It’s suddenly night, lasting until dawn would normally occur
- Jagged rocks erupt from the ground in a 100 yard radius
- Large poppies bloom in a 100 yard radius from the target point
- Lightning bolts issue from the spell’s target point
- Loud thunder booms overhead whenever magic is used in this area
- Magic users are persecuted throughout this country
- Magical healing is not possible within 10 miles
- Magical healing is unreliable during daylight within 10 miles
- Magical illusions are impossible within 10 miles for 2d4-1 days
- Magical invisibility is forever impossible within 50 miles
- Many thousands of birds soon take up residence in this area
- Missile attacks are futile within 50 yards of the target point
- Missiles fired nearby all fly toward the same creature
- Missiles fired nearby are 5% likely to induce True Love
- Missiles fired nearby can induce paralysis on a successful hit
- Missiles fired nearby crash like thunder when they hit
- Missiles fired nearby disintegrate while in flight
- Missiles fired nearby explode into embers after 1d4 rounds
- Missiles fired nearby fly straight up into the sky and vanish
- Missiles fired nearby have an absolute range limit of 10 yards
- Missiles fired nearby hit the spell’s target point
- Missiles fired nearby inflict damage only on a ToHit roll of 20
- Missiles fired nearby invariably miss their targets
- Missiles fired nearby leave colorful trails of light
- Missiles fired nearby travel an additional 1d10 miles
- Moonlight in this area induces extreme covetousness
- Moonlight in this area induces extreme melancholy in Elves
- Moonlight in this area induces furious bloodlust
- Moonlight in this area induces pain in lycanthropes
- Moonlight in this area induces panic in those of INT 14 or above
- Moonlight in this area induces unrestrained lecherousness
- Moonlight in this area is blood red
- Natural animals in this area can readily detect magic
- Natural animals respond badly to anyone now within 50 yards
- Nearest bridge appears in the immediate area
- Nearest bridge appears to be a rainbow
- Nearest bridge appears to be made of thick fog
- Nearest bridge can’t be crossed by anyone wearing footwear
- Nearest bridge collapses after the next 1d6 people cross it
- Nearest bridge is as pliant as rubber
- Nearest bridge is burned
- Nearest bridge is clear like glass
-
- Nearest bridge is made of teeth
- Nearest bridge is suddenly over troubled waters
- Nearest bridge is takes 2d4 hours to cross
- Nearest bridge opens like a drawbridge
- Nearest bridge turns permanently invisible
- Nearest building can only be entered by walking backwards
- Nearest building is exactly duplicated at the target point
- Nearest door appears at the target point
- Nearest door is a jar
- Nearest door is a portal to an ancient temple of a powerful deity
- Nearest door opens to a point 1d10 days in the future
- Nearest door opens to a point 1d10 miles in the air
- Nearest door opens to the target point
- Nearest doorway can’t be traversed by anyone at full hit points
- Nearest doorway can’t be traversed by anyone wearing armor
- Nearest doorway causes all who pass through it to age 1d4 years
- Nearest forest acquires malevolent sentience and intelligence
- Nearest forest is set ablaze
- Nearest government collapses amid rumors of infernal pacts
- Nearest government switches to a manure-based economic system
- Nearest horse becomes bipedal
- Nearest horse sprouts two additional pairs of functional legs
- Nearest lake becomes crystal clear but is highly toxic to humans
- Nearest lake can’t be safely traversed by any sort of watercraft
- Nearest lake completely drains in a slow, clockwise spiral
- Nearest lake completely evaporates over the next 1d4 rounds
- Nearest lake conceals a sunken city containing incredible riches
- Nearest lake contains a sunken armada from some long-lost navy
- Nearest lake contains an ice berg
- Nearest lake doubles its volume during each of the next 1d4 days
- Nearest lake drains to reveal the corpse of a long-dead deity
- Nearest lake freezes completely solid over the next 1d4 rounds
- Nearest lake heats to 200° over the next 1d4 rounds
- Nearest lake is covered by a tarp
- Nearest lake is encircled by a moat of flaming pitch
- Nearest lake is home to a colony of unaging amphibious humanoids
- Nearest lake is perpetually fog-shrouded
- Nearest lake rises as a huge water elemental and walks to the sea
- Nearest lake suddenly appears at the center of the nearest town
- Nearest lake suppresses magic within one mile of its shores
- Nearest lake undergoes massive tidal surges for one week
- Nearest monastery conceals a gate to hell
- Nearest monastery holds the only copies of many priceless books
- Nearest monastery often engages in dangerous and abhorrent rites
- Nearest mountain slides 1d10 miles north
- Nearest oak tree grows to 20X its current size
- Nearest oak tree is older than the entire world
- Nearest oak tree periodically shoots poisonous thorns
- Nearest oak tree turns to bronze
- Nearest oak tree turns to solid gold
- Nearest oak tree uproots and goes on a rampage
- Nearest priest becomes fearless in the face of death
- Nearest priest believes he’s been excommunicated
- Nearest priest believes that cannibalism is a sacrament
- Nearest priest believes that clothing is an abomination
- Nearest priest believes that he’s recently slain his deity
- Nearest priest believes that his deity has abandoned him
- Nearest priest believes that his deity has made him immortal
- Nearest priest believes that his deity is at his beck and call
- Nearest priest believes that his deity is standing nearby
- Nearest priest believes that someone nearby is his deity
- Nearest priest falls badly out of favor with his deity
- Nearest priest finds a book of nice and accurate prophecies
- Nearest priest has been stealing from the church’s coffers
- Nearest priest has secretly engaged in commendable charity work
- Nearest priest is implicated in a scandal involving livestock
- Nearest priest is summoned by his deity
- Nearest priest is wholly immune to arcane magic for 4d6 hours
- Nearest priest realizes that he’s worshipping the wrong deity
- Nearest priest thinks he’s being persecuted for his beliefs
