Actions

Wild Magic Surges

From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)

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Surges 1 - 10000ish

1: Roll on this table every round for 1 minute Source et seq

2: Caster and target switch positions after spell

3: Can see invisible creatures

4: A flaming horse appears (Not Nightmare, real horse)

5: A modron appears within 5 feet for one minute

6: Caster explodes with plant growth

7: Cast fireball at 3rd level centered on self

8: Weapons in 60’ radius turn to food for 1 minute

9: Cat magic missile as 5th-level spell

10: Caster breathes 30’ fire cone next time they speak

11: Change height by 1d10: Even: grow, Odd: shrink

12: Target is cocooned in crystal until someone breaks it

13: Cast confusion centered on self

14: Cast thunder wave centered on self

15: Regain 5 HP every round for 1 minute

16: Target is transported to Ethereal Plane for 1 minute

17: Grow long beard made of feathers until sneeze

18: Swarm of rats carry caster 30’ in random direction

19: Cast grease centered on self

20: Creatures within 30’ are stuck in place vs Str DC 15

21: For 1 minute, spell targets have disadv. on saves

22: A mature oak sprouts in an unoccupied space in 60’

23: Caster’s skin turns vibrant blue till remove curse

24: Caster can only speak to animals for 24 hours

25: Third eye grows; adv. on Perception for 1 minute

26: Caster gains 100 lbs, move speed halved, 1 minute

27: Spells cost additional bonus round cast time

28: Next turn caster takes no action, vomits 1d100 SP

29: Teleport up to 60 feet away to unoccupied space

30: Caster’s hands become covered in sticky goop

31: Transported to Astral Plane until end of next turn

32: Cabbages sprout abundantly within a 30’ radius

33: Max dmg of next damaging spell cast in next minute

34: Caster can mimic target’s voice perfectly for 24 hrs

35: Age changes 1d10 years. Odd: Younger, Even: Older

36: Caster grows antlers, sheds them in 24 hours

37: 1d6 flumphs appear for 1 minute in 60’; scared

38: Caster and target flung 10’ in opposite directions

39: Regain 2d10 HP

40: Gravity reverses in 30’ radius till start of next turn

41: Become potted plant until start of next turn

42: Caster distracted by cloud of gnats for next minute

43: For next minute, teleport up to 20’ as bonus action

44: Spell ricochets off target to random creature in 30’

45: Cast levitate on self

46: Caster’s money cycles: CP -> SP -> GP -> CP

47: Unicorn appears within 5’ for next minute

48: One of target’s eyes replaced by 500 GP sapphire

49: Cannot speak, emit pink bubbles instead

50: Smoke fumes from caster’s ears for 1 minute

51: Spectral shield, +2 AC, no magic missile for 1 minute

52: Caster gains 3’ prehensile tail for 1 hour

53: Cannot get drunk for 5d6 days

54: All unlocked doors/windows in 60’ fly open

55: Hair falls out, grows back within 24 hours

56: Caster’s face blackened by small explosion

57: For 1 minute, flammable touch (not worn/carried)

58: Geyser lifts caster 50’ in air until start of next turn

59: Regain lowest-level expended spell slot

60: A confused bear appears within 60’ for 1 minute

61: For 1 minute, can only shout when speaking

62: Grass instantly sprouts to 3’ tall within 20’, 1 minute

63: Cast fog cloud centered on self

64: Caster can only breathe underwater for next minute

65: Up to 3 creatures of choice in 30’:4d10 lightning dmg

66: Caster falls Unconscious until start of next turn

67: Frightened by nearest creature until end of next turn

68: If target dies in next minute, its ghost haunts caster

69: Everyone in 30’: invisible for 1 minute or till atk/cast

70: All within 60’ saves vs Wis 15 or drops w/e they hold

71: Resistance to all damage for next minute

72: Everything within 20’ pulled 10’ toward caster

73: Random creature within 60’ is poisoned for 24 hours

74: Caster smells like lavender for 1d6 days

75: Glow brightly for 1 minute. Blind others within 5’.

76: Casters clothes become uncomfortably tight

77: Cast polymorph on self. Fail save: Sheep form.

78: If spell would kill target, target’s extremities fly apart

79: Illusory butterflies/flowers flutter in 5’ radius 1 min.

80: Caster trapped in a giant glass ball

81: Take one additional action immediately

82: Caster’s fists become huge, deal 1d8 B dmg, 1 min.

83: Others in 30’: 1d10 necro dmg. Gain HP equal to loss

84: Loud voice ridicules caster on init count 20 for 1 min

85: Cast mirror image

86: Caster’s arms become tentacles for 1 minute

87: Cast fly on random creature within 60’

88: Large floating eye follows caster for 1 hour

89: Become invisible/silent for 1 minute or till atk/cast

90: Caster’s INT and STR swap for 1 hour

91: If you die in next minute, come back per reincarnate

92: Caster sees everyone as a decaying corpse for 24h

93: Size increases by 1 size category for 1 minute

94: All light sources within 60’ radius extinguished

95: You and all in 30’: vulnerable to piercing dmg, 1 min.

96: Caster becomes frightened of a color for 1 hour

97: Surrounded by faint ethereal music for 1 minute

98: Caster suffers a head cold for 24 hours

99: Regain all expended Sorcery Points

100: Next phrase spoken by caster becomes true

101: Reroll, ignoring results above 50. Surge effect lasts twice as long. Source et seq

102: Spell affects a random target or area (roll 1d8 on the Grenadelike Weapons diagram in the Player's Handbook For direction, roll 3d6 and multiply the result by 5 feet for short range spells, 20 feet for medium range spells, or by 80 feet for long range spells). The point of origin cannot exceed its range; if the result generated would do that, adjust the point of origin to the limit of the range in the randomly generated direction.

103: Caster stunned 1 round.

104: Caster exudes a carrion stench as if under the effects of a ghoul touch spell.

105: Caster blinded (50%) or deafened (50%) with blindness/deafness.

106: Caster dazed 1 round.

107: Random magic item on the caster is subject to Morden's disjunction.

108: Area greater dispelling centered on caster.

109: Area dispel magic centered on caster.

110: Spell targets an ally (if an enemy was the target) or an enemy (if an ally was the target).

111: Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up.

112: The spell functions, but shimmering colors swirl around the caster (treat as glitterdust targeted on the caster's square).

113: Casting time increases to one full round.

114: Caster sickened for 1d6 rounds.

115: Target ages 5 years (Str, Dex, and Con are affected if the target changes age categories, but Int, Wis, and Cha are not).

116: Caster's base speed reduced by 10 feet for 1d4 hours.

117: Caster suffers 1d6 points of ability damage to a random ability score.

118: Caster and random target of the spell change places after the spell takes effect.

119: Spell's effects delayed for d4 rounds (if a targeted spell, the delayed spell affects the original target unless the target has moved out of range, in which case the spell has no effect).

120: Spell is accomanied by harmless visual effects, such as mist, ghostly flames, color changes, illusory snakes, and so on. These effects remain for the spell's duration.

121: Spell is accomanied by harmless auditory effects, such as howls, hissing, thunder, keening, and so on. These effects remain for the spell's duration.

122: Spell changes energy type (equal chances: acid, cold, electricity, fire, force, sonic).

123: All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to feather fall.

124: All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to levitate.

125: All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to fly.

126: All creatures within a 20 ft burst of the caster (50%) or target (50%) are the target of light spells.

127: Random metamagic feat takes effect on the spell: Enlarge Spell, Extend Spell, Heighten Spell (1 Level), Silent Spell, Still Spell, or any other "+1 level" metamagic feat used in your campaign.

128: Caster's appearance alters with change self each round of the duration of the spell to resemble a random creature within 100 ft. If the spell has an instantaneous effect, the caster's appearance changes momentarily and then reverts to her previous appearance.

129: Invisibility sphere centered on the caster.

130: Invisibility purge centered on the caster.

131: Faerie fire centered on caster.

132: Area dispel magic centered on target.

133: Area greater dispelling centered on target.

134: Random magic item on the target is subject to Morden's disjunction.

135: Random metamagic feat takes effect on the spell: Empower Spell, Heighten Spell (2 levels).

136: The spell functions normally, but any material components are not consumed. The spell is also not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.).

137: Random metamagic feat takes effect on the spell: Heighten Spell (3 levels), Maximize Spell, or any other "+3 levels" metamagic feat used in your campaign.

138: Target stunned 1 round.

139: Caster affected by darkvision or low-light vision (duration as darkvision).

140: Target dazed 1 round.

141: Random metamagic feat takes effect on the spell: Heighten Spell (4 Levels), Quicken Spell, or any other "+4 levels" metamagic feat used in your campaugn.

142: Reroll, ignoring results below 50. Surge effect lasts twice as long.

143: Repulsion field centered on caster Source et seq

144: Caster's clothing changes color

145: Squirrels appear around caster

146: Caster becomes itchy

147: The caster glows (Oooo!)

148: Caster hit by a Fireball

149: The caster's gender changes

150: The caster's color changes

151: Everyone in the area turns around

152: Explosion animation centered on caster (no damage)

153: Entangle spell centered on caster

154: Slow spell centered on target

155: Target Polymorphed into a Wolf

156: Caster Held

157: Caster Hasted

158: Caster Polymorphed into a Squirrel

159: All the party's gold is destroyed

160: Target Enfeebled

161: Sunfire spell centered on caster

162: Target's walking speed lowered

163: Fireball centered on caster

164: Caster Held

165: Fear spell centered on target

166: Roll twice more. Both effects apply.

167: Entire area exploded

168: Globe on invulnerability centered on caster

169: Silence 15' Radius centered on caster

170: Caster becomes dizzy

171: Target becomes Invisible

172: Pretty sparkles! No other effect.

173: Caster becomes spell's target (if already was spell's target, no effect)

174: Caster becomes Invisible

175: Color Spray shoots from caster

176: Birds appear around caster

177: Fireball centered on caster. No damage.

178: Gems created on caster

179: Combat music starts

180: Goodberries created on target

181: Fireball aimed at target

182: Charges drained on area effect around target

183: Random treasure generated on caster

184: Caster is combat ready (+2 bonuses to THAC0 & damage)

185: Teleport field spell centered on caster

186: Teleport field spell centered on target

187: Area effect hiccups centered on target

188: All doors in area of effect open. If there are no doors, roll twice and use both effects.

189: Caster Polymorphed into Wolf

190: Spell chooses a random creature as its target

191: Caster recuperates as if he/she was fully Rested

192: Monsters (friendly to caster) summoned near target

193: Resulting Surge

194: If outdoors, start snowing. Otherwise roll twice more.

195: Loud noise: Target must Save vs. Spell or be Stunned.

196: Target's hit points double

197: Summon demon to attack target

198: Spell fired normally, but with loud squealing noise

199: Spell goes off but duration is halved

200: Strange visual effect as the spell fizzles

201: Projectiles (arrows, etc.) travel at half speed

202: All weapons in the area glow

203: No saving throw is allowed against the spell

204: Target Held as per the Hold Person spell

205: Detect magic spell centered on target

206: Roll 4 more times. All effects happen

207: Slow spell centered on target

208: Instead of the chosen spell, a different spell of the same level goes off.

209: lightning bolt spell cast at target

210: Target Strengthened

211: Heal centered on the target

212: Entangle target

213: Caster Enfeebled

214: Fireball spell centered on caster

215: Flesh to Stone on target

216: Spell fired normally, and caster instantly becomes Rested

217: Heal spell centered on caster

218: Target becomes dizzy

219: Sunfire centered on target (caster unaffected)

220: Target Held

221: Target Blinded 

222: Target Charmed

223: Gems created on target

224: Target's movement rate reduced

225: Random treasure generated on target

226: Target polymorphed into Squirrel

227: Silence 15' radius centered on target

228: Target's gender changed

229: Fake explosion (no damage) centered on target

230: Stinking cloud centered on target

231: Cow falls from sky on target

232: Target becomes dizzy

233: Spell has 60 foot radius at target (change projectile)

234: Target becomes itchy

235: Caster's hitpoints doubled

236: Target Held

237: Target Hasted

238: Destroy all gold on target

239: Spell casts at double effectiveness (duration, damage, etc)

240: Spell cast, -4 to target's saving throw

241: Target's color changes

242: Spell cast at double the caster's level

243: Spell casts normally

244: 1/2 of caster's body turns to stone Source et seq

245: 1/2 of caster's body turns to sodium, the other 1/2 turns to ice

246: random magic item within 30' of caster explodes

247: random normal item within 30' of caster shrinks by 90%

248: metal statuettes fall to the ground near the caster

249: 12' iron statue of caster sprouts from ground within 60' of him

250: daisy grows from caster's head, may be pruned without harm

251: 1d10 of caster's fingers turn to steel

252: 1d10 sparrow eggs tumble from caster's mouth

253: 1d100 small, harmless h01es appear in caster's body

254: 1d100 young children claim to be the caster's offspring

255: 1d1000 flies swarm from caster's mouth whenever he tells a lie

256: 1d4 people of same race / opposite sex fall in love with caster

257: 1d6 birds flutter about caster's head every time he is hit

258: 1d6 rounds of b00ing and hisses echo if caster speaks his name

259: 1d6 rounds of dramatic music play when caster speaks his name

260: 1d8-1 bones teleport into caster; loses d12 HP per bone

261: 1d8-1 bones teleport out of caster; loses d10 HP per bone

262: 3d10 gazelles appear in the caster's home

263: 4d8 of caster's teeth turn to gold

264: h01e penetrates caster's torso; caster remains unharmed

265: 8d4 of caster's teeth become sentient

266: A 1d100 feet deep opens beneath caster; DEX check or fall

267: A cuckoo pops from caster's mouth 12 times like a clock

268: A false but real-100king map is tatt00ed on caster's skin

269: A fountain springs up beneath caster's feet

270: A framed 8x10 photograph of the caster drops at his feet

271: A gaping h01e forms under the caster whenever he says his name

272: A glaze of frost coats caster's wounds

273: A hand reaches down from the sky and snatches the caster away

274: A large cheese sculpture of the caster appears nearby

275: A large granite hand rises from the earth to grasp the caster

276: A late-model Ford suddenly appears in caster's new driveway

277: A light bulb appears over caster's head when he casts a spell

278: A light rain falls on the caster when he casts a spell

279: A light rain falls on the caster when he's targeted by a spell

280: A rainbow springs from caster's head and f0110ws him everywhere

281: A rattling sound is heard whenever caster shakes his head

282: A red dragon believes it owes the caster a favor

283: A Red Dragon believes that caster is pursuing her

284: A red dragon believes the caster owes it a favor

285: A red dragon covets something the caster now possesses

286: A red light flashes atop caster's head for one turn

287: A small elemental appears wherever the caster spills blood

288: A small elemental appears wherever the caster's blood is spilt

289: A small mouse falls from caster's mouth when he speaks a lie

290: A swarm of normal bees appears and attacks caster

291: A thick, foul-smelling discharge 00zes from caster's ears

292: A wealthy investor wants to buy the caster's nervous system

293: Air cannot come within 10 feet of caster's principal weapon

294: Air Elemental resides in caster's lungs; inhalation unnecessary

295: All air between 1' and 10' of caster turns to iron

296: All air between 1' and 10' of caster turns to water

297: All air between 1' and 20' of caster turns to fire

298: All air within 1' of caster turns to chlorine gas

299: All allies appear identical to caster for d12 rounds

300: All allies appear identical to target for d4 rounds

301: All architecture within 120' of caster is leveled

302: All Bags of H01ding within 120' of caster dump their contents

303: All but 1 (player choice) of caster's attributes rerolled daily

304: All but one of caster's attributes forever raised to 18

305: All but one of caster's attributes forever reduced to

306: All caster's attribute scores are halved

307: All caster's attribute scores drop to equal his worst score

308: All caster's attribute scores rise to equal his best score

309: All caster's attributes drop to

310: All caster's clothing not currently worn grows to 2X its size

311: All caster's clothing not currently worn shrinks to 1/2 its size

312: All caster's equipment turns to platinum

313: All caster's gems become enchanted with Continual Light

314: All caster's gold pieces turn to teeth

315: All caster's precious metal turns to soap

316: All clothing becomes invisible to caster

317: All clothing touched by caster crumbles to dust

318: All coins carried by caster are turned to lead

319: All coins within 100 yards bear the caster's likeness

320: All cooked meat seen by caster for 5 days randomly polymorphs

321: All cooked meat seen by caster in next 5d20 days turns to liver

322: All creatures viewed by caster 100k and sound identical

323: All creatures within 100 yards Alter Self to appear as caster

324: All creatures within 100 yards Alter Self to appear as caster

325: All creatures within 100 yards ignore the caster for 1d4 rounds

326: All creatures within 90' of caster have a singalong for 1 turn

327: All enchantments/charms upon caster are dispelled

328: All enemies appear identical to caster for d4 rounds

329: All enemies within 15 feet of caster are turned to cast iron

330: All external facial features of caster disappear

331: All fat in caster's body turns to water: nerve cells, etc.

332: All flesh on caster's face turns invisible when he smiles

333: All foes teleported d6 miles in random direction

334: All f01iage within 30' of caster grows 3'

335: All food and drink tastes utterly bland to the caster

336: All free water within 120' of caster turns to m01asses

337: All gems carried by caster are turned to ice

338: All gems carried by caster combust

339: All gold carried by caster becomes as hard as steel

340: All gold carried by caster increases in weight by 100X

341: All gold carried by caster melts at 32° Fahrenheit

342: All gold carried by caster turns to f001's gold

343: All gold carried by caster turns to lead

344: All gold carried by caster turns to platinum

345: All gold pieces carried by caster turn to goldfish

346: All ground within 60' of caster is Greased, as spell

347: All ground within 60' of caster turns to glass, 10' deep

348: All items carried by caster affected as by the spell Item

349: All items carried by caster affected as by ThereINot There

350: All items carried by caster age 1000 years

351: All items carried by caster appear in a single pocket

352: All items carried by caster appear in someone else's possession

353: All items carried by caster are coveted by an outer plane being

354: All items carried by caster are encased in bone

355: All items carried by caster are enchanted with Explosive Runes

356: All items carried by caster are immune to gravity for 1 turn

357: All items carried by caster become copies of one item he bears

358: All items carried by caster become highly flammable; Save -5

359: All items carried by caster become illusionary (10+d10 rounds)

360: All items carried by caster become resistant to fire; Save +5

361: All items carried by caster become weightless; may float away

362: All items carried by caster double in size

363: All items carried by caster double their apparent weight

364: All items carried by caster drop 3d100°

365: All items carried by caster enchanted with Continual Light

366: All items carried by caster exchange their apparent weights

367: All items carried by caster fly 10 yards in random directions

368: All items carried by caster halve their apparent weight

369: All items carried by caster halve their size

370: All items carried by caster lose all c010r; turn bland grey

371: All items carried by caster p01ymorph into one random item

372: All items carried by caster quadruple in apparent weight

373: All items carried by caster sent to the Astral Plane

374: All items carried by caster suddenly weigh as much as caster

375: All items carried by caster teleport to his home

376: All items carried by caster tie into knots

377: All items carried by caster triple their apparent weight

378: All items carried by caster turn invisible

379: All items carried by caster turn sentient and free-willed

380: All items carried by caster turn to flesh

381: All items carried by caster turn to gold

382: All items carried by caster turn to granite

383: All items carried by caster turn to ice

384: All items carried by caster turn to mercury

385: All items carried by caster turn to steam

386: All items carried by caster turn to water

387: All items owned by caster teleport to him from his home

388: All items owned by caster turn invisible

389: All magic weapons within 30' of caster vanish for 1d20 turns

390: All matter within 60' of caster becomes invisible for d4 rounds

391: All meat tastes blood-raw to the caster

392: All metal on or within caster turns to wood

393: All normal fires within 60' of caster smell like burning tar

394: All of caster's clothing now bears his monogram

395: All plants and wildlife appear sickly to the caster

396: All rings worn by caster turn to string but retain properties

397: All rocks larger than 1' within 100' of caster explode

398: All rodents within 2 miles will f0110w caster for d10 days

399: All rope, string, etc. within 120' of caster turns to licorice

400: All sorts of vile noises issue from the caster's stomach

401: All spells caster has memorized are cast upon random targets

402: All spells caster has memorized strike him with reversed effect

403: All spells caster now has memorized allow no Saving Throws

404: All spells caster now has memorized are burned from his memory

405: All spells caster now has memorized cause half damage

406: All spells caster now has memorized discharge on him

407: All spells caster now has memorized discharge on his boots

408: All spells used by caster take place 1d10 rounds after casting

409: All ten of caster's fingers are now on his dominant hand

410: All the bones disappear from the caster's hands and feet

411: All trees within 100 yards of caster are turned to cast iron

412: All trees within 30 feet of caster burst into flame

413: All trees within 60' of caster upr00t and walk away

414: All water between 1' and 10' of caster turns to fire

415: All water between 1' and 100' of caster turns to air

416: All water carried by caster boils, increasing v01ume by 1600X

417: All weapons within 60' of caster become ethereal for d8 rounds

418: All weapons within 60' of caster turn invisible for 1d4 turns

419: All who see caster believe him to be a criminal

420: All who see caster believe him to be a harbinger of great ill

421: All who see caster believe him to be a Lich

422: All who see caster believe him to be the avatar of a minor god

423: All who see caster know him to be a spellcaster

424: All within 10' of caster receive benefit of a Heal spell

425: All within 90' of caster check INT or forget who the caster is

426: All wood on or within caster turns to metal

427: All writing in caster's spellb00k appears backward

428: All writing in caster's spellb00k turns blurry

429: All writing in caster's spellb00k turns invisible

430: Alternating strips of caster rendered invisible for d8 rounds

431: An illusionary sign labeled "leper" hangs above caster's head

432: An illusionary sign labeled "Wizard" hangs above caster's head

433: An illusory Lich rises from the ground and pursues caster

434: An Iron G01em in the caster's image appears & attacks everyone

435: Any ally hearing caster must Save or fall asleep with boredom

436: Any animals owned by caster are stricken bald forever

437: Any charged magical item carried by caster is fully charged

438: Any charged magical item carried by caster is wh011y drained

439: Any chronic ailments now afflicting the caster are cured

440: Any creatures summoned by caster are bright orange

441: Any Curse afflicting caster is Removed

442: Any fires lit in the caster's home cannot be put out by him

443: Any food prepared by caster is poisonous to him

444: Any glass carried by caster turns to transparent steel

445: Any magic now affecting caster lasts until he ends it

446: Any magic, good or bad, now affecting the caster is Dispelled

447: Any metal worn by caster turns to opaque glass

448: Any money now carried by caster doubles in quantity

449: Any potions carried by caster become poisonous

450: Any potions carried by caster carry the intended spell effect

451: Any resurrections thus far used on caster are negated

452: Any rings worn by caster shrink in diameter by 1/2

453: Any small item caster needs is 30% likely to be in his pocket

454: Any water carried by caster afflicts its imbiber with dysentery

455: Any water carried by caster becomes a free-willed elemental

456: Any water carried by caster becomes enchanted by Watery double

457: Any water carried by caster burns like gas01ine but is water

458: Any water carried by caster causes dehydration in its imbiber

459: Any water carried by caster doubles in v01ume

460: Any water carried by caster doubles size each of next 20 rnds.

461: Any water carried by caster drops 100° but doesn't freeze

462: Any water carried by caster endows drinker with water breathing

463: Any water carried by caster fills with Dust of sneezingIChoking

464: Any water carried by caster fills with gold pieces

465: Any water carried by caster fills with goldfish

466: Any water carried by caster fills with mosquito larvae

467: Any water carried by caster fills with rot grubs (d10)

468: Any water carried by caster fills with sodium chips

469: Any water carried by caster fills with sponges

470: Any water carried by caster has diuretic effect on its imbiber

471: Any water carried by caster ignites on contact with air

472: Any water carried by caster rises 200° but does not boil

473: Any water carried by caster takes him to Elemental Water

474: Any water carried by caster tastes like gas01ine and really is

475: Any water carried by caster tastes like gas01ine but is pure

476: Any water carried by caster tastes pure but is gas01ine

477: Any water carried by caster turns invisible

478: Any water carried by caster turns to acid (Ultimate S01vent)

479: Any water carried by caster turns to blood

480: Any water carried by caster turns to brine

481: Any water carried by caster turns to crystal 00ze

482: Any water carried by caster turns to ice; may burst containers

483: Any water carried by caster turns to maple syrup

484: Any water carried by caster turns to mercury

485: Any water carried by caster turns to roast beef gravy

486: Any water carried by caster turns to s01id steel

487: Any water carried by caster turns to steam of equal v01ume

488: Any Wishes thus far used by caster are nullified

489: Any wood worn by caster falls off him, takes r00t, and grows

490: Anyone injuring the caster in the next round Vanishes

491: Anyone slain by the caster can never be raised as undead

492: Anyone slain by the caster fossilizes instantly

493: Anyone sleeping near caster can't wake until he does

494: Anyone who sleeps within 10 feet of caster has nightmares

495: At death, caster has a 10% chance to resurrect at full health

496: At death, caster is canonized by some obscure religion

497: At death, caster is resurrected and has gained a level

498: At death, caster is resurrected but can no longer read

499: At death, caster is resurrected but continues to decay

500: At death, caster is resurrected but doesn't believe he died

501: At death, caster is resurrected but doesn't know it

502: At death, caster is resurrected but forgets who he is

503: At death, caster is resurrected but has lost a level

504: At death, caster is resurrected but is mute

505: At death, caster is resurrected but is of the opposite sex

506: At death, caster is resurrected but is permanently blind

507: At death, caster is resurrected but must drink blood to live

508: At death, caster is resurrected with one week to live

509: At death, caster is revealed to have been an android

510: At death, caster is rumored to have been of the opposite sex

511: At next Full Moon, caster vanishes; everyone forgets who he was

512: Bigby's Interposing Hand prevents caster from attacking anyone

513: Blades seem dull while caster uses them

514: Blades seem warped and rusty while the caster uses them

515: blood drips from the walls of caster's home

516: Both of caster's hands are now left hands

517: Bread crumbs appear in caster's f00tprints

518: Candles are automatically snuffed in the caster's presence

519: Candles burn but are not consumed while caster is nearby

520: Candles cannot be ignited in the caster's presence

521: Candles spontaneously ignite in the caster's presence

522: Caster & target fuse into one body with both identities

523: Caster & target shunt to other Prime where neither exists

524: Caster "gets" jokes an hour after he hears them

525: Caster absorbs all damage inflicted by target and vice versa

526: Caster absorbs all damage inflicted on target and vice versa

527: Caster absorbs all damage inflicted on target in next turn

528: Caster absorbs all subsequent damage by next being he touches

529: Caster absorbs all subsequent damage to next being he touches

530: Caster absorbs damage as though he just fell d100 feet

531: Caster absorbs one level or hit die from next being he touches

532: Caster accuses random ally of joining foe's party

533: Caster acknowledges no one's authority

534: Caster acquires a random language

535: Caster acquires his weapon's personality (i.e., perhaps none)

536: Caster acquires Mummy Rot after next 10 HP of fire damage

537: Caster acquires the deed to a castle in a far-off land

538: Caster acquires the deed to a castle on another plane

539: Caster activates Watery Double in next p001 of water he sees

540: Caster adds 1 to one attribute but loses 2 from another

541: Caster adheres to next creature he touches for d8 turns

542: Caster administers Shocking Grasp to next PC he touches

543: Caster adopts cute names for various parts of his body

544: Caster adopts physical form of next PC he touches

545: Caster adopts target's alignment

546: Caster adopts the alignment of each creature he touches

547: Caster affected by a random Command each time he hears his name

548: Caster affected by a Symb01 of Fear each time he hears his name

549: Caster affected by Lifepr00f; life is in random item he carries

550: Caster affected by Power Word, Silence when he speaks his name

551: Caster affected by Shocking Grasp each time he hears his name

552: Caster affected by Sleep, as spell, whenever he hears his name

553: Caster age is halved, but he looks twice as 01d

554: Caster ages 1 year for each round spent in direct sunlight

555: Caster ages 1 year whenever he learns a new spell

556: Caster ages at 10X normal rate while at full hit points

557: Caster ages halfway to his maximum life expectancy

558: Caster ages one year for every Hit Point he loses

559: Caster always answers yes-or-no questions truthfully

560: Caster always appears to lie when checked by Detect Lie

561: Caster always appears to speak truth when checked by Detect Lie

562: Caster always assumes people will react positively to him

563: Caster always feels like he is being watched

564: Caster always has Initiative except on a 1, when he's last

565: Caster always loses Initiative except on a 10, when he's first

566: Caster always screws up when precise timing is needed

567: Caster always tells truth; lies and prevarications impossible

568: Caster and allies all randomly exchange places

569: Caster and allies are teleported d6 miles in random direction

570: Caster and allies are Turned as Undead for d6 rounds each

571: Caster and allies cannot harm target or allies for d4 rounds

572: Caster and allies lose 1/2 their hit points

573: Caster and allies regain 1/2 their hit points lost

574: Caster and ally swap personae; ally thinks he is the caster

575: Caster and alternate Prime Material counterpart exchange places

576: Caster and familiar exchange places

577: Caster and familiar exchange species

578: Caster and his possessions are sheathed in aluminum foil

579: Caster and nearest eagle exchange places

580: Caster and nearest earth elemental exchange places

581: Caster and nearest entombed corpse exchange places

582: Caster and nearest Lich exchange places

583: Caster and nearest merman exchange places

584: Caster and nearest mummy exchange clothing

585: Caster and nearest sacrificial virgin exchange places

586: Caster and nearest statue exchange places

587: Caster and nearest trapped genie exchange places

588: Caster and nearest vampire exchange places at dawn tomorrow

589: Caster and random ally exchange heads but retain personalities

590: Caster and target dance together for d6 rounds, caster leading

591: Caster and target dance together for d6 rounds, target leading

592: Caster and target exchange all possessions

593: Caster and target exchange furtive glances

594: Caster and target exchange heads but retain own personalities

595: Caster and target exchange races

596: Caster and target exchange reflections

597: Caster and target exchange shadows

598: Caster and target seem to 100k identical

599: Caster and target swap skeletons; 10d8 HP damage each

600: Caster and target switch weapons for 2d10 rounds

601: Caster announces his presence before entering a dark room

602: Caster answers every question twice

603: Caster answers questions by starting "Back in my day..."

604: Caster ap010gizes to everyone he injures

605: Caster appears as beautiful as a nymph while he sleeps

606: Caster appears as member of the same race as whoever views him

607: Caster appears deformed or hideously ugly in sunlight

608: Caster appears horribly repulsive while he casts spells

609: Caster appears painfully beautiful while he casts spells

610: Caster appears paper-thin while asleep

611: Caster appears slightly blurry whenever he casts a spell

612: Caster appears to be 5d10 years older but is not

613: Caster appears to be 5d10 years younger but is not

614: Caster appears to be afflicted with some infectious disease

615: Caster appears to be black and white

616: Caster appears to be invisible when seen head -on

617: Caster appears to be levitating upside down

618: Caster appears to be made of glass while he sleeps

619: Caster appears to be made of rock and mud while sleeping

620: Caster appears to be naked while fully clothed and vice versa

621: Caster appears to be of opposite sex while naked

622: Caster appears to be standing beside himself

623: Caster appears to be standing three feet to his right

624: Caster appears to be the worst enemy of anyone viewing him

625: Caster appears to blaze like a bonfire when he casts a spell

626: Caster appears to decay rapidly in his sleep

627: Caster appears to lack all blood and soft tissue when naked

628: Caster appears twenty pounds heavier than he actually is

629: Caster appears twenty pounds lighter than he actually is

630: Caster appears unspeakably beautiful while he sleeps

631: Caster appears, with knife in hand, behind the nearest king

632: Caster assumes the aircraft "crash position"

633: Caster attracts all Undead within 1 mile of him

634: Caster attracts lightning and electricity (Save at 1/2)

635: Caster attracts maggots, lice, and rot grubs

636: Caster attracts moths like a flame

637: Caster attracts moths like a flame whenever he speaks

638: Caster attracts the attention of a random tanar'ri

639: Caster attracts the attention of the nearest Great Wyrm

640: Caster attracts vermin

641: Caster automatically disbelieves illusions for next d100 days

642: Caster automatically fails his next d10 Saving Throws

643: Caster automatically fails his next d6 Saving Throws

644: Caster automatically knows the first name of everyone he meets

645: Caster automatically passes his next d6 Saving Throws

646: Caster automatically succeeds his next d10 Saving Throws

647: Caster barks like a dog in the presence of royalty

648: Caster bears scars as though once riddled by gunfire

649: Caster bears scars of unspeakable torture

650: Caster becomes a god and is removed from play

651: Caster becomes a missile attractor, as shield

652: Caster becomes a Thought Broadcaster for spell's duration

653: Caster becomes a turkey under every Full Moon

654: Caster becomes able to communicate with Earth Elementals

655: Caster becomes afflicted with Mummy Rot

656: Caster becomes aluminum; is lightweight but immobile

657: Caster becomes an ambulatory oak of same size, shape and AC

658: Caster becomes an Illusion, unable to cause harm

659: Caster becomes bonded with a tree like a dryad

660: Caster becomes dormant under both a full and a new Moon

661: Caster becomes extraordinarily stingy with his money

662: Caster becomes fascinated by symb01s of death

663: Caster becomes flat like parchment while he sleeps

664: Caster becomes flatulent in the presence of royalty

665: Caster becomes forgetful; must pass INT checks or castings fail

666: Caster becomes homesick for some place he's never been

667: Caster becomes hot-tempered in the presence of fire

668: Caster becomes ill; is of limited ability until it passes

669: Caster becomes illegitimate; parents weren't married

670: Caster becomes illiteral; doesn't mean what he says

671: Caster becomes illiterate; cannot read nor write

672: Caster becomes illithid; cannot make friends easily

673: Caster becomes illuminated; is bathed in light wherever he goes

674: Caster becomes immune to a random attack form

675: Caster becomes immune to Level Draining

676: Caster becomes immune to natural diseases

677: Caster becomes immune to the effects of c01d for d10 days

678: Caster becomes inebriated

679: Caster becomes inhumanly beautiful when angry

680: Caster becomes intensely afraid of snow

681: Caster becomes intensely weight-conscious

682: Caster becomes invisible to g01ems

683: Caster becomes invisible to himself

684: Caster becomes invisible when reduced to 50% of his hit points

685: Caster becomes invisible, but not his head, hands, or feet

686: Caster becomes invisible; only his reflection can be seen

687: Caster becomes jealous of anyone taller than he is

688: Caster becomes lost at crossroads unless directed by someone

689: Caster becomes magic-obsessed; uses magic whenever possible

690: Caster becomes magnetized; attracts all iron with d20 feet

691: Caster becomes morbidly fascinated with his own death

692: Caster becomes mute for d12 turns

693: Caster becomes nostalgic for the distant future

694: Caster becomes permanently invisible; clothing he wears is not

695: Caster becomes ravenously hungry after casting a spell

696: Caster becomes ravenously hungry and must eat or pass out

697: Caster becomes ravenously hungry when he's wounded

698: Caster becomes striped like a candy cane

699: Caster becomes striped like a zebra

700: Caster becomes suspicious of anyone offering food to him

701: Caster becomes translucent for d4 hours (remains s01id)

702: Caster becomes transparent like glass

703: Caster becomes transparent like water, rippling as he moves

704: Caster becomes uncertain; must pass WIS checks or castings fail

705: Caster becomes Undead

706: Caster becomes very aware of time's passage and is bored stiff

707: Caster becomes vi01ently ill if he consumes alcohol

708: Caster becomes vi01ently sick whenever he casts a spell

709: Caster begins remembering things that never actually happened

710: Caster begins tap-dancing loudly whenever stealth is required

711: Caster begins to age at a rate of one year per minute

712: Caster begins to horde water for no apparent reason

713: Caster begins to 100k more and more like a leper

714: Caster begins to wonder aloud what human flesh tastes like

715: Caster believes any lie t01d by someone of the opposite sex

716: Caster believes as literal truth the next sentence he hears

717: Caster believes the next lie he hears is irrefutable truth

718: Caster bestows his alignment upon each creature he touches

719: Caster blacks out whenever he hears his name (1 round)

720: Caster blames all his failures on the nearest paladin

721: Caster blames his failures on his upbringing

722: Caster blasphemes the god of the nearest paladin

723: Caster blasts a d10 yard radius crater in the ground

724: Caster bleeds from the eyes whenever he casts a spell

725: Caster bleeds harmlessly from his nose for 1d12 hours

726: Caster Blinks (as spell) 1 round for each HP of damage he takes

727: Caster Blinks (as spell) whenever he blinks his eyes

728: Caster brays like a donkey in the presence of royalty

729: Caster breaks into song whenever he is frightened

730: Caster breaks into song whenever struck by magic

731: Caster burned for 2d10 HP by next creature he touches

732: Caster burns next creature he touches for d10 HP

733: Caster bursts into heatless flame for d10 rounds

734: Caster bursts into illusionary flame whenever he hears his name

735: Caster bursts into tears when he tries to tell a lie

736: Caster cackles like a Bone G01em for d4 rounds; no other action

737: Caster calls magic "magick" and no one takes him seriously

738: Caster calls magic "magick" no matter how silly it seems

739: Caster can Affect Normal Fires at will for d10 days

740: Caster can always sense the direction of his home

741: Caster can appear enormously fat at will

742: Caster can appear to be 100 years older at will

743: Caster can appear to be any age he wishes

744: Caster can assume a second form at will (must be of same race)

745: Caster can assume gaseous form at will when naked

746: Caster can assume the form of the target for 1 turn each day

747: Caster can attack 2X a round if he does nothing the next round

748: Caster can automatically read the next language he hears

749: Caster can automatically speak the next language he hears

750: Caster can automatically speak the next language he reads

751: Caster can be commanded by the next creature he summons

752: Caster can be Commanded by the next person he touches

753: Caster can become completely clean at will

754: Caster can become ethereal at will when naked

755: Caster can breathe underwater if he h01ds a fish in his mouth

756: Caster can carry his own weight with ease

757: Caster can cast 1 spell per day with no Saving Throw allowed

758: Caster can cast a randomly-chosen first level spell at will

759: Caster can cast light from his eyes but is blind when he does

760: Caster can cast Reverse Gravity on himself once each day

761: Caster can cause his scent to mimic that of any normal animal

762: Caster can cause his voice to issue from his spellb00k

763: Caster can change his eye c010r at will

764: Caster can ch00se to succeed any one roll in the next 24 hours

765: Caster can climb trees as nimbly as a cat or monkey

766: Caster can command demons 1d6 times

767: Caster can communicate with inanimate objects once per week

768: Caster can Comprehend all spoken languages for d10 days

769: Caster can Comprehend all written languages for d8 days

770: Caster can contr01 the next Illusion he disbelieves

771: Caster can crush diamonds into coal with his bare hands

772: Caster can detach his right arm at will

773: Caster can detect poison in food just by touching it

774: Caster can disbelieve Necromancy but can't disbelieve Illusions

775: Caster can Dispel Evil (or good) once at will

776: Caster can double the power of one spell each day

777: Caster can employ True Sight once per day

778: Caster can extend his tongue 3d4 inches at will

779: Caster can Feather Fall at will when naked

780: Caster can Feign Death at will when naked

781: Caster can fly like an eagle when naked

782: Caster can give off the scent of pine or lemons at will

783: Caster can glow like a firefly at will

784: Caster can go without food for one day per point of CON

785: Caster can go without sleep for one day per point of WIS

786: Caster can grip with 18I00 strength

787: Caster can Heal himself once

788: Caster can Heal with a touch but is 80% likely to die

789: Caster can hear any conversation whose participants he can see

790: Caster can hear underwater as clearly as on land

791: Caster can hit creatures hit only by +1 or better (1d10 rounds)

792: Caster can h01d his breath for 2 rounds per point of CON

793: Caster can h01d his breath for up to three hours per day

794: Caster can h01d his breath indefinitely when naked

795: Caster can identify gems and approximate their value on sight

796: Caster can identify natural animals on sight

797: Caster can identify natural plants on sight

798: Caster can ignite campfires and hearths with a touch

799: Caster can ignite twigs with his tongue

800: Caster can kill with a touch but is 80% likely to die as well

801: Caster can make his spells function without visible effect

802: Caster can make his voice issue from some place nearby

803: Caster can memorize spells in 1/2 the normal required time

804: Caster can mimic animal noises with remarkable skill

805: Caster can move 3X normal speed when naked and unencumbered

806: Caster can never teach his spells to anyone else

807: Caster can no longer bend his wrists

808: Caster can no longer cast First Level spells

809: Caster can only be hit by +1 or better weapons for d20 rounds

810: Caster can only memorize spells while naked

811: Caster can only wield +1 or better weapons for d20 rounds

812: Caster can pass his arms through each other at will

813: Caster can Pass Without Trace as priest spell once per week

814: Caster can photosynthesize; does not need to eat, but is green

815: Caster can P01ymorph Self (ONCE)

816: Caster can predict natural weather patterns 24 hours in advance

817: Caster can quench his thirst by soaking his feet

818: Caster can read a new language but cannot speak it

819: Caster can read other people's thoughts by biting them

820: Caster can remove his ears and still hear through them

821: Caster can remove his head for up to 1d6 rounds each day

822: Caster can remove his teeth, and they'll regrow normally

823: Caster can Resurrect one being but must sacrifice his own life

824: Caster can resurrect the dead once per year

825: Caster can retract his arms into his torso

826: Caster can retract his head into his torso like a turtle

827: Caster can see in subterranean darkness as though in daylight

828: Caster can see into Bags of H01ding without opening them

829: Caster can see perfectly well in abs01ute darkness

830: Caster can see secret d00rs but cannot see normal ones

831: Caster can see through his nostrils in pitch darkness

832: Caster can sense the presence of any Artifact within 10 miles

833: Caster can sense undead within 100 yards

834: Caster can shine light out of his mouth at will

835: Caster can shrink his hands to 1I10 their size at will

836: Caster can somehow call magic "magick" without seeming trite

837: Caster can speak in either a male or female voice at will

838: Caster can speak in either of two voices at will

839: Caster can speak through his nose when his mouth is shut

840: Caster can speak with plants once per day

841: Caster can speak with plants once per week

842: Caster can speak with the dead once per week

843: Caster can speak with waterfowl when he is wet

844: Caster can Spider Climb if he wears a red and blue costume

845: Caster can stretch his neck a length equal to his height

846: Caster can summon a demon but has only 50% chance to contr01 it

847: Caster can swim like a fish and breathe underwater when naked

848: Caster can turn half of his body invisible at will

849: Caster can turn his bones to jelly at will, without harm

850: Caster can turn his fingers ethereal at will

851: Caster can turn his skin invisible at will

852: Caster can turn his skin matte-black at will

853: Caster can turn ice to diamonds that last for 1d12 hours

854: Caster can turn into a statue for 1d10 rounds at will

855: Caster can turn invisible while he h01ds his breath

856: Caster can turn invisible while underwater

857: Caster can turn to snow at will

858: Caster can undo normal knots just by touching them

859: Caster can unscrew his fingers without harm

860: Caster can use his index and middle finger like scissors

861: Caster can walk on water, as with a ring, when naked

862: Caster can Wish the death of one being but will also die

863: Caster can't bend his elbows, shoulders, wrists, or fingers

864: Caster can't bring his hands within 2d4 inches of each other

865: Caster can't cast spells for 1 hour after eating

866: Caster can't discern even the most obvious lies from truth

867: Caster can't go to sleep without kissing someone goodnight

868: Caster can't put both feet on the ground simultaneously

869: Caster can't raise his arms above his shoulder without pain

870: Caster can't speak in metaphor; becomes literal-minded

871: Caster cannot attack creatures which do not see him

872: Caster cannot attack except on rounds when he wins Initiative

873: Caster cannot attack on rounds when he wins Initiative

874: Caster cannot be affected by priestly magic for 1 week

875: Caster cannot be attacked by any he does not see for 1d4 days

876: Caster cannot be burned by normal flame if his feet are wet

877: Caster cannot be frightened by any earthly creature

878: Caster cannot be harmed by a fall from any height

879: Caster cannot be harmed by any physical means for d10 rounds

880: Caster cannot be harmed by any physical means for d4 rounds

881: Caster cannot be harmed by any physical means for d6 rounds

882: Caster cannot be harmed by any physical means for d8 rounds

883: Caster cannot be hit by +1 or better weapons for d20 rounds

884: Caster cannot be injured while he sleeps

885: Caster cannot be seen in mirrors

886: Caster cannot be tracked by nonmagical means

887: Caster cannot breathe while exposed to direct sunlight

888: Caster cannot bring his hands closer together than one f00t

889: Caster cannot cast a spell without first announcing his name

890: Caster cannot cast First Level spells until he gains a level

891: Caster cannot cast spells during the dark of the Moon

892: Caster cannot cast spells except under direct sunlight

893: Caster cannot cast spells on himself for 1d20 days

894: Caster cannot cast spells on the first day of the week

895: Caster cannot cast spells unless baref00t

896: Caster cannot cast spells unless he carries a small flame

897: Caster cannot cast spells unless he crosses his fingers

898: Caster cannot cast spells unless he first turns in a circle

899: Caster cannot cast spells unless he h01ds a pebble in his mouth

900: Caster cannot cast spells unless he pokes himself with a needle

901: Caster cannot cast spells unless he puts his thumbs in his ears

902: Caster cannot cast spells unless he sees his reflection

903: Caster cannot cast spells unless his eyes are closed

904: Caster cannot cast spells unless his hair is wet

905: Caster cannot cast spells unless h01ding a piece of ice

906: Caster cannot cast spells unless wearing a hat

907: Caster cannot cast spells until tomorrow morning

908: Caster cannot cast spells while he has full hit points

909: Caster cannot cast spells while it is snowing

910: Caster cannot cast spells while wearing clothing

911: Caster cannot cast spells without first announcing his intent

912: Caster cannot cast spells without saying "Abra Cadabra"

913: Caster cannot close his mouth

914: Caster cannot close his mouth after the next spell he casts

915: Caster cannot close his mouth until dawn

916: Caster cannot comprehend numbers greater than twenty

917: Caster cannot contr01 Elementals summoned by him

918: Caster cannot contr01 his own Illusion spells

919: Caster cannot cross a thresh01d without knocking

920: Caster cannot cross flowing water under his own power

921: Caster cannot distinguish between left and right

922: Caster cannot distinguish between very hot and very c01d

923: Caster cannot drown if he carries a torch

924: Caster cannot eat cooked meat except by Moonlight

925: Caster cannot eat food unless he prepares it himself

926: Caster cannot eat or drink between dawn and dusk

927: Caster cannot enter a building unless invited

928: Caster cannot enter a room without announcing himself

929: Caster cannot exit a room through the d00r by which he entered

930: Caster cannot fall asleep except when standing up

931: Caster cannot fall asleep unless sung to

932: Caster cannot fall asleep unless t01d to do so

933: Caster cannot fall asleep while wearing clothing

934: Caster cannot inflict any form of physical harm for d10 rounds

935: Caster cannot inflict any form of physical harm for d4 rounds

936: Caster cannot inflict any form of physical harm for d6 rounds

937: Caster cannot inflict any form of physical harm for d8 rounds

938: Caster cannot leave a building unless t01d to do so

939: Caster cannot leave a room while others' eyes are upon him

940: Caster cannot leave his home without first casting a spell

941: Caster cannot open both eyes simultaneously

942: Caster cannot open d00rs for himself

943: Caster cannot open d00rs without first saying "Open sesame"

944: Caster cannot open his mouth

945: Caster cannot open his mouth until nightfall

946: Caster cannot pierce his own flesh with knives or blades

947: Caster cannot refuse a request for his aid

948: Caster cannot see through glass

949: Caster cannot shut up until someone inflicts damage upon him

950: Caster cannot sleep unless naked

951: Caster cannot speak during one day of each week

952: Caster cannot speak except in direct sunlight

953: Caster cannot speak except under Moonlight

954: Caster cannot speak for 1d4 rounds after casting a spell

955: Caster cannot speak normally but must shout or whisper

956: Caster cannot speak unless spoken to

957: Caster cannot speak until he has ridden a horse

958: Caster cannot speak until he is burned by fire

959: Caster cannot speak until no one is within 60' of him

960: Caster cannot speak until rained upon

961: Caster cannot speak until someone inflicts damage upon him

962: Caster cannot speak until someone says his name

963: Caster cannot speak until sunrise tomorrow

964: Caster cannot speak when at less than full hit points

965: Caster cannot speak when underground

966: Caster cannot stand upright for 1d4 hours

967: Caster cannot study spells if he still has any memorized

968: Caster cannot teleport or be teleported

969: Caster cannot tell a deliberate lie

970: Caster cannot t01erate metal worn next to his skin

971: Caster cannot turn invisible by any means

972: Caster cannot use magical items for 8d4 hours

973: Caster casts spells as if 1 level higher when it's snowing

974: Caster casts spells randomly each time he is injured

975: Caster causes damage one round after he inflicts it

976: Caster changes alignment randomly under every Full Moon

977: Caster changes clothes randomly every time he casts a spell

978: Caster changes c010r randomly every time he casts a spell

979: Caster changes his mind every time he decides to cast a spell

980: Caster changes his name but won't reveal his new one

981: Caster changes his name under every Full Moon

982: Caster changes places with target every time he casts a spell

983: Caster changes race randomly every time he casts a spell

984: Caster changes sex randomly every time he casts a spell

985: Caster changes sex randomly under one Full Moon to the next

986: Caster changes shape randomly every time he casts a spell

987: Caster claims nearest dragon as a familiar

988: Caster closes his eyes and counts to 1000

989: Caster combusts when exposed to direct sunlight

990: Caster complains of persecution when things don't go his way

991: Caster constantly doubts himself; +2 to Initiative rolls

992: Caster constantly hears a ticking as from an alarm clock

993: Caster convinced he is possessed by some horrid entity

994: Caster coughs up strange items: needles, spiders, pebbles, etc.

995: Caster crows like a r00ster at sunrise

996: Caster crumbles to dust; reappears next sunrise unharmed

997: Caster degenerates 1 HP per round for the next 20+d20 rounds

998: Caster delivers Shocking Grasp to the next person he kisses

999: Caster desires to change his name each morning

1000: Caster desires to circumnavigate the planet

1001: Caster desires to leap from the next bridge he crosses

1002: Caster desires to walk on his hands instead of feet

1003: Caster desperately hopes to avoid his current destination

1004: Caster develops a compulsion to be struck by lightning

1005: Caster develops a craving for slugs, maggots, and leeches

1006: Caster develops a fear of elementals

1007: Caster develops a fear of kob01ds, those mighty creatures

1008: Caster develops a fear of rabbits

1009: Caster develops a fear of rocks; they might be earth elementals

1010: Caster develops a fear of the target

1011: Caster develops a fear of trees; they might be treants

1012: Caster develops a fear of wild surges

1013: Caster develops a morbid desire to see his own heart

1014: Caster develops a phobia about Wild Surges

1015: Caster develops a terrific thirst for alcohol

1016: Caster develops a terrific thirst for blood

1017: Caster develops a terrific thirst for cobra venom

1018: Caster develops a terrific thirst for egg whites

1019: Caster develops a terrific thirst for egg y01ks

1020: Caster develops a terrific thirst for holy water

1021: Caster develops a terrific thirst for ink

1022: Caster develops a terrific thirst for lamp oil

1023: Caster develops a terrific thirst for magic potions

1024: Caster develops a terrific thirst for pine tree sap

1025: Caster develops a terrific thirst for poison

1026: Caster develops a terrific thirst for sea water

1027: Caster develops a terrific thirst for sovereign glue

1028: Caster develops a terrific thirst for stagnant water

1029: Caster develops a terrific thirst for unholy water

1030: Caster develops a terrific thirst for universal s01vent

1031: Caster develops advanced arthritis; Movement rate is halved

1032: Caster develops ambidexterity

1033: Caster develops an aversion to clothing

1034: Caster develops an intense craving for charcoal

1035: Caster develops an intense craving for dirt and mud

1036: Caster develops an intense desire to swim upstream and spawn

1037: Caster develops an intense phobia of fish and marine life

1038: Caster develops an irresistible urge to bury himself

1039: Caster develops another joint between his shoulder and elbow

1040: Caster develops d4 new personalities

1041: Caster develops irritating, elusive itch somewhere on his body

1042: Caster develops radial symmetry, like a starfish

1043: Caster develops Thaumaphilia, a fascination with magic

1044: Caster develops Thaumaphobia, an intense fear of magic

1045: Caster dies immediately if he is ever cut by his own dagger

1046: Caster dies nightly and is resurrected each f0110wing morning

1047: Caster discovers a tombstone nearby inscribed with his name

1048: Caster discovers the secret for manufacturing plastic

1049: Caster disgorges 1d1000 bats

1050: Caster disgorges 1d1000 blasphemies

1051: Caster disgorges 1d1000 canaries

1052: Caster disgorges 1d1000 copper pieces

1053: Caster disgorges 1d1000 counterfeit gold coins

1054: Caster disgorges 1d1000 cubic yards of smoke

1055: Caster disgorges 1d1000 feathers

1056: Caster disgorges 1d1000 frogs

1057: Caster disgorges 1d1000 hailstones

1058: Caster disgorges 1d1000 hot embers

1059: Caster disgorges 1d1000 locusts

1060: Caster disgorges 1d1000 maggots

1061: Caster disgorges 1d1000 minnows

1062: Caster disgorges 1d1000 needles

1063: Caster disgorges 1d1000 non-poisonous snakes

1064: Caster disgorges 1d1000 pints of water

1065: Caster disgorges 1d1000 rotten apples

1066: Caster disgorges 1d1000 small pebbles every morning

1067: Caster disgorges 1d1000 spiders

1068: Caster disgorges 1d1000 sugar cubes

1069: Caster disgorges 1d1000 sunflower seeds

1070: Caster disgorges 1d1000 teeth

1071: Caster disgorges a black pudding

1072: Caster disgorges a complete human skeleton

1073: Caster disgorges a large python

1074: Caster disgorges a scroll containing a random 7th level spell

1075: Caster disgorges everything he ate during the last week

1076: Caster disgorges his own digestive tract

1077: Caster disgorges the last meal he ate

1078: Caster does not age while asleep: aging is slowed by 1/3

1079: Caster does not age while awake: aging is slowed by 2/3

1080: Caster does not believe anything he says

1081: Caster does not heal while exposed to direct sunlight

1082: Caster does not need to eat while he has his full hit points

1083: Caster does not need to open his eyes to see (lasts d4 days)

1084: Caster does not reflect or emit any form of light for d6 days

1085: Caster doesn't believe that his body is his actual form

1086: Caster doesn't know when he's lying

1087: Caster doesn't know which spells he has memorized

1088: Caster doubles his size when he is asleep

1089: Caster drools constantly

1090: Caster electrically charged and shocks next person he touches

1091: Caster emits no scent whatsoever; cannot be tracked by hounds

1092: Caster exchanges personalities with some distant (demi)human

1093: Caster exchanges places with himself one hour in the future

1094: Caster experiences horrifying nightmares tonight

1095: Caster experiences pain at the sight of blood

1096: Caster experiences sublimely beautiful dreams tonight

1097: Caster experiences vertigo when he looks at the stars

1098: Caster experiences vertigo whenever he looks at the Moon

1099: Caster explodes and dies (Save vs Death to prevent explosion)

1100: Caster explodes as a Fireball of Hit Dice equal to 2x his Level

1101: Caster explodes permanently when hit points fall to 1/2 total

1102: Caster explodes under every Full Moon; reforms at dawn

1103: Caster explodes; reforms 2d20 turns later unharmed

1104: Caster exudes chlorine gas whenever he casts a spell

1105: Caster faints at the sight of his own blood

1106: Caster faints at the sight of his own reflection

1107: Caster falls asleep and cannot be roused

1108: Caster falls asleep when exposed to direct sunlight

1109: Caster falls asleep whenever he casts a spell

1110: Caster falls in love with d4 people of same raceIopposite sex

1111: Caster falls in love with his own reflection

1112: Caster falls in love with someone entirely inappropriate

1113: Caster falls into a heap of unconnected cells

1114: Caster falls madly in love with the nearest statue

1115: Caster falls over

1116: Caster fears clothing except when naked, when he fears nudity

1117: Caster fears communists are after his precious bodily fluids

1118: Caster fears he is a vampire and will be injured by sunlight

1119: Caster fears he is a werew01f temporarily in human form

1120: Caster fears he'll turn to stone if he sees his reflection

1121: Caster fears his body does strange things when he's asleep

1122: Caster fears lightning but is drawn to trees during storms

1123: Caster fears rainfall

1124: Caster fears sentient weapons, thinking they're out to get him

1125: Caster fears small woodland creatures

1126: Caster fears that the moment of reckoning is close at hand

1127: Caster feels a burst of confidence after casting a spell

1128: Caster feels a mild ache between his eyes when facing north

1129: Caster feels a need to explain himself when casting a spell

1130: Caster feels a sense of real urgency in his bladder

1131: Caster feels an intense desire to stare at the sun

1132: Caster feels an intense urge to drop his weapons

1133: Caster feels an intense urge to hide

1134: Caster feels an intense urge to reveal any secret he knows

1135: Caster feels an intense urge to run to the nearest well

1136: Caster feels an intense urge to sing at the top of his lungs

1137: Caster feels an urge to mark trees in the manner of a w01f

1138: Caster feels crampy and bloated

1139: Caster feels deja vu whenever he hears his name

1140: Caster feels euphoric; +2 to ability checks for 2d4 turns

1141: Caster feels giddy and energized whenever he casts a spell

1142: Caster feels hopeless; -2 to ability checks for 2d4 turns

1143: Caster feels horrible embarrassment whenever he casts a spell

1144: Caster feels hunger pangs after casting a spell

1145: Caster feels intense ecstasy whenever he's wounded

1146: Caster feels intensely guilty whenever he eats meat

1147: Caster feels intensely hung-over

1148: Caster feels like gravity has shifted by 45°

1149: Caster feels like he has been spinning in a circle for hours

1150: Caster feels like he just bearhugged a cactus

1151: Caster feels like he's been f01ded, spindled, and mutilated

1152: Caster feels like he's been manipulated all this time

1153: Caster feels like he's just come off a huge drinking binge

1154: Caster feels like he's in freefall whenever he casts a spell

1155: Caster feels naked unless wearing a tiara

1156: Caster feels out of breath after casting a spell

1157: Caster feels phantom itch in his "third" and "fourth" arms

1158: Caster feels uncomfortably c01d for the next 2d12 hours

1159: Caster feels wh011y alone in the universe

1160: Caster Feigns Death whenever he's out of spells

1161: Caster finds clothing uncomfortable in the presence of royalty

1162: Caster finds himself insufferably pretentious

1163: Caster finds his own head at the bottom of a nearby h01e

1164: Caster finds some mundane food irresistible

1165: Caster finds the taste of cooked meat offensive

1166: Caster flares like burning magnesium for one round

1167: Caster flatly refuses to believe that he's alive

1168: Caster flies into a rage after dinner

1169: Caster flies into hysterics whenever he is wounded

1170: Caster forgets a random language

1171: Caster forgets all spells he currently has memorized

1172: Caster forgets everything since yesterday morning

1173: Caster forgets his name in the presence of royalty

1174: Caster forgets how to walk

1175: Caster forgets one language but learns two others

1176: Caster forgets the Common Tongue

1177: Caster forgets the location of everything he currently carries

1178: Caster forgives his current worst enemy

1179: Caster freezes at room temperature

1180: Caster freezes s01id for d8 rounds; thaws unharmed

1181: Caster gains (at will) use of one spell of level 4d3-3

1182: Caster gains 1 HPIround until exploding as on Positive Material

1183: Caster gains 1 point of Wisdom but forfeits 5 hit points

1184: Caster gains 2 points of INT but his CON is halved

1185: Caster gains a 10%Magic Resistance

1186: Caster gains a large Keep, but it is made of cardboard

1187: Caster gains amazing ability with an unusual musical instrument

1188: Caster gains an experience level but ages 10 years

1189: Caster gains Animal Contr01 as potion

1190: Caster gains Clairaudience as potion

1191: Caster gains d10 f0110wers who believe him to be a deity

1192: Caster gains danger sense; -2 to surprise rolls

1193: Caster gains Flight as potion

1194: Caster gains Madness as Elixir

1195: Caster gains no bonuses from magical weapons

1196: Caster gains one Wish, which must be used within 3 rounds

1197: Caster gains physical repulsiveness equal to that of a medusa

1198: Caster gains proficiency in the next weapon type he touches

1199: Caster gains proficiency in the use of the mancatcher

1200: Caster gains quadrophonic hearing: +2 bonus on Surprise rolls

1201: Caster gains Red Dragon's breath weapon & suffers equal damage

1202: Caster gains the ability to read any language

1203: Caster gains the ability to see at will into the Ethereal Plane

1204: Caster gains the friendship of a legendary arch- mage

1205: Caster gains the friendship of a legendary warrior

1206: Caster gains the friendship of a prominent merchant

1207: Caster gains the friendship of a thieves' guildmaster

1208: Caster gains the friendship of a well-respected mercenary

1209: Caster gains the friendship of the owner of a major brothel

1210: Caster gains the friendship of the ruler of a major country

1211: Caster gains the lasting enmity of a legendary arch-mage

1212: Caster gains the lasting enmity of a legendary warrior

1213: Caster gains the lasting enmity of a prominent merchant

1214: Caster gains the lasting enmity of a thieves' guildmaster

1215: Caster gains the lasting enmity of a well-respected mercenary

1216: Caster gains the lasting enmity of the owner of a major brothel

1217: Caster gains the lasting enmity of the ruler of a major country

1218: Caster gains the power of clairaudience to a range of five feet

1219: Caster gains the power to grant one wish to someone else

1220: Caster gains troglodyte's breath weapon but also falls asleep

1221: Caster gains Water Breathing as potion

1222: Caster gains weight every time he says his name

1223: Caster gets a strong urge to cast spells whenever he is angered

1224: Caster gets a Wish, (50% likely to grant the opposite)

1225: Caster giggles for d10 rounds, spellcasting impossible

1226: Caster giggles in the presence of royalty

1227: Caster giggles whenever he hears a lie, but doesn't know why

1228: Caster giggles whenever he tries to tell a lie

1229: Caster glimpses Paradise and is forever changed

1230: Caster glimpses The Pit and is forever changed

1231: Caster glows as though on fire internally

1232: Caster glows for 1d10 rounds after casting a spell

1233: Caster glows like a campfire when he tries to hide in shadow

1234: Caster glows like a firefly but can stop while he concentrates

1235: Caster glows like a firefly in Moonlight

1236: Caster goes mad for 1 hour whenever he tries to cast this spell

1237: Caster grabs his ankles and can't let go until tomorrow

1238: Caster greatly desires to cross the nearest stream or river

1239: Caster growls like a lion whenever he is upset

1240: Caster grows 1/2 inch each day

1241: Caster grows a finger on each f00t

1242: Caster grows a third eye in the center of his forehead

1243: Caster grows a third eye that can see the ethereal Plane

1244: Caster grows a toe on each hand

1245: Caster grows another arm from the wrist of one arm

1246: Caster grows another finger on each hand

1247: Caster grows another leg from the ankle of one leg

1248: Caster grows another toe on each f00t

1249: Caster grows fangs and develops a marked aversion to sunlight

1250: Caster grows hair on his palms and is stricken blind

1251: Caster grows increasingly confident with each spell he casts

1252: Caster grows increasingly paranoid with each spell he casts

1253: Caster grows nonfunctional vampire fangs

1254: Caster grows thick, luxurious fleece from his skin

1255: Caster hallucinates in the presence of royalty

1256: Caster hallucinates wildly for 1d12 hours

1257: Caster has 19 Strength on one side of his body

1258: Caster has a +2 Reaction Bonus whenever courtesy is needed

1259: Caster has a 55% chance to know history of any region he enters

1260: Caster has a bad feeling that he just made a big mistake

1261: Caster has a barcode tatt00ed somewhere on his body

1262: Caster has a birthmark identifying him as a royal heir

1263: Caster has a birthmark identifying him as an agent of evi1

1264: Caster has a box of 10-gauge shotgun shells

1265: Caster has a burning need to cast his spells as s00n as he can

1266: Caster has a copy of his spellb00k on CD-ROM

1267: Caster has a copy of his unauthorized, up-to-date biography

1268: Caster has a full-body tatt00 of a full suit of chainmail

1269: Caster has a heavy steel ball chained to his ankle

1270: Caster has a nose like a m01e

1271: Caster has a nose like a tapir

1272: Caster has a nose like a thumb

1273: Caster has a porcupine in his pocket

1274: Caster has a remarkably quick temper for 1d4 days

1275: Caster has a scar he attributes to a close call with a dragon

1276: Caster has a seizure every time he tries to cast this spell

1277: Caster has a terrible fear that he's just f001ing everybody

1278: Caster has a terrific thirst for stagnant water

1279: Caster has a working clock embedded in his forehead

1280: Caster has AC-10 until he casts a spell

1281: Caster has all the symptoms of Plague but not the disease

1282: Caster has an intense desire to burn his clothes

1283: Caster has faulty depth perception; all attacks are made at -2

1284: Caster has flat vision; has no depth perception; -8 ToHit

1285: Caster has magic intuition; +25% to learn spells

1286: Caster has mirror vision; sees everything backwards

1287: Caster has misplaced his feet

1288: Caster has no desire for vengeance of any kind

1289: Caster has no fear of death whatsoever

1290: Caster has no neck; his head perches on his shoulders

1291: Caster has no vital signs while he is asleep

1292: Caster has pains for 1 roundIlevel of each spell he casts

1293: Caster has strong urge to head south next winter

1294: Caster has the distinct impression he's been buried alive

1295: Caster has the same dream each night; may think it's prophetic

1296: Caster has the wind knocked out of him; stunned 2d4 rounds

1297: Caster has tiny compartments under his fingernails

1298: Caster has to wash his hands after each spell he casts

1299: Caster has to write his name every time he hears or says it

1300: Caster has two thumbs on one hand and none on the other

1301: Caster hasn't slept in two weeks

1302: Caster hates his nose and thinks he's better off without it

1303: Caster hates magic and uses it only reluctantly

1304: Caster hates next person who meets him for the first time

1305: Caster hates the next person he mentions by name

1306: Caster head is invisible from his cheeks up

1307: Caster heals 1/2 normal rate but takes 1/2 damage from attacks

1308: Caster heals 1/2 normal rate but takes 2X damage from attacks

1309: Caster heals 2X normal rate but takes 2X damage from attacks

1310: Caster hears celestial music whenever he casts a spell

1311: Caster hears echoes when people speak to him

1312: Caster hears through his nose and smells through his ears

1313: Caster hears voices that aren't there

1314: Caster hoards coal in the hope that one day it will be diamonds

1315: Caster immune to 1 random Mage spell of random (2d5-1) leve1

1316: Caster immune to 1 random Priest spell of random (2d4-1) leve1

1317: Caster inflates like ba1100n to 1d12 f00t across for d20 rounds

1318: Caster inherits a sizable fortune from a deceased relative

1319: Caster insists his name is something it is not

1320: Caster insists that he be referred to as a prestidigitator

1321: Caster insists that he is a dragon in humanoid form

1322: Caster inspires jealousy in all but those who know him well

1323: Caster invites random foe to join his party

1324: Caster inv01untarily repels all water to a distance of 10 feet

1325: Caster is able to Detect Magic once per turn at will

1326: Caster is able to Know Time at will

1327: Caster is able to see with his eyes closed

1328: Caster is able to succeed any one roll automatically each day

1329: Caster is able to survive one death (resurrection unnecessary)

1330: Caster is abs01utely silent when naked

1331: Caster is accompanied by the clip-clop of coconut shells

1332: Caster is acutely sensitive to taste; must eat bland foods

1333: Caster is addicted to magic; needs some spell cast on him daily

1334: Caster is affected as by a Bowl of Watery Death

1335: Caster is affected as by a Br00ch of Number numbing

1336: Caster is affected as by a Cloak of poisonousness

1337: Caster is affected as by a Haste spell

1338: Caster is affected as by Levitate on half of his body

1339: Caster is affected as by a Philtre of Love

1340: Caster is affected as by a Ring of contrariness

1341: Caster is affected as by a Slow spell

1342: Caster is affected as by a Wand of Misplaced objects

1343: Caster is affected as by an amulet of inescapable location

1344: Caster is affected by Mirror Image

1345: Caster is affected by silver like a lycanthrope

1346: Caster is affected by the spell Blur for the next 10 turns

1347: Caster is afraid of his own reflection

1348: Caster is afraid to touch money

1349: Caster is alarmed now by a bustle in his hedgerow

1350: Caster is alert and coherent the instant he wakes up

1351: Caster is an illusion every other round and can cause no damage

1352: Caster is as buoyant as a block of iron

1353: Caster is as buoyant as styrofoam

1354: Caster is at the center of a Blade Barrier

1355: Caster is at the center of a whirlwind of ping-pong balls

1356: Caster is attended by 1d4 skeletons with no combat ability

1357: Caster is aware of every object now within 50 feet of him

1358: Caster is base AC 4 for d4 days; DEXIarmor bonuses still apply

1359: Caster is befriended by a family in each town within 100 miles

1360: Caster is befriended by a popular local leader

1361: Caster is befriended by all the members of a single species

1362: Caster is befriended by nearest Lich

1363: Caster is befriended by the nearest nymph or sylph

1364: Caster is believed by some to be a deity

1365: Caster is believed to bathe in the blood of innocents

1366: Caster is believed to be a leper

1367: Caster is believed to be a particularly nasty demon

1368: Caster is believed to be a practicing cannibal

1369: Caster is believed to be a town elder by nearest village

1370: Caster is believed to be an agent of evil

1371: Caster is believed to be an escaped murderer by nearest village

1372: Caster is believed to be carrying a powerful artifact

1373: Caster is believed to be carrying an especially virulent plague

1374: Caster is believed to be possessed by a demon

1375: Caster is believed to be rich beyond the dreams of avarice

1376: Caster is believed to be the cause of a local plague

1377: Caster is believed to be the worst enemy of all who view him

1378: Caster is believed to have murdered someone he did not

1379: Caster is believed to have resurrected someone he did not

1380: Caster is believed to have risen from the dead recently

1381: Caster is believed to have the cure for a local plague

1382: Caster is believed to have the power to heal

1383: Caster is blamed for crop failure in the next town he enters

1384: Caster is blamed for the death of some forgotten relative

1385: Caster is blasted to ashes

1386: Caster is blind when exposed to direct sunlight

1387: Caster is blind whenever he is at less than full hit points

1388: Caster is blinded but gains clairvoyance of the area he is in

1389: Caster is bound head to toe in coaxial cable

1390: Caster is bulletpr00f, as he'll discover if he's ever shot

1391: Caster is buried up to his waist in hot dogs

1392: Caster is burned by a large magical explosion; loses 16 HP

1393: Caster is burned by exposure to direct sunlight; 2d4 HPIround

1394: Caster is burned by holy symb01s

1395: Caster is burned by holy Water as if he were undead

1396: Caster is certain he'll meet his fate within the next week

1397: Caster is Cloned

1398: Caster is completely immune to beneficial clerical magic

1399: Caster is completely unable to save money

1400: Caster is confident he'll resurrect instantly when he dies

1401: Caster is confident that his enemies trust and respect him

1402: Caster is confident that his magic is better than anyone else's

1403: Caster is constantly mistaken for someone else

1404: Caster is constantly surrounded by a cloud of bees

1405: Caster is convinced he'll be dead by tomorrow morning

1406: Caster is convinced he'll die in a cave or mine

1407: Caster is convinced that 10 days have just passed

1408: Caster is convinced that he invented magic

1409: Caster is convinced that someone's lurking right behind him

1410: Caster is covered in a sugary glaze like a doughnut

1411: Caster is covered in ice cream and hot fudge

1412: Caster is covered in ketchup, though he believes it's blood

1413: Caster is covered in scars as if he were once badly burned

1414: Caster is covered with butter every time he casts a spell

1415: Caster is covered with painful-100king bruises

1416: Caster is covered with scales which fall off in 1d4 days

1417: Caster is deafened but gains clairaudience of the area he is in

1418: Caster is deeply embarrassed by the sound of his voice

1419: Caster is deeply embarrassed whenever he casts a spell

1420: Caster is despised by all the members of a single species

1421: Caster is dispatched to a random plane, as spell

1422: Caster is doused in whipped cream

1423: Caster is drenched in pig's blood

1424: Caster is driven insane, as Mindshatter spell

1425: Caster is encased in a box made of bulletpr00f glass

1426: Caster is ensnared by another caster's Monster Summoning

1427: Caster is entangled by rapidly growing grass or the like

1428: Caster is equally affected by every spell he casts on others

1429: Caster is Feebleminded as by spell and Enfeebled as by Ray

1430: Caster is Feebleminded when exposed to direct sunlight

1431: Caster is filled with straw, not blood or internal organs

1432: Caster is forever unable to teleport

1433: Caster is granted one wish during each of the next 1d4 years

1434: Caster is hallucinates wildly for 1d12 hours

1435: Caster is haunted by ghastly visions of his own death

1436: Caster is Healed (not resurrected) under next 2d6 Full Moons

1437: Caster is Healed the next time he suffers 10 HP of fire damage

1438: Caster is Held d6 rounds each time he speaks his name

1439: Caster is Held for d10 rounds

1440: Caster is Held until someone speaks his name

1441: Caster is henceforth 50% likely to go berserk after eating

1442: Caster is henceforth 50% likely to vomit after eating

1443: Caster is henceforth 50% likely to weep after eating

1444: Caster is heroic; immune to fear and confusion

1445: Caster is hit by 1 HD lightning b01t whenever he hears his name

1446: Caster is h01ding a stick of dynamite with a burning fuse

1447: Caster is h01ding a tray full of hors d'oeuvres

1448: Caster is h01ding an enormous basket of turnips

1449: Caster is h01ding an ice cream sandwich in each hand

1450: Caster is immortal for the next 1d8 days

1451: Caster is immortal, but has a fatal weakness (ie., cannot move)

1452: Caster is immune to all magical healing efforts for d4 days

1453: Caster is immune to all nonmagical snake venom

1454: Caster is immune to bludgeoning attacks (mace, etc) for d4 days

1455: Caster is immune to fire for d6 hours

1456: Caster is immune to gaze attacks

1457: Caster is immune to gaze attacks for d100 days

1458: Caster is immune to lycanthropy

1459: Caster is immune to magical scrying or detection

1460: Caster is immune to natural extremes of weather when naked

1461: Caster is immune to next 10 01factory (gas) attacks against him

1462: Caster is immune to nonmagical disease for one year

1463: Caster is immune to normal fire while chanting "icy- nicey"

1464: Caster is immune to piercing attacks for 1d4 days

1465: Caster is immune to slashing attacks for 1d4 days

1466: Caster is immune to sonic attacks

1467: Caster is implicated in a local property dispute

1468: Caster is implicated in a tawdry scandal in a nearby town

1469: Caster is instantly liked by those with the same c010r of hair

1470: Caster is invisible except while he speaks

1471: Caster is invisible from the back but visible from the front

1472: Caster is invisible from the front but visible from the back

1473: Caster is invisible in daylight but illuminated in darkness

1474: Caster is invisible to himself

1475: Caster is invisible to the target

1476: Caster is invisible to undead, who are also invisible to him

1477: Caster is invisible to vampires until he speaks or attacks

1478: Caster is invisible when naked and unencumbered

1479: Caster is invisible when no one is 100king

1480: Caster is invisible whenever he shoves his fist in his mouth

1481: Caster is invisible while he speaks

1482: Caster is invisible, intangible, and silenced for 10d6 rounds

1483: Caster is invulnerable to all harm for 1d6-1 rounds

1484: Caster is invulnerable until he harms someone

1485: Caster is just out of sight and earshot of his allies

1486: Caster is killed and butchered like a deer

1487: Caster is knocked unconscious and cannot be roused until dawn

1488: Caster is lightly seasoned and coated in breadcrumbs

1489: Caster is mistaken for someone else wherever he goes

1490: Caster is morbidly fascinated with undead

1491: Caster is naturally careful; never makes a Critical fumble

1492: Caster is neon pink for the intended spell's duration

1493: Caster is next in line for the throne

1494: Caster is not affected by any First Level spells

1495: Caster is not harmed by ingested poisons

1496: Caster is nourished by grass instead of food for d10 days

1497: Caster is now dressed in full f00tball padding

1498: Caster is now dressed like a hockey goalie

1499: Caster is now dressed like a h011ywood viking

1500: Caster is obsessed with removing one of his vital organs

1501: Caster is only able to hear that which he can see

1502: Caster is only able to hear when his eyes are closed

1503: Caster is only able to hear when his mouth is open

1504: Caster is only able to open his mouth when his eyes are closed

1505: Caster is only able to see in 2 dimensions; -4 ToHit

1506: Caster is only able to see when his eyes are closed

1507: Caster is painfully and messily disemboweled

1508: Caster is paralyzed by intense pain for 1d4 rounds

1509: Caster is perceived to be a bully

1510: Caster is p01ymorphed into duplicate of the target

1511: Caster is pretty sure he can breathe underwater

1512: Caster is prone to ridiculous exaggeration

1513: Caster is protected by Mordenkainen's Faithful Phantom Guardian

1514: Caster is Protected from Self, as spell, for 10d10 days

1515: Caster is pummeled by hail for 1 turn, losing 4d4 hit points

1516: Caster is pursued by a Red Dragon but believes he is not

1517: Caster is pursued by bees as if he were their queen

1518: Caster is pursued by flies and vultures as if he were carrion

1519: Caster is pursued by groupies and wanna-bees

1520: Caster is randomly teleported 10 miles (50% chance Up or Down)

1521: Caster is reduced to 1/2 strength when exposed to direct sunlight

1522: Caster is reduced to 1 Hit Point

1523: Caster is reduced to Level One for 5 turns

1524: Caster is refreshed as from a good night's sleep

1525: Caster is reluctant to use magic for fear of Wild Surges

1526: Caster is rendered Timeless, as priest spell, for d10 days

1527: Caster is repulsed by holy symb01s

1528: Caster is resurrected the next time he is slain (NO CON loss)

1529: Caster is roasted by a huge magical explosion; loses 32 HP

1530: Caster is rumored to have a terribly embarrassing disease

1531: Caster is scarred as though he was disassembled and rebuilt

1532: Caster is scorched by a tiny magical explosion; loses 2 HP

1533: Caster is sent to alternate Prime Material plane

1534: Caster is singed by a medium magical explosion; loses 8 HP

1535: Caster is standing atop a rickety ladder

1536: Caster is standing atop the nearest hill

1537: Caster is standing in a bucket of oatmea1

1538: Caster is standing upon a rickety tower of orange crates

1539: Caster is Stoneskinned

1540: Caster is stricken mute in the presence of royalty

1541: Caster is stunned by the true expanse of the universe

1542: Caster is stunned for 1d4 rounds each time he casts a spell

1543: Caster is stunned for d10 rounds

1544: Caster is Stunned whenever he casts a spell

1545: Caster is suddenly carrying a sophisticated laptop computer

1546: Caster is suddenly h01ding his kidneys in his hands

1547: Caster is suddenly lying face-down on the ground

1548: Caster is suddenly sitting atop a lamppost

1549: Caster is suddenly standing in a construction site toilet

1550: Caster is suddenly standing in the middle of a bonfire

1551: Caster is suddenly standing knee-deep in snow

1552: Caster is suddenly standing on an island in a lake of magma

1553: Caster is suddenly standing on his head

1554: Caster is suddenly wearing a construction helmet

1555: Caster is suddenly wearing a large diaper

1556: Caster is suddenly wearing a suit of aluminum chainmail

1557: Caster is suddenly wearing a top-of-the-line kevlar helmet

1558: Caster is suddenly wearing all the clothes he owns

1559: Caster is suddenly wearing nothing but a fishing net

1560: Caster is suddenly wearing nothing but fig leaves

1561: Caster is suddenly wearing two large oysters on his feet

1562: Caster is suffering from advanced hypothermia

1563: Caster is suffering from severe stomach cramps

1564: Caster is sure an artifact is buried around here somewhere

1565: Caster is surrounded by fireflies and can be seen at all times

1566: Caster is surrounded by ostriches

1567: Caster is suspected in an assassination plot

1568: Caster is suspended upside down in a water-filled glass box

1569: Caster is suspicious of any who light a fire in his presence

1570: Caster is tapped on the shoulder once every d10 rounds

1571: Caster is teleported anywhere, anytime, randomly

1572: Caster is teleported into nearest h0110w but standing tree

1573: Caster is teleported into nearest Monastery

1574: Caster is teleported into the bathing p001 of the nearest nymph

1575: Caster is teleported into the nearest cave

1576: Caster is teleported into the nearest keep

1577: Caster is teleported into the nearest prison

1578: Caster is teleported one mile straight up

1579: Caster is teleported onto his own shoulders

1580: Caster is teleported onto the branches of the nearest tree

1581: Caster is teleported onto the shoulders of target

1582: caster is teleported to the 3d6th layer of the Abyss

1583: caster is teleported to the bottom of the nearest well

1584: caster is teleported to the lair of the tarrasque

1585: Caster is teleported to the nearest convent

1586: Caster is teleported to the place from which he last teleported

1587: Caster is teleported to within 10' of nearest Lich

1588: Caster is terrified of becoming invisible

1589: Caster is terrified of death and br00ds upon it constantly

1590: Caster is terrified of getting his feet wet

1591: Caster is thoroughly humiliated and demoralized

1592: Caster is thought by local villagers to be a prophesized savior

1593: Caster is thought by local villagers to be a vampire

1594: Caster is thought to be a minor official in a major country

1595: caster is thought to be a prominent official in a major country

1596: caster is thought to be a successful merchant or guildmaster

1597: caster is thought to be some random dweeb from a far-off land

1598: caster is thought to be the ruler of an empire

1599: Caster is thought to be the s01e ruler of a major country

1600: Caster is thought to be the s01e ruler of a minor country

1601: Caster is thought to be the s01e ruler of a spot on the map

1602: Caster is thought to be the s01e survivor of a royal family

1603: Caster is toasted by a small magical explosion; loses 4 HP

1604: Caster is transported to an Outer Plane for d10 rounds

1605: Caster is trapped in a stack of tires

1606: Caster is unable to cast any spells tomorrow

1607: Caster is unable to cast non-illusion spells for 24 hours

1608: Caster is unable to consume or digest s01id foods

1609: caster is unable to create Illusions for 24 hours

1610: Caster is unable to hear his own voice

1611: Caster is unable to perceive illusions for 1d12 hours

1612: caster is unable to read except while exposed to sunlight

1613: caster is unable to read while exposed to sunlight

1614: Caster is unable to remain quiet where silence is required

1615: Caster is unable to speak except in a b00ming shout

1616: caster is unable to swallow food in the presence of others

1617: caster is unable to tell when he is lying

1618: Caster is unaffected by gravity when his eyes are closed

1619: Caster is unaffected by gravity when lying face down

1620: Caster is unaffected by the next Abjuration cast against him

1621: Caster is unaffected by the next Alteration cast against him

1622: Caster is unaffected by the next Conjuration cast against him

1623: Caster is unaffected by the next Divination cast against him

1624: Caster is unaffected by the next Enchantment cast against him

1625: Caster is unaffected by the next Evocation cast against him

1626: Caster is unaffected by the next Illusion cast against him

1627: Caster is unaffected by the next Necromancy cast against him

1628: Caster is unharmed by next 1d20 hit points of damage he suffers

1629: Caster is visible to infravision like a lighthouse beacon

1630: Caster is vulnerable to rust monsters like metal

1631: Caster is wearing an 01d deep-sea diving suit

1632: Caster is wearing ballet slippers

1633: Caster is wearing carbon steel handcuffs

1634: Caster is wearing red suspenders (to keep his pants up)

1635: Caster is wh011y unwilling to compromise in matters of food

1636: Caster is wracked with guilt whenever he casts a spell

1637: Caster is wrapped head to toe in a coil of chain

1638: Caster is wrapped in a coc00n like a caterpillar

1639: Caster isn't entirely sure that he exists

1640: Caster jumps up and down whenever he casts a spell

1641: Caster keeps mushrooms and fungus as pets

1642: Caster kicks like a mule whenever he hears his name

1643: Caster knows the complete Pittsburgh bus schedule for

1644: 1401 Caster knows the first name of everyone now within 100 yards

1645: Caster knows the meaning of life briefly, then forgets it

1646: Caster knows the meaning of life but can't articulate it

1647: Caster knows the meaning of life but doesn't believe it

1648: Caster lashes out at nearby ally and attacks until subdued

1649: Caster laughs disconcertingly when he is injured

1650: Caster laughs like a hyena at the sight of blood

1651: Caster laughs like a madman in the presence of royalty

1652: Caster laughs like a madman whenever he casts a spell

1653: Caster leaps 90' straight up and lands without harm

1654: Caster learns 1d3 languages during the next 2 months

1655: Caster learns a language which does not otherwise exist

1656: Caster learns that a now-dead relative committed awful crimes

1657: Caster learns that he was adopted

1658: Caster leaves f00tprints on any nonmagical surface

1659: Caster leaves no f00tprints for d8 weeks

1660: Caster leaves strange, disquieting odors in his wake

1661: Caster leaves wet f00tprints wherever he goes

1662: Caster left a fire in his fireplace; house is now ablaze

1663: Caster levitates 1' above ground, retains normal Movement Rate

1664: Caster levitates slightly when he casts a spell

1665: Caster levitates slightly when he sleeps

1666: Caster likes to reminisce with undead

1667: Caster likes to speak as though he's giving prophecy

1668: Caster likes to tell bawdy jokes in the presence of royalty

1669: Caster likes to wear dark clothes and pretend he's a vampire

1670: Caster looks and sounds different to each creature viewing him

1671: Caster looks drastically different to everyone but himself

1672: Caster looks like a badly decayed corpse while he's asleep

1673: Caster looks like a cute little forest animal while asleep

1674: Caster looks like a murder victim while he's asleep

1675: Caster looks like a stereotypica11950's H011ywood Martian

1676: Caster looks like an Impressionist painting while asleep

1677: Caster looks more and more like a burned-out hippie

1678: Caster looks sickly and emaciated but is not

1679: Caster loses 1 HPIround until dying as on Negative Material

1680: Caster loses 1 LevelIHit Die per day until becoming Juju zombie

1681: Caster loses 1d4 additional hit points from all fire damage

1682: Caster loses 1d4 fewer hit points from all fire damage

1683: Caster loses 1d6 hit points whenever he says a pun

1684: Caster loses 2d4 Experience Levels (and appropriate abilities)

1685: Caster loses a piece of clothing each time he casts a spell

1686: Caster loses a t00th during each of the next 4d8 nights

1687: Caster loses a t00th each time he tells a lie

1688: Caster loses access to a sch001 of magic till he rises a level

1689: Caster loses access to ALL knowledge held in his mind

1690: Caster loses access to one sch001 of magic

1691: Caster loses all proficiency in all weapons

1692: Caster loses all sense of the passage of space

1693: Caster loses all sense of the passage of time

1694: Caster loses consciousness; can't find it again for d10 hours

1695: Caster loses d4 HP whenever he tries to cast a spell

1696: Caster loses hair and all facial features, but retains senses

1697: Caster loses his mind; can't find it again for d20 rounds

1698: Caster loses his spellb00k; can't find it again for d4 days

1699: Caster loses one hit point each time he tells a lie

1700: Caster loses one hit point per level of each spell he casts

1701: Caster loses spellcasting ability for d10 years

1702: Caster loses spellcasting ability for d6 days

1703: Caster loses stereophonic hearing: -1 penalty on Surprise rolls

1704: Caster loses the ability to ReadIWrite a random language

1705: Caster loses the sense of smell

1706: Caster loses the sense of taste

1707: Caster loses the sense of touch

1708: Caster loves to tell preposterous stories of his youth

1709: Caster makes a spirited attempt to swallow his own head

1710: Caster makes enemies easily; -2 to all reaction rolls

1711: Caster may call down one 3HD lightning b01t per day; no saves

1712: Caster may Command one being; cannot refuse, obeys as is able

1713: Caster may Teleport without Error twice

1714: Caster melts over next d6 rounds unless Remove Curse is cast

1715: Caster metamorphoses into a Bodak over next d6 months

1716: Caster mimics the facial features of each person he touches

1717: Caster mistakenly Gated by a random Outer Plane being

1718: Caster mistakenly Gates a random Outer Planes being

1719: Caster mistakenly Gates himself to a random Outer Plane

1720: Caster moves as though balancing a serving tray on his head

1721: Caster moves as though he is underwater

1722: Caster moves as though standing knee-deep in water

1723: Caster moves d10 rounds into future; loses intervening rounds

1724: Caster must check CON every morning or fall asleep again

1725: Caster must eat 2x the normal amount of food to be nourished

1726: Caster must graze like a cow for food

1727: Caster must roll a STR check: if successful, he gains 1d4 sTR

1728: Caster must roll for System Shock for each wound or pass out

1729: Caster must Save or spell strikes target

1730: Caster must Save vs Death AND Spell or become a Lich

1731: Caster must Save vs Death Magic or be disintegrated

1732: Caster must Save vs Death Magic or turn into a snowman

1733: Caster must Save vs Death or implode and perish

1734: Caster must Save vs Death or turn inside out and die instantly

1735: Caster must Save vs Disintegration or be disintegrated

1736: Caster must say "Klaatu verada nikto" to open his spellb00k

1737: Caster must say a rhymed couplet whenever he casts a spell

1738: Caster never misplaces his possessions

1739: Caster never needs to bathe

1740: Caster never needs to bathe to remain clean

1741: Caster no longer feels hunger and must be reminded to eat

1742: Caster no longer has any concept of personal space

1743: Caster no longer has to move his mouth in order to speak

1744: Caster no longer throws a shadow

1745: Caster now has tusks like a walrus

1746: Caster omniscient for 1round, then forgets it all

1747: Caster only needs to eat once per week

1748: Caster or random female ally becomes as beautiful as a nymph

1749: Caster or random male ally becomes as beautiful as a nymph

1750: Caster owns a widescreen c010r television

1751: Caster owns two long-range, s01ar -powered walkie-talkies

1752: Caster panics at the sight of his own blood

1753: Caster perceives a hideous monster to be standing behind him

1754: Caster perceives everyone nearby to be affected by Mirror image

1755: Caster perceives everyone to be facing 180° fromItoward him

1756: Caster perceives hidden demonic meaning in everyday events

1757: Caster perceives himself to be standing behind an evil monster

1758: Caster perceives himself to be standing behind himself

1759: Caster perceives just about everything to be an ill omen

1760: Caster perceives maggots to be writhing within his flesh

1761: Caster perceives sculptures to portray only horrifying images

1762: Caster perceives those around him to be naked

1763: Caster permanently affected as by Nahal's Nonsensical Nullifier

1764: Caster permanently forgets one spell now in his spellb00k

1765: Caster permanently gains +1 to DEX

1766: Caster permanently loses 10 pounds

1767: Caster p01ymorphed into an orangutan

1768: Caster p01ymorphs into a duplicate of the next ally he touches

1769: Caster p01ymorphs into a frog (retains attributes)

1770: Caster p01ymorphs into a frog-sized human (retains attributes)

1771: Caster p01ymorphs into a human-sized frog (retains attributes)

1772: Caster p01ymorphs into a physical duplicate of his worst enemy

1773: Caster p01ymorphs randomly each time he is exposed to sunlight

1774: Caster p01ymorphs randomly every d4 hours

1775: Caster p01ymorphs randomly, permanently; Wishes have no effect

1776: Caster Possesses target for d10 rounds

1777: Caster professes intense jealousy of an imaginary sibling

1778: Caster punches himself in the jaw: 50% to knock himself out

1779: Caster punches the person standing nearest to him

1780: Caster quacks like a duck when he's angry

1781: Caster questions himself before using magic: +4 to Casting Time

1782: Caster radiates antilife; drains 1 HPIround from all within 10'

1783: Caster raises a d10 yard radius hemisphere of stone from ground

1784: Caster randomly teleported 1 mile (N,S,E,W,NE,SE,SW,NW)

1785: Caster reacts to criticism with hysterical sobbing

1786: Caster realizes he carries a small but powerful magic item

1787: Caster realizes he has a knife stuck in his thigh

1788: Caster realizes he hasn't slept in three weeks

1789: Caster realizes he was assembled out of dismembered corpses

1790: Caster realizes he was formed by a Mirror of Opposition

1791: Caster realizes he's carrying a lich's phylactery

1792: Caster realizes he's never worn clothing in his life

1793: Caster realizes that he only memorized Read Magic today

1794: Caster realizes that the universe was born in a huge explosion

1795: Caster realizes that the universe was hatched from a giant egg

1796: Caster receives Shocking Grasp from next PC he touches

1797: Caster receives static shocks every time he touches metal

1798: Caster recites the contents of his spellb00k while asleep

1799: Caster recoils from holy symb01s as if he were undead

1800: Caster recovers an additional 2 hit points each day

1801: Caster reeks of ammonia whenever he casts a spell

1802: Caster refuses to accept that he's ever triggered a Wild Surge

1803: Caster refuses to admit that anything occurred before his birth

1804: Caster refuses to drink healing potions

1805: Caster refuses to eat meat which he did not kill himself

1806: Caster refuses to talk for 1d10+10 rounds after casting a spell

1807: Caster regains all spells he cast within last 24 hours

1808: Caster regards any missed attack as a personal failure

1809: Caster regenerates 1 HPIround for the next 20+d20 rounds

1810: Caster regenerates 1 HPIturn, but regenerates as troll flesh

1811: Caster regenerates fire and/or acid damage, 1 HP per hour

1812: Caster remembers the name of everyone he meets

1813: Caster renounces magic until he's next affected by a spell

1814: Caster repeats the same sentence over and over; no spellcasting

1815: Caster rises on a c01umn of stone 10' into the air

1816: Caster roars like a lion after particularly good meals

1817: Caster roars like a lion when angered

1818: Caster runs amok

1819: Caster runs in his sleep

1820: Caster Saves vs Death or becomes flesh-hued 00ze

1821: Caster Saves vs Death or skull shrinks by half, causing death

1822: Caster Saves vs Magic or becomes a duplicate of the target

1823: Caster Saves vs Petrify or petrifies on seeing his reflection

1824: Caster Saves vs Petrify or turns to air

1825: Caster Saves vs Petrify or turns to clay

1826: Caster Saves vs Petrify or turns to lifeless diamond

1827: Caster Saves vs Petrify or turns to mithral

1828: Caster Saves vs Petrify or turns to mud

1829: Caster Saves vs Petrify or turns to non-sentient platinum

1830: Caster Saves vs Petrify or turns to sentient gold

1831: Caster Saves vs Petrify or turns to steel

1832: Caster Saves vs Petrify or turns to stone and crumbles

1833: Caster Saves vs Petrify or turns to water

1834: Caster Saves vs Petrify or turns to wood

1835: Caster says "Tah-dah!" after each spell he casts

1836: Caster sealed in a bubble which air cannot penetrate

1837: Caster seeks his long lost twin sibling (who might not exist)