- Nearest river conceals the entrance to a great underground empire
- Nearest river freezes solid over the next 1d10 rounds
- Nearest river is dammed
- Nearest river is damned
- Nearest river is discovered to be artificial
- Nearest river is now 1d4X as deep as it was this morning
- Nearest river is permanently blood red but is otherwise unchanged
- Nearest river now runs directly through the nearest town
- Nearest river now runs directly through this area
- Nearest stone structure undergoes explosive decompression
- Nearest town breaks loose from the mainland and drifts out to sea
- Nearest town descends into weeks of mindless debauchery
- Nearest town erupts into riots and turf wars
- Nearest town is actually hidden within a modern wildlife preserve
- Nearest town is annexed by a warring neighbor nation
- Nearest town is completely deserted
- Nearest town is completely overrun by marauding orcs
- Nearest town is inaccessible by land
- Nearest town is populated entirely by a brutal and dangerous cult
- Nearest town is populated entirely by anthropomorphic pigs
- Nearest town is populated entirely by illusions
- Nearest town is populated entirely by undead
- Nearest town is razed
- Nearest town is the site of an ancient magical battle
- Nearest town is totally forgotten by the outside world
- Nearest town secedes from the kingdom
- Nearest town signs a secret pact with an invading horde of orcs
- Nearest wizard breaks his staff and throws his books into the sea
- Nearest wizard can only use magic in full daylight
- Nearest wizard is beseeched by a girl, her dog, and three friends
-
- Nearest wizard is challenged to a magical duel by a dragon
- Nearest wizard is equally affected by magic he casts on others
- Nearest wizard is exposed as a fraud and a charlatan
- Nearest wizard is unable to cast magic upon himself
- Nearest wizard suspects that he’s a fraud and a charlatan
- Next 1d4 people to draw weapons nearby fall unconscious
- Next 1d4 people to draw weapons nearby forget how to use them
- Next 1d4+1 spells cast in this area also trigger Chaos Bursts
- Next area-effect magic used nearby affects only a single target
- Next area-effect magic used nearby affects only males
- Next area-effect magic used nearby centers on a point miles away
- Next area-effect magic used nearby centers on its caster
- Next fire-based magic used nearby causes panic in all who see it
- Next fire-based magic used nearby detonates on its caster
- Next fire-based magic used nearby produces cold instead of heat
- Next fire-based magic used nearby produces impenetrable darkness
- Next fire-based magic used nearby produces smoke but no fire
- Next fire-based magic used nearby produces water instead of fire
- Next person nearby to draw blood also loses that many hit points
- Next person nearby to draw blood appears in the nearest prison
- Next person nearby to draw blood becomes water soluble
- Next person nearby to draw blood can use no weapon for 2d12 hours
- Next person nearby to draw blood can’t be blinded by smoke
- Next person nearby to draw blood dies if he’s wounded before dawn
- Next person nearby to draw blood disgorges a large steel bowl
- Next person nearby to draw blood gains that many hit points
- Next person nearby to draw blood has a +4 ToHit bonus until dawn
- Next person nearby to draw blood howls like a wolf under the moon
- Next person nearby to draw blood is 10% likely to crumble to dust
- Next person nearby to draw blood is 10% likely to explode
- Next person nearby to draw blood is himself sprayed with blood
- Next person nearby to draw blood is sought by the authorities
- Next person nearby to draw blood is swarmed by innumerable bats
- Next person nearby to draw blood is whisked away into the sky
- Next person nearby to draw blood never needs to sleep again
- Next person nearby to draw blood shrinks by 8d10%
- Next person nearby to draw blood suffers extensive amnesia
- Next person nearby to draw blood then tries to destroy his weapon
- Next person nearby to draw blood thereafter thinks he’s a vampire
- Next person nearby to draw blood thinks that on fire
- Next person nearby to draw blood vanishes for 1d4 days
- Next person nearby to draw blood wakes tomorrow as a chimpanzee
- Next person nearby to draw blood wakes tomorrow soaked in blood
- Next person nearby to miss an attack can’t attack for 4d6 hours
- Next person nearby to miss an attack collapses into a deep coma
- Next person nearby to miss an attack cries like a baby until dawn
- Next person nearby to miss an attack shrieks wildly for 4d6 hours
- Next person nearby to say his name can’t use magic for 1d10 days
- Next person nearby to say his name goes berserk
- Next person nearby to say his name is attacked by rabbits
- Next person nearby to say his name is attacked by rodents
- Next person nearby to say his name is healed for 2d6 hit points
- Next person nearby to say his name is targeted for assassination
- Next person nearby to say his name permanently forgets his name
- Next person nearby to say his name teleports into a nearby cave
- Next person nearby to say his name then runs away at top speed
- Next person nearby to say his name wakes 5d10 miles away tomorrow
- Next person nearby to speak finds that his mouth has vanished
- Next person nearby to speak is bound in coils of steel wire
- Next person nearby to speak is hurled 10d10 feet in the air
- Next person nearby to speak is thrown into a deep well
- Next person nearby to use magic becomes two dimensional
- Next person nearby to use magic is 5% likely to be disemboweled
- Next person nearby to use magic is enslaved to someone nearby
- Next person nearby to use magic is restored to full hit points
- Next person nearby to use magic is turned to wood
- Next person nearby to use magic is wrapped in a cocoon
- Next person nearby to use magic loses the ability to feel pain
- Next person nearby to use magic rises one level
- Next person nearby to use magic sees illusory giraffes everywhere
- Next person nearby to use magic then shuns all magic for 1d4 weeks
- Next person nearby to use magic turns bright pink for 1d4 weeks
- Next person nearby to use magic turns into a frog or a dove