1838: Caster seems to bleed from his eyes when exposed to sunlight

1839: Caster seems to double in weight each round in direct sunlight

1840: Caster seems to speak in the voice of each who hears him

1841: Caster seems untrustworthy; suffers -3 on Reaction rolls

1842: Caster seems vaguely familiar to everyone who meets him

1843: Caster seems very trustworthy; receives +3 on Reaction rolls

1844: Caster sees all others to be affected by Nonsensical Nullifier

1845: Caster sees everything in heavy sepia tints

1846: Caster sees in the Ethereal Plane but cannot see in the Prime

1847: Caster sees omens of the pending apocalypse in everyday events

1848: Caster sees perfectly in the dark but is blind in the light

1849: Caster sees strange figures out of the corner of his eye

1850: Caster sees the plane of primal magic; check WIS or go nuts

1851: Caster shatters into 5d10 tiny duplicates of himself for 1 turn

1852: Caster shatters into countless little cubes; reforms in 1 turn

1853: Caster sheds his skin like a snake every d6 days

1854: Caster sheds tears every time he casts a spell

1855: Caster shines like a lighthouse beacon when he is asleep

1856: Caster shines like the sun when hiding in shadows

1857: Caster shouts profanity in the presence of royalty

1858: Caster shows all signs of having been struck by lightning

1859: Caster shows no reflection in mirrors

1860: Caster shrinks 1/2 inch each day

1861: Caster shrinks by 1/2 each turn while exposed to direct sunlight

1862: Caster shrinks by 10%

1863: Caster shrinks by 10% for every 10% of his hit points he loses

1864: Caster shrinks to 1I10 his height while invisible

1865: Caster shunted to Border Ethereal; doppleganger takes his place

1866: Caster sinks into depression whenever he casts a spell

1867: Caster sinks into ground up to his knees

1868: Caster sinks into the ground up to his ankles for d6 rounds

1869: Caster sinks into the ground up to his chest for d6 rounds

1870: Caster sinks into the ground up to his neck for d6 rounds

1871: Caster sinks into the ground up to his waist for d6 rounds

1872: Caster sinks like a stone in water when naked

1873: Caster skips every other round for next 1+1d20 rounds

1874: caster smells like a badly decayed corpse while he's asleep

1875: caster smells like a skunk for 1d10 rounds after bathing

1876: caster smells like brimstone for the spell's duration

1877: Caster smells like goat cheese but without the subtlety

1878: Caster smells of roses and lavender while he sleeps

1879: Caster smells strongly of blood in the presence of vampires

1880: Caster smells strongly of catnip

1881: Caster smells strongly of garlic in the presence of vampires

1882: Caster smiles at oddly inappropriate times

1883: Caster sneezes when trying to cast spells; +3 to casting times

1884: Caster sneezes whenever he hears his name

1885: Caster s00n has an opportunity to save a god's life

1886: Caster speaks an unknown tongue for 1 turn after casting spells

1887: Caster speaks gibberish but believes he is speaking Common

1888: Caster speaks in a b00ming voice when he tries to whisper

1889: Caster speaks in a whisper whenever he tells a lie

1890: Caster speaks in rhyme; spellcasting impossible

1891: Caster speaks in three-part harmony for d8 turns

1892: Caster speaks shocking blasphemies in the presence of clergy

1893: Caster speaks through his ears and hears through his mouth

1894: Caster spends 1d10 rounds ridiculing his best friend

1895: Caster spends 24 hours in hell: gains a level when he returns

1896: Caster spins a coc00n & emerges fully healed after 1 week

1897: Caster spins like a top for d6 rounds; DEX check or fall over

1898: Caster sprouts a new nose in the center of his forehead

1899: Caster sprouts a new nose right next to his original one

1900: Caster sprouts a tail like a monkey

1901: Caster sprouts a tail like a rabbit

1902: Caster sprouts a tail like a stegosaurus

1903: Caster sprouts an ugly face on the back of his head

1904: Caster sprouts another arm from his sternum

1905: Caster sprouts butterfly wings (Fl 6, MC C); remain for d6 days

1906: Caster sprouts dear antlers 1664 Caster sprouts elephant ears

1907: Caster sprouts feathers

1908: Caster sprouts giraffe horns

1909: Caster sprouts one wing from his shoulder blade

1910: Caster sprouts rabbit ears

1911: Caster squeaks like a mouse when he is frightened

1912: Caster stares vacantly into space for 1d4 rounds

1913: Caster sticks his fingers in his ears and can't remove them

1914: Caster stinks like a tomb when exposed to direct sunlight

1915: Caster stinks of rotting fish in the presence of royalty

1916: Caster strikes his thumb whenever he uses a hammer

1917: Caster struck as by Magic Missile each time he hears his name

1918: Caster stutters through time, existing only every other round

1919: Caster sucks his thumb like an infant for 1d4 turns

1920: Caster suddenly doesn't believe in magic

1921: Caster suddenly finds himself inside a 55-gallon steel drum

1922: Caster suddenly finds himself standing within an ig100

1923: Caster suddenly gains 50 pounds of baby fat

1924: Caster suffers Blindness

1925: Caster suffers delusions of grandeur when he casts spells

1926: Caster suffers financial ruin over the next few months

1927: Caster suffers full effect of the intended spell: no Save

1928: Caster suffers great embarrassment whenever he casts a spell

1929: Caster suffers illusionary wounds identical to those he causes

1930: Caster suffers insomnia; can't sleep next 5d4 days

1931: Caster suffers no damage from one attack each round

1932: Caster suffers normal damage from illusions for next 24 hours

1933: Caster suffers reverse of magical healing efforts for 1d4 days

1934: Caster suffers reversed effect of the intended spell: no Save

1935: Caster suffers withdrawal unless he eats mud each day

1936: Caster Summons 1d20 kob01ds, who attack randomly

1937: Caster Summons Self (see spell listing)

1938: Caster suspects some great entity is hiding nearby

1939: Caster suspects that he's not who everyone says he is

1940: Caster suspects that his allies don't really trust him

1941: Caster swaps personae with each being he touches

1942: Caster swaps personae with the next sentient weapon he touches

1943: Caster sweats acid, destroying clothes but not harming him

1944: Caster sweats profusely in the presence of royalty

1945: Caster takes damage one round after it occurs

1946: Caster takes illusory damage next 2d10 rounds; doesn't know it

1947: Caster takes normal damage from illusions for next

1948: rounds l706 Caster teleports 1 mile; stone replica appears in his place

1949: Caster teleports 1 yard to the left whenever he casts a spell

1950: Caster teleports randomly whenever he hears or speaks his name

1951: Caster teleports to nearest dragon's horde for 1d8 rounds

1952: Caster teleports to the place he slept the previous night

1953: Caster teleports to the place of his birth, returns in d4 days

1954: Caster tells outrageous lies in the presence of royalty

1955: Caster tends to giggle at inappropriate times

1956: Caster thinks a big bad w01f wants to blow his house down

1957: Caster thinks all allies are extensions of himself

1958: Caster thinks all around him are children

1959: Caster thinks all bath water is really strong acid

1960: Caster thinks all his enemies are telepathically linked

1961: Caster thinks all of his allies are doppelgangers

1962: Caster thinks an earthquake is going on

1963: Caster thinks any Illusions he casts are real for next 24 hours

1964: Caster thinks any injuries he has are illusions

1965: Caster thinks cockroaches are burrowing through his flesh

1966: Caster thinks demons hound him at every turn

1967: Caster thinks dragons are allies who've been p01ymorphed

1968: Caster thinks Ethereal monsters are all around him

1969: Caster thinks every question he is asked is a riddle

1970: Caster thinks every town he enters is the town of his birth

1971: Caster thinks every weapon he wields is intelligent

1972: Caster thinks everyone around him is dreaming

1973: Caster thinks everyone around him is omniscient

1974: Caster thinks everyone else is insane

1975: Caster thinks everyone he meets looks vaguely familiar

1976: Caster thinks everyone in the world knows his secrets

1977: Caster thinks everyone is trustworthy until proven otherwise

1978: Caster thinks everyone thinks he's an impostor

1979: Caster thinks everyone who speaks Common is speaking gibberish

1980: Caster thinks everyone who speaks to him has his voice

1981: Caster thinks everyone's name is the same as his

1982: Caster thinks everything he does is part of a holy quest

1983: Caster thinks everything is invisible when he closes his eyes

1984: Caster thinks foes in immediate area are extensions of himself

1985: Caster thinks hair is evil and must be shorn from his body

1986: Caster thinks he ages a year (decade?) each day

1987: Caster thinks he can beat his addiction to air

1988: Caster thinks he can cause death with a touch

1989: Caster thinks he can change his skin c010r like a chameleon

1990: Caster thinks he can command undead

1991: Caster thinks he can communicate with inanimate objects at will

1992: Caster thinks he can contr01 others by chanting "blinky"

1993: Caster thinks he can interpret dreams as omens

1994: Caster thinks he can snuff campfires with his bare hands

1995: Caster thinks he can unscrew his head at the neck

1996: Caster thinks he did something dreadful last night

1997: Caster thinks he exists only in the dreams of others

1998: Caster thinks he founded the nearest town

1999: Caster thinks he had a deeply mystical experience as a child

2000: Caster thinks he has an evil twin who's plotting his death

2001: Caster thinks he has been Geased by a high-level cleric

2002: Caster thinks he has been poisoned

2003: Caster thinks he has been p01ymorphed

2004: Caster thinks he has been Summoned here by powerful magic

2005: Caster thinks he has far t00 much blood in his body

2006: Caster thinks he has forgotten something but actually has not

2007: Caster thinks he has journeyed here from the distant future

2008: Caster thinks he has just returned from 24 hours spent in hell

2009: Caster thinks he has just returned from a pilgrimage

2010: Caster thinks he has just spoken with his deity

2011: Caster thinks he has only a limited amount of magic left

2012: Caster thinks he has only twenty minutes to live

2013: Caster thinks he has recently committed a horrible crime

2014: Caster thinks he has recently offended some god of Death

2015: Caster thinks he has remembered something but actually has not

2016: Caster thinks he has shrunken to half his height

2017: Caster thinks he has the gift of prophecy

2018: Caster thinks he invented magic

2019: Caster thinks he is a clone of someone else

2020: Caster thinks he is a deity

2021: Caster thinks he is a deity when in the presence of royalty

2022: Caster thinks he is a demon in mortal form

2023: caster thinks he is a demon possessing himself

2024: Caster thinks he is a doppleganger

2025: Caster thinks he is a dragon who's forgotten how to p01ymorph

2026: Caster thinks he is a false personality

2027: Caster thinks he is a fire elemental

2028: Caster thinks he is a flesh g01em

2029: Caster thinks he is a flesh-eating ghoul

2030: Caster thinks he is a reformed c01d-blooded killer

2031: Caster thinks he is a water elemental

2032: Caster thinks he is able to heal with a touch

2033: Caster thinks he is affected by Mirror Image but is not

2034: Caster thinks he is affected by the spell Haste

2035: Caster thinks he is affected by the spell Slow

2036: Caster thinks he is after Them (whoever They are)

2037: Caster thinks he is an avatar of a minor deity

2038: caster thinks he is an elementary sch001 teacher

2039: Caster thinks he is an emperor with in the presence of royalty

2040: Caster thinks he is an illithid

2041: Caster thinks he is an illusion

2042: Caster thinks he is an image from his own subconscious

2043: Caster thinks he is an iron g01em

2044: Caster thinks he is as beautiful as a nymph

2045: Caster thinks he is as beautiful as a nymph

2046: Caster thinks he is at death's d00r

2047: Caster thinks he is being tested by his deity

2048: Caster thinks he is bleeding at a tremendous rate

2049: Caster thinks he is blessed with eternal youth

2050: Caster thinks he is bound by a demonic pact

2051: Caster thinks he is controlled by someone

2052: Caster thinks he is covered with ants

2053: Caster thinks he is currently living in a past life

2054: Caster thinks he is dead

2055: Caster thinks he is deeply in love with one of his allies

2056: Caster thinks he is destined to be king

2057: Caster thinks he is dreaming while exposed to direct sunlight

2058: Caster thinks he is drowning

2059: Caster thinks he is fated to be slain by his own son

2060: Caster thinks he is his astral form, pushed from his body

2061: Caster thinks he is hunted by religious zealots

2062: Caster thinks he is immortal

2063: Caster thinks he is immune to fire

2064: Caster thinks he is in two places at once l823 Caster thinks he is insane

2065: Caster thinks he is insane but is not

2066: Caster thinks he is invincible when exposed to direct sunlight

2067: Caster thinks he is invisible, despite what anyone says

2068: Caster thinks he is laboring under some horrible curse

2069: Caster thinks he is literally the center of the universe

2070: Caster thinks he is married (or single, if he's married)

2071: Caster thinks he is naked while in the presence of royalty

2072: Caster thinks he is next in line for the nearest throne

2073: Caster thinks he is not truly himself

2074: Caster thinks he is omniscient

2075: Caster thinks he is on a quest to find his real parents

2076: Caster thinks he is phenomenally important to the universe

2077: Caster thinks he is possessed by a demon

2078: Caster thinks he is pursued by a Red Dragon but is not

2079: Caster thinks he is sleepwalking

2080: Caster thinks he is standing three feet to his right

2081: Caster thinks he is the offspring of a Divine Birth

2082: Caster thinks he is the rightful ruler of this kingdom

2083: Caster thinks he is the target of an elaborate conspiracy

2084: Caster thinks he is two separate people (1 LawfulI1 good, etc)

2085: Caster thinks he is undead

2086: Caster thinks he is under a Geas but doesn't know why

2087: Caster thinks he is untrustworthy

2088: Caster thinks he is very charming to those of opposite sex

2089: Caster thinks he just committed a major faux pas

2090: Caster thinks he just forgot the meaning of life

2091: Caster thinks he knows an ancient and forgotten language

2092: Caster thinks he knows how to swallow swords

2093: Caster thinks he knows the first name of everyone he meets

2094: Caster thinks he knows the Fly spell

2095: Caster thinks he knows where to find the Fountain of Youth

2096: Caster thinks he may Teleport at will but is incorrect

2097: Caster thinks he must avenge the death of an imagined sibling

2098: Caster thinks he owes a favor to some random demon

2099: caster thinks he owns and rules the surrounding property

2100: caster thinks he plays a pivotal roll in the fate of the world

2101: Caster thinks he really works in an office 9 to 5 each day

2102: Caster thinks he receives his spells from some deity or another

2103: Caster thinks he recently murdered someone and is on the run

2104: Caster thinks he regenerates like a troll

2105: Caster thinks he smells terrible

2106: Caster thinks he st01e his spellb00k from a vengeful archmage

2107: Caster thinks he used to be immortal

2108: Caster thinks he was abducted by mysterious gray beings

2109: Caster thinks he was omnipotent in a past life

2110: Caster thinks he was recently murdered

2111: Caster thinks he was recently tortured but can't recall when

2112: Caster thinks he was Siamese twins in a past life

2113: Caster thinks he was slain by the target in a past life

2114: Caster thinks he was the target in a past life

2115: Caster thinks he went back in time to kill his grandfather

2116: Caster thinks he will automatically resurrect when he is slain

2117: Caster thinks he will be deified after his death

2118: Caster thinks he will die unless he burns his spellb00k

2119: Caster thinks he will die with the next spell he casts

2120: Caster thinks he will die with the next Wild Surge he causes

2121: Caster thinks he will explode if jostled t00 harshly

2122: Caster thinks he will turn to a w01f under the next full Moon

2123: Caster thinks he'll become a god if he completes a great quest

2124: Caster thinks he'll die unless he shaves off all his hair

2125: Caster thinks he'll fall dead at sunset

2126: Caster thinks he's a balloon and will pop if stabbed or cut

2127: Caster thinks he's a bard

2128: Caster thinks he's a skeleton trapped in a suit of flesh

2129: Caster thinks he's an escaped slave

2130: Caster thinks he's an intelligent horse

2131: Caster thinks he's been alive for millennia

2132: Caster thinks he's being attacked by an invisible octopus

2133: Caster thinks he's descended from Earth Elementals

2134: Caster thinks he's destined to bring about the apocalypse

2135: Caster thinks he's foreseen his death in the near future

2136: Caster thinks he's going to do something dreadful tonight

2137: Caster thinks he's ingested a potent toxin

2138: Caster thinks he's invisible if he has an egg in his mouth

2139: Caster thinks he's journeyed here from the far future

2140: Caster thinks he's literally the center of the universe

2141: Caster thinks he's made of snow and in danger of melting

2142: Caster thinks he's more charming with his finger in his nose

2143: Caster thinks he's not living up to his potential

2144: Caster thinks he's owed some kind of divine birthright

2145: Caster thinks he's posing for a sculpture of him

2146: Caster thinks he's pregnant

2147: Caster thinks he's standing in the middle of a raging river

2148: Caster thinks he's standing on a precipice

2149: Caster thinks he's standing on a tall, narrow pedestal

2150: Caster thinks he's superior and demands to be treated so

2151: Caster thinks he's surrounded by vermin

2152: Caster thinks he's turning into a w01f

2153: Caster thinks he's wearing a wig

2154: Caster thinks he's wrongly imprisoned in his body

2155: Caster thinks he'll be immortal again later

2156: Caster thinks he's the only one in the world who can use magic

2157: Caster thinks his allies are dead

2158: Caster thinks his allies are dragons in humanoid form

2159: Caster thinks his allies are hiding his spellb00k

2160: Caster thinks his allies are mocking him

2161: Caster thinks his allies are p01ymorphed orcs or goblins

2162: Caster thinks his allies are sleepwalking

2163: Caster thinks his allies are undead

2164: Caster thinks his allies can resurrect him if he's slain

2165: Caster thinks his allies cannot see him, whatever they say

2166: Caster thinks his allies distrust his use of magic

2167: Caster thinks his allies don't take him seriously

2168: Caster thinks his allies fear him

2169: Caster thinks his allies revere him as a god

2170: Caster thinks his allies should revere him as a god

2171: Caster thinks his allies suspect him of being undead

2172: Caster thinks his allies suspect him of plotting against them

2173: Caster thinks his allies think he plans to use them as undead

2174: Caster thinks his allies think he's crazy

2175: Caster thinks his allies think he's dead

2176: Caster thinks his allies will kill him if he casts a spell

2177: Caster thinks his allies will kill him unless he casts a spell

2178: Caster thinks his birth was prophesized by an obscure religion

2179: Caster thinks his brain is at home in a jar on a shelf

2180: Caster thinks his brain is leaking out his nose

2181: Caster thinks his clothing is alive and is out to get him

2182: Caster thinks his deity has t01d him not to bother anymore

2183: Caster thinks his destiny is to leap into a v01cano

2184: Caster thinks his enemies are all immortal

2185: Caster thinks his enemies are also his allies

2186: Caster thinks his enemies' attacks are good-natured joking

2187: Caster thinks his friends are after his money

2188: Caster thinks his hands are twice their actual size

2189: Caster thinks his left hand is dreadfully evil

2190: Caster thinks his life until now has just been a dream

2191: Caster thinks his mouth can store things like a bag of h01ding

2192: Caster thinks his name can cause undead to fear him

2193: Caster thinks his name is a Power Word and is afraid to say it

2194: Caster thinks his name is a Power Word and says it often

2195: Caster thinks his name is Lord (Lady) So-and-So the magnificent

2196: Caster thinks his name is the True Name of a demon

2197: Caster thinks his nose is running like a faucet

2198: Caster thinks his principal weapon is cursed

2199: Caster thinks his reflection is plotting against him

2200: Caster thinks his skin is a foreign organism

2201: Caster thinks his skin is actually someone else's

2202: Caster thinks his skin is some sort of ill-fitting suit

2203: Caster thinks his skin is vulnerable to rust

2204: Caster thinks his spellb00k is an ancient and powerful artifact

2205: Caster thinks his spellb00k is plotting against him

2206: Caster thinks his spellb00k will explode if struck

2207: Caster thinks his spellb00k will vanish if he bathes

2208: Caster thinks his spellb00k will vanish if he sets it down

2209: Caster thinks his touch can cure illness

2210: Caster thinks his touch can cure leather

2211: Caster thinks his touch can heal injuries

2212: Caster thinks his touch turns metal into gold

2213: Caster thinks his worst fears have been realized

2214: Caster thinks immorality will grant him immortality

2215: Caster thinks it is twenty degrees c001er than it really is

2216: Caster thinks it is twenty degrees hotter than it really is

2217: Caster thinks light is shining from the back of his head

2218: Caster thinks maggots infest every wound he suffers

2219: Caster thinks mud has significant monetary value

2220: Caster thinks next mine he enters belongs to him ("It's Mine")

2221: Caster thinks next mine he enters is 50° colder than it is

2222: Caster thinks next mine he enters is 50° warmer than it is

2223: Caster thinks next mine he enters is a living creature

2224: Caster thinks next mine he enters is a portal to his home

2225: Caster thinks next mine he enters is c011apsing all around him

2226: Caster thinks next mine he enters is cramped and claustrophobic

2227: Caster thinks next mine he enters is filled with giant ants

2228: Caster thinks next mine he enters is filled with Illithids

2229: Caster thinks next mine he enters is filled with 00zes

2230: Caster thinks next mine he enters is filled with Stinking cloud

2231: Caster thinks next mine he enters is filled with untapped gold

2232: Caster thinks next mine he enters is f100ding

2233: Caster thinks next mine he enters is his own esophagus

2234: Caster thinks next mine he enters is his rightful home

2235: Caster thinks next mine he enters is last mine he'll ever enter

2236: Caster thinks next mine he enters is on Elemental Earth

2237: Caster thinks next mine he enters is undergoing an earthquake

2238: Caster thinks next mine he enters leads to Lower Outer Plane

2239: Caster thinks non-demihuman humanoids have been p01ymorphed

2240: Caster thinks one of his allies is deeply in love with him

2241: Caster thinks pack animals are unreliable and will not use them

2242: Caster thinks random ally or party member is a deity

2243: Caster thinks random deity is a party member or ally

2244: Caster thinks some random demon owes him a favor

2245: Caster thinks someone is sh00ting a machine gun at him

2246: Caster thinks someone nearby is an avatar of his deity

2247: Caster thinks someone nearby is his child

2248: Caster thinks something amazing is hidden in a nearby cave

2249: Caster thinks that air is poisonous

2250: Caster thinks that all werew01ves are just angry dogs

2251: Caster thinks that all w01ves and dogs are werew01ves

2252: Caster thinks that any food he now carries is poisonous

2253: Caster thinks that dirt is an aphrodisiac

2254: Caster thinks that earth elementals are probably just rocks

2255: Caster thinks that fire heals injury

2256: Caster thinks that he has enlarged by 50%

2257: Caster thinks that he has shrunken by 50%

2258: Caster thinks that he is made of sand and must not get wet

2259: Caster thinks that he left a fire burning in his fireplace

2260: Caster thinks that his body will rust if it gets wet

2261: Caster thinks that his clothes are alive & trying to choke him

2262: Caster thinks that his clothes are wise & trying to advise him

2263: Caster thinks that his skeleton is made of glass

2264: Caster thinks that humor and comedy are blasphemous

2265: Caster thinks that ice is more precious than diamond

2266: Caster thinks that magic is actually impossible

2267: Caster thinks that people think he's a murderer

2268: Caster thinks that someone nearby is his secret admirer

2269: Caster thinks that something is breathing down his neck

2270: Caster thinks that spellb00ks are edible and very tasty

2271: Caster thinks that the stars are getting closer all the time

2272: Caster thinks that water is in short supply and must be hoarded

2273: Caster thinks that water is poisonous

2274: Caster thinks that water turns to diamond at 32° Fahrenheit

2275: Caster thinks that, somewhere, his clone has become sentient

2276: Caster thinks the intended spell affects him & not the target

2277: Caster thinks the next corpse he sees is his own

2278: Caster thinks the previous d20 days were a dream

2279: Caster thinks They (whoever They are) are after him

2280: Caster throws a monster's shadow

2281: Caster throws his spellb00k every time he casts a spell

2282: Caster travels 2d10 minutes into the future

2283: Caster tries to conceal his magical abilities

2284: Caster tries to remove his feet

2285: Caster triggers Surges in next d6 spells cast at or by him

2286: Caster tumbles through rift into alternate Prime Material Plane

2287: Caster tumbles through rift into Elemental Air

2288: Caster tumbles through rift into Elemental Earth

2289: Caster tumbles through rift into Elemental Fire

2290: Caster tumbles through rift into Elemental Water

2291: Caster turns ethereal when reduced to 5 hit points

2292: Caster turns inside out; Saves vs Death or dies

2293: Caster turns into an ambulatory plant of similar shape

2294: Caster turns into immobile granite

2295: Caster turns into immobile iron

2296: Caster turns into immobile wood

2297: Caster turns into target under every Full Moon

2298: Caster turns invisible and is rendered mute

2299: Caster turns invisible when he closes his eyes

2300: Caster turns to a statue while he sleeps and reverts on waking

2301: Caster turns to a tree when exposed to direct sunlight

2302: Caster turns to glass for d4 rounds

2303: Caster turns to iron d6 rounds; retains mobility and HP (AC -4)

2304: Caster turns to sand

2305: Caster turns to smoke each time he comes within 10' of flame

2306: Caster turns to steam under every Full Moon

2307: Caster turns to stone and reverts every other round

2308: Caster turns to stone when exposed to direct sunlight

2309: Caster turns to stone when not exposed to direct sunlight

2310: Caster understands the universe a little better: +1 to Wisdom

2311: Caster utters shocking blasphemy when he enters a church

2312: Caster vaguely recalls a treasure hidden somewhere nearby

2313: Caster vanishes for one round, every other round

2314: Caster vanishes when he falls asleep; reappears on waking

2315: Caster vanishes while asleep; reappears when he wakes

2316: Caster vanishes; reappears d4 hours later

2317: Caster vomits messily

2318: Caster vows revenge against cuddly forest animals

2319: Caster wakes at dawn and falls asleep at dusk

2320: Caster wakes each day affected by a Maze spell

2321: Caster wakes each day afraid something bad happened overnight

2322: Caster wakes each day and crows like a r00ster

2323: Caster wakes each day as if splashed by a bucket of water

2324: Caster wakes each day at the bottom of a small crater

2325: Caster wakes each day believing he's just been resurrected

2326: Caster wakes each day blind for 6d10 turns

2327: Caster wakes each day blood-soaked as from a vicious battle

2328: Caster wakes each day covered by honey and ants

2329: Caster wakes each day covered by peas and carrots

2330: Caster wakes each day covered by severed human ears

2331: Caster wakes each day covered by small lizards

2332: Caster wakes each day covered by soft, newly-grown moss

2333: Caster wakes each day desperate for a drink of water

2334: Caster wakes each day entangled by overgrown grass

2335: Caster wakes each day ethereal; takes 1d4-1/2 hours to reform

2336: Caster wakes each day in a pile of broken glass

2337: Caster wakes each day lying north-to-south

2338: Caster wakes each day naked, clothes hanging in a tall tree

2339: Caster wakes each day naked, clothes neatly f01ded nearby

2340: Caster wakes each day naked, clothes nowhere to be found

2341: Caster wakes each day naked, clothes standing nearby

2342: Caster wakes each day naked, clothes torn to shreds

2343: Caster wakes each day seated in the lotus position

2344: Caster wakes each day soaking wet as from a rainstorm

2345: Caster wakes each day standing on his head

2346: Caster wakes each day standing on somebody else's head

2347: Caster wakes each day tied in ropes, vines, or the like

2348: Caster wakes each day tied to the ground with tiny ropes

2349: Caster wakes each day unable to remember his name

2350: Caster wakes each day with a ping-pong ball in his mouth

2351: Caster wakes each day with clothes burned as if by acid

2352: Caster wakes each day with clothes smoking as if on fire

2353: Caster wakes each day with his clothes on backwards

2354: Caster wakes each day with his clothing frozen s01id

2355: Caster wakes each day within a patch of scorched earth

2356: Caster wakes fully healed each of the next 2d4 mornings

2357: Caster wakes tomorrow in a nearby church's holy water font

2358: Caster walks in his sleep every night

2359: Caster wants to quit his job & live in his parents' basement

2360: Caster wants to sell his soul to the nearest fishmonger

2361: Caster was Cloned d4 times eight months ago

2362: Caster wears corks in his ears so his brain won't leak out

2363: Caster will go to great lengths to prove he's not a coward

2364: Caster will quickly forget the next 24 hours

2365: Caster wishes the apocalypse would hurry up and get here

2366: Caster would tell his deity a thing or two, given the chance

2367: Caster's anger manifests as a little raincloud over his head

2368: Caster's arm is bent 90° halfway between his wrist and elbow

2369: Caster's arms and legs vanish for 1d10 rounds

2370: Caster's arms are stricken totally numb for 2d10 turns

2371: Caster's arms grow to the size of his legs

2372: Caster's attributes are halved for 1d12 hours

2373: Caster's big toes can become prehensile at will

2374: Caster's blood is a strong contact poison to anyone else

2375: Caster's blood reeks of sulfur when it is spilt

2376: Caster's blood traces out arcane signs where it spills

2377: Caster's blood turns to choc01ate on contact with air

2378: Caster's body is covered with octopus sucker-marks

2379: Caster's body no longer produces saliva

2380: Caster's body rotates 360°, though his head remains still

2381: Caster's bones are brittle when he's in direct Moonlight

2382: Caster's bones cannot be broken by nonmagical means

2383: Caster's boots are stuck to the ground with railroad spikes

2384: Caster's boots fill with milk

2385: Caster's boots fill with petr01eum jelly

2386: Caster's can issue one Command (as spell) per day

2387: Caster's cannot hear his own voice

2388: Caster's chest is scarred by a sword-cut "Z"

2389: Caster's childh00d pet appears in the vicinity

2390: Caster's clothes are tailored for someone half his weight

2391: Caster's clothes are tailored for someone of opposite sex

2392: Caster's clothes are tailored for someone twice his weight

2393: Caster's clothes are tailored for someone with six arms

2394: Caster's clothes cannot be removed by him

2395: Caster's clothes reek of stale cigarette smoke

2396: Caster's clothes smell like he's worn them all summer

2397: Caster's clothing appears laundered and pressed

2398: Caster's clothing appears to combust while he's asleep

2399: Caster's clothing becomes perfectly transparent when wet

2400: Caster's clothing cannot be stained or made dirty

2401: Caster's clothing cannot bend or f01d

2402: Caster's clothing clings to him as though wet

2403: Caster's clothing is extraordinarily flammable

2404: Caster's clothing is filled with sharp metal barbs

2405: Caster's clothing looks like he fell into a sewer

2406: Caster's clothing looks like he's been shot with a shotgun

2407: Caster's clothing resembles a patchwork quilt

2408: Caster's clothing shrinks by 10% whenever he casts a spell

2409: Caster's clothing smells like a skunk died in it

2410: Caster's clothing turns invisible whenever he casts a spell

2411: Caster's clothing turns to cellophane

2412: Caster's clothing turns to plastic

2413: Caster's clothing turns to porcelain

2414: Caster's cranium is transparent like smoked glass

2415: Caster's cranium seems to be attached by screws

2416: Caster's current clothes protect against bludgeons

2417: Caster's dead clone is found in a nearby well

2418: Caster's diary, written years from now, appears at his feet

2419: Caster's dominant hand ages one year each day

2420: caster's dominant hand explodes as a 10 Die fireball

2421: Caster's dominant hand has no bones

2422: Caster's dominant hand inflates like a rubber glove

2423: Caster's dominant hand tries to choke him while he sleeps

2424: Caster's earlobes grow 1d12 inches

2425: Caster's ears appear to be on fire

2426: Caster's ears fall off and regrow 1d10 days later

2427: Caster's ears glow in the dark

2428: Caster's ears glow in the presence of undead

2429: Caster's ears 100k like noses

2430: Caster's ears migrate to the top of his head

2431: Caster's ears resemble bat wings

2432: Caster's enemies all think he's dead

2433: Caster's eyelashes are actually tiny snakes

2434: Caster's eyelids are invisible while he's wet

2435: Caster's eyelids open and shut like camera shutters

2436: Caster's eyelids turn invisible

2437: Caster's eyes appear 50% larger than they really are

2438: Caster's eyes appear to have tiny fish swimming in them

2439: Caster's eyes shrink to 1/2 their size

2440: Caster's face is tatt00ed to resemble the face of a clock

2441: Caster's features appear melted like hot wax

2442: Caster's feet are trapped in concrete blocks

2443: Caster's feet feel like they're on fire if he tries to walk

2444: Caster's feet turn to cheese

2445: Caster's fingernails and toenails don't grow anymore

2446: Caster's fingernails are black, like h01es in the universe

2447: Caster's fingernails turn duck-egg-blue

2448: Caster's fingers are replaced by toes (-2 manual dexterity)

2449: Caster's fingers grow to twice their normal length

2450: Caster's fingers suffer mild frostbite

2451: Caster's f00tprints resemble directional arrows

2452: Caster's forehead is marked like a canceled stamp

2453: Caster's gains a +2 bonus for tasks of manual dexterity

2454: Caster's hair grows two inches each day

2455: Caster's hair looks like melted candle wax

2456: Caster's hands appear blood-soaked

2457: Caster's hands are immune to nonmagical c01d

2458: Caster's hands are palsied and arthritic

2459: Caster's hands become invisible to him

2460: Caster's hands cannot be burned by nonmagical fire

2461: Caster's hands fuse together at the palms

2462: Caster's hands lock in their current position for 1d10 turns

2463: Caster's hands rotate 360° whenever he casts a spell

2464: Caster's hands vanish until tomorrow aftern00n

2465: Caster's head appears to be a few feet away while he sleeps

2466: Caster's head appears to have been cut off and reattached

2467: Caster's head flashes like a disco ball for 1d4 turns

2468: Caster's head is a featureless ovoid while he sleeps

2469: Caster's head rings like a church bell 1d12 times

2470: Caster's head rotates 360° whenever he casts a spell

2471: Caster's head shrinks to half its width

2472: Caster's head turns into a cylinder

2473: Caster's head, hands, and feet become invisible

2474: Caster's home and all his possessions are bronzed

2475: Caster's home begins to digest him the next time he enters

2476: Caster's home causes anyone who enters it to shrink by 50%

2477: Caster's home connects directly to an open sewer or midden

2478: Caster's home fills with cottage cheese

2479: Caster's home fills with latex paint

2480: Caster's home has hot and c01d running water, but no sink

2481: Caster's home is barricaded by concertina wire

2482: Caster's home is destroyed when an airplane crashes into it

2483: Caster's home is made of sodium, and it's starting to rain

2484: Caster's home is packed full of trash

2485: Caster's home is perpetually shrouded in fog

2486: Caster's home is razed and the ground salted

2487: Caster's home looks like it was built by angry children

2488: Caster's home now has aluminum siding

2489: Caster's home resembles a huge sculpted bust of him

2490: Caster's home rotates 90° each time he enters it

2491: Caster's home rotates 90° each time he uses the d00r

2492: Caster's home rotates 90° forward or back

2493: Caster's home smells distressingly of vomit

2494: Caster's Intelligence drops by 2I3 while he's invisible

2495: Caster's Intelligence is halved under Moonlight

2496: Caster's internal organs are thoroughly cooked

2497: Caster's items appear on the ground in alphabetical order

2498: Caster's items are evenly distributed among those nearby

2499: Caster's jaw is hinged like a snake's

2500: Caster's joints bend forward and backward with equal ease

2501: Caster's knees vanish

2502: Caster's knuckles swell to the size of ping-pong balls

2503: Caster's left and right half appear to be one inch apart

2504: Caster's left arm and leg shrink by 50%

2505: Caster's left arm appears to burn whenever he casts a spell

2506: Caster's left arm is twice as long as his body

2507: Caster's left hand grips his right wrist and won't let go

2508: Caster's left wrist is chained to his right ankle

2509: Caster's legs fuse into one for 1d4 hours

2510: Caster's limbs recede into his body while he sleeps

2511: Caster's lips and cheeks turn invisible

2512: Caster's lungs cease functioning in 2d12 hours

2513: Caster's mind cannot be read by others

2514: Caster's mouth appears to contain a miniature galaxy

2515: Caster's mouth fills with ice

2516: Caster's mouth fills with tiny pebbles

2517: Caster's nails grow 2d12 inches

2518: Caster's name appears on every leaf of a nearby tree

2519: Caster's name is a racist slur in some demihuman tongue

2520: Caster's name is actually the Dwarfish word for feces

2521: Caster's neck bears a scar as though he was once hanged

2522: Caster's neck shortens to 1/2 its length

2523: Caster's next 1d4 spells allow no Saving Throws

2524: Caster's normal body temperature is now 112° Fahrenheit

2525: Caster's normal body temperature is now 74° Fahrenheit

2526: Caster's nose and mouth switch places

2527: Caster's nose appears to be made of flint

2528: Caster's nose becomes prehensile

2529: Caster's nose dangles from his face on a loose spring

2530: Caster's nose drips hot candle wax whenever he casts a spell

2531: Caster's nose falls off and explodes in 1d6 rounds

2532: Caster's nose falls off, leaving an ugly h01e in its place

2533: Caster's nose launches from his face like a rocket

2534: Caster's nose migrates to another part of his body

2535: Caster's nose rotates 90°

2536: Caster's nose runs for 1d4 rounds after casting a spell

2537: Caster's nose runs profusely whenever he casts a spell

2538: Caster's nose seems to hover six inches in front of his face

2539: Caster's nose triples its size

2540: Caster's organs can be seen faintly through his skin

2541: Caster's palms and fingers can't be cut by metal

2542: Caster's palms are covered with painful sores and blisters

2543: Caster's pocket fill with popcorn, which starts popping

2544: Caster's pockets fill with chicken giblets

2545: Caster's pockets fill with dry ice

2546: Caster's pockets fill with manure

2547: Caster's pockets jingle as though full of coins

2548: Caster's reputation for courtesy precedes him everywhere

2549: Caster's reputation for rudeness precedes him everywhere

2550: Caster's shoes smolder and smell of sulfur

2551: Caster's skin appears shriveled as if he's had a long bath

2552: Caster's skin appears sm00th, clear, and unblemished

2553: Caster's skin appears to rust in contact with blood

2554: Caster's skin appears translucent blue in direct sunlight

2555: Caster's skin burns under Moonlight

2556: Caster's skin cannot be cut by steel weapons

2557: Caster's skin glows a c001 blue when he's naked

2558: Caster's skin glows the c010r of sunrise

2559: Caster's skin grows lighter each day until he's cloud-white

2560: Caster's skin is badly and painfully sunburned

2561: Caster's skin is dyed in a pretty paisley pattern

2562: Caster's skin is stained with indelible pink dye

2563: Caster's skin itches terribly for 1 week

2564: Caster's skin looks like it's been plucked of feathers

2565: Caster's skull cannot be breached by non-magical means

2566: Caster's skull deforms into a rough cube

2567: Caster's skull is hard enough to act as a helmet; -1 to AC

2568: Caster's skull is spongy and soft for 1d10 rounds

2569: Caster's smile puts people in mind of a shark

2570: Caster's spellb00k is highly poisonous to anyone but him

2571: Caster's spellb00k is poisonous to him for 1d4 days

2572: Caster's spells are accompanied by bright, flashing lights

2573: Caster's staff turns into a saxophone

2574: Caster's stomach rumbles when in the presence of royalty

2575: Caster's Strength briefly drops 50% after casting a spell

2576: Caster's tears are flammable

2577: Caster's tears are poisonous if ingested or used on a blade

2578: Caster's tears burn his face

2579: Caster's tears can heal injuries once per week

2580: Caster's tears run up his face instead of down

2581: Caster's teeth chatter when he faces north

2582: Caster's teeth flash like a disco ball when he speaks

2583: Caster's teeth have braces on them

2584: Caster's teeth jut from his jaw at odd and painful angles

2585: Caster's teeth 100k like dirty gravel

2586: Caster's teeth shine like mirrors

2587: Caster's teeth turn to sponge

2588: Caster's thighs shrink by 50%

2589: Caster's toenails grow 1d12 inches each night

2590: Caster's toes are now as long as his fingers

2591: Caster's tongue glows like a firefly

2592: Caster's tongue grows to a length of 1d12 feet

2593: Caster's tongue, nose, lip, eyebrow, and navel are pierced

2594: Caster's top teeth turn invisible

2595: Caster's touch can cause nonmagical cloth to disintegrate

2596: Caster's touch causes frostbite in reptiles and amphibians

2597: Caster's touch leaves temporary, painless bruises in others

2598: Caster's undergarments begin constricting about him

2599: caster's undergarments begin smoldering

2600: Caster's undergarments freeze s01id

2601: Caster's vision is clouded (-2 ToHit) for 2d4-1 days

2602: Caster's voice becomes high-pitched when he's angry

2603: Caster's voice creates the sound of speaker feedback

2604: Caster's voice makes people nearby want to be elsewhere

2605: Caster's voice seems to issue from his ears

2606: Caster's voice seems to issue from some object he carries

2607: Caster's weight doubles when he's wet

2608: Caster's weight is doubled while he stands on grass

2609: Caster's weight is halved, but his mass is doubled

2610: Caster's words seem to echo ominously when he casts a spell

2611: Caster's & target's Alternate Prime counterparts appear in area

2612: Caster's ability scores equal one ability, determined randomly

2613: Caster's actions may be disbelieved as illusions

2614: Caster's age cycle reverses and doubles: begins aging backwards

2615: Caster's age decreases two years for every Hit point he loses

2616: Caster's age doubles for 24 hours

2617: Caster's age fluctuates ±d20 years each day

2618: Caster's age halves for 48 hours

2619: Caster's age is doubled

2620: Caster's age is reduced by 1d20 years

2621: Caster's age is reduced by one half

2622: Caster's age quadruples for 6 hours

2623: caster's age triples for 18 hours

2624: Caster's aging begins to double daily

2625: Caster's alignment cannot be detected by magic

2626: Caster's alignment changes randomly each hour

2627: Caster's alignment reads as evil when detected by magic

2628: Caster's alignment seems different to each person checking it

2629: Caster's allies think that he plans to use them as undead

2630: Caster's apparent CHA to one member of opposite sex is halved

2631: Caster's apparent CHA to one member of the opposite sex doubles

2632: Caster's apparent CHA to opposite sex is raised to 19

2633: Caster's apparent CHA to opposite sex is reduced to 1

2634: Caster's appearance changes to that of a zombie

2635: Caster's arm is broken

2636: Caster's armor (or metal gear) heats to 5d1000° for d10 rounds

2637: Caster's armor and weapons become ethereal for d10 rounds

2638: Caster's armor or clothing leaps from his body and is sentient

2639: Caster's armor turns to silk (AC 10)

2640: Caster's armor turns to snow

2641: Caster's armor turns to steam

2642: Caster's arms and legs exchange places

2643: Caster's arms become rubbery like tentacles

2644: Caster's arms begin flapping like a dragonfly's wings

2645: Caster's arms elongate like those of an ape

2646: Caster's arms elongate to 11/2 times their normal length

2647: Caster's arms turn into wings like a dragonfly's

2648: Caster's arms turn into wings like a sparrow's

2649: Caster's arms turn to pectoral fins

2650: Caster's arms vanish d6 rounds

2651: Caster's arms vanish d6 turns

2652: Caster's astral form leaves his body whenever he casts a spell

2653: Caster's astral form pushed from his body for d8 days

2654: Caster's attribute scores are shuffled

2655: Caster's attribute scores shuffle randomly each day

2656: Caster's attribute scores shuffle randomly each hour

2657: Caster's auditory perceptions are inverted, left-to-right

2658: Caster's bare f00tprints blight the ground

2659: Caster's belongings are teleported into the nearest cave

2660: Caster's best attribute score is exchanged for his worst

2661: Caster's blood and internal organs turn invisible

2662: Caster's blood boils; CON check at -d4 and Save vs Death or die

2663: Caster's blood causes strange plants to grow where it is spilt

2664: Caster's blood coagulates in his veins and arteries

2665: Caster's blood freezes; CON check and Save vs Death or die

2666: Caster's blood glows like embers when it is spilt

2667: Caster's blood has the power to close the wounds of others

2668: Caster's blood hisses like steam when it strikes the ground

2669: Caster's blood howls like a cat when it is spilt

2670: Caster's blood is acidic, corroding weapons which cut him

2671: Caster's blood is flammable

2672: Caster's blood scorches the ground where it is spilt

2673: Caster's blood scribes runes into the ground where it is spilt

2674: Caster's blood seems thick and gummy when it is spilt

2675: Caster's blood smells like skunk musk

2676: Caster's blood teleported out of his body

2677: Caster's blood turns to acid but functions normally

2678: Caster's blood turns to choc01ate as it leaves his body

2679: Caster's blood turns to gold where it is spilt

2680: Caster's blood turns to magnesium dust and ignites

2681: Caster's blood turns to mercury

2682: Caster's blood turns to Universal S01vent

2683: Caster's body appears to face opposite direction

2684: Caster's body becomes h0110w and skin turns to '1" steel

2685: Caster's body doubles in size but his mass is halved

2686: Caster's body except circulatory system turns transparent

2687: Caster's body except his circulatory system turns invisible

2688: Caster's body except his digestive system turns invisible

2689: Caster's body except his muscular system turns invisible

2690: Caster's body except his nervous system turns invisible

2691: Caster's body except his respiratory system turns invisible

2692: Caster's body halves its size but his mass doubles

2693: Caster's body is firepr00f; takes damage but will not combust

2694: Caster's body is stricken numb whenever he casts a spell

2695: Caster's body is transmuted to equal v01ume of gold

2696: Caster's body seems to have no muscle; skin sags from his bones

2697: Caster's body shrinks by 75%, but his head remains normal sized

2698: Caster's body temperature falls d20° for d10 rounds

2699: Caster's body temperature rises d10° for d20 rounds

2700: Caster's body turns ethereal; head is s01id, seeming to float

2701: Caster's body turns matte-black, but his shadow is full-c010r

2702: Caster's body turns to a coherent, ambulatory water-form

2703: Caster's body turns to air and blows away

2704: Caster's body turns to earth and crumbles

2705: Caster's body turns to fire and burns itself out

2706: Caster's body turns to water and drains away

2707: Caster's bones become adamantite

2708: Caster's bones become as flexible as rubber

2709: Caster's bones become glass; min. 8 HP damage from bludgeons

2710: Caster's bones become glass; shatter when stuck for 2 HP damage

2711: Caster's bones become mithral; gains -1 to bludgeoning damage

2712: Caster's bones glow in the dark (through his skin)

2713: Caster's boots advise him on personal matters

2714: Caster's boots allow him to walk on water with every other step

2715: Caster's boots allow the wearer to climb trees like a monkey

2716: Caster's boots allow the wearer to go without sleep

2717: Caster's boots allow the wearer to kick like a mule

2718: Caster's boots always try to walk in two different directions

2719: Caster's boots appear to be made of leathered human skin

2720: Caster's boots are affected as by the spell frisky Chest

2721: Caster's boots are affected as by the spell grease

2722: Caster's boots are constantly full of brackish water

2723: Caster's boots are constantly full of liquid nitrogen

2724: Caster's boots are constantly full of sand

2725: Caster's boots are constantly full of scalding steam

2726: Caster's boots are constantly full of snakes and scorpions

2727: Caster's boots are constantly full of termites

2728: Caster's boots are coveted by invertebrates

2729: Caster's boots are restored to better-than-new condition

2730: Caster's boots become boots of Devouring

2731: Caster's boots become boots of H01ding; can h01d numerous feet

2732: Caster's boots become boots of H01ding; wearer cannot move

2733: Caster's boots become illusionary

2734: Caster's boots become sentient

2735: Caster's boots become Wizard Locked to his feet

2736: Caster's boots blare like trumpets as they are removed

2737: Caster's boots bray like mules when used to kick

2738: Caster's boots burn like fire and brimstone

2739: Caster's boots cannot be removed by him

2740: Caster's boots cannot be removed in daylight

2741: Caster's boots cannot be removed under Moonlight

2742: Caster's boots chase cats whenever they are near

2743: Caster's boots clang like cymbals when he walks on grass

2744: Caster's boots double in weight with each step he takes

2745: Caster's boots each weigh as much as the wearer

2746: Caster's boots explode, inflicting 3d10 damage to all near him

2747: Caster's boots fill with coal

2748: Caster's boots fill with fleas and ticks

2749: Caster's boots fill with nails and tacks

2750: Caster's boots giggle uncontrollably when he walks

2751: Caster's boots have false bottoms which may conceal small items

2752: Caster's boots have the power to regenerate severed feet

2753: Caster's boots induce shaking palsy in any who wear them

2754: Caster's boots kick him at every step, causing 1HP of damage

2755: Caster's boots 100k comfortable but are in fact torturous

2756: Caster's boots 100k light and airy but are heavy as lead

2757: Caster's boots 100k torturous but are in fact very comfortable

2758: Caster's boots make an inordinate clatter when he walks

2759: Caster's boots make any feet inside them feel unbearably c01d

2760: Caster's boots make any feet inside them feel uncomfortably hot

2761: Caster's boots make the wearer appear to have leprosy

2762: Caster's boots make the wearer seem to weigh 2X what he does

2763: Caster's boots make the wearer tingle with pins and needles

2764: Caster's boots may be s01d for 10X their actual value

2765: Caster's boots must be fed daily or they refuse to walk

2766: Caster's boots mutter obscenities with every step

2767: Caster's boots protect the wearer from fear

2768: Caster's boots provide Magic Resistance of 50%

2769: Caster's boots race off toward their place of manufacture

2770: Caster's boots resent being walked all over

2771: Caster's boots ring like church bells whenever he casts a spell

2772: Caster's boots run away

2773: Caster's boots seem red-hot to anyone else touching them

2774: Caster's boots sever any feet inside them from the wearer's leg

2775: Caster's boots shine like beacons after twilight

2776: Caster's boots shrink in size by 1/2

2777: Caster's boots smell like carrion

2778: Caster's boots smell like fire and brimstone

2779: Caster's boots smell like lilacs

2780: Caster's boots smell like skunks

2781: Caster's boots snuff any fire he steps upon

2782: Caster's boots suddenly have another pair of feet in them

2783: Caster's boots take r00t

2784: Caster's boots tickle any feet within them

2785: Caster's boots triple their size

2786: Caster's boots try to walk faster than each other

2787: Caster's boots try to walk in the opposite direction of him

2788: Caster's boots turn any feet inside them inside out

2789: Caster's boots turn any feet inside them to boots

2790: Caster's boots turn any feet inside them to cloven h00ves

2791: Caster's boots turn any feet inside them to hands

2792: Caster's boots turn to bats and fly away

2793: Caster's boots turn to beasts and attack his feet

2794: Caster's boots turn to beets and are eaten by rabbits

2795: Caster's boots turn to belts and constrict around his feet

2796: Caster's boots turn to boats and sail away

2797: Caster's boots turn to b01ts and secure him to the ground

2798: Caster's boots turn to b00ks about feet

2799: Caster's boots turn to feet

2800: Caster's boots turn to gloves

2801: Caster's boots turn to inflexible steel

2802: Caster's boots turn to paper

2803: Caster's boots turn to tennis shoes

2804: Caster's boots vanish and reappear, one inside the other

2805: Caster's brain swells; Save vs Death or die (if passed, INT +1)

2806: Caster's breath coats objects with frost

2807: Caster's breath is misty as in winter whenever he tells a lie

2808: Caster's breeches become br00ches

2809: Caster's cells become separate, symbiotic micro-organisms

2810: Caster's Charisma increases by (18-present CHA)I2

2811: Caster's Charisma increases by 3 when naked

2812: Caster's Charisma increases by 6 while he casts spells

2813: Caster's Charisma increases by d6 for d10 days

2814: Caster's Charisma is increased by 1 for d4 turns

2815: Caster's Charisma is reduced by d6 for d6 days

2816: Caster's Charisma is reduced to 3

2817: Caster's Charisma is rerolled every hour

2818: Caster's Charisma rises to 19 while in the presence of royalty

2819: Caster's Charisma tumbles to 2d4 in the presence of royalty

2820: Caster's circulatory system appears on the surface of his skin

2821: Caster's circulatory system appears to be 5 feet ahead of him

2822: Caster's circulatory system is emptied of all contents

2823: Caster's circulatory system leaps from his body; he is unharmed

2824: Caster's circulatory system seems to be outside of his body

2825: Caster's circulatory system straightens to its full length

2826: Caster's clavicles become ethereal

2827: Caster's cloak becomes a Cloaker

2828: Caster's cloak becomes a clock

2829: Caster's clothing and/or armor are absorbed into his body

2830: Caster's clothing animates as a 3HD monster and attacks him

2831: Caster's clothing animates when exposed to sunlight

2832: Caster's clothing becomes animated and sentient

2833: Caster's clothing disintegrates when it is removed

2834: Caster's clothing fuses into one s01id mass as hard as iron

2835: Caster's clothing is affected by the spell timelessness

2836: Caster's clothing is Held immobile for 1d100 rounds

2837: Caster's clothing is suddenly soaked in blood

2838: Caster's clothing is transparent

2839: Caster's clothing looks like it's been shredded

2840: Caster's clothing provides 15% Magic resistance

2841: Caster's clothing turns inside out

2842: Caster's clothing turns invisible to those of opposite sex

2843: Caster's clothing turns invisible under Moonlight

2844: Caster's clothing turns invisible when he casts a spell

2845: Caster's clothing turns pitch black at twilight

2846: Caster's clothing turns to an exquisitely tailored tuxedo

2847: Caster's clothing turns to cobwebs

2848: Caster's clothing turns to green slime

2849: Caster's clothing turns to honey

2850: Caster's clothing turns to ice

2851: Caster's clothing turns to lead

2852: Caster's clothing turns to one-piece full field plate armor

2853: Caster's clothing turns to paper

2854: Caster's clothing turns to skin

2855: Caster's clothing turns to snow

2856: Caster's clothing turns to steam

2857: caster's clothing turns to stone

2858: Caster's clothing turns to tight-fitting chain mail

2859: Caster's clothing turns to wood

2860: Caster's coinage assembles into an intricate 3-D c011age

2861: Caster's coinage becomes worthless

2862: Caster's coinage teleports into a random ally's possession

2863: Caster's coinage turns invisible

2864: Caster's consciousness is pushed into the body of a random ally

2865: Caster's Constitution is increased by 1 for d4 turns

2866: Caster's Constitution is reduced by d6 for d6 days

2867: Caster's current location spouts water for d10 days

2868: Caster's current worst enemy forgives him

2869: Caster's Dexterity increases by 2 when naked

2870: Caster's Dexterity is increased by 1 for d4 turns

2871: Caster's Dexterity is reduced by d6 for d6 days

2872: Caster's digestive system fills with air

2873: Caster's digestive system fills with powdered lead

2874: Caster's digestive system fills with sand

2875: Caster's digestive tract is emptied of all contents

2876: Caster's digestive tract straightens to its full length

2877: Caster's dominant hand ages at twice the normal rate

2878: Caster's dominant hand becomes a f00t

2879: Caster's dominant hand becomes a w01f's paw under the full Moon

2880: Caster's dominant hand becomes an exact copy of his other hand

2881: Caster's dominant hand becomes covered in cellophane

2882: Caster's dominant hand becomes covered in reptilian scales

2883: Caster's dominant hand becomes Ethereal

2884: Caster's dominant hand becomes gnarled like an ancient oak

2885: Caster's dominant hand becomes immune to normal acid

2886: Caster's dominant hand becomes immune to normal c01d

2887: Caster's dominant hand becomes immune to normal fire

2888: Caster's dominant hand becomes magnetized

2889: Caster's dominant hand becomes overly sensitive to heat

2890: Caster's dominant hand becomes paralyzed under the full Moon

2891: Caster's dominant hand becomes webbed

2892: Caster's dominant hand bleeds from beneath its fingernails

2893: Caster's dominant hand blisters when it touches metal

2894: Caster's dominant hand burns rapidly when exposed to sunlight

2895: Caster's dominant hand can be detached at will

2896: Caster's dominant hand can grip with a Strength of 20

2897: Caster's dominant hand can handle red-hot metal without injury

2898: Caster's dominant hand can never become dirty

2899: Caster's dominant hand can no longer wear magical rings

2900: Caster's dominant hand can pick locks with a 50% chance

2901: Caster's dominant hand can sense magic in any item it handles

2902: Caster's dominant hand can store and release one spell at will

2903: Caster's dominant hand can strike as hard as iron

2904: Caster's dominant hand can swing from his wrist like a flail

2905: Caster's dominant hand can write in a language unknown to him

2906: Caster's dominant hand cannot touch or be touched by metal

2907: Caster's dominant hand detaches and falls to the ground

2908: Caster's dominant hand develops a highly sensitive touch

2909: Caster's dominant hand doubles in size

2910: Caster's dominant hand explodes, causing 2d10 points of damage

2911: Caster's dominant hand falsely senses magic in items it handles

2912: Caster's dominant hand gains an extra joint on each finger

2913: Caster's dominant hand gestures obscenely

2914: Caster's dominant hand grows a finger in its palm

2915: Caster's dominant hand grows a mouth in its palm

2916: Caster's dominant hand grows an eyeball in its palm

2917: Caster's dominant hand grows claws in place of fingernails

2918: Caster's dominant hand halves its size

2919: Caster's dominant hand inflates to a one-f00t diameter

2920: Caster's dominant hand is affected by Continual Light

2921: Caster's dominant hand is affected by Spider Climb

2922: Caster's dominant hand is as durable as a steel gauntlet

2923: Caster's dominant hand is burned with an imprint of an amulet

2924: Caster's dominant hand is covered in suggestive tatt00s

2925: Caster's dominant hand is detachable

2926: Caster's dominant hand is impervious to small missile weapons

2927: Caster's dominant hand is insulated against electricity

2928: Caster's dominant hand is nowhere to be found

2929: Caster's dominant hand is resistant to cuts and lacerations

2930: Caster's dominant hand is scarred as though immersed in acid

2931: Caster's dominant hand knots in pain whenever he casts a spell

2932: Caster's dominant hand locks in its current position

2933: Caster's dominant hand loses all feeling

2934: Caster's dominant hand loses all feeling after sunset

2935: Caster's dominant hand provides normal vision in total darkness

2936: Caster's dominant hand radiates magic

2937: Caster's dominant hand remains dry even when immersed in water

2938: Caster's dominant hand resembles a hawk's talon

2939: Caster's dominant hand resembles a horse's h00f

2940: Caster's dominant hand smolders when he casts a spell

2941: Caster's dominant hand sweats uncontrollably

2942: Caster's dominant hand tries to strangle him

2943: Caster's dominant hand turns invisible to all but him

2944: Caster's dominant hand turns invisible to him

2945: Caster's dominant hand turns the c010r of whatever it handles

2946: Caster's dominant hand turns to glass

2947: Caster's dominant hand turns to rubber

2948: Caster's dominant hand weighs as much as he does

2949: Caster's dominant hand will not t01erate the wearing of gloves

2950: Caster's ears and eyes exchange places

2951: Caster's ears exchange places

2952: Caster's ears ring whenever someone speaks about him

2953: Caster's ears seal shut; is 95% deaf

2954: Caster's ears turn upside down

2955: Caster's elbows invert; bend in opposite direction

2956: Caster's entire body appears to throb in time with his heart

2957: Caster's entire body is Withered as cleric spell

2958: caster's every sentence triggers some type of cantrip

2959: caster's eyelashes turn to grass

2960: Caster's eyes (sclerae) turn black; pupils turn white

2961: Caster's eyes appear to be two empty sockets

2962: Caster's eyes appear to hover about 6 inches in front of him

2963: Caster's eyes become compound like those of a bee

2964: caster's eyes become incredibly beautiful but cannot see

2965: caster's eyes become invisible for d10 rounds

2966: Caster's eyes become invisible for d6 days

2967: Caster's eyes become pearls but retain normal vision

2968: Caster's eyes become tiny Beholders

2969: Caster's eyes become two different c010rs

2970: Caster's eyes bug out comically when he is startled

2971: Caster's eyes bulge from his skull like those of a fish

2972: Caster's eyes change c010r every time he blinks

2973: Caster's eyes dangle from their sockets; vision unaffected

2974: caster's eyes extend on 12" stalks (-1d10 to Charisma)

2975: caster's eyes fall out and roll away (regrow in d20 rounds)

2976: caster's eyes float one f00t above his head; vision unaffected

2977: caster's eyes glow red when he casts a spell

2978: Caster's eyes glow red when he is angry

2979: Caster's eyes heal shut; he is blinded (-4 ToHit, -4 AC)

2980: Caster's eyes merge like that of a cyclops

2981: Caster's eyes open sideways instead of up and down

2982: Caster's eyes pop out and roll away

2983: Caster's eyes project green light for d4 days

2984: Caster's eyes recede 1" into his head; vision works normally

2985: Caster's eyes roll along one f00t behind him; vision unaffected

2986: Caster's eyes seem to be aflame when he casts a spell

2987: Caster's eyes spin clockwise for d4 rounds (-1 ToHit)

2988: Caster's eyes spin counter-clockwise for d4 rounds (-1 ToHit)

2989: Caster's eyes turn to cubes

2990: Caster's eyes turn to ears

2991: caster's eyes turn to gold

2992: caster's eyes turn to ice

2993: Caster's eyes turn to ivory spheres

2994: Caster's eyes turn to mercury

2995: caster's eyes turn to mouths

2996: caster's eyes turn to noses

2997: Caster's eyes turn to obsidian spheres

2998: Caster's eyes turn to opal spheres

2999: caster's eyes turn to round rubies

3000: caster's eyes turn to spherical mirrors

3001: caster's eyes water uncontrollably

3002: Caster's eyes weep blood when he suffers injury

3003: Caster's eyes weep tears of blood

3004: Caster's eyes work as Eyes of the Eagle; +2 to missile attacks

3005: Caster's eyes, ears, and nose shuffle places

3006: Caster's eyes, ears, and teeth turn invisible for d6 days

3007: Caster's eyeteeth become able to see

3008: caster's eyeteeth grow into boar's tusks

3009: caster's face appears to be upside down

3010: Caster's familiar adopts another mage as its master

3011: Caster's familiar and random ally of caster exchange bodies

3012: Caster's familiar attacks one of caster's allies at random

3013: caster's familiar becomes invisible to him

3014: Caster's familiar doubles in size

3015: Caster's familiar gains access to a language unknown to caster

3016: Caster's familiar gains use of the intended spell (1 per day)

3017: Caster's familiar gets smart and claims caster as its familiar

3018: Caster's familiar increases in size by a factor of 10

3019: Caster's familiar is p01ymorphed into a demihuman (at random)

3020: Caster's familiar is released from its bond to him

3021: Caster's familiar is turned to immobile gold statuette

3022: Caster's familiar is turned to mobile gold statuette (alive)

3023: Caster's familiar turns invisible

3024: Caster's feet become cloven h00ves

3025: Caster's feet covered in adhesive; Movement Rate cut by 3I4

3026: Caster's feet covered in boils and loses 1 HP with each step

3027: Caster's feet covered in ice; DEX check each round of walking

3028: Caster's feet enlarge to his full height; Movement Rate is 1

3029: Caster's feet freeze s01id, causing 1d10 points of damage

3030: Caster's feet grow springs; bounces d4 feet high with each step

3031: Caster's feet turn to wheels

3032: Caster's fingernails become carpenter's nails

3033: Caster's fingers and toes switch places

3034: Caster's fingers turn 90°; somatic components impossible

3035: Caster's fingers turn to carrots for d12 turns, no spellcasting

3036: Caster's fingers turn to steam for d10 rounds; no spellcasting

3037: Caster's flesh and clothing become invisible when he is asleep

3038: Caster's flesh and clothing turn invisible

3039: Caster's flesh appears slowly to turn inside out

3040: Caster's flesh appears slowly to turn invisible

3041: Caster's flesh appears slowly to turn to stone

3042: Caster's flesh appears to be a separate entity

3043: Caster's flesh appears to be attacking everyone else

3044: Caster's flesh appears to be attacking him

3045: Caster's flesh appears to be infestedwith maggots

3046: Caster's flesh appears to be t00 large for his body

3047: Caster's flesh appears to be t00 small for his body

3048: Caster's flesh appears to be trying to constrict about him

3049: Caster's flesh appears to be trying to get off of him

3050: Caster's flesh appears to belong to someone else

3051: Caster's flesh appears to turn dry and leathery like a mummy's

3052: Caster's flesh appears to turn to alligator skin

3053: Caster's flesh turns invisible whenever he casts a spell

3054: Caster's f00tprints appear 10 feet left of where he steps

3055: Caster's f00tprints appear to have been made by his hands

3056: Caster's f00tprints appear to have been made weeks earlier

3057: Caster's f00tprints appear twice as big as his feet

3058: Caster's f00tprints become 2 feet deep when he steps from them

3059: Caster's f00tprints exude swamp gas

3060: Caster's f00tprints face 90° from his direction of travel

3061: Caster's f00tprints fill with ice

3062: Caster's f00tprints for d12 weeks face wrong direction

3063: Caster's f00tprints fossilize, making tracking confusing

3064: Caster's f00tprints give off steam

3065: Caster's f00tprints glow faintly in darkness

3066: Caster's f00tprints glow in the dark

3067: Caster's f00tprints hum and glow, making tracking simple

3068: Caster's f00tprints rise two feet high when he steps from them

3069: Caster's f00tprints seem to indicate that he has three feet

3070: Caster's f00tprints switch left-for-right

3071: Caster's f00tprints teleport any standing in them to his home

3072: Caster's full Hit Points are restored

3073: Caster's gender appears different to all viewing him

3074: Caster's gender changes daily

3075: Caster's gender changes every time he casts a spell

3076: Caster's gender changes when he loses 50% of his hit points

3077: Caster's gender fluctuates each turn for the next d100 turns

3078: Caster's gloves become glaives

3079: Caster's gloves turn to boots

3080: Caster's gloves turn to cast iron

3081: Caster's gloves turn to mittens

3082: Caster's gloves turn to Reglar's Gloves of Freedom

3083: Caster's gold is transmuted to an equal v01ume of flesh

3084: Caster's hair and clothes are blown by wind only he can feel

3085: Caster's hair and skin exchange c010r

3086: Caster's hair appears white in Moonlight

3087: Caster's hair crackles with electricity when he casts a spell

3088: Caster's hair doubles its length

3089: Caster's hair falls out

3090: Caster's hair falls out each morning; regrows each night

3091: Caster's hair falls out each night; regrows each morning

3092: Caster's hair freezes s01id for d4 turns

3093: Caster's hair grows 1 inch per hour for the next three days

3094: Caster's hair grows 1d4 inches every time he casts a spell

3095: Caster's hair grows 1d4 inches every time he sneezes

3096: Caster's hair grows to two feet long and begins strangling him

3097: Caster's hair ignites

3098: Caster's hair seems to be aflame when he is angered

3099: Caster's hair stands on end when he casts a spell

3100: Caster's hair turns to air

3101: Caster's hair turns to blue, non-caloric magical fire

3102: Caster's hair turns to glass when cut

3103: Caster's hair turns to grass

3104: Caster's hair turns to harmless snakes

3105: Caster's hair turns to ice

3106: Caster's hair turns to metal when cut

3107: Caster's hair turns to steel wire for d6 days

3108: Caster's hand and f00t disappear; limbs fuse at the stumps

3109: Caster's hand locks onto his principal weapon; no spellcasting

3110: Caster's handedness (left or right) is reversed

3111: Caster's handedness (left or right) switches daily

3112: Caster's hands and feet grow webbing; casting times are doubled

3113: Caster's hands and feet switch places

3114: Caster's hands close into fists, no Somatic spells may be cast

3115: Caster's hands disappear; arms fuse at the wrists

3116: Caster's hands turn into claws like a lobster's

3117: Caster's hands turn to spheres at the ends of his wrists

3118: Caster's hat becomes a hart

3119: Caster's hat, h00d, or helmet becomes affixed to his head

3120: Caster's head adopts a mirror-like sheen

3121: Caster's head and one limb exchange places

3122: Caster's head and pancreas exchange places

3123: Caster's head appears like a throbbing human heart

3124: Caster's head appears to be a huge hand with a face in the palm

3125: Caster's head appears to be inside out

3126: Caster's head appears to be that of an earthworm or snail

3127: Caster's head appears to have a 1" diameter h01e through it

3128: Caster's head attaches to his arm where his hand should be

3129: Caster's head encased in iron with gaps for eyes, ears, & mouth

3130: Caster's head looks like a soccer ball for 1 day

3131: Caster's head pops like a balloon if a 20 is rolled ToHit him

3132: Caster's head rotates 180° laterally without harming him

3133: Caster's head rotates 180° longitudinally without harming him

3134: Caster's head rotates 360° every five minutes; he is unharmed

3135: Caster's head rotates 360° laterally without harming him

3136: Caster's head rotates 360° longitudinally without harming him

3137: Caster's head seems to double in size whenever he casts a spell

3138: Caster's head seems to double in size whenever he is angered

3139: Caster's head shrinks by 75%; likely to be 100ked at strangely

3140: Caster's head snaps off and rolls away; returns in d12 rounds

3141: Caster's head turns cylindrical

3142: Caster's head turns ethereal; body is s01id, seemingly undead

3143: Caster's head turns invisible

3144: Caster's head turns to a cube

3145: Caster's head turns to a sphere

3146: Caster's head vanishes d6 rounds; body is lifeless in this time

3147: Caster's heart stops beating but his blood still flows normally

3148: Caster's heartbeat is audible to all within 10 yards

3149: Caster's height fluctuates by 1d10 inches each day

3150: Caster's height is halved during each of the next 1d4 rounds

3151: Caster's Hit Points are halved

3152: Caster's home attracts lightning

3153: Caster's home becomes invisible when he enters it

3154: Caster's home contains a recently-st01en royal treasury

3155: Caster's home contains the full skeleton of an elephant

3156: Caster's home doubles its height

3157: Caster's home doubles its internal dimensions

3158: Caster's home erupts like a v01cano

3159: Caster's home fills with cement

3160: Caster's home fills with choc01ate

3161: Caster's home fills with eggs

3162: Caster's home fills with marshmallows

3163: Caster's home fills with popcorn

3164: Caster's home fills with rabbits who do not wish to leave

3165: Caster's home grows by 80+d20%

3166: Caster's home has a painting of the Creation on its ceiling

3167: Caster's home has a secret back entrance

3168: Caster's home has been rented out while he's been away

3169: Caster's home is affected by Distance Distortion

3170: Caster's home is also someone else's

3171: Caster's home is buried by snow

3172: Caster's home is decorated with classic Victorian furniture

3173: Caster's home is destroyed by a meteor strike

3174: Caster's home is invisible except while he is within it

3175: Caster's home is permanently enchanted with Guards and Wards

3176: Caster's home is purchased for 10X its actual value

3177: Caster's home is st01en

3178: Caster's home is swept up by a tornado

3179: Caster's home is transported to the Elemental Plane of Earth

3180: Caster's home rests atop an active v01cano

3181: Caster's home rises into the air

3182: Caster's home shrinks by 80+d20%

3183: Caster's home sinks into the ground

3184: Caster's home suddenly appears in the vicinity

3185: Caster's home suddenly contains a lifesize portrait of him

3186: Caster's home suddenly has no d00rs or d00rways

3187: Caster's home suddenly has two sub-basements

3188: Caster's home turns to a house of straw

3189: Caster's home turns to gingerbread

3190: Caster's home turns to gold

3191: Caster's home vanishes without a trace

3192: Caster's illusions automatically disbelieved

3193: Caster's image remains etched into any mirror he gazes into

3194: Caster's INT drops by 1d6 after sunset and is restored at dawn

3195: Caster's INT is increased to 25 for d4 rounds

3196: Caster's INT rises to 19, but his WIS falls by a like amount

3197: Caster's INT, WIS, & CHR switch with DEX, STR, & CON

3198: Caster's Intelligence doubles for d4 rounds

3199: Caster's Intelligence is halved for d4 turns

3200: Caster's Intelligence is increased by 1 for d4 turns

3201: Caster's Intelligence is reduced by d6 for d6 days

3202: Caster's jawbone teleports 1 mile away

3203: Caster's jawbone teleports three feet to the right

3204: Caster's knees and elbows fuse and cannot be bent for d8 turns

3205: Caster's knees invert; bend in opposite direction

3206: Caster's left and right hands switch arms

3207: Caster's left thumb and index finger switch places

3208: Caster's legs can double their length once per day

3209: Caster's legs fuse into one

3210: Caster's legs merge into a fish tail like a merman's

3211: Caster's legs shorten to 1/2 their normal length

3212: Caster's legs tie in a knot

3213: Caster's legs turn to tree trunks and take r00t

3214: Caster's legs vanish d6 rounds; body falls to ground, no damage

3215: Caster's Level increases by 2 for d10 turns

3216: Caster's limbs change proportion to match those of a fish

3217: Caster's limbs change proportion to match those of a giraffe

3218: Caster's limbs change proportion to match those of a gorilla

3219: Caster's limbs change proportion to match those of a starfish

3220: Caster's limbs change proportion to match those of an elephant

3221: Caster's limbs change proportion to match those of an octopus

3222: Caster's little fingers become opposable like thumbs

3223: Caster's long bones (femur, radius, etc) shrink by 1/2

3224: Caster's lower jaw vanishes d10 rounds; speech impossible

3225: Caster's mount becomes a unicorn; departs to nearest woods

3226: Caster's mount becomes an ostrich, keeping original attributes

3227: Caster's mount must Save vs Petrification or turn to stone

3228: Caster's mount turns to snow

3229: Caster's mouth becomes a portal to the Elemental Plane of Water

3230: Caster's mouth can store things like a Bag of H01ding

3231: Caster's mouth fills with feathers

3232: Caster's mouth fills with spiders

3233: Caster's mouth is Wizard Locked as by a 20th Level mage

3234: Caster's mouth opens sideways instead of up and down

3235: Caster's mouth projects a 60'x20' cone of green light when open

3236: Caster's muscles bulge; Save vs Death of gain 1 to STR or die

3237: Caster's muscular system is ripped from his body

3238: Caster's name affects him as Power Word, Stun

3239: Caster's natural AC drops to 5

3240: Caster's natural AC drops to 5, but has a fatal Achilles' heel

3241: Caster's natural AC is rerolled (1d10) each morning

3242: Caster's natural AC rises to 15

3243: Caster's neck turns invisible; head appears to levitate

3244: Caster's neck vanishes; head is perched upon shoulders

3245: Caster's nervous system replaced by wires and electronics

3246: Caster's nervous system vanishes, but caster is unharmed

3247: Caster's next 100 f00tprints fossilize in d4 days

3248: Caster's next 1d10 attacks succeed, but cause 1 point of damage

3249: Caster's next attack automatically inflicts 4x damage

3250: Caster's next d6 attacks heal hit points rather than take them

3251: Caster's next reflection becomes sentient and free-willed

3252: Caster's next sneeze acts like a dragon's breath weapon

3253: Caster's next spell also affects a second, random target

3254: Caster's next spell appears to be cast at a random ally

3255: Caster's next spell appears to be cast by a random ally

3256: Caster's next spell appears to transform him into a demon

3257: Caster's next spell causes a rainstorm

3258: Caster's next spell causes a snowstorm

3259: Caster's next spell causes an outcry from local residents

3260: Caster's next spell centers Silence, 50' radius on him

3261: Caster's next spell erases all others from his memory

3262: Caster's next spell fails spectacularly

3263: Caster's next spell functions as a spell he's never seen

3264: Caster's next spell functions as the last spell he used

3265: Caster's next spell functions with wh011y opposite effect

3266: Caster's next spell ignites his spellb00k

3267: Caster's next spell is accompanied by a loud thunderclap

3268: Caster's next spell is accompanied by a string quartet

3269: Caster's next spell is accompanied by horrifying shrieks

3270: Caster's next spell is accompanied by s00thing melodies

3271: Caster's next spell is actually cast at a random ally

3272: Caster's next spell is automatically successful

3273: Caster's next spell is chosen randomly from his memory

3274: Caster's next spell is not stripped from his memory

3275: Caster's next spell issues from strange location

3276: Caster's next spell knocks him unconscious

3277: Caster's next spell opens a Gate to a Lower Outer Plane

3278: Caster's next spell p01ymorphs him into a frog

3279: Caster's next spell p01ymorphs him randomly

3280: Caster's next spell sends him to the Ethereal Plane

3281: Caster's next spell sends him to the nearest island

3282: Caster's next spell sends him to the nearest town

3283: Caster's next spell sends him to where no one speaks Common

3284: Caster's next spell sheathes him in flame

3285: Caster's next spell sheathes him in ice

3286: Caster's next spell sheathes him in mud

3287: Caster's next spell shocks him silly (d20 HP damage)

3288: Caster's next spell summons a herd of cattle (or the like)

3289: Caster's next spell summons a huge, malodorous fog

3290: Caster's next spell summons a huge, malodorous frog

3291: Caster's next spell temporarily turns him to stone

3292: Caster's next spell Wizard Locks all d00rs within 90 yards

3293: Caster's next teleport has a random destination

3294: Caster's next Wild Surge mimics the spell that caused this one

3295: Caster's nose and mouth seal shut; cannot breathe

3296: Caster's nose and one ear exchange places

3297: Caster's nose and one eye exchange places

3298: Caster's nose enlarges every time he hears his name

3299: Caster's nose enlarges whenever he tells a lie

3300: Caster's nose turns spherical and bright red

3301: Caster's own corpse appears from the future to attack him

3302: Caster's perception of "left" and "right" becomes inverted

3303: Caster's pockets are linked with someone else's (who knows?)

3304: Caster's pockets are linked; all reach to one space

3305: Caster's pockets are suddenly full of snail shells

3306: Caster's pockets become H01ey

3307: Caster's pockets become pockets of devouring

3308: Caster's pockets continually fill with sand

3309: Caster's pockets continually fill with water

3310: Caster's pockets double their capacity

3311: Caster's pockets double their interior dimensions

3312: Caster's pockets dump their contents

3313: Caster's pockets each contain a small figurine of him

3314: Caster's pockets exchange contents

3315: Caster's pockets exchange contents with random ally's

3316: Caster's pockets fill with ants

3317: Caster's pockets fill with blood

3318: Caster's pockets fill with butter

3319: Caster's pockets fill with diamond dust

3320: Caster's pockets fill with eggs

3321: Caster's pockets fill with fingernail clippings

3322: Caster's pockets fill with gas01ine

3323: Caster's pockets fill with gold dust

3324: Caster's pockets fill with green slime

3325: Caster's pockets fill with human eyes

3326: Caster's pockets fill with ice cream

3327: Caster's pockets fill with iron filings

3328: Caster's pockets fill with leaves

3329: Caster's pockets fill with lint and fluff

3330: Caster's pockets fill with mercury

3331: Caster's pockets fill with mice

3332: Caster's pockets fill with mousetraps

3333: Caster's pockets fill with pebbles

3334: Caster's pockets fill with pins and needles

3335: Caster's pockets fill with razor blades

3336: Caster's pockets fill with rot grubs

3337: Caster's pockets fill with salmon

3338: Caster's pockets fill with sand

3339: Caster's pockets fill with skunks

3340: Caster's pockets fill with sodium

3341: Caster's pockets fill with sodium and water

3342: Caster's pockets fill with tar and feathers

3343: Caster's pockets fill with thorns and thistles

3344: Caster's pockets fill with universal s01vent

3345: Caster's pockets fill with water

3346: Caster's pockets preserve the temperature of anything in them

3347: Caster's pockets seal shut

3348: Caster's pockets seal shut and fill with helium

3349: Caster's pockets spew forth hot water every hour on the hour

3350: Caster's pockets sprout sharp teeth

3351: Caster's pockets turn invisible

3352: Caster's pockets won't release him after he reaches into them

3353: Caster's possessions burst into flame

3354: Caster's possessions have no weight

3355: Caster's presence causes animals to become aggressive

3356: Caster's presence causes candles to burn blue

3357: Caster's presence causes children to cry

3358: Caster's presence causes fires to attract wild animals

3359: Caster's presence causes fires to burn an unusual c010r

3360: Caster's presence causes fires to stink like carrion

3361: Caster's presence causes flame to burn c01d

3362: Caster's presence causes holy symb01s to glow blood red

3363: Caster's presence causes ice to form on nearby water

3364: Caster's presence causes light to dim

3365: Caster's presence causes metal to sweat oily water

3366: Caster's presence causes musical instruments to go out of tune

3367: Caster's presence causes normal d00rs and shutters to jam

3368: Caster's presence causes normal d00rs and shutters to slam

3369: Caster's presence causes objects to become lost

3370: Caster's presence causes rooms to clutter and grow disorganized

3371: Caster's presence causes severe discomfort to undead

3372: Caster's presence causes voices to issue from metal around him

3373: Caster's presence enrages elementals

3374: Caster's presence gives g00se-bumps to those around him

3375: Caster's presence incites ravenous hunger in animals

3376: Caster's presence is s00thing to wild animals

3377: Caster's present HPs flip; 07 HP become 70 HP

3378: Caster's principal weapon adopts his personality for d6 years

3379: Caster's principal weapon always inflicts maximum damage

3380: Caster's principal weapon always inflicts minimum damage

3381: Caster's principal weapon appears in caster's esophagus

3382: Caster's principal weapon attacks him like a Sword of Dancing

3383: Caster's principal weapon attracts demons

3384: Caster's principal weapon becomes Undead

3385: Caster's principal weapon crumbles to sawdust

3386: Caster's principal weapon doubles in length

3387: Caster's principal weapon exists in only two dimensions

3388: Caster's principal weapon grows wings and flies away

3389: Caster's principal weapon H01ds him whenever it inflicts damage

3390: Caster's principal weapon is absorbed by him; causes no damage

3391: Caster's principal weapon is covered with human flesh

3392: Caster's principal weapon is encased in human bone

3393: Caster's principal weapon is greatly sought after by undead

3394: Caster's principal weapon is invisible to all but him: +1 ToHit

3395: Caster's principal weapon is never quite where he left it

3396: Caster's principal weapon is rendered h0110w; shatters easily

3397: Caster's principal weapon is revealed to be Intelligent

3398: Caster's principal weapon is sought for use in a holy war

3399: Caster's principal weapon lodges in his esophagus

3400: Caster's principal weapon negates darkness in a 10 f00t radius

3401: Caster's principal weapon negates light in a 10 f00t radius

3402: Caster's principal weapon seems to detect evil everywhere

3403: Caster's principal weapon shrinks to 1/2 its size

3404: Caster's principal weapon smells of rotting meat

3405: Caster's principal weapon teleports to his principal dwelling

3406: Caster's principal weapon turns into a shovel

3407: Caster's principal weapon turns into aluminum

3408: Caster's principal weapon turns to butter

3409: Caster's principal weapon turns to clay

3410: Caster's principal weapon turns to rubber

3411: Caster's principal weapon turns to silk and cannot cause damage

3412: Caster's principal weapon turns to snow

3413: Caster's principal weapon turns to steam

3414: Caster's principal weapon turns to wax

3415: Caster's principal weapon vanishes next time it strikes someone

3416: Caster's principal weapon winds itself around caster's arms

3417: Caster's principal weapon winds itself around caster's head

3418: Caster's principal weapon winds itself around caster's legs

3419: Caster's rate of aging redoubles hourly

3420: Caster's reflection animates as in a Mirror of Opposition

3421: Caster's reflection appears subtly wrong

3422: Caster's reflection shows the caster's back instead of front

3423: Caster's right arm is immobilized by a plaster cast

3424: Caster's right arm turns to another left arm, mounted backwards

3425: Caster's right knee is no longer able to bend

3426: Caster's right thumb and index finger switch places

3427: Caster's rings all link into a chain

3428: Caster's rings develop a series of sharp projections inside

3429: Caster's rings drop to -30° Fahrenheit

3430: Caster's rings ring like church bells when he speaks his name

3431: Caster's rings suddenly appear in his stomach

3432: Caster's rings suddenly appear on his toes

3433: Caster's rings suddenly appear piercing his earlobes

3434: Caster's rings suddenly appear piercing his nose

3435: Caster's rings suddenly double in diameter

3436: Caster's rings turn his fingers to the metal they are made of

3437: Caster's rings turn to flesh, retaining their enchantments

3438: Caster's Saves "flip" relative to 10; 11 becomes 9, etc.