- Next person nearby to use magic turns into a zombie for 1d8 days
- Next person nearby to use magic turns invisible above his nose
- Next person nearby to use profanity is fined 500,000 gold pieces
- Next person nearby to use profanity is stricken mute for one week
- Next person slain nearby crumbles into a heap of toxic ash
- Next person slain nearby disappears without a trace
- Next person slain nearby explodes messily
- Next person slain nearby flies into the air and vanishes
- Next person slain nearby has his skull and spine torn out
- Next person slain nearby haunts the area for hundreds of years
- Next person slain nearby is borne away by wonder-working dolphins
- Next person slain nearby is found to contain hundreds of mice
- Next person slain nearby is immediately breaded and deep-fried
- Next person slain nearby is immediately butchered like a deer
- Next person slain nearby is immediately plated in chrome
- Next person slain nearby is resurrected with full hit points
- Next person slain nearby is soon thereafter worshipped as a god
- Next person slain nearby is welcomed into his deity’s pantheon
- Next person slain nearby never really existed
- Next person slain nearby slowly transforms into solid gold
- Next person slain nearby sputters about like a deflating balloon
- Next person slain nearby turns into a large swine as he dies
- Next person slain nearby was the offspring of a god
- Next person struck by magic nearby thinks he’s a toddler
- Next person to be injured nearby is permanently crippled
- Next person to be injured nearby is restored to full hit points
- Next person to cross the nearest bridge turns into a troll
-
- Next plant-based magic used nearby turns its user to a scarecrow
- Next plant-based magic uses nearby turns its user to a vegetarian
- Next polymorph magic used nearby affects 1d4 other targets nearby
- Next polymorph magic used nearby affects a random target nearby
- Next polymorph magic used nearby can’t be undone
- Next polymorph magic used nearby completely heals its caster
- Next polymorph magic used nearby doubles its caster’s height
- Next polymorph magic used nearby is only 50% effective
- Next polymorph magic used nearby knocks its caster unconscious
- Next polymorph magic used nearby lapses after one round
- Next polymorph magic used nearby lasts for 1d100 days
- Next polymorph magic used nearby leaves its caster badly deformed
- Next polymorph magic used nearby makes its caster a quadruped
- Next polymorph magic used nearby splits its target in two
- Next polymorph magic used nearby turns its caster into a rooster
- Next polymorph magic used nearby turns its caster into its target
- Next polymorph magic used nearby turns its target into a whale
- Next polymorph magic used nearby turns its target to living metal
- Next polymorph magic used nearby turns its target to stone
- Next polymorph magic used nearby yields a random result
- Next spell cast in this area equally affects all within 50 yards
- Next spell cast in this area has a permanent duration
- Next weapon drawn nearby attacks its wielder
- Next weapon drawn nearby becomes twice as heavy as its wielder
- Next weapon drawn nearby can’t cross running water
- Next weapon drawn nearby can’t kill anyone while its owner lives
- Next weapon drawn nearby causes its wielder to distrust magic
- Next weapon drawn nearby chills to -200°
- Next weapon drawn nearby damages the sanity of its wielder
- Next weapon drawn nearby disintegrates if used to kill someone
- Next weapon drawn nearby fills its wielder with crippling fear
- Next weapon drawn nearby forces its wielder to attack his allies
- Next weapon drawn nearby hurls itself into the sky
- Next weapon drawn nearby ignites and burns like magnesium
- Next weapon drawn nearby inflicts only illusory damage
- Next weapon drawn nearby inflicts only minimum possible damage
- Next weapon drawn nearby instantly quadruples in size
- Next weapon drawn nearby is as soft as silk until sunset tomorrow
- Next weapon drawn nearby is attracted to the spell’s target point
- Next weapon drawn nearby is instantly struck by lightning
- Next weapon drawn nearby makes its user’s foes invisible to him
- Next weapon drawn nearby makes its wielder seem far more powerful
- Next weapon drawn nearby makes its wielder think he’s immortal
- Next weapon drawn nearby makes its wielder think he’s invisible
- Next weapon drawn nearby mimics its wielder’s personality
- Next weapon drawn nearby pulses with strange lights and music
- Next weapon drawn nearby quickly becomes as hot as the Sun
- Next weapon drawn nearby seizes control of its wielder’s body
- Next weapon drawn nearby vanishes until the melee is over
- Next weapon drawn nearby was stolen from the royal armory
- Next weapon nearby to draw blood appears to be horribly evil
- Next weapon nearby to draw blood attracts a demon’s attention
- Next weapon nearby to draw blood becomes invisible to its wielder
- Next weapon nearby to draw blood becomes legendary
- Next weapon nearby to draw blood can thereafter cut through steel
- Next weapon nearby to draw blood can’t draw blood for 1d4 weeks
- Next weapon nearby to draw blood ceases to exist
- Next weapon nearby to draw blood doubles in length until sunrise
- Next weapon nearby to draw blood glows in the presence of humans
- Next weapon nearby to draw blood has been used to murder a king
- Next weapon nearby to draw blood heats to 800°
- Next weapon nearby to draw blood imparts visions of perdition
- Next weapon nearby to draw blood induces bloodlust in its wielder
- Next weapon nearby to draw blood induces envy in its wielder
- Next weapon nearby to draw blood induces lethargy in its wielder
- Next weapon nearby to draw blood induces mad panic in its wielder
- Next weapon nearby to draw blood induces pacifism in its wielder
- Next weapon nearby to draw blood infects its wielder with leprosy
- Next weapon nearby to draw blood is +1 ToHit for one week
- Next weapon nearby to draw blood is 10% likely to disintegrate
- Next weapon nearby to draw blood is 10% likely to explode
- Next weapon nearby to draw blood is -2 ToHit for one month
- Next weapon nearby to draw blood is 25% likely to turn to ice
- Next weapon nearby to draw blood is coveted by dragons
- Next weapon nearby to draw blood is discovered to be a cheap copy
- Next weapon nearby to draw blood is discovered to be an illusion
- Next weapon nearby to draw blood is encased in a plaster cast
- Next weapon nearby to draw blood is forever indestructible
- Next weapon nearby to draw blood is found to be a mighty artifact
- Next weapon nearby to draw blood is fused to its wielder’s hand
- Next weapon nearby to draw blood is replaced by an imperfect copy
- Next weapon nearby to draw blood is slicked with butter
- Next weapon nearby to draw blood is struck by lightning 1d6 times
- Next weapon nearby to draw blood is suddenly as light as hydrogen
- Next weapon nearby to draw blood is thereafter highly flammable
- Next weapon nearby to draw blood is thereafter stolen by goblins
- Next weapon nearby to draw blood is worth 100X its normal value
- Next weapon nearby to draw blood knocks its wielder unconscious
- Next weapon nearby to draw blood laughs malevolently until sunset
- Next weapon nearby to draw blood leaps 1d4 months into the future
- Next weapon nearby to draw blood makes its wielder smell horrible
- Next weapon nearby to draw blood quickly ages 1d years
- Next weapon nearby to draw blood returns to its original owner
- Next weapon nearby to draw blood returns to this spot in 6d6 days
- Next weapon nearby to draw blood sinks 1d10 feet into the ground
- Next weapon nearby to draw blood soaks its wielder in blood
- Next weapon nearby to draw blood sprouts thorny projections
- Next weapon nearby to draw blood suddenly weighs 1d4 tons
- Next weapon nearby to draw blood suffers an inconvenient curse
- Next weapon nearby to draw blood teleports to some dragon’s horde
-
- Next weapon nearby to draw blood thereafter craves blood
- Next weapon nearby to draw blood thereby fulfills a prophecy
- Next weapon nearby to draw blood vanishes if that victim dies
- Next weapon nearby to draw blood was forged on another planet
- Next weapon nearby to draw blood will vanish if it’s cleaned
- Next weapon nearby to draw blood winds up at the bottom of a well
- Night falls in 1d4 rounds and lasts 2d4-1 days
- No bipedal creatures can come within 10 yards of the target point
- No bipedal creatures can speak within 100 yards of this place
- No blade within one mile can be sharpened for 1d4 weeks
- No blade within one mile can cut live flesh until noon tomorrow
- No females within 50 yards can be injured by males for 6d8 hours
- No females within one mile can speak until sunset tomorrow
- No males within one mile can be injured for 1d4 rounds
- No males within one mile can speak until sunset tomorrow
- No memory, record, or evidence exists about the last 1d10 turns
- No one currently wearing shoes nearby can speak until dawn
- No one currently wearing shoes nearby can use magic for one week
- No one in the world can die or be slain for 3d8 hours
- No one in the world can sleep for 1d6 days
- No one in the world can speak for 10d10 rounds
- No one in the world can tell a lie for the next 24 hours
- No one nearby can eat food for 1d8 days
- No one nearby can teleport or be teleported for 1d4 years
- No one nearby can use any form of scrying magic for one year
- No one within 1,000 miles can successfully cast Dispel Magic
- No one within 1,000 miles knows the spell Remove Curse
- No one within 50 yards benefits from healing magic for 1d10 weeks
- No one within 50 yards can cross running water for 1d4 days
- No one within 50 yards can draw a weapon for 1d10 rounds
- No one within 50 yards can leave the area for 4d6 hours
- No one within 50 yards can see artificial light sources
- No one within 50 yards can speak until dawn
- No one within 50 yards can use rope or the like for 2d4 days
- No one within 50 yards can wear armor for 1d6 days
- No one within 50 yards ever again feels hunger
- No one within 50 yards has eaten in 3d4 days
- No one within 50 yards has slept in 4d6 days
- No one within 50 yards is welcome in any city within 100 miles
- No one within 50 yards needs to breathe until dawn tomorrow
- No one within 50 yards needs to eat for the next month
- No one within 50 yards trusts anyone else for 1d6 hours
- No plants can ever grow again within 50 yards of the target point
- No precipitation falls within 10 miles for 4d6 months
- Non-magical gold is toxic to all within 50 yards
- Non-sentient animals shun this area forever
- Numerous fires erupt in the nearest town
- One magic potion nearby is instantly lethal
- One magic potion nearby will trigger a Chaos Burst when consumed
- One random sword nearby is 40% likely to heal instead of wound
- One random sword nearby is bent like a horseshoe
- One random sword nearby is duplicated under every full moon
- One random sword nearby is permanently blunted
- One random sword nearby is razor-sharp and indestructible
- One random sword nearby leaves faint rainbow streaks in the air
- One random sword nearby opens like an umbrella
- One random sword nearby protects its owner against natural acid
- One random sword nearby protects its owner against natural cold
- One random sword nearby protests loudly when wielded in combat
- One random sword nearby turns into a flock of doves
- One random sword nearby was forged in the fires of hell by demons
- One random sword nearby will explode on contact with blood
- One suit of armor nearby becomes free-willed and belligerent
- One suit of armor nearby fuses into a single piece
- One suit of armor nearby heats to 600° the next time it’s struck
- One suit of armor nearby is burned to slag
- Plans for a perpetual motion device appear at the target point
- Popular opinion nearby is sharply opposed to the use of magic
- Poverty is rampant because employers hire cheap kobold laborers
- Priestly magic is impossible within 10 miles for 1d4 hours
- Racial bigotry flares up within a 100 mile radius for 1d4 weeks
- Rats and similar vermin are drawn to this area in great numbers
- Ruins discovered nearby hint at an ancient, advanced civilization
- Scalding steam sprays violently from the spell’s target point
- Seawater is highly toxic to all within 50 yards