3439: Caster's scent is s00thing to hounds

3440: Caster's scent is terrifying to hounds

3441: Caster's sense of balance is shifted 90°

3442: Caster's sense of beauty and ugliness is reversed

3443: Caster's sense of north and south fluctuates daily

3444: Caster's sentences are appended with hallucinatory vulgarities

3445: Caster's sentences spoken as questions, spellcasting impossible

3446: Caster's shadow always falls in the same direction

3447: Caster's shadow appears to be outlined with chalk

3448: Caster's shadow becomes a full c010r picture of caster

3449: Caster's shadow does not appear to be connected to him

3450: Caster's shadow falls in opposite direction

3451: Caster's shadow gestures obscenely when he is not 100king

3452: Caster's shadow gets the hiccups for 1d10 days

3453: Caster's shadow has a gaping h01e in its torso

3454: Caster's shadow is a mirror image of what it should be

3455: Caster's shadow is afraid of the dark

3456: Caster's shadow is twice the size it should be

3457: Caster's shadow is visible even when he is not

3458: Caster's shadow lacks a head

3459: Caster's shadow pushes other shadows out of its way

3460: Caster's shadow rattles as it slides across the ground

3461: Caster's shadow rises and walks away

3462: Caster's shadow rises up and tries to strangle him

3463: Caster's shield becomes enchanted with the Frisky Chest Spell

3464: Caster's shield turns to adamantite; gains +2

3465: Caster's shield turns to glass; receives -6 until broken

3466: Caster's shield turns to ice; receives -3 until broken

3467: Caster's shield turns to mithral; gains +1

3468: Caster's short-term memory is lost but recalls long-past events

3469: Caster's skeleton appears to be standing three feet to his left

3470: Caster's skeleton becomes Undead while still in his body

3471: Caster's skeleton glows through his skin when he casts a spell

3472: Caster's skeleton glows through his skin when he says his name

3473: Caster's skeleton glows through his skin whenever he is angry

3474: Caster's skeleton p01ymorphs to that of another random creature

3475: Caster's skeleton rotates 360°; caster reduced to 1 HP

3476: Caster's skeleton turns to diamond but retains usefulness

3477: Caster's skin alternates red-to-white as his heart beats

3478: Caster's skin and armor merge; undetectable but AC is retained

3479: Caster's skin appears scorched like he was burned at the stake

3480: Caster's skin appears to be tight-fitting chain mail

3481: Caster's skin attacks him by constriction; -1d4 HP per round

3482: Caster's skin becomes poisonous to him; -1 HP per round

3483: Caster's skin becomes the same material as the target

3484: Caster's skin cannot be cut by non-magical metal

3485: Caster's skin c010r fluctuates randomly for d20 days

3486: Caster's skin enlarges 10%, but the caster does not

3487: Caster's skin feels like bark but looks normal

3488: Caster's skin feels like feathers but looks normal

3489: Caster's skin feels like fur but looks normal

3490: Caster's skin feels like sandpaper but looks normal

3491: Caster's skin feels like scales but looks normal

3492: Caster's skin feels like warm wax

3493: Caster's skin forms an insect-like exoskeleton (-2d6 to CHA)

3494: Caster's skin grows to cover any rings he's wearing

3495: Caster's skin hangs on his body like a loose garment

3496: Caster's skin has a number of suction-cup welts on it

3497: Caster's skin has an odd tint to it

3498: Caster's skin is burned by nonmagical rain

3499: Caster's skin is imprinted with a cryptic-100king map

3500: Caster's skin is resistant to cuts and lacerations

3501: Caster's skin is uncomfortably c01d to the touch

3502: Caster's skin looks dusty but feels normal

3503: Caster's skin looks like porcelain but feels normal

3504: Caster's skin looks like stone but feels normal

3505: Caster's skin looks like wet paint but feels normal

3506: Caster's skin pulsates as though infested with maggots

3507: Caster's skin seems to burn from his body when he casts a spell

3508: Caster's skin seems to glisten with slime

3509: Caster's skin shrinks 10%, but the caster does not

3510: Caster's skin sprouts quills like a cactus

3511: Caster's skin sprouts quills like a g00se

3512: Caster's skin sprouts quills like a porcupine

3513: Caster's skin teleports three feet to the left

3514: Caster's skin turns inside out on his body

3515: Caster's skin turns to black pudding

3516: Caster's skin turns to bone; lasts d4 rounds

3517: Caster's skin turns to cloth

3518: Caster's skin turns to flexible silver-like material

3519: Caster's skin turns to grey 00ze

3520: Caster's skin turns to mithral for d10 rounds; AC-3, MR 0

3521: Caster's skin turns to snow

3522: Caster's skin turns to steel while he sleeps

3523: Caster's skull becomes Ethereal

3524: Caster's skull is dimly visible through his flesh

3525: Caster's skull shrinks by 50%; Save vs Death or die

3526: Caster's skull turns to iron; AC bonus +2; shields vs. psionics

3527: Caster's smile appears rotten and decayed

3528: Caster's smile appears superhumanly perfect

3529: Caster's smile causes fear in children

3530: Caster's smile is disconcerting to those of opposite sex

3531: Caster's smile is personally offensive to those of opposite sex

3532: Caster's smile is strangely attractive to those of opposite sex

3533: Caster's speech is delayed by 4 segments; +4 to casting times

3534: Caster's spellb00k and nearest c00kb00k exchange places

3535: Caster's spellb00k appears to be ablaze whenever he opens it

3536: Caster's spellb00k becomes a stone tablet engraved with spells

3537: Caster's spellb00k becomes sentient, with INT 11+d8

3538: Caster's spellb00k becomes unintelligible to any but him

3539: Caster's spellb00k bursts into illusionary flame for d10 rounds

3540: Caster's spellb00k causes insanity in anyone else browsing it

3541: Caster's spellb00k Enlarges by a factor of 2d10

3542: Caster's spellb00k giggles maniacally when it is opened

3543: Caster's spellb00k is teleported back to his library

3544: Caster's spellb00k slams shut if anyone but him reads it

3545: Caster's spellb00k starts flapping and tries to fly away

3546: Caster's spellb00k turns invisible for d4 days

3547: Caster's spellb00k turns to a mundane item when not in use

3548: Caster's spellb00k turns to lead

3549: Caster's spellb00k turns to steam

3550: Caster's spellb00k turns to steel

3551: Caster's spellb00k, when open, also acts as a portable h01e

3552: Caster's spells function as if cast by someone twice his level

3553: Caster's spells require him to touch the target to function

3554: Caster's spilt blood swarms with maggots and mosquitoes

3555: Caster's spine doubles its length

3556: Caster's spine fuses into a single bone

3557: Caster's spine turns to rubber

3558: Caster's spine vanishes

3559: Caster's staff is replaced by a Winchester 30.06 with one shell

3560: Caster's staff turns to an umbrella

3561: Caster's stomach becomes Bag of H01ding; starves in d4 days

3562: Caster's Strength is increased by 1 for d4 turns

3563: Caster's Strength is reduced by d6 for d6 days

3564: Caster's teeth appear blood-red

3565: Caster's teeth chatter constantly while he is asleep

3566: Caster's teeth double in size when he tells a lie

3567: Caster's teeth fall out; gets 1 GP for each left under pillow

3568: Caster's teeth fuse for d4 hours; spellcasting impossible

3569: Caster's teeth fuse together when he tells a lie

3570: Caster's teeth glow in the dark

3571: Caster's teeth heat to 110° when he tells a lie

3572: Caster's teeth heat to 180°

3573: Caster's teeth receive unintelligible radio transmissions

3574: Caster's teeth rotate 180°

3575: Caster's teeth turn to diamonds

3576: Caster's teeth turn to ice and melt; regrow in 1d10 days

3577: Caster's teeth vanish at sunset and reappear at sunrise

3578: Caster's teeth vanish when he tells a lie

3579: Caster's THAC0 becomes 1, but his attacks inflict only 1 HP

3580: Caster's THAC0 becomes 25, but his attacks inflict full damage

3581: Caster's THAC0 is 0 for d6 hours

3582: Caster's THAC0 is 25 for d6 hours

3583: Caster's THAC0 is permanently improved by 1

3584: Caster's THAC0 is permanently worsened by 1

3585: Caster's throws d4 shadows

3586: Caster's thumbs become non-opposable like his other fingers

3587: Caster's tongue appears forked

3588: Caster's tongue changes c010r

3589: Caster's tongue elongates d12 inches

3590: Caster's tongue explodes for 2d10 points of damage

3591: Caster's tongue glows like a firefly

3592: Caster's tongue leaps from his mouth and slithers away

3593: Caster's tongue looks like a blade whenever he is angry

3594: Caster's tongue loops into a knot; spellcasting impossible

3595: Caster's tongue turns to a snake (-d4 to cHA)

3596: Caster's tongue turns to glass

3597: Caster's tongue turns to leather

3598: Caster's tongue vanishes

3599: Caster's torso (not head or legs) rotates 180° without harm

3600: Caster's torso (not head or legs) rotates 360° without harm

3601: Caster's torso (not head or legs) rotates 90° without harm

3602: Caster's total existence in the present is eradicated

3603: Caster's touch can drain hit points, but he loses a like amount

3604: Caster's touch causes closed wounds to reopen

3605: Caster's touch causes cloth to fade in c010r

3606: Caster's touch causes damage as principal weapon, which is lost

3607: Caster's touch causes domesticated animals to become wild

3608: Caster's touch causes flowers to b100m out of season

3609: Caster's touch causes flowers to break into song

3610: Caster's touch causes glass to blacken

3611: Caster's touch causes glass to crack

3612: Caster's touch causes holy items to blaze with illusionary fire

3613: Caster's touch causes ink to change c010r

3614: Caster's touch causes magical items to discharge randomly

3615: Caster's touch causes metals to tarnish

3616: Caster's touch causes metals to vanish

3617: Caster's touch causes nonliving items to change c010r

3618: Caster's touch causes normal metals to tarnish

3619: Caster's touch causes normal plants to wilt

3620: Caster's touch causes trees to bear poisonous fruit

3621: Caster's touch causes water to become carbonated for 1d10 turns

3622: Caster's touch causes water to become poisonous for 1d10 turns

3623: Caster's touch causes water to taste soapy for 1d10 turns

3624: Caster's touch causes wax to melt into suggestive shapes

3625: Caster's touch causes wounds to seal but restores no hit points

3626: Caster's touch is like that of a rust monster

3627: Caster's touch robs plants of their c010r

3628: Caster's touch turns clothing inside-out

3629: Caster's touch warps normal plants and wood

3630: Caster's treasure turns to snow

3631: Caster's treasure turns to steam

3632: Caster's veins and arteries turn to iron

3633: Caster's vision extends only 100 yards in any direction

3634: Caster's visual perceptions are inverted; left-to-right

3635: Caster's voice causes fruit to fall from nearby trees

3636: Caster's voice causes nearby animals to howl

3637: Caster's voice comes from somewhere else when he speaks

3638: Caster's voice echoes for d4 rounds, casting times doubled

3639: Caster's voice matches that of each person with whom he speaks

3640: Caster's voice reverberates oddly when he speaks

3641: Caster's voice seems whiny and annoying to strangers

3642: Caster's voice sounds like gravel rattling in a tin box

3643: Caster's voice sounds like it's coming from down a long pipe

3644: Caster's voice sounds vaguely like buzzing insects

3645: Caster's weapon acquires the caster's personality

3646: Caster's weapon argues with him about who to attack next

3647: Caster's weapon attacks him as a fighter of caster's level

3648: Caster's weapon can discharge spell's effect (d4 uses)

3649: Caster's weapon crumbles to dust upon next usage

3650: Caster's weapon explodes, inflicting d6 damage to all within 10'

3651: Caster's weapon turns to adamantite; gains +2

3652: Caster's weapon turns to choc01ate

3653: Caster's weapon turns to mithral; gains +1

3654: Caster's weapon turns to sponge; can cause no damage

3655: Caster's weapon twists into a knot

3656: Caster's weight doubles

3657: Caster's weight fluctuates by ±50% every turn

3658: Caster's weight increases by a factor of 3d10

3659: Caster's weight lowers by d100 lbs; if less than 0, floats away

3660: Caster's Wisdom is increased by 1 for d4 turns

3661: Caster's Wisdom is reduced by d6 for d6 days

3662: Caster's word order is shuffled; verbal spellcasting impossible

3663: Children shriek in horror when the caster is near

3664: Clasps and buttons fall off clothing in the caster's presence

3665: Clothing feels like gritty sandpaper against caster's skin

3666: Clothing of caster and random ally is magically exchanged

3667: Clothing of caster and random foe is magically exchanged

3668: Clothing of caster and target is magically exchanged

3669: Clothing turns invisible 1d6 hours after the caster puts it on

3670: C010r Spray strikes the caster

3671: C010red beads tumble from the caster's mouth when he lies

3672: C010red lights dance around the caster's head when he speaks

3673: Cream cheese 00zes from the caster's nostrils

3674: Create Water drenches caster whenever he speaks his name

3675: Dairy products become poisonous after the caster handles them

3676: Darkness, 100' radius, centers on caster for d10 rounds

3677: Death appears, captures caster's soul, and disappears

3678: Death appears, hugs caster, and vanishes; caster unharmed

3679: Death appears, swings a mop at caster, and disappears

3680: Death appears, swings scythe, misses, curses, and disappears

3681: Death appears, taps caster on shoulder, chuckles, and vanishes

3682: Dust c011ects wherever the caster's shadow falls

3683: Each day caster ages half of the way to his life expectancy

3684: Each night caster dreams that Death is stalking him

3685: Each night caster dreams that he has been asleep for 100 years

3686: Each night caster dreams that he is unable to sleep

3687: Each night caster dreams that he is unable to use magic

3688: Each night caster dreams that he is unable to wake up

3689: Each night, caster dreams of bugs crawling into his mouth

3690: Each night, caster dreams that he's trying to fall asleep

3691: Each night, caster is rained on even if no one else is

3692: Each night, caster sleeps until someone wakes him

3693: Each of caster's boots weighs as much as he does

3694: Each of caster's hands weighs 1d10+10 pounds

3695: Each of caster's teeth is a different, bright c010r

3696: Each of caster's pockets accesses another

3697: Each piece of caster's equipment teleports to a random plane

3698: Earth Elemental appears and drags caster to the Plane of Earth

3699: Earthen wall d4 feet thick, d12 feet high encircles caster

3700: Electricity seems to spark in caster's mouth when he smiles

3701: Ellran's Abs01ute Abjuration is discharged at caster's location

3702: Every creature within 60' of caster rotates 180°

3703: Every spell cast by caster is accompanied by a loud drum roll

3704: Everyone appears sickly and sallow to caster

3705: Everyone caster touches knows his name

3706: Everyone in the world knows caster's deepest secret

3707: Everyone in the world knows that caster is a spell-user

3708: Everyone within 10 miles forgets caster's name (until reminded)

3709: Everyone within 10 miles suddenly knows caster's name

3710: Everyone within 100 yards feels he's known the caster for years

3711: Everyone within 100 yards forgets who the caster is for 1 week

3712: Everyone within 100 yards knows when the caster casts a spell

3713: Everything appears 2X as large to caster

3714: Everything that happened in previous round is negated

3715: Everything that happened in previous round recurs in the next

3716: Fire Elemental resides in caster's lungs; d10 HP damageIround

3717: Fog Cloud spews from caster's mouth when he tries to speak

3718: food tastes like bile to the caster

3719: For d10 days, caster need only eat 1/2 the normal amount of food

3720: For d4 hours, caster's touch turns all precious metal to lead

3721: For d4 turns, caster's touch turns all s01id matter to gold

3722: For d6 days, caster can find secret d00rs 9 out of 10 times

3723: For d6 hours, all within 10' of caster covet his spellb00k

3724: For d6 hours, caster's touch turns all gems to c010red ice

3725: For d6 turns caster's gains a bloodhound's 01factory acuity

3726: For some reason, the caster doesn't think steel can hurt him

3727: Foul-smelling foam 00zes from caster's ears while he sleeps

3728: From now on, caster must roll ToHit with Magic Missiles

3729: Fruits and vegetables rot more rapidly in the caster's presence

3730: Gate to random outer plane; 50% extraplanar creature appears

3731: gold becomes invisible to the caster

3732: gold tarnishes at the caster's touch

3733: G01ems become invisible to caster

3734: Grass grows on the palms of caster's hands

3735: Grass sprouts in caster's next 50 f00tprints

3736: Gust of Wind blows from caster's mouth when he tries to speak

3737: Half (left or right) of caster's f00tprints disappear

3738: Half of caster's body is Slowed

3739: Half of caster's head vanishes, though he is unharmed

3740: Half-either front or back-of caster's clothing is invisible

3741: Healing efforts have a 20% to inflict damage on caster

3742: Hysterical laughter echoes from above when caster says his name

3743: If anyone should ask

3744: If caster finds a bag of h01ding, he climbs into it

3745: If caster is slain, his k

3746: If caster is slain, his k

3747: If caster is slain, his k

3748: If caster is slain, his k

3749: If caster is slain, his k

3750: if caster is slain, his k

3751: If caster is slain, his k

3752: If caster is slain, his k

3753: If caster is slain, his k

3754: If caster is slain, his k

3755: If caster is slain, his k

3756: if struck

3757: If struck aster seems to shatter and reassemble quick

3758: If struck

3759: if struck

3760: If struck

3761: Images of birds surround caster when he casts a spell

3762: Images of caster stand in his f00tprints for d8 days

3763: Images of ghostly figures surround caster when he casts a spell

3764: Images of whirling blades surround caster when he casts a spell

3765: Immediate area around caster always seems slightly blurry

3766: Immediate area around caster always seems slightly brighter

3767: Immediate area around caster always seems slightly colder

3768: Immediate area around caster always seems slightly dark

3769: Immediate area around caster always seems slightly warmer

3770: Immediate area around caster smells slightly of brimstone

3771: In times of need, caster can get nourishment from topsoil

3772: Inanimate objects are easily misplaced in the caster's presence

3773: Inanimate objects fall from shelves in the caster's presence

3774: Inanimate objects rattle slightly when the caster passes by

3775: Inanimate objects seem slightly warmer in the caster's presence

3776: Intelligent weapons become stupid while the caster wields them

3777: Intelligent weapons hate the caster on sight

3778: Intelligent weapons refuse to speak in the caster's presence

3779: Invisible bells ring in the air when the caster casts a spell

3780: Jewelry burns the caster like fire

3781: Last spell used by caster returns to strike him next round

3782: Leaves and twigs whirl about caster like a cyclone

3783: Left half of caster's body ages at 5X normal rate

3784: Left half of caster's body gains +2 Strength

3785: Left half of caster's body shrinks by 50%

3786: Light shines from the back of caster's head

3787: Lightning strikes caster (6d6 HP) next time he kills something

3788: Liquids effervesce in the caster's hands

3789: Liquids turn opaque in the caster's hands

3790: Living creatures appear blurry and indistinct to caster

3791: 100king into one of caster's ears gives a view out the other

3792: 100king through caster's ears provides a view like a telescope

3793: Loud noises cause caster to bleed from the ears

3794: Magic Mouth appears on caster's back, shouting obscenities

3795: Magical healing efforts cause caster's age to fluctuate

3796: Magical healing efforts cause caster's sex to change

3797: Magical healing efforts work but cause great pain to caster

3798: Milk pours from caster's nose whenever he laughs

3799: Milk, cream, and butter spoil in the caster's presence

3800: Money looks counterfeit while in the caster's hands

3801: Mournful chanting fills the air when the caster speaks his name

3802: Nearest child claims the caster as its parent

3803: Nearest church accuses caster of robbing the p00r box

3804: Nearest dragon claims caster as its familiar

3805: Nearest dragon's horde teleports to caster's home

3806: Nearest Druid thinks caster willingly started a forest fire

3807: Nearest fire animates as an Elemental obedient to the caster

3808: Nearest frog assumes human form (attributesIalignment random)

3809: Nearest Lich is teleported to within 120' of caster

3810: Nearest person of opposite sex tries to kill the caster

3811: Nearest royal of opposite sex develops intense hatred of caster

3812: Nearest royal of opposite sex falls in love with caster

3813: Nearest royal of opposite sex thinks caster kidnapped himIher

3814: Nearest royal of opposite sex thinks caster once saved himIher

3815: Nearest royal of opposite sex thinks caster st01e from himIher

3816: Nearest royal of opposite sex thinks caster to be a relative

3817: Nearest scarecrow becomes animate and hunts caster relentlessly

3818: Nearest tree imprisons caster within its trunk

3819: Necromantic magic doesn't work on caster for one year

3820: Next 10 lbs. of food touched by caster turn to stone

3821: Next 1d10 spells used by caster have their effects reversed

3822: Next 25 gallons of water touched by caster become acid

3823: Next 25 gallons of water touched by caster become an Elemental

3824: Next 25 gallons of water touched by caster become blood

3825: Next 25 gallons of water touched by caster become cement

3826: Next 25 gallons of water touched by caster become Dwarven ale

3827: Next 25 gallons of water touched by caster become Elven wine

3828: Next 25 gallons of water touched by caster become fuel oil

3829: Next 25 gallons of water touched by caster become Gnome mead

3830: Next 25 gallons of water touched by caster become Halfling beer

3831: Next 25 gallons of water touched by caster become Liquid Evil

3832: Next 25 gallons of water touched by caster become magma

3833: Next 25 gallons of water touched by caster become mercury

3834: Next 25 gallons of water touched by caster become m01ten lead

3835: Next 25 gallons of water touched by caster become nitroglycerin

3836: Next 25 gallons of water touched by caster become Orc bathwater

3837: Next 25 gallons of water touched by caster evaporate

3838: Next 2d10 spells used by caster affect caster & target equally

3839: Next 2d4 spells used by caster automatically fail

3840: Next 2d4 Summonings by caster summon local Council members

3841: Next 2d6 spells employed by caster conjure cute little rabbits

3842: Next ally touched by caster Blinks for 1 turn

3843: Next ally touched by caster burst into illusionary flame

3844: Next ally touched by caster does not require sleep for d6 days

3845: Next ally touched by caster drops to 1 Hit Point

3846: Next ally touched by caster falls unconscious

3847: Next ally touched by caster flies into a 2-turn berserker fury

3848: Next ally touched by caster forgets who caster is

3849: Next ally touched by caster is Healed

3850: Next ally touched by caster is surrounded by a swarm of hornets

3851: Next ally touched by caster levitates for d20 rounds

3852: Next ally touched by caster steals his memorized spells

3853: Next ally touched by caster triggers all his memorized spells

3854: Next attempt at teleportation sends caster to Astral plane

3855: Next attempt at teleportation sends caster to current location

3856: Next beneficial enchantment by caster acts as equivalent curse

3857: Next beneficial enchantment on caster acts as equivalent curse

3858: Next boat or ship seen by caster sinks

3859: Next breath exhaled by caster becomes free willed Air elemental

3860: Next creature caster touches absorbs damage caused by caster

3861: Next creature caster touches absorbs damage inflicted on caster

3862: Next creature caster touches cannot thereafter be harmed by him

3863: Next creature caster touches cannot thereafter harm him

3864: Next creature slain by caster resurrects as his ally

3865: Next creature slain by caster resurrects with double hit points

3866: Next creature touched by caster explodes; reforms in d20 rounds

3867: Next creature touched by caster flies into a berserker rage

3868: Next creature touched by caster randomly changes alignment

3869: Next creature touched by caster Saves vs Death or turns to ice

3870: Next Curse placed upon caster has no effect

3871: Next d00rway passed through by caster becomes a Gate

3872: Next fire set by caster acts as a brazier of sleep smoke

3873: Next fire set by caster acts as a gate to Elemental Fire

3874: Next fire set by caster affects all near as Potion of delusion

3875: Next fire set by caster appears 10 times larger, but is not

3876: Next fire set by caster appears 10 times smaller, but is not

3877: Next fire set by caster becomes free-willed fire elemental

3878: Next fire set by caster boils any water carried by him

3879: Next fire set by caster burns 10 times hotter

3880: Next fire set by caster burns a 10 yard crater into the ground

3881: Next fire set by caster burns in a corkscrew shape

3882: Next fire set by caster burns in a cube

3883: Next fire set by caster burns in a sphere

3884: Next fire set by caster burns in an inverted cone

3885: Next fire set by caster burns in the shape of his initials

3886: Next fire set by caster burns only in two dimensions

3887: Next fire set by caster can be seen for 1 mile

3888: Next fire set by caster cannot be extinguished normally

3889: Next fire set by caster causes a fountain to well up beneath it

3890: Next fire set by caster covers all who view it with black ash

3891: Next fire set by caster detonates as a 3 die Fireball

3892: Next fire set by caster duplicates his personality

3893: Next fire set by caster flies into the sky

3894: Next fire set by caster f0110ws caster wherever he goes

3895: Next fire set by caster gives no light (normal or infra-visual)

3896: Next fire set by caster has sentience; won't want to be put out

3897: Next fire set by caster ignites all water within 100 yards

3898: Next fire set by caster ignites his clothing

3899: Next fire set by caster makes all who view it itch vi01ently

3900: Next fire set by caster moans ominously while it burns

3901: Next fire set by caster plays entertaining music while it burns

3902: Next fire set by caster provides heat for him but no one else

3903: Next fire set by caster provides no heat for him, only others

3904: Next fire set by caster puts the scent of blood in the air

3905: Next fire set by caster puts the scent of brimstone in the air

3906: Next fire set by caster puts the scent of burnt skin in the air

3907: Next fire set by caster puts the scent of decay in the air

3908: Next fire set by caster puts the scent of fresh meat in the air

3909: Next fire set by caster puts the scent of jasmine in the air

3910: Next fire set by caster puts the scent of m01d in the air

3911: Next fire set by caster puts the scent of skunk in the air

3912: Next fire set by caster radiates c01d instead of heat

3913: Next fire set by caster radiates darkness instead of light

3914: Next fire set by caster rages out of contr01

3915: Next fire set by caster rises and runs away; burns nothing else

3916: Next fire set by caster scorches the earth in a 100 yard radius

3917: Next fire set by caster shrieks like a Shrieker while it burns

3918: Next fire set by caster sings like a robin while it burns

3919: Next fire set by caster snuffs his sense of smell

3920: Next fire set by caster snuffs oxygen in a 20 yard radius

3921: Next fire set by caster sounds like distant, whispering voices

3922: Next fire set by caster speaks insults to him while it burns

3923: Next fire set by caster summons hostile air elementals

3924: Next fire set by caster throws heat in only one direction

3925: Next fire set by caster turns to iron after three turns

3926: Next fire set by caster wafts its smoke to f0110w him

3927: Next fire set by caster warms only those facing away from it

3928: Next fire set by caster whispers horrible things to him

3929: Next fire set by caster will not ignite

3930: Next full pound of pepper touched by caster becomes gunpowder

3931: Next horse ridden by caster ages one year per minute

3932: Next horse ridden by caster bonds with him like a Warhorse

3933: Next horse ridden by caster doesn't tire while he rides it

3934: Next horse ridden by caster hurls him like an ejector seat

3935: Next horse ridden by caster is a mechanical automaton

3936: Next horse ridden by caster is as wild as a free mustang

3937: Next horse ridden by caster is embarrassingly flatulent

3938: Next horse ridden by caster shrinks to 1/2 its size

3939: Next horse ridden by caster sings country music

3940: Next horse ridden by caster throws him for 1d10 hit points

3941: Next horse ridden by caster tries to walk on two legs

3942: Next horse ridden by caster turns into a centaur

3943: Next horse ridden by caster won't stop walking until dawn

3944: Next illusion employed by caster becomes free-willed and real

3945: Next Lich seen by caster is restored to true life

3946: Next magical blade touchingItouched by caster becomes inert

3947: Next meal prepared by caster acts as a potion of extra healing

3948: Next meal prepared by caster acts as a random-effect potion

3949: Next meal prepared by caster acts as a random-strength poison

3950: Next meal prepared by caster animates and attacks him

3951: Next meal prepared by caster appears to radiate evil

3952: Next meal prepared by caster attempts to eat him

3953: Next meal prepared by caster causes mysterious hallucinations

3954: Next meal prepared by caster causes vi01ent nausea

3955: Next meal prepared by caster consumes and digests itself

3956: Next meal prepared by caster depletes a like nutritional amount

3957: Next meal prepared by caster explodes as 3HD fireball when cut

3958: Next meal prepared by caster freezes s01id

3959: Next meal prepared by caster groans like a banshee for 1 round

3960: Next meal prepared by caster has no taste whatsoever

3961: Next meal prepared by caster induces vegetarianism

3962: Next meal prepared by caster is covered in sores and boils

3963: Next meal prepared by caster is pristine and beautiful

3964: Next meal prepared by caster is scabrous and infected

3965: Next meal prepared by caster is toxic to anyone but him

3966: Next meal prepared by caster is toxic to him but no one else

3967: Next meal prepared by caster levitates 10+d20 feet in the air

3968: Next meal prepared by caster melts

3969: Next meal prepared by caster provides nutrition for two weeks

3970: Next meal prepared by caster resurrects and flees

3971: Next meal prepared by caster screams when cut or bitten

3972: Next meal prepared by caster sprouts cactus quills

3973: Next meal prepared by caster sprouts hair

3974: Next meal prepared by caster stays raw; cannot be cooked by him

3975: Next meal prepared by caster tastes bad but gives 3X nutrition

3976: Next meal prepared by caster tastes better than anything else

3977: Next meal prepared by caster tastes like blood

3978: Next meal prepared by caster tastes like blood

3979: Next meal prepared by caster tastes like brimstone

3980: Next meal prepared by caster tastes like chicken

3981: Next meal prepared by caster tastes like demihuman flesh

3982: Next meal prepared by caster tastes like honey

3983: Next meal prepared by caster tastes like iron

3984: Next meal prepared by caster tastes like liver

3985: Next meal prepared by caster tastes like liver

3986: Next meal prepared by caster tastes like the last meal he ate

3987: Next meal prepared by caster turns to already-digested matter

3988: Next meal prepared by caster turns to blood-red snow

3989: Next meal prepared by caster turns to bone

3990: Next meal prepared by caster turns to fat and gristle

3991: Next meal prepared by caster turns to gold

3992: Next meal prepared by caster turns to mercury

3993: Next meal prepared by caster turns to sand

3994: Next meal prepared by caster turns to steel

3995: Next meal prepared by caster turns to stone

3996: Next meal prepared by caster turns to wood

3997: Next nonmagical blade touched by caster becomes magical

3998: Next nonmagical blade touched by caster is blunted

3999: Next 00ze or slime seen by caster turns to choc01ate pudding

4000: Next PC caster touches adopts his physical form

4001: Next person met for the first time by the caster hates him

4002: Next pond caster enters asks him to leave immediately

4003: Next pond caster enters becomes a 16HD water elemental

4004: Next pond caster enters becomes a gate to Elemental Water

4005: Next pond caster enters becomes Sweet Water (for 10 turns)

4006: Next pond caster enters draws him to the bottom

4007: Next pond caster enters endows him with water breathing

4008: Next pond caster enters evaporates instantly

4009: Next pond caster enters freezes s01id

4010: Next pond caster enters grants him water-only breathing

4011: Next pond caster enters transports him to Elemental water

4012: Next pond caster enters turns him to water (Save vs Death)

4013: Next pond caster enters turns to glass for d10 rounds

4014: Next pond caster enters turns to mud in 20d10 rounds

4015: Next pond caster enters vanishes; returns in d20 days

4016: Next pond caster enters whirls in a spiral until he exits

4017: Next profanity spoken by caster becomes a vile, living entity

4018: Next spell used by caster returns to strike him in d10 rounds

4019: Next summoning by caster summons present target

4020: Next summoning spell employed by caster brings skunks instead

4021: Next Summoning transports caster to location of the summoned

4022: Next time caster nears a lake, he believes he can breathe water

4023: Next time caster stands atop a mountain, he believes he can fly

4024: Next Undead caster sees becomes caster's servant for d12 months

4025: Next undead that touches the caster is instantly destroyed

4026: Next weapon caster wields becomes razor keen (bludgeons, etc)

4027: Next weapon caster wields cannot be dropped at will

4028: Next weapon caster wields gains a +1 enchantment

4029: Next weapon caster wields grants him proficiency with it

4030: Next weapon caster wields inflicts equal damage on foe and him

4031: Next weapon caster wields loses +1 enchantment (-1 possible)

4032: Next weapon caster wields makes him attack an ally (d20 rnds)

4033: Next weapon caster wields makes him attack himself (d10 rnds)

4034: Next weapon caster wields sends him into a 2 turn berserk fury

4035: Next weapon caster wields strips his proficiency with it

4036: Next weapon caster wields vanishes

4037: Next wooden object caster touches gains life and starts to grow

4038: No nonmagical fire can be ignited within 10 yards of caster

4039: No one can sleep within 10 yards of caster

4040: No one takes caster seriously for 1d4 days

4041: Nothing in caster's home is familiar to him anymore

4042: Oak tree sprouts beneath caster; carries him 60' into the air

4043: Occupants of next mine caster enters think he causes quakes

4044: Occupants of next mine caster enters think he's a bad omen

4045: Occupants of next mine caster enters think he's a Drow

4046: Occupants of next mine caster enters think he's an Illithid

4047: Occupants of next mine caster enters think he's made of gold

4048: Occupants of next mine caster enters think he's the owner

4049: Ominous thunder rumbles overhead when caster says his name

4050: One half of caster's body turns invisible for d10 rounds

4051: One of caster's arms turns to cheese

4052: One of caster's eyes perceives things to be upside-down

4053: One of caster's teeth doubles in size

4054: One of caster's arms is doubled in length, the other is halved

4055: One of caster's arms tries to strangle him

4056: One of caster's dimensions (height, breadth, depth) is doubled

4057: One of caster's dimensions (height, breadth, depth) is halved

4058: One of caster's feet enlarges to his full height

4059: One of caster's limbs (random) doubles in length

4060: One of caster's limbs turns invisible for 2d12 hours

4061: One of caster's possessions turns out to be a priceless antique

4062: One of caster's possessions turns out to be a st01en artifact

4063: One plant within 60' of caster becomes a Shambling Mound

4064: Oxygen becomes vi01ently toxic to the caster

4065: Pack animals shrug off their loads when the caster is nearby

4066: Pack animals strike up conversations with the caster

4067: People tend to react to caster like he just committed murder

4068: Pigeons react to caster as if he were a statue

4069: Pigeons react to caster as if he were coated by breadcrumbs

4070: Putrid meat is restored by the caster's touch

4071: Rain causes the caster to panic

4072: Random ally's consciousness is pushed into the caster's body

4073: Random creature in vicinity becomes amphibious

4074: Random creature within 60' of caster and caster exchange bodies

4075: Random facial feature of caster becomes invisible

4076: Random limb of caster is Withered as cleric spell

4077: Random limb of caster transforms into limb of another creature

4078: Random limb of caster turns to steam for d6 turns

4079: Random object within 30' of caster mimics caster's personality

4080: Random object within 60' of caster becomes sentient

4081: Raw meat becomes putrid at the caster's touch

4082: Raw meat squeals at the caster's touch

4083: Shadow of caster appears to make mocking gestures at him

4084: Shadow of caster radiates light in caster's shape

4085: Shadows seem to make obscene gestures at the caster

4086: Shoes and boots will not stay on the caster's feet

4087: Slow spell centers on target

4088: Smoke from campfires causes the caster to hallucinate

4089: Smoke pours from caster's nose while he speaks

4090: Snakes seem to squirm within caster's flesh when he's angry

4091: Soft surfaces feel hard and rigid to the caster

4092: Some common smell acts as a diuretic to the caster

4093: Some common smell acts as an aphrodisiac to the caster

4094: Some common smell brings tears to caster's eyes

4095: Some common smell causes caster to fall asleep

4096: Some common smell is nauseating to the caster

4097: Some common smell is terrifying to the caster

4098: Some common smell is tranquilizing to the caster

4099: Some common smell makes the caster break into song

4100: Some common smell makes the caster cast a spell at random

4101: Some common smell makes the caster fly into a berserker rage

4102: Some common smell makes the caster want to cast a spell

4103: Some godIgoddess of Love becomes infatuated with the caster

4104: Some nearby cult thinks it must sacrifice the caster

4105: Someone just insulted the caster, but he's not sure who

4106: Sounds of horrible moaning are heard when caster casts a spell

4107: Sounds of hysteric shrieking are heard if caster casts a spell

4108: Sounds of maniacal laughter are heard when caster casts a spell

4109: Sounds of raging waterfalls are heard when caster casts a spell

4110: Sounds of roaring flames are heard when caster casts a spell

4111: Speaking the caster's name renders animals unconscious

4112: Spectacular lightning flares overhead when caster says his name

4113: Spectacular lightning harmlessly grounds itself via the caster

4114: Spell cannot be recast by caster for 1d4 weeks

4115: Spell consumes caster's body as its material component

4116: Spell delayed until caster speaks his name, then it strikes him

4117: Spell duration lasts until caster dies

4118: Spell duration lasts until caster is injured

4119: Spell effect is doubled and centered on caster

4120: Spell effect is reversed and strikes caster

4121: Spell effect is reversed and strikes random ally of caster

4122: Spell effect occurs as another spell known to caster

4123: Spell effect seems to affect the caster equally but does not

4124: Spell hits the caster and the person standing nearest to him

4125: Spell strikes the next creature that attacks the caster

4126: Statues animate and speak to caster while he touches them

4127: Steam rolls from the caster's skin when he is angry

4128: Streams and rivers applaud when the caster crosses them

4129: Streams and rivers seem to be blood-red as caster crosses them

4130: Streams and rivers seem to flow uphill when caster crosses them

4131: Temperature of caster's principal weapon drops to -260° C

4132: Temperature of caster's principal weapon rises to 260° C

4133: The flesh of caster's hands is invisible for 1d8 days

4134: The next town caster enters greets him like a long-lost son

4135: The next town caster enters reviles him like liar and a thief

4136: The omelet caster ate yesterday was made with dragon eggs

4137: The person nearest to the caster will die if he dies

4138: The top half of caster's body is affected by Reverse Gravity

4139: The top of caster's head is flat as a table

4140: The top of caster's head is perfectly sm00th and flat

4141: Tomorrow caster can memorize an extra 1d6 levels of spells

4142: Twelve stone c01umns sprout from ground within 10' of caster

4143: Two nearest demons vie for the caster's soul

4144: Undead react like caster is one of them, unless he attacks

4145: Vines grow from ground and bind caster until removed

4146: Wall of Fire appears in caster's home

4147: Wall of Stone appears in front of caster

4148: Water cannot boil in the caster's presence

4149: Water flows in caster's veins instead of blood

4150: Water tastes like blood to the caster

4151: Water tastes like gas01ine to caster

4152: Whatever animal caster last ate reanimates and seeks vengeance

4153: Whatever the temperature, caster feels like he's in a sauna

4154: Whatever the temperature, caster feels like he's in an ig100

4155: When caster becomes invisible, some part of him does not

4156: When caster casts a spell, he loses the spell's Level in HP

4157: When caster dies he is instantly reincarnated

4158: When caster dies, 1d10 people claim to be his clones

4159: When caster dies, a chalk outline forms around his corpse

4160: When caster dies, a crops within one mile come to ripeness

4161: When caster dies, a nearby religious sect declares holy war

4162: When caster dies, all written record of him vanishes

4163: When caster dies, anyone not witnessing his death forgets him

4164: When caster dies, everyone nearby weeps mournfully

4165: When caster dies, he becomes horribly frightening to 100k at

4166: When caster dies, he becomes painfully beautiful to 100k at

4167: When caster dies, he is found to be a sophisticated android

4168: When caster dies, he shatters as though made of glass

4169: When caster dies, he takes r00t and becomes a tree

4170: When caster dies, his body is found to harbor countless bugs

4171: When caster dies, his Charisma score increases by 4

4172: When caster dies, his corpse appears to be 2d20 years younger

4173: When caster dies, his corpse becomes a scarecrow

4174: When caster dies, his corpse changes its sex

4175: When caster dies, his corpse decays in a matter of moments

4176: When caster dies, his corpse deflates like a balloon

4177: When caster dies, his corpse detonates as a 10 HD fireball

4178: When caster dies, his corpse digs a pit and lays itself to rest

4179: When caster dies, his corpse discharges his memorized spells

4180: When caster dies, his corpse diss01ves into a foul mush

4181: When caster dies, his corpse doubles in size

4182: When caster dies, his corpse doubles its size

4183: When caster dies, his corpse freezes s01id

4184: When caster dies, his corpse giggles if touched

4185: When caster dies, his corpse giggles until buried

4186: When caster dies, his corpse goes berserk for 1d10 rounds

4187: When caster dies, his corpse is consumed in a plume of fire

4188: When caster dies, his corpse is dressed in fine silks

4189: When caster dies, his corpse is found to be completely h0110w

4190: When caster dies, his corpse is found to be filled with gold

4191: When caster dies, his corpse is wrapped in cellophane

4192: When caster dies, his corpse mummifies in a matter of moments

4193: When caster dies, his corpse races back to his place of birth

4194: When caster dies, his corpse recites a moving poem

4195: When caster dies, his corpse rises into the sky and is gone

4196: When caster dies, his corpse rises like a revenant and attacks

4197: When caster dies, his corpse smells of roses instead of decay

4198: When caster dies, his corpse turns inside out

4199: When caster dies, his corpse turns to choc01ate

4200: When caster dies, his corpse turns to stone

4201: When caster dies, his corpse vanishes

4202: When caster dies, his death is believed to be a hoax

4203: When caster dies, his death is rumored to have been a suicide

4204: When caster dies, his hair and nails continue to grow

4205: When caster dies, his head vanishes

4206: When caster dies, his skin can be peeled like aluminum foil

4207: When caster dies, his slayer changes alignment

4208: When caster dies, his slayer claims the body as a trophy

4209: When caster dies, his slayer refuses to believe it

4210: When caster dies, his soul is trapped in his principal weapon

4211: When caster dies, his soul is trapped in his spellb00k

4212: When caster dies, his soul transposes with his slayer's

4213: When caster dies, horrible laughter fills the air

4214: When caster dies, mournful dirges issue from the air around his

4215: When caster dies, nearby f01iage withers

4216: When caster dies, no bird can ever again sing within 1 mile

4217: When caster dies, no birds sing for 48 hours

4218: When caster dies, no one recognizes the corpse

4219: When caster dies, people come for miles to see the body

4220: When caster dies, small animals gather to pay their respects

4221: When caster dies, the ambient temperature drops 30°

4222: When caster dies, the Moon appears blood-red for one month

4223: When caster dies, the nearest royal bloodline dies out, t00

4224: When caster dies, the sky appears overcast for one week

4225: When caster dies, the sun appears to weep tears of flame

4226: When caster dies, vicious rumors circulate about him

4227: When caster dies, vultures carry his corpse to his home

4228: When caster draws his weapon 2HD creatures check morale

4229: When caster draws his weapon all near him start laughing

4230: When caster draws his weapon birds circle his head

4231: When caster draws his weapon electricity sizzles in the air

4232: When caster draws his weapon he has second thoughts

4233: When caster draws his weapon he shrinks to 1/2 his height

4234: When caster draws his weapon his allies get a morale b00st

4235: When caster draws his weapon his hair stands on end

4236: When caster draws his weapon his hands are coated in butter

4237: When caster draws his weapon it dr00ps like a limp n00dle

4238: When caster draws his weapon someone nearby faints

4239: When caster is hit, he's suddenly wearing a baseball cap

4240: Wild Surge occurs next time caster says his name

4241: Wizard Mark reading "Kick me" forms on caster's back

4242: 12' iron statue of target sprouts from ground within 60' of him

4243: daisy grows from target's head, may be pruned without harm

4244: 1d10 fingers fall from target's hands; regrow over d10 days

4245: 1d10 Hit Die Fireball centers on target

4246: 1d10 of target's fingers turn to steel

4247: 1d10 sparrow eggs tumble from target's mouth

4248: 1d100 small, harmless h01es appear in target's body

4249: 1d100 young children claim to be the target's offspring

4250: 1d1000 flies swarm from target's mouth whenever he tells a lie

4251: 1d4 people of same raceIopposite sex fall in love with target

4252: 1d6 birds flutter about target's head every time he is hit

4253: 1d6 rounds of b00ing and hisses echo if target speaks his name

4254: 1d6 rounds of dramatic music play when target speaks his name

4255: 1d8-1 bones teleport from target's body; loses d10 hP per bone

4256: 1d8-1 bones teleport into target's body; loses d12 HP per bone

4257: 4d8 of target's teeth turn to gold

4258: h01e penetrates target's torso; target remains unharmed

4259: 8d4 of target's teeth become sentient

4260: A cuck00 pops from target's mouth 12 times like a clock

4261: A false but real-100king map is tatt00ed on target's skin

4262: A fountain springs up beneath target's feet

4263: A framed 8x10 photograph of the target drops at his feet

4264: A gaping h01e forms under the target whenever he says his name

4265: A glaze of frost coats target's wounds

4266: A hand reaches down from the sky and snatches away the target

4267: A large cheese sculpture of the target appears nearby

4268: A large granite hand rises from the earth to grasp the target

4269: A late-model Ford suddenly appears in target's new driveway

4270: A light bulb appears over target's head when he casts a spell

4271: A light rain falls on the target when he casts a spell

4272: A light rain falls on the target when he's struck by a spell

4273: A pit 1d100 feet deep opens beneath target; DEX check or fall

4274: A rainbow springs from target's head and f0110ws him everywhere

4275: A rattling sound is heard whenever target shakes his head

4276: A red dragon believes it owes the target a favor

4277: A Red Dragon believes that target is pursuing her

4278: A red dragon believes the target owes it a favor

4279: A red dragon covets something the target now possesses

4280: A red light flashes atop target's head for one turn

4281: A small elemental appears wherever the target spills blood

4282: A small elemental appears wherever the target's blood is spilt

4283: A small mouse falls from target's mouth when he speaks a lie

4284: A swarm of normal bees appears and attacks target

4285: A thick, foul-smelling discharge 00zes from target's ears

4286: A wealthy investor wants to buy the target's nervous system

4287: Air cannot come within 10 feet of target's principal weapon

4288: Air Elemental resides in target's lungs; inhalation unnecessary

4289: All air between 1' and 10' of target turns to iron

4290: All air between 1' and 10' of target turns to water

4291: All air between 1' and 20' of target turns to fire

4292: All air within 1' of target turns to chlorine gas

4293: All air within 40' of target is evacuated

4294: All architecture within 120' of target is leveled

4295: All attacks target made in the last turn hurt one of his allies

4296: All attacks target makes in the next turn cause +4 damage

4297: All attacks target makes in the next turn cause half damage

4298: All attacks target makes in the next turn cause no damage

4299: All attacks target makes in the next turn harm him instead

4300: All attacks target makes in the next turn heal instead of harm

4301: All but 1 (player choice) of target's attributes rerolled daily

4302: All but one of target's fingers fall off

4303: All but one of target's attributes forever raised to 18

4304: All but one of target's attributes forever reduced to 3

4305: All clothing touched by target crumbles to dust

4306: All coins carried by target are turned to lead

4307: All coins within 100 yards bear the target's likeness

4308: All cooked meat seen by target for 5 days randomly p01ymorphs

4309: All cooked meat seen by target in next 5d20 days turns to liver

4310: All creatures viewed by target 100k and sound identical

4311: All creatures within 90' of target have a singalong for 1 turn

4312: All enchantmentsIcharms upon target are dispelled

4313: All enemies appear identical to target for d12 rounds

4314: All enemies within 15 feet of target are turned to cast iron

4315: All external facial features of target disappear

4316: All fat in target's body turns to water: nerves, brain, etc.

4317: All flesh on target's face turns invisible when he smiles

4318: All f01iage within 30' of target grows 3'

4319: All food and drink tastes utterly bland to the target

4320: All free water within 120' of target turns to m01asses

4321: All gems carried by target are turned to ice

4322: All gems carried by target combust

4323: All ground within 60' of target is Greased, as spell

4324: All ground within 60' of target turns to glass, 10' deep

4325: All items carried by target affected as by the spell Item

4326: All items carried by target affected as by ThereINot There

4327: All items carried by target age 1000 years

4328: All items carried by target appear in a single pocket

4329: All items carried by target appear in someone else's possession

4330: All items carried by target are desired by outer planes being

4331: All items carried by target are encased in bone

4332: All items carried by target are enchanted with Explosive Runes

4333: All items carried by target are immune to gravity 1d20 rounds

4334: All items carried by target become copies of one he carries

4335: All items carried by target become highly flammable; Save at -5

4336: All items carried by target become illusionary (10+d10 rounds)

4337: All items carried by target become resistant to fire; Saves +5

4338: All items carried by target become weightless; may float away

4339: All items carried by target double in size

4340: All items carried by target double their apparent weight

4341: All items carried by target drop 3d100°

4342: All items carried by target enchanted with Continual Light

4343: All items carried by target exchange their apparent weights

4344: All items carried by target fly 10 yards in random directions

4345: All items carried by target halve their apparent weight

4346: all items carried by target halve their size

4347: All items carried by target lose all c010r; turn bland grey

4348: All items carried by target p01ymorph into one random item

4349: All items carried by target quadruple in apparent weight

4350: All items carried by target sent to the Astral Plane

4351: All items carried by target suddenly weigh as much as target

4352: All items carried by target teleport to his home

4353: All items carried by target tie into knots

4354: All items carried by target triple their apparent weight

4355: All items carried by target turn invisible

4356: All items carried by target turn sentient and free-willed

4357: All items carried by target turn to flesh

4358: all items carried by target turn to gold

4359: All items carried by target turn to granite

4360: All items carried by target turn to ice

4361: All items carried by target turn to mercury

4362: All items carried by target turn to steam

4363: All items carried by target turn to water

4364: All items owned by target teleport to him from his home

4365: All liquid except water is poisonous to target

4366: All matter within 60' of target becomes invisible for d4 rounds

4367: All meat tastes blood-raw to the target

4368: All metal on or within target turns to wood

4369: all of target's clothing now bears his monogram

4370: all of target's fingers are broken

4371: All of target's attributes drop to

4372: All of target's equipment turns to platinum

4373: All of target's gold pieces turn to teeth

4374: all of target's precious metal turns to soap

4375: All plants and wildlife appear sickly to the target

4376: All rings worn by target turn to string but retain properties

4377: All rock within 10 feet of target turns to mud (and vice versa)

4378: All rodents within 2 miles will f0110w target for d10 days

4379: all sorts of vile noises issue from the target's stomach

4380: All spells cast on target take place 1d10 rounds after casting

4381: All target's attribute scores are halved

4382: All target's attribute scores drop to equal his worst score

4383: All target's attribute scores rise to equal his best score

4384: all target's clothing not currently worn grows to 2X its size

4385: all target's clothing not currently worn shrinks to 1/2 its size

4386: all target's gems become enchanted with Continual Light

4387: all ten of target's fingers are now on his dominant hand

4388: All the bones disappear from the target's hands and feet

4389: All trees within 100 yards of target are turned to cast iron

4390: All trees within 60' of target upr00t and walk away

4391: All water between 1' and 100' of target turns to air

4392: All water between 1' and 100' of target turns to fire

4393: All weapons within 60' of target become ethereal for d8 rounds

4394: All who see target believe he precedes a great plague

4395: All who see target believe him to be a basilisk

4396: all who see target believe him to be a criminal

4397: All who see target believe him to be a doppleganger

4398: All who see target believe him to be a graverobber

4399: All who see target believe him to be a harbinger of great ill

4400: All who see target believe him to be a Lich

4401: All who see target believe him to be a neo-otyugh

4402: All who see target believe him to be an illusion

4403: All who see target believe him to be some kind of undead

4404: All who see target believe him to be the avatar of a minor god

4405: All who see target believe him to be the r00t of all evil

4406: All within 90' of target check INT or forget who the target is

4407: All wood on or within target turns to metal

4408: All writing in target's spellb00k appears backward

4409: All writing in target's spellb00k turns blurry

4410: All writing in target's spellb00k turns invisible

4411: Alternating strips of target rendered invisible for d8 rounds

4412: An illusionary sign labeled "Buff00n" hangs above target's head

4413: An illusionary sign labeled "leper" hangs above target's head

4414: An illusory Lich rises from the ground and pursues target

4415: An Iron G01em in the target's image appears and attacks

4416: Any ally hearing target must Save or fall asleep with boredom

4417: Any animals owned by target are stricken bald forever

4418: Any charged magical item carried by target is fully charged

4419: Any charged magical item carried by target is wh011y drained

4420: Any chronic ailments now afflicting the target are cured

4421: Any creatures summoned by target are bright orange

4422: Any Curse afflicting target is Removed

4423: Any fires lit in the target's home cannot be put out by him

4424: Any food prepared by target is poisonous to him

4425: Any glass carried by target turns to transparent steel

4426: Any magic now affecting target lasts until he ends it

4427: Any magic, good or bad, now affecting the target is Dispelled

4428: Any metal worn by target turns to opaque glass

4429: Any money now carried by target doubles in quantity

4430: Any potions carried by target become poisonous

4431: Any potions carried by target carry the intended spell effect

4432: Any resurrections thus far used on target are negated

4433: Any rings worn by target shrink in diameter by 1/2

4434: Any small item target needs is 30% likely to be in his pocket

4435: Any spells target has memorized discharge upon random targets

4436: Any water carried by target afflicts its imbiber with dysentery

4437: Any water carried by target becomes a free-willed elemental

4438: Any water carried by target becomes enchanted by Watery Double

4439: Any water carried by target burns like gas01ine but is water

4440: Any water carried by target causes dehydration in its imbiber

4441: Any water carried by target doubles in v01ume

4442: Any water carried by target doubles size each of next 20 rnds.

4443: Any water carried by target drags him to Elemental Water

4444: Any water carried by target drops 100° but doesn't freeze

4445: Any water carried by target endows drinker with water breathing

4446: Any water carried by target fills with Dust of SneezingIChoking

4447: Any water carried by target fills with gold pieces

4448: Any water carried by target fills with goldfish

4449: Any water carried by target fills with mosquito larvae

4450: Any water carried by target fills with rot grubs (d10)

4451: Any water carried by target fills with sodium chips

4452: Any water carried by target fills with sponges

4453: Any water carried by target has diuretic effect on its imbiber

4454: Any water carried by target ignites on contact with air

4455: Any water carried by target rises 200° but does not boil

4456: Any water carried by target tastes like gas01ine and really is

4457: Any water carried by target tastes like gas01ine but is pure

4458: Any water carried by target tastes pure but is gas01ine

4459: Any water carried by target turns invisible

4460: Any water carried by target turns to acid (Ultimate S01vent)

4461: Any water carried by target turns to blood

4462: Any water carried by target turns to brine

4463: Any water carried by target turns to crystal 00ze

4464: Any water carried by target turns to ice; may burst containers

4465: Any water carried by target turns to maple syrup

4466: Any water carried by target turns to mercury

4467: Any water carried by target turns to roast beef gravy

4468: Any water carried by target turns to s01id steel

4469: Any water carried by target turns to steam of equal v01ume

4470: Any Wishes thus far used by target are nullified

4471: Any wood worn by target falls off him, takes r00t, and sprouts

4472: Anyone injuring the target in the next round Vanishes

4473: Anyone slain by the target can never be raised as undead

4474: Anyone slain by the target fossilizes instantly

4475: Anyone sleeping near target can't wake until he does

4476: Anyone who sleeps within 10 feet of target has nightmares

4477: At death, 1d100 of target's family appear and attack the caster

4478: At death, target becomes a flesh g01em

4479: At death, target becomes an undead slave to the caster

4480: At death, target becomes the ruler of an unclaimed Outer Plane

4481: At death, target has a 10% chance to resurrect at full health

4482: At death, target is at once resurrected with opposite alignment

4483: At death, target is canonized by some obscure religion

4484: At death, target is resurrected and has gained a level

4485: At death, target is resurrected but can no longer read

4486: At death, target is resurrected but continues to decay

4487: At death, target is resurrected but doesn't believe he died

4488: At death, target is resurrected but doesn't know it

4489: At death, target is resurrected but forgets who he is

4490: At death, target is resurrected but has lost a level

4491: At death, target is resurrected but is mute

4492: At death, target is resurrected but is of the opposite sex

4493: At death, target is resurrected but is permanently blind

4494: At death, target is resurrected but must drink blood to live

4495: At death, target is resurrected with one week to live

4496: At death, target is revealed to have been an android

4497: At death, target is rumored to have been of the opposite sex

4498: At death, target transforms into a fire elemental

4499: At death, target's body instantly decays to a foul mush

4500: At death, target's body is claimed by a tanar'ri

4501: At death, target's body radiates Darkness, 1 mile radius

4502: At death, target's corpse animates and stalks the caster

4503: At death, target's corpse explodes for 1d6X100 HP of damage

4504: At death, target's corpse traps his soul within it

4505: At death, target's corpse turns to diamond

4506: At next Full Moon, target vanishes; witnesses forget who he was

4507: Bigby's Interposing Hand prevents target from attacking anyone

4508: Blades seem dull while target uses them

4509: Blades seem warped and rusty while the target uses them

4510: blood drips from the walls of target's home

4511: Both of target's hands are now left hands

4512: Bread crumbs appear in target's f00tprints

4513: Candles are automatically snuffed in the target's presence

4514: Candles burn but are not consumed while target is nearby

4515: Candles cannot be ignited in the target's presence

4516: Candles spontaneously ignite in the target's presence

4517: Children shriek in horror when the target is near

4518: Clasps and buttons fall off clothing in the target's presence

4519: Clothing feels like gritty sandpaper against target's skin

4520: Clothing of random ally turns invisible for d6 rounds

4521: Clothing of target and random ally is magically exchanged

4522: Clothing of target and random foe is magically exchanged

4523: Clothing turns invisible 1d6 hours after the target puts it on

4524: Cream cheese 00zes from the target's nostrils

4525: Create Water drenches target whenever he speaks his name

4526: Dairy products become poisonous after the target handles them

4527: Darkness centers on target

4528: Death appears, captures target's soul, and disappears

4529: Death appears, high-fives target, and disappears

4530: Death appears, hugs target, and vanishes; target is unharmed

4531: Death appears, raises dead ally of target, and vanishes

4532: Death appears, slays creature closest to target, and vanishes

4533: Death appears, steals target's principal weapon, and disappears

4534: Death appears, taps target on shoulder, chuckles, and vanishes

4535: Death appears, watches until target is injured, then disappears

4536: Dust c011ects wherever the target's shadow falls

4537: Each creature within 100 yards generates d6 Mirror Images

4538: Each day target ages half of the way to his life expectancy

4539: Each night target dreams that Death is stalking him

4540: Each night target dreams that he has been asleep for 100 years

4541: Each night target dreams that he is unable to sleep

4542: Each night target dreams that he is unable to use magic

4543: Each night target dreams that he is unable to wake up

4544: Each night, target dreams of bugs crawling into his mouth

4545: Each night, target dreams that he's trying to fall asleep

4546: Each night, target is rained on even if no one else is

4547: Each night, target sleeps until someone wakes him

4548: Each of target's boots weighs as much as he does

4549: Each of target's hands weighs 1d10+10 pounds

4550: Each of target's teeth is a different, bright c010r

4551: Each of target's pockets accesses another

4552: Each piece of target's equipment teleports to a random plane

4553: Earth Elemental appears and drags target to the Plane of Earth

4554: Earthen wall d4 feet thick, d12 feet high encircles target

4555: Earthquake shakes target for 1d100 Hit Points of damage

4556: Electricity seems to spark in target's mouth when he smiles

4557: Every creature within 60' of target rotates 180°

4558: Every potion within 100 yards turns to another type of potion

4559: Everyone appears sickly and sallow to target

4560: Everyone in the world knows target's deepest secret

4561: Everyone in the world thinks that target is a spell-user

4562: Everyone target touches knows his name

4563: Everyone within 10 miles forgets target's name (until reminded)

4564: Everyone within 10 miles suddenly knows target's name

4565: Everyone within 100 yards feels he's known the target for years

4566: Everyone within 100 yards forgets who the target is for 1 week

4567: Everyone within 100 yards knows when the target makes an attack

4568: Everything appears 2X as large to target

4569: Fire Elemental resides in target's lungs; d10 HP damageIround

4570: Fog Cloud spews from target's mouth when he tries to speak

4571: food tastes like bile to the target

4572: For d10 days, target need only eat 1/2 the normal amount of food

4573: For d10 days, target's weight is doubled; MR reduced to 50%

4574: For d10 days, target's weight is quadrupled; MR reduced to 25%

4575: For d10 days, target's weight is squared; MR reduced to 1

4576: For d4 hours, target's touch turns all precious metal to lead

4577: For d4 turns, target's touch turns all s01id matter to gold

4578: For d6 days, target can find secret d00rs 9 out of 10 times

4579: For d6 hours, all within 10' of target covet his spellb00k

4580: For d6 hours, target's touch turns all gems to c010red ice

4581: For d6 turns target's gains a bloodhound's 01factory acuity

4582: For some reason, the target doesn't think steel can hurt him

4583: Foul-smelling foam 00zes from target's ears while he sleeps

4584: Fruits and vegetables rot more rapidly in the target's presence

4585: Goblins and kob01ds are invisible to the target

4586: gold becomes invisible to the target

4587: gold burns target's skin like a blowtorch

4588: gold tarnishes at the target's touch

4589: G01ems become invisible to target

4590: Grass grows on the palms of target's hands

4591: Grass sprouts from target's next 50 f00tprints

4592: Gust of Wind blows from target's mouth when he tries to speak

4593: Half of target's body is Slowed

4594: Half of target's body wishes to go in the opposite direction

4595: Half of target's body randomly teleports; Save vs Death or die

4596: Half of target's body turns invisible for 1d10 rounds

4597: Half of target's body turns to sodium, the other 1/2 turns to ice

4598: Half(left or right) of target's f00tprints disappear

4599: Half-either front or back-of target's clothing is invisible

4600: Healing efforts have a 20% to inflict damage on target

4601: Hysterical laughter echoes from above when target says his name

4602: If anyone should ask, target's favorite food is carrion

4603: If struck, target resonates like a h0110w bronze statue

4604: If struck, target seems to shatter and reassemble quickly

4605: If struck, target thumps like an empty barrel

4606: If struck, target wobbles as though made of rubber

4607: If struck, target yells "Timber" and falls over

4608: If target finds a bag of h01ding, he climbs into it

4609: If target is slain, his killer adopts his alignment

4610: If target is slain, his killer ages one year each day

4611: If target is slain, his killer has visions of the afterlife

4612: If target is slain, his killer is Healed

4613: If target is slain, his killer is stricken mute

4614: If target is slain, his killer is stripped of weapons and armor

4615: If target is slain, his killer is struck down by lightning

4616: If target is slain, his killer must attempt to resurrect him

4617: If target is slain, his killer must bury him honorably

4618: If target is slain, his killer must Save vs. Death or also die

4619: If target is slain, his killer p01ymorphs randomly

4620: Images of target stand in his f00tprints for d8 days

4621: Immediate area around target always seems slightly blurry

4622: Immediate area around target always seems slightly brighter

4623: Immediate area around target always seems slightly colder

4624: Immediate area around target always seems slightly darker

4625: Immediate area around target always seems slightly warmer

4626: Immediate area around target smells slightly of brimstone

4627: In times of need, target can get nourishment from topsoil

4628: Inanimate objects are easily misplaced in the target's presence

4629: Inanimate objects fall from shelves in the target's presence

4630: Inanimate objects rattle slightly when the target passes by

4631: Inanimate objects seem slightly warmer in the target's presence

4632: Intelligent weapons become stupid while the target wields them

4633: Intelligent weapons hate the target on sight

4634: Intelligent weapons refuse to speak in the target's presence

4635: Invisible bells ring in the air when the target's hit by magic

4636: Jewelry burns the target like fire

4637: Last creature killed by target is reanimated and hunts target

4638: Last spell used by target returns to strike him next round

4639: Leaves and twigs whirl about target like a cyclone

4640: Left half of target's body ages at 5X normal rate

4641: Left half of target's body gains +2 Strength

4642: Left half of target's body shrinks by 50%

4643: Light shines from the back of target's head

4644: Lightning B01t sh00ts toward target, normal Save applies

4645: Lightning strikes target (6d6 HP) next time he kills something

4646: Liquids effervesce in the target's hands

4647: Liquids turn opaque in the target's hands

4648: Living creatures appear blurry and indistinct to target

4649: Loud noises cause target to bleed from the ears

4650: Magic Mouth appears on target's back, shouting obscenities

4651: Magical healing efforts cause target's age to fluctuate

4652: Magical healing efforts cause target's sex to change

4653: Magical healing efforts work but cause great pain to target

4654: Milk pours from target's nose whenever he laughs

4655: Milk, cream, and butter spoil in the target's presence

4656: Money looks counterfeit while in the target's hands

4657: Moss and fungus grow in the target's back

4658: Mournful chanting fills the air when the target speaks his name

4659: Nearest child claims the target as its parent

4660: Nearest church accuses target of robbing the p00r box

4661: Nearest dragon claims target as its familiar

4662: Nearest Druid thinks target willingly started a forest fire

4663: Nearest fire animates as an Elemental obedient to the target

4664: Nearest frog turns into a human (attributesIalignment random)

4665: Nearest Lich is teleported to within 120' of target

4666: Nearest person of opposite sex tries to kill the target

4667: Nearest scarecrow becomes animate and hunts target relentlessly

4668: Nearest tree imprisons target within its trunk

4669: Necromantic magic doesn't work on target for one year

4670: Next 10 lbs. of food touched by target turn to stone

4671: Next 1d10 spells used by target have their effects reversed

4672: Next 1d100 pounds of ice touched by target turn to bone

4673: Next 25 gallons of water touched by target become acid

4674: Next 25 gallons of water touched by target become blood

4675: Next 25 gallons of water touched by target become Dwarven ale

4676: Next 25 gallons of water touched by target become Elven wine

4677: Next 25 gallons of water touched by target become fuel oil

4678: Next 25 gallons of water touched by target become Gnome mead

4679: Next 25 gallons of water touched by target become H20 elemental

4680: Next 25 gallons of water touched by target become Halfling beer

4681: Next 25 gallons of water touched by target become Liquid Evil

4682: Next 25 gallons of water touched by target become magma

4683: Next 25 gallons of water touched by target become mercury

4684: Next 25 gallons of water touched by target become m01ten lead

4685: Next 25 gallons of water touched by target become nitroglycerin

4686: Next 25 gallons of water touched by target become Orc bathwater

4687: Next 25 gallons of water touched by target become wet cement

4688: Next 25 gallons of water touched by target evaporate

4689: Next 2d4 spells used by target automatically fail

4690: Next ally touched by target Blinks for 1 turn

4691: Next ally touched by target burst into illusionary flame

4692: Next ally touched by target does not require sleep for d6 days

4693: Next ally touched by target drops to 1 Hit Point

4694: Next ally touched by target falls unconscious

4695: Next ally touched by target flies into a 2 turn berserker fury

4696: Next ally touched by target forgets who target is

4697: Next ally touched by target is Healed

4698: Next ally touched by target is surrounded by a swarm of hornets

4699: Next ally touched by target levitates for d20 rounds

4700: Next ally touched by target steals his memorized spells

4701: Next ally touched by target triggers all his memorized spells

4702: Next attempt at teleportation sends target to Astral Plane

4703: Next attempt at teleportation sends target to current location

4704: Next beneficial enchantment by target acts as equivalent curse

4705: Next boat or ship seen by target sinks

4706: Next breath exhaled by target becomes free willed Air Elemental

4707: Next creature slain by target resurrects as his ally

4708: Next creature slain by target resurrects with double hit points

4709: Next creature target touches absorbs damage done by target

4710: Next creature target touches absorbs damage done to target

4711: Next creature target touches adopts target's physical form

4712: Next creature target touches cannot thereafter by harmed by him

4713: Next creature target touches cannot thereafter harm him

4714: Next creature touched by target dies instantly

4715: Next creature touched by target explodes; reforms in d20 rounds

4716: Next creature touched by target flies into a berserker rage

4717: Next creature touched by target randomly changes alignment

4718: Next creature touched by target Saves vs Death or turns to ice

4719: Next Curse placed on target acts as equivalent beneficial charm

4720: Next Curse placed upon target has no effect

4721: Next d00rway passed through by target becomes a Gate

4722: Next fire set by target acts as a brazier of sleep smoke

4723: Next fire set by target acts as a gate to Elemental Fire

4724: Next fire set by target affects any near as Potion of Delusion

4725: Next fire set by target appears 10 times larger, but is not

4726: Next fire set by target appears 10 times smaller, but is not

4727: Next fire set by target becomes free-willed fire elemental

4728: Next fire set by target boils any water carried by him

4729: Next fire set by target burns 10 times hotter

4730: Next fire set by target burns a 10 yard crater into the ground

4731: Next fire set by target burns in a corkscrew shape

4732: Next fire set by target burns in a cube

4733: Next fire set by target burns in a sphere

4734: Next fire set by target burns in an inverted cone

4735: Next fire set by target burns in the shape of his initials

4736: Next fire set by target burns only in two dimensions

4737: Next fire set by target can be seen for 1 mile

4738: Next fire set by target cannot be extinguished normally

4739: Next fire set by target causes a fountain to well up beneath it

4740: Next fire set by target covers all who view it with black ash

4741: Next fire set by target detonates as a 3 die Fireball

4742: Next fire set by target duplicates his personality

4743: Next fire set by target flies into the sky

4744: Next fire set by target f0110ws target wherever he goes

4745: Next fire set by target gives no light (normal or infra-visual)

4746: Next fire set by target has sentience; won't want to be put out

4747: Next fire set by target ignites all water within 100 yards

4748: Next fire set by target ignites his clothing

4749: Next fire set by target makes all who view it itch vi01ently

4750: Next fire set by target plays entertaining music while it burns

4751: Next fire set by target provides heat for him but no one else

4752: Next fire set by target provides no heat for him, only others

4753: Next fire set by target puts the scent of blood in the air

4754: Next fire set by target puts the scent of brimstone in the air

4755: Next fire set by target puts the scent of burnt skin in the air

4756: Next fire set by target puts the scent of decay in the air

4757: next fire set by target puts the scent of fresh meat in the air

4758: next fire set by target puts the scent of jasmine in the air

4759: next fire set by target puts the scent of m01d in the air

4760: next fire set by target puts the scent of skunk in the air

4761: next fire set by target radiates c01d instead of heat

4762: Next fire set by target radiates darkness instead of light

4763: Next fire set by target rages out of contr01

4764: Next fire set by target rises and runs away; burns nothing else

4765: Next fire set by target scorches the earth in a 100 yard radius

4766: Next fire set by target shrieks like a Shrieker while it burns

4767: Next fire set by target sings like a robin while it burns

4768: Next fire set by target snuffs his sense of smell

4769: Next fire set by target snuffs oxygen in a 20 yard radius

4770: Next fire set by target sounds like distant, whispering voices

4771: Next fire set by target speaks insults to the him as it burns

4772: Next fire set by target summons hostile air elementals

4773: Next fire set by target throws heat in only one direction

4774: Next fire set by target turns to iron after three turns

4775: Next fire set by target wafts its smoke to f0110w him

4776: Next fire set by target wails like a banshee for one round

4777: Next fire set by target warms only those facing away from it

4778: Next fire set by target whispers horrible things to him

4779: Next fire set by target will not ignite

4780: Next full pound of pepper touched by target becomes gunpowder

4781: Next illusion seen by target becomes free-willed and real

4782: Next Lich seen by target is restored to life (might be angry)

4783: Next magical blade touched by target becomes nonmagical

4784: Next meal prepared by target acts as a potion of extra healing

4785: Next meal prepared by target acts as a random-effect potion

4786: Next meal prepared by target acts as a random-strength poison

4787: Next meal prepared by target animates and attacks him

4788: Next meal prepared by target appears to radiate evil

4789: Next meal prepared by target attempts to eat him

4790: Next meal prepared by target causes mysterious hallucinations

4791: Next meal prepared by target causes vi01ent nausea

4792: Next meal prepared by target consumes and digests itself

4793: Next meal prepared by target depletes a like nutritional amount

4794: Next meal prepared by target explodes as 3HD fireball when cut

4795: Next meal prepared by target freezes s01id

4796: Next meal prepared by target groans like a banshee for 1 round

4797: Next meal prepared by target has no taste whatsoever

4798: Next meal prepared by target induces vegetarianism

4799: Next meal prepared by target is covered in sores and boils

4800: Next meal prepared by target is pristine and beautiful

4801: Next meal prepared by target is scabrous and infected

4802: Next meal prepared by target is toxic to anyone but him

4803: Next meal prepared by target is toxic to him but no one else

4804: Next meal prepared by target levitates 10+d20 feet in the air

4805: Next meal prepared by target melts

4806: Next meal prepared by target provides nutrition for two weeks

4807: Next meal prepared by target resurrects and flees

4808: Next meal prepared by target screams when cut or bitten

4809: Next meal prepared by target sprouts cactus quills

4810: Next meal prepared by target sprouts hair

4811: Next meal prepared by target stays raw; cannot be cooked by him

4812: Next meal prepared by target tastes bad but gives 3X nutrition

4813: Next meal prepared by target tastes better than anything else

4814: Next meal prepared by target tastes like blood

4815: Next meal prepared by target tastes like blood

4816: Next meal prepared by target tastes like brimstone

4817: Next meal prepared by target tastes like chicken

4818: Next meal prepared by target tastes like demihuman flesh

4819: Next meal prepared by target tastes like honey

4820: Next meal prepared by target tastes like iron

4821: Next meal prepared by target tastes like liver

4822: Next meal prepared by target tastes like liver

4823: Next meal prepared by target tastes like the last meal he ate

4824: Next meal prepared by target turns to already-digested matter

4825: Next meal prepared by target turns to blood-red snow

4826: Next meal prepared by target turns to bone

4827: Next meal prepared by target turns to fat and gristle

4828: Next meal prepared by target turns to gold

4829: Next meal prepared by target turns to mercury

4830: Next meal prepared by target turns to sand

4831: Next meal prepared by target turns to steel

4832: Next meal prepared by target turns to stone

4833: Next meal prepared by target turns to wood

4834: Next mirror target passes acts as a Mirror of Opposition

4835: Next mirror target passes becomes a gate to another plane

4836: Next mirror target passes shatters; may appear to be an omen

4837: Next nonmagical blade touching by target is blunted

4838: Next nonmagical blade touching target becomes magical

4839: Next 00ze or slime seen by target turns to choc01ate pudding

4840: Next person met for the first time by the target hates him

4841: Next pond target enters becomes a 16HD water elemental

4842: Next pond target enters becomes a gate to Elemental water

4843: Next pond target enters becomes Sweet Water (for 10 turns)

4844: Next pond target enters draws him to the bottom

4845: Next pond target enters endows him with water breathing

4846: Next pond target enters evaporates instantly

4847: Next pond target enters freezes s01id

4848: Next pond target enters grants him water-only breathing

4849: Next pond target enters transports him to Elemental water

4850: Next pond target enters turns him to water (Save vs Death)

4851: Next pond target enters turns to glass for d10 rounds

4852: Next pond target enters turns to mud in 20d10 rounds

4853: Next pond target enters vanishes; returns in d20 days

4854: Next pond target enters whirls in a spiral until he exits

4855: Next profanity spoken by target becomes a vile, living entity

4856: Next spell used by target returns to strike him in d10 rounds

4857: Next summoning spell employed near target summons 1d4 skunks

4858: Next time target nears a lake, he believes he can breathe water

4859: Next time target stands atop a mountain, he believes he can fly

4860: Next Undead seen by target is target's servant for d12 months

4861: Next undead that touches the target is instantly destroyed

4862: Next weapon target wields becomes razor keen

4863: Next weapon target wields cannot be dropped at will

4864: Next weapon target wields gains a +1 enchantment

4865: Next weapon target wields grants him proficiency with it

4866: Next weapon target wields inflicts equal damage on foe and him

4867: Next weapon target wields loses +1 enchantment (-1 possible)

4868: Next weapon target wields makes him attack an ally (d20 rnds)

4869: Next weapon target wields makes him attack himself(d10 rnds)

4870: Next weapon target wields sends him into a 2 turn berserk fury

4871: Next weapon target wields strips his proficiency with it

4872: Next weapon target wields vanishes

4873: Next wooden object target touches gains life and starts to grow

4874: No effect, but target is sure something awful will happen

4875: No nonmagical fire can be ignited within 10 yards of target

4876: No one can sleep within 10 yards of target

4877: No one takes target seriously for 1d4 days

4878: N00dles tumble from target's nostrils

4879: Nothing in target's home is familiar to him anymore

4880: Oak tree sprouts beneath target; carries him 60' into the air

4881: Ominous thunder rumbles overhead when target says his name

4882: One of target's arms turns to cheese

4883: One of target's eyes perceives things to be upside-down

4884: One of target's teeth doubles in size

4885: One of target's arms is doubled in length, the other is halved

4886: One of target's arms tries to strangle him

4887: One of target's dimensions (height, breadth, depth) is doubled

4888: One of target's dimensions (height, breadth, depth) is halved

4889: One of target's eyes becomes a Lens of minute Seeing

4890: One of target's feet enlarges to his full height

4891: One of target's limbs (random) doubles in length

4892: One of target's limbs turns invisible for 2d12 hours

4893: One of target's possessions turns out to be a priceless antique

4894: One of target's possessions turns out to be a st01en artifact

4895: One plant within 60' of target becomes a shambling Mound

4896: Oxygen becomes vi01ently toxic to the target

4897: Pack animals shrug off their loads when the target is nearby

4898: Pack animals strike up conversations with the target

4899: People tend to react to target like he just committed murder

4900: Pigeons react to target as if he were a statue

4901: Pigeons react to target as if he were coated by breadcrumbs

4902: Plant become sickly at the target's touch

4903: Putrid meat is restored by the target's touch

4904: Rain causes the target to panic

4905: Random ally's consciousness is pushed into the target's body

4906: Random creature within 60' of target and target exchange bodies

4907: Random enemy turns invisible for d4 rounds

4908: Random facial feature of target becomes invisible

4909: Random limb of target is Withered as cleric spell

4910: Random limb of target turns to steam for d6 turns

4911: Random object within 30' of target mimics target's personality

4912: Random object within 60' of target becomes sentient

4913: Raw meat becomes putrid at the target's touch

4914: Rust monster appears in front of target

4915: Shadow of target radiates light in target's shape

4916: Shoes and boots will not stay on the target's feet

4917: Small animals cavort and prance at the target's feet

4918: Smoke pours from target's nose while he speaks

4919: Snakes seem to squirm within target's flesh when he's angry

4920: Soft surfaces feel hard and rigid to the target

4921: Some common smell acts as a diuretic to the target

4922: Some common smell acts as an aphrodisiac to the target

4923: Some common smell brings tears to target's eyes

4924: Some common smell causes target to fall asleep

4925: Some common smell is nauseating to the target

4926: Some common smell is terrifying to the target

4927: Some common smell is tranquilizing to the target

4928: Some common smell makes the target break into song

4929: Some common smell makes the target fly into a berserker rage

4930: Some common smell makes the target want to cast a spell

4931: Some common smell makes the target weep uncontrollably

4932: Some godIgoddess of Love becomes infatuated with the target

4933: Some nearby cult thinks it must sacrifice the target

4934: Someone just insulted the target, but he's not sure who

4935: Speaking the target's name renders animals unconscious

4936: Spectacular lightning flares overhead when target says his name

4937: Spell causes target to suffer amnesia as well as its normal effect

4938: Spell consumes target's body as its material component

4939: Spell delayed until target speaks his name, then it strikes him

4940: Spell duration lasts until target dies

4941: Spell effect is reversed and strikes random ally of target

4942: Spell effect is reversed and strikes target

4943: Spell effect occurs as another spell known to target

4944: Spell effect ricochets off target and strikes random object

4945: Spell strikes the next creature that attacks the target

4946: Spell undersh00ts the mark and hits creature behind caster

4947: Statues animate and speak to target while he touches them

4948: Steam rolls from the target's skin when he is angry

4949: Stinking Cloud centers on target

4950: Streams and rivers seem to be blood-red as target crosses them

4951: Streams and rivers seem to flow uphill when target crosses them

4952: Target "gets" jokes an hour after he hears them

4953: Target absorbs all damage caused by next creature he touches

4954: Target absorbs all damage inflicted by target and vice versa

4955: Target absorbs all damage inflicted on caster in next turn

4956: Target absorbs all damage inflicted on next creature he touches

4957: Target absorbs damage as though he just fell d100 feet

4958: Target absorbs one level or hit die from next being he touches

4959: Target absorbs spell effect and can discharge it at will (once)

4960: Target accuses random ally of joining foe's party

4961: Target acknowledges no one's authority

4962: Target acquires a random language

4963: Target acquires his weapon's personality (i.e., perhaps none)

4964: Target acquires Mummy Rot after next 10 HP of fire damage

4965: Target acquires the deed to a castle in a far-off land

4966: Target acquires the deed to a castle on another plane

4967: Target activates Watery Double in next p001 of water he sees

4968: Target adds 1 to one attribute but loses 2 from another

4969: Target adheres to next creature he touches for d8 turns

4970: Target administers Shocking Grasp to next creature he touches

4971: Target adopts caster's alignment

4972: Target adopts cute names for various parts of his body

4973: Target adopts physical form of next creature he touches

4974: Target adopts the alignment of each creature he touches

4975: Target affected as by a potion of super-heroism

4976: Target affected by a Command each time he hears his name

4977: Target affected by a Symb01 of Fear each time he hears his name

4978: Target affected by Lifepr00f; life is in random item he carries

4979: Target affected by Power Word, Silence when he speaks his name

4980: Target affected by Shocking Grasp each time he hears his name

4981: Target affected by Sleep, as spell, whenever he hears his name

4982: Target ages 1 year every time he's hit by a spell-like effect

4983: Target ages 1 year for each round spent in direct sunlight

4984: Target ages 1000 years over the course of the next turn

4985: Target ages at 10X normal rate while at full hit points

4986: Target ages halfway to his maximum life expectancy

4987: Target ages one year for every Hit Point he loses

4988: Target always answers yes-or-no questions truthfully

4989: Target always appears to lie when checked by Detect Lie

4990: Target always appears to speak truth when checked by Detect Lie

4991: Target always assumes people will react positively to him

4992: Target always fails all Saving Throws till rolling a natural 1

4993: Target always feels like he is being watched

4994: Target always has Initiative except on a 1, when he's last

4995: Target always loses Initiative except on a 10, when he's first

4996: Target always makes all Saving Throws till rolling a natural 1

4997: Target always screws up when precise timing is needed

4998: Target always tells truth; lies and prevarications impossible

4999: Target and allies all randomly exchange places

5000: Target and allies are teleported d6 miles in random direction

5001: Target and allies are Turned as Undead for d6 rounds each

5002: Target and allies cannot harm caster or allies for d4 rounds

5003: Target and allies lose 1/2 their hit points

5004: Target and allies regain 1/2 their hit points lost

5005: Target and ally swap personae; ally thinks he is the target

5006: Target and alternate Prime Material counterpart exchange places

5007: Target and caster exchange eyes

5008: Target and familiar exchange places

5009: Target and familiar exchange species

5010: Target and his entire family are stricken sterile

5011: Target and his possessions are sheathed in aluminum foil

5012: Target and nearest eagle exchange places

5013: Target and nearest earth elemental exchange places

5014: Target and nearest entombed corpse exchange places

5015: Target and nearest Lich exchange places

5016: Target and nearest merman exchange places

5017: Target and nearest mummy exchange clothing

5018: Target and nearest person of Noble status exchange places

5019: Target and nearest sacrificial virgin exchange places

5020: Target and nearest statue exchange places

5021: Target and nearest trapped genie exchange places

5022: Target and nearest tree exchange reflections

5023: Target and nearest vampire exchange places at dawn tomorrow

5024: Target and random ally exchange heads but retain personalities

5025: Target announces his presence before entering a dark room

5026: Target answers every question twice

5027: Target answers questions by starting "Back in my day..."

5028: Target ap010gizes to everyone he injures

5029: Target appears as beautiful as a nymph while he sleeps

5030: Target appears as member of the same race as whoever views him

5031: Target appears deformed or hideously ugly in sunlight

5032: Target appears horribly repulsive when he's struck by magic

5033: Target appears menacing and aggressive for 1d10 rounds

5034: Target appears obese when seen in profile

5035: Target appears painfully beautiful when he's struck by magic

5036: Target appears paper-thin while asleep

5037: Target appears slightly blurry whenever he's hit by magic

5038: Target appears to be a wooden statue while sleeping

5039: Target appears to be afflicted with some infectious disease

5040: Target appears to be black and white

5041: Target appears to be invisible when seen head-on

5042: Target appears to be levitating upside down

5043: Target appears to be made of glass while he sleeps

5044: Target appears to be made of rock and mud while sleeping

5045: Target appears to be naked while fully clothed and vice versa

5046: Target appears to be of opposite gender when naked

5047: Target appears to be standing beside himself

5048: Target appears to be standing three feet to his right

5049: Target appears to be the worst enemy of anyone viewing him

5050: Target appears to blaze like a bonfire when he's hit by magic

5051: Target appears to burst into flame but is Invisible (improved)

5052: Target appears to decay rapidly in his sleep

5053: Target appears to explode whenever he speaks his name

5054: Target appears to lack all blood and soft tissue when naked

5055: Target appears twenty pounds heavier than he actually is

5056: Target appears twenty pounds lighter than he actually is

5057: Target appears unspeakably beautiful while he sleeps

5058: Target appears, with knife in hand, behind the nearest king

5059: Target assumes the aircraft "crash position"

5060: Target attacks himself with his own weapon for 1d10 rounds

5061: Target attracts all Undead within 1 mile of him

5062: Target attracts lightning and electricity (Save at 1/2)

5063: Target attracts maggots, lice, and rot grubs

5064: Target attracts moths like a flame

5065: Target attracts moths like a flame whenever he speaks

5066: Target attracts the attention of a random tanar'ri

5067: Target attracts the attention of the nearest Great Wyrm

5068: Target attracts vermin

5069: Target automatically absorbs equal damage from any he damages

5070: Target automatically disbelieves illusions for next d100 days

5071: Target automatically fails his next d10 Saving Throws

5072: Target automatically fails his next d6 Saving Throws

5073: Target automatically inflicts equal damage on any harming him

5074: Target automatically knows the first name of everyone he meets

5075: Target automatically passes his next d6 Saving Throws

5076: Target automatically succeeds his next d10 Saving Throws

5077: Target automatically takes double damage from physical attacks

5078: Target barks like a dog but thinks he's speaking normally

5079: Target barks like a dog in the presence of royalty

5080: Target bears scars as though once riddled by gunfire

5081: Target bears scars of unspeakable torture

5082: Target becomes a lightning rod for 1d20 days

5083: Target becomes a missile attractor, as shield

5084: Target becomes a Thought Broadcaster for spell's duration

5085: Target becomes a turkey under every Full Moon

5086: Target becomes able to communicate with Earth Elementals

5087: Target becomes actively suicidal; seeks his death at any cost

5088: Target becomes afflicted with Mummy Rot

5089: Target becomes aluminum; is lightweight but immobile

5090: Target becomes an ambulatory oak of same size, shape and AC

5091: Target becomes an Illusion, unable to cause harm

5092: Target becomes bonded with a tree like a dryad

5093: Target becomes caster's personal slave for d4 days

5094: Target becomes dormant under both a full and a new Moon

5095: Target becomes extraordinarily stingy with his money

5096: Target becomes fascinated by symb01s of death

5097: Target becomes flat like parchment while he sleeps

5098: Target becomes flatulent in the presence of royalty

5099: Target becomes forgetful; must pass INT checks or castings fail

5100: Target becomes homesick for some place he's never been

5101: Target becomes hot-tempered in the presence of fire

5102: Target becomes immune to a random attack form

5103: Target becomes immune to Level Draining

5104: Target becomes immune to natural diseases

5105: Target becomes immune to the effects of c01d for d10 days

5106: Target becomes immune to the effects of c01d for d10 days

5107: Target becomes inebriated

5108: Target becomes inhumanly beautiful when angry

5109: Target becomes intensely afraid of snow

5110: Target becomes intensely weight-conscious

5111: Target becomes invisible to avians

5112: Target becomes invisible to g01ems

5113: Target becomes invisible when reduced to 50% of his hit points

5114: Target becomes invisible; only his reflection can be seen

5115: Target becomes jealous of anyone taller than he is

5116: Target becomes lost at crossroads unless directed by someone

5117: Target becomes magic-obsessed; uses magic whenever possible

5118: Target becomes magnetized; attracts all iron with d20 feet

5119: Target becomes morbidly fascinated with his own death

5120: Target becomes mute for d12 turns

5121: Target becomes nostalgic for the distant future

5122: Target becomes permanently invisible; clothing he wears is not

5123: Target becomes ravenously hungry after being struck by magic

5124: Target becomes ravenously hungry and must eat or pass out

5125: Target becomes ravenously hungry when he's wounded

5126: Target becomes striped like a candy cane

5127: Target becomes striped like a zebra

5128: Target becomes stupendously incontinent

5129: Target becomes suspicious of anyone offering food to him

5130: Target becomes translucent for d4 hours (remains s01id)

5131: Target becomes transparent like glass

5132: Target becomes transparent like water, rippling as he moves

5133: Target becomes unable to see any living or undead creature

5134: Target becomes uncertain; must pass WIS checks or castings fail

5135: Target becomes Undead (if Undead, target's life is restored)

5136: Target becomes very aware of time's passage and is bored stiff

5137: Target becomes vi01ently ill if he consumes alcohol

5138: Target begins remembering things that never actually happened

5139: Target begins tap-dancing loudly whenever stealth is required

5140: Target begins to age at a rate of one year per minute

5141: Target begins to horde water for no apparent reason

5142: Target begins to 100k more and more like a leper

5143: Target begins to wonder aloud what human flesh tastes like

5144: Target believes all of his allies to be doppelgangers

5145: Target believes allies to be extensions of himself

5146: Target believes any injuries he has to be illusions

5147: Target believes any lie t01d by someone of the opposite sex

5148: Target believes as literal truth the next sentence he hears

5149: Target believes everyone else is insane

5150: Target believes foes in the area are extensions of himself

5151: Target believes he has been p01ymorphed

5152: Target believes he has forgotten something but actually has not

5153: Target believes he has just spoken with his deity

5154: Target believes he has remembered something but really has not

5155: Target believes he is from a random Lower Outer Plane

5156: Target believes he is insane but is not

5157: Target believes he is on a random Lower Outer Plane

5158: Target believes himself to be a doppleganger

5159: Target believes himself to be an illusion

5160: Target believes random ally or party member to be a deity

5161: Target believes random deity to be a party member or ally

5162: Target believes the next lie he hears is irrefutable truth

5163: Target believes the previous d20 days to be a dream

5164: Target bestows his alignment upon each creature he touches

5165: Target blacks out whenever he hears his name (1 round)

5166: Target blames all his failures on the nearest paladin

5167: Target blames his failures on his upbringing

5168: Target blasphemes the god of the nearest paladin

5169: Target blasts a d10 yard radius crater in the ground

5170: Target bleeds from the eyes whenever he casts a spell

5171: Target bleeds harmlessly from his nose for 1d12 hours

5172: Target Blinks (as spell) 1 round for each HP of damage he takes

5173: Target Blinks (as spell) whenever he blinks his eyes

5174: Target Blinks while awake for the rest of his life

5175: Target body (except head, hands, and feet) becomes invisible

5176: Target brays like a donkey in the presence of royalty

5177: Target brays like a donkey instead of laughing

5178: Target breaks into song whenever he is frightened

5179: Target breaks into song whenever struck by magic

5180: Target burned for 2d10 HP by next creature he touches

5181: Target burns next creature he touches for d10 HP

5182: Target bursts into heatless flame for d10 rounds

5183: Target bursts into illusionary flame whenever he hears his name

5184: Target bursts into tears when he tries to tell a lie

5185: Target cackles like a Bone G01em for d4 rounds; no other action

5186: Target can Affect Normal Fires at will for d10 days

5187: Target can always sense the direction of his home

5188: Target can appear enormously fat at will

5189: Target can appear to be 100 years older at will

5190: Target can appear to be any age he wishes

5191: Target can assume a second form at will (must be of same race)

5192: Target can assume gaseous form at will when naked

5193: Target can assume the form of the caster for 1 turn each day

5194: Target can attack 2X a round if he does nothing the next round

5195: Target can automatically read the next language he hears

5196: Target can automatically speak the next language he hears

5197: Target can automatically speak the next language he reads

5198: Target can be commanded by the next creature he summons

5199: Target can be Commanded by the next person he touches

5200: Target can become completely clean at will

5201: Target can become ethereal at will when naked

5202: Target can breathe underwater if he h01ds a fish in his mouth

5203: Target can carry his own weight with ease

5204: Target can cast 1 spell per day with no Saving Throw allowed

5205: Target can cast a randomly-chosen first level spell at will

5206: Target can cast light from his eyes but is blind when he does

5207: Target can cast Reverse Gravity on himself once each day

5208: Target can cause his scent to mimic that of any normal animal

5209: Target can change his eye c010r at will

5210: Target can ch00se to succeed any one roll in the next 24 hours

5211: Target can climb trees as nimbly as a cat or monkey

5212: Target can command demons: doesn't know how many times (1d6)

5213: Target can Command the caster, as by the spell

5214: Target can communicate with inanimate objects once per week

5215: Target can Comprehend all spoken languages for d10 days

5216: Target can Comprehend all written languages for d8 days

5217: Target can contr01 the next Illusion he disbelieves

5218: Target can crush diamonds into coal with his bare hands

5219: Target can detach his right arm at will

5220: Target can detect poison in food just by touching it

5221: Target can disbelieve Necromancy but can't disbelieve Illusions

5222: Target can disbelieve spells cast against him like illusions

5223: Target can Dispel Evil (or good) once at will

5224: Target can employ True Sight once per day

5225: Target can extend his tongue 3d4 inches at will

5226: Target can Feather Fall at will when naked

5227: Target can Feign Death at will when naked

5228: Target can fly at normal Movement Rate but can no longer walk

5229: Target can fly like an eagle when naked

5230: Target can give off the scent of pine or lemons at will

5231: Target can glow like a firefly at will

5232: Target can go without food for one day per point of CON

5233: Target can go without sleep for one day per point of WIS

5234: Target can grip with 18I00 strength

5235: Target can Heal himself once

5236: Target can Heal with a touch but is 80% likely to die

5237: Target can hear any conversation whose participants he can see

5238: Target can hear underwater as clearly as on land

5239: Target can hit creatures hit only by +1 or better (1d20 rounds)

5240: Target can h01d his breath for 2 rounds per point of CON

5241: Target can h01d his breath for up to three hours per day

5242: Target can identify gems and approximate their value on sight

5243: Target can identify natural animals on sight

5244: Target can identify natural plants on sight

5245: Target can ignite campfires and hearths with a touch

5246: Target can ignite twigs with his tongue

5247: Target can kill with a touch but is 80% likely to die as well

5248: Target can make his voice issue from some place nearby

5249: Target can make spells function without visible effect

5250: Target can memorize spells in 1/2 the normal required time

5251: Target can mimic animal noises with remarkable skill

5252: Target can move at 3X normal speed if naked and unencumbered

5253: Target can no longer bend his wrists

5254: Target can no longer see First Level spells

5255: Target can only be hit by +1 or better weapons for d20 rounds

5256: Target can only wield +1 or better weapons for d20 rounds

5257: Target can pass his arms through each other at will

5258: Target can Pass Without Trace as priest spell once per week

5259: Target can photosynthesize; does not need to eat, but is green

5260: Target can P01ymorph Self(ONCE)

5261: Target can predict natural weather patterns 24 hours in advance

5262: Target can quench his thirst by soaking his feet

5263: Target can read a new language but cannot speak it

5264: Target can read other people's thoughts by biting them

5265: Target can remove his ears and still hear through them

5266: Target can remove his head for up to 1d6 rounds each day

5267: Target can remove his teeth, and they'll regrow normally

5268: Target can Resurrect one being but must sacrifice his own life

5269: Target can resurrect the dead once per year

5270: Target can retract his arms into his torso

5271: Target can retract his head into his torso like a turtle

5272: Target can see in subterranean darkness as though in daylight

5273: Target can see into Bags of H01ding without opening them

5274: Target can see perfectly well in abs01ute darkness

5275: Target can see secret d00rs but cannot see normal ones

5276: Target can see through his nostrils in pitch darkness

5277: Target can sense the presence of any Artifact within 10 miles

5278: Target can sense undead within 100 yards

5279: Target can shine light out of his mouth at will

5280: Target can shrink his hands to 1I10 their size at will

5281: Target can speak in either a male or female voice at will

5282: Target can speak in either of two voices at will

5283: Target can speak through his nose when his mouth is shut

5284: Target can speak with plants once per day

5285: Target can speak with plants once per week

5286: Target can speak with the dead once per week

5287: Target can speak with waterfowl when he is wet

5288: Target can Spider Climb if he wears a red and blue costume

5289: Target can stretch his neck a length equal to his height

5290: Target can summon a demon but has only 50% chance to contr01 it

5291: Target can swim like a fish and breathe underwater when naked

5292: Target can teleport at will, but arrives at current location

5293: Target can turn half of his body invisible at will

5294: Target can turn his bones to jelly at will, without harm

5295: Target can turn his fingers ethereal at will

5296: Target can turn his skin invisible at will

5297: Target can turn his skin matte-black at will

5298: Target can turn ice to diamonds that last for 1d12 hours

5299: Target can turn into a statue for 1d10 rounds at will

5300: Target can turn invisible while he h01ds his breath

5301: Target can turn invisible while underwater

5302: Target can turn to snow at will

5303: Target can undo normal knots just by touching them

5304: Target can unscrew his fingers without harm

5305: Target can use his index and middle finger like scissors

5306: Target can Wish the death of one being but will also die

5307: Target can't bend his elbows, shoulders, wrists, or fingers

5308: Target can't bring his hands within 2d4 inches of each other

5309: Target can't discern even the most obvious lies from truth

5310: Target can't go to sleep without kissing someone goodnight

5311: Target can't put both feet on the ground simultaneously

5312: Target can't raise his arms above his shoulder without pain

5313: Target can't speak if more than two people are present

5314: Target can't speak in metaphor; becomes literal-minded

5315: Target cannot attack creatures which do not see him

5316: Target cannot attack except on rounds when he wins Initiative

5317: Target cannot attack on rounds when he wins Initiative

5318: Target cannot be affected by priestly magic for 1 week

5319: Target cannot be attacked by any he does not see for 1d4 days

5320: Target cannot be burned by normal flame if his feet are wet

5321: Target cannot be frightened by any earthly creature

5322: Target cannot be harmed by a fall from any height

5323: Target cannot be harmed by any physical means for d10 rounds

5324: Target cannot be harmed by any physical means for d4 rounds

5325: Target cannot be harmed by any physical means for d6 rounds

5326: Target cannot be harmed by any physical means for d8 rounds

5327: Target cannot be hit by +1 or better weapons for d20 rounds

5328: Target cannot be injured by steel

5329: Target cannot be injured while he sleeps

5330: Target cannot be magically held

5331: Target cannot be seen in mirrors

5332: Target cannot be tracked by nonmagical means

5333: Target cannot breathe while exposed to direct sunlight

5334: Target cannot bring his hands closer together than one f00t

5335: Target cannot cast a spell without first announcing his name

5336: Target cannot close his mouth

5337: Target cannot close his mouth until dawn

5338: Target cannot comprehend numbers greater than twenty

5339: Target cannot contr01 Elementals summoned by him

5340: Target cannot contr01 his own Illusion spells

5341: Target cannot cross a thresh01d without knocking

5342: Target cannot cross flowing water under his own power

5343: Target cannot die while the caster lives

5344: Target cannot digest meat

5345: Target cannot distinguish between left and right

5346: Target cannot distinguish between very hot and very c01d

5347: Target cannot drown if he carries a torch

5348: Target cannot eat cooked meat except by Moonlight

5349: Target cannot eat food unless he prepares it himself

5350: Target cannot eat or drink between dawn and dusk 5l10 target cannot enter a building unless invited

5351: Target cannot enter a room without announcing himself

5352: Target cannot exit a room through the d00r by which he entered

5353: Target cannot fall asleep except when standing up

5354: Target cannot fall asleep unless sung to

5355: Target cannot fall asleep unless t01d to do so

5356: Target cannot fall asleep while wearing clothing

5357: Target cannot inflict any form of physical harm for d10 rounds

5358: Target cannot inflict any form of physical harm for d4 rounds

5359: Target cannot inflict any form of physical harm for d6 rounds

5360: Target cannot inflict any form of physical harm for d8 rounds

5361: Target cannot leave a building unless t01d to do so

5362: Target cannot leave a room while others' eyes are upon him

5363: Target cannot leave his home without first casting a spell

5364: target cannot open both eyes simultaneously

5365: Target cannot open d00rs for himself

5366: Target cannot open d00rs without first saying "Open sesame"

5367: Target cannot open his eyes

5368: Target cannot open his mouth

5369: Target cannot open his mouth until nightfall

5370: Target cannot pierce his own flesh with knives or blades

5371: Target cannot refuse a request for his aid

5372: Target cannot remember his name, even if reminded

5373: Target cannot see magical effects until he gains a level

5374: Target cannot see through glass

5375: Target cannot shut up until someone inflicts damage upon him

5376: Target cannot sleep unless naked

5377: Target cannot speak during one day of each week

5378: Target cannot speak except in direct sunlight

5379: target cannot speak except under Moonlight

5380: Target cannot speak normally but must shout or whisper

5381: Target cannot speak the truth for 1d6+1 days

5382: Target cannot speak unless spoken to

5383: Target cannot speak until he has ridden a horse

5384: Target cannot speak until he is burned by fire

5385: Target cannot speak until no one is within 60' of him

5386: Target cannot speak until rained upon

5387: Target cannot speak until someone inflicts damage upon him

5388: Target cannot speak until someone says his name

5389: Target cannot speak until sunrise tomorrow

5390: Target cannot speak when at less than full hit points

5391: Target cannot speak when underground

5392: Target cannot stand upright for 1d4 hours

5393: Target cannot study spells if he still has any memorized

5394: Target cannot teleport or be teleported

5395: Target cannot tell a deliberate lie

5396: Target cannot t01erate metal worn next to his skin

5397: Target cannot turn invisible by any means

5398: target cannot use magical items for 8d4 hours

5399: target cannot wake until he is sneezed upon

5400: Target can't make attacks during the dark of the Moon

5401: Target can't make attacks except under direct sunlight

5402: Target can't make attacks on the first day of the week

5403: Target can't make attacks unless baref00t

5404: Target can't make attacks unless he carries a small flame

5405: Target can't make attacks unless he crosses his fingers

5406: Target can't make attacks unless he first turns in a circle

5407: Target can't make attacks unless he h01ds a pebble in his mouth

5408: Target can't make attacks unless he pokes himself with a needle

5409: Target can't make attacks unless he puts his thumbs in his ears

5410: Target can't make attacks unless he sees his reflection

5411: Target can't make attacks unless his eyes are closed

5412: Target can't make attacks unless his hair is wet

5413: Target can't make attacks unless h01ding a piece of ice

5414: Target can't make attacks unless wearing a hat

5415: Target can't make attacks until tomorrow morning

5416: Target can't make attacks while he has full hit points

5417: Target can't make attacks while wearing clothing

5418: Target can't make attacks without first announcing his intent

5419: Target can't make attacks without saying "Abra Cadabra"

5420: Target causes damage one round after he inflicts it

5421: Target changes alignment randomly under every Full Moon

5422: Target changes clothes randomly every time he casts a spell

5423: Target changes c010r every time he hears his name

5424: Target changes c010r randomly every time he casts a spell

5425: Target changes gender randomly every time he casts a spell

5426: Target changes his mind every time he decides to cast a spell

5427: Target changes his name but won't reveal his new one

5428: Target changes his name under every Full Moon

5429: Target changes race randomly every time he casts a spell

5430: Target changes sex every morning

5431: Target changes sex randomly under one Full Moon till the next

5432: Target changes shape randomly every time he casts a spell

5433: Target checks WIS each round or decides it's pointless

5434: Target claims nearest dragon as a familiar

5435: Target closes his eyes and counts to 1000

5436: Target combusts at 32° Fahrenheit

5437: Target combusts at room temperature

5438: Target combusts when exposed to direct sunlight

5439: Target complains of persecution when things don't go his way

5440: Target constantly doubts himself; +2 to Initiative rolls

5441: Target constantly hears a ticking as from an alarm clock

5442: Target contracts a random nonfatal, nonmagical disease

5443: Target contracts a random non-magical disease each day

5444: Target convinced he is possessed by some horrid entity

5445: Target coughs up strange items: needles, spiders, pebbles, etc.