- Several large saw blades whirl through the area for 2d6 rounds
- Shadows in this area seem to conceal malicious, mischievous imps
- Small pebbles pelt all within 50 yards who aren’t wearing armor
- Snow falls heavily in the area for 2d4-1 days and nights
- Some dangerous anachronistic beast appears at the target point
- Some magic item nearby absorbs its owner and becomes an artifact
- Some magic item nearby gives off highly toxic light
- Some major race dies out in the next 2d4 years
- Some major race splits into two incompatible sub-species
- Some non-magical animal nearby becomes immortal
- Some non-magical animal nearby suddenly has 25 Intelligence
- Someone nearby acquires 10% magic resistance
- Someone nearby adopts a new mentor each day
- Someone nearby always thinks that it’s raining
- Someone nearby attacks nobles on sight
- Someone nearby attracts 2d10 followers who think he’s a prophet
- Someone nearby awakens tomorrow in a stone sepulcher
- Someone nearby babbles about cone-shaped beings who took his mind
- Someone nearby becomes intensely covetous of others’ magic items
- Someone nearby briefly turns into a rooster at every sunrise
- Someone nearby can become a zombie for 1d6 hours per week
- Someone nearby can breathe only underwater for 4d6 hours
- Someone nearby can leap across streams or rivers with ease
- Someone nearby can never sit or lie down again
- Someone nearby can now only be wounded by magic or silver weapons
-
- Someone nearby can prove that all within 50 yards died years ago
- Someone nearby can regenerate 1 hit point per hour for 1d4 weeks
- Someone nearby can shrink to half his height at will
- Someone nearby can speak only in a whisper
- Someone nearby can subsist on twigs and grasses
- Someone nearby can survive 1d4 beheadings
- Someone nearby can turn invisible by holding a toad in his mouth
- Someone nearby can’t approach within 10 yards of an open door
- Someone nearby can’t be harmed by any nonferrous metal
- Someone nearby can’t be harmed by smoke
- Someone nearby can’t be physically harmed by demons
- Someone nearby can’t be strangled by non-magical rope or cord
- Someone nearby can’t move his arms in daylight
- Someone nearby claims to speak for the creator of the universe
- Someone nearby dances like a marionette for 1d10 rounds
- Someone nearby develops a radical new philosophy of magic
- Someone nearby discovers solid proof that he doesn’t really exist
- Someone nearby discovers solid proof that no deities really exist
- Someone nearby disgorges 1d6 large housecats
- Someone nearby disgorges 1d6 severed hands
- Someone nearby disgorges a tin bucket of hot coals
- Someone nearby disgorges himself
- Someone nearby doubles in weight in each of the next 1d8 rounds
- Someone nearby engages in frenetic calisthenics for 1d12 hours
- Someone nearby feels crushing humiliation while in sunlight
- Someone nearby feels intensely cold in the presence of horses
- Someone nearby finds a book detailing horrific summoning rites
- Someone nearby finds a complete map of his own nervous system
- Someone nearby finds a large cloth bearing a bearded man’s image
- Someone nearby finds a potion that causes its drinker to explode
- Someone nearby finds a potion that changes its drinker’s sex
- Someone nearby finds a potion that cures any non-magical disease
- Someone nearby finds a potion that doubles its drinker’s age
- Someone nearby finds a potion that halves its drinker’s age
- Someone nearby finds a potion that turns its drinker into a gnome
- Someone nearby finds a potion that turns its drinker into a tree
- Someone nearby finds a potion that turns its drinker to sand
- Someone nearby finds a tunnel running straight through the planet
- Someone nearby finds an apparently simple wooden cup
- Someone nearby finds his own severed head from some future time
- Someone nearby flies into a terrible rage when he sees magic used
- Someone nearby forever refuses to believe that magic truly exists
- Someone nearby fosters rumors that he’s a demigod
- Someone nearby gains 10d100 experience points
- Someone nearby glows from within as though he’s swallowed a torch
- Someone nearby goes berserk and is invulnerable for 1d10 rounds
- Someone nearby habitually makes utterly improbable boasts
- Someone nearby has a legitimate claim to the throne
- Someone nearby has a potion that turns half of his body invisible
- Someone nearby has a transcendent religious experience
- Someone nearby has a treasure map carved into his back
- Someone nearby has deeply offended the ruling family
- Someone nearby has produced a child with a powerful demon
- Someone nearby has two extra thumbs jutting from his forehead
- Someone nearby hoots like an owl when he hears his name
- Someone nearby inflates like a puffer fish whenever he’s angry
- Someone nearby inherits wealth equal to a small nation’s treasury
- Someone nearby is 3% likely to explode whenever he draws a weapon
- Someone nearby is about to go totally insane
- Someone nearby is accused of assassinating the king
- Someone nearby is attended by 1d4 skeletal servants
- Someone nearby is blamed for looting the nearest magical library
- Someone nearby is blamed for some recent magical disaster
- Someone nearby is blown all out of proportion
- Someone nearby is bound in red-hot iron chains
- Someone nearby is bound to this area and can never leave it
- Someone nearby is carried away by a flock of vultures
- Someone nearby is carrying a long-lost and forbidden manuscript
- Someone nearby is carrying an artifact sacred to 1d4 races
- Someone nearby is carrying an incredibly virulent plague
- Someone nearby is certain that he’s immune to poison
- Someone nearby is chained high in the branches of a nearby tree
- Someone nearby is completely fireproof for one year
- Someone nearby is completely immune to non-magical poisons
- Someone nearby is convinced that he’ll be eternally damned
- Someone nearby is covered with countless hideous and fetid scabs
- Someone nearby is crushed as though at the bottom of the ocean
- Someone nearby is discovered to be a spy
- Someone nearby is discovered to be dangerously sociopathic
- Someone nearby is doomed to die in a horribly embarrassing manner