5446: Target crows like a r00ster at sunrise

5447: Target crumbles to dust; reappears next sunrise unharmed

5448: Target degenerates 1 HP per round for the next 20+d20 rounds

5449: Target delivers Shocking Grasp to the next person he kisses

5450: Target Deluded

5451: Target desires to change his name each morning

5452: Target desires to circumnavigate the planet

5453: Target desires to leap from the next bridge he crosses

5454: Target desires to walk on his hands instead of feet

5455: Target desperately hopes to avoid his current destination

5456: Target develops a blind spot over d100% of his view

5457: Target develops a compulsion to be struck by lightning

5458: Target develops a craving for slugs, maggots, and leeches

5459: Target develops a fear of elementals

5460: Target develops a fear of kob01ds, those mighty creatures

5461: Target develops a fear of rabbits

5462: Target develops a fear of rocks; they might be earth elementals

5463: Target develops a fear of the caster

5464: Target develops a fear of trees; they might be treants

5465: Target develops a fear of wild surges

5466: Target develops a morbid desire to see his own heart

5467: Target develops a phobia about Wild Surges

5468: Target develops a severe phobia, randomly determined

5469: Target develops a terrific thirst for alcohol

5470: Target develops a terrific thirst for blood

5471: Target develops a terrific thirst for cobra venom

5472: Target develops a terrific thirst for egg whites

5473: Target develops a terrific thirst for egg y01ks

5474: Target develops a terrific thirst for holy water

5475: Target develops a terrific thirst for ink

5476: Target develops a terrific thirst for lamp oil

5477: Target develops a terrific thirst for magic potions

5478: Target develops a terrific thirst for pine tree sap

5479: Target develops a terrific thirst for poison

5480: Target develops a terrific thirst for sea water

5481: Target develops a terrific thirst for sovereign glue

5482: Target develops a terrific thirst for stagnant water

5483: Target develops a terrific thirst for unholy water

5484: Target develops a terrific thirst for universal s01vent

5485: Target develops advanced arthritis; Movement rate is halved

5486: Target develops ambidexterity

5487: Target develops an aversion to clothing

5488: Target develops an awful fear of speech

5489: Target develops an intense craving for charcoal

5490: Target develops an intense craving for dirt and mud

5491: Target develops an intense desire to swim upstream and spawn

5492: Target develops an intense phobia of fish and marine life

5493: Target develops another joint between his shoulder and elbow

5494: Target develops d4 new personalities

5495: Target develops irritating, elusive itch somewhere on his body

5496: Target develops radial symmetry, like a starfish

5497: Target develops Thaumaphilia, a fascination with magic

5498: Target develops Thaumaphobia, an intense fear of magic

5499: Target dies immediately if he is ever cut by his own dagger

5500: Target dies nightly and is resurrected each f0110wing morning

5501: Target discovers a tombstone nearby inscribed with his name

5502: Target discovers the secret for manufacturing plastic

5503: Target disgorges 1d1000 bats

5504: Target disgorges 1d1000 blasphemies

5505: Target disgorges 1d1000 canaries

5506: Target disgorges 1d1000 copper pieces

5507: Target disgorges 1d1000 counterfeit gold coins

5508: Target disgorges 1d1000 cubic yards of smoke

5509: Target disgorges 1d1000 feathers

5510: Target disgorges 1d1000 frogs

5511: Target disgorges 1d1000 hailstones

5512: Target disgorges 1d1000 hot embers

5513: Target disgorges 1d1000 locusts

5514: Target disgorges 1d1000 maggots

5515: Target disgorges 1d1000 minnows

5516: Target disgorges 1d1000 needles

5517: Target disgorges 1d1000 non-poisonous snakes

5518: Target disgorges 1d1000 pints of blood

5519: Target disgorges 1d1000 pints of water

5520: Target disgorges 1d1000 rotten apples

5521: Target disgorges 1d1000 small pebbles every morning

5522: Target disgorges 1d1000 spiders

5523: Target disgorges 1d1000 sugar cubes

5524: Target disgorges 1d1000 sunflower seeds

5525: Target disgorges 1d1000 teeth

5526: Target disgorges a black pudding

5527: Target disgorges a complete human skeleton

5528: Target disgorges a large python

5529: Target disgorges a scroll containing a random 7th level spell

5530: Target disgorges everything he ate during the last week

5531: Target disgorges his own digestive tract

5532: Target disgorges the last meal he ate

5533: Target does not age while asleep: aging is slowed by 1I3

5534: Target does not age while awake: aging is slowed by 2I3

5535: Target does not heal while exposed to direct sunlight

5536: Target does not need to breathe when exposed to direct sunlight

5537: Target does not need to eat while he has his full hit points

5538: Target does not need to open his eyes to see (lasts d4 days)

5539: Target does not produce lachrymose for d4 rounds

5540: Target does not reflect or emit any form of light for d6 days

5541: Target doesn't believe that his body is his actual form

5542: Target doesn't know when he's lying

5543: Target doubles his size when he is asleep

5544: Target drools constantly

5545: Target electrically charged & shocks the next person touched

5546: Target emits no scent whatsoever; cannot be tracked by hounds

5547: Target Enlarged by a factor of d20

5548: Target exchanges personae with each being he touches

5549: Target exchanges personalities and abilities with nearest Lich

5550: Target exchanges personalities with some distant (demi)human

5551: Target exchanges places with himself one hour in the future

5552: Target exchanges teeth with the next creature to bite him

5553: Target experiences horrifying nightmares tonight

5554: Target experiences pain at the sight of blood

5555: Target experiences pain when complimented

5556: Target experiences sublimely beautiful dreams tonight

5557: Target experiences vertigo when he looks at the stars

5558: Target experiences vertigo whenever he looks at the Moon

5559: Target explodes and dies (Save vs Death to prevent explosion)

5560: Target explodes as a Fireball of Hit Dice equal to 2x his Level

5561: Target explodes permanently when hit points fall to 1/2 total

5562: Target explodes under every Full Moon; reforms at dawn

5563: Target explodes; reforms 2d20 turns later unharmed

5564: Target faints at the sight of his own blood

5565: Target faints at the sight of his own reflection

5566: Target falls asleep and cannot be roused

5567: Target falls asleep when exposed to direct sunlight

5568: Target falls asleep whenever he's hit by magic

5569: Target falls in love with d4 people of same raceIopposite sex

5570: Target falls in love with his own reflection

5571: Target falls in love with random ally of caster of opposite sex

5572: Target falls in love with someone entirely inappropriate

5573: Target falls into a heap of unconnected cells

5574: Target falls madly in love with his own reflection

5575: Target falls over

5576: Target fears clothing except when naked, when he fears nudity

5577: Target fears communists are after his precious bodily fluids

5578: Target fears he is a vampire and will be injured by sunlight

5579: Target fears he is a werew01f temporarily in human form

5580: Target fears he'll turn to stone if he sees his reflection

5581: Target fears his body does strange things when he's asleep

5582: Target fears lightning but is drawn to trees during storms

5583: Target fears rainfall

5584: Target fears sentient weapons, thinking they're out to get him

5585: Target fears small woodland creatures

5586: Target fears that the moment of reckoning is close at hand

5587: Target feels a mild ache between his eyes when facing north

5588: Target feels a sense of real urgency in his bladder

5589: Target feels an intense desire to stare at the sun

5590: Target feels an intense urge to drop his weapons

5591: Target feels an intense urge to hide

5592: Target feels an intense urge to reveal any secret he knows

5593: Target feels an intense urge to run to the nearest well

5594: Target feels an intense urge to sing at the top of his lungs

5595: Target feels an urge to mark trees in the manner of a w01f

5596: Target feels crampy and bloated

5597: Target feels deja vu whenever he hears his name

5598: Target feels euphoric; +2 to ability checks for 2d4 turns

5599: Target feels hopeless; -2 to ability checks for 2d4 turns

5600: Target feels horrible embarrassment whenever he's hit by magic

5601: Target feels intense ecstasy whenever he's wounded

5602: Target feels intensely guilty whenever he eats meat

5603: Target feels intensely hung-over

5604: Target feels like gravity has shifted by 45°

5605: Target feels like he has been spinning in a circle for hours

5606: Target feels like he just bearhugged a cactus

5607: Target feels like he's been f01ded, spindled, and mutilated

5608: Target feels like he's been manipulated all this time

5609: Target feels like he's just come off a huge drinking binge

5610: Target feels like he's in freefall whenever he's hit by magic

5611: Target feels naked unless wearing a tiara

5612: Target feels phantom itch in his "third" and "fourth" arms

5613: Target feels uncomfortably c01d for the next 2d12 hours

5614: Target feels wh011y alone in the universe

5615: Target finds clothing uncomfortable in the presence of royalty

5616: Target finds himself insufferably pretentious

5617: Target finds his own head at the bottom of a nearby h01e

5618: Target finds some mundane food irresistible

5619: Target finds the taste of cooked meat offensive

5620: Target flares like burning magnesium for one round

5621: Target flatly refuses to believe that he's alive

5622: Target flees in a random direction as fast as he can

5623: Target flies into a rage after dinner

5624: Target flies into hysterics whenever he is wounded

5625: Target forgets a random language

5626: Target forgets all spells he currently has memorized

5627: Target forgets everything since yesterday morning

5628: Target forgets his name in the presence of royalty

5629: Target forgets how to use his principle weapon

5630: Target forgets how to walk

5631: Target forgets one language but learns two others

5632: Target forgets the Common Tongue

5633: Target forgets the location of everything he currently carries

5634: Target forgets whatever he was about to do

5635: Target forgives his current worst enemy

5636: Target freezes at room temperature

5637: Target freezes s01id for d8 rounds; thaws unharmed

5638: Target gains (at will) use of one spell of level 4d3-3

5639: Target gains 1 HPIround until exploding as on Positive Material

5640: Target gains 1 point of Wisdom but forfeits 5 hit points

5641: Target gains 2 points of INT but his CON is halved

5642: Target gains 3X daily use of a spell never seen before

5643: Target gains a 10% Magic Resistance

5644: Target gains a large Keep, but it is made of cardboard

5645: Target gains amazing ability with an unusual musical instrument

5646: Target gains an additional attack every round

5647: Target gains an experience level but ages 10 years

5648: Target gains Animal Contr01 as potion

5649: Target gains Clairaudience as potion

5650: Target gains d10 f0110wers who believe him to be a deity

5651: Target gains danger sense; -2 to surprise rolls

5652: Target gains Flight as potion

5653: Target gains improved depth perception; all attacks at +2

5654: Target gains Madness as Elixir

5655: Target gains no bonuses from magical weapons

5656: Target gains one Wish, which must be used within 3 rounds

5657: Target gains physical repulsiveness equal to that of a medusa

5658: Target gains proficiency in the next weapon type he touches

5659: Target gains proficiency in the use of the Mancatcher

5660: Target gains quadrophonic hearing: +2 bonus on Surprise rolls

5661: Target gains Red Dragon's breath weapon but takes same damage

5662: Target gains the ability to burrow at '1 normal Movement Rate

5663: Target gains the ability to read any language

5664: Target gains the ability to see at will into the Ethereal Plane

5665: Target gains the ability to see through metals

5666: Target gains the friendship of a legendary arch-mage

5667: Target gains the friendship of a legendary warrior

5668: Target gains the friendship of a prominent merchant

5669: Target gains the friendship of a thieves' guildmaster

5670: Target gains the friendship of a well-respected mercenary

5671: Target gains the friendship of the owner of a major brothel

5672: Target gains the friendship of the ruler of a major country

5673: Target gains the lasting enmity of a legendary arch-mage

5674: Target gains the lasting enmity of a legendary warrior

5675: Target gains the lasting enmity of a prominent merchant

5676: Target gains the lasting enmity of a thieves' guildmaster

5677: Target gains the lasting enmity of a well-respected mercenary

5678: Target gains the lasting enmity of the owner of a major brothel

5679: Target gains the lasting enmity of the ruler of a major country

5680: Target gains the power of clairaudience to a range of five feet

5681: Target gains the power to grant one Wish to someone else

5682: Target gains troglodyte's breath weapon but also falls asleep

5683: Target gains use (at will) of one spell of level 4d3-3

5684: Target gains Water Breathing as potion

5685: Target gains Water Walking, but only on one side

5686: Target gets a strong urge to cast spells whenever he is angered

5687: Target gets a Wish, (50% likely to grant the opposite)

5688: Target giggles for d10 rounds, spellcasting impossible

5689: Target giggles in the presence of royalty

5690: Target giggles whenever he hears a lie, but doesn't know why

5691: Target giggles whenever he tries to tell a lie

5692: Target glimpses infinity; unable to act for 1d6 days

5693: Target glimpses Paradise and is forever changed

5694: Target glimpses The Pit and is forever changed

5695: Target glows as though on fire internally

5696: Target glows for 1d10 rounds after being struck by magic

5697: Target glows in the dark for next d4 years

5698: Target glows like a campfire when he tries to hide in shadow

5699: Target glows like a firefly but can stop while he concentrates

5700: Target glows like a firefly in Moonlight

5701: Target goes mad for 1 week if he ever again witness this spell

5702: Target grabs his ankles and can't let go until tomorrow

5703: Target greatly desires to cross the nearest stream or river

5704: Target growls like a lion whenever he is upset

5705: Target grows 1/2 inch each day

5706: Target grows a finger on each f00t

5707: Target grows a third eye in the center of his forehead

5708: Target grows a third eye that can see the Ethereal Plane

5709: Target grows a toe on each hand

5710: Target grows another arm from the wrist of one arm

5711: Target grows another eye in the center of his forehead

5712: Target grows another finger on each hand

5713: Target grows another leg from the ankle of one leg

5714: Target grows another toe on each f00t

5715: Target grows fangs and develops a marked aversion to sunlight

5716: Target grows hair on his palms and is stricken blind

5717: Target grows nonfunctional vampire fangs

5718: Target grows thick, luxurious fleece from his skin

5719: Target hallucinates in the presence of royalty

5720: Target hallucinates wildly for 1d12 hours

5721: Target has 19 Strength on one side of his body

5722: Target has 50% chance for minImax damage by any physical attack

5723: Target has a +2 Reaction Bonus whenever courtesy is needed

5724: Target has a 55% chance to know history of any region he enters

5725: Target has a bad feeling that he just made a big mistake

5726: Target has a barcode tatt00ed somewhere on his body

5727: Target has a birthmark identifying him as a royal heir

5728: Target has a birthmark identifying him as an agent of evil

5729: Target has a box of 10-gauge shotgun shells

5730: Target has a burning need to cast his spells as s00n as he can

5731: Target has a candle which he fears will explode if snuffed

5732: Target has a copy of his unauthorized, up-to-date biography

5733: Target has a full-body tatt00 of a full suit of chainmail

5734: Target has a grenade from which the pin's been pulled

5735: Target has a heavy steel ball chained to his ankle

5736: Target has a nose like a m01e

5737: Target has a nose like a tapir

5738: Target has a nose like a thumb

5739: Target has a porcupine in his pocket

5740: Target has a remarkably quick temper for 1d4 days

5741: Target has a scar he attributes to a close call with a dragon

5742: Target has a seizure for the spell's duration or for 1 turn

5743: Target has a terrible fear that he's just f001ing everybody

5744: Target has a terrific thirst for stagnant water

5745: Target has a working clock embedded in his forehead

5746: Target has all the symptoms of Plague but not the disease

5747: Target has an extra action in each of the next 1d10 rounds

5748: Target has an intense desire to burn his clothes

5749: Target has faulty depth perception; all attacks are made at -2

5750: Target has flat vision; has no depth perception; -8 toHit

5751: Target has hair like Albert Einstein

5752: Target has hair like Don King

5753: Target has hair like Rapunzel

5754: Target has hair like Yul brynner

5755: Target has magic intuition; +25% to learn spells

5756: Target has mirror vision; sees everything backwards

5757: Target has misplaced his feet

5758: Target has no desire for vengeance of any kind

5759: Target has no fear of death whatsoever

5760: Target has no HP; each attack is (dmg x 10)% likely to kill him

5761: Target has no neck; his head perches on his shoulders

5762: Target has no vital signs while he is asleep

5763: Target has scars on his chest as from open-heart surgery

5764: Target has strong urge to head south next winter

5765: Target has the distinct impression he's been buried alive

5766: Target has the same dream each night; may think it's prophetic

5767: Target has the voice of a young child

5768: Target has the wind knocked out of him; stunned 2d4 rounds

5769: Target has tiny compartments under his fingernails

5770: Target has to write his name every time he hears or says it

5771: Target has two HP totals; each is in effect on alternate rounds

5772: Target has two thumbs on one hand and none on the other

5773: Target hasn't slept in two weeks

5774: Target hates his nose and thinks he's better off without it

5775: Target hates his principal weapon and wishes not to use it

5776: Target hates magic and uses it only reluctantly

5777: Target hates next person who meets him for the first time

5778: Target hates the next person he mentions by name

5779: Target head is invisible from his cheeks up

5780: Target heals 1/2 normal rate but takes 1/2 damage from attacks

5781: Target heals 1/2 normal rate but takes 2X damage from attacks

5782: Target heals 2X normal rate but takes 2X damage from attacks

5783: Target hears echoes when people speak to him

5784: Target hears through his nose and smells through his ears

5785: Target hears voices that aren't there

5786: Target hoards coal in the hope that one day it will be diamonds

5787: Target howls at the Moon or at any similar circular image

5788: Target immune to 1 random Mage spell of random (2d5-1) level

5789: Target immune to 1 random Priest spell of random (2d4-1) level

5790: Target inflates like balloon to 1d12 feet across for 1 turn

5791: Target inherits a sizable fortune from a deceased relative

5792: Target insists his name is something it is not

5793: Target insists that he be referred to as a prestidigitator

5794: Target insists that he is a dragon in humanoid form

5795: Target inspires jealousy in all but those who know him well

5796: Target invites random foe to join his party

5797: Target inv01untarily repels all water to a distance of 10 feet

5798: Target is able to Detect Magic once per turn at will

5799: Target is able to Know Time at will

5800: Target is able to see with his eyes closed

5801: Target is able to succeed any one roll automatically each day

5802: Target is able to survive one death (resurrection unnecessary)

5803: Target is abs01utely silent when naked

5804: Target is accompanied by the clip-clop of coconut shells

5805: Target is acutely sensitive to taste; must eat bland foods

5806: Target is addicted to magic; needs some spell cast on him daily

5807: Target is affected as by a Br00ch of Number Numbing

5808: Target is affected as by a permanent Haste spell

5809: Target is affected as by a permanent Slow spell

5810: Target is affected as by a powerful diuretic

5811: Target is affected as by a Ring of Contrariness

5812: Target is affected as by a Wand of Misplaced objects

5813: Target is affected as by a strong hallucinogen

5814: Target is affected as by terrible stagefright

5815: Target is affected as by virulent neurotoxins

5816: Target is affected by Blink and Mirror Image for 1d10 turns

5817: Target is affected by Feign Death the next time he is injured

5818: Target is affected by Improved Haste for 1 day

5819: Target is affected by Improved Slow for 1 day

5820: Target is affected by silver like a lycanthrope

5821: Target is affected by the spell Blur for the next 10 turns

5822: Target is affected by Timelessness until caster gains a level

5823: Target is afraid of his own reflection

5824: Target is afraid to touch money

5825: Target is alarmed now by a bustle in his hedgerow

5826: Target is alert and coherent the instant he wakes up

5827: Target is always able to know the location of the caster

5828: Target is an illusion every other round and can cause no damage

5829: Target is as buoyant as a block of iron

5830: Target is as buoyant as styrofoam

5831: Target is at the center of a Blade Barrier

5832: Target is at the center of a whirlwind of ping-pong balls

5833: Target is attended by 1d4 skeletons with no combat ability

5834: Target is aware of every object now within 50 feet of him

5835: Target is base AC 4 for d4 days; DEXIarmor bonuses still apply

5836: Target is befriended by a family in each town within 100 miles

5837: Target is befriended by a popular local leader

5838: Target is befriended by all the members of a single species

5839: Target is befriended by nearest Lich

5840: Target is befriended by the nearest nymph or sylph

5841: Target is believed to bathe in the blood of innocents

5842: Target is believed to be a leper

5843: Target is believed to be a practicing cannibal

5844: Target is believed to be a town elder by nearest village

5845: Target is believed to be an agent of evil

5846: Target is believed to be an escaped murderer by nearest village

5847: Target is believed to be carrying a powerful artifact

5848: Target is believed to be carrying an especially virulent plague

5849: Target is believed to be possessed by a demon

5850: Target is believed to have risen from the dead recently

5851: Target is believed to have the power to heal

5852: Target is blamed for crop failure in the next town he enters

5853: Target is blamed for the death of some forgotten relative

5854: Target is blasted to ashes

5855: Target is blinded but gains clairvoyance of the area he is in

5856: Target is bound head to toe in coaxial cable

5857: Target is bulletpr00f, as he'll discover if he's ever shot

5858: Target is buried up to his waist in hot dogs

5859: Target is burned by a large magical explosion; loses 16 HP

5860: Target is burned by holy symb01s

5861: Target is burned by holy Water as if he were undead

5862: Target is certain he'll meet his fate within the next week

5863: Target is charmed as per Charm Monster (or appropriate Charm)

5864: Target is Cloned

5865: Target is completely immune to beneficial clerical magic

5866: Target is completely unable to save money

5867: Target is confident he'll resurrect instantly when he dies

5868: Target is confident that his enemies trust and respect him

5869: Target is confident that his magic is better than anyone else's

5870: Target is constantly mistaken for someone else

5871: Target is constantly surrounded by a cloud of bees

5872: Target is convinced he'll be dead by tomorrow morning

5873: Target is convinced he'll die in a cave or mine

5874: Target is convinced that 10 days have just passed

5875: Target is convinced that he invented magic

5876: Target is convinced that someone's lurking right behind him

5877: Target is covered in a choc01ate shell

5878: Target is covered in a sugary glaze like a doughnut

5879: Target is covered in formic acid and ants

5880: Target is covered in ice cream and hot fudge

5881: Target is covered in ketchup, though he believes it's blood

5882: Target is covered in p011en and bees

5883: Target is covered in scars as if he were once badly burned

5884: Target is covered in wet spaghetti

5885: Target is covered with butter every time he's hit by magic

5886: Target is covered with painful-100king bruises

5887: Target is covered with scales which fall off in 1d4 days

5888: Target is deafened but gains clairaudience of the area he is in

5889: Target is deeply embarrassed by the sound of his voice

5890: Target is despised by all the members of a single species

5891: Target is determined to pull off his ears

5892: Target is dispatched to a random plane, as spell

5893: Target is distracted easily by shiny objects

5894: Target is doused in whipped cream

5895: Target is drenched in pig's blood

5896: Target is dressed like a ballerina

5897: Target is dressed like a pimp

5898: Target is driven insane, as Mindshatter spell

5899: Target is encased in a box made of bulletpr00f glass

5900: Target is ensnared by someone else's Monster Summoning

5901: Target is equally affected by every attack he makes on others

5902: Target is Feebleminded as by spell and Enfeebled as by Ray

5903: Target is Feebleminded but is also affected by strength

5904: Target is filled with straw, not blood or internal organs

5905: Target is fused into the trunk of the nearest tree

5906: Target is granted one wish during each of the next 1d4 years

5907: Target is hallucinates wildly for 1d12 hours

5908: Target is haunted by ghastly visions of his own death

5909: Target is Healed (not resurrected) under next 2d6 Full Moons

5910: Target is Healed the next time he suffers 10 HP of fire damage

5911: Target is Held d6 rounds each time he hears his name

5912: Target is Held for d10 rounds

5913: Target is Held until someone speaks his name

5914: Target is henceforth 50% likely to go berserk after eating

5915: Target is henceforth 50% likely to vomit after eating

5916: Target is henceforth 50% likely to weep after eating

5917: Target is heroic; immune to fear and confusion

5918: Target is hideously allergic to his own blood

5919: Target is hit by 1 HD lightning b01t whenever he hears his name

5920: Target is h01ding a stick of dynamite with a burning fuse

5921: Target is h01ding a tray full of hors d'oeuvres

5922: Target is h01ding an enormous basket of turnips

5923: Target is h01ding an ice cream sandwich in each hand

5924: Target is immortal for the next 1d8 days

5925: Target is immortal, but has a fatal weakness (ie., cannot move)

5926: Target is immune to 1 Mage spell of random (2d5-1) level

5927: Target is immune to 1 Priest spell of random (2d4-1) level

5928: Target is immune to all injury except fire

5929: Target is immune to all injury except that caused by the caster

5930: Target is immune to all injury inflicted by the caster

5931: Target is immune to all magical healing efforts for d4 days

5932: Target is immune to all non-magical disease

5933: Target is immune to all nonmagical snake venom

5934: Target is immune to any spells cast at him by the caster

5935: Target is immune to area-effects not specifically targeting him

5936: Target is immune to bludgeoning attacks (mace, etc) for d4 days

5937: Target is immune to fire for d6 hours

5938: Target is immune to gaze attacks

5939: Target is immune to gaze attacks for d100 days

5940: Target is immune to lycanthropy

5941: Target is immune to magical scrying or detection

5942: Target is immune to natural extremes of weather when naked

5943: Target is immune to next 10 01factory (gas) attacks against him

5944: Target is immune to nonmagical disease for one year

5945: Target is immune to normal fire while chanting "icy-nicey"

5946: Target is immune to piercing attacks for 1d4 days

5947: Target is immune to slashing attacks (sickle, etc) for 1d4 days

5948: Target is immune to sonic attacks

5949: Target is immune to touch-based spells

5950: Target is implicated in a local property dispute

5951: Target is implicated in a tawdry scandal in a nearby town

5952: Target is instantly liked by those with the same c010r of hair

5953: Target is invisible except while he speaks

5954: Target is invisible from the back but visible from the front

5955: Target is invisible from the front but visible from the back

5956: Target is invisible in daylight but illuminated in darkness

5957: Target is invisible to himself

5958: Target is invisible to the caster

5959: Target is invisible to undead, who are also invisible to him

5960: Target is invisible to vampires until he speaks or attacks

5961: Target is invisible when naked and unencumbered

5962: Target is invisible when no one is 100king

5963: Target is invisible whenever he shoves his fist in his mouth

5964: Target is invisible while he speaks

5965: Target is invisible, intangible, and silenced for 10d6 rounds

5966: Target is invulnerable to all harm for 1d6-1 rounds

5967: Target is invulnerable until he harms someone

5968: Target is just out of sight and earshot of his allies

5969: Target is killed and butchered like a deer

5970: Target is knocked unconscious and cannot be roused until dawn

5971: Target is lightly seasoned and coated in breadcrumbs

5972: Target is mistaken for someone else wherever he goes

5973: Target is morbidly fascinated with undead

5974: Target is naturally careful; never makes a Critical fumble

5975: Target is neon pink for the intended spell's duration

5976: Target is next in line for the throne

5977: Target is not affected by any First Level spells

5978: Target is not harmed by ingested poisons

5979: Target is not injured by attacks against him; his attackers are

5980: Target is nourished by grass instead of food for d10 days

5981: Target is now dressed in full f00tball padding

5982: Target is now dressed like a hockey goalie

5983: Target is now dressed like a H011ywood viking

5984: Target is obsessed with an image of a mesa in the desert

5985: Target is obsessed with removing one of his vital organs

5986: Target is obsessed with the idea of assassinating the king

5987: Target is only able to hear that which he can see

5988: Target is only able to hear when his eyes are closed

5989: Target is only able to hear when his mouth is open

5990: Target is only able to open his mouth when his eyes are closed

5991: Target is only able to see in 2 dimensions; -4 toHit

5992: Target is only able to see when his eyes are closed

5993: Target is painfully and messily disemboweled

5994: Target is Paralyzed

5995: Target is paralyzed by intense pain for 1d4 rounds

5996: Target is perceived to be a bully

5997: Target is permanently Held

5998: Target is pretty sure he can breathe underwater

5999: Target is prone to ridiculous exaggeration

6000: Target is Protected from Self, as spell, for 10d10 days

6001: Target is pummeled by hail for 1 turn, losing 4d4 hit points

6002: Target is quarantined by local health authorities

6003: Target is randomly teleported 10 miles (50% chance Up or down)

6004: Target is reduced to 1 Hit Point

6005: Target is reduced to Level One for 5 turns

6006: Target is refreshed as from a good night's sleep

6007: Target is reluctant to use magic for fear of Wild Surges

6008: Target is rendered mute and bursts into invisible flame

6009: Target is rendered Timeless, as priest spell, for d10 days

6010: Target is repulsed by holy symb01s

6011: Target is resurrected the next time he is slain (NO CON loss)

6012: Target is roasted by a huge magical explosion; loses 32 HP

6013: Target is rumored to have a terribly embarrassing disease

6014: Target is sadistic and cruel to royalty

6015: Target is scarred as though he was disassembled and rebuilt

6016: Target is scorched by a tiny magical explosion; loses 2 HP

6017: Target is sent to alternate Prime Material plane

6018: Target is singed by a medium magical explosion; loses 8 hP

6019: Target is smashed flat as if pounded by a giant hammer

6020: Target is standing atop a rickety ladder

6021: Target is standing atop the nearest hill

6022: Target is standing in a bucket of oatmeal

6023: Target is standing upon a rickety tower of orange crates

6024: Target is Stoneskinned

6025: Target is stricken mute in the presence of royalty

6026: Target is stricken permanently insane

6027: Target is stricken permanently mute

6028: Target is stunned by the true expanse of the universe

6029: Target is stunned for d10 rounds

6030: Target is Stunned whenever he's hit by magic

6031: Target is suddenly carrying a sophisticated laptop computer

6032: Target is suddenly encased in a full body cast

6033: Target is suddenly h01ding his kidneys in his hands

6034: Target is suddenly lying face-down on the ground

6035: Target is suddenly sitting atop a lamppost

6036: Target is suddenly standing at the nearest crossroads

6037: Target is suddenly standing in a construction site toilet

6038: Target is suddenly standing in the middle of a bonfire

6039: Target is suddenly standing knee-deep in snow

6040: Target is suddenly standing on his head

6041: Target is suddenly wearing a construction helmet

6042: Target is suddenly wearing a large diaper

6043: Target is suddenly wearing a suit of aluminum chainmail

6044: Target is suddenly wearing a top-of-the-line kevlar helmet

6045: Target is suddenly wearing all the clothes he owns

6046: Target is suddenly wearing nothing but a fishing net

6047: Target is suddenly wearing nothing but fig leaves

6048: Target is suddenly wearing two large oysters on his feet

6049: Target is suffering from advanced hypothermia

6050: Target is suffering from severe stomach cramps

6051: Target is sure an artifact is buried around here somewhere

6052: Target is sure that the world ended last night at midnight

6053: Target is sure that the world will end at midnight

6054: Target is surrounded by fireflies and can be seen at all times

6055: Target is surrounded by ostriches

6056: Target is suspected in an assassination plot

6057: Target is suspended upside down in a water-filled glass box

6058: Target is suspicious of any who light a fire in his presence

6059: Target is tapped on the shoulder once every d10 rounds

6060: Target is tarred and feathered

6061: Target is teleported into the nearest keep

6062: Target is teleported onto his own shoulders

6063: Target is teleported onto the shoulders of caster

6064: Target is teleported to the bottom of the nearest well

6065: Target is temporarily blinded whenever he tells a lie

6066: Target is temporarily immune to the spells memorized by caster

6067: Target is terrified of becoming invisible

6068: Target is terrified of death and br00ds upon it constantly

6069: Target is terrified of getting his feet wet

6070: Target is terrified of the caster for 1d6 rounds

6071: Target is thoroughly humiliated and demoralized

6072: Target is thought by local villagers to be a prophesized savior

6073: Target is thought by local villagers to be a vampire

6074: Target is thought to be a minor official in a major country

6075: Target is thought to be a prominent official in a major country

6076: Target is thought to be a successful merchant or guildmaster

6077: Target is thought to be some random dweeb from a far-off land

6078: Target is thought to be the ruler of an empire

6079: Target is thought to be the s01e ruler of a major country

6080: Target is thought to be the s01e ruler of a minor country

6081: Target is thought to be the s01e ruler of a spot on the map

6082: Target is thought to be the s01e survivor of a royal family

6083: Target is toasted by a small magical explosion; loses 4 HP

6084: Target is transported to an Outer Plane for d10 rounds

6085: Target is trapped in a stack of tires

6086: Target is unable to cast non-illusion spells for 24 hours

6087: Target is unable to consume or digest s01id foods

6088: Target is unable to create Illusions for 24 hours

6089: Target is unable to heal through magical means

6090: Target is unable to heal through non-magical means

6091: Target is unable to hear his own voice

6092: Target is unable to perceive illusions for 1d12 hours

6093: Target is unable to read except while exposed to sunlight

6094: Target is unable to read while exposed to sunlight

6095: Target is unable to remain quiet where silence is required

6096: Target is unable to speak except in a b00ming shout

6097: Target is unable to swallow food in the presence of others

6098: Target is unable to tell when he is lying

6099: Target is unaffected by gravity when his eyes are closed

6100: Target is unaffected by gravity when lying face down

6101: Target is unaffected by the next Abjuration cast against him

6102: Target is unaffected by the next Alteration cast against him

6103: Target is unaffected by the next Conjuration cast against him

6104: Target is unaffected by the next divination cast against him

6105: Target is unaffected by the next Enchantment cast against him

6106: Target is unaffected by the next Evocation cast against him

6107: Target is unaffected by the next Illusion cast against him

6108: Target is unaffected by the next Necromancy cast against him

6109: Target is unharmed by next 1d20 hit points of damage he suffers

6110: Target is visible to infravision like a lighthouse beacon

6111: Target is vulnerable to rust monsters like metal

6112: Target is wearing an 01d deep-sea diving suit

6113: Target is wearing ballet slippers

6114: Target is wearing carbon steel handcuffs

6115: Target is wearing red suspenders (to keep his pants up)

6116: Target is wh011y unwilling to compromise in matters of food

6117: Target is wracked with guilt whenever he's hit by magic

6118: Target is wrapped head to toe in a coil of chain

6119: Target is wrapped in a coc00n like a caterpillar

6120: Target isn't entirely sure that he exists

6121: Target jumps up and down whenever he's hit by magic

6122: Target keeps mushrooms and fungus as pets

6123: Target kicks like a mule whenever he hears his name

6124: Target knows the complete Pittsburgh bus schedule for 1974

6125: Target knows the first name of everyone now within 100 yards

6126: Target knows the meaning of life briefly, then forgets it

6127: Target knows the meaning of life but can't articulate it

6128: Target knows the meaning of life but doesn't believe it

6129: Target lashes out at nearby ally and attacks until subdued

6130: Target laughs disconcertingly when he is injured

6131: Target laughs like a hyena at the sight of blood

6132: Target laughs like a madman in the presence of royalty

6133: Target laughs like a madman whenever he's hit by magic

6134: Target leaps 1,000,000 miles into space

6135: Target leaps 1,000,000 years into the future

6136: Target leaps 90' straight up and lands without harm

6137: Target learns 1d3 languages during the next 2 months

6138: Target leaves no f00tprints for d8 weeks

6139: Target leaves strange, disquieting odors in his wake

6140: Target leaves wet f00tprints wherever he goes

6141: Target left a fire in his fireplace; house is now ablaze

6142: Target levitates 1' above ground, retains normal Movement rate

6143: Target levitates slightly when he suffers damage

6144: Target levitates slightly when he's hit by magic

6145: Target looks and sounds different to each creature viewing him

6146: Target looks drastically different to everyone but himself

6147: Target looks like a badly decayed corpse while he's asleep

6148: Target looks like a cute little forest animal while asleep

6149: Target looks like a murder victim while he's asleep

6150: Target looks like a stereotypica11950's H011ywood martian

6151: Target looks like an Impressionist painting while asleep

6152: Target looks like he repeatedly cut himself shaving

6153: Target looks more and more like a burned-out hippie

6154: Target looks sickly and emaciated but is not

6155: Target loses 1 HPIround until dying as on Negative Material

6156: Target loses 1 LevelIHit Die per day until becoming Juju zombie

6157: Target loses 1d4 additional hit points from all fire damage

6158: Target loses 1d4 fewer hit points from all fire damage

6159: Target loses 1d6 hit points whenever he says a pun

6160: Target loses 2d4 Experience Levels (and appropriate abilities)

6161: Target loses a t00th during each of the next 4d8 nights

6162: Target loses a t00th each time he tells a lie

6163: Target loses access to a sch001 of magic till he rises a level

6164: Target loses access to ALL knowledge held in his mind

6165: Target loses access to one sch001 of magic

6166: Target loses all depth perception; missile attacks at -10

6167: Target loses all proficiency in all weapons

6168: Target loses d4 HP whenever he tries to cast a spell

6169: Target loses hair and all facial features, but retains senses

6170: Target loses one hit point each time he tells a lie

6171: Target loses one hit point per hour

6172: Target loses one point of Constitution each day

6173: Target loses power of autonomic breathing

6174: Target loses stereophonic hearing: -1 penalty on Surprise rolls

6175: Target loses the ability to ReadIWrite a random language

6176: Target loses the sense of smell

6177: Target loses the sense of taste

6178: Target loses the sense of touch

6179: Target losesIgains spellcasting ability for d6 days

6180: Target loves to tell preposterous stories of his youth

6181: Target makes a spirited attempt to swallow his own head

6182: Target makes enemies easily; -2 to all reaction rolls

6183: Target may be turned, as 1 Hit Die Undead, for next 6 rounds

6184: Target may call down one 3HD lightning b01t per day; no Saves

6185: Target may cast any spells currently memorized by caster

6186: Target may Command one being; it must obey as far as it is able

6187: Target may Teleport without Error twice

6188: Target melts over next d6 rounds unless Remove Curse is cast

6189: Target metamorphoses into a Bodak over next d6 months

6190: Target mimics the facial features of each person he touches

6191: Target mistakenly Gated by a random Outer Plane being

6192: Target mistakenly Gates a random Outer Planes being

6193: Target mistakenly Gates himself to a random Outer Plane

6194: Target moves as though balancing a serving tray on his head

6195: Target moves as though he is underwater

6196: Target moves as though standing knee-deep in water

6197: Target moves d10 rounds into future; loses intervening rounds

6198: Target moves jerkily, as though he's in a silent film

6199: Target must check CON every morning or fall asleep again

6200: Target must eat 2x the normal amount of food to be nourished

6201: Target must graze like a cow for food

6202: Target must roll a STR check: if successful, he gains 1d4 STR

6203: Target must roll for System Shock for each wound or pass out

6204: Target must Save vs Death AND Spell or become a Lich

6205: Target must Save vs Death or be disintegrated

6206: Target must Save vs Death or implode and perish

6207: Target must Save vs Death or turn inside out and die instantly

6208: Target must Save vs Death or turn into a snowman

6209: Target must Save vs Disintegration or be disintegrated

6210: Target must Save vs Petrification or turn to diamond

6211: Target must Save vs Poison, or all of target's blood coagulates

6212: Target never misplaces his possessions

6213: Target never needs to bathe

6214: Target never needs to bathe to remain clean

6215: Target no longer feels hunger and must be reminded to eat

6216: Target no longer feels pain and can't tell if he's injured

6217: Target no longer has any concept of personal space

6218: Target no longer has to move his mouth in order to speak

6219: Target no longer needs to breathe (as Ioun Stone)

6220: Target no longer throws a shadow

6221: Target now has tusks like a walrus

6222: Target omniscient for 1 round then forgets everything

6223: Target only needs to eat once per week

6224: Target 00zes blood from beneath his fingernails

6225: Target or random female ally becomes as beautiful as a nymph

6226: Target or random male ally becomes as beautiful as a nymph

6227: Target owns a widescreen c010r television

6228: Target owns two long-range, s01ar-powered walkie-talkies

6229: Target panics at the sight of his own blood

6230: Target perceives creatures to be facing 180° fromItoward him

6231: Target perceives hidden demonic meaning in everyday events

6232: Target perceives sculptures to portray only horrifying images

6233: Target perceives those around him to be naked

6234: Target permanently affected as by Nahal's Nonsensical Nullifier

6235: Target permanently gains +1 to DEX

6236: Target p01ymorphs into a frog (retains attributes)

6237: Target p01ymorphs into a frog-sized human (retains attributes)

6238: Target p01ymorphs into a human-sized frog (retains attributes)

6239: Target p01ymorphs into a physical duplicate of his worst enemy

6240: Target p01ymorphs into an orangutan

6241: Target p01ymorphs into two dozen roses

6242: Target p01ymorphs randomly every d4 hours

6243: Target p01ymorphs randomly every time it hears its name

6244: Target p01ymorphs randomly, permanently; Wishes have no effect

6245: Target Possesses caster for d10 rounds

6246: Target professes intense jealousy of an imaginary sibling

6247: Target punches himself in the jaw: 50% to knock himself out

6248: Target punches the person standing nearest to him

6249: Target quacks like a duck when he's angry

6250: Target questions himself before using magic: +4 to Casting time

6251: Target radiates antilife; drains 1 HPIround from all within 10'

6252: Target raises a d10 yard radius hemisphere of stone from ground

6253: Target randomly teleported 1 mile (N,S,E,W,NE,SE,SW,NW)

6254: Target reacts to criticism with hysterical sobbing

6255: Target reacts vi01ently to displays of pity or compassion

6256: Target realizes he carries a small but powerful magic item

6257: Target realizes he has a knife stuck in his thigh

6258: Target realizes he hasn't slept in three weeks

6259: Target realizes he was assembled out of dismembered corpses

6260: Target realizes he's carrying a lich's phylactery

6261: Target realizes he's never worn clothing in his life

6262: Target realizes that the universe was born in a huge explosion

6263: Target realizes that the universe was hatched from a giant egg

6264: Target receives Shocking Grasp from next creature he touches

6265: Target recoils from holy symb01s as if he were undead

6266: Target recovers an additional 2 hit points each day

6267: Target reeks of ammonia whenever he's hit by magic

6268: Target refuses to accept that he's ever triggered a Wild Surge

6269: Target refuses to admit that anything occurred before his birth

6270: Target refuses to drink healing potions

6271: Target refuses to eat meat which he did not kill himself

6272: Target refuses to talk for 1d10+10 rounds after seeing magic

6273: Target regains all spells he cast within last 24 hours

6274: Target regards any missed attack as a personal failure

6275: Target regenerates 1 HPIround for the next 20+d20 rounds

6276: Target remembers the name of everyone he meets

6277: Target renounces magic until he's next affected by a spell

6278: Target rises on a c01umn of stone 100' into the air

6279: Target roars like a lion after particularly good meals

6280: Target roars like a lion when angered

6281: Target runs amok

6282: Target runs in his sleep

6283: Target Saves vs Death or becomes flesh-hued 00ze (ie grey ooze)

6284: Target Saves vs Death or skull shrinks by half, causing death

6285: Target Saves vs Magic or becomes a duplicate of the caster

6286: Target Saves vs petrify or petrifies on seeing his reflection

6287: Target Saves vs Petrify or turns to clay

6288: Target Saves vs Petrify or turns to glass

6289: Target Saves vs Petrify or turns to ice

6290: Target Saves vs Petrify or turns to lifeless diamond

6291: Target Saves vs Petrify or turns to mithral

6292: Target Saves vs Petrify or turns to mud

6293: Target Saves vs Petrify or turns to non-sentient platinum

6294: Target Saves vs Petrify or turns to sentient gold

6295: Target Saves vs Petrify or turns to steel

6296: Target Saves vs Petrify or turns to wood

6297: Target sealed in a bubble which air cannot penetrable

6298: Target seeks his long lost twin sibling (who might not exist)

6299: Target seems to speak in the voice of each who hears him

6300: Target seems untrustworthy; suffers -3 on Reaction rolls

6301: Target seems vaguely familiar to everyone who meets him

6302: Target seems very trustworthy; receives +3 on Reaction rolls

6303: Target sees all others to be affected by Nonsensical Nullifier

6304: Target sees everything backward like a mirror image

6305: Target sees into the Ethereal Plane but can't see in the Prime

6306: Target sees omens of the pending apocalypse in everyday events

6307: Target sees perfectly in the dark but is blind in the light

6308: Target sees strange figures out of the corner of his eye

6309: Target sees the plane tapped by magic; WIS check or go nuts

6310: Target sees through caster's eyes and vice versa

6311: Target shatters into countless little cubes; reforms in 1 turn

6312: Target sheds his skin like a snake every d6 days

6313: Target sheds tears every time he's hit by magic

6314: Target shines like a lighthouse beacon when he is asleep

6315: Target shouts as though others can barely hear him

6316: Target shouts profanity in the presence of royalty

6317: Target shows all signs of having been struck by lightning

6318: Target shows no reflection in mirrors

6319: Target shrinks 1/2 inch each day

6320: Target shrinks by 10%

6321: Target shrinks by 10% for every 10% of his hit points he loses

6322: Target shrinks to 1I10 his height while invisible

6323: Target sinks into ground up to his knees

6324: Target sinks into the ground up to his ankles for d6 rounds

6325: Target sinks into the ground up to his chest for d6 rounds

6326: Target sinks into the ground up to his neck for d6 rounds

6327: Target sinks into the ground up to his waist for d6 rounds

6328: Target skips every other round for next 1+1d20 rounds

6329: Target smells like a badly decayed corpse while he's asleep

6330: Target smells like a skunk for 1d10 rounds after bathing

6331: Target smells like brimstone for the spell's duration

6332: Target smells like goat cheese but without the subtlety

6333: Target smells of roses and lavender while he sleeps

6334: Target smells strongly of blood in the presence of vampires

6335: Target smells strongly of catnip

6336: Target smells strongly of garlic in the presence of vampires

6337: Target smiles at oddly inappropriate times

6338: Target sneezes every time he tries to be stealthy

6339: Target sneezes whenever he hears his name

6340: Target s00n has an opportunity to save a god's life

6341: Target speaks an unknown tongue for 1 turn after seeing magic

6342: Target speaks gibberish but believes he is speaking Common

6343: Target speaks in a whisper whenever he tells a lie

6344: Target speaks in rhyme in the presence of royalty

6345: Target speaks in rhyme; spellcasting impossible

6346: Target speaks in three-part harmony for d8 turns

6347: Target speaks like a scratched record

6348: Target speaks shocking blasphemies in the presence of clergy

6349: Target speaks through his ears and hears through his mouth

6350: Target spends 1d10 rounds ridiculing his best friend

6351: Target spends 24 hours in hell: gains a level when he returns

6352: Target spins a coc00n & emerges fully healed after 1 week

6353: Target spins like a top for d6 rounds; DEX check or fall over

6354: Target spontaneously combusts; loses 1d4 HPIround until death

6355: Target sprouts a new nose in the center of his forehead

6356: Target sprouts a new nose right next to his original one

6357: Target sprouts an ugly face on the back of his head

6358: Target sprouts another arm from his sternum

6359: Target sprouts butterfly wings (Fl 6, MC C); remain for d6 days

6360: Target sprouts dear antlers

6361: Target sprouts elephant ears

6362: Target sprouts feathers

6363: Target sprouts giraffe horns

6364: Target sprouts mushrooms on his head

6365: Target sprouts one wing from his shoulder blade

6366: Target sprouts porcupine quills

6367: Target sprouts rabbit ears

6368: Target squeaks like a mouse when he is frightened

6369: Target stares vacantly into space for 1d4 rounds

6370: Target sticks his fingers in his ears and can't remove them

6371: Target stinks of rotting fish

6372: Target strikes his thumb whenever he uses a hammer

6373: Target struck as by Magic Missile each time he hears his name

6374: Target stutters through time, existing only every other round

6375: Target sucks his thumb like an infant for 1d4 turns

6376: Target suddenly doesn't believe in magic

6377: Target suddenly finds himself inside a 55-gallon steel drum

6378: Target suddenly finds himself standing within an ig100

6379: Target suddenly gains 50 pounds of baby fat

6380: Target suffers Blindness

6381: Target suffers financial ruin over the next few months

6382: Target suffers full effect of the intended spell: no Save

6383: Target suffers great embarrassment whenever he's hit by magic

6384: Target suffers illusionary wounds identical to those he causes

6385: Target suffers insomnia; can't sleep for next 5d4 days

6386: Target suffers no damage from one attack each round

6387: Target suffers real damage illusions cause him for 24 hours

6388: Target suffers reverse of magical healing efforts for d4 days

6389: Target suffers reversed effect of the intended spell: no Save

6390: Target suffers withdrawal unless he eats mud each day

6391: Target suspects his brain was transplanted into this body

6392: Target suspects some great entity is hiding nearby

6393: Target suspects that he's not who everyone says he is

6394: Target suspects that his allies don't really trust him

6395: Target swaps personae with the next sentient weapon he touches

6396: Target sweats acid, destroying clothes but not harming him

6397: Target sweats profusely in the presence of royalty

6398: Target takes full possible damage from attacks by the caster

6399: Target takes illusory damage next 2d10 rounds; doesn't know it

6400: Target takes least possible damage from attacks by the caster

6401: Target takes normal damage from illusions for next 2d10 rounds

6402: Target teleports (in Assassin's gear) to the nearest castle

6403: Target teleports 1 mile; stone replica appears in his place

6404: Target teleports 1d100 feet down, displacing any obstructions

6405: Target teleports 1d6 miles straight up

6406: Target teleports anywhere, anytime, randomly

6407: Target teleports into caster's home

6408: Target teleports into his own home

6409: Target teleports into nearest h0110w but standing tree

6410: Target teleports into nearest Monastery

6411: Target teleports into the bathing p001 of the nearest nymph

6412: Target teleports into the lair of the nearest medusa

6413: Target teleports into the nearest cave

6414: Target teleports into the nearest prison

6415: Target teleports into the nearest shark's stomach

6416: Target teleports onto the branches of the nearest tree

6417: Target teleports randomly whenever he hears or speaks his name

6418: Target teleports to his current location when he says his name

6419: Target teleports to nearest dragon's horde for 1d8 rounds

6420: Target teleports to the 3d6th layer of the Abyss

6421: Target teleports to the bottom of the sea

6422: Target teleports to the lair of the tarrasque

6423: Target teleports to the nearest convent

6424: Target teleports to the place from which he last teleported

6425: Target teleports to the place he slept the previous night

6426: Target teleports to the place of his birth, returns in d4 days

6427: Target teleports to within 10' of nearest Lich

6428: Target tends to giggle at inappropriate times

6429: Target thinks a big bad w01f wants to blow his house down

6430: Target thinks a nearby king is a clone of himself

6431: Target thinks a nearby king is reincarnated from a dead dragon

6432: Target thinks all around him are children

6433: Target thinks all bath water is really strong acid

6434: Target thinks all non-human humanoids have been p01ymorphed

6435: Target thinks an earthquake is going on

6436: Target thinks any Illusions he casts are real for next 24 hours

6437: Target thinks cockroaches are burrowing through his flesh

6438: Target thinks cowardice and stupidity are virtues

6439: Target thinks demons hound him at every turn

6440: Target thinks dragons are allies who've been p01ymorphed

6441: Target thinks Ethereal monsters are all around him

6442: Target thinks every question he is asked is a riddle

6443: Target thinks every town he enters is the town of his birth

6444: Target thinks every weapon he wields is intelligent

6445: Target thinks everyone around him is dreaming

6446: Target thinks everyone he meets looks vaguely familiar

6447: Target thinks everyone in the world knows his secrets

6448: Target thinks everyone is trustworthy until proven otherwise

6449: Target thinks everyone thinks he's an impostor

6450: Target thinks everyone who speaks Common is speaking gibberish

6451: Target thinks everyone who speaks to him has his voice

6452: Target thinks everyone's name is the same as his

6453: Target thinks everything he does is part of a holy quest

6454: target thinks everything is invisible when he closes his eyes

6455: target thinks hair is evil and must be shorn from his body

6456: target thinks he ages a year (decade?) each day

6457: Target thinks he can beat his addiction to air

6458: Target thinks he can cause death with a touch

6459: Target thinks he can change his skin c010r like a chameleon

6460: Target thinks he can command undead

6461: Target thinks he cancommunicate with inanimate objects at will

6462: Target thinks he can contr01 others by chanting "blinky"

6463: Target thinks he can interpret dreams as omens

6464: Target thinks he can snuff campfires with his bare hands

6465: Target thinks he can unscrew his head at the neck

6466: Target thinks he did something dreadful last night

6467: Target thinks he dies each night and resurrects each dawn

6468: Target thinks he exists only in the dreams of others

6469: Target thinks he founded the nearest town

6470: Target thinks he had a deeply mystical experience as a child

6471: Target thinks he has an evil twin who's plotting his death

6472: Target thinks he has been Geased by a high-level cleric

6473: Target thinks he has been poisoned

6474: Target thinks he has been p01ymorphed

6475: Target thinks he has been p01ymorphed into his current form

6476: Target thinks he has been Summoned here by powerful magic

6477: Target thinks he has far t00 much blood in his body

6478: Target thinks he has journeyed here from the distant future

6479: Target thinks he has just returned from 24 hours spent in hell

6480: Target thinks he has just returned from a pilgrimage

6481: Target thinks he has only twenty minutes to live

6482: Target thinks he has recently committed a horrible crime

6483: Target thinks he has recently offended some god of Death

6484: Target thinks he has shrunken to half his height

6485: Target thinks he has the gift of prophecy

6486: Target thinks he invented magic

6487: Target thinks he is a clone of someone else

6488: Target thinks he is a deity

6489: Target thinks he is a deity when in the presence of royalty

6490: Target thinks he is a demon in mortal form

6491: Target thinks he is a demon possessing himself

6492: Target thinks he is a dragon who's forgotten how to p01ymorph

6493: Target thinks he is a false personality

6494: Target thinks he is a flesh g01em

6495: Target thinks he is a reformed c01d-blooded killer

6496: Target thinks he is affected by the spell Haste

6497: target thinks he is affected by the spell Slow

6498: target thinks he is after Them (whoever They are)

6499: target thinks he is an avatar of a minor deity

6500: target thinks he is an elemental

6501: Target thinks he is an emperor with in the presence of royalty

6502: Target thinks he is an illusion

6503: Target thinks he is as beautiful as a nymph

6504: Target thinks he is as beautiful as a nymph

6505: Target thinks he is at death's d00r

6506: Target thinks he is being tested by his deity

6507: target thinks he is bleeding at a tremendous rate

6508: target thinks he is blessed with eternal youth

6509: target thinks he is bound by a demonic pact

6510: target thinks he is controlled by someone

6511: Target thinks he is covered with ants

6512: Target thinks he is currently living in a past life

6513: Target thinks he is deeply in love with one of his allies

6514: Target thinks he is destined to be king

6515: Target thinks he is drowning

6516: Target thinks he is fated to be slain by his own son

6517: Target thinks he is hunted by religious zealots

6518: target thinks he is immortal

6519: Target thinks he is immune to fire

6520: Target thinks he is insane

6521: Target thinks he is laboring under some horrible curse

6522: Target thinks he is literally the center of the universe

6523: target thinks he is married (or single, if he's married)

6524: target thinks he is naked while in the presence of royalty

6525: target thinks he is next in line for the nearest throne

6526: target thinks he is on a quest to find his real parents

6527: target thinks he is possessed by a demon

6528: Target thinks he is the product of a mirror of opposition

6529: target thinks he is the reincarnation of a long-dead king

6530: target thinks he is the reincarnation of his own dead clone

6531: target thinks he is the rightful ruler of this kingdom

6532: Target thinks he is the subject of an elaborate conspiracy

6533: Target thinks he is under a Geas but doesn't know why

6534: target thinks he is untrustworthy

6535: Target thinks he is very charming to those of opposite sex

6536: Target thinks he just committed a major faux pas

6537: Target thinks he just forgot the meaning of life

6538: Target thinks he knows an ancient and forgotten language

6539: Target thinks he knows how to swallow swords

6540: Target thinks he knows the first name of everyone he meets

6541: Target thinks he knows the Fly spell

6542: Target thinks he knows where to find the Fountain of Youth

6543: Target thinks he may Teleport at will but cannot

6544: Target thinks he must avenge the death of an imagined sibling

6545: Target thinks he owes a favor to some random demon

6546: Target thinks he owes the caster a great deal of money

6547: Target thinks he owns and rules the surrounding property

6548: Target thinks he owns and rules the surrounding property

6549: Target thinks he plays a pivotal roll in the fate of the world

6550: Target thinks he recently murdered someone and is on the run

6551: Target thinks he recently passed a Mirror of Opposition

6552: Target thinks he regenerates like a troll

6553: Target thinks he sees a pile of gold from the corner of his eye

6554: Target thinks he sees a Red Dragon from the corner of his eye

6555: Target thinks he sees himself from the corner of his eye

6556: Target thinks he sees his worst foe from the corner of his eye

6557: Target thinks he smells terrible

6558: Target thinks he used to be immortal

6559: Target thinks he was abducted by mysterious gray beings

6560: Target thinks he was omnipotent in a past life

6561: Target thinks he was recently murdered

6562: Target thinks he was recently tortured but can't recall when

6563: Target thinks he was Siamese twins in a past life

6564: Target thinks he was slain by the caster in a past life

6565: Target thinks he was the caster in a past life

6566: Target thinks he went back in time to kill his grandfather

6567: Target thinks he will automatically resurrect when he is slain

6568: Target thinks he will die unless he burns his principal weapon

6569: Target thinks he will die with the next spell that hits him

6570: Target thinks he will die with the next Wild Surge he witnesses

6571: Target thinks he will explode if jostled t00 harshly

6572: Target thinks he will turn to a w01f under the next full Moon

6573: Target thinks he'd live longer without arms

6574: Target thinks he'll become a god if he completes a great quest

6575: Target thinks he'll die unless he shaves off all his hair

6576: Target thinks he'll fall dead at sunset

6577: Target thinks he's a balloon and will pop if stabbed or cut

6578: Target thinks he's a bard

6579: Target thinks he's a skeleton trapped in a suit of flesh

6580: Target thinks he's an escaped slave

6581: Target thinks he's an intelligent horse

6582: Target thinks he's been alive for millennia

6583: Target thinks he's being attacked by an invisible octopus

6584: Target thinks he's descended from Earth Elementals

6585: Target thinks he's destined to bring about the apocalypse

6586: Target thinks he's foreseen his death in the near future

6587: Target thinks he's going to do something dreadful tonight

6588: Target thinks he's ingested a potent toxin

6589: Target thinks he's invisible if he has an egg in his mouth

6590: Target thinks he's journeyed here from the far future

6591: Target thinks he's literally the center of the universe

6592: Target thinks he's made of snow and in danger of melting

6593: Target thinks he's more charming with his finger in his nose

6594: Target thinks he's not living up to his potential

6595: Target thinks he's owed some kind of divine birthright

6596: Target thinks he's posing for a sculpture of him

6597: Target thinks he's pregnant

6598: Target thinks he's standing in the middle of a raging river

6599: Target thinks he's standing on a precipice

6600: Target thinks he's standing on a tall, narrow pedestal

6601: Target thinks he's superior and demands to be treated so

6602: Target thinks he's surrounded by vermin

6603: Target thinks he's the King of the World

6604: Target thinks he's the only one still alive in the world

6605: Target thinks he's turning into a w01f

6606: Target thinks he's wearing a wig

6607: Target thinks he's wrongly imprisoned in his body

6608: Target thinks he'll be immortal again later

6609: Target thinks he's the only one in the world who can use magic

6610: Target thinks himself to be his own clone

6611: Target thinks himself to be invisible, despite what anyone says

6612: Target thinks himself to be two people (1 LawfulI1 good, etc)

6613: Target thinks his allies are dead

6614: Target thinks his allies are dragons in humanoid form

6615: Target thinks his allies are hiding his principal weapon

6616: Target thinks his allies are mocking him

6617: Target thinks his allies are p01ymorphed orcs or goblins

6618: Target thinks his allies can resurrect him if he's slain

6619: Target thinks his allies cannot see him, whatever they say

6620: Target thinks his allies distrust his use of magic

6621: Target thinks his allies don't take him seriously

6622: Target thinks his allies fear him

6623: Target thinks his allies revere him as a god

6624: Target thinks his allies should revere him as a god

6625: Target thinks his allies suspect him of being undead

6626: Target thinks his allies suspect him of plotting against them

6627: Target thinks his allies think he plans to use them as undead

6628: Target thinks his allies think he's crazy

6629: Target thinks his allies think he's dead

6630: Target thinks his allies will kill him if he's hit by a spell

6631: Target thinks his allies will kill him unless he's hit by magic

6632: Target thinks his birth was prophesized by an obscure religion

6633: Target thinks his brain is at home in a jar on a shelf

6634: Target thinks his brain is leaking out his nose

6635: Target thinks his clothes are a part of his body

6636: Target thinks his clothing is alive and is out to get him

6637: Target thinks his deity has t01d him not to bother anymore

6638: Target thinks his destiny is to leap into a volcano

6639: Target thinks his enemies are all immortal

6640: Target thinks his enemies are also his allies

6641: Target thinks his enemies' attacks are good-natured joking

6642: Target thinks his friends are after his money

6643: Target thinks his hands are twice their actual size

6644: Target thinks his left hand is dreadfully evil

6645: Target thinks his life until now has just been a dream

6646: Target thinks his mouth can store things like a bag of h01ding

6647: Target thinks his name can cause undead to fear him

6648: Target thinks his name is a Power Word and is afraid to say it

6649: Target thinks his name is a Power Word and says it often

6650: Target thinks his name is Lord (Lady) So-and-So the magnificent

6651: Target thinks his name is the True Name of a demon

6652: Target thinks his nose is running like a faucet

6653: Target thinks his reflection is plotting against him

6654: Target thinks his skin is a foreign organism

6655: Target thinks his skin is actually someone else's

6656: Target thinks his skin is some sort of ill-fitting suit

6657: Target thinks his skin is vulnerable to rust

6658: Target thinks his touch can cure illness

6659: Target thinks his touch can cure leather

6660: Target thinks his touch can heal injuries

6661: Target thinks his touch turns metal into gold

6662: Target thinks his weapon is an ancient and powerful artifact

6663: Target thinks his weapon is cursed

6664: Target thinks his weapon is plotting against him

6665: Target thinks his worst fears have been realized

6666: Target thinks immorality will grant him immortality

6667: Target thinks it is twenty degrees c001er than it really is

6668: Target thinks it is twenty degrees hotter than it really is

6669: Target thinks light is shining from the back of his head

6670: Target thinks maggots infest every wound he suffers

6671: Target thinks mud has significant monetary value

6672: Target thinks one of his allies is deeply in love with him

6673: Target thinks others can barely see him

6674: Target thinks pack animals are unreliable and will not use them

6675: Target thinks rats are wriggling within his clothing

6676: Target thinks some random demon owes him a favor

6677: Target thinks someone is sh00ting a machine gun at him

6678: Target thinks someone nearby is an avatar of his deity

6679: Target thinks someone nearby is his child

6680: Target thinks something amazing is hidden in a nearby cave

6681: Target thinks that air is poisonous

6682: Target thinks that all werew01ves are just angry dogs

6683: Target thinks that all w01ves and dogs are werew01ves

6684: Target thinks that any food he now carries is poisonous

6685: Target thinks that dirt is an aphrodisiac

6686: Target thinks that fire heals injury

6687: Target thinks that he has enlarged by 50%

6688: Target thinks that he has shrunken by 50%

6689: Target thinks that he left a fire burning in his fireplace

6690: Target thinks that his body is sand and must not get wet

6691: Target thinks that his body will rust if it gets wet

6692: Target thinks that his clothes are alive & trying to choke him

6693: Target thinks that his clothes are wise & trying to advise him

6694: Target thinks that his skeleton is made of glass

6695: Target thinks that humor and comedy are blasphemous

6696: Target thinks that ice is more precious than diamond

6697: Target thinks that magic is actually impossible

6698: Target thinks that people think he's a murderer

6699: Target thinks that someone nearby is his secret admirer

6700: Target thinks that something is breathing down his neck

6701: Target thinks that spellb00ks are edible and very tasty

6702: Target thinks that the stars are getting closer all the time

6703: Target thinks that water is in short supply and must be hoarded

6704: Target thinks that water is poisonous

6705: Target thinks that water turns to diamond at 32° Fahrenheit

6706: Target thinks that, somewhere, his clone has become sentient

6707: Target thinks the caster owes him a great deal of money

6708: Target thinks the next corpse he sees is his own

6709: Target thinks They (whoever They are) are after him

6710: Target throws a monster's shadow

6711: Target transmits a non-magical disease to whomever he touches

6712: Target travels 2d10 minutes into the future

6713: Target tries to remove his feet

6714: Target triggers Surges in next d6 spells cast at or by him

6715: Target trumpets like an elephant when angry

6716: Target tumbles through rift into alternate Prime Material Plane

6717: Target tumbles through rift into Elemental Air

6718: Target tumbles through rift into Elemental Earth

6719: Target tumbles through rift into Elemental Fire

6720: Target tumbles through rift into Elemental Water

6721: Target turns ethereal each time he draws his weapon

6722: Target turns ethereal when reduced to 5 hit points

6723: Target turns inside out; Saves vs Death to resist effect or dies

6724: Target turns into an ambulatory plant of similar shape

6725: Target turns into caster under every Full Moon

6726: Target turns into granite

6727: Target turns into iron

6728: Target turns into wood

6729: Target turns invisible and is rendered mute

6730: Target turns invisible when he closes his eyes

6731: Target turns to a statue while he sleeps and reverts on waking

6732: Target turns to glass for d4 rounds

6733: Target turns to iron d6 rounds; retains mobility and HP (AC -4)

6734: Target turns to sand

6735: Target turns to smoke each time he comes within 10' of flame

6736: Target turns to steam under every Full Moon

6737: Target turns to stone

6738: Target turns to stone and reverts every other round

6739: Target turns to stone every dusk; reverts every dawn

6740: Target turns to water the next time he's submerged

6741: Target understands the universe a little better: +1 to wisdom

6742: Target utters shocking blasphemy when he enters a church

6743: Target vaguely recalls a treasure hidden somewhere nearby

6744: Target vanishes at next sunrise until subsequent sunset

6745: Target vanishes at next sunset until subsequent sunrise

6746: Target vanishes until caster casts the same spell again

6747: Target vanishes until caster gains a level

6748: Target vanishes until caster speaks his own name

6749: Target vanishes until caster suffers damage

6750: Target vanishes until caster triggers another wild surge

6751: Target vanishes until caster uses a randomly chosen spell

6752: Target vanishes until next sunrise

6753: Target vanishes until next sunset

6754: Target vanishes until someone in the area is slain

6755: Target vanishes until someone speaks his name

6756: Target vanishes when he falls asleep; reappears on waking

6757: Target vanishes while asleep; reappears when he wakes

6758: Target vanishes, leaving a dead clone of the caster instead

6759: Target vanishes, leaving a Delayed Blast Fireball of 2X his HD

6760: Target vanishes, leaving a desiccated corpse in his place

6761: Target vanishes, leaving a patch of scorched earth in his place

6762: Target vanishes, leaving a rust monster in his place

6763: Target vanishes, leaving a small marble replica of him behind

6764: Target vanishes, leaving a worthless treasure map in his place

6765: Target vanishes, leaving caster's nearest relative in his place

6766: Target vanishes, leaving earth elemental of equal HD behind

6767: Target vanishes, leaving his equipment behind

6768: Target vanishes, leaving the caster in his place

6769: Target vanishes, leaving the smell of brimstone behind

6770: Target vanishes; caster's next Summoning summons target instead

6771: Target vanishes; reappears d4 hours later

6772: Target vomits a startling quantity of butterscotch pudding

6773: Target vomits messily

6774: Target vows revenge against cuddly forest animals

6775: Target wakes at dawn and falls asleep at dusk

6776: Target wakes each day already standing

6777: Target wakes each day and crows like a r00ster

6778: Target wakes each day at the bottom of a small crater

6779: Target wakes each day blood-soaked as from a vicious battle

6780: Target wakes each day clutching a small stuffed bear

6781: Target wakes each day covered by honey and ants

6782: Target wakes each day covered by peas and carrots

6783: Target wakes each day covered by severed human ears

6784: Target wakes each day covered by small lizards

6785: Target wakes each day covered by soft, newly-grown moss

6786: Target wakes each day covered with cobwebs

6787: Target wakes each day covered with snow

6788: Target wakes each day covered with spiders

6789: Target wakes each day entangled by overgrown grass

6790: Target wakes each day ethereal; takes 1d4-1/2 hours to reform

6791: Target wakes each day facing north

6792: Target wakes each day half-sunken into the ground

6793: Target wakes each day in a giant toad's mouth

6794: Target wakes each day in a tree

6795: Target wakes each day in an unfamiliar location

6796: Target wakes each day in an unfamiliar position

6797: Target wakes each day levitating 10 feet above the ground

6798: Target wakes each day more tired than the night before

6799: Target wakes each day naked, clothes hanging in a tall tree

6800: Target wakes each day naked, clothes neatly f01ded nearby

6801: Target wakes each day naked, clothes nowhere to be found

6802: Target wakes each day naked, clothes standing nearby

6803: Target wakes each day naked, clothes torn to shreds

6804: Target wakes each day seated in the lotus position

6805: Target wakes each day singing an opera

6806: Target wakes each day soaking wet as from a rainstorm

6807: Target wakes each day standing on his head

6808: Target wakes each day standing on somebody else's head

6809: Target wakes each day thinking he is still asleep

6810: Target wakes each day thinking he was just attacked

6811: Target wakes each day tied in ropes, vines, or the like

6812: Target wakes each day with a toad in his mouth

6813: Target wakes each day with a toe in his mouth

6814: Target wakes each day with clothes burned as if by acid

6815: Target wakes each day with clothes smoking as ion fire

6816: Target wakes each day with his clothes on backwards

6817: Target wakes each day with his clothing frozen s01id

6818: Target wakes each day within a patch of scorched earth

6819: Target walks in his sleep every night

6820: Target wants to sell his soul to the nearest fishmonger

6821: Target was Cloned d4 times eight months ago

6822: Target wears corks in his ears so his brain won't leak out

6823: Target will go to great lengths to prove he's not a coward

6824: Target will quickly forget the next 24 hours

6825: Target will try to claw out his eyes unless restrained

6826: Target wishes the apocalypse would hurry up and get here

6827: Target would tell his deity a thing or two, given the chance

6828: Target: flesh to stoneIrock to mudIwater to dustIgust of wind

6829: Target's age is halved, but he looks twice as 01d

6830: Target's anger manifests as a little raincloud over his head

6831: Target's arm is bent 90° halfway between his wrist and elbow

6832: Target's arms and legs vanish for 1d10 rounds

6833: Target's arms are stricken totally numb for 2d10 turns

6834: Target's arms grow to the size of his legs

6835: Target's arms p01ymorph each morning

6836: Target's attributes are halved for 1d12 hours

6837: Target's big toes can become prehensile at will

6838: Target's blood is a strong contact poison to anyone else

6839: Target's blood reeks of sulfur when it is spilt

6840: Target's blood traces out arcane signs where it spills

6841: Target's blood turns to choc01ate on contact with air

6842: Target's body is covered with octopus sucker-marks

6843: Target's body no longer produces saliva

6844: Target's body rotates 360°, though his head remains still

6845: Target's bones are brittle when he's in direct Moonlight

6846: Target's bones cannot be broken by nonmagical means

6847: Target's boots are stuck to the ground with railroad spikes

6848: Target's boots fill with milk

6849: Target's boots fill with petr01eum jelly

6850: Target's brain explodes, killing him

6851: Target's can issue one Command (as spell) per day

6852: Target's cannot hear his own voice

6853: Target's chest is scarred by a sword-cut "Z"

6854: Target's childh00d pet appears in the vicinity

6855: Target's clothes are tailored for someone half his weight

6856: Target's clothes are tailored for someone of opposite sex

6857: Target's clothes are tailored for someone twice his weight

6858: Target's clothes are tailored for someone with six arms

6859: target's clothes cannot be removed by him

6860: Target's clothes reek of stale cigarette smoke

6861: Target's clothes smell like he's worn them all summer

6862: Target's clothing appears laundered and pressed

6863: Target's clothing appears to combust while he's asleep

6864: Target's clothing becomes perfectly transparent when wet

6865: Target's clothing cannot be stained or made dirty

6866: Target's clothing cannot bend or f01d

6867: Target's clothing clings to him as though wet

6868: Target's clothing is drenched in doe musk

6869: target's clothing is extraordinarily flammable

6870: Target's clothing is filled with sharp metal barbs

6871: Target's clothing looks like he fell into a sewer

6872: Target's clothing looks like he's been shot with a shotgun

6873: Target's clothing resembles a patchwork quilt

6874: Target's clothing smells like a skunk died in it

6875: Target's clothing turns to cellophane

6876: Target's clothing turns to plastic

6877: Target's clothing turns to porcelain

6878: Target's cranium is transparent like smoked glass

6879: Target's cranium seems to be attached by screws

6880: Target's current clothes protect against bludgeons

6881: Target's dead clone is found in a nearby well

6882: Target's diary, written years from now, appears at his feet

6883: Target's dominant hand ages one year each day

6884: target's dominant hand explodes as a 10 Die fireball

6885: target's dominant hand has no bones

6886: Target's dominant hand inflates like a rubber glove

6887: Target's dominant hand tries to choke him while he sleeps

6888: Target's earlobes grow 1d12 inches

6889: Target's ears appear to be on fire

6890: Target's ears fall off and regrow 1d10 days later

6891: Target's ears glow in the dark

6892: Target's ears glow in the presence of undead

6893: Target's ears 100k like noses

6894: Target's ears migrate to the top of his head

6895: Target's ears resemble bat wings

6896: Target's enemies all think he's dead

6897: Target's eyelashes are actually tiny snakes

6898: Target's eyelids are invisible while he's wet

6899: Target's eyelids open and shut like camera shutters

6900: Target's eyelids turn invisible

6901: Target's eyes appear 50% larger than they really are

6902: target's eyes appear to have tiny fish swimming in them

6903: target's eyes shrink to 1/2 their size

6904: Target's face is tatt00ed to resemble the face of a clock

6905: Target's features appear melted like hot wax

6906: Target's feet are trapped in concrete blocks

6907: Target's feet feel like they're on fire if he tries to walk

6908: Target's feet turn to cheese

6909: Target's feet turn to sugar

6910: Target's fingernails and toenails don't grow anymore

6911: Target's fingernails are black, like h01es in the universe

6912: Target's fingernails turn duck-egg-blue

6913: Target's fingers are replaced by toes (-2 manual dexterity)

6914: Target's fingers grow to twice their normal length

6915: Target's fingers suffer mild frostbite

6916: Target's flesh seems to rot from his body

6917: Target's f00tprints resemble directional arrows

6918: Target's forehead is marked like a canceled stamp

6919: Target's gains a +2 bonus for tasks of manual dexterity

6920: Target's hair grows two inches each day

6921: Target's hair looks like melted candle wax

6922: Target's hair turns to steel

6923: Target's hands and feet are encased in blocks of ice

6924: Target's hands appear blood-soaked

6925: Target's hands appear skeletal

6926: Target's hands are immune to nonmagical c01d

6927: Target's hands are palsied and arthritic

6928: Target's hands become invisible to him

6929: Target's hands cannot be burned by nonmagical fire

6930: Target's hands fuse together at the palms

6931: Target's hands lock in their current position for 1d10 turns

6932: Target's hands vanish until tomorrow aftern00n

6933: Target's head appears to be a few feet away while he sleeps

6934: Target's head appears to have been cut off and reattached

6935: Target's head flashes like a disco ball for 1d4 turns

6936: Target's head is a featureless ovoid while he sleeps

6937: Target's head rings like a church bell 1d12 times

6938: Target's head shrinks to half its width

6939: Target's head turns into a cylinder

6940: Target's head, hands, and feet become invisible

6941: Target's home and all his possessions are bronzed

6942: Target's home begins to digest him the next time he enters

6943: Target's home causes anyone who enters it to shrink by 50%

6944: Target's home connects directly to an open sewer or midden

6945: Target's home fills with cottage cheese

6946: Target's home fills with latex paint

6947: Target's home has hot and c01d running water, but no sink

6948: Target's home is barricaded by concertina wire

6949: Target's home is destroyed when an airplane crashes into it

6950: Target's home is made of sodium, and it's starting to rain

6951: Target's home is packed full of trash

6952: Target's home is perpetually shrouded in fog

6953: Target's home is razed and the ground salted

6954: Target's home looks like it was built by angry children

6955: Target's home now has aluminum siding

6956: Target's home resembles a huge sculpted bust of him

6957: Target's home rotates 90° each time he enters it

6958: Target's home rotates 90° each time he uses the d00r

6959: Target's home rotates 90° forward or back

6960: Target's home smells distressingly of vomit

6961: Target's Intelligence drops by 2I3 while he's invisible

6962: Target's Intelligence is halved under Moonlight

6963: Target's internal organs are thoroughly cooked

6964: Target's items appear on the ground in alphabetical order

6965: Target's items are evenly distributed among those nearby

6966: Target's jaw is hinged like a snake's

6967: Target's joints bend forward and backward with equal ease

6968: Target's knees vanish

6969: Target's knuckles swell to the size of ping-pong balls

6970: Target's left and right half appear to be one inch apart

6971: Target's left arm and leg shrink by 50%

6972: Target's left arm is twice as long as his body

6973: Target's left hand grips his right wrist and won't let go

6974: Target's left wrist is chained to his right ankle

6975: Target's legs fuse into one for 1d4 hours

6976: Target's limbs recede into his body while he sleeps

6977: Target's lips and cheeks turn invisible

6978: Target's lungs cease functioning in 2d12 hours

6979: Target's mind cannot be read by others

6980: Target's mouth appears to contain a miniature galaxy

6981: Target's mouth fills with ice

6982: Target's mouth fills with tiny pebbles

6983: Target's mouth is stuffed full of salt

6984: Target's nails grow 2d12 inches

6985: Target's name appears on every leaf of a nearby tree

6986: Target's name is a racist slur in some demihuman tongue

6987: Target's name is actually the Dwarfish word for feces

6988: Target's nasal cavity is stuffed full of pepper

6989: Target's neck bears a scar as though he was once hanged

6990: Target's neck shortens to 1/2 its length

6991: Target's normal body temperature is now 112° Fahrenheit

6992: Target's normal body temperature is now 74° Fahrenheit

6993: Target's nose and mouth switch places

6994: Target's nose appears to be made of flint

6995: Target's nose becomes prehensile

6996: Target's nose dangles from his face on a loose spring

6997: Target's nose falls off and explodes in 1d6 rounds

6998: Target's nose falls off, leaving an ugly h01e in its place

6999: Target's nose launches from his face like a rocket

7000: Target's nose migrates to another part of his body

7001: Target's nose rotates 90°

7002: Target's nose seems to hover six inches in front of his face

7003: Target's nose triples its size

7004: Target's organs can be seen faintly through his skin

7005: Target's palms and fingers can't be cut by metal

7006: Target's palms are covered with painful sores and blisters

7007: Target's pelvis crumbles to dust

7008: Target's pocket fill with popcorn, which starts popping

7009: Target's pockets fill with chicken giblets

7010: Target's pockets fill with dry ice

7011: Target's pockets fill with manure

7012: Target's pockets jingle as though full of coins

7013: Target's reputation for courtesy precedes him everywhere

7014: Target's reputation for rudeness precedes him everywhere

7015: Target's shoes smolder and smell of sulfur

7016: Target's skin appears shriveled as if he's had a long bath

7017: Target's skin appears sm00th, clear, and unblemished

7018: Target's skin appears to rust in contact with blood

7019: Target's skin appears translucent blue in direct sunlight

7020: Target's skin becomes stiff and brittle

7021: Target's skin burns under Moonlight

7022: Target's skin cannot be cut by steel weapons

7023: Target's skin glows a c001 blue when he's naked

7024: Target's skin glows the c010r of sunrise

7025: Target's skin grows lighter each day until he's cloud-white

7026: Target's skin is badly and painfully sunburned

7027: Target's skin is dyed in a pretty paisley pattern

7028: Target's skin is stained with indelible pink dye

7029: Target's skin itches terribly for 1 week

7030: Target's skin looks like it's been plucked of feathers

7031: Target's skull cannot be breached by non-magical means

7032: Target's skull deforms into a rough cube

7033: Target's skull is hard enough to act as a helmet; -1 to AC

7034: Target's skull is spongy and soft for 1d10 rounds

7035: Target's smile puts people in mind of a shark

7036: Target's spine shortens to 1/2 its length

7037: Target's spine, ribs, and skull are strong as steel

7038: Target's staff turns into a saxophone

7039: Target's stomach rumbles when in the presence of royalty

7040: Target's tears are flammable

7041: Target's tears are poisonous if ingested or used on a blade

7042: Target's tears burn his face

7043: Target's tears can heal injuries once per week

7044: Target's tears run up his face instead of down

7045: Target's teeth chatter when he faces north

7046: Target's teeth fall out and regrow each night

7047: Target's teeth flash like a disco ball when he speaks

7048: Target's teeth have braces on them

7049: Target's teeth jut from his jaw at odd and painful angles

7050: Target's teeth 100k like dirty gravel

7051: Target's teeth shine like mirrors

7052: Target's teeth tumble from his mouth one-by-one

7053: Target's teeth turn to sponge

7054: Target's thighs shrink by 50%

7055: Target's toenails grow 1d12 inches each night

7056: Target's toes are now as long as his fingers

7057: Target's tongue becomes furry

7058: Target's tongue glows like a firefly

7059: Target's tongue grows to a length of 1d12 feet

7060: Target's tongue, nose, lip, eyebrow, and navel are pierced

7061: Target's top teeth turn invisible

7062: Target's touch can cause nonmagical cloth to disintegrate

7063: Target's touch causes frostbite in reptiles and amphibians

7064: Target's touch leaves temporary, painless bruises in others

7065: Target's undergarments begin constricting about him

7066: Target's undergarments begin smoldering

7067: Target's undergarments freeze s01id

7068: Target's vision is clouded (-2 ToHit) for 2d4-1 days

7069: Target's voice becomes high-pitched when he's angry

7070: Target's voice creates the sound of speaker feedback

7071: target's voice makes people nearby want to be elsewhere

7072: Target's voice seems to issue from his ears

7073: Target's voice seems to issue from some object he carries

7074: Target's voice sounds like groans of mourning

7075: Target's weight doubles when he's wet

7076: Target's weight is doubled while he stands on grass

7077: Target's weight is halved, but his mass is doubled

7078: Target's ability scores equal one ability, determined randomly

7079: Target's actions may be disbelieved as illusions

7080: Target's age cycle reverses and doubles: begins aging backwards

7081: Target's age decreases two years for every Hit Point he loses

7082: Target's age fluctuates ±d20 years each day

7083: Target's age is doubled

7084: Target's age is reduced by 1d20 years

7085: Target's age is reduced by one half

7086: Target's aging rate doubles each round; dies within the hour

7087: Target's alignment cannot be detected by magic

7088: Target's alignment changes randomly each hour

7089: Target's alignment reads as evil when detected by magic

7090: Target's alignment seems different to each person checking it

7091: Target's allies think that he plans to use them as slaves

7092: Target's and nearest person of Noble status exchange clothing

7093: Target's apparent CHA to one member of opposite sex is halved

7094: Target's apparent CHA to one member of the opposite sex doubles

7095: Target's apparent CHA to opposite sex is raised to 19

7096: Target's apparent CHA to opposite sex is reduced to 1

7097: Target's appearance changes to that of a zombie

7098: Target's armor (or metal gear) heats to 5d1000° for d10 rounds

7099: Target's armor and weapons become ethereal for d10 rounds

7100: Target's armor turns to silk (AC 10)

7101: Target's armor turns to snow

7102: Target's armor turns to steam

7103: Target's armor turns to wood

7104: Target's armorIclothing leaps from target and is sentient

7105: Target's arms and legs exchange places

7106: Target's arms are broken

7107: Target's arms become rubbery like tentacles

7108: Target's arms become tentacles

7109: Target's arms begin flapping like a dragonfly's wings

7110: Target's arms disappear; hands are attached to shoulders

7111: Target's arms elongate like those of an ape

7112: Target's arms elongate to 11/2 times their normal length

7113: Target's arms shrink to 1/2 their normal length

7114: Target's arms start bludgeoning him; 1d4 HP each per round

7115: Target's arms tie themselves in a knot

7116: Target's arms try to strangle him

7117: Target's arms turn into wings like a dragonfly's

7118: Target's arms turn into wings like a sparrow's

7119: Target's arms turn to dorsal fins

7120: Target's arms turn to snakes and attack him

7121: Target's arms turn to tree branches

7122: Target's arms vanish

7123: Target's astral form leaves his body whenever he's hit by magic

7124: Target's astral form pushed from body for 1d8 days

7125: Target's attacks damage him but do not damage intended victim

7126: Target's attribute scores are shuffled

7127: Target's attribute scores shuffle randomly each day

7128: Target's attribute scores shuffle randomly each hour

7129: Target's auditory perceptions are inverted, left-to-right

7130: Target's bare f00tprints blight the ground

7131: Target's belongings are teleported into the nearest cave

7132: Target's best attribute score is exchanged for his worst

7133: Target's blood and internal organs turn invisible

7134: Target's blood boils; CON check at -d4 and Save vs Death or die

7135: Target's blood causes strange plants to grow where it is spilt

7136: Target's blood freezes; CON check and Save vs Death or die

7137: Target's blood glows like embers when it is spilt

7138: Target's blood has the power to close the wounds of others

7139: Target's blood hisses like steam when it strikes the ground

7140: Target's blood howls like a cat when it is spilt

7141: Target's blood is acidic, corroding weapons which cut him

7142: Target's blood is flammable

7143: Target's blood scorches the ground where it is spilt

7144: Target's blood scribes runes into the ground where it is spilt

7145: Target's blood seems thick and gummy when it is spilt

7146: Target's blood smells like skunk musk

7147: Target's blood teleported out of his body

7148: Target's blood turns to acid but functions normally

7149: Target's blood turns to choc01ate as it leaves his body

7150: Target's blood turns to gold where it is spilt

7151: Target's blood turns to lava

7152: Target's blood turns to mercury 6913 Target's blood turns to milk

7153: Target's blood turns to sand 6915 Target's blood turns to soap

7154: Target's blood turns to Universal S01vent

7155: Target's body appears to face opposite direction

7156: Target's body becomes a Gate to a Lower Outer Plane

7157: Target's body becomes a humanoid mirror; immune to gaze attacks

7158: Target's body becomes h0110w and skin turns to '1" steel

7159: Target's body except circulatory system turns transparent

7160: Target's body except his circulatory system turns invisible

7161: Target's body except his digestive system turns invisible

7162: Target's body except his muscular system turns invisible

7163: Target's body except his nervous system turns invisible

7164: Target's body except his respiratory system turns invisible

7165: Target's body explodes into a swarm of nonmagical killer bees

7166: Target's body is firepr00f; takes damage but will not combust

7167: Target's body is stricken numb whenever he's hit by magic

7168: Target's body is transmuted to an equal v01ume of gold

7169: Target's body seems to have no muscle; skin sags from his bones

7170: Target's body shrinks by 75%, but his head remains normal sized

7171: Target's body temperature falls d20° for d10 rounds

7172: Target's body temperature rises d10° for d20 rounds

7173: Target's body turns matte-black, but his shadow is full-c010r

7174: Target's body turns to a coherent, ambulatory water-form

7175: Target's bones are adamantite; max. 1 HP damage from bludgeons

7176: Target's bones are glass; min. 8 HP damage from bludgeonings

7177: Target's bones become as flexible as rubber

7178: Target's bones become glass; shatter when stuck for 2 HP damage

7179: Target's bones become mithral; gains -1 to bludgeoning damage

7180: Target's bones glow in the dark (through his skin)

7181: Target's bones turn to ice; c011apses in d10 rounds

7182: Target's boots advise him on personal matters

7183: Target's boots allow him to walk on water with every other step

7184: Target's boots allow the wearer to climb trees like a monkey

7185: Target's boots allow the wearer to go without sleep

7186: Target's boots allow the wearer to kick like a mule

7187: Target's boots appear to be made of leathered human skin

7188: Target's boots are affected as by the spell Frisky Chest

7189: Target's boots are affected as by the spell Grease

7190: Target's boots are coveted by invertebrates

7191: Target's boots are restored to better-than-new condition

7192: Target's boots become sentient

7193: Target's boots blare like trumpets as they are removed

7194: Target's boots bray like mules when used to kick

7195: Target's boots cannot be removed by him

7196: Target's boots cannot be removed in daylight

7197: Target's boots cannot be removed under Moonlight

7198: Target's boots chase cats whenever they are near

7199: Target's boots clang like cymbals when he walks on grass

7200: Target's boots each weigh as much as the wearer

7201: Target's boots fill with coal

7202: Target's boots fill with fleas and ticks

7203: Target's boots fill with nails and tacks

7204: Target's boots have false bottoms which may conceal small items

7205: Target's boots have the power to regenerate severed feet

7206: Target's boots induce shaking palsy in any who wear them

7207: Target's boots make the wearer appear to have leprosy

7208: Target's boots make the wearer seem to weigh 2X what he does

7209: Target's boots make the wearer tingle with pins and needles

7210: Target's boots may be s01d for 10X their actual value

7211: Target's boots must be fed daily or they refuse to walk

7212: Target's boots mutter obscenities with every step

7213: Target's boots protect the wearer from fear

7214: Target's boots race off toward their place of manufacture

7215: Target's boots resent being walked all over

7216: Target's boots ring like church bells when he's hit by magic

7217: Target's boots seem red-hot to anyone else touching them

7218: Target's boots shine like beacons after twilight

7219: Target's boots snuff any fire he steps upon

7220: Target's boots take r00t

7221: Target's boots tickle any feet within them

7222: Target's boots triple their size

7223: Target's boots turn to paper

7224: Target's boots turn to tennis shoes

7225: Target's boots vanish and reappear, one inside the other

7226: Target's brain swells; Save vs Death or die (if passed, INT +1)

7227: Target's breath coats objects with frost

7228: Target's Charisma increases by (18-present CHA)I2

7229: Target's Charisma increases by 1d6 for 1d10 days

7230: Target's Charisma increases by 3 when naked

7231: Target's Charisma increases by 6 when he's struck by magic

7232: Target's Charisma is increased by 1 for 1d4 turns

7233: Target's Charisma is reduced by 1d6 for 1d6 days

7234: Target's Charisma is reduced by 3

7235: Target's Charisma is rerolled every morning

7236: Target's Charisma rises to 19 while in the presence of royalty

7237: Target's Charisma tumbles to 2d4 in the presence of royalty

7238: Target's chest cavity becomes invisible except for his heart

7239: Target's circulatory system appears on the surface of his skin

7240: Target's circulatory system appears to be 5 feet ahead of him

7241: Target's circulatory system is emptied of all contents

7242: Target's circulatory system leaps from his body; he is unharmed

7243: Target's circulatory system seems to be outside of his body

7244: Target's circulatory system straightens to its full length

7245: Target's clavicles become Ethereal

7246: Target's cloak becomes a Cloaker

7247: Target's clothing and/or armor are absorbed into his body

7248: Target's clothing animates as a 3HD monster and attacks him

7249: Target's clothing animates when exposed to sunlight

7250: Target's clothing becomes animated and sentient

7251: Target's clothing becomes Evil, and radiates as such

7252: Target's clothing becomes filthy the instant he puts it on

7253: Target's clothing becomes infested with lice

7254: Target's clothing bonds with his skin

7255: Target's clothing disintegrates when it is removed

7256: Target's clothing fuses into one s01id mass as hard as iron

7257: Target's clothing has the same effect as a displacer cloak

7258: Target's clothing heats to 5d100 degrees

7259: Target's clothing is affected by the spell Timelessness

7260: Target's clothing is Held immobile for 1d100 rounds

7261: Target's clothing is suddenly soaked in blood

7262: Target's clothing levitates at a rate of 100 yards per round

7263: Target's clothing looks like it's been shredded

7264: Target's clothing melts from his body like ice

7265: Target's clothing provides 15% Magic Resistance

7266: Target's clothing shrieks like a Shrieker

7267: Target's clothing shrinks to one-half its size

7268: Target's clothing smells like a zombie has been wearing it

7269: Target's clothing smells like carrion to all of INT 5 or less

7270: Target's clothing stinks like sewage

7271: Target's clothing suddenly weighs 500 pounds

7272: Target's clothing triples in size

7273: Target's clothing turns around and runs away with him

7274: Target's clothing turns inside out

7275: Target's clothing turns invisible to members of opposite sex

7276: Target's clothing turns invisible under Moonlight

7277: Target's clothing turns invisible when he's hit by magic

7278: Target's clothing turns pitch black at twilight

7279: Target's clothing turns to acid

7280: Target's clothing turns to an exquisitely tailored tuxedo

7281: Target's clothing turns to blood

7282: Target's clothing turns to bone

7283: Target's clothing turns to cobweb

7284: Target's clothing turns to fiberglass

7285: Target's clothing turns to flowers

7286: Target's clothing turns to green slime

7287: Target's clothing turns to honey

7288: Target's clothing turns to ice

7289: Target's clothing turns to lead

7290: Target's clothing turns to one-piece full field plate armor

7291: Target's clothing turns to other, inappropriate clothing

7292: Target's clothing turns to paper

7293: Target's clothing turns to pitch

7294: Target's clothing turns to skin

7295: Target's clothing turns to snow

7296: Target's clothing turns to Sovereign Glue

7297: Target's clothing turns to steam

7298: Target's clothing turns to steel w001

7299: Target's clothing turns to stone

7300: Target's clothing turns to thick oak bark

7301: Target's clothing turns to tight-fitting chain mail

7302: Target's clothing turns to water

7303: Target's clothing turns to wood

7304: Target's clothing turns to woven grass

7305: Target's clothing turns to woven human hair

7306: Target's clothing turns to woven magnesium filaments

7307: Target's clothing turns upside-down

7308: Target's clothing twists and constricts his movement

7309: Target's coinage assembles into an intricate 3-D c011age

7310: Target's coinage becomes worthless

7311: Target's coinage teleports into a random ally's possession

7312: Target's coinage turns invisible

7313: Target's consciousness is pushed into the body of a random ally

7314: Target's Constitution is increased by 1 for d4 turns

7315: Target's Constitution is reduced by d6 for d6 days

7316: Target's current worst enemy forgives him

7317: Target's Dexterity increases by 2 when naked

7318: Target's Dexterity is increased by 1 for d4 turns

7319: Target's Dexterity is reduced by d6 for d6 days

7320: Target's digestive system fills with air

7321: Target's digestive system fills with powdered lead

7322: Target's digestive system fills with sand

7323: Target's digestive tract is emptied of all contents

7324: Target's digestive tract straightens to its full length

7325: Target's dominant hand ages at twice the normal rate

7326: Target's dominant hand becomes a f00t

7327: Target's dominant hand becomes a w01f's paw under the full Moon

7328: Target's dominant hand becomes an exact copy of his other hand

7329: Target's dominant hand becomes covered in cellophane

7330: Target's dominant hand becomes covered in reptilian scales

7331: Target's dominant hand becomes Ethereal

7332: Target's dominant hand becomes gnarled like an ancient oak

7333: Target's dominant hand becomes immune to normal acid

7334: Target's dominant hand becomes immune to normal c01d

7335: Target's dominant hand becomes immune to normal fire

7336: Target's dominant hand becomes magnetized

7337: Target's dominant hand becomes overly sensitive to heat

7338: Target's dominant hand becomes paralyzed under the full Moon

7339: Target's dominant hand becomes webbed

7340: Target's dominant hand bleeds from beneath its fingernails

7341: Target's dominant hand blisters when it touches metal

7342: Target's dominant hand burns rapidly when exposed to sunlight

7343: Target's dominant hand can be detached at will

7344: Target's dominant hand can grip with a Strength of 20

7345: Target's dominant hand can handle red-hot metal without injury

7346: Target's dominant hand can never become dirty

7347: Target's dominant hand can no longer wear magical rings

7348: Target's dominant hand can pick locks with a 50% chance

7349: Target's dominant hand can sense magic in any item it handles

7350: Target's dominant hand can store and release one spell at will

7351: Target's dominant hand can strike as hard as iron

7352: Target's dominant hand can swing from his wrist like a flail

7353: Target's dominant hand can write in a language unknown to him

7354: Target's dominant hand cannot touch or be touched by metal

7355: Target's dominant hand detaches and falls to the ground

7356: Target's dominant hand develops a highly sensitive touch

7357: Target's dominant hand doubles in size

7358: Target's dominant hand explodes, causing 2d10 points of damage

7359: Target's dominant hand falsely senses magic in items it handles

7360: Target's dominant hand gains an extra joint on each finger

7361: Target's dominant hand gestures obscenely

7362: Target's dominant hand grows a finger in its palm

7363: Target's dominant hand grows a mouth in its palm

7364: Target's dominant hand grows an eyeball in its palm

7365: Target's dominant hand grows claws in place of fingernails

7366: Target's dominant hand halves its size

7367: Target's dominant hand inflates to a one-f00t diameter

7368: Target's dominant hand is affected by Continual Light

7369: Target's dominant hand is affected by Spider Climb

7370: Target's dominant hand is as durable as a steel gauntlet

7371: Target's dominant hand is burned with an imprint of an amulet

7372: Target's dominant hand is covered in suggestive tatt00s

7373: Target's dominant hand is detachable

7374: Target's dominant hand is impervious to small missile weapons

7375: Target's dominant hand is insulated against electricity

7376: Target's dominant hand is nowhere to be found

7377: Target's dominant hand is resistant to cuts and lacerations

7378: Target's dominant hand is scarred as though immersed in acid

7379: Target's dominant hand knots in pain whenever he's hit by magic

7380: Target's dominant hand locks in its current position

7381: Target's dominant hand loses all feeling

7382: Target's dominant hand loses all feeling after sunset

7383: Target's dominant hand provides normal vision in total darkness

7384: Target's dominant hand radiates magic

7385: Target's dominant hand remains dry even when immersed in water

7386: Target's dominant hand resembles a hawk's talon

7387: Target's dominant hand resembles a horse's h00f

7388: Target's dominant hand smolders when he's hit by magic

7389: Target's dominant hand sweats uncontrollably

7390: Target's dominant hand tries to strangle him

7391: Target's dominant hand turns invisible to all but him

7392: Target's dominant hand turns invisible to him

7393: Target's dominant hand turns the c010r of whatever it handles

7394: Target's dominant hand turns to glass

7395: Target's dominant hand turns to rubber

7396: Target's dominant hand weighs as much as he does

7397: Target's dominant hand will not t01erate the wearing of gloves

7398: Target's ears and eyes exchange places

7399: Target's ears appear to be on fire but are not 7162 Target's ears exchange places

7400: Target's ears exude smoke whenever he thinks

7401: Target's ears flap like banners whenever he speaks a lie

7402: Target's ears move to his forehead and to the back of his head

7403: Target's ears ring whenever someone speaks about him

7404: Target's ears seal shut; is 95% deaf

7405: Target's ears turn upside down

7406: Target's elbows invert; bend in opposite direction

7407: Target's entire body appears to throb in time with his heart

7408: Target's entire body is Withered as cleric spell

7409: Target's entire internal structure become invisible

7410: Target's entire internal structure seems to be 2 feet away

7411: Target's eyeballs turn invisible for d6 days

7412: Target's eyelashes tangle for d6 rounds; -2 ToHit

7413: Target's eyelashes turn to grass

7414: Target's eyelids heal shut; he is blinded (-4 ToHit, -4 AC)

7415: Target's eyes always seem in shadow; can't be blinded by light

7416: Target's eyes appear to be two empty sockets

7417: Target's eyes appear to be two tiny heads

7418: Target's eyes appear to emanate light

7419: Target's eyes appear to hover about 6 inches in front of him

7420: Target's eyes become compound like those of a bee

7421: Target's eyes become invisible for d10 rounds

7422: Target's eyes become Lenses of Minute Seeing

7423: Target's eyes become pearls but retain normal vision

7424: Target's eyes become two different c010rs

7425: Target's eyes bug out comically when he is startled

7426: Target's eyes bulge from his skull like those of a fish

7427: Target's eyes change c010r every time he blinks

7428: Target's eyes extend on 12" stalks (-1d10 to Charisma)

7429: Target's eyes fall out and roll away (regrow in d20 rounds)

7430: Target's eyes fill with sand when he sleeps

7431: Target's eyes glow red when he is angry

7432: Target's eyes glow red when he's hit by magic

7433: Target's eyes merge like that of a cyclops

7434: Target's eyes move to the same side of his face; -1 ToHit

7435: Target's eyes open sideways instead of up and down

7436: Target's eyes orbit his head like Ioun Stones; vision is normal

7437: Target's eyes project green light for d4 days

7438: Target's eyes seem to be aflame when he's hit by magic

7439: Target's eyes spin clockwise for d4 rounds (-1 ToHit)

7440: Target's eyes spin counter-clockwise for d4 rounds (-1 ToHit)

7441: Target's eyes turn to gold; target is rendered Blind

7442: Target's eyes turn to ivory spheres; vision functions normally

7443: Target's eyes turn to obsidian spheres, retaining normal sight

7444: Target's eyes turn to opal spheres; vision functions normally

7445: Target's eyes turn to round rubies, retaining normal sight

7446: Target's eyes turn to spherical mirrors, retaining normal sight

7447: Target's eyes water uncontrollably

7448: Target's eyes weep blood when he suffers injury

7449: Target's eyes work as Eyes of the Eagle; +2 to missile attacks

7450: Target's eyes, ears, and nose shuffle places

7451: Target's eyes, ears, and teeth turn invisible for d6 days

7452: Target's eyeteeth become able to see

7453: Target's eyeteeth grow into boar's tusks

7454: Target's familiar adopts another mage as its master

7455: Target's familiar and random ally of target exchange bodies

7456: Target's familiar attacks one of target's allies at random

7457: Target's familiar becomes invisible to him

7458: Target's familiar doubles in size

7459: Target's familiar gains access to a language unknown to target

7460: Target's familiar gains use of the intended spell (1 per day)

7461: Target's familiar gets smart and claims target as its familiar

7462: Target's familiar increases in size by a factor of 10

7463: Target's familiar is p01ymorphed into a demihuman (at random)

7464: Target's familiar is released from its bond to him

7465: Target's familiar is turned to immobile gold statuette

7466: Target's familiar is turned to mobile gold statuette (alive)

7467: Target's familiar turns invisible

7468: Target's feet become cloven h00ves

7469: Target's feet become hands

7470: Target's feet become prehensile

7471: Target's feet covered in adhesive; Movement Rate cut by 3I4

7472: Target's feet covered in boils and loses 1 HP per round walking

7473: Target's feet covered in ice; DEX check each round of walking

7474: Target's feet enlarge to his full height; Movement Rate is 1

7475: Target's feet explode if he stands in water

7476: Target's feet explode; all within 10' lose 2d10 hit points

7477: Target's feet feel like they are being tickled

7478: Target's feet grow springs; bounces d4 feet high with each step

7479: Target's feet levitate; target is suspended in air, feet-first

7480: Target's feet rotate 180°

7481: Target's feet rotate 90°

7482: Target's feet shrink to 1/2 normal size; MR cut to 1/2 normal

7483: Target's feet sprout wings; function like boots of Flying

7484: Target's feet take r00t; Movement Rate drops to zero

7485: Target's feet try to out-pace each other

7486: Target's feet try to walk in opposite directions

7487: Target's feet turn ethereal

7488: Target's feet turn to lead; Movement Rate drops to 1/2 normal

7489: Target's fingernails become carpenter's nails

7490: Target's fingers and toes switch places

7491: Target's fingers turn 90°; somatic components impossible

7492: Target's fingers turn to carrots for d12 turns, no spellcasting

7493: Target's fingers turn to steam for d10 rounds; no spellcasting

7494: Target's flesh and clothing become invisible when he is asleep

7495: Target's flesh and clothing turn invisible

7496: Target's flesh appears to be on fire

7497: Target's flesh appears to be rotting from his body

7498: Target's flesh appears to erupt into boils and lesions

7499: Target's flesh appears to turn into bone

7500: Target's flesh appears to turn into glass

7501: Target's flesh appears to turn into honey

7502: Target's flesh appears to turn into ice cream

7503: Target's flesh appears to turn into mucus

7504: Target's flesh appears to turn into tree bark

7505: Target's flesh turns invisible whenever he's hit by magic

7506: Target's f00tprints appear 10 feet left of where he steps

7507: Target's f00tprints appear to have been made by his hands

7508: Target's f00tprints appear to have been made weeks earlier

7509: Target's f00tprints appear twice as big as his feet

7510: Target's f00tprints become two feet deep as he steps from them

7511: Target's f00tprints exude swamp gas

7512: Target's f00tprints face 90° from his direction of travel

7513: Target's f00tprints fill with ice

7514: Target's f00tprints for d12 weeks face wrong direction

7515: Target's f00tprints fossilize, making tracking confusing

7516: Target's f00tprints give off steam

7517: Target's f00tprints glow faintly in darkness

7518: Target's f00tprints glow in the dark

7519: Target's f00tprints hum and glow, making tracking simple

7520: Target's f00tprints rise two feet high when he steps from them

7521: Target's f00tprints seem to indicate that he has three feet

7522: Target's f00tprints switch left-for-right

7523: Target's f00tprints teleport any standing in them to his home

7524: Target's full Hit Points are restored

7525: Target's gender changes every time he's hit by magic

7526: Target's gender changes when he loses 50% of his hit points

7527: Target's gender fluctuates each turn for the next d100 turns

7528: Target's gloves turn to boots

7529: Target's gloves turn to cast iron

7530: Target's gloves turn to mittens

7531: Target's gloves turn to Reglar's Gloves of Freedom

7532: Target's gold is transmuted to an equal v01ume of flesh

7533: Target's hair and clothes are blown by wind only he can feel

7534: Target's hair and skin exchange c010r

7535: Target's hair appears white in Moonlight

7536: Target's hair crackles with electricity when he's hit by magic

7537: Target's hair doubles its length

7538: Target's hair falls out

7539: Target's hair falls out each morning; regrows each night

7540: Target's hair falls out each night; regrows each morning

7541: Target's hair freezes s01id for d4 turns

7542: Target's hair grows 1 inch per hour for the next three days

7543: Target's hair grows 1d4 inches every time he casts a spell

7544: Target's hair grows to two feet long and begins strangling him

7545: Target's hair ignites

7546: Target's hair seems to be aflame when he is angered

7547: Target's hair stands on end when he's hit by magic

7548: Target's hair turns to air

7549: Target's hair turns to blue, non-caloric magical fire

7550: Target's hair turns to glass when cut

7551: Target's hair turns to grass

7552: Target's hair turns to harmless snakes

7553: Target's hair turns to ice

7554: Target's hair turns to metal when cut

7555: Target's hand and f00t disappear; limbs fuse at the stumps

7556: Target's hand locks onto his principal weapon; no spellcasting

7557: Target's handedness (left or right) is reversed

7558: Target's handedness (left or right) switches daily

7559: Target's hands and feet grow webbing; casting times are doubled

7560: Target's hands and feet switch places

7561: Target's hands close into fists, no Somatic spells may be cast

7562: Target's hands disappear; arms fuse at the wrists

7563: Target's hat, h00d, or helmet becomes affixed to his head

7564: Target's head adopts a mirror-like sheen

7565: Target's head and one limb exchange places

7566: Target's head appears like a throbbing human heart

7567: Target's head appears to be a huge hand with a face in the palm

7568: Target's head appears to be a single huge eye

7569: Target's head appears to be inside out

7570: Target's head appears to be that of an earthworm or snail

7571: Target's head appears to have a 1" diameter h01e through it

7572: Target's head appears to throb in time with his heart

7573: Target's head attaches to his arm where his hand should be

7574: Target's head orbits him like an Ioun Stone; target is unharmed

7575: Target's head pops like a balloon if a 20 is rolled ToHit him

7576: Target's head rotates 180° laterally without harming him

7577: Target's head rotates 180° longitudinally without harming him

7578: Target's head rotates 360° laterally without harming him

7579: Target's head rotates 360° longitudinally without harming him

7580: Target's head seems to double in size when he's angered

7581: Target's head seems to double in size when he's hit by magic

7582: Target's head shrinks by 75%; likely to be 100ked at strangely

7583: Target's head snaps off and rolls away; returns in d12 rounds

7584: Target's head turns into a large grapefruit; target is dead

7585: Target's head turns invisible

7586: Target's head turns to a cube (-d8 to CHA)

7587: Target's head vanishes d6 rounds; body is lifeless in this time

7588: Target's heart bursts from his chest, killing him

7589: Target's heart stops beating but his blood still flows normally

7590: Target's heartbeat is audible to all within 10 yards

7591: Target's height fluctuates by 1d10 inches each day

7592: Target's height is halved during each of the next 1d4 rounds

7593: Target's Hit Points are halved

7594: Target's home attracts lightning

7595: Target's home becomes invisible when he enters it

7596: Target's home contains a recently-st01en royal treasury

7597: Target's home contains the full skeleton of an elephant

7598: Target's home doubles its height

7599: Target's home doubles its internal dimensions

7600: Target's home erupts like a v01cano

7601: Target's home fills with cement

7602: Target's home fills with choc01ate

7603: Target's home fills with eggs

7604: Target's home fills with marshmallows

7605: Target's home fills with popcorn

7606: Target's home fills with rabbits who do not wish to leave

7607: Target's home grows by 80+d20%

7608: Target's home has a painting of the Creation on its ceiling

7609: Target's home has a secret back entrance

7610: Target's home has been rented out while he's been away

7611: Target's home is affected by Distance Distortion

7612: Target's home is also someone else's

7613: Target's home is buried by snow

7614: Target's home is decorated with classic Victorian furniture

7615: Target's home is destroyed by a meteor strike

7616: Target's home is invisible except while he is within it

7617: Target's home is permanently enchanted with Guards and Wards

7618: Target's home is purchased for 10X its actual value

7619: Target's home is st01en

7620: Target's home is swept up by a tornado

7621: Target's home is transported to the Elemental Plane of Earth

7622: Target's home rests atop an active v01cano

7623: Target's home rises into the air

7624: Target's home shrinks by 80+d20%

7625: Target's home sinks into the ground

7626: Target's home suddenly appears in the vicinity

7627: Target's home suddenly contains a lifesize portrait of him

7628: Target's home suddenly has no d00rs or d00rways

7629: Target's home suddenly has two sub-basements

7630: Target's home turns to a house of straw

7631: Target's home turns to gingerbread

7632: Target's home turns to gold

7633: Target's home vanishes without a trace

7634: Target's illusions automatically disbelieved

7635: Target's image remains etched into any mirror he gazes into

7636: Target's INT drops by 1d6 after sunset and is restored at dawn

7637: Target's INT rises to 19, but his WIS falls by a like amount

7638: Target's INT, WIS, & CHR switch with DEX, STR, & CON

7639: Target's Intelligence doubles for d4 rounds

7640: Target's Intelligence is halved for d4 turns

7641: Target's Intelligence is increased by 1 for d4 turns

7642: Target's Intelligence is reduced by d6 for d6 days

7643: Target's intestine springs from his abdomen and strangles him

7644: Target's jawbone teleports 1 mile away

7645: Target's jawbone teleports three feet to the right

7646: Target's knees and elbows fuse and cannot be bent for d8 turns

7647: Target's knees invert; bend in opposite direction

7648: Target's left and right hands switch arms

7649: Target's left thumb and index finger switch places

7650: Target's legs become ethereal for d4 rounds

7651: Target's legs can double their length once per day

7652: Target's legs fuse into one

7653: Target's legs merge into a fish tail like a merman's

7654: Target's legs shorten to 1/2 their normal length

7655: Target's legs tie in a knot

7656: Target's legs turn to tree trunks and take r00t

7657: Target's legs vanish d6 rounds; body falls to ground, no damage

7658: Target's Level increases by 2 for d10 turns

7659: Target's limbs change proportion to match those of a fish

7660: Target's limbs change proportion to match those of a giraffe

7661: Target's limbs change proportion to match those of a gorilla

7662: Target's limbs change proportion to match those of a starfish

7663: Target's limbs change proportion to match those of an elephant

7664: Target's limbs change proportion to match those of an octopus

7665: Target's long bones (femur, radius, etc) shrink by 12"

7666: Target's lower jaw vanishes d10 rounds; speech impossible

7667: Target's mind becomes trapped in nearest precious gem

7668: Target's most hated enemy appears before target

7669: Target's mount becomes a unicorn; departs to nearest woods

7670: Target's mount becomes an ostrich, keeping original attributes

7671: Target's mount must Save vs Petrification or turn to stone

7672: Target's mount turns to snow

7673: Target's mouth becomes a portal to the Abyss

7674: Target's mouth becomes a portal to the Elemental Plane of Water

7675: Target's mouth can store things like a Bag of H01ding

7676: Target's mouth fills with feathers

7677: Target's mouth fills with spiders

7678: Target's mouth is Wizard Locked as by a 20th Level mage

7679: Target's mouth opens sideways instead of up and down

7680: Target's mouth projects a 60'x20' cone of green light when open

7681: Target's mouth radiates Light, as spell

7682: Target's mouth turns invisible, except his teeth

7683: Target's muscles bulge; Save vs Death to gain 1 Strength or die

7684: Target's muscular system is ripped from his body

7685: Target's name affects him as Power Word, Stun

7686: Target's natural AC drops to 5

7687: Target's natural AC drops to 5, but has a fatal Achilles' heel

7688: Target's natural AC is rerolled (1d10) each morning

7689: Target's natural AC rises to 15

7690: Target's nervous system replaced by wires and electronics

7691: Target's nervous system vanishes, but target is unharmed

7692: Target's next 100 f00tprints fossilize in d4 days

7693: Target's next 1d10 attacks succeed, but cause 1 point of damage

7694: Target's next 1d6 attacks heal hit points rather than take them

7695: Target's next 3d10 attacks heal damage instead of causing it

7696: Target's next attack affects him & not its target

7697: Target's next attack automatically inflicts 4x damage

7698: Target's next attack mimics the spell that caused this Surge

7699: Target's next reflection becomes sentient and free-willed

7700: Target's next sneeze acts like a dragon's breath weapon

7701: Target's nose acquires the effect of a Horn of Blasting

7702: Target's nose and mouth seal shut; cannot breathe

7703: Target's nose and one ear exchange places

7704: Target's nose and one eye exchange places

7705: Target's nose detaches and becomes sentient

7706: Target's nose enlarges every time he hears his name

7707: Target's nose enlarges whenever he tells a lie

7708: Target's nose falls off; regrows in d6 days

7709: Target's nose turns red and spherical

7710: Target's nose turns spherical and bright red

7711: Target's nose turns upside down

7712: Target's nostrils merge into one (-d4 to Charisma)

7713: Target's perception of "left" and "right" becomes inverted

7714: Target's pockets are linked with someone else's (who knows?)

7715: Target's pockets are linked; all reach to one space

7716: Target's pockets are suddenly full of snail shells

7717: Target's pockets become H01ey

7718: Target's pockets continually fill with sand

7719: Target's pockets double their capacity

7720: Target's pockets double their interior dimensions

7721: Target's pockets dump their contents

7722: Target's pockets each contain a small figurine of him

7723: Target's pockets exchange contents with each other

7724: Target's pockets exchange contents with random ally's

7725: Target's pockets fill with ants

7726: Target's pockets fill with blood

7727: Target's pockets fill with butter

7728: Target's pockets fill with diamond dust

7729: Target's pockets fill with eggs

7730: Target's pockets fill with fingernail clippings

7731: Target's pockets fill with gold dust

7732: Target's pockets fill with green slime

7733: Target's pockets fill with ice cream

7734: Target's pockets fill with iron filings

7735: Target's pockets fill with leaves

7736: Target's pockets fill with lint and fluff

7737: Target's pockets fill with mercury

7738: Target's pockets fill with mice

7739: Target's pockets fill with pins and needles

7740: Target's pockets fill with rot grubs

7741: Target's pockets fill with salmon

7742: Target's pockets fill with sand

7743: Target's pockets fill with sodium

7744: Target's pockets fill with sodium and water

7745: Target's pockets fill with tar and feathers

7746: Target's pockets fill with thorns and thistles

7747: Target's pockets fill with water

7748: Target's pockets preserve the temperature of anything in them

7749: Target's pockets seal shut

7750: Target's pockets sprout sharp teeth

7751: Target's pockets turn invisible

7752: Target's pockets won't release him after he reaches into them

7753: Target's pores exude fuel oil for next d8 days

7754: Target's pores exude water, 1 gallon per turn

7755: Target's possessions burst into flame

7756: Target's possessions have no weight

7757: Target's possessions Save vs Acid or melt

7758: Target's presence causes animals to become aggressive

7759: Target's presence causes candles to burn blue

7760: Target's presence causes children to cry

7761: Target's presence causes fires to attract wild animals

7762: Target's presence causes fires to burn an unusual c010r

7763: Target's presence causes fires to stink like carrion

7764: Target's presence causes flame to burn c01d

7765: Target's presence causes holy symb01s to glow blood red

7766: Target's presence causes ice to form on nearby water

7767: Target's presence causes light to dim

7768: Target's presence causes metal to sweat oily water

7769: Target's presence causes musical instruments to go out of tune

7770: Target's presence causes normal d00rs and shutters to jam

7771: Target's presence causes normal d00rs and shutters to slam

7772: Target's presence causes objects to become lost

7773: Target's presence causes rooms to clutter and grow disorganized

7774: Target's presence causes severe discomfort to undead

7775: Target's presence causes voices to issue from metal around him

7776: Target's presence enrages elementals

7777: Target's presence gives g00se-bumps to those around him

7778: Target's presence incites ravenous hunger in animals

7779: Target's presence is s00thing to wild animals

7780: Target's present HPs flip; 07 HPs become 70 HPs

7781: Target's principal weapon adopts his personality for d6 years

7782: Target's principal weapon attacks him like a Sword of Dancing

7783: Target's principal weapon attracts demons

7784: Target's principal weapon bonds to target's hand for d6 days

7785: Target's principal weapon crumbles to sawdust

7786: Target's principal weapon grows wings and flies away

7787: Target's principal weapon is greatly sought after by undead

7788: Target's principal weapon is invisible to all but him: +1 toHit

7789: Target's principal weapon is rendered h0110w; shatters easily

7790: Target's principal weapon is revealed to be Intelligent

7791: Target's principal weapon is sought for use in a holy war

7792: Target's principal weapon lodges in his esophagus

7793: Target's principal weapon negates darkness in a 10 f00t radius

7794: Target's principal weapon negates light in a 10 f00t radius

7795: Target's principal weapon seems to detect evil everywhere

7796: Target's principal weapon shrinks to 1/2 its size

7797: Target's principal weapon smells of rotting meat

7798: Target's principal weapon teleports to his principal dwelling

7799: Target's principal weapon triples in mass:-6 ToHit, +6 damage

7800: Target's principal weapon turns into a shovel

7801: Target's principal weapon turns into aluminum

7802: Target's principal weapon turns to adamantite

7803: Target's principal weapon turns to butter

7804: Target's principal weapon turns to choc01ate

7805: Target's principal weapon turns to clay

7806: Target's principal weapon turns to diamond

7807: Target's principal weapon turns to flesh

7808: Target's principal weapon turns to glass

7809: Target's principal weapon turns to ice

7810: Target's principal weapon turns to leather

7811: Target's principal weapon turns to magnesium and ignites

7812: Target's principal weapon turns to rubber

7813: Target's principal weapon turns to silk

7814: Target's principal weapon turns to snow

7815: Target's principal weapon turns to soap

7816: Target's principal weapon turns to steam

7817: Target's principal weapon turns to wax

7818: Target's principal weapon turns to wood

7819: Target's principalweapon turns to w001

7820: Target's principal weapon vanishes next time it strikes someone

7821: Target's principal weapon winds itself around target's arms

7822: Target's principal weapon winds itself around target's head

7823: Target's principal weapon winds itself around target's legs

7824: Target's pupils become purple; may unsettle the superstitious

7825: Target's pupils become slitted like those of a cat

7826: Target's race changes randomly, hourly

7827: Target's reflection animates as in a Mirror of Opposition

7828: Target's reflection appears subtly wrong

7829: Target's reflection shows the target's back instead of front

7830: Target's right arm is immobilized by a plaster cast

7831: Target's right knee is no longer able to bend

7832: Target's right thumb and index finger switch places

7833: Target's rings all link into a chain

7834: Target's rings develop a series of sharp projections inside

7835: Target's rings drop to -30° Fahrenheit

7836: Target's rings ring like church bells when he speaks his name

7837: Target's rings suddenly appear in his stomach

7838: Target's rings suddenly appear on his toes

7839: Target's rings suddenly appear piercing his earlobes

7840: Target's rings suddenly appear piercing his nose

7841: Target's rings suddenly double in diameter

7842: Target's rings turn his fingers to the metal they are made of

7843: Target's saliva becomes highly viscous

7844: Target's saliva freezes

7845: Target's saliva froths like a rabid dog's

7846: Target's saliva sprays from his mouth like a geyser

7847: Target's saliva turns phosphorescent

7848: Target's saliva turns to a 4HD fire elemental

7849: Target's saliva turns to a 4HD water elemental

7850: Target's saliva turns to acid; target is unharmed

7851: Target's saliva turns to blood

7852: Target's saliva turns to fuel oil

7853: Target's saliva turns to ink

7854: Target's saliva turns to mercury

7855: Target's saliva turns to roast beef gravy

7856: Target's saliva turns to salt

7857: Target's saliva turns to sand

7858: Target's saliva turns to Sovereign Glue

7859: Target's saliva turns to Universal S01vent

7860: Target's Saves "flip" relative to 10; 11 becomes 9, etc.

7861: Target's scent is s00thing to hounds

7862: Target's scent is terrifying to hounds

7863: Target's sclerae turn black; pupils and irises turn white

7864: Target's sense of balance is shifted 180°

7865: Target's sense of balance is shifted 90°

7866: Target's sense of beauty and ugliness is reversed

7867: Target's sentences are appended with hallucinatory vulgarities

7868: Target's sentences spoken as questions, spellcasting impossible

7869: Target's sex changes daily (female,male,hermaphrodite,neuter)

7870: Target's shadow always falls in the same direction

7871: Target's shadow appears to be outlined with chalk

7872: Target's shadow appears to be wearing target's clothing

7873: Target's shadow appears to have a tail (or not, if target does)

7874: Target's shadow appears to have glowing red eyes

7875: Target's shadow appears to have twice as many limbs as target

7876: Target's shadow becomes a full c010r picture of target

7877: Target's shadow becomes a separate entity when target is slain

7878: Target's shadow becomes twice as tall as it should be

7879: Target's shadow becomes twice as thick as it should be

7880: Target's shadow circles him at a radius equal to his height

7881: Target's shadow defends him from attacks; gives AC bonus o+4

7882: Target's shadow does not appear to be connected to him

7883: Target's shadow falls in opposite direction

7884: Target's shadow gestures obscenely when he is not 100king

7885: Target's shadow gets the hiccups for 1d10 days

7886: Target's shadow has a gaping h01e in its torso

7887: Target's shadow is a mirror image of what it should be

7888: Target's shadow is afraid of the dark

7889: Target's shadow is separated from target by 1d10 feet

7890: Target's shadow is s01id black; conceals whatever is within it

7891: Target's shadow is Turned, as an undead; takes target with it

7892: Target's shadow is twice the size it should be

7893: Target's shadow is visible even when he is not

7894: Target's shadow lacks a head

7895: Target's shadow moves as it likes but remains attached to him

7896: Target's shadow pushes other shadows out of its way

7897: Target's shadow rattles as it slides across the ground

7898: Target's shadow rises and attacks target as Shadow Monster

7899: Target's shadow rises and walks away

7900: Target's shadow rises up and tries to strangle him

7901: Target's shadow screams whenever the target is hit

7902: Target's shadow weighs as much as the target; Move Rate halved

7903: Target's shield becomes enchanted with Continual Light

7904: Target's shield turns to adamantite; gains +2

7905: Target's shield turns to glass; receives -6 until broken

7906: Target's shield turns to ice; receives -3 until broken

7907: Target's shield turns to mithral; gains +1

7908: Target's short-term memory is lost but recalls long-past events

7909: Target's size doubles each time target is struck

7910: Target's size doubles each turn, but his mass the same

7911: Target's size is reduced by 50% each time he is struck

7912: Target's skeleton appears to be standing three feet to his left

7913: Target's skeleton becomes Undead while still in his body

7914: Target's skeleton glows through his skin when he casts a spell

7915: Target's skeleton glows through his skin when he says his name

7916: Target's skeleton glows through his skin whenever he is angry

7917: Target's skeleton p01ymorphs to that of another random creature

7918: Target's skeleton rotates 360°; target reduced to 1 HP

7919: Target's skeleton teleported d4 yards away

7920: Target's skeleton tries to claw free of his body

7921: Target's skeleton turns to diamond but retains vitality

7922: Target's skin alternates red-to-white as his heart beats

7923: Target's skin and armor merge; looks normal but AC is retained

7924: Target's skin appears scorched like he was burnedat the stake

7925: Target's skin appears to be tight-fitting chain mail

7926: Target's skin cannot be cut by non-magical metal

7927: Target's skin c010r fluctuates randomly for d20 days

7928: Target's skin feels like bark but looks normal

7929: Target's skin feels like feathers but looks normal

7930: Target's skin feels like fur but looks normal

7931: Target's skin feels like sandpaper but looks normal

7932: Target's skin feels like scales but looks normal

7933: Target's skin feels like warm wax

7934: Target's skin forms an insect-like exoskeleton (-2d6 to CHA)

7935: Target's skin grows to cover any rings he's wearing

7936: Target's skin has a number of suction-cup welts on it

7937: Target's skin has an odd tint to it

7938: Target's skin is blasted from his body, though he is unharmed

7939: Target's skin is burned by nonmagical rain

7940: Target's skin is imprinted with a cryptic-100king map

7941: Target's skin is resistant to cuts and lacerations

7942: Target's skin is uncomfortably c01d to the touch

7943: Target's skin looks dusty but feels normal

7944: Target's skin looks like porcelain but feels normal

7945: Target's skin looks like stone but feels normal

7946: Target's skin looks like wet paint but feels normal

7947: Target's skin pulsates as though infested with maggots

7948: Target's skin seems to glisten with slime

7949: Target's skin seems to off of him when he's hit by magic

7950: Target's skin sprouts quills like a cactus

7951: Target's skin sprouts quills like a g00se

7952: Target's skin sprouts quills like a porcupine

7953: Target's skin turns inside-out

7954: Target's skin turns to black pudding

7955: Target's skin turns to bone; lasts d4 rounds

7956: Target's skin turns to cloth

7957: Target's skin turns to flexible gold-like material

7958: Target's skin turns to grey 00ze

7959: Target's skin turns to mithral for d10 rounds; AC-3, MR 0

7960: Target's skin turns to snow

7961: Target's skin turns to steel while he sleeps

7962: Target's skull becomes Ethereal

7963: Target's skull is dimly visible through his flesh

7964: Target's skull shrinks by 50%; Save vs Death or die

7965: Target's skull turns to iron; AC bonus +2; shields vs. psionics

7966: Target's smile appears rotten and decayed

7967: Target's smile appears superhumanly perfect

7968: Target's smile causes fear in children

7969: Target's smile is disconcerting to those of opposite sex

7970: Target's smile is personally offensive to those of opposite sex

7971: Target's smile is strangely attractive to those of opposite sex

7972: Target's speech is delayed by 4 segments; +4 to casting times

7973: Target's spellb00k appears to be ablaze whenever he opens it

7974: Target's spellb00k becomes a stone tablet engraved with spells

7975: Target's spellb00k becomes sentient, with INT 11+d8

7976: Target's spellb00k starts flapping and tries to fly away

7977: Target's spellb00k turns invisible for d4 days

7978: Target's spellb00k turns to a mundane item when not in use

7979: Target's spellb00k turns to steam

7980: Target's spellb00k turns to steel

7981: Target's spells always rebound on him and harm no one else

7982: Target's spilt blood swarms with maggots and mosquitoes

7983: Target's spine doubles its length

7984: Target's spine fuses into a single bone

7985: Target's spine turns to rubber

7986: Target's spine vanishes

7987: Target's staff is replaced by a Winchester 30.06, unloaded

7988: Target's staff turns to an umbrella

7989: Target's stomach and nearest set of bagpipes exchange places

7990: Target's stomach becomes Bag of H01ding; dehydrates in d4 days

7991: Target's stomach fills with water, 1 gallon per turn

7992: Target's stomach teleports three feet behind him; death f0110ws

7993: Target's Strength drops by one every turn till it reaches 3

7994: Target's Strength is increased by 1 for d4 turns

7995: Target's Strength is reduced by d6 for d6 days

7996: Target's teeth appear blood-red

7997: Target's teeth become false; may be removed at will

7998: Target's teeth become sentient

7999: Target's teeth chatter constantly while he is asleep

8000: Target's teeth double in size when he tells a lie

8001: Target's teeth explode, causing him 3d10 points of damage

8002: Target's teeth fall out; gets 1 GP for each left under pillow.

8003: Target's teeth fuse together for d4 hours; speech is impossible

8004: Target's teeth fuse together when he tells a lie

8005: Target's teeth glow in the dark

8006: Target's teeth heat to 110° when he tells a lie

8007: Target's teeth heat to 180°

8008: Target's teeth leap from his mouth and chatter away from him

8009: Target's teeth receive unintelligible radio transmissions

8010: Target's teeth rotate 180°

8011: Target's teeth sh00t from him like bullets, injuring all nearby

8012: Target's teeth turn needle-sharp; may bite for 1d6+1 hP damage

8013: Target's teeth turn to diamonds

8014: Target's teeth turn to glass

8015: Target's teeth turn to ice and melt; regrow in 1d10 days

8016: Target's teeth vanish at sunset and reappear at sunrise

8017: Target's teeth vanish when he tells a lie

8018: Target's THAC0 becomes 1, but his attacks inflict only 1 HP

8019: Target's THAC0 is 0 for d6 hours

8020: Target's THAC0 is 25 for d6 hours

8021: Target's THAC0 is 25, but successful attacks cause full damage

8022: Target's THAC0 is permanently improved by 1

8023: Target's THAC0 is permanently worsened by 1

8024: Target's throws d4 shadows

8025: Target's tongue appears forked

8026: Target's tongue becomes forked like that of a cobra

8027: Target's tongue becomes razor-sharp

8028: Target's tongue becomes sentient

8029: Target's tongue becomes stuck to the r00f of his mouth

8030: Target's tongue changes c010r

8031: Target's tongue develops a sandpaper-like texture

8032: Target's tongue elongates d12 inches

8033: Target's tongue explodes for 2d10 points of damage

8034: Target's tongue gains the power of independent speech

8035: Target's tongue glows like a firefly

8036: Target's tongue leaps from his mouth and slithers away

8037: Target's tongue looks like a blade whenever he is angry

8038: Target's tongue loops around his neck to strangle him

8039: Target's tongue loops into a knot; spellcasting impossible

8040: Target's tongue quadruples in thickness; suffocation danger

8041: Target's tongue sprouts spikes

8042: Target's tongue teleports into his nose

8043: Target's tongue turns to a snake (-d4 to CHA)

8044: Target's tongue turns to glass

8045: Target's tongue turns to leather

8046: Target's tongue turns to silk 7810 Target's tongue vanishes

8047: Target's torches, lanterns, etc. turn to magnesium and ignite

8048: Target's torso (not head or legs) rotates 180° without harm

8049: Target's torso (not head or legs) rotates 360° without harm

8050: Target's torso (not head or legs) rotates 90° without harm

8051: Target's total existence in the present is eradicated

8052: Target's touch can drain hit points, but he loses a like amount

8053: Target's touch causes closed wounds to reopen

8054: Target's touch causes cloth to fade in c010r

8055: Target's touch causes damage as principal weapon, which is lost

8056: Target's touch causes domesticated animals to become wild

8057: target's touch causes flowers to b100m out of season

8058: Target's touch causes flowers to break into song

8059: Target's touch causes glass to blacken

8060: Target's touch causes glass to crack

8061: Target's touch causes holy items to burn with illusionary fire

8062: Target's touch causes ink to change c010r

8063: Target's touch causes magical items to discharge randomly

8064: Target's touch causes nonliving items to change c010r

8065: Target's touch causes normal metals to tarnish

8066: Target's touch causes normal plants to wilt

8067: Target's touch causes trees to bear poisonous fruit

8068: Target's touch causes water to become carbonated for 1d10 turns

8069: Target's touch causes water to become poisonous for 1d10 turns

8070: Target's touch causes water to taste soapy for 1d10 turns

8071: Target's touch causes wax to melt into suggestive shapes

8072: Target's touch causes wounds to seal but restores no hit points

8073: Target's touch is like that of a rust monster

8074: Target's touch robs plants of their c010r

8075: Target's touch turns clothing inside-out

8076: Target's touch warps normal plants and wood

8077: Target's treasure turns to snow

8078: Target's treasure turns to steam

8079: Target's treasure turns to wood

8080: Target's veins and arteries turn to iron

8081: Target's vision extends only 100 yards in any direction

8082: Target's visual perceptions are inverted, left-to-right

8083: Target's voice causes fruit to fall from nearby trees

8084: Target's voice causes nearby animals to howl

8085: Target's voice comes from somewhere else when he speaks

8086: Target's voice echoes for d4 rounds, casting times doubled

8087: Target's voice matches that of each person with whom he speaks

8088: Target's voice reverberates oddly when he speaks

8089: Target's voice seems whiny and annoying to strangers

8090: Target's voice sounds like gravel rattling in a tin box

8091: Target's voice sounds like it's coming from down a long pipe

8092: Target's voice sounds vaguely like buzzing insects

8093: Target's weapon acquires his personality

8094: Target's weapon acquires the target's personality

8095: Target's weapon attacks him as a fighter of target's level

8096: Target's weapon breaks on a Natural 20 ToHit roll

8097: Target's weapon can discharge spell's effect (d4 uses)

8098: Target's weapon cannot be wielded by any but him

8099: Target's weapon causes insanity in anyone else wielding it

8100: Target's weapon crumbles to dust upon next usage

8101: Target's weapon explodes, causing 1d6 damage to all within 10'

8102: Target's weapon giggles maniacally when it is sheathed

8103: Target's weapon heats to 4d1000°, may melt or combust

8104: Target's weapon turns inside out

8105: Target's weapon turns to adamantite; gains +2

8106: Target's weapon turns to lead

8107: Target's weapon turns to mithral; gains +1

8108: Target's weapon turns to sponge; can cause no damage

8109: Target's weapon twists into a knot

8110: Target's weapon vanishes if anyone but him wields it

8111: Target's weight doubles

8112: Target's weight fluctuates by ±50% every turn

8113: Target's weight increases by a factor of 3d10

8114: Target's weight is reduced to zero; floats away if not caught

8115: Target's weight lowers by d100 lbs; if less than 0, floats away

8116: Target's Wisdom exceeds the caster's by 1d4

8117: Target's Wisdom is increased by 1 for d4 turns

8118: Target's Wisdom is reduced by d6 for d6 days

8119: Target's word order is shuffled; verbal spellcasting impossible

8120: Temperature of target's principal weapon drops to -260° C

8121: The flesh of target's hands is invisible for 1d8 days

8122: The ground beneath target's feet turns ethereal

8123: The ground beneath target's feet turns to an earth elemental

8124: The ground beneath target's feet turns to lava

8125: The ground beneath target's feet turns to quicksand

8126: The ground beneath target's feet turns to water

8127: The most valuable item now carried by target disintegrates

8128: The next creature slain by target rises as his undead slave

8129: The next town target enters greets him like a long-lost son

8130: The next town target enters reviles him like liar and a thief

8131: The omelet target ate yesterday was made with dragon eggs

8132: The person nearest to the target will die if he dies

8133: The top half of target's body is affected by Reverse Gravity

8134: The top of target's head is flat as a table

8135: The top of target's head is perfectly sm00th and flat

8136: Twelve stone c01umns sprout from ground within 10' of target

8137: Two nearest demons vie for the target's soul

8138: Undead react like target is one of them, unless he attacks

8139: Vines grow from ground and bind target until removed

8140: Vines tie the target to the nearest tree

8141: Water cannot boil in the target's presence

8142: Water flows in target's veins instead of blood

8143: Water tastes like blood to the target

8144: Water tastes like gas01ine to target

8145: Whatever animal target last ate reanimates and seeks vengeance

8146: Whatever the temperature, target feels like he's in a sauna

8147: Whatever the temperature, target feels like he's in an ig100

8148: When target becomes invisible, some part of him does not

8149: When target casts a spell, he loses the spell's Level in HP

8150: When target dies he is instantly reincarnated

8151: When target dies, 1d10 people claim to be his clones

8152: When target dies, a chalk outline forms around his corpse

8153: When target dies, a crops within one mile come to ripeness

8154: When target dies, a nearby religious sect declares holy war

8155: When target dies, all written record of him vanishes

8156: When target dies, anyone not witnessing his death forgets him

8157: When target dies, everyone nearby weeps mournfully

8158: When target dies, he becomes horribly frightening to 100k at

8159: When target dies, he becomes painfully beautiful to 100k at

8160: When target dies, he is found to be a sophisticated android

8161: When target dies, he shatters as though made of glass

8162: When target dies, he takes r00t and becomes a tree

8163: When target dies, his body is found to harbor countless bugs

8164: When target dies, his Charisma score increases by 4

8165: When target dies, his corpse appears to be 2d20 years younger

8166: When target dies, his corpse becomes a scarecrow

8167: When target dies, his corpse changes its sex

8168: When target dies, his corpse decays in a matter of moments

8169: When target dies, his corpse deflates like a balloon

8170: When target dies, his corpse detonates as a 10 HD fireball

8171: When target dies, his corpse digs a pit & lays itself to rest

8172: When target dies, his corpse discharges all memorized spells

8173: When target dies, his corpse diss01ves into a foul mush

8174: When target dies, his corpse doubles in size

8175: When target dies, his corpse doubles its size

8176: When target dies, his corpse freezes s01id

8177: When target dies, his corpse giggles if touched

8178: When target dies, his corpse giggles until buried

8179: When target dies, his corpse goes berserk for 1d10 rounds

8180: When target dies, his corpse is consumed in a plume of fire

8181: When target dies, his corpse is dressed in fine silks

8182: When target dies, his corpse is found to be completely h0110w

8183: When target dies, his corpse is found to be filled with gold

8184: When target dies, his corpse is wrapped in cellophane

8185: When target dies, his corpse mummifies in a matter of moments

8186: When target dies, his corpse races back to his place of birth

8187: When target dies, his corpse recites a moving poem

8188: When target dies, his corpse rises into the sky and is gone

8189: When target dies, his corpse rises like a revenant and attacks

8190: When target dies, his corpse smells of roses instead of decay

8191: When target dies, his corpse turns inside out

8192: When target dies, his corpse turns to choc01ate

8193: When target dies, his corpse turns to stone

8194: When target dies, his corpse vanishes

8195: When target dies, his death is believed to be a hoax

8196: When target dies, his death is rumored to have been a suicide

8197: When target dies, his hair and nails continue to grow

8198: When target dies, his head vanishes

8199: When target dies, his skeleton turns to gold

8200: When target dies, his skin can be peeled like aluminum foil

8201: When target dies, his slayer changes alignment

8202: When target dies, his slayer claims the body as a trophy

8203: When target dies, his slayer refuses to believe it

8204: When target dies, his soul is trapped in a nearby tree

8205: When target dies, his soul is trapped in his principal weapon

8206: When target dies, his soul transposes with his slayer's

8207: When target dies, horrible laughter fills the air

8208: When target dies, mournful dirges issue from the air around him

8209: When target dies, nearby f01iage withers

8210: When target dies, no bird can ever again sing within 1 mile

8211: When target dies, no birds sing for 48 hours

8212: When target dies, no one recognizes the corpse

8213: When target dies, people come for miles to see the body

8214: When target dies, small animals gather to pay their respects

8215: When target dies, the ambient temperature drops 30°

8216: When target dies, the Moon appears blood-red for one month

8217: When target dies, the nearest royal bloodline dies out, t00

8218: When target dies, the sky appears overcast for one week

8219: When target dies, the sun appears to weep tears of flame

8220: When target dies, vicious rumors circulate about him

8221: When target dies, vultures carry his corpse to his home

8222: When target draws his weapon 2HD creatures check morale

8223: When target draws his weapon all near him start laughing

8224: When target draws his weapon birds circle his head

8225: When target draws his weapon electricity sizzles in the air

8226: When target draws his weapon he has second thoughts

8227: When target draws his weapon he shrinks to 1/2 his height

8228: When target draws his weapon his allies get a morale b00st

8229: When target draws his weapon his hair stands on end

8230: When target draws his weapon his hands are coated in butter

8231: When target draws his weapon it animates and attacks him

8232: When target draws his weapon it dr00ps like a limp n00dle

8233: When target draws his weapon someone nearby faints

8234: When target is hit, he's suddenly wearing a baseball cap

8235: Wild Surge occurs next time target says his name

8236: Wizard Mark reading "Kick me" forms on target's back

8237: 1 being nearby is split into two morally-opposing halves

8238: 1 item within 60 yards forever charged with intended spell

8239: 1 item within 60 yards permanently charged with random spell

8240: 1 mile radius becomes an open Gate to some plane of hell

8241: 1 mile radius enjoys uninterrupted daylight for 1 week

8242: 1 mile radius forms a sinkh01e

8243: 1 mile radius is affected by Grease for 1d6 turns

8244: 1 mile radius is blanketed with thick smog

8245: 1 mile radius is darkened by an eclipse for 1d20 rounds

8246: 1 mile radius looks like a c010r negative for spell duration

8247: 1 mile radius receives no precipitation in the next year

8248: 1 mile radius suffers uninterrupted night for 1 week

8249: 1 mile radius turns black-and-white for thespell duration

8250: 1 random creature in area becomes an Elemental

8251: 1 random creature in the area vanishes forever

8252: 1 random creature nearby doesn't age but doesn't realize it

8253: 1 random creature nearby drops to abs01ute zero

8254: 1 random creature nearby is crushed as if on the sea f100r

8255: 1 random creature nearby is rendered Timeless while it sleeps

8256: 1 random creature nearby is stretched as though on a rack

8257: 1 random creature nearby turns to gold

8258: 1 random creature within 60 yards is banished to some hell

8259: 1 random creature within 60 yards is welcomed into some heaven

8260: 1 random elemental in area becomes a Prime Material native

8261: 1 random female nearby acts as though possessed by a demon

8262: 1 random female nearby ages at 10X normal rate

8263: 1 random female nearby becomes terrifyingly ugly when angry

8264: 1 random female nearby bursts into flame

8265: 1 random female nearby can brachiate like a gibbon

8266: 1 random female nearby can breathe water when naked

8267: 1 random female nearby can kill rodents with a glance

8268: 1 random female nearby can pick locks with her toes

8269: 1 random female nearby can snuff small fires with a touch

8270: 1 random female nearby can turn invisible while naked

8271: 1 random female nearby cannot attack unless she is attacked

8272: 1 random female nearby cannot be harmed by metal while naked

8273: 1 random female nearby cannot be harmed by scalding water

8274: 1 random female nearby cannot be slain by any male

8275: 1 random female nearby cannot close her eyes

8276: 1 random female nearby cannot slay any male

8277: 1 random female nearby cannot sleep except standing upright

8278: 1 random female nearby cannot walk unless carrying a pebble

8279: 1 random female nearby does not age

8280: 1 random female nearby doubles in age each morning

8281: 1 random female nearby drowns as her lungs fill with mud

8282: 1 random female nearby exhales smoke whenever she tells a lie

8283: 1 random female nearby explodes as a 10HD fireball

8284: 1 random female nearby fears all who 100k anything like her

8285: 1 random female nearby fears her allies distrust her

8286: 1 random female nearby gains 1d4 CHA

8287: 1 random female nearby gains 2 points of STR

8288: 1 random female nearby gains a minor psionic ability

8289: 1 random female nearby gains proficiency in the chakram

8290: 1 random female nearby goes berserk

8291: 1 random female nearby has a huge craving for dirt

8292: 1 random female nearby has hair made of gold

8293: 1 random female nearby has invisible eyelids

8294: 1 random female nearby has nonpoisonous snakes for hair

8295: 1 random female nearby has prehensile feet

8296: 1 random female nearby has titanium steel for bones

8297: 1 random female nearby is a carrier of the black death

8298: 1 random female nearby is coated in disgusting, viscous slime

8299: 1 random female nearby is consumed from within by maggots

8300: 1 random female nearby is convinced she doesn't exist

8301: 1 random female nearby is covered in cuts and scrapes

8302: 1 random female nearby is covered in lamp oil

8303: 1 random female nearby is covered in paper mache

8304: 1 random female nearby is covered in v01canic ash

8305: 1 random female nearby is cured of all diseases

8306: 1 random female nearby is Enfeebled

8307: 1 random female nearby is fabulously rich but doesn't know it

8308: 1 random female nearby is immune to nonmagical diseases

8309: 1 random female nearby is paralyzed for 1 turn

8310: 1 random female nearby is swept clean of memories

8311: 1 random female nearby is unharmed by natural weather

8312: 1 random female nearby looks like a demon when angry

8313: 1 random female nearby loses 1 pound per round

8314: 1 random female nearby loses 1d4 CHA

8315: 1 random female nearby melts like snow

8316: 1 random female nearby must Save vs. Death or turn to gold

8317: 1 random female nearby never wants to wear boots again

8318: 1 random female nearby realizes she's a Clone

8319: 1 random female nearby realizes she's a nymph's daughter

8320: 1 random female nearby refuses to believe she's not dreaming

8321: 1 random female nearby refuses to believe she's not undead

8322: 1 random female nearby seems to be afflicted with black death

8323: 1 random female nearby sheds her skin like a snake

8324: 1 random female nearby smells strongly of roses

8325: 1 random female nearby sprouts feathers

8326: 1 random female nearby suddenly has no skeleton

8327: 1 random female nearby sweats profusely and smells like lemons

8328: 1 random female nearby teleports 100 feet straight up

8329: 1 random female nearby thinks all her memories are false

8330: 1 random female nearby thinks she can breathe water

8331: 1 random female nearby thinks she can speak a new language

8332: 1 random female nearby thinks she has no freewill

8333: 1 random female nearby thinks she's a paladin on a quest

8334: 1 random female nearby thinks she's as beautiful as a nymph

8335: 1 random female nearby thinks she's only 6 years 01d

8336: 1 random female nearby thinks she's immune to fire

8337: 1 random female nearby turns bright green when she tells a lie

8338: 1 random female nearby turns to snow for 1 hour, then reforms

8339: 1 random female nearby will die unless she removes her boots

8340: 1 random female within 60 yards loses 1 hit point per round

8341: 1 random humanoid nearby acquires Strength of 25

8342: 1 random humanoid nearby believes he is his deity's avatar

8343: 1 random humanoid nearby can understand all spoken languages

8344: 1 random humanoid nearby can understand all written languages

8345: 1 random humanoid nearby doubles in height but not mass

8346: 1 random humanoid nearby gains 1d100% Magic Resistance

8347: 1 random magic item within 100' gains another enchantment

8348: 1 random male nearby always thinks he has 10 minutes to live

8349: 1 random male nearby becomes incredibly beautiful when angry

8350: 1 random male nearby becomes striped like a candy cane

8351: 1 random male nearby becomes striped like a zebra

8352: 1 random male nearby begins aging backward at 365X normal rate

8353: 1 random male nearby begins turning inside-out very slowly

8354: 1 random male nearby bursts into illusory flame when angry

8355: 1 random male nearby can cast 1 one random spell 1d10 times

8356: 1 random male nearby can jump 10 feet straight up at will

8357: 1 random male nearby can read the next language he sees

8358: 1 random male nearby can remain awake for 1d4 weeks at a time

8359: 1 random male nearby cannot be affected by magical acid

8360: 1 random male nearby cannot close his mouth

8361: 1 random male nearby cannot speak until sunset

8362: 1 random male nearby cannot teleport

8363: 1 random male nearby declares a holy crusade against kob01ds

8364: 1 random male nearby declares himself king

8365: 1 random male nearby declares himself the king's champion

8366: 1 random male nearby declares himself the king's enemy

8367: 1 random male nearby dehydrates rapidly

8368: 1 random male nearby falls to dust; reforms if water is added

8369: 1 random male nearby fears clothing

8370: 1 random male nearby fears he will die if he tells a lie

8371: 1 random male nearby feels horrific agony when he touches gold

8372: 1 random male nearby feels like he hasn't eaten in 10 years

8373: 1 random male nearby finds his esophagus full of earthworms

8374: 1 random male nearby forgets how to speak

8375: 1 random male nearby gains +one STR

8376: 1 random male nearby gains 1 point to his primary attribute

8377: 1 random male nearby giggles hideously when wounded

8378: 1 random male nearby greatly desires to meet the king

8379: 1 random male nearby greatly desires to slay the king

8380: 1 random male nearby has a mouthful of sand

8381: 1 random male nearby has difficulty with the idea of "future"

8382: 1 random male nearby has his feet encased in blocks of quartz

8383: 1 random male nearby hates the next person he meets

8384: 1 random male nearby howls at the full Moon like a coyote

8385: 1 random male nearby is affected by F001's Speech

8386: 1 random male nearby is compelled to tithe 90% of his income

8387: 1 random male nearby is covered in densely-packed leaves

8388: 1 random male nearby is enraged at the sight of blood

8389: 1 random male nearby is mesmerized by spellcasting

8390: 1 random male nearby is orbited by inert ioun stones

8391: 1 random male nearby is rendered Timeless for 1 day

8392: 1 random male nearby is suddenly standing in a p001 of acid

8393: 1 random male nearby is surrounded by a cloud of feathers

8394: 1 random male nearby looks emaciated while asleep

8395: 1 random male nearby looks like a decayed corpse while asleep

8396: 1 random male nearby loses half of his strength

8397: 1 random male nearby must reroll all his attributes

8398: 1 random male nearby must Save vs. Death or turn to charcoal

8399: 1 random male nearby obeys the next instruction he receives

8400: 1 random male nearby refuse to ask directions while lost

8401: 1 random male nearby refuses to answer any questions

8402: 1 random male nearby runs in a straight line for 1 full day

8403: 1 random male nearby Saves vs Death or diss01ve into g00

8404: 1 random male nearby sees something abs01utely horrifying

8405: 1 random male nearby sees something abs01utely hysterical

8406: 1 random male nearby shines brightly when hiding in shadows

8407: 1 random male nearby smells like carrion to everyone else

8408: 1 random male nearby speaks in 3 part harmony when angry

8409: 1 random male nearby suddenly has no elbows

8410: 1 random male nearby suddenly stands at the edge of a chasm

8411: 1 random male nearby tells everyone where the treasure is

8412: 1 random male nearby thinks he can predict the future

8413: 1 random male nearby thinks he is a vampire

8414: 1 random male nearby thinks he is his own child

8415: 1 random male nearby thinks he's aging 1 year per round

8416: 1 random male nearby thinks he's as attractive as a nymph

8417: 1 random male nearby thinks he's shrunken to 1I12 his height

8418: 1 random male nearby thinks he's an escaped slave

8419: 1 random male nearby thinks he's breathing chlorine gas

8420: 1 random male nearby thinks he's fated to die by a wild surge

8421: 1 random male nearby thinks he's naked

8422: 1 random male nearby thinks he's twice his actual age

8423: 1 random male nearby thinks vampires are stalking him

8424: 1 random male nearby vanishes for 1 year

8425: 1 random male nearby weeps like a baby when wounded

8426: 1 random male nearby will die unless he drops all weapons

8427: 1 random mammal in vicinity acquires INT 19 and speech

8428: 1 random mammal in vicinity becomes a random reptile

8429: 1 random mammal in vicinity becomes amphibious

8430: 1 random mammal in vicinity becomes Minimal

8431: 1 random mammal in vicinity gains human INT and speech

8432: 1 random potion nearby turns its drinker inside out

8433: 1 random potion within 10 yards turns to nitroglycerin

8434: 1 suit of ring mail nearby bears 1d4 random magic rings

8435: 1 ton of matter from vicinity is transported into Limbo

8436: 1 ton of matter is transported from Limbo into vicinity

8437: yard radius is affected by permanent Cloudkill

8438: yard radius is affected by permanent Stinking Cloud

8439: 10d1000 birds flock to the vicinity

8440: 1d10 nearby humanoids are affected by Timelessness for 1 week

8441: 1d10 ostriches appear in the area

8442: 1d10 people teleport to vicinity; vanish after 1d8 rounds

8443: 1d10 Stirges appear in vicinity

8444: 1d100 drops of distilled Universal S01vent rain from the sky

8445: 1d100 drops of Sovereign Glue rain from the sky

8446: 1d100 large, mysterious, granite heads rise from the ground

8447: 1d100 Skeletons appear and attack everyone in sight

8448: 1d100 skeletons appear in the area but don't do anything

8449: 1d1000 eggs fall from the sky; all lose 1d6 HP

8450: 1d100000 bees swarm through the area

8451: 1d20 hungry trolls appear in the area

8452: 1d6 creatures in the area are Cloned

8453: 1d6 umber hulks appear in the area

8454: random beings in the area merge into 1 creature

8455: 3d20 statues rise up and stare accusingly at everyone

8456: f00t high Wall of Iron encircles the area (40 f00t radius)

8457: yard radius affected by permanent Vacancy, as spell

8458: yard radius affected by ThereINot There

8459: yard radius affected by Timestop, except 1 random creature

8460: yard radius appears frozen in time to those outside it

8461: yard radius appears g100my and depressing

8462: yard radius appears two-dimensional from outside it

8463: yard radius appears vastly different to those outside it

8464: yard radius appears vastly distant to those outside it

8465: yard radius area becomes invisible to those outside it

8466: yard radius becomes a Dead Magic region

8467: yard radius becomes a summoning circle for a tanar'ri

8468: yard radius becomes an island in the nearest large lake

8469: yard radius becomes swampy and water-logged like a marsh

8470: yard radius begins to form a sinkh01e

8471: yard radius cannot support plant life

8472: yard radius expands to a 200 yard radius

8473: yard radius experiences 1 hour of daylight each night

8474: yard radius fills with dense water vapor

8475: yard radius fills with lizards, snakes, and turtles

8476: yard radius fills with ominous and frightening whispers

8477: yard radius fills with vermin

8478: yard radius forms a basin and gradually becomes a lake

8479: yard radius has a Fear aura like a Great Wyrm

8480: yard radius hemisphere of ground rotates 180°

8481: yard radius intensifies the emotions of those within it

8482: yard radius is affected by Continual Light

8483: yard radius is affected by Distance Distortion for 1 hour

8484: yard radius is affected by Estate Transference

8485: yard radius is affected by Guards and Wards for 1 year

8486: yard radius is always 10 degrees colder its surroundings

8487: yard radius is circled by a river of magma

8488: yard radius is circled by a wall of iron

8489: yard radius is covered by 1 f00t of v01canic ash

8490: yard radius is covered by 2 feet of sand

8491: yard radius is covered by 3 feet of water

8492: yard radius is covered by 4 feet of snow

8493: yard radius is covered by a 3 inch thick sheet of ice

8494: yard radius is covered by astroturf

8495: yard radius is covered by dead crickets

8496: yard radius is covered by live crickets

8497: yard radius is covered by paint

8498: yard radius is covered by roast beef gravy

8499: yard radius is covered by worms, which die after 1 turn

8500: yard radius is covered in plush carpet

8501: yard radius is encircled by a ring of melting snowmen

8502: yard radius is encircled by a tall barbed-wire fence

8503: yard radius is encircled by a tall electric fence

8504: yard radius is encircled by closely-spaced oak trees

8505: yard radius is paved-over by asphalt

8506: yard radius is reduced in size to 50 yard radius

8507: yard radius is ringed by mon01ithic Standing Stones

8508: yard radius is seared clean of plants, rocks, and wildlife

8509: yard radius is six months out-of-sync with normal seasons

8510: yard radius is stripped of topsoil

8511: yard radius is wracked by an Earthquake

8512: yard radius laid waste by explosion; all must Save vs death

8513: yard radius makes all those within it feel uncomfortable

8514: yard radius ripples like the surface of a pond for 1 turn

8515: yard radius rises 10 feet into the air

8516: yard radius rises 3d20 feet in the air on a mound of earth

8517: yard radius rises like a mesa from the ground

8518: yard radius rotates slowly every day

8519: yard radius seems distorted, like 100king into a fishbowl

8520: yard radius shows all signs of hideous, bloody carnage

8521: yard radius slowly loses oxygen

8522: yard radius stinks like a sewer

8523: yard radius suppresses the emotions of those within it

8524: yard radius swaps weather conditions with some distant area

8525: yard radius turns to quicksand, 1d10+10 feet deep

8526: yard radius will erupt like a v01cano in 1d10 days

8527: yard sphere is transposed with a distant 60 yard sphere

8528: 8X10 photographs appear of everyone within 60 yards

8529: A 1957 DeSoto appears at the target point, engine running

8530: A 1957 DeSoto appears at the target point, out of gas

8531: A box of .50 caliber h0110w point rounds appears nearby

8532: A cruise missile appears nearby, lacking its payload

8533: A cryptic message appears scrawled on the nearest mountainside

8534: A Deck of Many Things falls from the sky

8535: A Deck of Normal Pinochle Cards falls from the sky

8536: A disturbing whistling fills the air; Morale Checks at -1

8537: A fire burns the nearest forest to the ground in 24 hours

8538: A five-piece dining room set appears at the target point

8539: A four-cycle internal combustion engine appears in the area

8540: A fully-furnished but unpopulated town springs up in the area

8541: A geyser springs up from the ground beneath the target point

8542: A gigantic herd of buffalo stampedes through the area

8543: A herd of gigantic buffalo stampedes through the area

8544: A horde of kob01ds erupts from nearest cave to establish trade

8545: A horde of kob01ds erupts from nearest cave to wreak havoc

8546: A huge hand rises from nearby lake to point angrily at the sky

8547: A large circle of megalithic stone blocks rises from the ground

8548: A large, flat-topped pyramid sprouts from the ground

8549: A meteor strikes the nearest monastery

8550: A nearby pond is thought to be holy; draws countless pilgrims

8551: A new deity is rumored to be gaining power in a local pantheon

8552: A new religion arises to condemn the purveyors of wild surges

8553: A new religion arises to condemn the randomness of wild surges

8554: A new religion arises to worship the purveyors of wild surges

8555: A new religion arises to worship the randomness of wild surges

8556: A pit 5 feet across, 1 mile deep opens under the target point

8557: a pit 5 feet deep, 1 mileacross opens under the target point

8558: A shrub or bush nearest the target point bursts into flame

8559: A Sphere of Annihilation appears at the target point

8560: A swarm of locusts descends upon the surrounding countryside

8561: A tornado spins into existence at the intended target point

8562: A tree falls nearby and doesn't make a sound

8563: A tribe of locathah takes up residence in the nearest lake

8564: A tsunami crashes into the nearest coastline

8565: A Type V demon appears, intent on killing everyone nearby

8566: A witch hunt forms in nearby town, seeking death to all wizards

8567: Acid Storm rains down on a 60 yard radius for 3d6 turns

8568: Acrid smoke billows from the nearest well, filling the area

8569: After 1d3 turns, spell becomes 1d4x8HD Elemental

8570: After 1d6 turns, a 50-Die Fireball detonates at the site

8571: Air Elemental appears, inflates all water skins, and disappears

8572: Air temperature around the world drops 10 degrees for 1 week

8573: Air within 60 yard radius affects voices like helium

8574: Air within 60 yard radius distorts light like water

8575: Al within 60 yards lose 1d4 points of CON for 1d4 days

8576: All above-ground rock begins to erode, 1 inch per minute

8577: All above-ground rock within 60 yards disappears

8578: All adverse effects of time accelerate within 60 yard radius

8579: All adverse effects of time are halted within 60 yard radius

8580: All air elementals within 1 mile become clearly visible

8581: All air elementals within 1 mile become earth elementals

8582: All air elementals within 1 mile become vacuum elementals

8583: All air within 10 yards of target point is forever evacuated

8584: All air within 60 yards of the target point becomes opaque

8585: All air within 60 yards of the target point is evacuated

8586: All air within 60 yards of the target point turns to sand

8587: All ants in the nearest c010ny form a c011ective intelligence

8588: All ants within 1 mile are covered with choc01ate

8589: All ants within 1 mile become gi-ant for 1d100 rounds

8590: All armor within 60 yards becomes porous like a sponge

8591: All arrows within 60 yards bend into circles

8592: All arrows within 60 yards burst into flame on impact

8593: All arrows within 60 yards take r00t in whomever they hit

8594: All axes within 60 yards turn to glass

8595: All Bags of H01ding within 60 yards become Bags of Devouring

8596: All Bags of H01ding within 60 yards become chainmail-lined

8597: All Bags of H01ding within 60 yards become normal bags

8598: All Bags of H01ding within 60 yards become red hot inside

8599: All Bags of H01ding within 60 yards double their capacity

8600: All Bags of H01ding within 60 yards dump their contents

8601: All Bags of H01ding within 60 yards fill with lint and fluff

8602: All Bags of H01ding within 60 yards fill with razor blades

8603: All Bags of H01ding within 60 yards fill with water

8604: All Bags of H01ding within 60 yards interconnect

8605: All Bags of H01ding within 60 yards quadruple their weight

8606: All Bags of H01ding within 60 yards shrink by 50%

8607: All Bags of H01ding within 60 yards vanish

8608: All birds within 1 mile are bleached bone-white

8609: All birds within 1 mile are suddenly encased in eggs

8610: All birds within 1 mile attack anyone near them

8611: All birds within 1 mile become amphibious

8612: All birds within 1 mile become fish

8613: All birds within 1 mile become pitch-black

8614: All birds within 1 mile become savagely carnivorous

8615: All birds within 1 mile become Stirges

8616: All birds within 1 mile combust

8617: All birds within 1 mile disgorge valuable gizzard stones

8618: All birds within 1 mile erupt from the spell's target point

8619: All birds within 1 mile fly north next winter instead of south

8620: All birds within 1 mile fly south for winter right now

8621: All birds within 1 mile gain power of speech

8622: All birds within 1 mile glow in the dark

8623: All birds within 1 mile grow leaves instead of feathers

8624: All birds within 1 mile grow steel plates instead of feathers

8625: All birds within 1 mile periodically say nevermore

8626: All birds within 1 mile quadruple in size

8627: All birds within 1 mile quadruple in weight

8628: All birds within 1 mile radiate auras of intense Evil

8629: All birds within 1 mile rise as undead after they die

8630: All birds within 1 mile r00st in the nearest dragon's den

8631: All birds within 1 mile scream like torture victims for 1 day

8632: All birds within 1 mile sing "The Ride of the Valkyries"

8633: All birds within 1 mile sing melancholy dirges for 1 week

8634: All birds within 1 mile sing 1 octave higher from now on

8635: All birds within 1 mile sound like kaz00s when they sing

8636: All birds within 1 mile sound like pianos when they sing

8637: All birds within 1 mile terrify any nearby with their singing

8638: All birds within 1 mile turn invisible

8639: All birds within 60 yards explode as 1-Die fireballs

8640: All bladedIthrusting weapons within 60 yards are blunted

8641: All blood spilled within 60 yards glows deep red

8642: All blood spilled within 60 yards hisses and steams

8643: All bludgeons within 60 yards become sponge for 1d10 turns

8644: All bodies in nearest graveyard can never rise as undead

8645: All bodies in nearest graveyard rise as Undead

8646: All bodies in nearest graveyard rise to the surface

8647: All boots within 60 yards resemble ridiculous clown feet

8648: All bridges within 1 mile c011apse or are washed away

8649: All bridges within 500 yards turn to eggshell

8650: All buildings in the nearest town stack into a giant high-rise

8651: All buildings within 60 yards sink into the ground

8652: All burning logs within 60 yards turn to sticks of dynamite

8653: All canteens within 60 yards fill with blood

8654: All chain links within 60 yards turn to sausage links

8655: All chain mail within 60 yards loses 1I2 its links

8656: All chain mail within 60 yards turns to aluminum

8657: All chain mail within 60 yards turns to plate

8658: All chain mail within 60 yards turns to porcelain

8659: All charged magic items in the area discharge on their bearers

8660: All charged magic items in the area discharge once, randomly

8661: All charms upon creatures within 60 yards are nullified

8662: All chipmunks in 1 mile area begin to crave fresh meat

8663: All choc01ate within 1 mile fills with ants

8664: All cloth within 1d10 miles turns invisible for 1d100 rounds

8665: All clothing within 60 yards turns invisible

8666: All clouds over 1 mile radius turn to spider web

8667: All clouds within 10 miles turn to cotton candy

8668: All controlled undead within 1 mile are controlled no longer

8669: All controlled undead within 1 mile c011apse, inert

8670: All cows within 1 mile appear in the nearest town square

8671: All cows within 1 mile are suddenly clad in leather armor

8672: All cows within 1 mile become carnivorous

8673: All cows within 1 mile become poisonous

8674: All cows within 1 mile demand equal government representation

8675: All cows within 1 mile gain human intelligence

8676: All cows within 1 mile give ice cream instead of milk

8677: All cows within 1 mile give potions of healing instead of milk

8678: All cows within 1 mile give powdered milk for next week

8679: All cows within 1 mile levitate 1d3 feet off the ground

8680: All cows within 1 mile preach the merits of vegetarianism

8681: All cows within 1 mile stampede

8682: All cows within 1 mile turn into caribou

8683: All cows within 1 mile turn into llamas

8684: All creatures currently awake in vicinity fall asleep

8685: All creatures smaller than size M within 60 yards are Held

8686: All crops planted within 10 miles ripen twice as quickly

8687: All crops within 10 miles become poisonous

8688: All crops within 10 miles die; may be replanted next season

8689: All curses within 60 yard radius are negated

8690: All cut diamonds within 1 mile turn to semi-precious quartz

8691: All dead within 60 yards become hostile earth elementals

8692: All dead within 60 yards begin chanting

8693: All demihumans within 1 mile are tatt00ed with a cryptic rune

8694: All dogs within 1 mile are covered with bark

8695: All dogs within 1 mile change into cats under the full Moon

8696: All dogs within 1 mile change into humans under the full Moon

8697: All dwarves within 1 mile grow 6 inches for 1 week

8698: All earth and rock within 60 yards turns to water

8699: All elementals in area are healed of all damage

8700: All elementals in area are Held until touched by a Prime native

8701: All elementals in area are returned to their home planes

8702: All elementals in area attack each other, blind to all else

8703: All elementals in area become elementals of opposite matter

8704: All elementals in area flee in terror

8705: All elementals in area turn on those controlling them

8706: All elementals in area turn to mundane elemental matter

8707: All elementals in area turn to Negative Quasi-Plane matter

8708: All elementals in area turn to Positive Quasi-Plane matter

8709: All enchantments within 60 yards become inert for 1d10 turns

8710: All females within 60 yards appear to bleed from the eyes

8711: All females within 60 yards are cannot speak until touched

8712: All females within 60 yards are covered in mustard

8713: All females within 60 yards are deaf for 1d10 rounds

8714: All females within 60 yards are Hasted

8715: All females within 60 yards are now wearing baseball caps

8716: All females within 60 yards are suddenly 5 inches taller

8717: All females within 60 yards are suddenly 5 years younger

8718: All females within 60 yards are suddenly carrying their boots

8719: All females within 60 yards are suddenly stricken bald

8720: All females within 60 yards are transformed into elves

8721: All females within 60 yards are transparent in firelight

8722: All females within 60 yards become illusory for 1d6 turns

8723: All females within 60 yards cackle at the sight of blood

8724: All females within 60 yards can lie with impunity while naked

8725: All females within 60 yards change their name to Arianna

8726: All females within 60 yards change their name to Chuck

8727: All females within 60 yards double in height but not mass

8728: All females within 60 yards face the opposite direction

8729: All females within 60 yards face the spell's target point

8730: All females within 60 yards feel the urge to sing

8731: All females within 60 yards gain +one STR for 1d10 days

8732: All females within 60 yards get hungry when they see blood

8733: All females within 60 yards have Deeppockets

8734: All females within 60 yards have Direction Sense

8735: All females within 60 yards have eyes like cats

8736: All females within 60 yards have faulty Direction Sense

8737: All females within 60 yards have glowing red eyes when angry

8738: All females within 60 yards have horrible dreams of snowmen

8739: All females within 60 yards hear haunting, disturbing music

8740: All females within 60 yards must Save or be Held until touched

8741: All females within 60 yards must Save or go mad until sunset

8742: All females within 60 yards see ghostly shapes in firelight

8743: All females within 60 yards shriek in terror for 1d4 rounds

8744: All females within 60 yards shun the use of ranged weapons

8745: All females within 60 yards sneeze for 1d10 rounds

8746: All females within 60 yards spin like tops for 1d4 rounds

8747: All females within 60 yards suddenly have sky-blue skin

8748: All females within 60 yards think everyone's forgotten them

8749: All females within 60 yards think they have the same name

8750: All females within 60 yards think they're 20 years older

8751: all females within 60 yards think they're cats until sunset

8752: all females within 60 yards think they're covered in blood

8753: all females within 60 yards think they're covered in bugs

8754: all females within 60 yards think they're drowning

8755: All females within 60 yards think they're invisible

8756: All females within 60 yards think they're naked

8757: All females within 60 yards think they're on fire

8758: All females within 60 yards think they're pregnant

8759: All females within 60 yards think they're sisters

8760: All females within 60 yards think they've been Charmed

8761: All females within 60 yards think they've been p01ymorphed

8762: All females within 60 yards turn invisible for 2d10 rounds

8763: All females within 60 yards turn male under the full Moon

8764: All females within 60 yards vanish for 1d4 rounds

8765: All fire within 60 yards causes sunburn in all who see it

8766: All fire within 60 yards is invisible

8767: All fire within 60 yards produces Sleep Smoke as a Brazier

8768: All fire within 60 yards produces thick, acrid smoke

8769: All fires within 10 miles turn to ice of equal temperature

8770: All fires within 60 yards become minor fire elementals

8771: All fires within 60 yards burn as bright as the sun

8772: All fires within 60 yards burn at 10X normal brightness

8773: all fires within 60 yards erupt as fireballs of appropriate HD

8774: all fires within 60 yards turn to steam

8775: All flowers within 60 yards appear sickly and vile

8776: All flowers within 60 yards attack those nearby

8777: All flowers within 60 yards berate any who approach them

8778: All flowers within 60 yards die within 10 rounds

8779: All flowers within 60 yards double in size

8780: All flowers within 60 yards exude acidic vapor

8781: All flowers within 60 yards giggle when people approach

8782: All flowers within 60 yards give off noxious gases

8783: All flowers within 60 yards smell like cabbage

8784: All flowers within 60 yards turn to glass

8785: All f01iage within 60 yards appears gnarled and twisted

8786: All f01iage within 60 yards becomes phosphorescent

8787: All f01iage within 60 yards bleeds when cut

8788: All f01iage within 60 yards combusts

8789: All f01iage within 60 yards is covered by cryptic scrawls

8790: All f01iage within 60 yards radiates intense evil

8791: All f01iage within 60 yards screams when cut

8792: All f01iage within 60 yards turns dingy gray

8793: All food within 1 mile has no nutritional value

8794: All food within 1 mile tastes like sawdust

8795: all food within 10 miles vanishes

8796: All food within 60 yards becomes hideously toxic

8797: All food within 60 yards becomes highly toxic

8798: All food within 60 yards combusts

8799: All food within 60 yards reeks with putrescence

8800: All food within 60 yards tastes like ashes

8801: All food within 60 yards turns to stone

8802: All food within 60 yards turns to water

8803: All food within 60 yards vanishes

8804: All food within 60 yards vanishes

8805: All free-standing water within 1 mile freezes s01id

8806: All free-willed undead within 1 mile become mindless for 1 day

8807: All free-willed undead within 1 mile return to life

8808: All geese within 1 mile covered in Grease, as spell

8809: All geese within 1 mile fall under a Geas, as spell

8810: All geese within 1 mile turn to gas and dissipate

8811: All geese within 1 mile turn to ghosts and haunt their lake

8812: All glass within 10 yards turns to gold

8813: All glass within 60 yards is affected by Glassteel

8814: All glass within 60 yards turns to eggshell

8815: All glass within 60 yards turns to ice

8816: All gold within 60 yards combines into 1 large mass

8817: All gold within 60 yards doubles in v01ume

8818: All gold within 60 yards heats by 1000°

8819: All gold within 60 yards is teleported into nearest temple

8820: All gold within 60 yards turns to glass

8821: All gold within 60 yards turns to lead

8822: All gold within 60 yards turns to platinum

8823: All gold within 60 yards vanishes

8824: All gold within nearest temple is teleported into the area

8825: All grass within 1 mile turns to healthy, fragrant human hair

8826: All grass within 60 yards exudes dust of sneezing and choking

8827: All grass within 60 yards exudes hallucinogenic gas

8828: All grass within 60 yards exudes regurgitant gas

8829: All grass within 60 yards exudes sleeping gas

8830: All grass within 60 yards grows to entangle anyone upon it

8831: All grass within 60 yards ignites

8832: All grass within 60 yards tickles anyone walking on it

8833: All grass within 60 yards turns to glass

8834: All grass within 60 yards turns to spaghetti

8835: All grass within 60 yards turns to steel

8836: All ground within 10 yards turns to cheese, 1 f00t deep

8837: All Held creatures within 60 yards are freed

8838: All helmets within 60 yards begin shrinking by 1% per round

8839: All helmets within 60 yards double in size

8840: All henchmen within 60 yards must check Morale or flee

8841: All henchmen within 60 yards suddenly resent their leaders

8842: All horses within 1 mile are striped like zebras

8843: All horses within 60 yards turn to motorcycles for 1d10 turns

8844: All Huge spiders within 1 mile explode

8845: All in the area lose 1 point of each ability score for 2d4 days

8846: All ink within 60 yards becomes wet as though just written

8847: All ink, dry or otherwise, within 60 yards turns to blood

8848: All insects within 60 yards double in size

8849: All insects within 60 yards swarm aggressively

8850: All iron within 20 yards turns to aluminum

8851: All iron within 20 yards turns to magnesium

8852: All iron within 60 yards becomes impervious to magnetism

8853: All lamps and torches within 60 yards burn at 2X brightness

8854: All lamps and torches within 60 yards ignite

8855: All lamps and torches within 60 yards shed darkness, not light

8856: All leather within 60 yards is sheathed in aluminum foil

8857: All lids within 60 yards fall off their containers

8858: All lids within 60 yards seal tightly on their containers

8859: All linen cloth within 60 yards reverts to raw flax

8860: All living feet within 60 yards grow 1d4 plants

8861: All living plants within 60 yards grow 1d4 feet

8862: All magic (enchantments, etc.) within 1 mile is Dispelled

8863: All magic cast in area for next turn fails automatically

8864: All magic items for yards are invisible for spell duration

8865: All magic items for yards nonfunctional for spell duration

8866: All magic light sources within 60 yards are snuffed

8867: All magic light sources within 60 yards flare 2X as brightly

8868: All magical armor within 60 yards gains 1 plus of protection

8869: All magical armor within 60 yards loses 1 plus of protection

8870: All magical fires within 1d10 miles are extinguished

8871: All magical rings now active within 60 yards deactivate

8872: All magical rings within 60 yards activate, if possible

8873: All magical rings within 60 yards become inert for 3d10 rounds

8874: All magical rings within 60 yards link into a chain

8875: All magically invisible creatures within 1 mile become visible

8876: All males within 60 yards age 20 years until sunset tomorrow

8877: All males within 60 yards appear to be 1I2 their actual age

8878: All males within 60 yards appear to be 2x older than they are

8879: All males within 60 yards are affected by cure Light Wounds

8880: All males within 60 yards are affected by F001s' Speech

8881: All males within 60 yards are affected by Slow

8882: All males within 60 yards are covered in blood

8883: All males within 60 yards are covered in green slime

8884: All males within 60 yards are covered in ketchup

8885: All males within 60 yards are covered in sovereign glue

8886: All males within 60 yards are Held for 1d4 rounds

8887: All males within 60 yards are stricken bald

8888: All males within 60 yards are stricken mute for 1d10 rounds

8889: All males within 60 yards are stricken with ravenous hunger

8890: All males within 60 yards become ethereal for 1 turn

8891: All males within 60 yards Blink randomly for 1d10 rounds

8892: All males within 60 yards cannot harm each other for 1d4 days

8893: All males within 60 yards develop a craving for grass

8894: All males within 60 yards develop a random, minor phobia

8895: All males within 60 yards drop their weapons & can't find them

8896: All males within 60 yards exchange places other randomly

8897: All males within 60 yards fall asleep

8898: All males within 60 yards forget everyone's name till reminded

8899: All males within 60 yards forget their names until reminded

8900: All males within 60 yards levitate 1d4 feet in the air

8901: All males within 60 yards 100k identical till sunset tomorrow

8902: All males within 60 yards lose 1d8 hit points

8903: All males within 60 yards lose all weapon skill for 2d10 turns

8904: All males within 60 yards lose interest in combat for 1 day

8905: All males within 60 yards run to a central point & link hands

8906: All males within 60 yards scream like children for 1d4 rounds

8907: All males within 60 yards shrink to 1I2 normal size for 1 day

8908: All males within 60 yards sink in the ground up to their knees

8909: All males within 60 yards smell like sulfur until they bathe

8910: All males within 60 yards spin like tops for 1d4 rounds

8911: All males within 60 yards suddenly grow beards

8912: All males within 60 yards they see their worst enemy nearby

8913: All males within 60 yards think their touch turns lead to gold

8914: All males within 60 yards think they are all dreaming together

8915: All males within 60 yards think they are distantly related

8916: All males within 60 yards think they carry some awful plague

8917: All males within 60 yards think they taste blood

8918: All males within 60 yards think they're 1I2 their actual age

8919: All males within 60 yards think they're 2x their actual age

8920: All males within 60 yards think they're at full hit points

8921: All males within 60 yards think they're bleeding profusely

8922: All males within 60 yards think they're fabulously wealthy

8923: All males within 60 yards think they're knee-deep in water

8924: All males within 60 yards think they're on death's d00r

8925: All males within 60 yards think they're on fire

8926: All males within 60 yards think they're powerful wizards

8927: All males within 60 yards think they're pregnant

8928: All males within 60 yards think they've forgotten 1 week

8929: All males within 60 yards turn into rabbits for 1d10 turns

8930: All males within 60 yards vanish for 1 turn

8931: All mammals within 60 yards are stripped of all hair

8932: All matter within 10' of target point vanishes

8933: All melee weapons within 60 yards become ethereal

8934: All members of nearest ant c010ny gain human size and intellect

8935: All metal armor within 60 yards animates & becomes free-willed

8936: All metal armor within 60 yards engages in combat

8937: All metal armor within 60 yards enlarges by 50%

8938: All metal armor within 60 yards flees the area

8939: All metal armor within 60 yards heats to 180°

8940: All metal armor within 60 yards must Save or turn to burlap

8941: All metal armor within 60 yards piles in a heap at target point

8942: All metal armor within 60 yards shrinks 10%; crushing damage

8943: All metal armor within 60 yards turns 180°

8944: All metal armor within 60 yards turns inside out

8945: All metal armor within 60 yards turns invisible

8946: All metal armor within 60 yards turns to gold

8947: All metal armor within 60 yards turns to ice; reverts in 1 hour

8948: All metal armor within 60 yards turns to mercury

8949: All metal armor within 60 yards turns to rubber

8950: All metal armor within 60 yards turns to stone

8951: All metal armor within 60 yards turns to uranium

8952: All metal armor within 60 yards turns upside down

8953: All metal within 60 yards appears pitted and rusty but is not

8954: All metal within 60 yards becomes as pliable as rubber

8955: All metal within 60 yards becomes electrically non-conductive

8956: All metal within 60 yards becomes rust-pr00f

8957: All metal within 60 yards becomes toxic to its owner

8958: All metal within 60 yards begins to rust at an alarming rate

8959: All metal within 60 yards drops to -200° Fahrenheit

8960: All metal within 60 yards is affected by Heat Metal

8961: All metal within 60 yards is p01ished to mirror brightness

8962: All metal within 60 yards is sheathed in thin leather

8963: All metal within 60 yards is silenced

8964: All missile weapons within 60 yards shrink by 75%

8965: All missile weapons within 60 yards snap their strings

8966: All missile weapons within 60 yards spontaneously discharge

8967: All missile weapons within 60 yards strike their owners

8968: All missile weapons within 60 yards turn to rubber

8969: All mounts & pack animals within 60 yards are panic stricken

8970: All mounts & pack animals within 60 yards glow in the dark

8971: All mounts & pack animals within 60 yards hate their jobs

8972: All mounts & pack animals within 60 yards reek of manure

8973: All mounts & pack animals within 60 yards rev01t

8974: All mounts & pack animals within 60 yards start singing

8975: All mounts & pack animals within 60 yards turn carnivorous

8976: All mounts & pack animals within 60 yards turn invisible

8977: All mounts & pack animals within 60 yards vanish at sunset

8978: All mounts within 60 yards are stricken dead

8979: All mounts within 60 yards flee the area at top speed

8980: All mounts within 60 yards p01ymorph into humanoid equivalents

8981: All mounts within 60 yards p01ymorph into other quadrupeds

8982: All mounts, pets, & familiars in the area attack their masters

8983: All nearby are familiar with spell & can identify it on sight

8984: All nearby with metal armor lose 4d6 HP to electrical damage

8985: All nearby without metal armor lose 4d6 HP to electrical damage

8986: All necromantic magic within 60 yards suddenly fails

8987: All nitrogen slowly bleeds away from a 60 yard radius

8988: All nonliving matter within 1 mile is coated in a glaze of ice

8989: All nonliving matter within 60 yards is Disintegrated

8990: All nonliving wood within 1 mile begins to grow again

8991: All nonliving wood within 1 mile turns to high quality steel

8992: All nonliving wood within 60 yards turns to bone

8993: All nonliving wood within 60 yards vanishes

8994: All nonliving, unowned matter within 100 feet turns to gold

8995: All nonmagic light sources within 60 yards are snuffed

8996: All nonmagical armor within 60 yards gains +one protection

8997: All nonmagical clothing within 60 yards combusts

8998: All nonmagical clothing within 60 yards crumbles to dust

8999: All nonmagical clothing within 60 yards is animated

9000: All nonmagical clothing within 60 yards shrinks by 80%

9001: All nonmagical clothing within 60 yards turns to glass

9002: All nonmagical fires within 1d10 miles are extinguished

9003: All nonmagical weapons now sheathed can never be removed

9004: All NPC's in the area lose Morale and wish to flee

9005: All objects within 60 yards not carried or worn disintegrate

9006: All oil and greek fire within 60 yards ignites

9007: All open wounds within 60 yards become gangrene unless treated

9008: All open wounds within 60 yards leave distinct scars

9009: All open wounds within 60 yards reek of sulfur

9010: All open wounds within 60 yards swarm with maggots

9011: All paper within 60 yards ages 1000 years

9012: All paper within 60 yards becomes firepr00f

9013: All paper within 60 yards smolders for 1d10 rounds

9014: All plants within 60 yards become perfectly reflective

9015: All plants within 60 yards blanch in direct sunlight

9016: All plants within 60 yards grow better under Moonlight

9017: All potions for 60 yards affect the being beside the imbiber

9018: All potions within 60 yards become potions of Delusion

9019: All potions within 60 yards become unpleasantly malodorous

9020: All potions within 60 yards become unpleasantly viscous

9021: All potions within 60 yards cause a second, beneficial effect

9022: All potions within 60 yards cause a second, comical effect

9023: All potions within 60 yards cause a second, delusional effect

9024: All potions within 60 yards cause a second, detrimental effect

9025: All potions within 60 yards cause a second, random effect

9026: All potions within 60 yards cause their drinkers to rust

9027: All potions within 60 yards combust at 85° Fahrenheit.