- Someone nearby is dragged bodily to hell
- Someone nearby is dragged into the sea by hideous fish-people
- Someone nearby is drawn and quartered
- Someone nearby is encased up to his chin in a large glass cube
- Someone nearby is entangled in a massive snarl of ribbons
- Someone nearby is exempt from all laws concerning public decency
- Someone nearby is fatally compressed into a small cube
- Someone nearby is hit by lightning in each of the next 1d4 rounds
- Someone nearby is immobilized at the spell’s target point
- Someone nearby is immune to all priestly magic for 1d12 months
- Someone nearby is immune to bludgeoning weapons for 1d8 hours
- Someone nearby is immune to most poison, but meat is toxic to him
- Someone nearby is immune to stabbing weapons for 1d4 days
- Someone nearby is immune to the spell that triggered this Burst
- Someone nearby is implicated in a scandal involving livestock
- Someone nearby is infected with a malign, intelligent parasite
- Someone nearby is known to have destroyed one hundred dragon eggs
- Someone nearby is peeled like a banana
- Someone nearby is possessed by 1d8 demons
- Someone nearby is revealed to be a colony of intelligent insects
-
- Someone nearby is revealed to be many centuries old
- Someone nearby is revealed to be of demonic heritage
- Someone nearby is said to be the last prophet of a dying religion
- Someone nearby is savaged by vicious, invisible dogs
- Someone nearby is sentenced to be executed for heresy
- Someone nearby is sheathed in candle wax
- Someone nearby is stung by 1d1000 bees
- Someone nearby is suddenly dressed in provocative leather attire
- Someone nearby is suddenly hideously deformed
- Someone nearby is tattooed head to toe with graphic, lurid scenes
- Someone nearby is the illegitimate child of some local ruler
- Someone nearby is the subject of a vivisectionist’s experiments
- Someone nearby is torn asunder by dozens of feral children
- Someone nearby is unable to bend his legs until sunrise
- Someone nearby is unable to move from this area until sunrise
- Someone nearby is wearing a suit of solid gold plate armor
- Someone nearby is wearing a suit of the finest sheer silk
- Someone nearby leaves footprints that smolder harmlessly
- Someone nearby must be killed before he destroys us all!
- Someone nearby must be restrained or he’ll cut off his own hands
- Someone nearby must eat 2X as much food as normal to survive
- Someone nearby must Save each day or grow slightly more frog-like
- Someone nearby must Save each day or lose 5d100 experience points
- Someone nearby must Save each day or permanently lose a hit point
- Someone nearby must Save vs Death or air becomes poisonous to him
- Someone nearby must Save vs Death or become a paper mache statue
- Someone nearby must Save vs Death or freeze solid
- Someone nearby must Save vs Death or grow supernaturally ugly
- Someone nearby must Save vs Death or grow terrifyingly beautiful
- Someone nearby must Save vs Death or his age doubles 2d6 times
- Someone nearby must Save vs Death or his bones explode
- Someone nearby must Save vs Death or his bones turn to soap
- Someone nearby must Save vs Death or his clothing attacks him
- Someone nearby must Save vs Death or his clothing turns to gold
- Someone nearby must Save vs Death or his head doubles in size
- Someone nearby must Save vs Death or his skin burns from his body
- Someone nearby must Save vs Death or his teeth turn to glass
- Someone nearby no longer heals naturally
- Someone nearby no longer needs to breathe
- Someone nearby no longer needs to eat
- Someone nearby now has a blowhole but no nose
- Someone nearby now has baleen instead of conventional teeth
- Someone nearby now has three legs spaced evenly around his pelvis
- Someone nearby now has two feet jutting from each ankle
- Someone nearby owns the deed to the soul of someone else nearby
- Someone nearby pitches a wacky investment scheme to the king
- Someone nearby realizes that he’s a dragon in humanoid form
- Someone nearby realizes that he’s been dead for centuries
- Someone nearby realizes that he’s carrying a dangerous artifact
- Someone nearby realizes that he’s just a fictional character
- Someone nearby realizes that he’s the avatar of a deity
- Someone nearby realizes that his hands are someone else’s hands
- Someone nearby realizes that his skin is slowly dissolving
- Someone nearby recalls being tortured by someone else nearby
- Someone nearby refers to some noble as "Lord Manure of Excrement"
- Someone nearby remembers 1d4 fictitious past lives
- Someone nearby renounces all possessions and becomes an ascetic
- Someone nearby rings like a bell whenever he sees magic used
- Someone nearby sees the figure of Death standing beside him
- Someone nearby sets fire to a tree and climbs into its branches
- Someone nearby shows all the signs of late-term pregnancy
- Someone nearby shrieks in horror until sunrise tomorrow
- Someone nearby shrinks by 1d100%
- Someone nearby shrinks by 50% from the waist up
- Someone nearby smells like a corpse in the presence of magic
- Someone nearby speculates about the virtues of dwarf-skin leather
- Someone nearby spins and spits water like a garden sprinkler
- Someone nearby sprays blood-red foam from his nose for 1d6 rounds
- Someone nearby sprouts a troll’s arm from the center of his chest
- Someone nearby sprouts a turtle’s shell atop his head
- Someone nearby sprouts hideous, non-functional bat wings
- Someone nearby sprouts inflatable sacs from his shoulder blades
- Someone nearby sprouts ornate feathers from his tongue
- Someone nearby sprouts plates from his back like a stegosaurus
- Someone nearby suddenly has a neck like a giraffe
- Someone nearby suddenly has eight eyes like a spider
- Someone nearby suddenly has eight legs
- Someone nearby suddenly has feet like a chicken
- Someone nearby suffers cannibalistic mania while his allies sleep
- Someone nearby suspects that he’s trying to kill himself
- Someone nearby swallowed a small explosive device this morning
- Someone nearby teleports 1d10 yards in each of 1d10 rounds
- Someone nearby thinks he can snuff fires by sitting in them
- Someone nearby thinks he’ll die if he says his name in moonlight