9028: All potions within 60 yards double in duration of effect

9029: All potions within 60 yards double in potency

9030: All potions within 60 yards double in v01ume 1d4 times

9031: All potions within 60 yards duplicate a single potion's effect

9032: All potions within 60 yards function but also induce blindness

9033: All potions within 60 yards have a 10% chance to be permanent

9034: All potions within 60 yards mix at the spell's target point

9035: All potions within 60 yards mix in a barrel in the target area

9036: All potions within 60 yards mix in a random creature's stomach

9037: All potions within 60 yards stink like death but work normally

9038: All potions within 60 yards take effect on those carrying them

9039: All potions within 60 yards taste like honey but work normally

9040: All potions within 60 yards transform into small, edible pills

9041: All potions within 60 yards turn to acid

9042: All potions within 60 yards turn to choc01ate syrup

9043: All potions within 60 yards turn to Class J poison

9044: All potions within 60 yards turn to gas01ine

9045: All potions within 60 yards turn to Oil of Timelessness

9046: All potions within 60 yards turn to Potions of Gender-changing

9047: All potions within 60 yards turn to Potions of Healing

9048: All potions within 60 yards turn to roast beef gravy

9049: All potions within 60 yards turn to skunk musk

9050: All potions within 60 yards turn to Sovereign glue

9051: All potions within 60 yards turn to sweetwater

9052: All potions within 60 yards vanish

9053: All potions within 60 yards work but also induce invisibility

9054: All potions within 60 yards work but also induce lycanthropy

9055: All rabbits within 60 yards are reincarnated, as spell

9056: All rabbits within 60 yards attack those nearest to them

9057: All rabbits within 60 yards become Chaotic Evil

9058: All rabbits within 60 yards become humanoid rabbits

9059: All rabbits within 60 yards converge on the area

9060: All rabbits within 60 yards crave human flesh

9061: All rabbits within 60 yards explode vi01ently for 2d6 HP each

9062: All rabbits within 60 yards gain human INT and power of speech

9063: All rabbits within 60 yards gain human INT and spellcasting

9064: All rabbits within 60 yards gain the power of flight

9065: All rabbits within 60 yards increase in size by 100X

9066: All rabbits within 60 yards induce lycanthropy with a bite

9067: All rabbits within 60 yards think and act like dragons

9068: All rabbits within 60 yards turn carnivorous and hungry

9069: All rabbits within 60 yards turn to choc01ate

9070: All reptiles within 60 yards become mammals

9071: All reptiles within 60 yards become warm blooded

9072: All reptiles within 60 yards begin smoldering

9073: All residents of the nearest village become nocturnal

9074: All residents of the nearest village ch00se live in the woods

9075: All residents of the nearest village turn to friendly kob01ds

9076: All residents of the nearest village vanish without a trace

9077: All rocks within 60 yards are covered with bark

9078: All rocks within 60 yards roll toward the area of effect

9079: All rodents within 1 mile appear in the area

9080: All rodents within 1 mile double in size

9081: All rodsIstavesIwands within 60 yards are recharged

9082: All rodsIstavesIwands within 60 yards become sentient

9083: All rodsIstavesIwands within 60 yards discharge randomly

9084: All rodsIstavesIwands within 60 yards gain 1d10 charges

9085: All rodsIstavesIwands within 60 yards lose 1d10 charges

9086: All rodsIstavesIwands within 60 yards turn to balsa wood

9087: All rodsIstavesIwands within 60 yards twist like corkscrews

9088: All scabbards and sheaths within 60 yards fill with butter

9089: All shapeshifters for 5 miles are stuck in the current forms

9090: All shapeshifters for 5 miles assume true forms for 1d8 turns

9091: All shapeshifters for 5 miles can assume yet another form

9092: All slain within 60 yards stand at attention where they fall

9093: All sleeping creatures within 1 mile awaken

9094: All sling stones and the like within 60 yards turn to ice

9095: All soil within 30' becomes sodium; rain falls for 5d4 rounds

9096: All soil within 60 yards turns to concrete

9097: All soil, rocks, and minerals in 10,000 square yard area vanish

9098: All sound generated within 60 yards doubles in v01ume

9099: All sound within 60 yards is distorted as though underwater

9100: All spellb00ks within 60 yards now h01d an additional spell

9101: All spells cast during the next round become permanent

9102: All spells cast in area function as if cast at 2x actual level

9103: All spells cast in area function at only 1I2 power

9104: All spells cast within60 yards have their durations halved

9105: All spells cast within the next turn function randomly

9106: All spider web in 1 mile radius turns to cloud and dissipates

9107: All spider web in 60 yard radius turns to nylon thread

9108: All spiders within 50 yards become Huge

9109: All statues within 1 mile animate

9110: All statues within 1 mile animate and depart

9111: All statues within 1 mile appear in the area

9112: All statues within 1 mile appear to be grossly overweight

9113: All statues within 1 mile appear to be of opposite gender

9114: All statues within 1 mile appear to be terror-stricken

9115: All statues within 1 mile appear to have been carved naked

9116: All statues within 1 mile assume obscene postures

9117: All statues within 1 mile attack the person nearest to them

9118: All statues within 1 mile bleed if rained upon

9119: All statues within 1 mile grow so ugly they cause mental harm

9120: All statues within 1 mile laugh for 1d4 days

9121: All statues within 1 mile now resemble their sculptors

9122: All statues within 1 mile race to the area at MR 24

9123: All statues within 1 mile turn to choc01ate

9124: All statues within 1 mile turn to glass

9125: All statues within 1 mile turn to g01ems

9126: All statues within 1 mile weep for 1d4 days

9127: All stone within 60 yards becomes soft as clay for 1 turn

9128: All stone within 60 yards bursts into flame

9129: All stones above ground within 60 yard area turn to styrofoam

9130: All stones above ground within 60 yard radius vanish

9131: All stones within 60 yards are arranged in a complex pattern

9132: All stones within 60 yards converge on the target point

9133: All summoned beings within 60 yards turn on their summoners

9134: All summoned creatures within 60 yards ally with each other

9135: All summoned creatures within 60 yards are dismissed

9136: All summoned creatures within 60 yards are freed of contr01

9137: All surfaces within 60 yards are smeared with egg y01ks

9138: All swords for 60 yards retract into their hilts 2d10 rounds

9139: All swords within 60 yards attack their bearers for 1d4 rounds

9140: All temples within 1 mile are defiled

9141: All temples within 1 mile are re-consecrated to a single deity

9142: All trees for 60 yards bend from the area as from an explosion

9143: All trees for 60 yards bend into area as toward sunlight

9144: All trees within 60 yard radius drop their leaves

9145: All trees within 60 yard radius grow feathers

9146: All trees within 60 yard radius keep their leaves next autumn

9147: All trees within 60 yard radius shine with Continual Light

9148: All trees within 60 yard radius turn invisible for 1 day

9149: All trees within 60 yards appear invisible in sunlight

9150: All trees within 60 yards appear slightly out of focus

9151: All trees within 60 yards appear to be made of metal

9152: All trees within 60 yards appear two-dimensional

9153: All trees within 60 yards are believed to be sentient

9154: All trees within 60 yards are Cloned

9155: All trees within 60 yards are covered in 00zing pustules

9156: All trees within 60 yards are covered in thorns and barbs

9157: All trees within 60 yards are engraved with risque images

9158: All trees within 60 yards are firepr00f

9159: All trees within 60 yards are invisible from twilight to dawn

9160: All trees within 60 yards are now part of the same tree

9161: All trees within 60 yards are strewn with bathroom tissue

9162: All trees within 60 yards are stripped of bark

9163: All trees within 60 yards are suddenly the same species

9164: All trees within 60 yards bark like dogs

9165: All trees within 60 yards bay at the Moon

9166: All trees within 60 yards become carnivorous

9167: All trees within 60 yards become humanoid in shape

9168: All trees within 60 yards begin applauding

9169: All trees within 60 yards begin laughing diab01ically

9170: All trees within 60 yards begin moaning ominously

9171: All trees within 60 yards begin snoring peacefully

9172: All trees within 60 yards can p01ymorph at will

9173: All trees within 60 yards crumble to dust if touched

9174: All trees within 60 yards crumble to sawdust

9175: All trees within 60 yards decide to form a government

9176: All trees within 60 yards explode if used for firewood

9177: All trees within 60 yards extrude limbs that 100k like arms

9178: All trees within 60 yards fall when no 1 is there to hear

9179: All trees within 60 yards form a c011ective consciousness

9180: All trees within 60 yards form a line to the horizon

9181: All trees within 60 yards frighten those of LG alignment

9182: All trees within 60 yards gain arcane insight into magic

9183: All trees within 60 yards gather in a tight circle

9184: All trees within 60 yards giggle when no 1 is 100king

9185: All trees within 60 yards grow face-shaped protrusions

9186: All trees within 60 yards have n00ses hanging in their limbs

9187: All trees within 60 yards 100k to be covered in snow all year

9188: All trees within 60 yards make angry faces at people

9189: All trees within 60 yards march in a circle before taking r00t

9190: All trees within 60 yards point mysteriously in 1 direction

9191: All trees within 60 yards project Silence in their shade

9192: All trees within 60 yards quadruple in height

9193: All trees within 60 yards reassemble as a big log cabin

9194: All trees within 60 yards rotate slowly each day

9195: All trees within 60 yards run like lemmings to the sea

9196: All trees within 60 yards rush to the nearest druid's dwelling

9197: All trees within 60 yards rush to the spell's target point

9198: All trees within 60 yards sing when they drop their leaves

9199: All trees within 60 yards stack themselves like lumber

9200: All trees within 60 yards turn to cheese

9201: All trees within 60 yards turn to sponge

9202: All trees within 60 yards turn to stone

9203: All trees within 60 yards walk 1 mile south

9204: All trees within 60 yards weep when they drop their leaves

9205: All trees within 60 yards whisper to each other

9206: All undead of fewer than 8 HD are Turned from the target point

9207: All undead skeletons within 60 yards can regenerate

9208: All undead skeletons within 60 yards turn to steel

9209: All undead skeletons within 60 yards turn to wood

9210: All undead within 1 mile are drawn to the spell's target point

9211: All undead within 1 mile become free-willed

9212: All undead within 1 mile become highly flammable

9213: All undead within 1 mile fear all other undead

9214: All undead within 1 mile forget that they are undead

9215: All undead within 1 mile function at 2X strength until sunset

9216: All undead within 1 mile glow in the dark

9217: All undead within 1 mile shrink by 50%

9218: All undead within 60 yards are struck by lighting

9219: All undead within 90' cut off from Negative Plane for 5 rounds

9220: All vegetation within 1 mile shrinks by 90%

9221: All vegetation within 1 mile turns blood-red

9222: All vegetation within 1 mile turns carnivorous

9223: All vegetation within 1 mile turns invisible

9224: All vegetation within 100 f00t radius is stripped of moisture

9225: All vegetation within 60 yards crumbles to ash

9226: All vegetation within 60 yards grows to full size and maturity

9227: All voices within 60 yards echo 1d10 rounds after they're said

9228: All water within 1 mile is rendered abs01utely pure

9229: All water within 1 mile is rendered abs01utely toxic

9230: All water within 1 mile turns orange but remains drinkable

9231: All water within 60 yards becomes brackish and foul

9232: All water within 60 yards boils

9233: All water within 60 yards causes flesh to rust like metal

9234: All water within 60 yards causes metal to decay like flesh

9235: All water within 60 yards is poisonous for 1d10 days

9236: All water within 60 yards starts to boil

9237: All water within 60 yards tastes like blood

9238: All water within 60 yards turns to an equal mass of snow

9239: All water within 60 yards turns to stone

9240: All water within 60 yards vanishes

9241: All weapons within 60 yards become ethereal for 10d10 rounds

9242: All weapons within 60 yards shrink by 50% for 10d10 rounds

9243: All weapons within 60 yards triple in weight for 10d10 rounds

9244: All within 10 miles distrust gold as a medium of exchange

9245: All within 60 yards acquire the same new language

9246: All within 60 yardsaffected by a random alteration spell

9247: All within 60 yards affected by a random necromantic spell

9248: All within 60 yards affected by Abi-Dalzim's Horrid wilting

9249: All within 60 yards appear black & white for 1 hour

9250: All within 60 yards appear to lack skin

9251: All within 60 yards appears uniformly gray for spell duration

9252: All within 60 yards are affected by Continual light

9253: All within 60 yards are affected by Feather fall

9254: All within 60 yards are affected by Friends

9255: All within 60 yards are affected by massmorph for 18 hours

9256: All within 60 yards are beset with seizures

9257: All within 60 yards are carrying 10 pounds of mashed potatoes

9258: All within 60 yards are covered in tomato paste

9259: All within 60 yards are drenched

9260: All within 60 yards are Feebleminded

9261: All within 60 yards are Healed, as by the spell

9262: All within 60 yards are Held for 1d10 rounds each

9263: All within 60 yards are Held until tomorrow

9264: All within 60 yards are immune to the intended spell for 1 day

9265: All within 60 yards are invulnerable for 1d10 rounds

9266: All within 60 yards are p01ymorphed into Kob01ds for 1d6 days

9267: All within 60 yards are protected from wild surges for 1 day

9268: All within 60 yards are rendered Timeless for 1 week

9269: All within 60 yards are sheathed in cellophane

9270: All within 60 yards are sheathed in Faerie Fire

9271: All within 60 yards are stricken blind

9272: All within 60 yards are stricken by a Symb01 of Pain

9273: All within 60 yards are stricken by Fear

9274: All within 60 yards are stricken deaf

9275: All within 60 yards are stricken deaf, dumb, and blind

9276: All within 60 yards are stricken sterile

9277: All within 60 yards are stricken sterile for 1d10 years

9278: All within 60 yards are stricken unconscious

9279: All within 60 yards are struck by 1d4 magic missiles

9280: All within 60 yards are suddenly baref00t

9281: All within 60 yards are suddenly standing beside their clones

9282: All within 60 yards are suddenly standing in an orderly line

9283: All within 60 yards are teleported into nearest cave

9284: All within 60 yards are teleported onto the nearest mountain

9285: All within 60 yards are teleported to nearest castle

9286: All within 60 yards are unable to sleep for 3d6 days

9287: All within 60 yards are unable to speak in direct sunlight

9288: All within 60 yards assume gaseous form for 1d10 rounds

9289: All within 60 yards become badly sunburned

9290: All within 60 yards become carriers of a terrible disease

9291: All within 60 yards become immune to nonmagical disease

9292: All within 60 yards become ravenously hungry

9293: All within 60 yards become supernaturally fertile

9294: All within 60 yards become thoroughly drunk

9295: All within 60 yards begin to dehydrate, 1 HP every other round

9296: All within 60 yards believe they are alone

9297: All within 60 yards believe they are musically gifted

9298: All within 60 yards believe they have 1 hit point left

9299: All within 60 yards believe they share common ancestry

9300: All within 60 yards change alignment for 1 hour

9301: All within 60 yards c011apse under Feign Death spell

9302: All within 60 yards contract a terrible disease

9303: All within 60 yards double in weight for 1d6 hours

9304: All within 60 yards fall asleep until dawn tomorrow

9305: All within 60 yards fall to their knees

9306: All within 60 yards fear daylight like vampires

9307: All within 60 yards fear music

9308: All within 60 yards feel anxious when reptiles are nearby

9309: All within 60 yards feel itchy and uncomfortable

9310: All within 60 yards feel only 75% of gravity's effect

9311: All within 60 yards feel pain when they hear music

9312: All within 60 yards feel vi01ent hatred toward 1 being nearby

9313: All within 60 yards forget how to make fire

9314: All within 60 yards gain 1 point to STR

9315: All within 60 yards gain infravision (or double range)

9316: All within 60 yards have nightmares about penguins

9317: All within 60 yards have the feeling this happened before

9318: All within 60 yards have the feeling this will happen again

9319: All within 60 yards know each other's true name

9320: All within 60 yards lose 1 point of INT for 1d12+12 hours

9321: All within 60 yards lose 1d6 CON points for 1d4 days

9322: All within 60 yards lose 2 HPIround until leaving the area

9323: All within 60 yards lose all skin and hair pigmentation

9324: All within 60 yards lose all weapon proficiency for 1 day

9325: All within 60 yards lose infravision if they have it

9326: All within 60 yards lose the sense of taste and smell

9327: All within 60 yards may be resurrected once without CON loss

9328: All within 60 yards must Save or be Slowed

9329: All within 60 yards must Save or be Stunned for 1d10 rounds

9330: All within 60 yards must Save or change gender for 1d20 days

9331: All within 60 yards must Save or forget the last 10 rounds

9332: All within 60 yards must Save or go mad for 1d10 rounds

9333: All within 60 yards must Save or teleport to random locations

9334: All within 60 yards rise 10 feet in the air

9335: All within 60 yards Save or teleport to Negative Material

9336: All within 60 yards Save or teleport to Positive Material

9337: All within 60 yards Save vs. Fire at +2

9338: All within 60 yards Save vs. Fire at -2

9339: All within 60 yards shine as with Continual Light

9340: All within 60 yards shriek each time they see blood

9341: All within 60 yards shriek until they see blood

9342: All within 60 yards shrink to half their height

9343: All within 60 yards smell like skunks

9344: All within 60 yards sound like they're on helium

9345: All within 60 yards stop aging, though they may still be slain

9346: All within 60 yards suddenly form into a large circle

9347: All within 60 yards suffer 1d20 HP from magical discharge

9348: All within 60 yards suffer Leomund's Lamentable Belaborment

9349: All within 60 yards swear fealty to the nearest nymph

9350: All within 60 yards sweat coffee

9351: All within 60 yards teleported into nearest temple

9352: All within 60 yards think someone nearby is a doppelganger

9353: All within 60 yards think the Apocalypse is nigh

9354: All within 60 yards think the nearest town's been destroyed

9355: All within 60 yards think they are affected by Blink

9356: All within 60 yards unite in some greater purpose

9357: All within 60 yards wake tomorrow where they are now standing

9358: All within 60 yards wake tomorrow where they now stand

9359: All within 60 yards who are bleeding are stricken mute

9360: All within 60 yards who are bleeding become panic-stricken

9361: All within 60 yards who are bleeding fall asleep

9362: All within 60 yards who are bleeding gain 1d6 hit points

9363: All within 60 yards who are bleeding lose 1d6 hit points

9364: All within 60 yards who are bleeding shrink by 50%

9365: All within 60 yards who are bleeding suffer horrible pain

9366: All within 60 yards who are bleeding think they're dying

9367: All within 60 yards who are bleeding think they're vampires

9368: All within 60 yards who are not bleeding fall asleep

9369: All within armor within 60 yards wishes to swim in it now

9370: All within spell's area of effect affected by F001s' Speech

9371: All wood structures within 1 mile swarm with termites

9372: All wood within 60 yards is affected by crystalbrittle

9373: All wood within 60 yards turns to plastic

9374: All wood within 60 yards vanishes until sometime tomorrow 9

9375: ll wooden weapons within 60 yards turn to balsa wood

9376: All w001 within 60 yards ignites

9377: All worked stone within 60 yards turns to sand

9378: All writing within 60 yards becomes illegible for 1d4 days

9379: All written text within spell's area of effect turns backward

9380: All zombies within 60 yards suddenly have no legs

9381: Ambient temperature decreases by 10d10° for 1d10 rounds

9382: Ambient temperature decreases by 20d10° for 1d4 rounds

9383: Ambient temperature decreases by 5d10° for 1d20 rounds

9384: Ambient temperature increases by 10d10° for 1d10 rounds

9385: Ambient temperature increases by 20d10° for 1d4 rounds

9386: Ambient temperature increases by 50° at nightfall

9387: Ambient temperature increases by 5d10° for 1d20 rounds

9388: An anonymous corpse appears nearby, riddled with bullets

9389: An explosion flattens the nearest castle

9390: An illusory Red Dragon appears and attacks everyone nearby

9391: An incredibly thick fog obscures the entire area until sunset

9392: An oil well springs up from the ground beneath the target point

9393: An unusual & terribly harsh tax is imposed on the nearest town

9394: Animals flock to the target point as though it were a salt lick

9395: Animals forever shun an area 100 feet from the target point

9396: Any animal skins within 60 yards bond to those wearing them

9397: Any animal skins within 60 yards reanimate

9398: Any artifacts within 1 mile decide they've had it and

9399: h 9163 Any creatures resurrected in area in the last 5 years are slain

9400: Any creatures slain in area within last 5 turns are resurrected

9401: Any magical items within 10 yards are inert for 1d6 turns

9402: Any snow within 60 yards turns to diamond dust

9403: Any summoned beings within 60 yards do not vanish when freed

9404: Anyone in armor within 60 yards becomes sharply paranoid

9405: Anyone in armor within 60 yards can only eat while wearing it

9406: Anyone in armor within 60 yards cannot eat while wearing it

9407: Anyone in armor within 60 yards cannot remove it unaided

9408: Anyone in armor within 60 yards cannot see the c010r green

9409: Anyone in armor within 60 yards craves raw meat

9410: Anyone in armor within 60 yards doesn't wish to remove it

9411: Anyone in armor within 60 yards faces the opposite way

9412: Anyone in armor within 60 yards fears magic for 1 week

9413: Anyone in armor within 60 yards fears spiders and snakes

9414: Anyone in armor within 60 yards gains 1d6 hit points

9415: Anyone in armor within 60 yards hears terrifying music

9416: Anyone in armor within 60 yards is affected by friends

9417: Anyone in armor within 60 yards is covered in cobwebs

9418: Anyone in armor within 60 yards is Enfeebled

9419: Anyone in armor within 60 yards is Held

9420: Anyone in armor within 60 yards is immune to cantrips

9421: Anyone in armor within 60 yards is suspicious of wizards

9422: Anyone in armor within 60 yards itches uncontrollably

9423: Anyone in armor within 60 yards lays flat on his back

9424: Anyone in armor within 60 yards learns a demon's true name

9425: Anyone in armor within 60 yards loses 1d10 hit points

9426: Anyone in armor within 60 yards must check morale or flee

9427: Anyone in armor within 60 yards must Save or combust

9428: Anyone in armor within 60 yards must Save or fall asleep

9429: Anyone in armor within 60 yards must Save or go berserk

9430: Anyone in armor within 60 yards must Save or go blind

9431: Anyone in armor within 60 yards removes it in a panic

9432: Anyone in armor within 60 yards seems naked for 1d8 turns

9433: Anyone in armor within 60 yards seems to be of opposite sex

9434: Anyone in armor within 60 yards suddenly stands next to it

9435: Anyone in armor within 60 yards switches handedness

9436: Anyone in armor within 60 yards thinks he's enchanted

9437: Anyone in armor within 60 yards thinks he's invisible

9438: Anyone in armor within 60 yards thinks he's rusting

9439: Anyone in armor within 60 yards thinks it's alive

9440: Anyone in armor within 60 yards thinks it's demonic

9441: Anyone in armor within 60 yards thinks it's on backwards

9442: Anyone in armor within 60 yards thinks it's out to get him

9443: Anyone in armor within 60 yards thinks it's part of him

9444: Anyone in armor within 60 yards thinks it's upside down

9445: Anyone in armor within 60 yards thinks that they aren't

9446: Anyone now baref00t within 60 yards can never wear boots again

9447: Anyone slain in the last turn within 60 yards is resurrected

9448: Anyone slain within 60 yards disintegrates upon death

9449: Anyone within 60 yards resurrected during the last year dies

9450: Anyone within 60 yards Save vs Spell or be stunned 1d3 turns

9451: Bark of all trees within 1 mile becomes hard as steel

9452: Bells, chimes, and gongs echo through the area

9453: Call Lightning hits target point 1 per turn for next 20 turns

9454: Call Lightning strikes the tallest creature in the area

9455: Chain Lightning streaks through area; hits 1d10 random targets

9456: Chain Lightning strikes nearby; hits 1 random target 1d10 times

9457: Civil unrest erupts in nearby town; spreads through the kingdom

9458: Cleric abilities do not work within 60 yards of target point

9459: Cleric abilities function at 2X potency in a 60 yard radius

9460: Clerical error: no priest spells function in a 60 yard radius

9461: Clouds of finely ground flour fill the air

9462: Confetti and jubilant music pour from the sky

9463: Construction begins on a huge statue of a woman with a torch

9464: Creeping D00m o(1d6+4)X1000 insects sweeps through the area

9465: Creeping D00m sweeps through the area in 1d4 hours

9466: Dancing Lights whirl around anyone with injuries within 60 yards

9467: Darkness seems to flow like liquid from the nearest well

9468: Death appears, captures soul of a random being, and disappears

9469: Death appears, gives a random object to someone, and vanishes

9470: Death appears, grabs a random object from someone, and vanishes

9471: Death appears, watches scene with interest, then vanishes

9472: Death appears; all who see her must Save or fall unconscious

9473: Death decides to erect a summer cottage in the vicinity

9474: Dense fog fills the air, smelling of brimstone

9475: Ducks fall from sky for 1d6 rounds

9476: Each creature within 60 yards is enclosed in a forcecage

9477: Eerie winds howl through the area; Morale checks at -3

9478: Entire region is forever impenetrable to Divinations

9479: Everyone in area believes everyone else in area is undead

9480: Everyone who saw the casting thinks they're affected by it

9481: Everything in area appears black & white for spell's duration

9482: Everything in area appears invisible for spell's duration

9483: Everything in area appears uniformly black for spell's duration

9484: Everything in area appears uniformly white for spell's duration

9485: Everything that happened last round recurs in the next

9486: Everything within 1 mile is coated with a fine yellow powder

9487: Everything within 60 yards is firepr00f until n00n tomorrow

9488: Evidence of the Apocalypse is seen throughout the land

9489: Explosion at target point; 30d6HP damage to all within 30 yards

9490: Fire Elemental appears, ignites all torches, etc, and vanishes

9491: For next 1d10 rounds beans, peanuts, and legumes rain from sky

9492: For next 1d10 rounds eggs rain from the sky

9493: For next 1d10 rounds frogs & toads fall from the sky & hop away

9494: For next 1d10 rounds frogs & toads hop into area & into the sky

9495: For next 1d10 rounds gumdrops and jellybeans fall from sky

9496: For next 1d10 rounds maple syrup rains from the sky

9497: For next 1d10 rounds marbles rain from the sky

9498: For next 1d10 rounds mints and choc01ate chips rain from sky

9499: For next 1d10 rounds raisins, dates, and walnuts rain from sky

9500: For next d20 days, the sun rises in the west & sets in the east

9501: Frogs fall from the sky for 1d6 rounds; all -2 ToHit

9502: Gale force winds blow for 1d20 rounds; missile fire impossible

9503: Gate opens to random Lower Outer Plane

9504: Gate to the Abyss opens at the target point of the spell

9505: Gentle rain falls for 1d10 rounds

9506: Gravity in a 60 yard radius is reduced by 50%

9507: Hail falls from the sky for 1d6 rounds; all -one ToHit

9508: Half the populace thinks the continent is sinking into the sea

9509: Heavy f100ding occurs throughout a ten mile radius

9510: Heavy rain falls for 1d10 rounds; all -2 ToHit, no missile fire

9511: Illusions cast in the area are free-willed for their duration

9512: In the next 2 turns, 3d10 feet of snow cover a 60 yard radius

9513: Internal dimensions of nearest dwelling are doubled

9514: Internal gravity of nearest dwelling increases 1d4X

9515: Internal gravity of nearest dwelling is flipped 90°

9516: Internal gravity of nearest dwelling is halved

9517: Internal gravity of nearest dwelling is lost

9518: Internal gravity of nearest dwelling is reversed (flipped 180°)

9519: Invisible bells chime loudly for 1d6 hours

9520: Light drizzle falls for 1d10 weeks

9521: Local gravity doubles during each of the next 1d4 rounds

9522: Loud music plays in the air when anyone tries to cast a spell

9523: Millions of moths cloud the area, blinding all within 60 yards

9524: Minor Death appears; attacks 1 being till missing, then leaves

9525: Missiles fired within 60 yards circle & hit whoever fired them

9526: Missiles fired within 60 yards ricochet and hit random targets

9527: Mist from a nearby river has a 10% chance to lead to ravenloft

9528: Monster Summoning 2d4-one (rolled each time) occurs 5d4 times

9529: Monster Summoning 2d4-one occurs

9530: Monster Summoning I occurs 1d10 times

9531: Monster Summoning II occurs 4d3-3 times

9532: Monster Summoning III occurs 1d8 times

9533: Monster Summoning IV occurs 2d4-one times

9534: Monster Summoning V occurs 1d6 times

9535: Monster Summoning VI occurs 1d4 times

9536: Monster Summoning VII occurs 2d3-one times

9537: Motes of light swirl through the area, giving everyone -one ToHit

9538: Motes of light whirl about any open wounds in the area

9539: Music fills the air so loudly that spells cannot be cast

9540: Nearby town has festival to honor all in the area of effect

9541: Nearby town seeks death of all within 60 yards of target point

9542: Nearest 1d1000 rabbits link into a hive-mind and form a c010ny

9543: Nearest 500 lb. stone becomes a statue of creature near it

9544: Nearest 500 lb. stone becomes perfectly spherical

9545: Nearest 500 lb. stone engulfs creature nearest to it

9546: Nearest 500 lb. stone hurl itself into the sky and vanishes

9547: Nearest 500 lb. stone turns to 5000 lb. stone

9548: Nearest 500 lb. stone turns to a Galeb Duhr

9549: Nearest 500 lb. stone turns to an 8 HD earth elemental

9550: Nearest 500 lb. stone turns to diamond

9551: Nearest 500 lb. stone turns to steam

9552: Nearest banshee is teleported into vicinity for 1d10 rounds

9553: Nearest boat appears in the area

9554: Nearest bridge c011apses

9555: Nearest building crumbles to dust

9556: Nearest building inverts

9557: Nearest butterfly p01ymorphs into a gold Dragon

9558: Nearest castle becomes a sandcastle; owner likely to be upset

9559: Nearest castle becomes sentient

9560: Nearest castle fills with cattle

9561: Nearest castle fills with cheese

9562: Nearest castle fills with skunks

9563: Nearest castle is made of interlocking plastic bricks

9564: Nearest castle is transported into the area

9565: Nearest castle is transported to the Plane of Fire unharmed

9566: Nearest castle rises into the air 1d20 feet

9567: Nearest castle sinks into the ground 1d20 feet

9568: Nearest castle suffers explosive decompression

9569: Nearest castle turns to bone

9570: Nearest castle turns to choc01ate

9571: Nearest castle turns to sand

9572: Nearest castle turns to steel

9573: Nearest castle vanishes from the Prime Material Plane

9574: Nearest castle's throne room is piled high with skulls

9575: Nearest castle's tower becomes v01canically active

9576: Nearest castle's tower blasts off into orbit

9577: Nearest castle's treasury fills with seashells

9578: Nearest cave becomes a Gate to the demi-plane of shadow

9579: Nearest cave c011apses

9580: Nearest cave fills with toxic v01canic gasses

9581: Nearest cave takes on the features of a huge mouth

9582: Nearest convict is teleported out of prison into vicinity

9583: Nearest cultivated field yields highly toxic crops

9584: Nearest d00rway becomes a Gate to another Prime Material

9585: Nearest d00rway becomes a lasting Portal to Elemental Air

9586: Nearest d00rway becomes a lasting Portal to Elemental Earth

9587: Nearest d00rway becomes a lasting Portal to Elemental Fire

9588: Nearest d00rway becomes a lasting Portal to Elemental Water

9589: Nearest d00rway becomes a lasting Portal to the Astral Plane

9590: Nearest d00rway becomes a lasting Portal to the Ethereal Plane

9591: Nearest d00rway causes any entering it to exit via another d00r

9592: Nearest d00rway causes any traversing it to age 5d10 years

9593: Nearest d00rway causes any traversing it to lose 1I2 their HP

9594: Nearest d00rway flips any traversing it 180° laterally

9595: Nearest d00rway restores 1I2 lost HP to any traversing it

9596: Nearest dragon appears in the area

9597: Nearest dragon desperately wants to be human

9598: Nearest dragon dies instantly when struck by a magical weapon

9599: Nearest dragon p01ymorphs into a rabbit of equal size

9600: Nearest dragon shrinks by 90%

9601: Nearest dragon thinks it's a human

9602: Nearest dragon turns into a helicopter

9603: Nearest dragon's eyes appear in the vicinity

9604: Nearest druid adopts a "scorched earth p01icy"

9605: Nearest druid attracts grasshoppers and other insects

9606: Nearest druid attracts honeybees with his sweat

9607: Nearest druid attracts lightning like a tall tree

9608: Nearest druid becomes as skittish as a rabbit

9609: Nearest druid becomes bi01uminescent like a firefly

9610: Nearest druid becomes catatonic when he sees animal blood

9611: Nearest druid becomes nocturnal

9612: Nearest druid becomes vi01ently ill if he touches anyone

9613: Nearest druid begins preaching the merits of strip-mining

9614: Nearest druid can cause plants to wilt with a touch

9615: Nearest druid can heal damage to vegetable matter

9616: Nearest druid can Heal himself if he slays an innocent animal

9617: Nearest druid can speak with crickets and grasshoppers

9618: Nearest druid can summon 1d6 squirrels per level at will

9619: Nearest druid can turn invisible while touching living wood

9620: Nearest druid can warp wood with a touch

9621: Nearest druid cannot abide the presence of carved wood

9622: Nearest druid cannot contr01 his next Treewalk

9623: Nearest druid can't resume his true form after p01ymorphing

9624: Nearest druid causes campfires nearby to rage out of contr01

9625: Nearest druid coughs up sawdust when angry

9626: Nearest druid craves raw meat at every sunset

9627: Nearest druid desires to sh00t squirrels on sight

9628: Nearest druid develops pyromania

9629: Nearest druid emerges from a random tree when he Treewalks

9630: Nearest druid faints at the sight of tree sap

9631: Nearest druid fears plants and wildlife

9632: Nearest druid firmly believes he can breathe water

9633: Nearest druid flies into a rage if he sees untended fires

9634: Nearest druid flies into a rage when he smells roast meat

9635: Nearest druid gains access to 1 sch001 of wizardly magic

9636: Nearest druid goes on a random killing spree

9637: Nearest druid is a carrier of Dutch Elm Disease

9638: Nearest druid kills plantlife like a Defiler when casting magic

9639: Nearest druid leaves f00tprints which blight the ground

9640: Nearest druid sheds tree sap instead of blood when injured

9641: Nearest druid smells and gives off heat like compost

9642: Nearest druid sprouts antlers like a deer

9643: Nearest druid teleports into the nearest tree

9644: Nearest druid teleports to the bottom of the nearest lake

9645: Nearest druid thinks a catastrophic earthquake is imminent

9646: Nearest druid thinks he can speak with birds

9647: Nearest druid thinks he's a robot

9648: Nearest druid thinks Nature is his own private garbage dump

9649: Nearest druid thinks Nature is out to get us

9650: Nearest druid thinks Nature speaks to him through rainbows

9651: Nearest druid turns into a rabbit whenever he sleeps

9652: Nearest druid turns leaf-green when angry

9653: Nearest druid wants to carve his name in every oak he sees

9654: Nearest druid wants to cut down the biggest oak he can find

9655: Nearest druid weeps herbicide when angry

9656: Nearest druid's presence causes campfires to go out

9657: Nearest druid's presence causes plants to weep blood

9658: Nearest dryad and her tree teleport into the vicinity

9659: Nearest female can remove her eyes and still see through them

9660: Nearest female is surrounded by statues of her

9661: Nearest field is marked with crop circles

9662: Nearest field is mown and painted like a baseball field

9663: Nearest fire burns without fuel until extinguished

9664: Nearest fire detonates as a 10 Die fireball

9665: Nearest fire explodes as a fireball of 1d20 Hit Dice

9666: Nearest fire fills the area with thick, acrid smoke

9667: Nearest fire re-ignites 1d10+10 turns after it is extinguished

9668: Nearest fire resurrects as an elemental the 1st corpse it burns

9669: Nearest fire resurrects first corpse thrown into it

9670: Nearest fire rises and flees the area

9671: Nearest fire streaks into the sky like a reversed meteor

9672: Nearest fire takes 1HP per round from all within 10' of it

9673: Nearest Giant is summoned; appears in 2d10 rounds

9674: Nearest goat turns into a boat

9675: Nearest gold Dragon p01ymorphs into a butterfly; retains memory

9676: Nearest G01em becomes a statue of appropriate composition

9677: Nearest government official is found to be a 5 year 01d child

9678: Nearest government official is found to be a c010ny of insects

9679: Nearest government official is found to be a demigod

9680: Nearest government official is found to be a medusa

9681: Nearest government official is found to be a nymph

9682: Nearest government official is found to be a tanar'ri

9683: Nearest government official is found to be a vampire

9684: Nearest government official is found to be an illithid

9685: Nearest government official is revealed to have died last year

9686: Nearest governmental unit c011apses amid scandals of wrongdoing

9687: Nearest hill giant appears at the spell's target point

9688: Nearest horse turns to a pegasus and flies away

9689: Nearest hourglass becomes a magic-powered quartz digital clock;

9690: Nearest house appears at the spell's target point

9691: Nearest house explodes as a 50HD fireball

9692: Nearest house is the entrance to a maze of underground passages

9693: Nearest ice berg becomes v01canically active

9694: Nearest king dies of a bullet wound to the head

9695: Nearest king drowns in his sleep tonight

9696: Nearest king or queen appears in the vicinity

9697: Nearest lake contains salt water instead of fresh

9698: Nearest lake drains mysteriously

9699: Nearest lake forms a tsunami and devastates its shores

9700: Nearest lake imparts medusa-like beauty to any drinking from it

9701: Nearest lake imparts nymph-like beauty to any drinking from it

9702: Nearest lake is suddenly populated by bullywugs

9703: Nearest lich appears, deposits its phylactery, and vanishes

9704: Nearest lich appears, disembowels someone, and vanishes

9705: Nearest lich appears, sings part of an opera, and vanishes

9706: Nearest lich develops affection for someone in the vicinity

9707: Nearest lich develops an intense fear of darkness

9708: Nearest lich is wracked with remorse when it slays anybody

9709: Nearest lich sails away in a hot air ba1100n

9710: Nearest magic sword draws wasps and hornets to its wielder

9711: Nearest magic sword explodes, causing its wielder 3d10 damage

9712: Nearest magic sword stinks like rotting fish

9713: Nearest magical Gate gates to the spell's target point

9714: Nearest male fears he has been targeted by a fireball spell

9715: Nearest medusa teleports into the nearest city

9716: Nearest medusa teleports into the vicinity

9717: Nearest medusa turns into a nymph (alignment Neutral good)

9718: Nearest mining operation unearths a long-buried and evil entity

9719: Nearest monster of less than 6HD turns to stone

9720: Nearest mountain bears huge likenesses of the caster and target

9721: Nearest mountain becomes a huge but benev01ent earth elemental

9722: Nearest mountain becomes a valley

9723: Nearest mountain becomes an ice berg

9724: Nearest mountain becomes as sm00th as glass

9725: Nearest mountain becomes invisible

9726: Nearest mountain becomes v01canically active

9727: Nearest mountain inverts; remains structurally sound

9728: Nearest mountain levitates 1 mile

9729: Nearest mountain rises into the sky and vanishes

9730: Nearest mountain shifts 1d4 miles to the right

9731: Nearest mountain turns out to be the site of an illithid city

9732: Nearest mountain vanishes

9733: Nearest mountain vanishes and is replaced by a pyramid

9734: Nearest nymph becomes chaotic evil

9735: Nearest nymph claims friendship with someone within 60 yards

9736: Nearest nymph claims great hatred of someone within 60 yards

9737: Nearest nymph claims kinship with someone within 60 yards

9738: Nearest nymph claims nearest pond as her bathing p001

9739: Nearest nymph claims someone within 60 yards as her consort

9740: Nearest nymph develops an intense crush on someone nearby

9741: Nearest nymph develops an intense wanderlust

9742: Nearest nymph develops intense jealousy of the nearest female

9743: Nearest nymph exchanges clothing with someone in the area

9744: Nearest nymph exchanges physical forms with someone in the area

9745: Nearest nymph has a major impact on next year's summer fashions

9746: Nearest nymph lobbies for position in the local governmental

9747: Nearest nymph teleports into the nearest castle's moat

9748: Nearest nymph teleports into the nearest monastery

9749: Nearest nymph teleports into the nearest town square

9750: Nearest nymph teleports into the nearest well

9751: Nearest nymph teleports into vicinity for 1d10 rounds

9752: Nearest nymph turns into a medusa (likely to be somewhat upset)

9753: Nearest ocean has a direct connection within the nearest well

9754: Nearest ocean-going vessel turns to a submarine

9755: Nearest ocean-going vessel turns to cesium

9756: Nearest orc's blood appears in the vicinity

9757: Nearest orc's blood freezes s01id

9758: Nearest paladin acquires 1d4 undead f0110wers

9759: Nearest paladin acquires a random phobia

9760: Nearest paladin appears, naked, in the nearest queen's chamber

9761: Nearest paladin becomes hideously ugly (CHA 4)

9762: Nearest paladin becomes immune to magical diseases

9763: Nearest paladin becomes immune to pain

9764: Nearest paladin becomes noticeably more extreme in his belief

9765: Nearest paladin becomes obsessed with the thought of his death

9766: Nearest paladin becomes stunningly attractive (CHA 19)

9767: Nearest paladin becomes suicidally depressed

9768: Nearest paladin befriends the nearest nymph

9769: Nearest paladin bleeds from his eyes when he Turns Undead

9770: Nearest paladin can create holy water once per day

9771: Nearest paladin can lie with impunity while naked

9772: Nearest paladin can Pick Pockets as a thief of equal level

9773: Nearest paladin cannot address any whose name he doesn't know

9774: Nearest paladin cannot attempt stealthy movement or trickery

9775: Nearest paladin cannot be bound by nonmagical rope or chains

9776: Nearest paladin cannot willingly harm any of opposite gender

9777: Nearest paladin develops a natural Armor Class of 6

9778: Nearest paladin dislikes swords and prefers axes

9779: Nearest paladin fears death and seeks to avoid it

9780: Nearest paladin fears everyone will realize he's a coward

9781: Nearest paladin fears he'll be slain by his best friend

9782: Nearest paladin fears he'll combust if he lights a fire

9783: Nearest paladin fears he'll combust unless soaked in water

9784: Nearest paladin fears he'll die if he removes his clothes

9785: Nearest paladin fears he'll die unless he drinks poison

9786: Nearest paladin fears he'll melt if immersed in water

9787: Nearest paladin fears he'll slay his best friend

9788: Nearest paladin fears he's the child of an angel and a demon

9789: Nearest paladin gains 1 points to CHA while injured

9790: Nearest paladin giggles like a child at the sight of blood

9791: Nearest paladin giggles when he sees a spell cast

9792: Nearest paladin has a map tatt00ed somewhere embarrassing

9793: Nearest paladin has nightmares about penguins every night

9794: Nearest paladin is compelled to taunt his opponents

9795: Nearest paladin is mute while at full hit points

9796: Nearest paladin is reduced to 1 hit point

9797: Nearest paladin is said to practice awful rites while alone

9798: Nearest paladin is thought to be lying if he tells the truth

9799: Nearest paladin isn't taken seriously if his sword is drawn

9800: Nearest paladin isn't taken seriously if his sword isn't drawn

9801: Nearest paladin loses his immunity to disease

9802: Nearest paladin refuses to acknowledge fealty of the king

9803: Nearest paladin sh00ts first and asks questions later

9804: Nearest paladin smells of manure while near royalty

9805: Nearest paladin sprouts useless tentacles from his scalp

9806: Nearest paladin suffers a permanent -one to Initiative

9807: Nearest paladin takes some new, extreme vow

9808: Nearest paladin thinks a demon is trying to possess him

9809: Nearest paladin thinks he accidentally slew his god's avatar

9810: Nearest paladin thinks he h01ds the deed to a nearby town

9811: Nearest paladin thinks he is a centaur while on horseback

9812: Nearest paladin thinks he is a zombie who's "awakened"

9813: Nearest paladin thinks he is an avatar of his god

9814: Nearest paladin thinks he is destined for kingship

9815: Nearest paladin thinks he is just impersonating himself

9816: Nearest paladin thinks he is some sort of Divine messenger

9817: Nearest paladin thinks he just suffered an alignment change

9818: Nearest paladin thinks he p01ymorphed into his current form

9819: Nearest paladin thinks he smells of manure while near royalty

9820: Nearest paladin thinks he's undead

9821: Nearest paladin thinks he's a demon's offspring

9822: Nearest paladin thinks he's been stripped of his paladinh00d

9823: Nearest paladin thinks he's committed a terrible sin

9824: Nearest paladin thinks he's just received Divine Inspiration

9825: Nearest paladin thinks he's the target of a great conspiracy

9826: Nearest paladin thinks his own skeleton is Undead

9827: Nearest paladin thinks his sword is a holy Avenger

9828: Nearest paladin undertakes a quest to eradicate all undead

9829: Nearest paladin's eyes shine brightly when he is angry

9830: Nearest paladin's arms become illusionary

9831: Nearest paladin's arms turn ethereal below the elbow

9832: Nearest paladin's arms turn invisible below the elbow

9833: Nearest paladin's blood levitates for 1 turn when spilled

9834: Nearest paladin's blood spells out his name when spilled

9835: Nearest paladin's blood turns to choc01ate when spilled

9836: Nearest paladin's bones turn to high-grade titanium steel

9837: Nearest paladin's eyes bug out whenever he is surprised

9838: Nearest paladin's feet vanish when he takes off his shoes

9839: Nearest paladin's hands adhere to each other if they touch

9840: Nearest paladin's pockets fill with fortune c00kies

9841: Nearest pond acts as a bowl of watery death

9842: Nearest pond acts as a Mirror of Life Trapping

9843: Nearest pond acts as a Mirror of Opposition

9844: Nearest pond acts as a Mirror of Scrying

9845: Nearest pond acts as a Mirror of Simple Order

9846: Nearest pond acts as a random potion to those drinking it

9847: Nearest pond becomes a Gate to a cloud high overhead

9848: Nearest pond becomes a Gate to a nearby bonfire

9849: Nearest pond becomes a Gate to a pond of similar size

9850: Nearest pond becomes a water elemental; attacks all near

9851: Nearest pond becomes highly acidic but doesn't harm its fauna

9852: Nearest pond becomes permanently electrically charged

9853: Nearest pond burns like gas01ine for 1d10 rounds

9854: Nearest pond can be trodden across like s01id earth

9855: Nearest pond contains 1d4 water weirds

9856: Nearest pond doubles the amount of water it contains

9857: Nearest pond drains 1d10 HP from any drinking from it

9858: Nearest pond drains and becomes v01canically active

9859: Nearest pond erupts into a geyser

9860: Nearest pond exerts pressure like the bottom of the ocean

9861: Nearest pond explodes into fog, blanketing 1 mile radius

9862: Nearest pond flows in a steady counter-clockwise current

9863: Nearest pond forms a whirlp001, accessing Elemental Water

9864: Nearest pond freezes s01id

9865: Nearest pond heals 1d10 HP for any drinking from it

9866: Nearest pond increases in depth by a factor of 1d100

9867: Nearest pond is enchanted with Watery Double

9868: Nearest pond is filled by an ice berg

9869: Nearest pond levitates 1d10 feet

9870: Nearest pond poisons those drinking from it

9871: Nearest pond swallows all boats currently upon it

9872: Nearest pond teleports any drinking from it to the ocean

9873: Nearest pond teleports 1 mile east

9874: Nearest pond transforms into a p001 of lava

9875: Nearest pond turns into an above-ground p001

9876: Nearest pond turns those drinking from it into water

9877: Nearest pond's f100r rises to ground level

9878: Nearest potion becomes carbonated and tastes like r00tbeer

9879: Nearest potion causes its drinker to change gender

9880: Nearest potion causes its drinker to crave the taste of blood

9881: Nearest potion explodes like a vial of nitroglycerin

9882: Nearest potion grants its drinker permanent infravision

9883: Nearest potion kills the person next to the 1 who drinks it

9884: Nearest pregnant woman also bears a demonic twin of her child

9885: Nearest priest believes he's his deity incarnate

9886: Nearest priest vomits forth 1d1000 cockroaches

9887: Nearest rabbit gains the Intelligence and powers of a lich

9888: Nearest rabbit goes on a bloodthirsty rampage

9889: Nearest ravine or crevice clamps shut forcefully

9890: Nearest ravine or crevice is spanned by a normal bridge

9891: Nearest Red Dragon is summoned; appears in 5d10 rounds

9892: Nearest river alters its course to sweep through the area

9893: Nearest river becomes a huge but sluggish water elemental

9894: Nearest river becomes charged with electricity

9895: Nearest river becomes filled with fresh-water sharks

9896: Nearest river becomes filled with locathah

9897: Nearest river becomes filled with piranha

9898: Nearest river becomes highly flammable

9899: Nearest river becomes sentient

9900: Nearest river becomes stagnant

9901: Nearest river boils

9902: Nearest river connects somewhere with the river Styx

9903: Nearest river diss01ves all within it like acid

9904: Nearest river divides its course; 1I2 flows 1 way, 1I2 the other

9905: Nearest river doubles its depth

9906: Nearest river doubles its width

9907: Nearest river drops to the temperature of liquid nitrogen

9908: Nearest river drowns all within it

9909: Nearest river fills with m01asses

9910: Nearest river fills with peas

9911: Nearest river fills with water elementals

9912: Nearest river flows at 10 times normal rate

9913: Nearest river flows backward along its entire length for 1 day

9914: Nearest river freezes s01id

9915: Nearest river halves its width

9916: Nearest river heats by 80°, killing any aquatic life within it

9917: Nearest river hurls all fish within it onto its banks

9918: Nearest river ignites

9919: Nearest river is covered by a layer of stone

9920: Nearest river is cut off from its tributaries

9921: Nearest river levitates ten feet

9922: Nearest river parts mysteriously at some significant location

9923: Nearest river parts mysteriously down the middle

9924: Nearest river stops flowing for 1d6 days

9925: Nearest river swallows any craft upon it

9926: Nearest river turns to glass

9927: Nearest river vanishes

9928: Nearest sea-worthy ship gains the power of flight

9929: Nearest sea-worthy ship sinks like a stone

9930: Nearest siege engine turns into a Sherman tank

9931: Nearest spellb00k becomes sentient and resents its owner

9932: Nearest statue becomes a G01em of appropriate composition

9933: Nearest suit of chain mail is insulated like electrical wire

9934: Nearest suit of chain mail turns to 24 karat gold

9935: Nearest suit of plate armor becomes a deep-sea diving suit

9936: Nearest suit of plate armor encloses its wearer like a tin can

9937: Nearest suit of plate armor turns to adamantite

9938: Nearest suit of plate armor turns to silk

9939: Nearest sunken continent rises to the surface for 3d12 months

9940: Nearest sunken ship rises to the surface, dry and good as new

9941: Nearest sycamore tree becomes v01canically active

9942: Nearest temple cannot be entered by any of Evil alignment

9943: Nearest temple c011apses, crushing all within it

9944: Nearest temple conceals a Gate to an Outer Plane

9945: Nearest temple crumbles to the ground & is seen as an omen

9946: Nearest temple echoes with sounds of torture and suffering

9947: Nearest temple flies into the sky and is gone forever

9948: Nearest temple has unknowingly granted Sanctuary to a demon

9949: Nearest temple is feared as a Place of Evil

9950: Nearest temple is hailed as a Place of good

9951: Nearest temple is leveled in an act of Divine Will

9952: Nearest temple is profaned by unholy rites

9953: Nearest temple is reputed to have vast healing power

9954: Nearest temple is rumored to harbor evil entities

9955: Nearest temple reeks of carrion

9956: Nearest temple smells of incense and myrrh

9957: Nearest temple summons an avatar of its deity

9958: Nearest temple teems with vermin

9959: Nearest temple teleports 1d100 miles away

9960: Nearest town erupts into frenzied celebration & heads this way

9961: Nearest town forms a p001 of lava at its center

9962: Nearest town is entirely populated by undead

9963: Nearest tree begins strangling the person nearest to it

9964: Nearest tree turns into a vast beach umbrella

9965: Nearest troll loses its regeneration ability for 1d10 days

9966: Nearest valley fills with a glacier over the next 1d12 months

9967: Nearest valley rises into a mountain; flora and fauna unharmed

9968: Nearest vampire develops an intense craving for garlic

9969: Nearest vampire gains an immunity to direct sunlight

9970: Nearest vampire thinks it's impervious to sunlight

9971: Nearest village sinks into the ground

9972: Nearest village teleports to nearest island of comparable size

9973: Nearest well acts as a Fountain of Youth for next 2d12 hours

9974: Nearest well becomes a Well of Many Worlds

9975: Nearest well becomes an oil well

9976: Nearest well becomes infested with small sharks

9977: Nearest well becomes unwell; poisons any who drink from it

9978: Nearest well becomes v01canically active

9979: Nearest well connects with the Elemental Plane of Water

9980: Nearest well grants 1 Wish to anyone dropping a coin in it

9981: Nearest well hurls lightning b01ts at any taking water from it

9982: Nearest well projects a huge Cone of C01d

9983: Nearest well's water diss01ves living flesh on contact

9984: Necromantic spells do not work within 60 yards of target point

9985: New religious movement seeks "ethnic cleansing" of the region

9986: Next 1d6 spells cast in the area trigger Wild Surges

9987: Next fire started in area burns a 10 f00t pit into the ground

9988: Next fire started in area causes lava to well up beneath it

9989: Next fire started in area explodes like Melf's Minute Meteors

9990: Next fire started in area opens a Gate to Elemental Fire

9991: Next fire started in area summons a friendly fire elemental

9992: Next fire started in area summons a hostile 16HD fire elemental

9993: Next fire started in area triggers a firestorm in 1 mile radius

9994: Next fire started in area triggers a hailstorm lasting 1 hour

9995: Next fire started in area triggers a rainstorm lasting 40 days

9996: Next fire started in area triggers a sandstorm lasting 1I2 hour

9997: Next fire started in area triggers a snowstorm lasting 4 days

9998: Next fire started in area triggers a windstorm lasting 5 days

9999: Next 1 to cast a spell in area teleports 1d100 miles randomly

10000: Night turns to day, or vice versa, for 1d4 hours

10001: No aging occurs within 60 yard radius of target point of spell

10002: No artificially-sown crops can ever again grow within 10 miles

10003: No fire can burn within 100' of target point for 1 wh01e year

10004: No fire-based magic can be cast within 60 yards

10005: No fresh air circulates into a 60 yard radius of target point

10006: No healing, magical or otherwise, works within 60 yard radius

10007: No illusions can manifest within 60 yards

10008: No magic functions within 1 mile for 1d10 turns

10009: No necromancy spells function in the area until sunset tomorrow

10010: No nocturnal creatures can come within 60 yards

10011: No 1 may approach within 100' of target point for 1 year

10012: No 1 who saw the casting can attack anyone else who saw it

10013: No 1 who saw the casting can eat while in direct sunlight

10014: No 1 who saw the casting can ignite fires for 1d10 days

10015: No 1 who saw the casting can remember who cast it

10016: No 1 who saw the casting can see anyone else who saw it

10017: No 1 who saw the casting can speak for 2d12 hours

10018: No 1 who saw the casting can speak until spoken to

10019: No 1 within 60 yards can cast magic during the next 48 hours

10020: No 1 within 60 yards can speak until they drop their weapons

10021: No 1 within 60 yards has any desire to hurt anyone near them

10022: No paladin can come within 60 yards of the target point

10023: No rain ever again falls within 1 mile radius

10024: No speech is heard in 60 yard radius; other sound unchanged

10025: No spoken words can be heard within 60 yards

10026: No summoning magic functions within 60 yards

10027: No sword can draw blood within 60 yards for the next turn

10028: No teleportation, magical or otherwise, is possible in the area

10029: No voice louder than a whisper can be heard within 60 yards

10030: No voice softer than a shout can be heard within 60 yards

10031: No words may be spoken in 60 yard radius

10032: None within 60 yards may ever be resurrected

10033: Nonmagical fire can't be ignited or sustained within 60 yards

10034: Nothing for 1 turn, then 1d20 zombies appear & attack everyone

10035: Nothing for 1 turn, then all within 60 yard radius sleep

10036: Nothing for 1 turn, then all within 60 yards turn Invisible

10037: Nothing for 1 turn, then everyone within 60 yards is Held

10038: Nothing for 1 turn, then suddenly it's twelve hours later

10039: Nothing for 1 turn, then suddenly three feet of snow appear

10040: Nothing for 1 turn, then the earth is scorched for 60 yards

10041: Nothing for 1 turn, then the Surge (roll again) occurs

10042: Occupants of the nearest brothel appear in the nearest abbey

10043: Ominous thunder rumbles in the distance; roll again

10044: Organic matter within 60 yard radius corrodes as with rust

10045: Pebbles fall from sky for one turn; all -3 ToHit, 1HP dmgIrnd

10046: Peculiar crimes begin to be committed within a 10 mile radius

10047: Powerful Outer Planes entity appears in vicinity

10048: Psionics are impossible within 60 yard radius

10049: Rain falls from ground to sky for 1d10 rounds; all -one toHit

10050: Rain falls in 10 mile area for a year; destroys local ecosystem

10051: Rain falls on 1I2 the people within a 60 yard radius

10052: Rain never again falls in a 60 yard radius

10053: Random artifact appears in vicinity

10054: Random container nearby becomes a Container of H01ding

10055: Random creature in vicinity becomes amphibious

10056: Random creature nearby dies immediately upon resurrection

10057: Random creature nearby is cloned on next death

10058: Random creature nearby is cloned on next resurrection

10059: Random creature nearby is consumed like a material component

10060: Random creature nearby is turned to gold

10061: Random creature nearby is turned to snow

10062: Random creature nearby resurrects immediately upon death

10063: Random creature nearby vanishes

10064: Random living creature in vicinity becomes Undead

10065: Random nearby animal acquires human-level intelligence

10066: Random nearby animal becomes armor-plated

10067: Random nearby animal becomes herbivorousIcarnivorous

10068: Random nearby animal craves demihuman flesh

10069: Random nearby animal enlarges 500%

10070: Random nearby animal explodes as a 5 HD fireball

10071: Random Undead in vicinity restored to life

10072: Region becomes a zone of Wild Magic

10073: Region becomes magic-dead for 1d6 days

10074: Region becomes magic-dead forever

10075: Region becomes zone of life-leeching; saps 1HPIround present

10076: Region is afflicted by utterly chaotic weather patterns

10077: Salty rain falls from the sky for 1 hour

10078: Sandstorm arises regardless of environment; lasts 1d10 rounds

10079: Sea level around the world rises by 2 feet

10080: Sea level rises 10 feet worldwide

10081: Silence, 1 mile radius; effect is permanent until Dispelled

10082: Silence, 1 mile radius; lasts 1d6 rounds

10083: Sky turns green from horizon to horizon until tomorrow

10084: Small pebbles whirl through the area for 1d10+10 rounds

10085: Snow falls in a 60 yard radius for 1d10 hours

10086: Somatic spell components unnecessary within 60 yard radius

10087: Some local religion claims someone nearby as its Prophet

10088: Some local religion doubles in popularity

10089: Some local religion loses 1d100% of its f0110wers worldwide

10090: Some local religion names someone nearby as its Anti-Prophet

10091: Some random and fabulously advanced machine appears nearby

10092: Some random Lesser Power appears in the area

10093: Someone nearby becomes pregnant with hisIher own clone

10094: Someone nearby can assume elemental form once per day

10095: Someone nearby is found to be a beholder

10096: Someone nearby is found to be a nymph

10097: Someone nearby is implicated in the death of the nearest king

10098: Someone nearby is shot by a sniper with a high-powered rifle

10099: Someone nearby is stricken with lycanthropy

10100: Someone nearby radiates a dragon's Fear aura

10101: Someone nearby reverts to an infant but retains all knowledge

10102: Someone nearby thinks he has lycanthropy

10103: Someone nearby thinks someone else nearby has lycanthropy

10104: Someone nearby thinks someone else nearby is a demon

10105: Someone nearby thinks someone else nearby is about to die

10106: Someone nearby thinks someone else nearby is going to explode

10107: Someone nearby thinks someone else nearby is his deity

10108: Someone nearby thinks someone else nearby is his ruler

10109: Someone nearby thinks someone else nearby is his servant

10110: Someone nearby thinks someone else nearby is pure evil

10111: Someone nearby thinks someone else nearby just saved his life

10112: Someone nearby thinks someone else nearby wants to kill him

10113: Someone within 60 yards gains knowledge of advanced physics

10114: Sounds made within 60 yards can't be heard beyond that area

10115: Sounds of machine-gun fire echo from over the nearest hill

10116: Spell affects 50 yard radius except its intended area of effect

10117: Spell affects everyone within 60 yards of target except target

10118: Spell appears to fail but functions as another spell of equal level

10119: Spell appears to function but actually functions in reverse

10120: Spell appears to function but is only an illusion

10121: Spell appears to function but its effect fizzles in 1d4 rounds

10122: Spell becomes sentient and disappears

10123: Spell bounces off target and hits a random target nearby

10124: Spell causes a Surge if cast within 1 mile of target point

10125: Spell creates a 50 yard radius crater, as from an explosion

10126: Spell duration, unless instantaneous, becomes permanent

10127: Spell duration, unless permanent, becomes instantaneous

10128: Spell effect is delayed 5d10 rounds, then hits random target

10129: Spell effect is reversed and delayed 1d8 rounds

10130: Spell effect is reversed and doubled in strength

10131: Spell effect is reversed and its effect is invisible

10132: Spell effect is reversed and strikes all within 20 yards

10133: Spell effect is reversed and strikes Fear in all who see it

10134: Spell effect is reversed but appears to function normally

10135: Spell effect occurs intermittently for its duration

10136: Spell effectiveness (range, duration, damage) doubles

10137: Spell effectiveness bypasses any Magic resistance

10138: Spell effectiveness increases 100x

10139: Spell fails if it's ever cast within 1 mile of target point

10140: Spell functions as random spell of a random level

10141: Spell functions as random spell of same level

10142: Spell functions but creates bizarre images in its wake

10143: Spell functions but its effect is invisible

10144: Spell functions but no 1 remembers it afterward

10145: Spell functions but smells like sulfur

10146: Spell hits a random target once for each creature within 50'

10147: Spell occurs at this time every day for the next year

10148: Spell oversh00ts; hits creature behind intended target

10149: Spell recurs each of next 1d4 rounds, hitting random targets

10150: Spell rips a h01e in space, forming a Gate to the astral Plane

10151: Spell strikes 1d6 creatures in area for equal effect; no saves

10152: Spell strikes a distant random (and possibly vengeful) target

10153: Spell works, but its formula is wiped from all earthly records

10154: Spell's area increases to 1 mile, but damage is halved

10155: Spell's area of effect is increased by 1000X

10156: Spell's damage increases by 1000X within the area of effect

10157: Spiderwebs cover all within a 60 yard radius

10158: Stars are visible in the daytime sky for the next 1d12 days

10159: Sunlight appears red within a 60 yard radius

10160: Sunlight seems twice as bright within 60 yard radius

10161: Surface of the nearest pond becomes as hard as iron

10162: Target point of the spell shines with bright, natural sunlight

10163: Tatt00ed map of choice cuts covers all livestock within 1 mile

10164: Tatt00ed map of choice cuts covers any demihumans within 1 mile

10165: Temperature drops 1d100 degrees within 60 yard radius

10166: Temperature in 60 yard radius permanently raised by 20°

10167: Temperature in 60 yard radius permanently reduced by 20°

10168: Temperature nearby drops 1( for each of the next 1d100 rounds

10169: The climate within 60 yards becomes frigid like the arctic

10170: The climate within 60 yards becomes inhospitable to life

10171: The climate within 60 yards becomes static, year-round

10172: The climate within 60 yards becomes tropical like a jungle

10173: The climate within 60 yards fluctuates wildly day-to-day

10174: The clothes of 1 random male animate and try to strangle him

10175: The digging of a nearby well unearths a long-buried artifact

10176: The earth swallows 1 random creature nearby without a trace

10177: The forearms of 1 random male nearby double in length

10178: The ground seethes and hisses like a v01cano

10179: The ground within 60 yards becomes desiccated like a desert

10180: The ground within 60 yards becomes frozen like tundra

10181: The ground within 60 yards becomes hard like ceramic

10182: The ground within 60 yards becomes sandy like the ocean f100r

10183: The ground within 60 yards becomes spongy

10184: The ground within 60 yards becomes swampy

10185: The ground within 60 yards is scorched as by a huge fireball

10186: The ground within 60 yards rises and falls with the tides

10187: The ground within 60 yards turns to granite

10188: The immediate vicinity can never be represented on a map

10189: The immediate vicinity is forgotten as s00n as it is exited

10190: The ink in all b00ks within 60 yards can only be seen at night

10191: The Moon appears to be a huge eye until the next new Moon

10192: The mouth of the nearest well becomes a portable h01e

10193: The sky over a 1 mile radius is forever bright and sunny

10194: The sky over a 1 mile radius is forever cloudy and overcast

10195: The sky over a 1 mile radius shows both sun & stars in daytime

10196: The spellcaster nearest the target area drops 1 casting level

10197: The spellcaster nearest the target area fires all his spells

10198: The spellcaster nearest the target area rises 1 casting level

10199: The sun appears to be a big yellow smiley-face until nightfall

10200: The sun appears to be a cube for the next 1d20 days

10201: The sun appears to be a huge black h01e until nightfall

10202: The sun appears to be blood red until nightfall

10203: The sun never sets in a 60 yard radius

10204: The sun turns invisible but still provides light

10205: The target point becomes a Gate into the nearest bonfire

10206: The target point becomes a Gate into the nearest brothel

10207: The tarrasque appears in the vicinity

10208: The tarrasque is rumored to be heading for the vicinity

10209: The thigh bones of 1 random female nearby shorten by 50%

10210: Thick fog envelops the region permanently

10211: Thick frogs plague the area permanently

10212: Thunder and lightning b00m and flash within a 1 mile radius

10213: Time has no effect in 60 yard radius for 1 year

10214: Time stops for 1 true day within 60 yards of target point

10215: Time's effect in 60 yard radius occurs at 2X normal rate

10216: Tornado or hurricane buffets the region, causing unt01d damage

10217: Travel to or from the Plane becomes easy in a 60 yard radius

10218: Travel to or from the Plane is impossible in a 60 yard radius

10219: Trees grow aggressively within a 60 yard radius

10220: Tremendous riots crumble the nearest town into ruin

10221: Undead shun a 60 yard radius from the spell's target point

10222: Visibility is reduced to 5 feet within a 60 yard radius

10223: Wall of Fire encircles 10 yard radius or spell's area of effect

10224: Water Elemental appears & tries to befriend someone nearby

10225: Water Elemental appears and acts like a watery Double

10226: Water Elemental appears and extinguishes all nonmagical fires

10227: Water Elemental appears, drains all canteens, and disappears

10228: Water Elemental appears, drenches everyone, and disappears

10229: Water Elemental appears, drowns someone, and disappears

10230: Water Elemental appears, fills all canteens, and disappears

10231: Water Elemental appears, grabs someone, and vanishes with him

10232: White picket fences spring up around a 60 yard radius

10233: Wild Surge occurs whenever a spell is miscast in the area

10234: Wild Surges are henceforth twice as likely to occur in the area

10235: Winter starts now and lasts until it should naturally end

10236: The nearest star explodes in a massive supernova

Surges 5000 - 10000

5001 Target and allies are Turned as Undead for d6 rounds each http://centralia.aquest.com/downloads/NLRMEv12.pdf

5002 Target and allies cannot harm caster or allies for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5003 Target and allies lose 1/2 their hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5004 Target and allies regain 1/2 their hit points lost http://centralia.aquest.com/downloads/NLRMEv12.pdf

5005 Target and ally swap personae; ally thinks he is the target http://centralia.aquest.com/downloads/NLRMEv12.pdf

5006 Target and alternate Prime Material counterpart exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5007 Target and caster exchange eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5008 Target and familiar exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5009 Target and familiar exchange species http://centralia.aquest.com/downloads/NLRMEv12.pdf

5010 Target and his entire family are stricken sterile http://centralia.aquest.com/downloads/NLRMEv12.pdf

5011 Target and his possessions are sheathed in aluminum foil http://centralia.aquest.com/downloads/NLRMEv12.pdf

5012 Target and nearest eagle exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5013 Target and nearest earth elemental exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5014 Target and nearest entombed corpse exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5015 Target and nearest Lich exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5016 Target and nearest merman exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5017 Target and nearest mummy exchange clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5018 Target and nearest person of Noble status exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5019 Target and nearest sacrificial virgin exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5020 Target and nearest statue exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5021 Target and nearest trapped genie exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

5022 Target and nearest tree exchange reflections http://centralia.aquest.com/downloads/NLRMEv12.pdf

5023 Target and nearest vampire exchange places at dawn tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5024 Target and random ally exchange heads but retain personalities http://centralia.aquest.com/downloads/NLRMEv12.pdf

5025 Target announces his presence before entering a dark room http://centralia.aquest.com/downloads/NLRMEv12.pdf

5026 Target answers every question twice http://centralia.aquest.com/downloads/NLRMEv12.pdf

5027 Target answers questions by starting "Back in my day..." http://centralia.aquest.com/downloads/NLRMEv12.pdf

5028 Target ap010gizes to everyone he injures http://centralia.aquest.com/downloads/NLRMEv12.pdf

5029 Target appears as beautiful as a nymph while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

5030 Target appears as member of the same race as whoever views him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5031 Target appears deformed or hideously ugly in sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5032 Target appears horribly repulsive when he's struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5033 Target appears menacing and aggressive for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5034 Target appears obese when seen in profile http://centralia.aquest.com/downloads/NLRMEv12.pdf

5035 Target appears painfully beautiful when he's struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5036 Target appears paper-thin while asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5037 Target appears slightly blurry whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5038 Target appears to be a wooden statue while sleeping http://centralia.aquest.com/downloads/NLRMEv12.pdf

5039 Target appears to be afflicted with some infectious disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

5040 Target appears to be black and white http://centralia.aquest.com/downloads/NLRMEv12.pdf

5041 Target appears to be invisible when seen head-on http://centralia.aquest.com/downloads/NLRMEv12.pdf

5042 Target appears to be levitating upside down http://centralia.aquest.com/downloads/NLRMEv12.pdf

5043 Target appears to be made of glass while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

5044 Target appears to be made of rock and mud while sleeping http://centralia.aquest.com/downloads/NLRMEv12.pdf

5045 Target appears to be naked while fully clothed and vice versa http://centralia.aquest.com/downloads/NLRMEv12.pdf

5046 Target appears to be of opposite gender when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5047 Target appears to be standing beside himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5048 Target appears to be standing three feet to his right http://centralia.aquest.com/downloads/NLRMEv12.pdf

5049 Target appears to be the worst enemy of anyone viewing him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5050 Target appears to blaze like a bonfire when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5051 Target appears to burst into flame but is Invisible (improved) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5052 Target appears to decay rapidly in his sleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5053 Target appears to explode whenever he speaks his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5054 Target appears to lack all blood and soft tissue when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5055 Target appears twenty pounds heavier than he actually is http://centralia.aquest.com/downloads/NLRMEv12.pdf

5056 Target appears twenty pounds lighter than he actually is http://centralia.aquest.com/downloads/NLRMEv12.pdf

5057 Target appears unspeakably beautiful while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

5058 Target appears, with knife in hand, behind the nearest king http://centralia.aquest.com/downloads/NLRMEv12.pdf

5059 Target assumes the aircraft "crash position" http://centralia.aquest.com/downloads/NLRMEv12.pdf

5060 Target attacks himself with his own weapon for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5061 Target attracts all Undead within 1 mile of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5062 Target attracts lightning and electricity (Save at 1/2) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5063 Target attracts maggots, lice, and rot grubs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5064 Target attracts moths like a flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

5065 Target attracts moths like a flame whenever he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5066 Target attracts the attention of a random tanar'ri http://centralia.aquest.com/downloads/NLRMEv12.pdf

5067 Target attracts the attention of the nearest Great Wyrm http://centralia.aquest.com/downloads/NLRMEv12.pdf

5068 Target attracts vermin http://centralia.aquest.com/downloads/NLRMEv12.pdf

5069 Target automatically absorbs equal damage from any he damages http://centralia.aquest.com/downloads/NLRMEv12.pdf

5070 Target automatically disbelieves illusions for next d100 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5071 Target automatically fails his next d10 Saving Throws http://centralia.aquest.com/downloads/NLRMEv12.pdf

5072 Target automatically fails his next d6 Saving Throws http://centralia.aquest.com/downloads/NLRMEv12.pdf

5073 Target automatically inflicts equal damage on any harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5074 Target automatically knows the first name of everyone he meets http://centralia.aquest.com/downloads/NLRMEv12.pdf

5075 Target automatically passes his next d6 Saving Throws http://centralia.aquest.com/downloads/NLRMEv12.pdf

5076 Target automatically succeeds his next d10 Saving Throws http://centralia.aquest.com/downloads/NLRMEv12.pdf

5077 Target automatically takes double damage from physical attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5078 Target barks like a dog but thinks he's speaking normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

5079 Target barks like a dog in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5080 Target bears scars as though once riddled by gunfire http://centralia.aquest.com/downloads/NLRMEv12.pdf

5081 Target bears scars of unspeakable torture http://centralia.aquest.com/downloads/NLRMEv12.pdf

5082 Target becomes a lightning rod for 1d20 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5083 Target becomes a missile attractor, as shield http://centralia.aquest.com/downloads/NLRMEv12.pdf

5084 Target becomes a Thought Broadcaster for spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

5085 Target becomes a turkey under every Full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5086 Target becomes able to communicate with Earth Elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

5087 Target becomes actively suicidal; seeks his death at any cost http://centralia.aquest.com/downloads/NLRMEv12.pdf

5088 Target becomes afflicted with Mummy Rot http://centralia.aquest.com/downloads/NLRMEv12.pdf

5089 Target becomes aluminum; is lightweight but immobile http://centralia.aquest.com/downloads/NLRMEv12.pdf

5090 Target becomes an ambulatory oak of same size, shape and AC http://centralia.aquest.com/downloads/NLRMEv12.pdf

5091 Target becomes an Illusion, unable to cause harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

5092 Target becomes bonded with a tree like a dryad http://centralia.aquest.com/downloads/NLRMEv12.pdf

5093 Target becomes caster's personal slave for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5094 Target becomes dormant under both a full and a new Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5095 Target becomes extraordinarily stingy with his money http://centralia.aquest.com/downloads/NLRMEv12.pdf

5096 Target becomes fascinated by symb01s of death http://centralia.aquest.com/downloads/NLRMEv12.pdf

5097 Target becomes flat like parchment while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

5098 Target becomes flatulent in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5099 Target becomes forgetful; must pass INT checks or castings fail http://centralia.aquest.com/downloads/NLRMEv12.pdf

5100 Target becomes homesick for some place he's never been http://centralia.aquest.com/downloads/NLRMEv12.pdf

5101 Target becomes hot-tempered in the presence of fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

5102 Target becomes immune to a random attack form http://centralia.aquest.com/downloads/NLRMEv12.pdf

5103 Target becomes immune to Level Draining http://centralia.aquest.com/downloads/NLRMEv12.pdf

5104 Target becomes immune to natural diseases http://centralia.aquest.com/downloads/NLRMEv12.pdf

5105 Target becomes immune to the effects of c01d for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5106 Target becomes immune to the effects of c01d for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5107 Target becomes inebriated http://centralia.aquest.com/downloads/NLRMEv12.pdf

5108 Target becomes inhumanly beautiful when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

5109 Target becomes intensely afraid of snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5110 Target becomes intensely weight-conscious http://centralia.aquest.com/downloads/NLRMEv12.pdf

5111 Target becomes invisible to avians http://centralia.aquest.com/downloads/NLRMEv12.pdf

5112 Target becomes invisible to g01ems http://centralia.aquest.com/downloads/NLRMEv12.pdf

5113 Target becomes invisible when reduced to 50% of his hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5114 Target becomes invisible; only his reflection can be seen http://centralia.aquest.com/downloads/NLRMEv12.pdf

5115 Target becomes jealous of anyone taller than he is http://centralia.aquest.com/downloads/NLRMEv12.pdf

5116 Target becomes lost at crossroads unless directed by someone http://centralia.aquest.com/downloads/NLRMEv12.pdf

5117 Target becomes magic-obsessed; uses magic whenever possible http://centralia.aquest.com/downloads/NLRMEv12.pdf

5118 Target becomes magnetized; attracts all iron with d20 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5119 Target becomes morbidly fascinated with his own death http://centralia.aquest.com/downloads/NLRMEv12.pdf

5120 Target becomes mute for d12 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

5121 Target becomes nostalgic for the distant future http://centralia.aquest.com/downloads/NLRMEv12.pdf

5122 Target becomes permanently invisible; clothing he wears is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

5123 Target becomes ravenously hungry after being struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5124 Target becomes ravenously hungry and must eat or pass out http://centralia.aquest.com/downloads/NLRMEv12.pdf

5125 Target becomes ravenously hungry when he's wounded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5126 Target becomes striped like a candy cane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5127 Target becomes striped like a zebra http://centralia.aquest.com/downloads/NLRMEv12.pdf

5128 Target becomes stupendously incontinent http://centralia.aquest.com/downloads/NLRMEv12.pdf

5129 Target becomes suspicious of anyone offering food to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5130 Target becomes translucent for d4 hours (remains s01id) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5131 Target becomes transparent like glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

5132 Target becomes transparent like water, rippling as he moves http://centralia.aquest.com/downloads/NLRMEv12.pdf

5133 Target becomes unable to see any living or undead creature http://centralia.aquest.com/downloads/NLRMEv12.pdf

5134 Target becomes uncertain; must pass WIS checks or castings fail http://centralia.aquest.com/downloads/NLRMEv12.pdf

5135 Target becomes Undead (if Undead, target's life is restored) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5136 Target becomes very aware of time's passage and is bored stiff http://centralia.aquest.com/downloads/NLRMEv12.pdf

5137 Target becomes vi01ently ill if he consumes alcohol http://centralia.aquest.com/downloads/NLRMEv12.pdf

5138 Target begins remembering things that never actually happened http://centralia.aquest.com/downloads/NLRMEv12.pdf

5139 Target begins tap-dancing loudly whenever stealth is required http://centralia.aquest.com/downloads/NLRMEv12.pdf

5140 Target begins to age at a rate of one year per minute http://centralia.aquest.com/downloads/NLRMEv12.pdf

5141 Target begins to horde water for no apparent reason http://centralia.aquest.com/downloads/NLRMEv12.pdf

5142 Target begins to 100k more and more like a leper http://centralia.aquest.com/downloads/NLRMEv12.pdf

5143 Target begins to wonder aloud what human flesh tastes like http://centralia.aquest.com/downloads/NLRMEv12.pdf

5144 Target believes all of his allies to be doppelgangers http://centralia.aquest.com/downloads/NLRMEv12.pdf

5145 Target believes allies to be extensions of himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5146 Target believes any injuries he has to be illusions http://centralia.aquest.com/downloads/NLRMEv12.pdf

5147 Target believes any lie t01d by someone of the opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

5148 Target believes as literal truth the next sentence he hears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5149 Target believes everyone else is insane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5150 Target believes foes in the area are extensions of himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5151 Target believes he has been p01ymorphed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5152 Target believes he has forgotten something but actually has not http://centralia.aquest.com/downloads/NLRMEv12.pdf

5153 Target believes he has just spoken with his deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5154 Target believes he has remembered something but really has not http://centralia.aquest.com/downloads/NLRMEv12.pdf

5155 Target believes he is from a random Lower Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5156 Target believes he is insane but is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

5157 Target believes he is on a random Lower Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5158 Target believes himself to be a doppleganger http://centralia.aquest.com/downloads/NLRMEv12.pdf

5159 Target believes himself to be an illusion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5160 Target believes random ally or party member to be a deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5161 Target believes random deity to be a party member or ally http://centralia.aquest.com/downloads/NLRMEv12.pdf

5162 Target believes the next lie he hears is irrefutable truth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5163 Target believes the previous d20 days to be a dream http://centralia.aquest.com/downloads/NLRMEv12.pdf

5164 Target bestows his alignment upon each creature he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5165 Target blacks out whenever he hears his name (1 round) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5166 Target blames all his failures on the nearest paladin http://centralia.aquest.com/downloads/NLRMEv12.pdf

5167 Target blames his failures on his upbringing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5168 Target blasphemes the god of the nearest paladin http://centralia.aquest.com/downloads/NLRMEv12.pdf

5169 Target blasts a d10 yard radius crater in the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

5170 Target bleeds from the eyes whenever he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5171 Target bleeds harmlessly from his nose for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5172 Target Blinks (as spell) 1 round for each HP of damage he takes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5173 Target Blinks (as spell) whenever he blinks his eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5174 Target Blinks while awake for the rest of his life http://centralia.aquest.com/downloads/NLRMEv12.pdf

5175 Target body (except head, hands, and feet) becomes invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

5176 Target brays like a donkey in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5177 Target brays like a donkey instead of laughing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5178 Target breaks into song whenever he is frightened http://centralia.aquest.com/downloads/NLRMEv12.pdf

5179 Target breaks into song whenever struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5180 Target burned for 2d10 HP by next creature he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5181 Target burns next creature he touches for d10 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

5182 Target bursts into heatless flame for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5183 Target bursts into illusionary flame whenever he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5184 Target bursts into tears when he tries to tell a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

5185 Target cackles like a Bone G01em for d4 rounds; no other action http://centralia.aquest.com/downloads/NLRMEv12.pdf

5186 Target can Affect Normal Fires at will for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5187 Target can always sense the direction of his home http://centralia.aquest.com/downloads/NLRMEv12.pdf

5188 Target can appear enormously fat at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5189 Target can appear to be 100 years older at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5190 Target can appear to be any age he wishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5191 Target can assume a second form at will (must be of same race) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5192 Target can assume gaseous form at will when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5193 Target can assume the form of the caster for 1 turn each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5194 Target can attack 2X a round if he does nothing the next round http://centralia.aquest.com/downloads/NLRMEv12.pdf

5195 Target can automatically read the next language he hears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5196 Target can automatically speak the next language he hears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5197 Target can automatically speak the next language he reads http://centralia.aquest.com/downloads/NLRMEv12.pdf

5198 Target can be commanded by the next creature he summons http://centralia.aquest.com/downloads/NLRMEv12.pdf

5199 Target can be Commanded by the next person he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5200 Target can become completely clean at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5201 Target can become ethereal at will when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5202 Target can breathe underwater if he h01ds a fish in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5203 Target can carry his own weight with ease http://centralia.aquest.com/downloads/NLRMEv12.pdf

5204 Target can cast 1 spell per day with no Saving Throw allowed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5205 Target can cast a randomly-chosen first level spell at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5206 Target can cast light from his eyes but is blind when he does http://centralia.aquest.com/downloads/NLRMEv12.pdf

5207 Target can cast Reverse Gravity on himself once each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5208 Target can cause his scent to mimic that of any normal animal http://centralia.aquest.com/downloads/NLRMEv12.pdf

5209 Target can change his eye c010r at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5210 Target can ch00se to succeed any one roll in the next 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5211 Target can climb trees as nimbly as a cat or monkey http://centralia.aquest.com/downloads/NLRMEv12.pdf

5212 Target can command demons: doesn't know how many times (1d6) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5213 Target can Command the caster, as by the spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5214 Target can communicate with inanimate objects once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5215 Target can Comprehend all spoken languages for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5216 Target can Comprehend all written languages for d8 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5217 Target can contr01 the next Illusion he disbelieves http://centralia.aquest.com/downloads/NLRMEv12.pdf

5218 Target can crush diamonds into coal with his bare hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

5219 Target can detach his right arm at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5220 Target can detect poison in food just by touching it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5221 Target can disbelieve Necromancy but can't disbelieve Illusions http://centralia.aquest.com/downloads/NLRMEv12.pdf

5222 Target can disbelieve spells cast against him like illusions http://centralia.aquest.com/downloads/NLRMEv12.pdf

5223 Target can Dispel Evil (or good) once at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5224 Target can employ True Sight once per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5225 Target can extend his tongue 3d4 inches at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5226 Target can Feather Fall at will when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5227 Target can Feign Death at will when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5228 Target can fly at normal Movement Rate but can no longer walk http://centralia.aquest.com/downloads/NLRMEv12.pdf

5229 Target can fly like an eagle when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5230 Target can give off the scent of pine or lemons at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5231 Target can glow like a firefly at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5232 Target can go without food for one day per point of CON http://centralia.aquest.com/downloads/NLRMEv12.pdf

5233 Target can go without sleep for one day per point of WIS http://centralia.aquest.com/downloads/NLRMEv12.pdf

5234 Target can grip with 18I00 strength http://centralia.aquest.com/downloads/NLRMEv12.pdf

5235 Target can Heal himself once http://centralia.aquest.com/downloads/NLRMEv12.pdf

5236 Target can Heal with a touch but is 80% likely to die http://centralia.aquest.com/downloads/NLRMEv12.pdf

5237 Target can hear any conversation whose participants he can see http://centralia.aquest.com/downloads/NLRMEv12.pdf

5238 Target can hear underwater as clearly as on land http://centralia.aquest.com/downloads/NLRMEv12.pdf

5239 Target can hit creatures hit only by +1 or better (1d20 rounds) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5240 Target can h01d his breath for 2 rounds per point of CON http://centralia.aquest.com/downloads/NLRMEv12.pdf

5241 Target can h01d his breath for up to three hours per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5242 Target can identify gems and approximate their value on sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5243 Target can identify natural animals on sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5244 Target can identify natural plants on sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5245 Target can ignite campfires and hearths with a touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

5246 Target can ignite twigs with his tongue http://centralia.aquest.com/downloads/NLRMEv12.pdf

5247 Target can kill with a touch but is 80% likely to die as well http://centralia.aquest.com/downloads/NLRMEv12.pdf

5248 Target can make his voice issue from some place nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

5249 Target can make spells function without visible effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

5250 Target can memorize spells in 1/2 the normal required time http://centralia.aquest.com/downloads/NLRMEv12.pdf

5251 Target can mimic animal noises with remarkable skill http://centralia.aquest.com/downloads/NLRMEv12.pdf

5252 Target can move at 3X normal speed if naked and unencumbered http://centralia.aquest.com/downloads/NLRMEv12.pdf

5253 Target can no longer bend his wrists http://centralia.aquest.com/downloads/NLRMEv12.pdf

5254 Target can no longer see First Level spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5255 Target can only be hit by +1 or better weapons for d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5256 Target can only wield +1 or better weapons for d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5257 Target can pass his arms through each other at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5258 Target can Pass Without Trace as priest spell once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5259 Target can photosynthesize; does not need to eat, but is green http://centralia.aquest.com/downloads/NLRMEv12.pdf

5260 Target can P01ymorph Self(ONCE) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5261 Target can predict natural weather patterns 24 hours in advance http://centralia.aquest.com/downloads/NLRMEv12.pdf

5262 Target can quench his thirst by soaking his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5263 Target can read a new language but cannot speak it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5264 Target can read other people's thoughts by biting them http://centralia.aquest.com/downloads/NLRMEv12.pdf

5265 Target can remove his ears and still hear through them http://centralia.aquest.com/downloads/NLRMEv12.pdf

5266 Target can remove his head for up to 1d6 rounds each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5267 Target can remove his teeth, and they'll regrow normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

5268 Target can Resurrect one being but must sacrifice his own life http://centralia.aquest.com/downloads/NLRMEv12.pdf

5269 Target can resurrect the dead once per year http://centralia.aquest.com/downloads/NLRMEv12.pdf

5270 Target can retract his arms into his torso http://centralia.aquest.com/downloads/NLRMEv12.pdf

5271 Target can retract his head into his torso like a turtle http://centralia.aquest.com/downloads/NLRMEv12.pdf

5272 Target can see in subterranean darkness as though in daylight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5273 Target can see into Bags of H01ding without opening them http://centralia.aquest.com/downloads/NLRMEv12.pdf

5274 Target can see perfectly well in abs01ute darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

5275 Target can see secret d00rs but cannot see normal ones http://centralia.aquest.com/downloads/NLRMEv12.pdf

5276 Target can see through his nostrils in pitch darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

5277 Target can sense the presence of any Artifact within 10 miles http://centralia.aquest.com/downloads/NLRMEv12.pdf

5278 Target can sense undead within 100 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

5279 Target can shine light out of his mouth at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5280 Target can shrink his hands to 1I10 their size at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5281 Target can speak in either a male or female voice at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5282 Target can speak in either of two voices at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5283 Target can speak through his nose when his mouth is shut http://centralia.aquest.com/downloads/NLRMEv12.pdf

5284 Target can speak with plants once per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5285 Target can speak with plants once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5286 Target can speak with the dead once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5287 Target can speak with waterfowl when he is wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5288 Target can Spider Climb if he wears a red and blue costume http://centralia.aquest.com/downloads/NLRMEv12.pdf

5289 Target can stretch his neck a length equal to his height http://centralia.aquest.com/downloads/NLRMEv12.pdf

5290 Target can summon a demon but has only 50% chance to contr01 it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5291 Target can swim like a fish and breathe underwater when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5292 Target can teleport at will, but arrives at current location http://centralia.aquest.com/downloads/NLRMEv12.pdf

5293 Target can turn half of his body invisible at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5294 Target can turn his bones to jelly at will, without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

5295 Target can turn his fingers ethereal at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5296 Target can turn his skin invisible at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5297 Target can turn his skin matte-black at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5298 Target can turn ice to diamonds that last for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5299 Target can turn into a statue for 1d10 rounds at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5300 Target can turn invisible while he h01ds his breath http://centralia.aquest.com/downloads/NLRMEv12.pdf

5301 Target can turn invisible while underwater http://centralia.aquest.com/downloads/NLRMEv12.pdf

5302 Target can turn to snow at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5303 Target can undo normal knots just by touching them http://centralia.aquest.com/downloads/NLRMEv12.pdf

5304 Target can unscrew his fingers without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

5305 Target can use his index and middle finger like scissors http://centralia.aquest.com/downloads/NLRMEv12.pdf

5306 Target can Wish the death of one being but will also die http://centralia.aquest.com/downloads/NLRMEv12.pdf

5307 Target can't bend his elbows, shoulders, wrists, or fingers http://centralia.aquest.com/downloads/NLRMEv12.pdf

5308 Target can't bring his hands within 2d4 inches of each other http://centralia.aquest.com/downloads/NLRMEv12.pdf

5309 Target can't discern even the most obvious lies from truth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5310 Target can't go to sleep without kissing someone goodnight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5311 Target can't put both feet on the ground simultaneously http://centralia.aquest.com/downloads/NLRMEv12.pdf

5312 Target can't raise his arms above his shoulder without pain http://centralia.aquest.com/downloads/NLRMEv12.pdf

5313 Target can't speak if more than two people are present http://centralia.aquest.com/downloads/NLRMEv12.pdf

5314 Target can't speak in metaphor; becomes literal-minded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5315 Target cannot attack creatures which do not see him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5316 Target cannot attack except on rounds when he wins Initiative http://centralia.aquest.com/downloads/NLRMEv12.pdf

5317 Target cannot attack on rounds when he wins Initiative http://centralia.aquest.com/downloads/NLRMEv12.pdf

5318 Target cannot be affected by priestly magic for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5319 Target cannot be attacked by any he does not see for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5320 Target cannot be burned by normal flame if his feet are wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5321 Target cannot be frightened by any earthly creature http://centralia.aquest.com/downloads/NLRMEv12.pdf

5322 Target cannot be harmed by a fall from any height http://centralia.aquest.com/downloads/NLRMEv12.pdf

5323 Target cannot be harmed by any physical means for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5324 Target cannot be harmed by any physical means for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5325 Target cannot be harmed by any physical means for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5326 Target cannot be harmed by any physical means for d8 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5327 Target cannot be hit by +1 or better weapons for d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5328 Target cannot be injured by steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

5329 Target cannot be injured while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

5330 Target cannot be magically held http://centralia.aquest.com/downloads/NLRMEv12.pdf

5331 Target cannot be seen in mirrors http://centralia.aquest.com/downloads/NLRMEv12.pdf

5332 Target cannot be tracked by nonmagical means http://centralia.aquest.com/downloads/NLRMEv12.pdf

5333 Target cannot breathe while exposed to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5334 Target cannot bring his hands closer together than one f00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

5335 Target cannot cast a spell without first announcing his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5336 Target cannot close his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5337 Target cannot close his mouth until dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5338 Target cannot comprehend numbers greater than twenty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5339 Target cannot contr01 Elementals summoned by him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5340 Target cannot contr01 his own Illusion spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5341 Target cannot cross a thresh01d without knocking http://centralia.aquest.com/downloads/NLRMEv12.pdf

5342 Target cannot cross flowing water under his own power http://centralia.aquest.com/downloads/NLRMEv12.pdf

5343 Target cannot die while the caster lives http://centralia.aquest.com/downloads/NLRMEv12.pdf

5344 Target cannot digest meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

5345 Target cannot distinguish between left and right http://centralia.aquest.com/downloads/NLRMEv12.pdf

5346 Target cannot distinguish between very hot and very c01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

5347 Target cannot drown if he carries a torch http://centralia.aquest.com/downloads/NLRMEv12.pdf

5348 Target cannot eat cooked meat except by Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5349 Target cannot eat food unless he prepares it himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5350 Target cannot eat or drink between dawn and dusk 5l10 target cannot enter a building unless invited http://centralia.aquest.com/downloads/NLRMEv12.pdf

5351 Target cannot enter a room without announcing himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5352 Target cannot exit a room through the d00r by which he entered http://centralia.aquest.com/downloads/NLRMEv12.pdf

5353 Target cannot fall asleep except when standing up http://centralia.aquest.com/downloads/NLRMEv12.pdf

5354 Target cannot fall asleep unless sung to http://centralia.aquest.com/downloads/NLRMEv12.pdf

5355 Target cannot fall asleep unless t01d to do so http://centralia.aquest.com/downloads/NLRMEv12.pdf

5356 Target cannot fall asleep while wearing clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5357 Target cannot inflict any form of physical harm for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5358 Target cannot inflict any form of physical harm for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5359 Target cannot inflict any form of physical harm for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5360 Target cannot inflict any form of physical harm for d8 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5361 Target cannot leave a building unless t01d to do so http://centralia.aquest.com/downloads/NLRMEv12.pdf

5362 Target cannot leave a room while others' eyes are upon him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5363 Target cannot leave his home without first casting a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5364 target cannot open both eyes simultaneously http://centralia.aquest.com/downloads/NLRMEv12.pdf

5365 Target cannot open d00rs for himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5366 Target cannot open d00rs without first saying "Open sesame" http://centralia.aquest.com/downloads/NLRMEv12.pdf

5367 Target cannot open his eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5368 Target cannot open his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5369 Target cannot open his mouth until nightfall http://centralia.aquest.com/downloads/NLRMEv12.pdf

5370 Target cannot pierce his own flesh with knives or blades http://centralia.aquest.com/downloads/NLRMEv12.pdf

5371 Target cannot refuse a request for his aid http://centralia.aquest.com/downloads/NLRMEv12.pdf

5372 Target cannot remember his name, even if reminded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5373 Target cannot see magical effects until he gains a level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5374 Target cannot see through glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

5375 Target cannot shut up until someone inflicts damage upon him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5376 Target cannot sleep unless naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5377 Target cannot speak during one day of each week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5378 Target cannot speak except in direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5379 target cannot speak except under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5380 Target cannot speak normally but must shout or whisper http://centralia.aquest.com/downloads/NLRMEv12.pdf

5381 Target cannot speak the truth for 1d6+1 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5382 Target cannot speak unless spoken to http://centralia.aquest.com/downloads/NLRMEv12.pdf

5383 Target cannot speak until he has ridden a horse http://centralia.aquest.com/downloads/NLRMEv12.pdf

5384 Target cannot speak until he is burned by fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

5385 Target cannot speak until no one is within 60' of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5386 Target cannot speak until rained upon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5387 Target cannot speak until someone inflicts damage upon him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5388 Target cannot speak until someone says his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5389 Target cannot speak until sunrise tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5390 Target cannot speak when at less than full hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5391 Target cannot speak when underground http://centralia.aquest.com/downloads/NLRMEv12.pdf

5392 Target cannot stand upright for 1d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5393 Target cannot study spells if he still has any memorized http://centralia.aquest.com/downloads/NLRMEv12.pdf

5394 Target cannot teleport or be teleported http://centralia.aquest.com/downloads/NLRMEv12.pdf

5395 Target cannot tell a deliberate lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

5396 Target cannot t01erate metal worn next to his skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

5397 Target cannot turn invisible by any means http://centralia.aquest.com/downloads/NLRMEv12.pdf

5398 target cannot use magical items for 8d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5399 target cannot wake until he is sneezed upon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5400 Target can't make attacks during the dark of the Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5401 Target can't make attacks except under direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5402 Target can't make attacks on the first day of the week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5403 Target can't make attacks unless baref00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

5404 Target can't make attacks unless he carries a small flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

5405 Target can't make attacks unless he crosses his fingers http://centralia.aquest.com/downloads/NLRMEv12.pdf

5406 Target can't make attacks unless he first turns in a circle http://centralia.aquest.com/downloads/NLRMEv12.pdf

5407 Target can't make attacks unless he h01ds a pebble in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5408 Target can't make attacks unless he pokes himself with a needle http://centralia.aquest.com/downloads/NLRMEv12.pdf

5409 Target can't make attacks unless he puts his thumbs in his ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5410 Target can't make attacks unless he sees his reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5411 Target can't make attacks unless his eyes are closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5412 Target can't make attacks unless his hair is wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5413 Target can't make attacks unless h01ding a piece of ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

5414 Target can't make attacks unless wearing a hat http://centralia.aquest.com/downloads/NLRMEv12.pdf

5415 Target can't make attacks until tomorrow morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5416 Target can't make attacks while he has full hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5417 Target can't make attacks while wearing clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5418 Target can't make attacks without first announcing his intent http://centralia.aquest.com/downloads/NLRMEv12.pdf

5419 Target can't make attacks without saying "Abra Cadabra" http://centralia.aquest.com/downloads/NLRMEv12.pdf

5420 Target causes damage one round after he inflicts it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5421 Target changes alignment randomly under every Full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5422 Target changes clothes randomly every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5423 Target changes c010r every time he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5424 Target changes c010r randomly every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5425 Target changes gender randomly every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5426 Target changes his mind every time he decides to cast a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5427 Target changes his name but won't reveal his new one http://centralia.aquest.com/downloads/NLRMEv12.pdf

5428 Target changes his name under every Full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5429 Target changes race randomly every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5430 Target changes sex every morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5431 Target changes sex randomly under one Full Moon till the next http://centralia.aquest.com/downloads/NLRMEv12.pdf

5432 Target changes shape randomly every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5433 Target checks WIS each round or decides it's pointless http://centralia.aquest.com/downloads/NLRMEv12.pdf

5434 Target claims nearest dragon as a familiar http://centralia.aquest.com/downloads/NLRMEv12.pdf

5435 Target closes his eyes and counts to 1000 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5436 Target combusts at 32° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

5437 Target combusts at room temperature http://centralia.aquest.com/downloads/NLRMEv12.pdf

5438 Target combusts when exposed to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5439 Target complains of persecution when things don't go his way http://centralia.aquest.com/downloads/NLRMEv12.pdf

5440 Target constantly doubts himself; +2 to Initiative rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

5441 Target constantly hears a ticking as from an alarm clock http://centralia.aquest.com/downloads/NLRMEv12.pdf

5442 Target contracts a random nonfatal, nonmagical disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

5443 Target contracts a random non-magical disease each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5444 Target convinced he is possessed by some horrid entity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5445 Target coughs up strange items: needles, spiders, pebbles, etc. http://centralia.aquest.com/downloads/NLRMEv12.pdf

5446 Target crows like a r00ster at sunrise http://centralia.aquest.com/downloads/NLRMEv12.pdf

5447 Target crumbles to dust; reappears next sunrise unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5448 Target degenerates 1 HP per round for the next 20+d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5449 Target delivers Shocking Grasp to the next person he kisses http://centralia.aquest.com/downloads/NLRMEv12.pdf

5450 Target Deluded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5451 Target desires to change his name each morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5452 Target desires to circumnavigate the planet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5453 Target desires to leap from the next bridge he crosses http://centralia.aquest.com/downloads/NLRMEv12.pdf

5454 Target desires to walk on his hands instead of feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5455 Target desperately hopes to avoid his current destination http://centralia.aquest.com/downloads/NLRMEv12.pdf

5456 Target develops a blind spot over d100% of his view http://centralia.aquest.com/downloads/NLRMEv12.pdf

5457 Target develops a compulsion to be struck by lightning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5458 Target develops a craving for slugs, maggots, and leeches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5459 Target develops a fear of elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

5460 Target develops a fear of kob01ds, those mighty creatures http://centralia.aquest.com/downloads/NLRMEv12.pdf

5461 Target develops a fear of rabbits http://centralia.aquest.com/downloads/NLRMEv12.pdf

5462 Target develops a fear of rocks; they might be earth elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

5463 Target develops a fear of the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5464 Target develops a fear of trees; they might be treants http://centralia.aquest.com/downloads/NLRMEv12.pdf

5465 Target develops a fear of wild surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

5466 Target develops a morbid desire to see his own heart http://centralia.aquest.com/downloads/NLRMEv12.pdf

5467 Target develops a phobia about Wild Surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

5468 Target develops a severe phobia, randomly determined http://centralia.aquest.com/downloads/NLRMEv12.pdf

5469 Target develops a terrific thirst for alcohol http://centralia.aquest.com/downloads/NLRMEv12.pdf

5470 Target develops a terrific thirst for blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5471 Target develops a terrific thirst for cobra venom http://centralia.aquest.com/downloads/NLRMEv12.pdf

5472 Target develops a terrific thirst for egg whites http://centralia.aquest.com/downloads/NLRMEv12.pdf

5473 Target develops a terrific thirst for egg y01ks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5474 Target develops a terrific thirst for holy water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5475 Target develops a terrific thirst for ink http://centralia.aquest.com/downloads/NLRMEv12.pdf

5476 Target develops a terrific thirst for lamp oil http://centralia.aquest.com/downloads/NLRMEv12.pdf

5477 Target develops a terrific thirst for magic potions http://centralia.aquest.com/downloads/NLRMEv12.pdf

5478 Target develops a terrific thirst for pine tree sap http://centralia.aquest.com/downloads/NLRMEv12.pdf

5479 Target develops a terrific thirst for poison http://centralia.aquest.com/downloads/NLRMEv12.pdf

5480 Target develops a terrific thirst for sea water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5481 Target develops a terrific thirst for sovereign glue http://centralia.aquest.com/downloads/NLRMEv12.pdf

5482 Target develops a terrific thirst for stagnant water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5483 Target develops a terrific thirst for unholy water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5484 Target develops a terrific thirst for universal s01vent http://centralia.aquest.com/downloads/NLRMEv12.pdf

5485 Target develops advanced arthritis; Movement rate is halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

5486 Target develops ambidexterity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5487 Target develops an aversion to clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5488 Target develops an awful fear of speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

5489 Target develops an intense craving for charcoal http://centralia.aquest.com/downloads/NLRMEv12.pdf

5490 Target develops an intense craving for dirt and mud http://centralia.aquest.com/downloads/NLRMEv12.pdf

5491 Target develops an intense desire to swim upstream and spawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5492 Target develops an intense phobia of fish and marine life http://centralia.aquest.com/downloads/NLRMEv12.pdf

5493 Target develops another joint between his shoulder and elbow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5494 Target develops d4 new personalities http://centralia.aquest.com/downloads/NLRMEv12.pdf

5495 Target develops irritating, elusive itch somewhere on his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

5496 Target develops radial symmetry, like a starfish http://centralia.aquest.com/downloads/NLRMEv12.pdf

5497 Target develops Thaumaphilia, a fascination with magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5498 Target develops Thaumaphobia, an intense fear of magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5499 Target dies immediately if he is ever cut by his own dagger http://centralia.aquest.com/downloads/NLRMEv12.pdf

5500 Target dies nightly and is resurrected each f0110wing morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5501 Target discovers a tombstone nearby inscribed with his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5502 Target discovers the secret for manufacturing plastic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5503 Target disgorges 1d1000 bats http://centralia.aquest.com/downloads/NLRMEv12.pdf

5504 Target disgorges 1d1000 blasphemies http://centralia.aquest.com/downloads/NLRMEv12.pdf

5505 Target disgorges 1d1000 canaries http://centralia.aquest.com/downloads/NLRMEv12.pdf

5506 Target disgorges 1d1000 copper pieces http://centralia.aquest.com/downloads/NLRMEv12.pdf

5507 Target disgorges 1d1000 counterfeit gold coins http://centralia.aquest.com/downloads/NLRMEv12.pdf

5508 Target disgorges 1d1000 cubic yards of smoke http://centralia.aquest.com/downloads/NLRMEv12.pdf

5509 Target disgorges 1d1000 feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

5510 Target disgorges 1d1000 frogs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5511 Target disgorges 1d1000 hailstones http://centralia.aquest.com/downloads/NLRMEv12.pdf

5512 Target disgorges 1d1000 hot embers http://centralia.aquest.com/downloads/NLRMEv12.pdf

5513 Target disgorges 1d1000 locusts http://centralia.aquest.com/downloads/NLRMEv12.pdf

5514 Target disgorges 1d1000 maggots http://centralia.aquest.com/downloads/NLRMEv12.pdf

5515 Target disgorges 1d1000 minnows http://centralia.aquest.com/downloads/NLRMEv12.pdf

5516 Target disgorges 1d1000 needles http://centralia.aquest.com/downloads/NLRMEv12.pdf

5517 Target disgorges 1d1000 non-poisonous snakes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5518 Target disgorges 1d1000 pints of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5519 Target disgorges 1d1000 pints of water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5520 Target disgorges 1d1000 rotten apples http://centralia.aquest.com/downloads/NLRMEv12.pdf

5521 Target disgorges 1d1000 small pebbles every morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5522 Target disgorges 1d1000 spiders http://centralia.aquest.com/downloads/NLRMEv12.pdf

5523 Target disgorges 1d1000 sugar cubes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5524 Target disgorges 1d1000 sunflower seeds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5525 Target disgorges 1d1000 teeth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5526 Target disgorges a black pudding http://centralia.aquest.com/downloads/NLRMEv12.pdf

5527 Target disgorges a complete human skeleton http://centralia.aquest.com/downloads/NLRMEv12.pdf

5528 Target disgorges a large python http://centralia.aquest.com/downloads/NLRMEv12.pdf

5529 Target disgorges a scroll containing a random 7th level spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5530 Target disgorges everything he ate during the last week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5531 Target disgorges his own digestive tract http://centralia.aquest.com/downloads/NLRMEv12.pdf

5532 Target disgorges the last meal he ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

5533 Target does not age while asleep: aging is slowed by 1I3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5534 Target does not age while awake: aging is slowed by 2I3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5535 Target does not heal while exposed to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5536 Target does not need to breathe when exposed to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5537 Target does not need to eat while he has his full hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5538 Target does not need to open his eyes to see (lasts d4 days) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5539 Target does not produce lachrymose for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5540 Target does not reflect or emit any form of light for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5541 Target doesn't believe that his body is his actual form http://centralia.aquest.com/downloads/NLRMEv12.pdf

5542 Target doesn't know when he's lying http://centralia.aquest.com/downloads/NLRMEv12.pdf

5543 Target doubles his size when he is asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5544 Target drools constantly http://centralia.aquest.com/downloads/NLRMEv12.pdf

5545 Target electrically charged & shocks the next person touched http://centralia.aquest.com/downloads/NLRMEv12.pdf

5546 Target emits no scent whatsoever; cannot be tracked by hounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5547 Target Enlarged by a factor of d20 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5548 Target exchanges personae with each being he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5549 Target exchanges personalities and abilities with nearest Lich http://centralia.aquest.com/downloads/NLRMEv12.pdf

5550 Target exchanges personalities with some distant (demi)human http://centralia.aquest.com/downloads/NLRMEv12.pdf

5551 Target exchanges places with himself one hour in the future http://centralia.aquest.com/downloads/NLRMEv12.pdf

5552 Target exchanges teeth with the next creature to bite him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5553 Target experiences horrifying nightmares tonight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5554 Target experiences pain at the sight of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5555 Target experiences pain when complimented http://centralia.aquest.com/downloads/NLRMEv12.pdf

5556 Target experiences sublimely beautiful dreams tonight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5557 Target experiences vertigo when he looks at the stars http://centralia.aquest.com/downloads/NLRMEv12.pdf

5558 Target experiences vertigo whenever he looks at the Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5559 Target explodes and dies (Save vs Death to prevent explosion) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5560 Target explodes as a Fireball of Hit Dice equal to 2x his Level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5561 Target explodes permanently when hit points fall to 1/2 total http://centralia.aquest.com/downloads/NLRMEv12.pdf

5562 Target explodes under every Full Moon; reforms at dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5563 Target explodes; reforms 2d20 turns later unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5564 Target faints at the sight of his own blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5565 Target faints at the sight of his own reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5566 Target falls asleep and cannot be roused http://centralia.aquest.com/downloads/NLRMEv12.pdf

5567 Target falls asleep when exposed to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5568 Target falls asleep whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5569 Target falls in love with d4 people of same raceIopposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

5570 Target falls in love with his own reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5571 Target falls in love with random ally of caster of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

5572 Target falls in love with someone entirely inappropriate http://centralia.aquest.com/downloads/NLRMEv12.pdf

5573 Target falls into a heap of unconnected cells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5574 Target falls madly in love with his own reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5575 Target falls over http://centralia.aquest.com/downloads/NLRMEv12.pdf

5576 Target fears clothing except when naked, when he fears nudity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5577 Target fears communists are after his precious bodily fluids http://centralia.aquest.com/downloads/NLRMEv12.pdf

5578 Target fears he is a vampire and will be injured by sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5579 Target fears he is a werew01f temporarily in human form http://centralia.aquest.com/downloads/NLRMEv12.pdf

5580 Target fears he'll turn to stone if he sees his reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5581 Target fears his body does strange things when he's asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5582 Target fears lightning but is drawn to trees during storms http://centralia.aquest.com/downloads/NLRMEv12.pdf

5583 Target fears rainfall http://centralia.aquest.com/downloads/NLRMEv12.pdf

5584 Target fears sentient weapons, thinking they're out to get him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5585 Target fears small woodland creatures http://centralia.aquest.com/downloads/NLRMEv12.pdf

5586 Target fears that the moment of reckoning is close at hand http://centralia.aquest.com/downloads/NLRMEv12.pdf

5587 Target feels a mild ache between his eyes when facing north http://centralia.aquest.com/downloads/NLRMEv12.pdf

5588 Target feels a sense of real urgency in his bladder http://centralia.aquest.com/downloads/NLRMEv12.pdf

5589 Target feels an intense desire to stare at the sun http://centralia.aquest.com/downloads/NLRMEv12.pdf

5590 Target feels an intense urge to drop his weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

5591 Target feels an intense urge to hide http://centralia.aquest.com/downloads/NLRMEv12.pdf

5592 Target feels an intense urge to reveal any secret he knows http://centralia.aquest.com/downloads/NLRMEv12.pdf

5593 Target feels an intense urge to run to the nearest well http://centralia.aquest.com/downloads/NLRMEv12.pdf

5594 Target feels an intense urge to sing at the top of his lungs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5595 Target feels an urge to mark trees in the manner of a w01f http://centralia.aquest.com/downloads/NLRMEv12.pdf

5596 Target feels crampy and bloated http://centralia.aquest.com/downloads/NLRMEv12.pdf

5597 Target feels deja vu whenever he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5598 Target feels euphoric; +2 to ability checks for 2d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

5599 Target feels hopeless; -2 to ability checks for 2d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

5600 Target feels horrible embarrassment whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5601 Target feels intense ecstasy whenever he's wounded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5602 Target feels intensely guilty whenever he eats meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

5603 Target feels intensely hung-over http://centralia.aquest.com/downloads/NLRMEv12.pdf

5604 Target feels like gravity has shifted by 45° http://centralia.aquest.com/downloads/NLRMEv12.pdf

5605 Target feels like he has been spinning in a circle for hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5606 Target feels like he just bearhugged a cactus http://centralia.aquest.com/downloads/NLRMEv12.pdf

5607 Target feels like he's been f01ded, spindled, and mutilated http://centralia.aquest.com/downloads/NLRMEv12.pdf

5608 Target feels like he's been manipulated all this time http://centralia.aquest.com/downloads/NLRMEv12.pdf

5609 Target feels like he's just come off a huge drinking binge http://centralia.aquest.com/downloads/NLRMEv12.pdf

5610 Target feels like he's in freefall whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5611 Target feels naked unless wearing a tiara http://centralia.aquest.com/downloads/NLRMEv12.pdf

5612 Target feels phantom itch in his "third" and "fourth" arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

5613 Target feels uncomfortably c01d for the next 2d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5614 Target feels wh011y alone in the universe http://centralia.aquest.com/downloads/NLRMEv12.pdf

5615 Target finds clothing uncomfortable in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5616 Target finds himself insufferably pretentious http://centralia.aquest.com/downloads/NLRMEv12.pdf

5617 Target finds his own head at the bottom of a nearby h01e http://centralia.aquest.com/downloads/NLRMEv12.pdf

5618 Target finds some mundane food irresistible http://centralia.aquest.com/downloads/NLRMEv12.pdf

5619 Target finds the taste of cooked meat offensive http://centralia.aquest.com/downloads/NLRMEv12.pdf

5620 Target flares like burning magnesium for one round http://centralia.aquest.com/downloads/NLRMEv12.pdf

5621 Target flatly refuses to believe that he's alive http://centralia.aquest.com/downloads/NLRMEv12.pdf

5622 Target flees in a random direction as fast as he can http://centralia.aquest.com/downloads/NLRMEv12.pdf

5623 Target flies into a rage after dinner http://centralia.aquest.com/downloads/NLRMEv12.pdf

5624 Target flies into hysterics whenever he is wounded http://centralia.aquest.com/downloads/NLRMEv12.pdf

5625 Target forgets a random language http://centralia.aquest.com/downloads/NLRMEv12.pdf

5626 Target forgets all spells he currently has memorized http://centralia.aquest.com/downloads/NLRMEv12.pdf

5627 Target forgets everything since yesterday morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5628 Target forgets his name in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5629 Target forgets how to use his principle weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5630 Target forgets how to walk http://centralia.aquest.com/downloads/NLRMEv12.pdf

5631 Target forgets one language but learns two others http://centralia.aquest.com/downloads/NLRMEv12.pdf

5632 Target forgets the Common Tongue http://centralia.aquest.com/downloads/NLRMEv12.pdf

5633 Target forgets the location of everything he currently carries http://centralia.aquest.com/downloads/NLRMEv12.pdf

5634 Target forgets whatever he was about to do http://centralia.aquest.com/downloads/NLRMEv12.pdf

5635 Target forgives his current worst enemy http://centralia.aquest.com/downloads/NLRMEv12.pdf

5636 Target freezes at room temperature http://centralia.aquest.com/downloads/NLRMEv12.pdf

5637 Target freezes s01id for d8 rounds; thaws unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5638 Target gains (at will) use of one spell of level 4d3-3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5639 Target gains 1 HPIround until exploding as on Positive Material http://centralia.aquest.com/downloads/NLRMEv12.pdf

5640 Target gains 1 point of Wisdom but forfeits 5 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

5641 Target gains 2 points of INT but his CON is halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

5642 Target gains 3X daily use of a spell never seen before http://centralia.aquest.com/downloads/NLRMEv12.pdf

5643 Target gains a 10% Magic Resistance http://centralia.aquest.com/downloads/NLRMEv12.pdf

5644 Target gains a large Keep, but it is made of cardboard http://centralia.aquest.com/downloads/NLRMEv12.pdf

5645 Target gains amazing ability with an unusual musical instrument http://centralia.aquest.com/downloads/NLRMEv12.pdf

5646 Target gains an additional attack every round http://centralia.aquest.com/downloads/NLRMEv12.pdf

5647 Target gains an experience level but ages 10 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

5648 Target gains Animal Contr01 as potion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5649 Target gains Clairaudience as potion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5650 Target gains d10 f0110wers who believe him to be a deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

5651 Target gains danger sense; -2 to surprise rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

5652 Target gains Flight as potion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5653 Target gains improved depth perception; all attacks at +2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5654 Target gains Madness as Elixir http://centralia.aquest.com/downloads/NLRMEv12.pdf

5655 Target gains no bonuses from magical weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

5656 Target gains one Wish, which must be used within 3 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5657 Target gains physical repulsiveness equal to that of a medusa http://centralia.aquest.com/downloads/NLRMEv12.pdf

5658 Target gains proficiency in the next weapon type he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

5659 Target gains proficiency in the use of the Mancatcher http://centralia.aquest.com/downloads/NLRMEv12.pdf

5660 Target gains quadrophonic hearing: +2 bonus on Surprise rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

5661 Target gains Red Dragon's breath weapon but takes same damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

5662 Target gains the ability to burrow at '1 normal Movement Rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

5663 Target gains the ability to read any language http://centralia.aquest.com/downloads/NLRMEv12.pdf

5664 Target gains the ability to see at will into the Ethereal Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5665 Target gains the ability to see through metals http://centralia.aquest.com/downloads/NLRMEv12.pdf

5666 Target gains the friendship of a legendary arch-mage http://centralia.aquest.com/downloads/NLRMEv12.pdf

5667 Target gains the friendship of a legendary warrior http://centralia.aquest.com/downloads/NLRMEv12.pdf

5668 Target gains the friendship of a prominent merchant http://centralia.aquest.com/downloads/NLRMEv12.pdf

5669 Target gains the friendship of a thieves' guildmaster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5670 Target gains the friendship of a well-respected mercenary http://centralia.aquest.com/downloads/NLRMEv12.pdf

5671 Target gains the friendship of the owner of a major brothel http://centralia.aquest.com/downloads/NLRMEv12.pdf

5672 Target gains the friendship of the ruler of a major country http://centralia.aquest.com/downloads/NLRMEv12.pdf

5673 Target gains the lasting enmity of a legendary arch-mage http://centralia.aquest.com/downloads/NLRMEv12.pdf

5674 Target gains the lasting enmity of a legendary warrior http://centralia.aquest.com/downloads/NLRMEv12.pdf

5675 Target gains the lasting enmity of a prominent merchant http://centralia.aquest.com/downloads/NLRMEv12.pdf

5676 Target gains the lasting enmity of a thieves' guildmaster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5677 Target gains the lasting enmity of a well-respected mercenary http://centralia.aquest.com/downloads/NLRMEv12.pdf

5678 Target gains the lasting enmity of the owner of a major brothel http://centralia.aquest.com/downloads/NLRMEv12.pdf

5679 Target gains the lasting enmity of the ruler of a major country http://centralia.aquest.com/downloads/NLRMEv12.pdf

5680 Target gains the power of clairaudience to a range of five feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5681 Target gains the power to grant one Wish to someone else http://centralia.aquest.com/downloads/NLRMEv12.pdf

5682 Target gains troglodyte's breath weapon but also falls asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5683 Target gains use (at will) of one spell of level 4d3-3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5684 Target gains Water Breathing as potion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5685 Target gains Water Walking, but only on one side http://centralia.aquest.com/downloads/NLRMEv12.pdf

5686 Target gets a strong urge to cast spells whenever he is angered http://centralia.aquest.com/downloads/NLRMEv12.pdf

5687 Target gets a Wish, (50% likely to grant the opposite) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5688 Target giggles for d10 rounds, spellcasting impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

5689 Target giggles in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5690 Target giggles whenever he hears a lie, but doesn't know why http://centralia.aquest.com/downloads/NLRMEv12.pdf

5691 Target giggles whenever he tries to tell a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

5692 Target glimpses infinity; unable to act for 1d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5693 Target glimpses Paradise and is forever changed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5694 Target glimpses The Pit and is forever changed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5695 Target glows as though on fire internally http://centralia.aquest.com/downloads/NLRMEv12.pdf

5696 Target glows for 1d10 rounds after being struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5697 Target glows in the dark for next d4 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

5698 Target glows like a campfire when he tries to hide in shadow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5699 Target glows like a firefly but can stop while he concentrates http://centralia.aquest.com/downloads/NLRMEv12.pdf

5700 Target glows like a firefly in Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5701 Target goes mad for 1 week if he ever again witness this spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5702 Target grabs his ankles and can't let go until tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5703 Target greatly desires to cross the nearest stream or river http://centralia.aquest.com/downloads/NLRMEv12.pdf

5704 Target growls like a lion whenever he is upset http://centralia.aquest.com/downloads/NLRMEv12.pdf

5705 Target grows 1/2 inch each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5706 Target grows a finger on each f00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

5707 Target grows a third eye in the center of his forehead http://centralia.aquest.com/downloads/NLRMEv12.pdf

5708 Target grows a third eye that can see the Ethereal Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

5709 Target grows a toe on each hand http://centralia.aquest.com/downloads/NLRMEv12.pdf

5710 Target grows another arm from the wrist of one arm http://centralia.aquest.com/downloads/NLRMEv12.pdf

5711 Target grows another eye in the center of his forehead http://centralia.aquest.com/downloads/NLRMEv12.pdf

5712 Target grows another finger on each hand http://centralia.aquest.com/downloads/NLRMEv12.pdf

5713 Target grows another leg from the ankle of one leg http://centralia.aquest.com/downloads/NLRMEv12.pdf

5714 Target grows another toe on each f00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

5715 Target grows fangs and develops a marked aversion to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

5716 Target grows hair on his palms and is stricken blind http://centralia.aquest.com/downloads/NLRMEv12.pdf

5717 Target grows nonfunctional vampire fangs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5718 Target grows thick, luxurious fleece from his skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

5719 Target hallucinates in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

5720 Target hallucinates wildly for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5721 Target has 19 Strength on one side of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

5722 Target has 50% chance for minImax damage by any physical attack http://centralia.aquest.com/downloads/NLRMEv12.pdf

5723 Target has a +2 Reaction Bonus whenever courtesy is needed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5724 Target has a 55% chance to know history of any region he enters http://centralia.aquest.com/downloads/NLRMEv12.pdf

5725 Target has a bad feeling that he just made a big mistake http://centralia.aquest.com/downloads/NLRMEv12.pdf

5726 Target has a barcode tatt00ed somewhere on his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

5727 Target has a birthmark identifying him as a royal heir http://centralia.aquest.com/downloads/NLRMEv12.pdf

5728 Target has a birthmark identifying him as an agent of evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

5729 Target has a box of 10-gauge shotgun shells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5730 Target has a burning need to cast his spells as s00n as he can http://centralia.aquest.com/downloads/NLRMEv12.pdf

5731 Target has a candle which he fears will explode if snuffed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5732 Target has a copy of his unauthorized, up-to-date biography http://centralia.aquest.com/downloads/NLRMEv12.pdf

5733 Target has a full-body tatt00 of a full suit of chainmail http://centralia.aquest.com/downloads/NLRMEv12.pdf

5734 Target has a grenade from which the pin's been pulled http://centralia.aquest.com/downloads/NLRMEv12.pdf

5735 Target has a heavy steel ball chained to his ankle http://centralia.aquest.com/downloads/NLRMEv12.pdf

5736 Target has a nose like a m01e http://centralia.aquest.com/downloads/NLRMEv12.pdf

5737 Target has a nose like a tapir http://centralia.aquest.com/downloads/NLRMEv12.pdf

5738 Target has a nose like a thumb http://centralia.aquest.com/downloads/NLRMEv12.pdf

5739 Target has a porcupine in his pocket http://centralia.aquest.com/downloads/NLRMEv12.pdf

5740 Target has a remarkably quick temper for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5741 Target has a scar he attributes to a close call with a dragon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5742 Target has a seizure for the spell's duration or for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5743 Target has a terrible fear that he's just f001ing everybody http://centralia.aquest.com/downloads/NLRMEv12.pdf

5744 Target has a terrific thirst for stagnant water http://centralia.aquest.com/downloads/NLRMEv12.pdf

5745 Target has a working clock embedded in his forehead http://centralia.aquest.com/downloads/NLRMEv12.pdf

5746 Target has all the symptoms of Plague but not the disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

5747 Target has an extra action in each of the next 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5748 Target has an intense desire to burn his clothes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5749 Target has faulty depth perception; all attacks are made at -2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

5750 Target has flat vision; has no depth perception; -8 toHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

5751 Target has hair like Albert Einstein http://centralia.aquest.com/downloads/NLRMEv12.pdf

5752 Target has hair like Don King http://centralia.aquest.com/downloads/NLRMEv12.pdf

5753 Target has hair like Rapunzel http://centralia.aquest.com/downloads/NLRMEv12.pdf

5754 Target has hair like Yul brynner http://centralia.aquest.com/downloads/NLRMEv12.pdf

5755 Target has magic intuition; +25% to learn spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5756 Target has mirror vision; sees everything backwards http://centralia.aquest.com/downloads/NLRMEv12.pdf

5757 Target has misplaced his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5758 Target has no desire for vengeance of any kind http://centralia.aquest.com/downloads/NLRMEv12.pdf

5759 Target has no fear of death whatsoever http://centralia.aquest.com/downloads/NLRMEv12.pdf

5760 Target has no HP; each attack is (dmg x 10)% likely to kill him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5761 Target has no neck; his head perches on his shoulders http://centralia.aquest.com/downloads/NLRMEv12.pdf

5762 Target has no vital signs while he is asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

5763 Target has scars on his chest as from open-heart surgery http://centralia.aquest.com/downloads/NLRMEv12.pdf

5764 Target has strong urge to head south next winter http://centralia.aquest.com/downloads/NLRMEv12.pdf

5765 Target has the distinct impression he's been buried alive http://centralia.aquest.com/downloads/NLRMEv12.pdf

5766 Target has the same dream each night; may think it's prophetic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5767 Target has the voice of a young child http://centralia.aquest.com/downloads/NLRMEv12.pdf

5768 Target has the wind knocked out of him; stunned 2d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5769 Target has tiny compartments under his fingernails http://centralia.aquest.com/downloads/NLRMEv12.pdf

5770 Target has to write his name every time he hears or says it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5771 Target has two HP totals; each is in effect on alternate rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5772 Target has two thumbs on one hand and none on the other http://centralia.aquest.com/downloads/NLRMEv12.pdf

5773 Target hasn't slept in two weeks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5774 Target hates his nose and thinks he's better off without it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5775 Target hates his principal weapon and wishes not to use it http://centralia.aquest.com/downloads/NLRMEv12.pdf

5776 Target hates magic and uses it only reluctantly http://centralia.aquest.com/downloads/NLRMEv12.pdf

5777 Target hates next person who meets him for the first time http://centralia.aquest.com/downloads/NLRMEv12.pdf

5778 Target hates the next person he mentions by name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5779 Target head is invisible from his cheeks up http://centralia.aquest.com/downloads/NLRMEv12.pdf

5780 Target heals 1/2 normal rate but takes 1/2 damage from attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5781 Target heals 1/2 normal rate but takes 2X damage from attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5782 Target heals 2X normal rate but takes 2X damage from attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5783 Target hears echoes when people speak to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5784 Target hears through his nose and smells through his ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5785 Target hears voices that aren't there http://centralia.aquest.com/downloads/NLRMEv12.pdf

5786 Target hoards coal in the hope that one day it will be diamonds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5787 Target howls at the Moon or at any similar circular image http://centralia.aquest.com/downloads/NLRMEv12.pdf

5788 Target immune to 1 random Mage spell of random (2d5-1) level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5789 Target immune to 1 random Priest spell of random (2d4-1) level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5790 Target inflates like balloon to 1d12 feet across for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5791 Target inherits a sizable fortune from a deceased relative http://centralia.aquest.com/downloads/NLRMEv12.pdf

5792 Target insists his name is something it is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

5793 Target insists that he be referred to as a prestidigitator http://centralia.aquest.com/downloads/NLRMEv12.pdf

5794 Target insists that he is a dragon in humanoid form http://centralia.aquest.com/downloads/NLRMEv12.pdf

5795 Target inspires jealousy in all but those who know him well http://centralia.aquest.com/downloads/NLRMEv12.pdf

5796 Target invites random foe to join his party http://centralia.aquest.com/downloads/NLRMEv12.pdf

5797 Target inv01untarily repels all water to a distance of 10 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

5798 Target is able to Detect Magic once per turn at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5799 Target is able to Know Time at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

5800 Target is able to see with his eyes closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5801 Target is able to succeed any one roll automatically each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5802 Target is able to survive one death (resurrection unnecessary) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5803 Target is abs01utely silent when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5804 Target is accompanied by the clip-clop of coconut shells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5805 Target is acutely sensitive to taste; must eat bland foods http://centralia.aquest.com/downloads/NLRMEv12.pdf

5806 Target is addicted to magic; needs some spell cast on him daily http://centralia.aquest.com/downloads/NLRMEv12.pdf

5807 Target is affected as by a Br00ch of Number Numbing http://centralia.aquest.com/downloads/NLRMEv12.pdf

5808 Target is affected as by a permanent Haste spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5809 Target is affected as by a permanent Slow spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5810 Target is affected as by a powerful diuretic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5811 Target is affected as by a Ring of Contrariness http://centralia.aquest.com/downloads/NLRMEv12.pdf

5812 Target is affected as by a Wand of Misplaced objects http://centralia.aquest.com/downloads/NLRMEv12.pdf

5813 Target is affected as by a strong hallucinogen http://centralia.aquest.com/downloads/NLRMEv12.pdf

5814 Target is affected as by terrible stagefright http://centralia.aquest.com/downloads/NLRMEv12.pdf

5815 Target is affected as by virulent neurotoxins http://centralia.aquest.com/downloads/NLRMEv12.pdf

5816 Target is affected by Blink and Mirror Image for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

5817 Target is affected by Feign Death the next time he is injured http://centralia.aquest.com/downloads/NLRMEv12.pdf

5818 Target is affected by Improved Haste for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5819 Target is affected by Improved Slow for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

5820 Target is affected by silver like a lycanthrope http://centralia.aquest.com/downloads/NLRMEv12.pdf

5821 Target is affected by the spell Blur for the next 10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

5822 Target is affected by Timelessness until caster gains a level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5823 Target is afraid of his own reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5824 Target is afraid to touch money http://centralia.aquest.com/downloads/NLRMEv12.pdf

5825 Target is alarmed now by a bustle in his hedgerow http://centralia.aquest.com/downloads/NLRMEv12.pdf

5826 Target is alert and coherent the instant he wakes up http://centralia.aquest.com/downloads/NLRMEv12.pdf

5827 Target is always able to know the location of the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5828 Target is an illusion every other round and can cause no damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

5829 Target is as buoyant as a block of iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

5830 Target is as buoyant as styrofoam http://centralia.aquest.com/downloads/NLRMEv12.pdf

5831 Target is at the center of a Blade Barrier http://centralia.aquest.com/downloads/NLRMEv12.pdf

5832 Target is at the center of a whirlwind of ping-pong balls http://centralia.aquest.com/downloads/NLRMEv12.pdf

5833 Target is attended by 1d4 skeletons with no combat ability http://centralia.aquest.com/downloads/NLRMEv12.pdf

5834 Target is aware of every object now within 50 feet of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5835 Target is base AC 4 for d4 days; DEXIarmor bonuses still apply http://centralia.aquest.com/downloads/NLRMEv12.pdf

5836 Target is befriended by a family in each town within 100 miles http://centralia.aquest.com/downloads/NLRMEv12.pdf

5837 Target is befriended by a popular local leader http://centralia.aquest.com/downloads/NLRMEv12.pdf

5838 Target is befriended by all the members of a single species http://centralia.aquest.com/downloads/NLRMEv12.pdf

5839 Target is befriended by nearest Lich http://centralia.aquest.com/downloads/NLRMEv12.pdf

5840 Target is befriended by the nearest nymph or sylph http://centralia.aquest.com/downloads/NLRMEv12.pdf

5841 Target is believed to bathe in the blood of innocents http://centralia.aquest.com/downloads/NLRMEv12.pdf

5842 Target is believed to be a leper http://centralia.aquest.com/downloads/NLRMEv12.pdf

5843 Target is believed to be a practicing cannibal http://centralia.aquest.com/downloads/NLRMEv12.pdf

5844 Target is believed to be a town elder by nearest village http://centralia.aquest.com/downloads/NLRMEv12.pdf

5845 Target is believed to be an agent of evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

5846 Target is believed to be an escaped murderer by nearest village http://centralia.aquest.com/downloads/NLRMEv12.pdf

5847 Target is believed to be carrying a powerful artifact http://centralia.aquest.com/downloads/NLRMEv12.pdf

5848 Target is believed to be carrying an especially virulent plague http://centralia.aquest.com/downloads/NLRMEv12.pdf

5849 Target is believed to be possessed by a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

5850 Target is believed to have risen from the dead recently http://centralia.aquest.com/downloads/NLRMEv12.pdf

5851 Target is believed to have the power to heal http://centralia.aquest.com/downloads/NLRMEv12.pdf

5852 Target is blamed for crop failure in the next town he enters http://centralia.aquest.com/downloads/NLRMEv12.pdf

5853 Target is blamed for the death of some forgotten relative http://centralia.aquest.com/downloads/NLRMEv12.pdf

5854 Target is blasted to ashes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5855 Target is blinded but gains clairvoyance of the area he is in http://centralia.aquest.com/downloads/NLRMEv12.pdf

5856 Target is bound head to toe in coaxial cable http://centralia.aquest.com/downloads/NLRMEv12.pdf

5857 Target is bulletpr00f, as he'll discover if he's ever shot http://centralia.aquest.com/downloads/NLRMEv12.pdf

5858 Target is buried up to his waist in hot dogs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5859 Target is burned by a large magical explosion; loses 16 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

5860 Target is burned by holy symb01s http://centralia.aquest.com/downloads/NLRMEv12.pdf

5861 Target is burned by holy Water as if he were undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

5862 Target is certain he'll meet his fate within the next week http://centralia.aquest.com/downloads/NLRMEv12.pdf

5863 Target is charmed as per Charm Monster (or appropriate Charm) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5864 Target is Cloned http://centralia.aquest.com/downloads/NLRMEv12.pdf

5865 Target is completely immune to beneficial clerical magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5866 Target is completely unable to save money http://centralia.aquest.com/downloads/NLRMEv12.pdf

5867 Target is confident he'll resurrect instantly when he dies http://centralia.aquest.com/downloads/NLRMEv12.pdf

5868 Target is confident that his enemies trust and respect him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5869 Target is confident that his magic is better than anyone else's http://centralia.aquest.com/downloads/NLRMEv12.pdf

5870 Target is constantly mistaken for someone else http://centralia.aquest.com/downloads/NLRMEv12.pdf

5871 Target is constantly surrounded by a cloud of bees http://centralia.aquest.com/downloads/NLRMEv12.pdf

5872 Target is convinced he'll be dead by tomorrow morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5873 Target is convinced he'll die in a cave or mine http://centralia.aquest.com/downloads/NLRMEv12.pdf

5874 Target is convinced that 10 days have just passed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5875 Target is convinced that he invented magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5876 Target is convinced that someone's lurking right behind him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5877 Target is covered in a choc01ate shell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5878 Target is covered in a sugary glaze like a doughnut http://centralia.aquest.com/downloads/NLRMEv12.pdf

5879 Target is covered in formic acid and ants http://centralia.aquest.com/downloads/NLRMEv12.pdf

5880 Target is covered in ice cream and hot fudge http://centralia.aquest.com/downloads/NLRMEv12.pdf

5881 Target is covered in ketchup, though he believes it's blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5882 Target is covered in p011en and bees http://centralia.aquest.com/downloads/NLRMEv12.pdf

5883 Target is covered in scars as if he were once badly burned http://centralia.aquest.com/downloads/NLRMEv12.pdf

5884 Target is covered in wet spaghetti http://centralia.aquest.com/downloads/NLRMEv12.pdf

5885 Target is covered with butter every time he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

5886 Target is covered with painful-100king bruises http://centralia.aquest.com/downloads/NLRMEv12.pdf

5887 Target is covered with scales which fall off in 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5888 Target is deafened but gains clairaudience of the area he is in http://centralia.aquest.com/downloads/NLRMEv12.pdf

5889 Target is deeply embarrassed by the sound of his voice http://centralia.aquest.com/downloads/NLRMEv12.pdf

5890 Target is despised by all the members of a single species http://centralia.aquest.com/downloads/NLRMEv12.pdf

5891 Target is determined to pull off his ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

5892 Target is dispatched to a random plane, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5893 Target is distracted easily by shiny objects http://centralia.aquest.com/downloads/NLRMEv12.pdf

5894 Target is doused in whipped cream http://centralia.aquest.com/downloads/NLRMEv12.pdf

5895 Target is drenched in pig's blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5896 Target is dressed like a ballerina http://centralia.aquest.com/downloads/NLRMEv12.pdf

5897 Target is dressed like a pimp http://centralia.aquest.com/downloads/NLRMEv12.pdf

5898 Target is driven insane, as Mindshatter spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

5899 Target is encased in a box made of bulletpr00f glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

5900 Target is ensnared by someone else's Monster Summoning http://centralia.aquest.com/downloads/NLRMEv12.pdf

5901 Target is equally affected by every attack he makes on others http://centralia.aquest.com/downloads/NLRMEv12.pdf

5902 Target is Feebleminded as by spell and Enfeebled as by Ray http://centralia.aquest.com/downloads/NLRMEv12.pdf

5903 Target is Feebleminded but is also affected by strength http://centralia.aquest.com/downloads/NLRMEv12.pdf

5904 Target is filled with straw, not blood or internal organs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5905 Target is fused into the trunk of the nearest tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

5906 Target is granted one wish during each of the next 1d4 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

5907 Target is hallucinates wildly for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5908 Target is haunted by ghastly visions of his own death http://centralia.aquest.com/downloads/NLRMEv12.pdf

5909 Target is Healed (not resurrected) under next 2d6 Full Moons http://centralia.aquest.com/downloads/NLRMEv12.pdf

5910 Target is Healed the next time he suffers 10 HP of fire damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

5911 Target is Held d6 rounds each time he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5912 Target is Held for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5913 Target is Held until someone speaks his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5914 Target is henceforth 50% likely to go berserk after eating http://centralia.aquest.com/downloads/NLRMEv12.pdf

5915 Target is henceforth 50% likely to vomit after eating http://centralia.aquest.com/downloads/NLRMEv12.pdf

5916 Target is henceforth 50% likely to weep after eating http://centralia.aquest.com/downloads/NLRMEv12.pdf

5917 Target is heroic; immune to fear and confusion http://centralia.aquest.com/downloads/NLRMEv12.pdf

5918 Target is hideously allergic to his own blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

5919 Target is hit by 1 HD lightning b01t whenever he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

5920 Target is h01ding a stick of dynamite with a burning fuse http://centralia.aquest.com/downloads/NLRMEv12.pdf

5921 Target is h01ding a tray full of hors d'oeuvres http://centralia.aquest.com/downloads/NLRMEv12.pdf

5922 Target is h01ding an enormous basket of turnips http://centralia.aquest.com/downloads/NLRMEv12.pdf

5923 Target is h01ding an ice cream sandwich in each hand http://centralia.aquest.com/downloads/NLRMEv12.pdf

5924 Target is immortal for the next 1d8 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5925 Target is immortal, but has a fatal weakness (ie., cannot move) http://centralia.aquest.com/downloads/NLRMEv12.pdf

5926 Target is immune to 1 Mage spell of random (2d5-1) level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5927 Target is immune to 1 Priest spell of random (2d4-1) level http://centralia.aquest.com/downloads/NLRMEv12.pdf

5928 Target is immune to all injury except fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

5929 Target is immune to all injury except that caused by the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5930 Target is immune to all injury inflicted by the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5931 Target is immune to all magical healing efforts for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5932 Target is immune to all non-magical disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

5933 Target is immune to all nonmagical snake venom http://centralia.aquest.com/downloads/NLRMEv12.pdf

5934 Target is immune to any spells cast at him by the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5935 Target is immune to area-effects not specifically targeting him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5936 Target is immune to bludgeoning attacks (mace, etc) for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5937 Target is immune to fire for d6 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

5938 Target is immune to gaze attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5939 Target is immune to gaze attacks for d100 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5940 Target is immune to lycanthropy http://centralia.aquest.com/downloads/NLRMEv12.pdf

5941 Target is immune to magical scrying or detection http://centralia.aquest.com/downloads/NLRMEv12.pdf

5942 Target is immune to natural extremes of weather when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

5943 Target is immune to next 10 01factory (gas) attacks against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5944 Target is immune to nonmagical disease for one year http://centralia.aquest.com/downloads/NLRMEv12.pdf

5945 Target is immune to normal fire while chanting "icy-nicey" http://centralia.aquest.com/downloads/NLRMEv12.pdf

5946 Target is immune to piercing attacks for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5947 Target is immune to slashing attacks (sickle, etc) for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5948 Target is immune to sonic attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5949 Target is immune to touch-based spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5950 Target is implicated in a local property dispute http://centralia.aquest.com/downloads/NLRMEv12.pdf

5951 Target is implicated in a tawdry scandal in a nearby town http://centralia.aquest.com/downloads/NLRMEv12.pdf

5952 Target is instantly liked by those with the same c010r of hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

5953 Target is invisible except while he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5954 Target is invisible from the back but visible from the front http://centralia.aquest.com/downloads/NLRMEv12.pdf

5955 Target is invisible from the front but visible from the back http://centralia.aquest.com/downloads/NLRMEv12.pdf

5956 Target is invisible in daylight but illuminated in darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

5957 Target is invisible to himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

5958 Target is invisible to the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

5959 Target is invisible to undead, who are also invisible to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

5960 Target is invisible to vampires until he speaks or attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5961 Target is invisible when naked and unencumbered http://centralia.aquest.com/downloads/NLRMEv12.pdf

5962 Target is invisible when no one is 100king http://centralia.aquest.com/downloads/NLRMEv12.pdf

5963 Target is invisible whenever he shoves his fist in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

5964 Target is invisible while he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

5965 Target is invisible, intangible, and silenced for 10d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5966 Target is invulnerable to all harm for 1d6-1 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5967 Target is invulnerable until he harms someone http://centralia.aquest.com/downloads/NLRMEv12.pdf

5968 Target is just out of sight and earshot of his allies http://centralia.aquest.com/downloads/NLRMEv12.pdf

5969 Target is killed and butchered like a deer http://centralia.aquest.com/downloads/NLRMEv12.pdf

5970 Target is knocked unconscious and cannot be roused until dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

5971 Target is lightly seasoned and coated in breadcrumbs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5972 Target is mistaken for someone else wherever he goes http://centralia.aquest.com/downloads/NLRMEv12.pdf

5973 Target is morbidly fascinated with undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

5974 Target is naturally careful; never makes a Critical fumble http://centralia.aquest.com/downloads/NLRMEv12.pdf

5975 Target is neon pink for the intended spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

5976 Target is next in line for the throne http://centralia.aquest.com/downloads/NLRMEv12.pdf

5977 Target is not affected by any First Level spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

5978 Target is not harmed by ingested poisons http://centralia.aquest.com/downloads/NLRMEv12.pdf

5979 Target is not injured by attacks against him; his attackers are http://centralia.aquest.com/downloads/NLRMEv12.pdf

5980 Target is nourished by grass instead of food for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

5981 Target is now dressed in full f00tball padding http://centralia.aquest.com/downloads/NLRMEv12.pdf

5982 Target is now dressed like a hockey goalie http://centralia.aquest.com/downloads/NLRMEv12.pdf

5983 Target is now dressed like a H011ywood viking http://centralia.aquest.com/downloads/NLRMEv12.pdf

5984 Target is obsessed with an image of a mesa in the desert http://centralia.aquest.com/downloads/NLRMEv12.pdf

5985 Target is obsessed with removing one of his vital organs http://centralia.aquest.com/downloads/NLRMEv12.pdf

5986 Target is obsessed with the idea of assassinating the king http://centralia.aquest.com/downloads/NLRMEv12.pdf

5987 Target is only able to hear that which he can see http://centralia.aquest.com/downloads/NLRMEv12.pdf

5988 Target is only able to hear when his eyes are closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5989 Target is only able to hear when his mouth is open http://centralia.aquest.com/downloads/NLRMEv12.pdf

5990 Target is only able to open his mouth when his eyes are closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5991 Target is only able to see in 2 dimensions; -4 toHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

5992 Target is only able to see when his eyes are closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5993 Target is painfully and messily disemboweled http://centralia.aquest.com/downloads/NLRMEv12.pdf

5994 Target is Paralyzed http://centralia.aquest.com/downloads/NLRMEv12.pdf

5995 Target is paralyzed by intense pain for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

5996 Target is perceived to be a bully http://centralia.aquest.com/downloads/NLRMEv12.pdf

5997 Target is permanently Held http://centralia.aquest.com/downloads/NLRMEv12.pdf

5998 Target is pretty sure he can breathe underwater http://centralia.aquest.com/downloads/NLRMEv12.pdf

5999 Target is prone to ridiculous exaggeration http://centralia.aquest.com/downloads/NLRMEv12.pdf

6000 Target is Protected from Self, as spell, for 10d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6001 Target is pummeled by hail for 1 turn, losing 4d4 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

6002 Target is quarantined by local health authorities http://centralia.aquest.com/downloads/NLRMEv12.pdf

6003 Target is randomly teleported 10 miles (50% chance Up or down) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6004 Target is reduced to 1 Hit Point http://centralia.aquest.com/downloads/NLRMEv12.pdf

6005 Target is reduced to Level One for 5 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6006 Target is refreshed as from a good night's sleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6007 Target is reluctant to use magic for fear of Wild Surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

6008 Target is rendered mute and bursts into invisible flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

6009 Target is rendered Timeless, as priest spell, for d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6010 Target is repulsed by holy symb01s http://centralia.aquest.com/downloads/NLRMEv12.pdf

6011 Target is resurrected the next time he is slain (NO CON loss) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6012 Target is roasted by a huge magical explosion; loses 32 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

6013 Target is rumored to have a terribly embarrassing disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

6014 Target is sadistic and cruel to royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6015 Target is scarred as though he was disassembled and rebuilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

6016 Target is scorched by a tiny magical explosion; loses 2 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

6017 Target is sent to alternate Prime Material plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6018 Target is singed by a medium magical explosion; loses 8 hP http://centralia.aquest.com/downloads/NLRMEv12.pdf

6019 Target is smashed flat as if pounded by a giant hammer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6020 Target is standing atop a rickety ladder http://centralia.aquest.com/downloads/NLRMEv12.pdf

6021 Target is standing atop the nearest hill http://centralia.aquest.com/downloads/NLRMEv12.pdf

6022 Target is standing in a bucket of oatmeal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6023 Target is standing upon a rickety tower of orange crates http://centralia.aquest.com/downloads/NLRMEv12.pdf

6024 Target is Stoneskinned http://centralia.aquest.com/downloads/NLRMEv12.pdf

6025 Target is stricken mute in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6026 Target is stricken permanently insane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6027 Target is stricken permanently mute http://centralia.aquest.com/downloads/NLRMEv12.pdf

6028 Target is stunned by the true expanse of the universe http://centralia.aquest.com/downloads/NLRMEv12.pdf

6029 Target is stunned for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6030 Target is Stunned whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6031 Target is suddenly carrying a sophisticated laptop computer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6032 Target is suddenly encased in a full body cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

6033 Target is suddenly h01ding his kidneys in his hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

6034 Target is suddenly lying face-down on the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

6035 Target is suddenly sitting atop a lamppost http://centralia.aquest.com/downloads/NLRMEv12.pdf

6036 Target is suddenly standing at the nearest crossroads http://centralia.aquest.com/downloads/NLRMEv12.pdf

6037 Target is suddenly standing in a construction site toilet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6038 Target is suddenly standing in the middle of a bonfire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6039 Target is suddenly standing knee-deep in snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6040 Target is suddenly standing on his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6041 Target is suddenly wearing a construction helmet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6042 Target is suddenly wearing a large diaper http://centralia.aquest.com/downloads/NLRMEv12.pdf

6043 Target is suddenly wearing a suit of aluminum chainmail http://centralia.aquest.com/downloads/NLRMEv12.pdf

6044 Target is suddenly wearing a top-of-the-line kevlar helmet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6045 Target is suddenly wearing all the clothes he owns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6046 Target is suddenly wearing nothing but a fishing net http://centralia.aquest.com/downloads/NLRMEv12.pdf

6047 Target is suddenly wearing nothing but fig leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

6048 Target is suddenly wearing two large oysters on his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6049 Target is suffering from advanced hypothermia http://centralia.aquest.com/downloads/NLRMEv12.pdf

6050 Target is suffering from severe stomach cramps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6051 Target is sure an artifact is buried around here somewhere http://centralia.aquest.com/downloads/NLRMEv12.pdf

6052 Target is sure that the world ended last night at midnight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6053 Target is sure that the world will end at midnight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6054 Target is surrounded by fireflies and can be seen at all times http://centralia.aquest.com/downloads/NLRMEv12.pdf

6055 Target is surrounded by ostriches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6056 Target is suspected in an assassination plot http://centralia.aquest.com/downloads/NLRMEv12.pdf

6057 Target is suspended upside down in a water-filled glass box http://centralia.aquest.com/downloads/NLRMEv12.pdf

6058 Target is suspicious of any who light a fire in his presence http://centralia.aquest.com/downloads/NLRMEv12.pdf

6059 Target is tapped on the shoulder once every d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6060 Target is tarred and feathered http://centralia.aquest.com/downloads/NLRMEv12.pdf

6061 Target is teleported into the nearest keep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6062 Target is teleported onto his own shoulders http://centralia.aquest.com/downloads/NLRMEv12.pdf

6063 Target is teleported onto the shoulders of caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6064 Target is teleported to the bottom of the nearest well http://centralia.aquest.com/downloads/NLRMEv12.pdf

6065 Target is temporarily blinded whenever he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6066 Target is temporarily immune to the spells memorized by caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6067 Target is terrified of becoming invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6068 Target is terrified of death and br00ds upon it constantly http://centralia.aquest.com/downloads/NLRMEv12.pdf

6069 Target is terrified of getting his feet wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6070 Target is terrified of the caster for 1d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6071 Target is thoroughly humiliated and demoralized http://centralia.aquest.com/downloads/NLRMEv12.pdf

6072 Target is thought by local villagers to be a prophesized savior http://centralia.aquest.com/downloads/NLRMEv12.pdf

6073 Target is thought by local villagers to be a vampire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6074 Target is thought to be a minor official in a major country http://centralia.aquest.com/downloads/NLRMEv12.pdf

6075 Target is thought to be a prominent official in a major country http://centralia.aquest.com/downloads/NLRMEv12.pdf

6076 Target is thought to be a successful merchant or guildmaster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6077 Target is thought to be some random dweeb from a far-off land http://centralia.aquest.com/downloads/NLRMEv12.pdf

6078 Target is thought to be the ruler of an empire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6079 Target is thought to be the s01e ruler of a major country http://centralia.aquest.com/downloads/NLRMEv12.pdf

6080 Target is thought to be the s01e ruler of a minor country http://centralia.aquest.com/downloads/NLRMEv12.pdf

6081 Target is thought to be the s01e ruler of a spot on the map http://centralia.aquest.com/downloads/NLRMEv12.pdf

6082 Target is thought to be the s01e survivor of a royal family http://centralia.aquest.com/downloads/NLRMEv12.pdf

6083 Target is toasted by a small magical explosion; loses 4 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

6084 Target is transported to an Outer Plane for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6085 Target is trapped in a stack of tires http://centralia.aquest.com/downloads/NLRMEv12.pdf

6086 Target is unable to cast non-illusion spells for 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6087 Target is unable to consume or digest s01id foods http://centralia.aquest.com/downloads/NLRMEv12.pdf

6088 Target is unable to create Illusions for 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6089 Target is unable to heal through magical means http://centralia.aquest.com/downloads/NLRMEv12.pdf

6090 Target is unable to heal through non-magical means http://centralia.aquest.com/downloads/NLRMEv12.pdf

6091 Target is unable to hear his own voice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6092 Target is unable to perceive illusions for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6093 Target is unable to read except while exposed to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6094 Target is unable to read while exposed to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6095 Target is unable to remain quiet where silence is required http://centralia.aquest.com/downloads/NLRMEv12.pdf

6096 Target is unable to speak except in a b00ming shout http://centralia.aquest.com/downloads/NLRMEv12.pdf

6097 Target is unable to swallow food in the presence of others http://centralia.aquest.com/downloads/NLRMEv12.pdf

6098 Target is unable to tell when he is lying http://centralia.aquest.com/downloads/NLRMEv12.pdf

6099 Target is unaffected by gravity when his eyes are closed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6100 Target is unaffected by gravity when lying face down http://centralia.aquest.com/downloads/NLRMEv12.pdf

6101 Target is unaffected by the next Abjuration cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6102 Target is unaffected by the next Alteration cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6103 Target is unaffected by the next Conjuration cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6104 Target is unaffected by the next divination cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6105 Target is unaffected by the next Enchantment cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6106 Target is unaffected by the next Evocation cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6107 Target is unaffected by the next Illusion cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6108 Target is unaffected by the next Necromancy cast against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6109 Target is unharmed by next 1d20 hit points of damage he suffers http://centralia.aquest.com/downloads/NLRMEv12.pdf

6110 Target is visible to infravision like a lighthouse beacon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6111 Target is vulnerable to rust monsters like metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6112 Target is wearing an 01d deep-sea diving suit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6113 Target is wearing ballet slippers http://centralia.aquest.com/downloads/NLRMEv12.pdf

6114 Target is wearing carbon steel handcuffs http://centralia.aquest.com/downloads/NLRMEv12.pdf

6115 Target is wearing red suspenders (to keep his pants up) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6116 Target is wh011y unwilling to compromise in matters of food http://centralia.aquest.com/downloads/NLRMEv12.pdf

6117 Target is wracked with guilt whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6118 Target is wrapped head to toe in a coil of chain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6119 Target is wrapped in a coc00n like a caterpillar http://centralia.aquest.com/downloads/NLRMEv12.pdf

6120 Target isn't entirely sure that he exists http://centralia.aquest.com/downloads/NLRMEv12.pdf

6121 Target jumps up and down whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6122 Target keeps mushrooms and fungus as pets http://centralia.aquest.com/downloads/NLRMEv12.pdf

6123 Target kicks like a mule whenever he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6124 Target knows the complete Pittsburgh bus schedule for 1974 http://centralia.aquest.com/downloads/NLRMEv12.pdf

6125 Target knows the first name of everyone now within 100 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

6126 Target knows the meaning of life briefly, then forgets it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6127 Target knows the meaning of life but can't articulate it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6128 Target knows the meaning of life but doesn't believe it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6129 Target lashes out at nearby ally and attacks until subdued http://centralia.aquest.com/downloads/NLRMEv12.pdf

6130 Target laughs disconcertingly when he is injured http://centralia.aquest.com/downloads/NLRMEv12.pdf

6131 Target laughs like a hyena at the sight of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

6132 Target laughs like a madman in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6133 Target laughs like a madman whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6134 Target leaps 1,000,000 miles into space http://centralia.aquest.com/downloads/NLRMEv12.pdf

6135 Target leaps 1,000,000 years into the future http://centralia.aquest.com/downloads/NLRMEv12.pdf

6136 Target leaps 90' straight up and lands without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

6137 Target learns 1d3 languages during the next 2 months http://centralia.aquest.com/downloads/NLRMEv12.pdf

6138 Target leaves no f00tprints for d8 weeks http://centralia.aquest.com/downloads/NLRMEv12.pdf

6139 Target leaves strange, disquieting odors in his wake http://centralia.aquest.com/downloads/NLRMEv12.pdf

6140 Target leaves wet f00tprints wherever he goes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6141 Target left a fire in his fireplace; house is now ablaze http://centralia.aquest.com/downloads/NLRMEv12.pdf

6142 Target levitates 1' above ground, retains normal Movement rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

6143 Target levitates slightly when he suffers damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

6144 Target levitates slightly when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6145 Target looks and sounds different to each creature viewing him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6146 Target looks drastically different to everyone but himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

6147 Target looks like a badly decayed corpse while he's asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6148 Target looks like a cute little forest animal while asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6149 Target looks like a murder victim while he's asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6150 Target looks like a stereotypica11950's H011ywood martian http://centralia.aquest.com/downloads/NLRMEv12.pdf

6151 Target looks like an Impressionist painting while asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6152 Target looks like he repeatedly cut himself shaving http://centralia.aquest.com/downloads/NLRMEv12.pdf

6153 Target looks more and more like a burned-out hippie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6154 Target looks sickly and emaciated but is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

6155 Target loses 1 HPIround until dying as on Negative Material http://centralia.aquest.com/downloads/NLRMEv12.pdf

6156 Target loses 1 LevelIHit Die per day until becoming Juju zombie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6157 Target loses 1d4 additional hit points from all fire damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

6158 Target loses 1d4 fewer hit points from all fire damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

6159 Target loses 1d6 hit points whenever he says a pun http://centralia.aquest.com/downloads/NLRMEv12.pdf

6160 Target loses 2d4 Experience Levels (and appropriate abilities) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6161 Target loses a t00th during each of the next 4d8 nights http://centralia.aquest.com/downloads/NLRMEv12.pdf

6162 Target loses a t00th each time he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6163 Target loses access to a sch001 of magic till he rises a level http://centralia.aquest.com/downloads/NLRMEv12.pdf

6164 Target loses access to ALL knowledge held in his mind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6165 Target loses access to one sch001 of magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6166 Target loses all depth perception; missile attacks at -10 http://centralia.aquest.com/downloads/NLRMEv12.pdf

6167 Target loses all proficiency in all weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

6168 Target loses d4 HP whenever he tries to cast a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6169 Target loses hair and all facial features, but retains senses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6170 Target loses one hit point each time he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6171 Target loses one hit point per hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

6172 Target loses one point of Constitution each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6173 Target loses power of autonomic breathing http://centralia.aquest.com/downloads/NLRMEv12.pdf

6174 Target loses stereophonic hearing: -1 penalty on Surprise rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

6175 Target loses the ability to ReadIWrite a random language http://centralia.aquest.com/downloads/NLRMEv12.pdf

6176 Target loses the sense of smell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6177 Target loses the sense of taste http://centralia.aquest.com/downloads/NLRMEv12.pdf

6178 Target loses the sense of touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

6179 Target losesIgains spellcasting ability for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6180 Target loves to tell preposterous stories of his youth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6181 Target makes a spirited attempt to swallow his own head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6182 Target makes enemies easily; -2 to all reaction rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

6183 Target may be turned, as 1 Hit Die Undead, for next 6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6184 Target may call down one 3HD lightning b01t per day; no Saves http://centralia.aquest.com/downloads/NLRMEv12.pdf

6185 Target may cast any spells currently memorized by caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6186 Target may Command one being; it must obey as far as it is able http://centralia.aquest.com/downloads/NLRMEv12.pdf

6187 Target may Teleport without Error twice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6188 Target melts over next d6 rounds unless Remove Curse is cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

6189 Target metamorphoses into a Bodak over next d6 months http://centralia.aquest.com/downloads/NLRMEv12.pdf

6190 Target mimics the facial features of each person he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6191 Target mistakenly Gated by a random Outer Plane being http://centralia.aquest.com/downloads/NLRMEv12.pdf

6192 Target mistakenly Gates a random Outer Planes being http://centralia.aquest.com/downloads/NLRMEv12.pdf

6193 Target mistakenly Gates himself to a random Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6194 Target moves as though balancing a serving tray on his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6195 Target moves as though he is underwater http://centralia.aquest.com/downloads/NLRMEv12.pdf

6196 Target moves as though standing knee-deep in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

6197 Target moves d10 rounds into future; loses intervening rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6198 Target moves jerkily, as though he's in a silent film http://centralia.aquest.com/downloads/NLRMEv12.pdf

6199 Target must check CON every morning or fall asleep again http://centralia.aquest.com/downloads/NLRMEv12.pdf

6200 Target must eat 2x the normal amount of food to be nourished http://centralia.aquest.com/downloads/NLRMEv12.pdf

6201 Target must graze like a cow for food http://centralia.aquest.com/downloads/NLRMEv12.pdf

6202 Target must roll a STR check: if successful, he gains 1d4 STR http://centralia.aquest.com/downloads/NLRMEv12.pdf

6203 Target must roll for System Shock for each wound or pass out http://centralia.aquest.com/downloads/NLRMEv12.pdf

6204 Target must Save vs Death AND Spell or become a Lich http://centralia.aquest.com/downloads/NLRMEv12.pdf

6205 Target must Save vs Death or be disintegrated http://centralia.aquest.com/downloads/NLRMEv12.pdf

6206 Target must Save vs Death or implode and perish http://centralia.aquest.com/downloads/NLRMEv12.pdf

6207 Target must Save vs Death or turn inside out and die instantly http://centralia.aquest.com/downloads/NLRMEv12.pdf

6208 Target must Save vs Death or turn into a snowman http://centralia.aquest.com/downloads/NLRMEv12.pdf

6209 Target must Save vs Disintegration or be disintegrated http://centralia.aquest.com/downloads/NLRMEv12.pdf

6210 Target must Save vs Petrification or turn to diamond http://centralia.aquest.com/downloads/NLRMEv12.pdf

6211 Target must Save vs Poison, or all of target's blood coagulates http://centralia.aquest.com/downloads/NLRMEv12.pdf

6212 Target never misplaces his possessions http://centralia.aquest.com/downloads/NLRMEv12.pdf

6213 Target never needs to bathe http://centralia.aquest.com/downloads/NLRMEv12.pdf

6214 Target never needs to bathe to remain clean http://centralia.aquest.com/downloads/NLRMEv12.pdf

6215 Target no longer feels hunger and must be reminded to eat http://centralia.aquest.com/downloads/NLRMEv12.pdf

6216 Target no longer feels pain and can't tell if he's injured http://centralia.aquest.com/downloads/NLRMEv12.pdf

6217 Target no longer has any concept of personal space http://centralia.aquest.com/downloads/NLRMEv12.pdf

6218 Target no longer has to move his mouth in order to speak http://centralia.aquest.com/downloads/NLRMEv12.pdf

6219 Target no longer needs to breathe (as Ioun Stone) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6220 Target no longer throws a shadow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6221 Target now has tusks like a walrus http://centralia.aquest.com/downloads/NLRMEv12.pdf

6222 Target omniscient for 1 round then forgets everything http://centralia.aquest.com/downloads/NLRMEv12.pdf

6223 Target only needs to eat once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

6224 Target 00zes blood from beneath his fingernails http://centralia.aquest.com/downloads/NLRMEv12.pdf

6225 Target or random female ally becomes as beautiful as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6226 Target or random male ally becomes as beautiful as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6227 Target owns a widescreen c010r television http://centralia.aquest.com/downloads/NLRMEv12.pdf

6228 Target owns two long-range, s01ar-powered walkie-talkies http://centralia.aquest.com/downloads/NLRMEv12.pdf

6229 Target panics at the sight of his own blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

6230 Target perceives creatures to be facing 180° fromItoward him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6231 Target perceives hidden demonic meaning in everyday events http://centralia.aquest.com/downloads/NLRMEv12.pdf

6232 Target perceives sculptures to portray only horrifying images http://centralia.aquest.com/downloads/NLRMEv12.pdf

6233 Target perceives those around him to be naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

6234 Target permanently affected as by Nahal's Nonsensical Nullifier http://centralia.aquest.com/downloads/NLRMEv12.pdf

6235 Target permanently gains +1 to DEX http://centralia.aquest.com/downloads/NLRMEv12.pdf

6236 Target p01ymorphs into a frog (retains attributes) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6237 Target p01ymorphs into a frog-sized human (retains attributes) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6238 Target p01ymorphs into a human-sized frog (retains attributes) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6239 Target p01ymorphs into a physical duplicate of his worst enemy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6240 Target p01ymorphs into an orangutan http://centralia.aquest.com/downloads/NLRMEv12.pdf

6241 Target p01ymorphs into two dozen roses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6242 Target p01ymorphs randomly every d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6243 Target p01ymorphs randomly every time it hears its name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6244 Target p01ymorphs randomly, permanently; Wishes have no effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

6245 Target Possesses caster for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6246 Target professes intense jealousy of an imaginary sibling http://centralia.aquest.com/downloads/NLRMEv12.pdf

6247 Target punches himself in the jaw: 50% to knock himself out http://centralia.aquest.com/downloads/NLRMEv12.pdf

6248 Target punches the person standing nearest to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6249 Target quacks like a duck when he's angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

6250 Target questions himself before using magic: +4 to Casting time http://centralia.aquest.com/downloads/NLRMEv12.pdf

6251 Target radiates antilife; drains 1 HPIround from all within 10' http://centralia.aquest.com/downloads/NLRMEv12.pdf

6252 Target raises a d10 yard radius hemisphere of stone from ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

6253 Target randomly teleported 1 mile (N,S,E,W,NE,SE,SW,NW) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6254 Target reacts to criticism with hysterical sobbing http://centralia.aquest.com/downloads/NLRMEv12.pdf

6255 Target reacts vi01ently to displays of pity or compassion http://centralia.aquest.com/downloads/NLRMEv12.pdf

6256 Target realizes he carries a small but powerful magic item http://centralia.aquest.com/downloads/NLRMEv12.pdf

6257 Target realizes he has a knife stuck in his thigh http://centralia.aquest.com/downloads/NLRMEv12.pdf

6258 Target realizes he hasn't slept in three weeks http://centralia.aquest.com/downloads/NLRMEv12.pdf

6259 Target realizes he was assembled out of dismembered corpses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6260 Target realizes he's carrying a lich's phylactery http://centralia.aquest.com/downloads/NLRMEv12.pdf

6261 Target realizes he's never worn clothing in his life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6262 Target realizes that the universe was born in a huge explosion http://centralia.aquest.com/downloads/NLRMEv12.pdf

6263 Target realizes that the universe was hatched from a giant egg http://centralia.aquest.com/downloads/NLRMEv12.pdf

6264 Target receives Shocking Grasp from next creature he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6265 Target recoils from holy symb01s as if he were undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6266 Target recovers an additional 2 hit points each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6267 Target reeks of ammonia whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6268 Target refuses to accept that he's ever triggered a Wild Surge http://centralia.aquest.com/downloads/NLRMEv12.pdf

6269 Target refuses to admit that anything occurred before his birth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6270 Target refuses to drink healing potions http://centralia.aquest.com/downloads/NLRMEv12.pdf

6271 Target refuses to eat meat which he did not kill himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

6272 Target refuses to talk for 1d10+10 rounds after seeing magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6273 Target regains all spells he cast within last 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6274 Target regards any missed attack as a personal failure http://centralia.aquest.com/downloads/NLRMEv12.pdf

6275 Target regenerates 1 HPIround for the next 20+d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6276 Target remembers the name of everyone he meets http://centralia.aquest.com/downloads/NLRMEv12.pdf

6277 Target renounces magic until he's next affected by a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6278 Target rises on a c01umn of stone 100' into the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

6279 Target roars like a lion after particularly good meals http://centralia.aquest.com/downloads/NLRMEv12.pdf

6280 Target roars like a lion when angered http://centralia.aquest.com/downloads/NLRMEv12.pdf

6281 Target runs amok http://centralia.aquest.com/downloads/NLRMEv12.pdf

6282 Target runs in his sleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6283 Target Saves vs Death or becomes flesh-hued 00ze (ie grey ooze) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6284 Target Saves vs Death or skull shrinks by half, causing death http://centralia.aquest.com/downloads/NLRMEv12.pdf

6285 Target Saves vs Magic or becomes a duplicate of the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6286 Target Saves vs petrify or petrifies on seeing his reflection http://centralia.aquest.com/downloads/NLRMEv12.pdf

6287 Target Saves vs Petrify or turns to clay http://centralia.aquest.com/downloads/NLRMEv12.pdf

6288 Target Saves vs Petrify or turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

6289 Target Saves vs Petrify or turns to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6290 Target Saves vs Petrify or turns to lifeless diamond http://centralia.aquest.com/downloads/NLRMEv12.pdf

6291 Target Saves vs Petrify or turns to mithral http://centralia.aquest.com/downloads/NLRMEv12.pdf

6292 Target Saves vs Petrify or turns to mud http://centralia.aquest.com/downloads/NLRMEv12.pdf

6293 Target Saves vs Petrify or turns to non-sentient platinum http://centralia.aquest.com/downloads/NLRMEv12.pdf

6294 Target Saves vs Petrify or turns to sentient gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

6295 Target Saves vs Petrify or turns to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

6296 Target Saves vs Petrify or turns to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

6297 Target sealed in a bubble which air cannot penetrable http://centralia.aquest.com/downloads/NLRMEv12.pdf

6298 Target seeks his long lost twin sibling (who might not exist) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6299 Target seems to speak in the voice of each who hears him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6300 Target seems untrustworthy; suffers -3 on Reaction rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

6301 Target seems vaguely familiar to everyone who meets him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6302 Target seems very trustworthy; receives +3 on Reaction rolls http://centralia.aquest.com/downloads/NLRMEv12.pdf

6303 Target sees all others to be affected by Nonsensical Nullifier http://centralia.aquest.com/downloads/NLRMEv12.pdf

6304 Target sees everything backward like a mirror image http://centralia.aquest.com/downloads/NLRMEv12.pdf

6305 Target sees into the Ethereal Plane but can't see in the Prime http://centralia.aquest.com/downloads/NLRMEv12.pdf

6306 Target sees omens of the pending apocalypse in everyday events http://centralia.aquest.com/downloads/NLRMEv12.pdf

6307 Target sees perfectly in the dark but is blind in the light http://centralia.aquest.com/downloads/NLRMEv12.pdf

6308 Target sees strange figures out of the corner of his eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

6309 Target sees the plane tapped by magic; WIS check or go nuts http://centralia.aquest.com/downloads/NLRMEv12.pdf

6310 Target sees through caster's eyes and vice versa http://centralia.aquest.com/downloads/NLRMEv12.pdf

6311 Target shatters into countless little cubes; reforms in 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

6312 Target sheds his skin like a snake every d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6313 Target sheds tears every time he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6314 Target shines like a lighthouse beacon when he is asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6315 Target shouts as though others can barely hear him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6316 Target shouts profanity in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6317 Target shows all signs of having been struck by lightning http://centralia.aquest.com/downloads/NLRMEv12.pdf

6318 Target shows no reflection in mirrors http://centralia.aquest.com/downloads/NLRMEv12.pdf

6319 Target shrinks 1/2 inch each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6320 Target shrinks by 10% http://centralia.aquest.com/downloads/NLRMEv12.pdf

6321 Target shrinks by 10% for every 10% of his hit points he loses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6322 Target shrinks to 1I10 his height while invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6323 Target sinks into ground up to his knees http://centralia.aquest.com/downloads/NLRMEv12.pdf

6324 Target sinks into the ground up to his ankles for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6325 Target sinks into the ground up to his chest for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6326 Target sinks into the ground up to his neck for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6327 Target sinks into the ground up to his waist for d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6328 Target skips every other round for next 1+1d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6329 Target smells like a badly decayed corpse while he's asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6330 Target smells like a skunk for 1d10 rounds after bathing http://centralia.aquest.com/downloads/NLRMEv12.pdf

6331 Target smells like brimstone for the spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

6332 Target smells like goat cheese but without the subtlety http://centralia.aquest.com/downloads/NLRMEv12.pdf

6333 Target smells of roses and lavender while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6334 Target smells strongly of blood in the presence of vampires http://centralia.aquest.com/downloads/NLRMEv12.pdf

6335 Target smells strongly of catnip http://centralia.aquest.com/downloads/NLRMEv12.pdf

6336 Target smells strongly of garlic in the presence of vampires http://centralia.aquest.com/downloads/NLRMEv12.pdf

6337 Target smiles at oddly inappropriate times http://centralia.aquest.com/downloads/NLRMEv12.pdf

6338 Target sneezes every time he tries to be stealthy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6339 Target sneezes whenever he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6340 Target s00n has an opportunity to save a god's life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6341 Target speaks an unknown tongue for 1 turn after seeing magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6342 Target speaks gibberish but believes he is speaking Common http://centralia.aquest.com/downloads/NLRMEv12.pdf

6343 Target speaks in a whisper whenever he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

6344 Target speaks in rhyme in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6345 Target speaks in rhyme; spellcasting impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6346 Target speaks in three-part harmony for d8 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6347 Target speaks like a scratched record http://centralia.aquest.com/downloads/NLRMEv12.pdf

6348 Target speaks shocking blasphemies in the presence of clergy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6349 Target speaks through his ears and hears through his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6350 Target spends 1d10 rounds ridiculing his best friend http://centralia.aquest.com/downloads/NLRMEv12.pdf

6351 Target spends 24 hours in hell: gains a level when he returns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6352 Target spins a coc00n & emerges fully healed after 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

6353 Target spins like a top for d6 rounds; DEX check or fall over http://centralia.aquest.com/downloads/NLRMEv12.pdf

6354 Target spontaneously combusts; loses 1d4 HPIround until death http://centralia.aquest.com/downloads/NLRMEv12.pdf

6355 Target sprouts a new nose in the center of his forehead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6356 Target sprouts a new nose right next to his original one http://centralia.aquest.com/downloads/NLRMEv12.pdf

6357 Target sprouts an ugly face on the back of his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6358 Target sprouts another arm from his sternum http://centralia.aquest.com/downloads/NLRMEv12.pdf

6359 Target sprouts butterfly wings (Fl 6, MC C); remain for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6360 Target sprouts dear antlers http://centralia.aquest.com/downloads/NLRMEv12.pdf

6361 Target sprouts elephant ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

6362 Target sprouts feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

6363 Target sprouts giraffe horns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6364 Target sprouts mushrooms on his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6365 Target sprouts one wing from his shoulder blade http://centralia.aquest.com/downloads/NLRMEv12.pdf

6366 Target sprouts porcupine quills http://centralia.aquest.com/downloads/NLRMEv12.pdf

6367 Target sprouts rabbit ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

6368 Target squeaks like a mouse when he is frightened http://centralia.aquest.com/downloads/NLRMEv12.pdf

6369 Target stares vacantly into space for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6370 Target sticks his fingers in his ears and can't remove them http://centralia.aquest.com/downloads/NLRMEv12.pdf

6371 Target stinks of rotting fish http://centralia.aquest.com/downloads/NLRMEv12.pdf

6372 Target strikes his thumb whenever he uses a hammer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6373 Target struck as by Magic Missile each time he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6374 Target stutters through time, existing only every other round http://centralia.aquest.com/downloads/NLRMEv12.pdf

6375 Target sucks his thumb like an infant for 1d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6376 Target suddenly doesn't believe in magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6377 Target suddenly finds himself inside a 55-gallon steel drum http://centralia.aquest.com/downloads/NLRMEv12.pdf

6378 Target suddenly finds himself standing within an ig100 http://centralia.aquest.com/downloads/NLRMEv12.pdf

6379 Target suddenly gains 50 pounds of baby fat http://centralia.aquest.com/downloads/NLRMEv12.pdf

6380 Target suffers Blindness http://centralia.aquest.com/downloads/NLRMEv12.pdf

6381 Target suffers financial ruin over the next few months http://centralia.aquest.com/downloads/NLRMEv12.pdf

6382 Target suffers full effect of the intended spell: no Save http://centralia.aquest.com/downloads/NLRMEv12.pdf

6383 Target suffers great embarrassment whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6384 Target suffers illusionary wounds identical to those he causes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6385 Target suffers insomnia; can't sleep for next 5d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6386 Target suffers no damage from one attack each round http://centralia.aquest.com/downloads/NLRMEv12.pdf

6387 Target suffers real damage illusions cause him for 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6388 Target suffers reverse of magical healing efforts for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6389 Target suffers reversed effect of the intended spell: no Save http://centralia.aquest.com/downloads/NLRMEv12.pdf

6390 Target suffers withdrawal unless he eats mud each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6391 Target suspects his brain was transplanted into this body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6392 Target suspects some great entity is hiding nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

6393 Target suspects that he's not who everyone says he is http://centralia.aquest.com/downloads/NLRMEv12.pdf

6394 Target suspects that his allies don't really trust him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6395 Target swaps personae with the next sentient weapon he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6396 Target sweats acid, destroying clothes but not harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6397 Target sweats profusely in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6398 Target takes full possible damage from attacks by the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6399 Target takes illusory damage next 2d10 rounds; doesn't know it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6400 Target takes least possible damage from attacks by the caster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6401 Target takes normal damage from illusions for next 2d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6402 Target teleports (in Assassin's gear) to the nearest castle http://centralia.aquest.com/downloads/NLRMEv12.pdf

6403 Target teleports 1 mile; stone replica appears in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6404 Target teleports 1d100 feet down, displacing any obstructions http://centralia.aquest.com/downloads/NLRMEv12.pdf

6405 Target teleports 1d6 miles straight up http://centralia.aquest.com/downloads/NLRMEv12.pdf

6406 Target teleports anywhere, anytime, randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

6407 Target teleports into caster's home http://centralia.aquest.com/downloads/NLRMEv12.pdf

6408 Target teleports into his own home http://centralia.aquest.com/downloads/NLRMEv12.pdf

6409 Target teleports into nearest h0110w but standing tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

6410 Target teleports into nearest Monastery http://centralia.aquest.com/downloads/NLRMEv12.pdf

6411 Target teleports into the bathing p001 of the nearest nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6412 Target teleports into the lair of the nearest medusa http://centralia.aquest.com/downloads/NLRMEv12.pdf

6413 Target teleports into the nearest cave http://centralia.aquest.com/downloads/NLRMEv12.pdf

6414 Target teleports into the nearest prison http://centralia.aquest.com/downloads/NLRMEv12.pdf

6415 Target teleports into the nearest shark's stomach http://centralia.aquest.com/downloads/NLRMEv12.pdf

6416 Target teleports onto the branches of the nearest tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

6417 Target teleports randomly whenever he hears or speaks his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6418 Target teleports to his current location when he says his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6419 Target teleports to nearest dragon's horde for 1d8 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6420 Target teleports to the 3d6th layer of the Abyss http://centralia.aquest.com/downloads/NLRMEv12.pdf

6421 Target teleports to the bottom of the sea http://centralia.aquest.com/downloads/NLRMEv12.pdf

6422 Target teleports to the lair of the tarrasque http://centralia.aquest.com/downloads/NLRMEv12.pdf

6423 Target teleports to the nearest convent http://centralia.aquest.com/downloads/NLRMEv12.pdf

6424 Target teleports to the place from which he last teleported http://centralia.aquest.com/downloads/NLRMEv12.pdf

6425 Target teleports to the place he slept the previous night http://centralia.aquest.com/downloads/NLRMEv12.pdf

6426 Target teleports to the place of his birth, returns in d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

6427 Target teleports to within 10' of nearest Lich http://centralia.aquest.com/downloads/NLRMEv12.pdf

6428 Target tends to giggle at inappropriate times http://centralia.aquest.com/downloads/NLRMEv12.pdf

6429 Target thinks a big bad w01f wants to blow his house down http://centralia.aquest.com/downloads/NLRMEv12.pdf

6430 Target thinks a nearby king is a clone of himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

6431 Target thinks a nearby king is reincarnated from a dead dragon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6432 Target thinks all around him are children http://centralia.aquest.com/downloads/NLRMEv12.pdf

6433 Target thinks all bath water is really strong acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

6434 Target thinks all non-human humanoids have been p01ymorphed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6435 Target thinks an earthquake is going on http://centralia.aquest.com/downloads/NLRMEv12.pdf

6436 Target thinks any Illusions he casts are real for next 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6437 Target thinks cockroaches are burrowing through his flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

6438 Target thinks cowardice and stupidity are virtues http://centralia.aquest.com/downloads/NLRMEv12.pdf

6439 Target thinks demons hound him at every turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

6440 Target thinks dragons are allies who've been p01ymorphed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6441 Target thinks Ethereal monsters are all around him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6442 Target thinks every question he is asked is a riddle http://centralia.aquest.com/downloads/NLRMEv12.pdf

6443 Target thinks every town he enters is the town of his birth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6444 Target thinks every weapon he wields is intelligent http://centralia.aquest.com/downloads/NLRMEv12.pdf

6445 Target thinks everyone around him is dreaming http://centralia.aquest.com/downloads/NLRMEv12.pdf

6446 Target thinks everyone he meets looks vaguely familiar http://centralia.aquest.com/downloads/NLRMEv12.pdf

6447 Target thinks everyone in the world knows his secrets http://centralia.aquest.com/downloads/NLRMEv12.pdf

6448 Target thinks everyone is trustworthy until proven otherwise http://centralia.aquest.com/downloads/NLRMEv12.pdf

6449 Target thinks everyone thinks he's an impostor http://centralia.aquest.com/downloads/NLRMEv12.pdf

6450 Target thinks everyone who speaks Common is speaking gibberish http://centralia.aquest.com/downloads/NLRMEv12.pdf

6451 Target thinks everyone who speaks to him has his voice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6452 Target thinks everyone's name is the same as his http://centralia.aquest.com/downloads/NLRMEv12.pdf

6453 Target thinks everything he does is part of a holy quest http://centralia.aquest.com/downloads/NLRMEv12.pdf

6454 target thinks everything is invisible when he closes his eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6455 target thinks hair is evil and must be shorn from his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6456 target thinks he ages a year (decade?) each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6457 Target thinks he can beat his addiction to air http://centralia.aquest.com/downloads/NLRMEv12.pdf

6458 Target thinks he can cause death with a touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

6459 Target thinks he can change his skin c010r like a chameleon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6460 Target thinks he can command undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6461 Target thinks he cancommunicate with inanimate objects at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

6462 Target thinks he can contr01 others by chanting "blinky" http://centralia.aquest.com/downloads/NLRMEv12.pdf

6463 Target thinks he can interpret dreams as omens http://centralia.aquest.com/downloads/NLRMEv12.pdf

6464 Target thinks he can snuff campfires with his bare hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

6465 Target thinks he can unscrew his head at the neck http://centralia.aquest.com/downloads/NLRMEv12.pdf

6466 Target thinks he did something dreadful last night http://centralia.aquest.com/downloads/NLRMEv12.pdf

6467 Target thinks he dies each night and resurrects each dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

6468 Target thinks he exists only in the dreams of others http://centralia.aquest.com/downloads/NLRMEv12.pdf

6469 Target thinks he founded the nearest town http://centralia.aquest.com/downloads/NLRMEv12.pdf

6470 Target thinks he had a deeply mystical experience as a child http://centralia.aquest.com/downloads/NLRMEv12.pdf

6471 Target thinks he has an evil twin who's plotting his death http://centralia.aquest.com/downloads/NLRMEv12.pdf

6472 Target thinks he has been Geased by a high-level cleric http://centralia.aquest.com/downloads/NLRMEv12.pdf

6473 Target thinks he has been poisoned http://centralia.aquest.com/downloads/NLRMEv12.pdf

6474 Target thinks he has been p01ymorphed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6475 Target thinks he has been p01ymorphed into his current form http://centralia.aquest.com/downloads/NLRMEv12.pdf

6476 Target thinks he has been Summoned here by powerful magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6477 Target thinks he has far t00 much blood in his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6478 Target thinks he has journeyed here from the distant future http://centralia.aquest.com/downloads/NLRMEv12.pdf

6479 Target thinks he has just returned from 24 hours spent in hell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6480 Target thinks he has just returned from a pilgrimage http://centralia.aquest.com/downloads/NLRMEv12.pdf

6481 Target thinks he has only twenty minutes to live http://centralia.aquest.com/downloads/NLRMEv12.pdf

6482 Target thinks he has recently committed a horrible crime http://centralia.aquest.com/downloads/NLRMEv12.pdf

6483 Target thinks he has recently offended some god of Death http://centralia.aquest.com/downloads/NLRMEv12.pdf

6484 Target thinks he has shrunken to half his height http://centralia.aquest.com/downloads/NLRMEv12.pdf

6485 Target thinks he has the gift of prophecy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6486 Target thinks he invented magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6487 Target thinks he is a clone of someone else http://centralia.aquest.com/downloads/NLRMEv12.pdf

6488 Target thinks he is a deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6489 Target thinks he is a deity when in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6490 Target thinks he is a demon in mortal form http://centralia.aquest.com/downloads/NLRMEv12.pdf

6491 Target thinks he is a demon possessing himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

6492 Target thinks he is a dragon who's forgotten how to p01ymorph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6493 Target thinks he is a false personality http://centralia.aquest.com/downloads/NLRMEv12.pdf

6494 Target thinks he is a flesh g01em http://centralia.aquest.com/downloads/NLRMEv12.pdf

6495 Target thinks he is a reformed c01d-blooded killer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6496 Target thinks he is affected by the spell Haste http://centralia.aquest.com/downloads/NLRMEv12.pdf

6497 target thinks he is affected by the spell Slow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6498 target thinks he is after Them (whoever They are) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6499 target thinks he is an avatar of a minor deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6500 target thinks he is an elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

6501 Target thinks he is an emperor with in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6502 Target thinks he is an illusion http://centralia.aquest.com/downloads/NLRMEv12.pdf

6503 Target thinks he is as beautiful as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6504 Target thinks he is as beautiful as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

6505 Target thinks he is at death's d00r http://centralia.aquest.com/downloads/NLRMEv12.pdf

6506 Target thinks he is being tested by his deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6507 target thinks he is bleeding at a tremendous rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

6508 target thinks he is blessed with eternal youth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6509 target thinks he is bound by a demonic pact http://centralia.aquest.com/downloads/NLRMEv12.pdf

6510 target thinks he is controlled by someone http://centralia.aquest.com/downloads/NLRMEv12.pdf

6511 Target thinks he is covered with ants http://centralia.aquest.com/downloads/NLRMEv12.pdf

6512 Target thinks he is currently living in a past life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6513 Target thinks he is deeply in love with one of his allies http://centralia.aquest.com/downloads/NLRMEv12.pdf

6514 Target thinks he is destined to be king http://centralia.aquest.com/downloads/NLRMEv12.pdf

6515 Target thinks he is drowning http://centralia.aquest.com/downloads/NLRMEv12.pdf

6516 Target thinks he is fated to be slain by his own son http://centralia.aquest.com/downloads/NLRMEv12.pdf

6517 Target thinks he is hunted by religious zealots http://centralia.aquest.com/downloads/NLRMEv12.pdf

6518 target thinks he is immortal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6519 Target thinks he is immune to fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6520 Target thinks he is insane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6521 Target thinks he is laboring under some horrible curse http://centralia.aquest.com/downloads/NLRMEv12.pdf

6522 Target thinks he is literally the center of the universe http://centralia.aquest.com/downloads/NLRMEv12.pdf

6523 target thinks he is married (or single, if he's married) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6524 target thinks he is naked while in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6525 target thinks he is next in line for the nearest throne http://centralia.aquest.com/downloads/NLRMEv12.pdf

6526 target thinks he is on a quest to find his real parents http://centralia.aquest.com/downloads/NLRMEv12.pdf

6527 target thinks he is possessed by a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6528 Target thinks he is the product of a mirror of opposition http://centralia.aquest.com/downloads/NLRMEv12.pdf

6529 target thinks he is the reincarnation of a long-dead king http://centralia.aquest.com/downloads/NLRMEv12.pdf

6530 target thinks he is the reincarnation of his own dead clone http://centralia.aquest.com/downloads/NLRMEv12.pdf

6531 target thinks he is the rightful ruler of this kingdom http://centralia.aquest.com/downloads/NLRMEv12.pdf

6532 Target thinks he is the subject of an elaborate conspiracy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6533 Target thinks he is under a Geas but doesn't know why http://centralia.aquest.com/downloads/NLRMEv12.pdf

6534 target thinks he is untrustworthy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6535 Target thinks he is very charming to those of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

6536 Target thinks he just committed a major faux pas http://centralia.aquest.com/downloads/NLRMEv12.pdf

6537 Target thinks he just forgot the meaning of life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6538 Target thinks he knows an ancient and forgotten language http://centralia.aquest.com/downloads/NLRMEv12.pdf

6539 Target thinks he knows how to swallow swords http://centralia.aquest.com/downloads/NLRMEv12.pdf

6540 Target thinks he knows the first name of everyone he meets http://centralia.aquest.com/downloads/NLRMEv12.pdf

6541 Target thinks he knows the Fly spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6542 Target thinks he knows where to find the Fountain of Youth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6543 Target thinks he may Teleport at will but cannot http://centralia.aquest.com/downloads/NLRMEv12.pdf

6544 Target thinks he must avenge the death of an imagined sibling http://centralia.aquest.com/downloads/NLRMEv12.pdf

6545 Target thinks he owes a favor to some random demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6546 Target thinks he owes the caster a great deal of money http://centralia.aquest.com/downloads/NLRMEv12.pdf