- Someone nearby thinks he’s invisible in the presence of royalty
- Someone nearby thinks he’s the last survivor of an extinct race
- Someone nearby thinks that he smells like a corpse
- Someone nearby tries suicide with the next silver weapon he sees
- Someone nearby tries to cut himself in half lengthwise
- Someone nearby tries to eat his own hands
- Someone nearby tries to kill every cow he sees
- Someone nearby tries to scalp himself
- Someone nearby tries to swallow his own arm, elbow first
- Someone nearby triggers a Burst when he next crosses a bridge
- Someone nearby triggers a Burst when he next traverses a doorway
- Someone nearby truly believes that he’s a prophesized redeemer
- Someone nearby turns to a heap of gold dust
- Someone nearby turns to a heap of moist sand
- Someone nearby turns to salt over the next 1d8 days
- Someone nearby turns to stone over the next 5d6 days
-
- Someone nearby turns to water
- Someone nearby turns to wood when he drops to one hit point
- Someone nearby vanishes and is replaced by a handsome wax replica
- Someone nearby wakes tomorrow in a roc’s nest
- Someone nearby wakes tomorrow in the king’s torture chamber
- Someone nearby weeps tears of honey when he feels pain
- Someone nearby who can read is rendered illiterate for 1d4 weeks
- Someone nearby who can’t read can suddenly read 1d6 languages
- Someone nearby who has never before used magic finds an artifact
- Someone nearby who is carrying a magic item tries to eat it
- Someone nearby will be vital to a major truce between two races
- Someone nearby will combust if he lights a fire by dawn tomorrow
- Someone nearby will combust when he next crosses moving water
- Someone nearby will die if he says his name backwards
- Someone nearby will die if he travels more than a mile in one day
- Someone nearby will explode if he draws blood by sunset today
- Someone nearby will fall into a vat of molten cheese before dawn
- Someone nearby will soon incite a war between two major races
- Sparks dance along any blades that strike one another nearby
- Suddenly it’s raining harder than anyone has ever experienced
- Suddenly the area is snowbound as from a year-long blizzard
- Summonings are impossible within one mile of the target point
- Temperature within 100 yards drops 1° per minute for 1d4 hours
- Temperature within 100 yards rises 1° per minute for 1d4 hours
- The arms of someone nearby turn into wings like those of a duck
- The complete skeleton of a huge red dragon tumbles from the sky
- The corpse of a forgotten deity is discovered in a nearby cave
- The entire area begins sinking at a rate of one foot per week
- The entire area enjoys full daylight for 1d10 years
- The entire area gives an impression of peace and tranquility
- The entire area gives off a powerful impression of evil
- The entire area has been surrounded by an invading horde
- The entire area hums as if vast machinery is buried in the ground
- The entire area induces fear in those of four or fewer hit dice
- The entire area induces sloth and lethargy in humans
- The entire area is a dumping ground for dangerous magical waste
- The entire area is a haven for zombies
- The entire area is a massive shrine to an abominable god
- The entire area is an illusion; it’s actually barren and rocky
- The entire area is as hot and steamy as a sauna for 2d12 hours
- The entire area is blasted as if a huge conflagration has passed
- The entire area is circled by a salt-water moat full of sharks
- The entire area is claimed as a sacred goblin burial ground
- The entire area is dark as midnight for 1d4 weeks
- The entire area is directly over a gigantic vein of gold
- The entire area is encircled by tall Corinthian columns of marble
- The entire area is inimical to life for 4d12 months
- The entire area is littered with hideously mutilated corpses
- The entire area is located over a gargantuan termite colony
- The entire area is located over the lair of an enormous dragon
- The entire area is mirror-reversed
- The entire area is shrouded in a thick and pungent fog
- The entire area is strewn with jellyfish like a shore at low tide
- The entire area is thickly shrouded by dust and cobwebs
- The entire area is transported to a small island far out to sea
- The entire area looks as if a huge battle took place yesterday
- The entire area looks exactly as it did 1d10 centuries ago
- The entire area looks exactly as it will 1d10 centuries from now
- The entire area suffers an intense blizzard for 2d6 rounds
- The entire area swirls with fine white powder
- The entire area was at the bottom of the sea 1d4 weeks ago
- The entire area will be the site of a monumental battle tomorrow
- The entire planet experiences full daylight for 5d10+24 hours
- The gates of hell open for 4d6 hours
- The ground beneath the target point collapses into a vast cavern
- The ground beneath the target point heats to its combustion point
- The ground beneath the target point is charged with electricity
- The ground beneath the target point looks like the portal to hell
- The ground is totally flat from here to the horizon for 4d6 hours
- The ground nearby harbors enormous, carnivorous earthworms
- The ground nearby is highly susceptible to erosion
- The ground nearby splits open to a depth of 1d10 miles
- The ground within 50 yards has never been trod by a human foot
- The ground within 50 yards heaves like a bubble on a pond
- The ground within 50 yards is carpeted
- The ground within 50 yards is covered by terra cotta tile
- The ground within 50 yards is found to be completely artificial
- The ground within 50 yards is incredibly sticky
- The ground within 50 yards is now perfectly smooth steel
- The ground within 50 yards is permanently swampy and waterlogged
- The ground within 50 yards is tangled with invisible vines
- The ground within 50 yards is the sanctum of a temperamental god
- The ground within 50 yards shows signs of a recent meteor strike
- The ground within 50 yards sinks to a point like a funnel or cone
- The ground within 50 yards slowly turns into a deep, calm lake
- The ground within 50 yards swarms with biting insects
- The ground within 50 yards yields only poisonous vegetation
- The high priest of some deity appears at the target point
- The largest creature nearby doubles in size
- The largest creature nearby turns invisible for 4d6 hours
- The moon appears to blaze with cool blue fire for 1d12 months
- The moon came into existence only 1d4 days ago
- The moon doubles in size
- The moon explodes
- The moon has a huge bite taken out of it
- The moon has a large hole all the way through it
- The moon is full every night for the next year
- The moon is no moon; it’s a space station
- The moon is now a cube
- The moon is now geostationary
-
- The moon is now solid gold except for a thin cover of dust
- The moon moves 50% closer to the Earth
- The moon resembles the face of someone nearby
- The moon revolves around the planet at 1d4X its current rate
- The moon suddenly holds untold riches and unimaginable dangers
- The moon vanishes for 1d12 months
- The moon whirls wildly through the sky for 7d4 days
- The most powerful wizard nearby vanishes for 3d8 hours
- The most powerful wizard within 10 miles changes sex
- The most powerful wizard within 10 miles goes on a rampage
- The most powerful wizard within 10 miles is actually a demon
- The most valuable item within 50 yards turns out to be a fake
- The most valuable sword within 50 yards turns to mercury
- The nearest town’s entire population appears nearby
- The nearest town’s entire population is linked into a hive-mind
- The past 1d10 rounds were only an illusion
- The Philosopher’s Stone appears at the target point
- The planet breaks loose from the Sun’s gravity
- The planet no longer rotates
- The planet now has a ring around it
- The planet now rotates half as fast
- The planet now rotates in the opposite direction
- The planet now rotates north-to-south
- The planet now rotates twice as fast
- The planet splits into two stable hemispheres 10 yards apart
- The planet tumbles into another ice age
- The planet’s atmosphere leaks into space over the next 1d6 months
- The planet’s average temperature rises 1° per week for 4d6 weeks
- The planet’s hemispheres rotate at slightly different rates
- The planet’s oceans are becalmed
- The planet’s orbital radius shrinks by 1d8 x 10,000 miles
- The royal family appears in the vicinity
- The scent of honey and roses permeates everything within 50 yards
- The scent of rotten eggs permeates everything within 50 yards
- The sky appears to be ablaze as far as the eye can see
- The sky appears to teem with a vast host of angels
- The sky overhead swirls with dark colors for 1d4 turns
- The sky whirls with dazzling colors until sunset tomorrow
- The sound of hundreds of barking dogs fills the air
- The sound of mighty winds fills the air, but the air is calm
- The spell discharges randomly in each of the next 4d4 rounds
- The spell discharges upon the next person nearby to draw blood
- The sun appears pale blue from now on
- The sun splits into a stable binary pair
- The Burst is delayed until blood is drawn nearby; roll for effect
- The Burst only affects females; roll for the underlying effect
- The Burst only affects males; roll for the underlying effect
- The Burst only appears to occur; roll again for apparent effect
- The tallest person in the area develops an acute fear of heights
- The tallest person in the area grows by 50%
- The tallest person in the area is attacked by beavers
- The tallest person in the area shrinks by 50%
- The tallest tree nearby burns to the ground in 1d4 rounds
- The target point acquires intelligence and free will
- The target point becomes a window for seeing into other worlds
- The target point becomes an open gateway to hell
- The target point is a conduit to interstellar space
- The target point is a tiny gateway to some distant world
- The target point is direct conduit to Elemental Air
- The target point is encircled by bright red plastic cones
- The target point is intensely magnetic for 4d6 hours
- The target point is rumored to be a site of healing
- The target point is sealed in a 10 foot globe of force
- The target point is the center of a zone of anti-magic
- The target point is the site of some powerful deity’s murder
- The target point makes a noise like an air raid siren
- The target point radiates intense cold for 4d6 hours
- The target point radiates intense heat for 4d6 hours
- The target point scrambles any effort to teleport near it
- The temperature within 50 yards drops 10d10 degrees for one hour
- The temperature within 50 yards rises 10d10 degrees for one hour
- This day hasn’t happened; time is reset to midnight last night
- Thousands of carpenter’s nails fall from the sky
- Thousands of teeth rain down from the sky
- Thousands of tiny glass ovoids fall from the sky
- Time no longer passes within 1d4 yards of the target point
- Time passes 10X as fast within 1d4 yards of the target point
- Tomorrow’s high tide crests at the spell’s target point
- Townspeople nearby are easily cowed by a charismatic speaker
- Triumphant fanfare fills the air for 1d6 turns
- Undead lobby the local ruler for legislative representation
- Very salty rain falls for 1d4 hours
- Viscous pus oozes from all wounds suffered within 50 yards
- Viscous yellow goo seeps from any bladed weapons nearby
- Volcanic ash blankets the area to a depth of 1d4 inches
- Walking in this area is as arduous as trudging through deep snow
- Water consumed in this area induces delusions of amphibiousness
- Water consumed in this area tastes like the finest wine
- Water consumed in this area tastes strongly of manure
- Water flows from the target point to fill a 100-yard hemisphere
- Water in this area boils at 70° Fahrenheit
- Water in this area freezes at 70° Fahrenheit
- Weather in this area changes drastically each hour for one week
- Weather in this area is supernaturally intense for 1d4 months
- While in this area, males are invisible to females, and vice versa
- While in this area, no one can include nouns in their speech
- While in this area, no one can inflict or suffer any injury
- While in this area, no one can speak of anything outside the area
- While in this area, no one can speak to anyone else in the area
- The Stars Are Right!