6547 Target thinks he owns and rules the surrounding property http://centralia.aquest.com/downloads/NLRMEv12.pdf

6548 Target thinks he owns and rules the surrounding property http://centralia.aquest.com/downloads/NLRMEv12.pdf

6549 Target thinks he plays a pivotal roll in the fate of the world http://centralia.aquest.com/downloads/NLRMEv12.pdf

6550 Target thinks he recently murdered someone and is on the run http://centralia.aquest.com/downloads/NLRMEv12.pdf

6551 Target thinks he recently passed a Mirror of Opposition http://centralia.aquest.com/downloads/NLRMEv12.pdf

6552 Target thinks he regenerates like a troll http://centralia.aquest.com/downloads/NLRMEv12.pdf

6553 Target thinks he sees a pile of gold from the corner of his eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

6554 Target thinks he sees a Red Dragon from the corner of his eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

6555 Target thinks he sees himself from the corner of his eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

6556 Target thinks he sees his worst foe from the corner of his eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

6557 Target thinks he smells terrible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6558 Target thinks he used to be immortal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6559 Target thinks he was abducted by mysterious gray beings http://centralia.aquest.com/downloads/NLRMEv12.pdf

6560 Target thinks he was omnipotent in a past life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6561 Target thinks he was recently murdered http://centralia.aquest.com/downloads/NLRMEv12.pdf

6562 Target thinks he was recently tortured but can't recall when http://centralia.aquest.com/downloads/NLRMEv12.pdf

6563 Target thinks he was Siamese twins in a past life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6564 Target thinks he was slain by the caster in a past life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6565 Target thinks he was the caster in a past life http://centralia.aquest.com/downloads/NLRMEv12.pdf

6566 Target thinks he went back in time to kill his grandfather http://centralia.aquest.com/downloads/NLRMEv12.pdf

6567 Target thinks he will automatically resurrect when he is slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6568 Target thinks he will die unless he burns his principal weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6569 Target thinks he will die with the next spell that hits him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6570 Target thinks he will die with the next Wild Surge he witnesses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6571 Target thinks he will explode if jostled t00 harshly http://centralia.aquest.com/downloads/NLRMEv12.pdf

6572 Target thinks he will turn to a w01f under the next full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6573 Target thinks he'd live longer without arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

6574 Target thinks he'll become a god if he completes a great quest http://centralia.aquest.com/downloads/NLRMEv12.pdf

6575 Target thinks he'll die unless he shaves off all his hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

6576 Target thinks he'll fall dead at sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

6577 Target thinks he's a balloon and will pop if stabbed or cut http://centralia.aquest.com/downloads/NLRMEv12.pdf

6578 Target thinks he's a bard http://centralia.aquest.com/downloads/NLRMEv12.pdf

6579 Target thinks he's a skeleton trapped in a suit of flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

6580 Target thinks he's an escaped slave http://centralia.aquest.com/downloads/NLRMEv12.pdf

6581 Target thinks he's an intelligent horse http://centralia.aquest.com/downloads/NLRMEv12.pdf

6582 Target thinks he's been alive for millennia http://centralia.aquest.com/downloads/NLRMEv12.pdf

6583 Target thinks he's being attacked by an invisible octopus http://centralia.aquest.com/downloads/NLRMEv12.pdf

6584 Target thinks he's descended from Earth Elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

6585 Target thinks he's destined to bring about the apocalypse http://centralia.aquest.com/downloads/NLRMEv12.pdf

6586 Target thinks he's foreseen his death in the near future http://centralia.aquest.com/downloads/NLRMEv12.pdf

6587 Target thinks he's going to do something dreadful tonight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6588 Target thinks he's ingested a potent toxin http://centralia.aquest.com/downloads/NLRMEv12.pdf

6589 Target thinks he's invisible if he has an egg in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6590 Target thinks he's journeyed here from the far future http://centralia.aquest.com/downloads/NLRMEv12.pdf

6591 Target thinks he's literally the center of the universe http://centralia.aquest.com/downloads/NLRMEv12.pdf

6592 Target thinks he's made of snow and in danger of melting http://centralia.aquest.com/downloads/NLRMEv12.pdf

6593 Target thinks he's more charming with his finger in his nose http://centralia.aquest.com/downloads/NLRMEv12.pdf

6594 Target thinks he's not living up to his potential http://centralia.aquest.com/downloads/NLRMEv12.pdf

6595 Target thinks he's owed some kind of divine birthright http://centralia.aquest.com/downloads/NLRMEv12.pdf

6596 Target thinks he's posing for a sculpture of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6597 Target thinks he's pregnant http://centralia.aquest.com/downloads/NLRMEv12.pdf

6598 Target thinks he's standing in the middle of a raging river http://centralia.aquest.com/downloads/NLRMEv12.pdf

6599 Target thinks he's standing on a precipice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6600 Target thinks he's standing on a tall, narrow pedestal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6601 Target thinks he's superior and demands to be treated so http://centralia.aquest.com/downloads/NLRMEv12.pdf

6602 Target thinks he's surrounded by vermin http://centralia.aquest.com/downloads/NLRMEv12.pdf

6603 Target thinks he's the King of the World http://centralia.aquest.com/downloads/NLRMEv12.pdf

6604 Target thinks he's the only one still alive in the world http://centralia.aquest.com/downloads/NLRMEv12.pdf

6605 Target thinks he's turning into a w01f http://centralia.aquest.com/downloads/NLRMEv12.pdf

6606 Target thinks he's wearing a wig http://centralia.aquest.com/downloads/NLRMEv12.pdf

6607 Target thinks he's wrongly imprisoned in his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6608 Target thinks he'll be immortal again later http://centralia.aquest.com/downloads/NLRMEv12.pdf

6609 Target thinks he's the only one in the world who can use magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6610 Target thinks himself to be his own clone http://centralia.aquest.com/downloads/NLRMEv12.pdf

6611 Target thinks himself to be invisible, despite what anyone says http://centralia.aquest.com/downloads/NLRMEv12.pdf

6612 Target thinks himself to be two people (1 LawfulI1 good, etc) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6613 Target thinks his allies are dead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6614 Target thinks his allies are dragons in humanoid form http://centralia.aquest.com/downloads/NLRMEv12.pdf

6615 Target thinks his allies are hiding his principal weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6616 Target thinks his allies are mocking him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6617 Target thinks his allies are p01ymorphed orcs or goblins http://centralia.aquest.com/downloads/NLRMEv12.pdf

6618 Target thinks his allies can resurrect him if he's slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6619 Target thinks his allies cannot see him, whatever they say http://centralia.aquest.com/downloads/NLRMEv12.pdf

6620 Target thinks his allies distrust his use of magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6621 Target thinks his allies don't take him seriously http://centralia.aquest.com/downloads/NLRMEv12.pdf

6622 Target thinks his allies fear him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6623 Target thinks his allies revere him as a god http://centralia.aquest.com/downloads/NLRMEv12.pdf

6624 Target thinks his allies should revere him as a god http://centralia.aquest.com/downloads/NLRMEv12.pdf

6625 Target thinks his allies suspect him of being undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6626 Target thinks his allies suspect him of plotting against them http://centralia.aquest.com/downloads/NLRMEv12.pdf

6627 Target thinks his allies think he plans to use them as undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6628 Target thinks his allies think he's crazy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6629 Target thinks his allies think he's dead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6630 Target thinks his allies will kill him if he's hit by a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6631 Target thinks his allies will kill him unless he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6632 Target thinks his birth was prophesized by an obscure religion http://centralia.aquest.com/downloads/NLRMEv12.pdf

6633 Target thinks his brain is at home in a jar on a shelf http://centralia.aquest.com/downloads/NLRMEv12.pdf

6634 Target thinks his brain is leaking out his nose http://centralia.aquest.com/downloads/NLRMEv12.pdf

6635 Target thinks his clothes are a part of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6636 Target thinks his clothing is alive and is out to get him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6637 Target thinks his deity has t01d him not to bother anymore http://centralia.aquest.com/downloads/NLRMEv12.pdf

6638 Target thinks his destiny is to leap into a volcano http://centralia.aquest.com/downloads/NLRMEv12.pdf

6639 Target thinks his enemies are all immortal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6640 Target thinks his enemies are also his allies http://centralia.aquest.com/downloads/NLRMEv12.pdf

6641 Target thinks his enemies' attacks are good-natured joking http://centralia.aquest.com/downloads/NLRMEv12.pdf

6642 Target thinks his friends are after his money http://centralia.aquest.com/downloads/NLRMEv12.pdf

6643 Target thinks his hands are twice their actual size http://centralia.aquest.com/downloads/NLRMEv12.pdf

6644 Target thinks his left hand is dreadfully evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

6645 Target thinks his life until now has just been a dream http://centralia.aquest.com/downloads/NLRMEv12.pdf

6646 Target thinks his mouth can store things like a bag of h01ding http://centralia.aquest.com/downloads/NLRMEv12.pdf

6647 Target thinks his name can cause undead to fear him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6648 Target thinks his name is a Power Word and is afraid to say it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6649 Target thinks his name is a Power Word and says it often http://centralia.aquest.com/downloads/NLRMEv12.pdf

6650 Target thinks his name is Lord (Lady) So-and-So the magnificent http://centralia.aquest.com/downloads/NLRMEv12.pdf

6651 Target thinks his name is the True Name of a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6652 Target thinks his nose is running like a faucet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6653 Target thinks his reflection is plotting against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6654 Target thinks his skin is a foreign organism http://centralia.aquest.com/downloads/NLRMEv12.pdf

6655 Target thinks his skin is actually someone else's http://centralia.aquest.com/downloads/NLRMEv12.pdf

6656 Target thinks his skin is some sort of ill-fitting suit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6657 Target thinks his skin is vulnerable to rust http://centralia.aquest.com/downloads/NLRMEv12.pdf

6658 Target thinks his touch can cure illness http://centralia.aquest.com/downloads/NLRMEv12.pdf

6659 Target thinks his touch can cure leather http://centralia.aquest.com/downloads/NLRMEv12.pdf

6660 Target thinks his touch can heal injuries http://centralia.aquest.com/downloads/NLRMEv12.pdf

6661 Target thinks his touch turns metal into gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

6662 Target thinks his weapon is an ancient and powerful artifact http://centralia.aquest.com/downloads/NLRMEv12.pdf

6663 Target thinks his weapon is cursed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6664 Target thinks his weapon is plotting against him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6665 Target thinks his worst fears have been realized http://centralia.aquest.com/downloads/NLRMEv12.pdf

6666 Target thinks immorality will grant him immortality http://centralia.aquest.com/downloads/NLRMEv12.pdf

6667 Target thinks it is twenty degrees c001er than it really is http://centralia.aquest.com/downloads/NLRMEv12.pdf

6668 Target thinks it is twenty degrees hotter than it really is http://centralia.aquest.com/downloads/NLRMEv12.pdf

6669 Target thinks light is shining from the back of his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6670 Target thinks maggots infest every wound he suffers http://centralia.aquest.com/downloads/NLRMEv12.pdf

6671 Target thinks mud has significant monetary value http://centralia.aquest.com/downloads/NLRMEv12.pdf

6672 Target thinks one of his allies is deeply in love with him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6673 Target thinks others can barely see him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6674 Target thinks pack animals are unreliable and will not use them http://centralia.aquest.com/downloads/NLRMEv12.pdf

6675 Target thinks rats are wriggling within his clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

6676 Target thinks some random demon owes him a favor http://centralia.aquest.com/downloads/NLRMEv12.pdf

6677 Target thinks someone is sh00ting a machine gun at him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6678 Target thinks someone nearby is an avatar of his deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6679 Target thinks someone nearby is his child http://centralia.aquest.com/downloads/NLRMEv12.pdf

6680 Target thinks something amazing is hidden in a nearby cave http://centralia.aquest.com/downloads/NLRMEv12.pdf

6681 Target thinks that air is poisonous http://centralia.aquest.com/downloads/NLRMEv12.pdf

6682 Target thinks that all werew01ves are just angry dogs http://centralia.aquest.com/downloads/NLRMEv12.pdf

6683 Target thinks that all w01ves and dogs are werew01ves http://centralia.aquest.com/downloads/NLRMEv12.pdf

6684 Target thinks that any food he now carries is poisonous http://centralia.aquest.com/downloads/NLRMEv12.pdf

6685 Target thinks that dirt is an aphrodisiac http://centralia.aquest.com/downloads/NLRMEv12.pdf

6686 Target thinks that fire heals injury http://centralia.aquest.com/downloads/NLRMEv12.pdf

6687 Target thinks that he has enlarged by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

6688 Target thinks that he has shrunken by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

6689 Target thinks that he left a fire burning in his fireplace http://centralia.aquest.com/downloads/NLRMEv12.pdf

6690 Target thinks that his body is sand and must not get wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6691 Target thinks that his body will rust if it gets wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6692 Target thinks that his clothes are alive & trying to choke him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6693 Target thinks that his clothes are wise & trying to advise him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6694 Target thinks that his skeleton is made of glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

6695 Target thinks that humor and comedy are blasphemous http://centralia.aquest.com/downloads/NLRMEv12.pdf

6696 Target thinks that ice is more precious than diamond http://centralia.aquest.com/downloads/NLRMEv12.pdf

6697 Target thinks that magic is actually impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6698 Target thinks that people think he's a murderer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6699 Target thinks that someone nearby is his secret admirer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6700 Target thinks that something is breathing down his neck http://centralia.aquest.com/downloads/NLRMEv12.pdf

6701 Target thinks that spellb00ks are edible and very tasty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6702 Target thinks that the stars are getting closer all the time http://centralia.aquest.com/downloads/NLRMEv12.pdf

6703 Target thinks that water is in short supply and must be hoarded http://centralia.aquest.com/downloads/NLRMEv12.pdf

6704 Target thinks that water is poisonous http://centralia.aquest.com/downloads/NLRMEv12.pdf

6705 Target thinks that water turns to diamond at 32° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6706 Target thinks that, somewhere, his clone has become sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

6707 Target thinks the caster owes him a great deal of money http://centralia.aquest.com/downloads/NLRMEv12.pdf

6708 Target thinks the next corpse he sees is his own http://centralia.aquest.com/downloads/NLRMEv12.pdf

6709 Target thinks They (whoever They are) are after him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6710 Target throws a monster's shadow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6711 Target transmits a non-magical disease to whomever he touches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6712 Target travels 2d10 minutes into the future http://centralia.aquest.com/downloads/NLRMEv12.pdf

6713 Target tries to remove his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6714 Target triggers Surges in next d6 spells cast at or by him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6715 Target trumpets like an elephant when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

6716 Target tumbles through rift into alternate Prime Material Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6717 Target tumbles through rift into Elemental Air http://centralia.aquest.com/downloads/NLRMEv12.pdf

6718 Target tumbles through rift into Elemental Earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6719 Target tumbles through rift into Elemental Fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6720 Target tumbles through rift into Elemental Water http://centralia.aquest.com/downloads/NLRMEv12.pdf

6721 Target turns ethereal each time he draws his weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6722 Target turns ethereal when reduced to 5 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

6723 Target turns inside out; Saves vs Death to resist effect or dies http://centralia.aquest.com/downloads/NLRMEv12.pdf

6724 Target turns into an ambulatory plant of similar shape http://centralia.aquest.com/downloads/NLRMEv12.pdf

6725 Target turns into caster under every Full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6726 Target turns into granite http://centralia.aquest.com/downloads/NLRMEv12.pdf

6727 Target turns into iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

6728 Target turns into wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

6729 Target turns invisible and is rendered mute http://centralia.aquest.com/downloads/NLRMEv12.pdf

6730 Target turns invisible when he closes his eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6731 Target turns to a statue while he sleeps and reverts on waking http://centralia.aquest.com/downloads/NLRMEv12.pdf

6732 Target turns to glass for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6733 Target turns to iron d6 rounds; retains mobility and HP (AC -4) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6734 Target turns to sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

6735 Target turns to smoke each time he comes within 10' of flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

6736 Target turns to steam under every Full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

6737 Target turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

6738 Target turns to stone and reverts every other round http://centralia.aquest.com/downloads/NLRMEv12.pdf

6739 Target turns to stone every dusk; reverts every dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

6740 Target turns to water the next time he's submerged http://centralia.aquest.com/downloads/NLRMEv12.pdf

6741 Target understands the universe a little better: +1 to wisdom http://centralia.aquest.com/downloads/NLRMEv12.pdf

6742 Target utters shocking blasphemy when he enters a church http://centralia.aquest.com/downloads/NLRMEv12.pdf

6743 Target vaguely recalls a treasure hidden somewhere nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

6744 Target vanishes at next sunrise until subsequent sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

6745 Target vanishes at next sunset until subsequent sunrise http://centralia.aquest.com/downloads/NLRMEv12.pdf

6746 Target vanishes until caster casts the same spell again http://centralia.aquest.com/downloads/NLRMEv12.pdf

6747 Target vanishes until caster gains a level http://centralia.aquest.com/downloads/NLRMEv12.pdf

6748 Target vanishes until caster speaks his own name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6749 Target vanishes until caster suffers damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

6750 Target vanishes until caster triggers another wild surge http://centralia.aquest.com/downloads/NLRMEv12.pdf

6751 Target vanishes until caster uses a randomly chosen spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

6752 Target vanishes until next sunrise http://centralia.aquest.com/downloads/NLRMEv12.pdf

6753 Target vanishes until next sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

6754 Target vanishes until someone in the area is slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6755 Target vanishes until someone speaks his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

6756 Target vanishes when he falls asleep; reappears on waking http://centralia.aquest.com/downloads/NLRMEv12.pdf

6757 Target vanishes while asleep; reappears when he wakes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6758 Target vanishes, leaving a dead clone of the caster instead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6759 Target vanishes, leaving a Delayed Blast Fireball of 2X his HD http://centralia.aquest.com/downloads/NLRMEv12.pdf

6760 Target vanishes, leaving a desiccated corpse in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6761 Target vanishes, leaving a patch of scorched earth in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6762 Target vanishes, leaving a rust monster in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6763 Target vanishes, leaving a small marble replica of him behind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6764 Target vanishes, leaving a worthless treasure map in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6765 Target vanishes, leaving caster's nearest relative in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6766 Target vanishes, leaving earth elemental of equal HD behind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6767 Target vanishes, leaving his equipment behind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6768 Target vanishes, leaving the caster in his place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6769 Target vanishes, leaving the smell of brimstone behind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6770 Target vanishes; caster's next Summoning summons target instead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6771 Target vanishes; reappears d4 hours later http://centralia.aquest.com/downloads/NLRMEv12.pdf

6772 Target vomits a startling quantity of butterscotch pudding http://centralia.aquest.com/downloads/NLRMEv12.pdf

6773 Target vomits messily http://centralia.aquest.com/downloads/NLRMEv12.pdf

6774 Target vows revenge against cuddly forest animals http://centralia.aquest.com/downloads/NLRMEv12.pdf

6775 Target wakes at dawn and falls asleep at dusk http://centralia.aquest.com/downloads/NLRMEv12.pdf

6776 Target wakes each day already standing http://centralia.aquest.com/downloads/NLRMEv12.pdf

6777 Target wakes each day and crows like a r00ster http://centralia.aquest.com/downloads/NLRMEv12.pdf

6778 Target wakes each day at the bottom of a small crater http://centralia.aquest.com/downloads/NLRMEv12.pdf

6779 Target wakes each day blood-soaked as from a vicious battle http://centralia.aquest.com/downloads/NLRMEv12.pdf

6780 Target wakes each day clutching a small stuffed bear http://centralia.aquest.com/downloads/NLRMEv12.pdf

6781 Target wakes each day covered by honey and ants http://centralia.aquest.com/downloads/NLRMEv12.pdf

6782 Target wakes each day covered by peas and carrots http://centralia.aquest.com/downloads/NLRMEv12.pdf

6783 Target wakes each day covered by severed human ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

6784 Target wakes each day covered by small lizards http://centralia.aquest.com/downloads/NLRMEv12.pdf

6785 Target wakes each day covered by soft, newly-grown moss http://centralia.aquest.com/downloads/NLRMEv12.pdf

6786 Target wakes each day covered with cobwebs http://centralia.aquest.com/downloads/NLRMEv12.pdf

6787 Target wakes each day covered with snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6788 Target wakes each day covered with spiders http://centralia.aquest.com/downloads/NLRMEv12.pdf

6789 Target wakes each day entangled by overgrown grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

6790 Target wakes each day ethereal; takes 1d4-1/2 hours to reform http://centralia.aquest.com/downloads/NLRMEv12.pdf

6791 Target wakes each day facing north http://centralia.aquest.com/downloads/NLRMEv12.pdf

6792 Target wakes each day half-sunken into the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

6793 Target wakes each day in a giant toad's mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6794 Target wakes each day in a tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

6795 Target wakes each day in an unfamiliar location http://centralia.aquest.com/downloads/NLRMEv12.pdf

6796 Target wakes each day in an unfamiliar position http://centralia.aquest.com/downloads/NLRMEv12.pdf

6797 Target wakes each day levitating 10 feet above the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

6798 Target wakes each day more tired than the night before http://centralia.aquest.com/downloads/NLRMEv12.pdf

6799 Target wakes each day naked, clothes hanging in a tall tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

6800 Target wakes each day naked, clothes neatly f01ded nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

6801 Target wakes each day naked, clothes nowhere to be found http://centralia.aquest.com/downloads/NLRMEv12.pdf

6802 Target wakes each day naked, clothes standing nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

6803 Target wakes each day naked, clothes torn to shreds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6804 Target wakes each day seated in the lotus position http://centralia.aquest.com/downloads/NLRMEv12.pdf

6805 Target wakes each day singing an opera http://centralia.aquest.com/downloads/NLRMEv12.pdf

6806 Target wakes each day soaking wet as from a rainstorm http://centralia.aquest.com/downloads/NLRMEv12.pdf

6807 Target wakes each day standing on his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6808 Target wakes each day standing on somebody else's head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6809 Target wakes each day thinking he is still asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6810 Target wakes each day thinking he was just attacked http://centralia.aquest.com/downloads/NLRMEv12.pdf

6811 Target wakes each day tied in ropes, vines, or the like http://centralia.aquest.com/downloads/NLRMEv12.pdf

6812 Target wakes each day with a toad in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6813 Target wakes each day with a toe in his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6814 Target wakes each day with clothes burned as if by acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

6815 Target wakes each day with clothes smoking as ion fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6816 Target wakes each day with his clothes on backwards http://centralia.aquest.com/downloads/NLRMEv12.pdf

6817 Target wakes each day with his clothing frozen s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

6818 Target wakes each day within a patch of scorched earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

6819 Target walks in his sleep every night http://centralia.aquest.com/downloads/NLRMEv12.pdf

6820 Target wants to sell his soul to the nearest fishmonger http://centralia.aquest.com/downloads/NLRMEv12.pdf

6821 Target was Cloned d4 times eight months ago http://centralia.aquest.com/downloads/NLRMEv12.pdf

6822 Target wears corks in his ears so his brain won't leak out http://centralia.aquest.com/downloads/NLRMEv12.pdf

6823 Target will go to great lengths to prove he's not a coward http://centralia.aquest.com/downloads/NLRMEv12.pdf

6824 Target will quickly forget the next 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6825 Target will try to claw out his eyes unless restrained http://centralia.aquest.com/downloads/NLRMEv12.pdf

6826 Target wishes the apocalypse would hurry up and get here http://centralia.aquest.com/downloads/NLRMEv12.pdf

6827 Target would tell his deity a thing or two, given the chance http://centralia.aquest.com/downloads/NLRMEv12.pdf

6828 Target: flesh to stoneIrock to mudIwater to dustIgust of wind http://centralia.aquest.com/downloads/NLRMEv12.pdf

6829 Target's age is halved, but he looks twice as 01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

6830 Target's anger manifests as a little raincloud over his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6831 Target's arm is bent 90° halfway between his wrist and elbow http://centralia.aquest.com/downloads/NLRMEv12.pdf

6832 Target's arms and legs vanish for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6833 Target's arms are stricken totally numb for 2d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6834 Target's arms grow to the size of his legs http://centralia.aquest.com/downloads/NLRMEv12.pdf

6835 Target's arms p01ymorph each morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

6836 Target's attributes are halved for 1d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6837 Target's big toes can become prehensile at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

6838 Target's blood is a strong contact poison to anyone else http://centralia.aquest.com/downloads/NLRMEv12.pdf

6839 Target's blood reeks of sulfur when it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

6840 Target's blood traces out arcane signs where it spills http://centralia.aquest.com/downloads/NLRMEv12.pdf

6841 Target's blood turns to choc01ate on contact with air http://centralia.aquest.com/downloads/NLRMEv12.pdf

6842 Target's body is covered with octopus sucker-marks http://centralia.aquest.com/downloads/NLRMEv12.pdf

6843 Target's body no longer produces saliva http://centralia.aquest.com/downloads/NLRMEv12.pdf

6844 Target's body rotates 360°, though his head remains still http://centralia.aquest.com/downloads/NLRMEv12.pdf

6845 Target's bones are brittle when he's in direct Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6846 Target's bones cannot be broken by nonmagical means http://centralia.aquest.com/downloads/NLRMEv12.pdf

6847 Target's boots are stuck to the ground with railroad spikes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6848 Target's boots fill with milk http://centralia.aquest.com/downloads/NLRMEv12.pdf

6849 Target's boots fill with petr01eum jelly http://centralia.aquest.com/downloads/NLRMEv12.pdf

6850 Target's brain explodes, killing him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6851 Target's can issue one Command (as spell) per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6852 Target's cannot hear his own voice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6853 Target's chest is scarred by a sword-cut "Z" http://centralia.aquest.com/downloads/NLRMEv12.pdf

6854 Target's childh00d pet appears in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6855 Target's clothes are tailored for someone half his weight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6856 Target's clothes are tailored for someone of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

6857 Target's clothes are tailored for someone twice his weight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6858 Target's clothes are tailored for someone with six arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

6859 target's clothes cannot be removed by him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6860 Target's clothes reek of stale cigarette smoke http://centralia.aquest.com/downloads/NLRMEv12.pdf

6861 Target's clothes smell like he's worn them all summer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6862 Target's clothing appears laundered and pressed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6863 Target's clothing appears to combust while he's asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

6864 Target's clothing becomes perfectly transparent when wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6865 Target's clothing cannot be stained or made dirty http://centralia.aquest.com/downloads/NLRMEv12.pdf

6866 Target's clothing cannot bend or f01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

6867 Target's clothing clings to him as though wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6868 Target's clothing is drenched in doe musk http://centralia.aquest.com/downloads/NLRMEv12.pdf

6869 target's clothing is extraordinarily flammable http://centralia.aquest.com/downloads/NLRMEv12.pdf

6870 Target's clothing is filled with sharp metal barbs http://centralia.aquest.com/downloads/NLRMEv12.pdf

6871 Target's clothing looks like he fell into a sewer http://centralia.aquest.com/downloads/NLRMEv12.pdf

6872 Target's clothing looks like he's been shot with a shotgun http://centralia.aquest.com/downloads/NLRMEv12.pdf

6873 Target's clothing resembles a patchwork quilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

6874 Target's clothing smells like a skunk died in it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6875 Target's clothing turns to cellophane http://centralia.aquest.com/downloads/NLRMEv12.pdf

6876 Target's clothing turns to plastic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6877 Target's clothing turns to porcelain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6878 Target's cranium is transparent like smoked glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

6879 Target's cranium seems to be attached by screws http://centralia.aquest.com/downloads/NLRMEv12.pdf

6880 Target's current clothes protect against bludgeons http://centralia.aquest.com/downloads/NLRMEv12.pdf

6881 Target's dead clone is found in a nearby well http://centralia.aquest.com/downloads/NLRMEv12.pdf

6882 Target's diary, written years from now, appears at his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6883 Target's dominant hand ages one year each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6884 target's dominant hand explodes as a 10 Die fireball http://centralia.aquest.com/downloads/NLRMEv12.pdf

6885 target's dominant hand has no bones http://centralia.aquest.com/downloads/NLRMEv12.pdf

6886 Target's dominant hand inflates like a rubber glove http://centralia.aquest.com/downloads/NLRMEv12.pdf

6887 Target's dominant hand tries to choke him while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6888 Target's earlobes grow 1d12 inches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6889 Target's ears appear to be on fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6890 Target's ears fall off and regrow 1d10 days later http://centralia.aquest.com/downloads/NLRMEv12.pdf

6891 Target's ears glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

6892 Target's ears glow in the presence of undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6893 Target's ears 100k like noses http://centralia.aquest.com/downloads/NLRMEv12.pdf

6894 Target's ears migrate to the top of his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

6895 Target's ears resemble bat wings http://centralia.aquest.com/downloads/NLRMEv12.pdf

6896 Target's enemies all think he's dead http://centralia.aquest.com/downloads/NLRMEv12.pdf

6897 Target's eyelashes are actually tiny snakes http://centralia.aquest.com/downloads/NLRMEv12.pdf

6898 Target's eyelids are invisible while he's wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

6899 Target's eyelids open and shut like camera shutters http://centralia.aquest.com/downloads/NLRMEv12.pdf

6900 Target's eyelids turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6901 Target's eyes appear 50% larger than they really are http://centralia.aquest.com/downloads/NLRMEv12.pdf

6902 target's eyes appear to have tiny fish swimming in them http://centralia.aquest.com/downloads/NLRMEv12.pdf

6903 target's eyes shrink to 1/2 their size http://centralia.aquest.com/downloads/NLRMEv12.pdf

6904 Target's face is tatt00ed to resemble the face of a clock http://centralia.aquest.com/downloads/NLRMEv12.pdf

6905 Target's features appear melted like hot wax http://centralia.aquest.com/downloads/NLRMEv12.pdf

6906 Target's feet are trapped in concrete blocks http://centralia.aquest.com/downloads/NLRMEv12.pdf

6907 Target's feet feel like they're on fire if he tries to walk http://centralia.aquest.com/downloads/NLRMEv12.pdf

6908 Target's feet turn to cheese http://centralia.aquest.com/downloads/NLRMEv12.pdf

6909 Target's feet turn to sugar http://centralia.aquest.com/downloads/NLRMEv12.pdf

6910 Target's fingernails and toenails don't grow anymore http://centralia.aquest.com/downloads/NLRMEv12.pdf

6911 Target's fingernails are black, like h01es in the universe http://centralia.aquest.com/downloads/NLRMEv12.pdf

6912 Target's fingernails turn duck-egg-blue http://centralia.aquest.com/downloads/NLRMEv12.pdf

6913 Target's fingers are replaced by toes (-2 manual dexterity) http://centralia.aquest.com/downloads/NLRMEv12.pdf

6914 Target's fingers grow to twice their normal length http://centralia.aquest.com/downloads/NLRMEv12.pdf

6915 Target's fingers suffer mild frostbite http://centralia.aquest.com/downloads/NLRMEv12.pdf

6916 Target's flesh seems to rot from his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6917 Target's f00tprints resemble directional arrows http://centralia.aquest.com/downloads/NLRMEv12.pdf

6918 Target's forehead is marked like a canceled stamp http://centralia.aquest.com/downloads/NLRMEv12.pdf

6919 Target's gains a +2 bonus for tasks of manual dexterity http://centralia.aquest.com/downloads/NLRMEv12.pdf

6920 Target's hair grows two inches each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

6921 Target's hair looks like melted candle wax http://centralia.aquest.com/downloads/NLRMEv12.pdf

6922 Target's hair turns to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

6923 Target's hands and feet are encased in blocks of ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6924 Target's hands appear blood-soaked http://centralia.aquest.com/downloads/NLRMEv12.pdf

6925 Target's hands appear skeletal http://centralia.aquest.com/downloads/NLRMEv12.pdf

6926 Target's hands are immune to nonmagical c01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

6927 Target's hands are palsied and arthritic http://centralia.aquest.com/downloads/NLRMEv12.pdf

6928 Target's hands become invisible to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6929 Target's hands cannot be burned by nonmagical fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6930 Target's hands fuse together at the palms http://centralia.aquest.com/downloads/NLRMEv12.pdf

6931 Target's hands lock in their current position for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6932 Target's hands vanish until tomorrow aftern00n http://centralia.aquest.com/downloads/NLRMEv12.pdf

6933 Target's head appears to be a few feet away while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6934 Target's head appears to have been cut off and reattached http://centralia.aquest.com/downloads/NLRMEv12.pdf

6935 Target's head flashes like a disco ball for 1d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

6936 Target's head is a featureless ovoid while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6937 Target's head rings like a church bell 1d12 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

6938 Target's head shrinks to half its width http://centralia.aquest.com/downloads/NLRMEv12.pdf

6939 Target's head turns into a cylinder http://centralia.aquest.com/downloads/NLRMEv12.pdf

6940 Target's head, hands, and feet become invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6941 Target's home and all his possessions are bronzed http://centralia.aquest.com/downloads/NLRMEv12.pdf

6942 Target's home begins to digest him the next time he enters http://centralia.aquest.com/downloads/NLRMEv12.pdf

6943 Target's home causes anyone who enters it to shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

6944 Target's home connects directly to an open sewer or midden http://centralia.aquest.com/downloads/NLRMEv12.pdf

6945 Target's home fills with cottage cheese http://centralia.aquest.com/downloads/NLRMEv12.pdf

6946 Target's home fills with latex paint http://centralia.aquest.com/downloads/NLRMEv12.pdf

6947 Target's home has hot and c01d running water, but no sink http://centralia.aquest.com/downloads/NLRMEv12.pdf

6948 Target's home is barricaded by concertina wire http://centralia.aquest.com/downloads/NLRMEv12.pdf

6949 Target's home is destroyed when an airplane crashes into it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6950 Target's home is made of sodium, and it's starting to rain http://centralia.aquest.com/downloads/NLRMEv12.pdf

6951 Target's home is packed full of trash http://centralia.aquest.com/downloads/NLRMEv12.pdf

6952 Target's home is perpetually shrouded in fog http://centralia.aquest.com/downloads/NLRMEv12.pdf

6953 Target's home is razed and the ground salted http://centralia.aquest.com/downloads/NLRMEv12.pdf

6954 Target's home looks like it was built by angry children http://centralia.aquest.com/downloads/NLRMEv12.pdf

6955 Target's home now has aluminum siding http://centralia.aquest.com/downloads/NLRMEv12.pdf

6956 Target's home resembles a huge sculpted bust of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

6957 Target's home rotates 90° each time he enters it http://centralia.aquest.com/downloads/NLRMEv12.pdf

6958 Target's home rotates 90° each time he uses the d00r http://centralia.aquest.com/downloads/NLRMEv12.pdf

6959 Target's home rotates 90° forward or back http://centralia.aquest.com/downloads/NLRMEv12.pdf

6960 Target's home smells distressingly of vomit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6961 Target's Intelligence drops by 2I3 while he's invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6962 Target's Intelligence is halved under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

6963 Target's internal organs are thoroughly cooked http://centralia.aquest.com/downloads/NLRMEv12.pdf

6964 Target's items appear on the ground in alphabetical order http://centralia.aquest.com/downloads/NLRMEv12.pdf

6965 Target's items are evenly distributed among those nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

6966 Target's jaw is hinged like a snake's http://centralia.aquest.com/downloads/NLRMEv12.pdf

6967 Target's joints bend forward and backward with equal ease http://centralia.aquest.com/downloads/NLRMEv12.pdf

6968 Target's knees vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

6969 Target's knuckles swell to the size of ping-pong balls http://centralia.aquest.com/downloads/NLRMEv12.pdf

6970 Target's left and right half appear to be one inch apart http://centralia.aquest.com/downloads/NLRMEv12.pdf

6971 Target's left arm and leg shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

6972 Target's left arm is twice as long as his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

6973 Target's left hand grips his right wrist and won't let go http://centralia.aquest.com/downloads/NLRMEv12.pdf

6974 Target's left wrist is chained to his right ankle http://centralia.aquest.com/downloads/NLRMEv12.pdf

6975 Target's legs fuse into one for 1d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6976 Target's limbs recede into his body while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

6977 Target's lips and cheeks turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

6978 Target's lungs cease functioning in 2d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

6979 Target's mind cannot be read by others http://centralia.aquest.com/downloads/NLRMEv12.pdf

6980 Target's mouth appears to contain a miniature galaxy http://centralia.aquest.com/downloads/NLRMEv12.pdf

6981 Target's mouth fills with ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

6982 Target's mouth fills with tiny pebbles http://centralia.aquest.com/downloads/NLRMEv12.pdf

6983 Target's mouth is stuffed full of salt http://centralia.aquest.com/downloads/NLRMEv12.pdf

6984 Target's nails grow 2d12 inches http://centralia.aquest.com/downloads/NLRMEv12.pdf

6985 Target's name appears on every leaf of a nearby tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

6986 Target's name is a racist slur in some demihuman tongue http://centralia.aquest.com/downloads/NLRMEv12.pdf

6987 Target's name is actually the Dwarfish word for feces http://centralia.aquest.com/downloads/NLRMEv12.pdf

6988 Target's nasal cavity is stuffed full of pepper http://centralia.aquest.com/downloads/NLRMEv12.pdf

6989 Target's neck bears a scar as though he was once hanged http://centralia.aquest.com/downloads/NLRMEv12.pdf

6990 Target's neck shortens to 1/2 its length http://centralia.aquest.com/downloads/NLRMEv12.pdf

6991 Target's normal body temperature is now 112° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6992 Target's normal body temperature is now 74° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

6993 Target's nose and mouth switch places http://centralia.aquest.com/downloads/NLRMEv12.pdf

6994 Target's nose appears to be made of flint http://centralia.aquest.com/downloads/NLRMEv12.pdf

6995 Target's nose becomes prehensile http://centralia.aquest.com/downloads/NLRMEv12.pdf

6996 Target's nose dangles from his face on a loose spring http://centralia.aquest.com/downloads/NLRMEv12.pdf

6997 Target's nose falls off and explodes in 1d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

6998 Target's nose falls off, leaving an ugly h01e in its place http://centralia.aquest.com/downloads/NLRMEv12.pdf

6999 Target's nose launches from his face like a rocket http://centralia.aquest.com/downloads/NLRMEv12.pdf

7000 Target's nose migrates to another part of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7001 Target's nose rotates 90° http://centralia.aquest.com/downloads/NLRMEv12.pdf

7002 Target's nose seems to hover six inches in front of his face http://centralia.aquest.com/downloads/NLRMEv12.pdf

7003 Target's nose triples its size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7004 Target's organs can be seen faintly through his skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

7005 Target's palms and fingers can't be cut by metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7006 Target's palms are covered with painful sores and blisters http://centralia.aquest.com/downloads/NLRMEv12.pdf

7007 Target's pelvis crumbles to dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

7008 Target's pocket fill with popcorn, which starts popping http://centralia.aquest.com/downloads/NLRMEv12.pdf

7009 Target's pockets fill with chicken giblets http://centralia.aquest.com/downloads/NLRMEv12.pdf

7010 Target's pockets fill with dry ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7011 Target's pockets fill with manure http://centralia.aquest.com/downloads/NLRMEv12.pdf

7012 Target's pockets jingle as though full of coins http://centralia.aquest.com/downloads/NLRMEv12.pdf

7013 Target's reputation for courtesy precedes him everywhere http://centralia.aquest.com/downloads/NLRMEv12.pdf

7014 Target's reputation for rudeness precedes him everywhere http://centralia.aquest.com/downloads/NLRMEv12.pdf

7015 Target's shoes smolder and smell of sulfur http://centralia.aquest.com/downloads/NLRMEv12.pdf

7016 Target's skin appears shriveled as if he's had a long bath http://centralia.aquest.com/downloads/NLRMEv12.pdf

7017 Target's skin appears sm00th, clear, and unblemished http://centralia.aquest.com/downloads/NLRMEv12.pdf

7018 Target's skin appears to rust in contact with blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7019 Target's skin appears translucent blue in direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7020 Target's skin becomes stiff and brittle http://centralia.aquest.com/downloads/NLRMEv12.pdf

7021 Target's skin burns under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7022 Target's skin cannot be cut by steel weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

7023 Target's skin glows a c001 blue when he's naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

7024 Target's skin glows the c010r of sunrise http://centralia.aquest.com/downloads/NLRMEv12.pdf

7025 Target's skin grows lighter each day until he's cloud-white http://centralia.aquest.com/downloads/NLRMEv12.pdf

7026 Target's skin is badly and painfully sunburned http://centralia.aquest.com/downloads/NLRMEv12.pdf

7027 Target's skin is dyed in a pretty paisley pattern http://centralia.aquest.com/downloads/NLRMEv12.pdf

7028 Target's skin is stained with indelible pink dye http://centralia.aquest.com/downloads/NLRMEv12.pdf

7029 Target's skin itches terribly for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

7030 Target's skin looks like it's been plucked of feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

7031 Target's skull cannot be breached by non-magical means http://centralia.aquest.com/downloads/NLRMEv12.pdf

7032 Target's skull deforms into a rough cube http://centralia.aquest.com/downloads/NLRMEv12.pdf

7033 Target's skull is hard enough to act as a helmet; -1 to AC http://centralia.aquest.com/downloads/NLRMEv12.pdf

7034 Target's skull is spongy and soft for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7035 Target's smile puts people in mind of a shark http://centralia.aquest.com/downloads/NLRMEv12.pdf

7036 Target's spine shortens to 1/2 its length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7037 Target's spine, ribs, and skull are strong as steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7038 Target's staff turns into a saxophone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7039 Target's stomach rumbles when in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

7040 Target's tears are flammable http://centralia.aquest.com/downloads/NLRMEv12.pdf

7041 Target's tears are poisonous if ingested or used on a blade http://centralia.aquest.com/downloads/NLRMEv12.pdf

7042 Target's tears burn his face http://centralia.aquest.com/downloads/NLRMEv12.pdf

7043 Target's tears can heal injuries once per week http://centralia.aquest.com/downloads/NLRMEv12.pdf

7044 Target's tears run up his face instead of down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7045 Target's teeth chatter when he faces north http://centralia.aquest.com/downloads/NLRMEv12.pdf

7046 Target's teeth fall out and regrow each night http://centralia.aquest.com/downloads/NLRMEv12.pdf

7047 Target's teeth flash like a disco ball when he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7048 Target's teeth have braces on them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7049 Target's teeth jut from his jaw at odd and painful angles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7050 Target's teeth 100k like dirty gravel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7051 Target's teeth shine like mirrors http://centralia.aquest.com/downloads/NLRMEv12.pdf

7052 Target's teeth tumble from his mouth one-by-one http://centralia.aquest.com/downloads/NLRMEv12.pdf

7053 Target's teeth turn to sponge http://centralia.aquest.com/downloads/NLRMEv12.pdf

7054 Target's thighs shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

7055 Target's toenails grow 1d12 inches each night http://centralia.aquest.com/downloads/NLRMEv12.pdf

7056 Target's toes are now as long as his fingers http://centralia.aquest.com/downloads/NLRMEv12.pdf

7057 Target's tongue becomes furry http://centralia.aquest.com/downloads/NLRMEv12.pdf

7058 Target's tongue glows like a firefly http://centralia.aquest.com/downloads/NLRMEv12.pdf

7059 Target's tongue grows to a length of 1d12 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7060 Target's tongue, nose, lip, eyebrow, and navel are pierced http://centralia.aquest.com/downloads/NLRMEv12.pdf

7061 Target's top teeth turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7062 Target's touch can cause nonmagical cloth to disintegrate http://centralia.aquest.com/downloads/NLRMEv12.pdf

7063 Target's touch causes frostbite in reptiles and amphibians http://centralia.aquest.com/downloads/NLRMEv12.pdf

7064 Target's touch leaves temporary, painless bruises in others http://centralia.aquest.com/downloads/NLRMEv12.pdf

7065 Target's undergarments begin constricting about him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7066 Target's undergarments begin smoldering http://centralia.aquest.com/downloads/NLRMEv12.pdf

7067 Target's undergarments freeze s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

7068 Target's vision is clouded (-2 ToHit) for 2d4-1 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7069 Target's voice becomes high-pitched when he's angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

7070 Target's voice creates the sound of speaker feedback http://centralia.aquest.com/downloads/NLRMEv12.pdf

7071 target's voice makes people nearby want to be elsewhere http://centralia.aquest.com/downloads/NLRMEv12.pdf

7072 Target's voice seems to issue from his ears http://centralia.aquest.com/downloads/NLRMEv12.pdf

7073 Target's voice seems to issue from some object he carries http://centralia.aquest.com/downloads/NLRMEv12.pdf

7074 Target's voice sounds like groans of mourning http://centralia.aquest.com/downloads/NLRMEv12.pdf

7075 Target's weight doubles when he's wet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7076 Target's weight is doubled while he stands on grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7077 Target's weight is halved, but his mass is doubled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7078 Target's ability scores equal one ability, determined randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

7079 Target's actions may be disbelieved as illusions http://centralia.aquest.com/downloads/NLRMEv12.pdf

7080 Target's age cycle reverses and doubles: begins aging backwards http://centralia.aquest.com/downloads/NLRMEv12.pdf

7081 Target's age decreases two years for every Hit Point he loses http://centralia.aquest.com/downloads/NLRMEv12.pdf

7082 Target's age fluctuates ±d20 years each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

7083 Target's age is doubled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7084 Target's age is reduced by 1d20 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

7085 Target's age is reduced by one half http://centralia.aquest.com/downloads/NLRMEv12.pdf

7086 Target's aging rate doubles each round; dies within the hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

7087 Target's alignment cannot be detected by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7088 Target's alignment changes randomly each hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

7089 Target's alignment reads as evil when detected by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7090 Target's alignment seems different to each person checking it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7091 Target's allies think that he plans to use them as slaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

7092 Target's and nearest person of Noble status exchange clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7093 Target's apparent CHA to one member of opposite sex is halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

7094 Target's apparent CHA to one member of the opposite sex doubles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7095 Target's apparent CHA to opposite sex is raised to 19 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7096 Target's apparent CHA to opposite sex is reduced to 1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7097 Target's appearance changes to that of a zombie http://centralia.aquest.com/downloads/NLRMEv12.pdf

7098 Target's armor (or metal gear) heats to 5d1000° for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7099 Target's armor and weapons become ethereal for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7100 Target's armor turns to silk (AC 10) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7101 Target's armor turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7102 Target's armor turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7103 Target's armor turns to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7104 Target's armorIclothing leaps from target and is sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

7105 Target's arms and legs exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7106 Target's arms are broken http://centralia.aquest.com/downloads/NLRMEv12.pdf

7107 Target's arms become rubbery like tentacles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7108 Target's arms become tentacles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7109 Target's arms begin flapping like a dragonfly's wings http://centralia.aquest.com/downloads/NLRMEv12.pdf

7110 Target's arms disappear; hands are attached to shoulders http://centralia.aquest.com/downloads/NLRMEv12.pdf

7111 Target's arms elongate like those of an ape http://centralia.aquest.com/downloads/NLRMEv12.pdf

7112 Target's arms elongate to 11/2 times their normal length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7113 Target's arms shrink to 1/2 their normal length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7114 Target's arms start bludgeoning him; 1d4 HP each per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

7115 Target's arms tie themselves in a knot http://centralia.aquest.com/downloads/NLRMEv12.pdf

7116 Target's arms try to strangle him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7117 Target's arms turn into wings like a dragonfly's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7118 Target's arms turn into wings like a sparrow's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7119 Target's arms turn to dorsal fins http://centralia.aquest.com/downloads/NLRMEv12.pdf

7120 Target's arms turn to snakes and attack him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7121 Target's arms turn to tree branches http://centralia.aquest.com/downloads/NLRMEv12.pdf

7122 Target's arms vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

7123 Target's astral form leaves his body whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7124 Target's astral form pushed from body for 1d8 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7125 Target's attacks damage him but do not damage intended victim http://centralia.aquest.com/downloads/NLRMEv12.pdf

7126 Target's attribute scores are shuffled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7127 Target's attribute scores shuffle randomly each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

7128 Target's attribute scores shuffle randomly each hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

7129 Target's auditory perceptions are inverted, left-to-right http://centralia.aquest.com/downloads/NLRMEv12.pdf

7130 Target's bare f00tprints blight the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

7131 Target's belongings are teleported into the nearest cave http://centralia.aquest.com/downloads/NLRMEv12.pdf

7132 Target's best attribute score is exchanged for his worst http://centralia.aquest.com/downloads/NLRMEv12.pdf

7133 Target's blood and internal organs turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7134 Target's blood boils; CON check at -d4 and Save vs Death or die http://centralia.aquest.com/downloads/NLRMEv12.pdf

7135 Target's blood causes strange plants to grow where it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7136 Target's blood freezes; CON check and Save vs Death or die http://centralia.aquest.com/downloads/NLRMEv12.pdf

7137 Target's blood glows like embers when it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7138 Target's blood has the power to close the wounds of others http://centralia.aquest.com/downloads/NLRMEv12.pdf

7139 Target's blood hisses like steam when it strikes the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

7140 Target's blood howls like a cat when it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7141 Target's blood is acidic, corroding weapons which cut him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7142 Target's blood is flammable http://centralia.aquest.com/downloads/NLRMEv12.pdf

7143 Target's blood scorches the ground where it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7144 Target's blood scribes runes into the ground where it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7145 Target's blood seems thick and gummy when it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7146 Target's blood smells like skunk musk http://centralia.aquest.com/downloads/NLRMEv12.pdf

7147 Target's blood teleported out of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7148 Target's blood turns to acid but functions normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

7149 Target's blood turns to choc01ate as it leaves his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7150 Target's blood turns to gold where it is spilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7151 Target's blood turns to lava http://centralia.aquest.com/downloads/NLRMEv12.pdf

7152 Target's blood turns to mercury 6913 Target's blood turns to milk http://centralia.aquest.com/downloads/NLRMEv12.pdf

7153 Target's blood turns to sand 6915 Target's blood turns to soap http://centralia.aquest.com/downloads/NLRMEv12.pdf

7154 Target's blood turns to Universal S01vent http://centralia.aquest.com/downloads/NLRMEv12.pdf

7155 Target's body appears to face opposite direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7156 Target's body becomes a Gate to a Lower Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

7157 Target's body becomes a humanoid mirror; immune to gaze attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7158 Target's body becomes h0110w and skin turns to '1" steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7159 Target's body except circulatory system turns transparent http://centralia.aquest.com/downloads/NLRMEv12.pdf

7160 Target's body except his circulatory system turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7161 Target's body except his digestive system turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7162 Target's body except his muscular system turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7163 Target's body except his nervous system turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7164 Target's body except his respiratory system turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7165 Target's body explodes into a swarm of nonmagical killer bees http://centralia.aquest.com/downloads/NLRMEv12.pdf

7166 Target's body is firepr00f; takes damage but will not combust http://centralia.aquest.com/downloads/NLRMEv12.pdf

7167 Target's body is stricken numb whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7168 Target's body is transmuted to an equal v01ume of gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

7169 Target's body seems to have no muscle; skin sags from his bones http://centralia.aquest.com/downloads/NLRMEv12.pdf

7170 Target's body shrinks by 75%, but his head remains normal sized http://centralia.aquest.com/downloads/NLRMEv12.pdf

7171 Target's body temperature falls d20° for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7172 Target's body temperature rises d10° for d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7173 Target's body turns matte-black, but his shadow is full-c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

7174 Target's body turns to a coherent, ambulatory water-form http://centralia.aquest.com/downloads/NLRMEv12.pdf

7175 Target's bones are adamantite; max. 1 HP damage from bludgeons http://centralia.aquest.com/downloads/NLRMEv12.pdf

7176 Target's bones are glass; min. 8 HP damage from bludgeonings http://centralia.aquest.com/downloads/NLRMEv12.pdf

7177 Target's bones become as flexible as rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

7178 Target's bones become glass; shatter when stuck for 2 HP damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7179 Target's bones become mithral; gains -1 to bludgeoning damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7180 Target's bones glow in the dark (through his skin) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7181 Target's bones turn to ice; c011apses in d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7182 Target's boots advise him on personal matters http://centralia.aquest.com/downloads/NLRMEv12.pdf

7183 Target's boots allow him to walk on water with every other step http://centralia.aquest.com/downloads/NLRMEv12.pdf

7184 Target's boots allow the wearer to climb trees like a monkey http://centralia.aquest.com/downloads/NLRMEv12.pdf

7185 Target's boots allow the wearer to go without sleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

7186 Target's boots allow the wearer to kick like a mule http://centralia.aquest.com/downloads/NLRMEv12.pdf

7187 Target's boots appear to be made of leathered human skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

7188 Target's boots are affected as by the spell Frisky Chest http://centralia.aquest.com/downloads/NLRMEv12.pdf

7189 Target's boots are affected as by the spell Grease http://centralia.aquest.com/downloads/NLRMEv12.pdf

7190 Target's boots are coveted by invertebrates http://centralia.aquest.com/downloads/NLRMEv12.pdf

7191 Target's boots are restored to better-than-new condition http://centralia.aquest.com/downloads/NLRMEv12.pdf

7192 Target's boots become sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

7193 Target's boots blare like trumpets as they are removed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7194 Target's boots bray like mules when used to kick http://centralia.aquest.com/downloads/NLRMEv12.pdf

7195 Target's boots cannot be removed by him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7196 Target's boots cannot be removed in daylight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7197 Target's boots cannot be removed under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7198 Target's boots chase cats whenever they are near http://centralia.aquest.com/downloads/NLRMEv12.pdf

7199 Target's boots clang like cymbals when he walks on grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7200 Target's boots each weigh as much as the wearer http://centralia.aquest.com/downloads/NLRMEv12.pdf

7201 Target's boots fill with coal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7202 Target's boots fill with fleas and ticks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7203 Target's boots fill with nails and tacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7204 Target's boots have false bottoms which may conceal small items http://centralia.aquest.com/downloads/NLRMEv12.pdf

7205 Target's boots have the power to regenerate severed feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7206 Target's boots induce shaking palsy in any who wear them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7207 Target's boots make the wearer appear to have leprosy http://centralia.aquest.com/downloads/NLRMEv12.pdf

7208 Target's boots make the wearer seem to weigh 2X what he does http://centralia.aquest.com/downloads/NLRMEv12.pdf

7209 Target's boots make the wearer tingle with pins and needles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7210 Target's boots may be s01d for 10X their actual value http://centralia.aquest.com/downloads/NLRMEv12.pdf

7211 Target's boots must be fed daily or they refuse to walk http://centralia.aquest.com/downloads/NLRMEv12.pdf

7212 Target's boots mutter obscenities with every step http://centralia.aquest.com/downloads/NLRMEv12.pdf

7213 Target's boots protect the wearer from fear http://centralia.aquest.com/downloads/NLRMEv12.pdf

7214 Target's boots race off toward their place of manufacture http://centralia.aquest.com/downloads/NLRMEv12.pdf

7215 Target's boots resent being walked all over http://centralia.aquest.com/downloads/NLRMEv12.pdf

7216 Target's boots ring like church bells when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7217 Target's boots seem red-hot to anyone else touching them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7218 Target's boots shine like beacons after twilight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7219 Target's boots snuff any fire he steps upon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7220 Target's boots take r00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

7221 Target's boots tickle any feet within them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7222 Target's boots triple their size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7223 Target's boots turn to paper http://centralia.aquest.com/downloads/NLRMEv12.pdf

7224 Target's boots turn to tennis shoes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7225 Target's boots vanish and reappear, one inside the other http://centralia.aquest.com/downloads/NLRMEv12.pdf

7226 Target's brain swells; Save vs Death or die (if passed, INT +1) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7227 Target's breath coats objects with frost http://centralia.aquest.com/downloads/NLRMEv12.pdf

7228 Target's Charisma increases by (18-present CHA)I2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7229 Target's Charisma increases by 1d6 for 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7230 Target's Charisma increases by 3 when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

7231 Target's Charisma increases by 6 when he's struck by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7232 Target's Charisma is increased by 1 for 1d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7233 Target's Charisma is reduced by 1d6 for 1d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7234 Target's Charisma is reduced by 3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7235 Target's Charisma is rerolled every morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

7236 Target's Charisma rises to 19 while in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

7237 Target's Charisma tumbles to 2d4 in the presence of royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

7238 Target's chest cavity becomes invisible except for his heart http://centralia.aquest.com/downloads/NLRMEv12.pdf

7239 Target's circulatory system appears on the surface of his skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

7240 Target's circulatory system appears to be 5 feet ahead of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7241 Target's circulatory system is emptied of all contents http://centralia.aquest.com/downloads/NLRMEv12.pdf

7242 Target's circulatory system leaps from his body; he is unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7243 Target's circulatory system seems to be outside of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7244 Target's circulatory system straightens to its full length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7245 Target's clavicles become Ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7246 Target's cloak becomes a Cloaker http://centralia.aquest.com/downloads/NLRMEv12.pdf

7247 Target's clothing and/or armor are absorbed into his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7248 Target's clothing animates as a 3HD monster and attacks him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7249 Target's clothing animates when exposed to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7250 Target's clothing becomes animated and sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

7251 Target's clothing becomes Evil, and radiates as such http://centralia.aquest.com/downloads/NLRMEv12.pdf

7252 Target's clothing becomes filthy the instant he puts it on http://centralia.aquest.com/downloads/NLRMEv12.pdf

7253 Target's clothing becomes infested with lice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7254 Target's clothing bonds with his skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

7255 Target's clothing disintegrates when it is removed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7256 Target's clothing fuses into one s01id mass as hard as iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

7257 Target's clothing has the same effect as a displacer cloak http://centralia.aquest.com/downloads/NLRMEv12.pdf

7258 Target's clothing heats to 5d100 degrees http://centralia.aquest.com/downloads/NLRMEv12.pdf

7259 Target's clothing is affected by the spell Timelessness http://centralia.aquest.com/downloads/NLRMEv12.pdf

7260 Target's clothing is Held immobile for 1d100 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7261 Target's clothing is suddenly soaked in blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7262 Target's clothing levitates at a rate of 100 yards per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

7263 Target's clothing looks like it's been shredded http://centralia.aquest.com/downloads/NLRMEv12.pdf

7264 Target's clothing melts from his body like ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7265 Target's clothing provides 15% Magic Resistance http://centralia.aquest.com/downloads/NLRMEv12.pdf

7266 Target's clothing shrieks like a Shrieker http://centralia.aquest.com/downloads/NLRMEv12.pdf

7267 Target's clothing shrinks to one-half its size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7268 Target's clothing smells like a zombie has been wearing it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7269 Target's clothing smells like carrion to all of INT 5 or less http://centralia.aquest.com/downloads/NLRMEv12.pdf

7270 Target's clothing stinks like sewage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7271 Target's clothing suddenly weighs 500 pounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7272 Target's clothing triples in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7273 Target's clothing turns around and runs away with him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7274 Target's clothing turns inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

7275 Target's clothing turns invisible to members of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

7276 Target's clothing turns invisible under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7277 Target's clothing turns invisible when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7278 Target's clothing turns pitch black at twilight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7279 Target's clothing turns to acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

7280 Target's clothing turns to an exquisitely tailored tuxedo http://centralia.aquest.com/downloads/NLRMEv12.pdf

7281 Target's clothing turns to blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7282 Target's clothing turns to bone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7283 Target's clothing turns to cobweb http://centralia.aquest.com/downloads/NLRMEv12.pdf

7284 Target's clothing turns to fiberglass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7285 Target's clothing turns to flowers http://centralia.aquest.com/downloads/NLRMEv12.pdf

7286 Target's clothing turns to green slime http://centralia.aquest.com/downloads/NLRMEv12.pdf

7287 Target's clothing turns to honey http://centralia.aquest.com/downloads/NLRMEv12.pdf

7288 Target's clothing turns to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7289 Target's clothing turns to lead http://centralia.aquest.com/downloads/NLRMEv12.pdf

7290 Target's clothing turns to one-piece full field plate armor http://centralia.aquest.com/downloads/NLRMEv12.pdf

7291 Target's clothing turns to other, inappropriate clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7292 Target's clothing turns to paper http://centralia.aquest.com/downloads/NLRMEv12.pdf

7293 Target's clothing turns to pitch http://centralia.aquest.com/downloads/NLRMEv12.pdf

7294 Target's clothing turns to skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

7295 Target's clothing turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7296 Target's clothing turns to Sovereign Glue http://centralia.aquest.com/downloads/NLRMEv12.pdf

7297 Target's clothing turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7298 Target's clothing turns to steel w001 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7299 Target's clothing turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7300 Target's clothing turns to thick oak bark http://centralia.aquest.com/downloads/NLRMEv12.pdf

7301 Target's clothing turns to tight-fitting chain mail http://centralia.aquest.com/downloads/NLRMEv12.pdf

7302 Target's clothing turns to water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7303 Target's clothing turns to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7304 Target's clothing turns to woven grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7305 Target's clothing turns to woven human hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

7306 Target's clothing turns to woven magnesium filaments http://centralia.aquest.com/downloads/NLRMEv12.pdf

7307 Target's clothing turns upside-down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7308 Target's clothing twists and constricts his movement http://centralia.aquest.com/downloads/NLRMEv12.pdf

7309 Target's coinage assembles into an intricate 3-D c011age http://centralia.aquest.com/downloads/NLRMEv12.pdf

7310 Target's coinage becomes worthless http://centralia.aquest.com/downloads/NLRMEv12.pdf

7311 Target's coinage teleports into a random ally's possession http://centralia.aquest.com/downloads/NLRMEv12.pdf

7312 Target's coinage turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7313 Target's consciousness is pushed into the body of a random ally http://centralia.aquest.com/downloads/NLRMEv12.pdf

7314 Target's Constitution is increased by 1 for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7315 Target's Constitution is reduced by d6 for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7316 Target's current worst enemy forgives him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7317 Target's Dexterity increases by 2 when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

7318 Target's Dexterity is increased by 1 for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7319 Target's Dexterity is reduced by d6 for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7320 Target's digestive system fills with air http://centralia.aquest.com/downloads/NLRMEv12.pdf

7321 Target's digestive system fills with powdered lead http://centralia.aquest.com/downloads/NLRMEv12.pdf

7322 Target's digestive system fills with sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

7323 Target's digestive tract is emptied of all contents http://centralia.aquest.com/downloads/NLRMEv12.pdf

7324 Target's digestive tract straightens to its full length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7325 Target's dominant hand ages at twice the normal rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

7326 Target's dominant hand becomes a f00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

7327 Target's dominant hand becomes a w01f's paw under the full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7328 Target's dominant hand becomes an exact copy of his other hand http://centralia.aquest.com/downloads/NLRMEv12.pdf

7329 Target's dominant hand becomes covered in cellophane http://centralia.aquest.com/downloads/NLRMEv12.pdf

7330 Target's dominant hand becomes covered in reptilian scales http://centralia.aquest.com/downloads/NLRMEv12.pdf

7331 Target's dominant hand becomes Ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7332 Target's dominant hand becomes gnarled like an ancient oak http://centralia.aquest.com/downloads/NLRMEv12.pdf

7333 Target's dominant hand becomes immune to normal acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

7334 Target's dominant hand becomes immune to normal c01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

7335 Target's dominant hand becomes immune to normal fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

7336 Target's dominant hand becomes magnetized http://centralia.aquest.com/downloads/NLRMEv12.pdf

7337 Target's dominant hand becomes overly sensitive to heat http://centralia.aquest.com/downloads/NLRMEv12.pdf

7338 Target's dominant hand becomes paralyzed under the full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7339 Target's dominant hand becomes webbed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7340 Target's dominant hand bleeds from beneath its fingernails http://centralia.aquest.com/downloads/NLRMEv12.pdf

7341 Target's dominant hand blisters when it touches metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7342 Target's dominant hand burns rapidly when exposed to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7343 Target's dominant hand can be detached at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

7344 Target's dominant hand can grip with a Strength of 20 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7345 Target's dominant hand can handle red-hot metal without injury http://centralia.aquest.com/downloads/NLRMEv12.pdf

7346 Target's dominant hand can never become dirty http://centralia.aquest.com/downloads/NLRMEv12.pdf

7347 Target's dominant hand can no longer wear magical rings http://centralia.aquest.com/downloads/NLRMEv12.pdf

7348 Target's dominant hand can pick locks with a 50% chance http://centralia.aquest.com/downloads/NLRMEv12.pdf

7349 Target's dominant hand can sense magic in any item it handles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7350 Target's dominant hand can store and release one spell at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

7351 Target's dominant hand can strike as hard as iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

7352 Target's dominant hand can swing from his wrist like a flail http://centralia.aquest.com/downloads/NLRMEv12.pdf

7353 Target's dominant hand can write in a language unknown to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7354 Target's dominant hand cannot touch or be touched by metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7355 Target's dominant hand detaches and falls to the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

7356 Target's dominant hand develops a highly sensitive touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

7357 Target's dominant hand doubles in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7358 Target's dominant hand explodes, causing 2d10 points of damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7359 Target's dominant hand falsely senses magic in items it handles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7360 Target's dominant hand gains an extra joint on each finger http://centralia.aquest.com/downloads/NLRMEv12.pdf

7361 Target's dominant hand gestures obscenely http://centralia.aquest.com/downloads/NLRMEv12.pdf

7362 Target's dominant hand grows a finger in its palm http://centralia.aquest.com/downloads/NLRMEv12.pdf

7363 Target's dominant hand grows a mouth in its palm http://centralia.aquest.com/downloads/NLRMEv12.pdf

7364 Target's dominant hand grows an eyeball in its palm http://centralia.aquest.com/downloads/NLRMEv12.pdf

7365 Target's dominant hand grows claws in place of fingernails http://centralia.aquest.com/downloads/NLRMEv12.pdf

7366 Target's dominant hand halves its size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7367 Target's dominant hand inflates to a one-f00t diameter http://centralia.aquest.com/downloads/NLRMEv12.pdf

7368 Target's dominant hand is affected by Continual Light http://centralia.aquest.com/downloads/NLRMEv12.pdf

7369 Target's dominant hand is affected by Spider Climb http://centralia.aquest.com/downloads/NLRMEv12.pdf

7370 Target's dominant hand is as durable as a steel gauntlet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7371 Target's dominant hand is burned with an imprint of an amulet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7372 Target's dominant hand is covered in suggestive tatt00s http://centralia.aquest.com/downloads/NLRMEv12.pdf

7373 Target's dominant hand is detachable http://centralia.aquest.com/downloads/NLRMEv12.pdf

7374 Target's dominant hand is impervious to small missile weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

7375 Target's dominant hand is insulated against electricity http://centralia.aquest.com/downloads/NLRMEv12.pdf

7376 Target's dominant hand is nowhere to be found http://centralia.aquest.com/downloads/NLRMEv12.pdf

7377 Target's dominant hand is resistant to cuts and lacerations http://centralia.aquest.com/downloads/NLRMEv12.pdf

7378 Target's dominant hand is scarred as though immersed in acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

7379 Target's dominant hand knots in pain whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7380 Target's dominant hand locks in its current position http://centralia.aquest.com/downloads/NLRMEv12.pdf

7381 Target's dominant hand loses all feeling http://centralia.aquest.com/downloads/NLRMEv12.pdf

7382 Target's dominant hand loses all feeling after sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

7383 Target's dominant hand provides normal vision in total darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

7384 Target's dominant hand radiates magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7385 Target's dominant hand remains dry even when immersed in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7386 Target's dominant hand resembles a hawk's talon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7387 Target's dominant hand resembles a horse's h00f http://centralia.aquest.com/downloads/NLRMEv12.pdf

7388 Target's dominant hand smolders when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7389 Target's dominant hand sweats uncontrollably http://centralia.aquest.com/downloads/NLRMEv12.pdf

7390 Target's dominant hand tries to strangle him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7391 Target's dominant hand turns invisible to all but him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7392 Target's dominant hand turns invisible to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7393 Target's dominant hand turns the c010r of whatever it handles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7394 Target's dominant hand turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7395 Target's dominant hand turns to rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

7396 Target's dominant hand weighs as much as he does http://centralia.aquest.com/downloads/NLRMEv12.pdf

7397 Target's dominant hand will not t01erate the wearing of gloves http://centralia.aquest.com/downloads/NLRMEv12.pdf

7398 Target's ears and eyes exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7399 Target's ears appear to be on fire but are not 7162 Target's ears exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7400 Target's ears exude smoke whenever he thinks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7401 Target's ears flap like banners whenever he speaks a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

7402 Target's ears move to his forehead and to the back of his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

7403 Target's ears ring whenever someone speaks about him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7404 Target's ears seal shut; is 95% deaf http://centralia.aquest.com/downloads/NLRMEv12.pdf

7405 Target's ears turn upside down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7406 Target's elbows invert; bend in opposite direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7407 Target's entire body appears to throb in time with his heart http://centralia.aquest.com/downloads/NLRMEv12.pdf

7408 Target's entire body is Withered as cleric spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

7409 Target's entire internal structure become invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7410 Target's entire internal structure seems to be 2 feet away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7411 Target's eyeballs turn invisible for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7412 Target's eyelashes tangle for d6 rounds; -2 ToHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

7413 Target's eyelashes turn to grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7414 Target's eyelids heal shut; he is blinded (-4 ToHit, -4 AC) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7415 Target's eyes always seem in shadow; can't be blinded by light http://centralia.aquest.com/downloads/NLRMEv12.pdf

7416 Target's eyes appear to be two empty sockets http://centralia.aquest.com/downloads/NLRMEv12.pdf

7417 Target's eyes appear to be two tiny heads http://centralia.aquest.com/downloads/NLRMEv12.pdf

7418 Target's eyes appear to emanate light http://centralia.aquest.com/downloads/NLRMEv12.pdf

7419 Target's eyes appear to hover about 6 inches in front of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7420 Target's eyes become compound like those of a bee http://centralia.aquest.com/downloads/NLRMEv12.pdf

7421 Target's eyes become invisible for d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7422 Target's eyes become Lenses of Minute Seeing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7423 Target's eyes become pearls but retain normal vision http://centralia.aquest.com/downloads/NLRMEv12.pdf

7424 Target's eyes become two different c010rs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7425 Target's eyes bug out comically when he is startled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7426 Target's eyes bulge from his skull like those of a fish http://centralia.aquest.com/downloads/NLRMEv12.pdf

7427 Target's eyes change c010r every time he blinks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7428 Target's eyes extend on 12" stalks (-1d10 to Charisma) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7429 Target's eyes fall out and roll away (regrow in d20 rounds) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7430 Target's eyes fill with sand when he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

7431 Target's eyes glow red when he is angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

7432 Target's eyes glow red when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7433 Target's eyes merge like that of a cyclops http://centralia.aquest.com/downloads/NLRMEv12.pdf

7434 Target's eyes move to the same side of his face; -1 ToHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

7435 Target's eyes open sideways instead of up and down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7436 Target's eyes orbit his head like Ioun Stones; vision is normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7437 Target's eyes project green light for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7438 Target's eyes seem to be aflame when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7439 Target's eyes spin clockwise for d4 rounds (-1 ToHit) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7440 Target's eyes spin counter-clockwise for d4 rounds (-1 ToHit) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7441 Target's eyes turn to gold; target is rendered Blind http://centralia.aquest.com/downloads/NLRMEv12.pdf

7442 Target's eyes turn to ivory spheres; vision functions normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

7443 Target's eyes turn to obsidian spheres, retaining normal sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7444 Target's eyes turn to opal spheres; vision functions normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

7445 Target's eyes turn to round rubies, retaining normal sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7446 Target's eyes turn to spherical mirrors, retaining normal sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7447 Target's eyes water uncontrollably http://centralia.aquest.com/downloads/NLRMEv12.pdf

7448 Target's eyes weep blood when he suffers injury http://centralia.aquest.com/downloads/NLRMEv12.pdf

7449 Target's eyes work as Eyes of the Eagle; +2 to missile attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7450 Target's eyes, ears, and nose shuffle places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7451 Target's eyes, ears, and teeth turn invisible for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7452 Target's eyeteeth become able to see http://centralia.aquest.com/downloads/NLRMEv12.pdf

7453 Target's eyeteeth grow into boar's tusks http://centralia.aquest.com/downloads/NLRMEv12.pdf

7454 Target's familiar adopts another mage as its master http://centralia.aquest.com/downloads/NLRMEv12.pdf

7455 Target's familiar and random ally of target exchange bodies http://centralia.aquest.com/downloads/NLRMEv12.pdf

7456 Target's familiar attacks one of target's allies at random http://centralia.aquest.com/downloads/NLRMEv12.pdf

7457 Target's familiar becomes invisible to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7458 Target's familiar doubles in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7459 Target's familiar gains access to a language unknown to target http://centralia.aquest.com/downloads/NLRMEv12.pdf

7460 Target's familiar gains use of the intended spell (1 per day) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7461 Target's familiar gets smart and claims target as its familiar http://centralia.aquest.com/downloads/NLRMEv12.pdf

7462 Target's familiar increases in size by a factor of 10 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7463 Target's familiar is p01ymorphed into a demihuman (at random) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7464 Target's familiar is released from its bond to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7465 Target's familiar is turned to immobile gold statuette http://centralia.aquest.com/downloads/NLRMEv12.pdf

7466 Target's familiar is turned to mobile gold statuette (alive) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7467 Target's familiar turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7468 Target's feet become cloven h00ves http://centralia.aquest.com/downloads/NLRMEv12.pdf

7469 Target's feet become hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

7470 Target's feet become prehensile http://centralia.aquest.com/downloads/NLRMEv12.pdf

7471 Target's feet covered in adhesive; Movement Rate cut by 3I4 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7472 Target's feet covered in boils and loses 1 HP per round walking http://centralia.aquest.com/downloads/NLRMEv12.pdf

7473 Target's feet covered in ice; DEX check each round of walking http://centralia.aquest.com/downloads/NLRMEv12.pdf

7474 Target's feet enlarge to his full height; Movement Rate is 1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7475 Target's feet explode if he stands in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7476 Target's feet explode; all within 10' lose 2d10 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

7477 Target's feet feel like they are being tickled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7478 Target's feet grow springs; bounces d4 feet high with each step http://centralia.aquest.com/downloads/NLRMEv12.pdf

7479 Target's feet levitate; target is suspended in air, feet-first http://centralia.aquest.com/downloads/NLRMEv12.pdf

7480 Target's feet rotate 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

7481 Target's feet rotate 90° http://centralia.aquest.com/downloads/NLRMEv12.pdf

7482 Target's feet shrink to 1/2 normal size; MR cut to 1/2 normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7483 Target's feet sprout wings; function like boots of Flying http://centralia.aquest.com/downloads/NLRMEv12.pdf

7484 Target's feet take r00t; Movement Rate drops to zero http://centralia.aquest.com/downloads/NLRMEv12.pdf

7485 Target's feet try to out-pace each other http://centralia.aquest.com/downloads/NLRMEv12.pdf

7486 Target's feet try to walk in opposite directions http://centralia.aquest.com/downloads/NLRMEv12.pdf

7487 Target's feet turn ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7488 Target's feet turn to lead; Movement Rate drops to 1/2 normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7489 Target's fingernails become carpenter's nails http://centralia.aquest.com/downloads/NLRMEv12.pdf

7490 Target's fingers and toes switch places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7491 Target's fingers turn 90°; somatic components impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7492 Target's fingers turn to carrots for d12 turns, no spellcasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

7493 Target's fingers turn to steam for d10 rounds; no spellcasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

7494 Target's flesh and clothing become invisible when he is asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

7495 Target's flesh and clothing turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7496 Target's flesh appears to be on fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

7497 Target's flesh appears to be rotting from his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7498 Target's flesh appears to erupt into boils and lesions http://centralia.aquest.com/downloads/NLRMEv12.pdf

7499 Target's flesh appears to turn into bone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7500 Target's flesh appears to turn into glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7501 Target's flesh appears to turn into honey http://centralia.aquest.com/downloads/NLRMEv12.pdf

7502 Target's flesh appears to turn into ice cream http://centralia.aquest.com/downloads/NLRMEv12.pdf

7503 Target's flesh appears to turn into mucus http://centralia.aquest.com/downloads/NLRMEv12.pdf

7504 Target's flesh appears to turn into tree bark http://centralia.aquest.com/downloads/NLRMEv12.pdf

7505 Target's flesh turns invisible whenever he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7506 Target's f00tprints appear 10 feet left of where he steps http://centralia.aquest.com/downloads/NLRMEv12.pdf

7507 Target's f00tprints appear to have been made by his hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

7508 Target's f00tprints appear to have been made weeks earlier http://centralia.aquest.com/downloads/NLRMEv12.pdf

7509 Target's f00tprints appear twice as big as his feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7510 Target's f00tprints become two feet deep as he steps from them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7511 Target's f00tprints exude swamp gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

7512 Target's f00tprints face 90° from his direction of travel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7513 Target's f00tprints fill with ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7514 Target's f00tprints for d12 weeks face wrong direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7515 Target's f00tprints fossilize, making tracking confusing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7516 Target's f00tprints give off steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7517 Target's f00tprints glow faintly in darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

7518 Target's f00tprints glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

7519 Target's f00tprints hum and glow, making tracking simple http://centralia.aquest.com/downloads/NLRMEv12.pdf

7520 Target's f00tprints rise two feet high when he steps from them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7521 Target's f00tprints seem to indicate that he has three feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7522 Target's f00tprints switch left-for-right http://centralia.aquest.com/downloads/NLRMEv12.pdf

7523 Target's f00tprints teleport any standing in them to his home http://centralia.aquest.com/downloads/NLRMEv12.pdf

7524 Target's full Hit Points are restored http://centralia.aquest.com/downloads/NLRMEv12.pdf

7525 Target's gender changes every time he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7526 Target's gender changes when he loses 50% of his hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

7527 Target's gender fluctuates each turn for the next d100 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7528 Target's gloves turn to boots http://centralia.aquest.com/downloads/NLRMEv12.pdf

7529 Target's gloves turn to cast iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

7530 Target's gloves turn to mittens http://centralia.aquest.com/downloads/NLRMEv12.pdf

7531 Target's gloves turn to Reglar's Gloves of Freedom http://centralia.aquest.com/downloads/NLRMEv12.pdf

7532 Target's gold is transmuted to an equal v01ume of flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

7533 Target's hair and clothes are blown by wind only he can feel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7534 Target's hair and skin exchange c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

7535 Target's hair appears white in Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7536 Target's hair crackles with electricity when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7537 Target's hair doubles its length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7538 Target's hair falls out http://centralia.aquest.com/downloads/NLRMEv12.pdf

7539 Target's hair falls out each morning; regrows each night http://centralia.aquest.com/downloads/NLRMEv12.pdf

7540 Target's hair falls out each night; regrows each morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

7541 Target's hair freezes s01id for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7542 Target's hair grows 1 inch per hour for the next three days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7543 Target's hair grows 1d4 inches every time he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

7544 Target's hair grows to two feet long and begins strangling him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7545 Target's hair ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

7546 Target's hair seems to be aflame when he is angered http://centralia.aquest.com/downloads/NLRMEv12.pdf

7547 Target's hair stands on end when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7548 Target's hair turns to air http://centralia.aquest.com/downloads/NLRMEv12.pdf

7549 Target's hair turns to blue, non-caloric magical fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

7550 Target's hair turns to glass when cut http://centralia.aquest.com/downloads/NLRMEv12.pdf

7551 Target's hair turns to grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7552 Target's hair turns to harmless snakes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7553 Target's hair turns to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7554 Target's hair turns to metal when cut http://centralia.aquest.com/downloads/NLRMEv12.pdf

7555 Target's hand and f00t disappear; limbs fuse at the stumps http://centralia.aquest.com/downloads/NLRMEv12.pdf

7556 Target's hand locks onto his principal weapon; no spellcasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

7557 Target's handedness (left or right) is reversed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7558 Target's handedness (left or right) switches daily http://centralia.aquest.com/downloads/NLRMEv12.pdf

7559 Target's hands and feet grow webbing; casting times are doubled http://centralia.aquest.com/downloads/NLRMEv12.pdf

7560 Target's hands and feet switch places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7561 Target's hands close into fists, no Somatic spells may be cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

7562 Target's hands disappear; arms fuse at the wrists http://centralia.aquest.com/downloads/NLRMEv12.pdf

7563 Target's hat, h00d, or helmet becomes affixed to his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

7564 Target's head adopts a mirror-like sheen http://centralia.aquest.com/downloads/NLRMEv12.pdf

7565 Target's head and one limb exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7566 Target's head appears like a throbbing human heart http://centralia.aquest.com/downloads/NLRMEv12.pdf

7567 Target's head appears to be a huge hand with a face in the palm http://centralia.aquest.com/downloads/NLRMEv12.pdf

7568 Target's head appears to be a single huge eye http://centralia.aquest.com/downloads/NLRMEv12.pdf

7569 Target's head appears to be inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

7570 Target's head appears to be that of an earthworm or snail http://centralia.aquest.com/downloads/NLRMEv12.pdf

7571 Target's head appears to have a 1" diameter h01e through it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7572 Target's head appears to throb in time with his heart http://centralia.aquest.com/downloads/NLRMEv12.pdf

7573 Target's head attaches to his arm where his hand should be http://centralia.aquest.com/downloads/NLRMEv12.pdf

7574 Target's head orbits him like an Ioun Stone; target is unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7575 Target's head pops like a balloon if a 20 is rolled ToHit him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7576 Target's head rotates 180° laterally without harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7577 Target's head rotates 180° longitudinally without harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7578 Target's head rotates 360° laterally without harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7579 Target's head rotates 360° longitudinally without harming him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7580 Target's head seems to double in size when he's angered http://centralia.aquest.com/downloads/NLRMEv12.pdf

7581 Target's head seems to double in size when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7582 Target's head shrinks by 75%; likely to be 100ked at strangely http://centralia.aquest.com/downloads/NLRMEv12.pdf

7583 Target's head snaps off and rolls away; returns in d12 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7584 Target's head turns into a large grapefruit; target is dead http://centralia.aquest.com/downloads/NLRMEv12.pdf

7585 Target's head turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7586 Target's head turns to a cube (-d8 to CHA) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7587 Target's head vanishes d6 rounds; body is lifeless in this time http://centralia.aquest.com/downloads/NLRMEv12.pdf

7588 Target's heart bursts from his chest, killing him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7589 Target's heart stops beating but his blood still flows normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

7590 Target's heartbeat is audible to all within 10 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

7591 Target's height fluctuates by 1d10 inches each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

7592 Target's height is halved during each of the next 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7593 Target's Hit Points are halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

7594 Target's home attracts lightning http://centralia.aquest.com/downloads/NLRMEv12.pdf

7595 Target's home becomes invisible when he enters it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7596 Target's home contains a recently-st01en royal treasury http://centralia.aquest.com/downloads/NLRMEv12.pdf

7597 Target's home contains the full skeleton of an elephant http://centralia.aquest.com/downloads/NLRMEv12.pdf

7598 Target's home doubles its height http://centralia.aquest.com/downloads/NLRMEv12.pdf

7599 Target's home doubles its internal dimensions http://centralia.aquest.com/downloads/NLRMEv12.pdf

7600 Target's home erupts like a v01cano http://centralia.aquest.com/downloads/NLRMEv12.pdf

7601 Target's home fills with cement http://centralia.aquest.com/downloads/NLRMEv12.pdf

7602 Target's home fills with choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

7603 Target's home fills with eggs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7604 Target's home fills with marshmallows http://centralia.aquest.com/downloads/NLRMEv12.pdf

7605 Target's home fills with popcorn http://centralia.aquest.com/downloads/NLRMEv12.pdf

7606 Target's home fills with rabbits who do not wish to leave http://centralia.aquest.com/downloads/NLRMEv12.pdf

7607 Target's home grows by 80+d20% http://centralia.aquest.com/downloads/NLRMEv12.pdf

7608 Target's home has a painting of the Creation on its ceiling http://centralia.aquest.com/downloads/NLRMEv12.pdf

7609 Target's home has a secret back entrance http://centralia.aquest.com/downloads/NLRMEv12.pdf

7610 Target's home has been rented out while he's been away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7611 Target's home is affected by Distance Distortion http://centralia.aquest.com/downloads/NLRMEv12.pdf

7612 Target's home is also someone else's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7613 Target's home is buried by snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7614 Target's home is decorated with classic Victorian furniture http://centralia.aquest.com/downloads/NLRMEv12.pdf

7615 Target's home is destroyed by a meteor strike http://centralia.aquest.com/downloads/NLRMEv12.pdf

7616 Target's home is invisible except while he is within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7617 Target's home is permanently enchanted with Guards and Wards http://centralia.aquest.com/downloads/NLRMEv12.pdf

7618 Target's home is purchased for 10X its actual value http://centralia.aquest.com/downloads/NLRMEv12.pdf

7619 Target's home is st01en http://centralia.aquest.com/downloads/NLRMEv12.pdf

7620 Target's home is swept up by a tornado http://centralia.aquest.com/downloads/NLRMEv12.pdf

7621 Target's home is transported to the Elemental Plane of Earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

7622 Target's home rests atop an active v01cano http://centralia.aquest.com/downloads/NLRMEv12.pdf

7623 Target's home rises into the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

7624 Target's home shrinks by 80+d20% http://centralia.aquest.com/downloads/NLRMEv12.pdf

7625 Target's home sinks into the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

7626 Target's home suddenly appears in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

7627 Target's home suddenly contains a lifesize portrait of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7628 Target's home suddenly has no d00rs or d00rways http://centralia.aquest.com/downloads/NLRMEv12.pdf

7629 Target's home suddenly has two sub-basements http://centralia.aquest.com/downloads/NLRMEv12.pdf

7630 Target's home turns to a house of straw http://centralia.aquest.com/downloads/NLRMEv12.pdf

7631 Target's home turns to gingerbread http://centralia.aquest.com/downloads/NLRMEv12.pdf

7632 Target's home turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

7633 Target's home vanishes without a trace http://centralia.aquest.com/downloads/NLRMEv12.pdf

7634 Target's illusions automatically disbelieved http://centralia.aquest.com/downloads/NLRMEv12.pdf

7635 Target's image remains etched into any mirror he gazes into http://centralia.aquest.com/downloads/NLRMEv12.pdf

7636 Target's INT drops by 1d6 after sunset and is restored at dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

7637 Target's INT rises to 19, but his WIS falls by a like amount http://centralia.aquest.com/downloads/NLRMEv12.pdf

7638 Target's INT, WIS, & CHR switch with DEX, STR, & CON http://centralia.aquest.com/downloads/NLRMEv12.pdf

7639 Target's Intelligence doubles for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7640 Target's Intelligence is halved for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7641 Target's Intelligence is increased by 1 for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7642 Target's Intelligence is reduced by d6 for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7643 Target's intestine springs from his abdomen and strangles him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7644 Target's jawbone teleports 1 mile away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7645 Target's jawbone teleports three feet to the right http://centralia.aquest.com/downloads/NLRMEv12.pdf

7646 Target's knees and elbows fuse and cannot be bent for d8 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7647 Target's knees invert; bend in opposite direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7648 Target's left and right hands switch arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

7649 Target's left thumb and index finger switch places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7650 Target's legs become ethereal for d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7651 Target's legs can double their length once per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

7652 Target's legs fuse into one http://centralia.aquest.com/downloads/NLRMEv12.pdf

7653 Target's legs merge into a fish tail like a merman's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7654 Target's legs shorten to 1/2 their normal length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7655 Target's legs tie in a knot http://centralia.aquest.com/downloads/NLRMEv12.pdf

7656 Target's legs turn to tree trunks and take r00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

7657 Target's legs vanish d6 rounds; body falls to ground, no damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7658 Target's Level increases by 2 for d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7659 Target's limbs change proportion to match those of a fish http://centralia.aquest.com/downloads/NLRMEv12.pdf

7660 Target's limbs change proportion to match those of a giraffe http://centralia.aquest.com/downloads/NLRMEv12.pdf

7661 Target's limbs change proportion to match those of a gorilla http://centralia.aquest.com/downloads/NLRMEv12.pdf

7662 Target's limbs change proportion to match those of a starfish http://centralia.aquest.com/downloads/NLRMEv12.pdf

7663 Target's limbs change proportion to match those of an elephant http://centralia.aquest.com/downloads/NLRMEv12.pdf

7664 Target's limbs change proportion to match those of an octopus http://centralia.aquest.com/downloads/NLRMEv12.pdf

7665 Target's long bones (femur, radius, etc) shrink by 12" http://centralia.aquest.com/downloads/NLRMEv12.pdf

7666 Target's lower jaw vanishes d10 rounds; speech impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7667 Target's mind becomes trapped in nearest precious gem http://centralia.aquest.com/downloads/NLRMEv12.pdf

7668 Target's most hated enemy appears before target http://centralia.aquest.com/downloads/NLRMEv12.pdf

7669 Target's mount becomes a unicorn; departs to nearest woods http://centralia.aquest.com/downloads/NLRMEv12.pdf

7670 Target's mount becomes an ostrich, keeping original attributes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7671 Target's mount must Save vs Petrification or turn to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7672 Target's mount turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7673 Target's mouth becomes a portal to the Abyss http://centralia.aquest.com/downloads/NLRMEv12.pdf

7674 Target's mouth becomes a portal to the Elemental Plane of Water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7675 Target's mouth can store things like a Bag of H01ding http://centralia.aquest.com/downloads/NLRMEv12.pdf

7676 Target's mouth fills with feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

7677 Target's mouth fills with spiders http://centralia.aquest.com/downloads/NLRMEv12.pdf

7678 Target's mouth is Wizard Locked as by a 20th Level mage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7679 Target's mouth opens sideways instead of up and down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7680 Target's mouth projects a 60'x20' cone of green light when open http://centralia.aquest.com/downloads/NLRMEv12.pdf

7681 Target's mouth radiates Light, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

7682 Target's mouth turns invisible, except his teeth http://centralia.aquest.com/downloads/NLRMEv12.pdf

7683 Target's muscles bulge; Save vs Death to gain 1 Strength or die http://centralia.aquest.com/downloads/NLRMEv12.pdf

7684 Target's muscular system is ripped from his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7685 Target's name affects him as Power Word, Stun http://centralia.aquest.com/downloads/NLRMEv12.pdf

7686 Target's natural AC drops to 5 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7687 Target's natural AC drops to 5, but has a fatal Achilles' heel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7688 Target's natural AC is rerolled (1d10) each morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

7689 Target's natural AC rises to 15 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7690 Target's nervous system replaced by wires and electronics http://centralia.aquest.com/downloads/NLRMEv12.pdf

7691 Target's nervous system vanishes, but target is unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7692 Target's next 100 f00tprints fossilize in d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7693 Target's next 1d10 attacks succeed, but cause 1 point of damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7694 Target's next 1d6 attacks heal hit points rather than take them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7695 Target's next 3d10 attacks heal damage instead of causing it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7696 Target's next attack affects him & not its target http://centralia.aquest.com/downloads/NLRMEv12.pdf

7697 Target's next attack automatically inflicts 4x damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7698 Target's next attack mimics the spell that caused this Surge http://centralia.aquest.com/downloads/NLRMEv12.pdf

7699 Target's next reflection becomes sentient and free-willed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7700 Target's next sneeze acts like a dragon's breath weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7701 Target's nose acquires the effect of a Horn of Blasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

7702 Target's nose and mouth seal shut; cannot breathe http://centralia.aquest.com/downloads/NLRMEv12.pdf

7703 Target's nose and one ear exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7704 Target's nose and one eye exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7705 Target's nose detaches and becomes sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

7706 Target's nose enlarges every time he hears his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

7707 Target's nose enlarges whenever he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

7708 Target's nose falls off; regrows in d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7709 Target's nose turns red and spherical http://centralia.aquest.com/downloads/NLRMEv12.pdf

7710 Target's nose turns spherical and bright red http://centralia.aquest.com/downloads/NLRMEv12.pdf

7711 Target's nose turns upside down http://centralia.aquest.com/downloads/NLRMEv12.pdf

7712 Target's nostrils merge into one (-d4 to Charisma) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7713 Target's perception of "left" and "right" becomes inverted http://centralia.aquest.com/downloads/NLRMEv12.pdf

7714 Target's pockets are linked with someone else's (who knows?) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7715 Target's pockets are linked; all reach to one space http://centralia.aquest.com/downloads/NLRMEv12.pdf

7716 Target's pockets are suddenly full of snail shells http://centralia.aquest.com/downloads/NLRMEv12.pdf

7717 Target's pockets become H01ey http://centralia.aquest.com/downloads/NLRMEv12.pdf

7718 Target's pockets continually fill with sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

7719 Target's pockets double their capacity http://centralia.aquest.com/downloads/NLRMEv12.pdf

7720 Target's pockets double their interior dimensions http://centralia.aquest.com/downloads/NLRMEv12.pdf

7721 Target's pockets dump their contents http://centralia.aquest.com/downloads/NLRMEv12.pdf

7722 Target's pockets each contain a small figurine of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7723 Target's pockets exchange contents with each other http://centralia.aquest.com/downloads/NLRMEv12.pdf

7724 Target's pockets exchange contents with random ally's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7725 Target's pockets fill with ants http://centralia.aquest.com/downloads/NLRMEv12.pdf

7726 Target's pockets fill with blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7727 Target's pockets fill with butter http://centralia.aquest.com/downloads/NLRMEv12.pdf

7728 Target's pockets fill with diamond dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

7729 Target's pockets fill with eggs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7730 Target's pockets fill with fingernail clippings http://centralia.aquest.com/downloads/NLRMEv12.pdf

7731 Target's pockets fill with gold dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

7732 Target's pockets fill with green slime http://centralia.aquest.com/downloads/NLRMEv12.pdf

7733 Target's pockets fill with ice cream http://centralia.aquest.com/downloads/NLRMEv12.pdf

7734 Target's pockets fill with iron filings http://centralia.aquest.com/downloads/NLRMEv12.pdf

7735 Target's pockets fill with leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

7736 Target's pockets fill with lint and fluff http://centralia.aquest.com/downloads/NLRMEv12.pdf

7737 Target's pockets fill with mercury http://centralia.aquest.com/downloads/NLRMEv12.pdf

7738 Target's pockets fill with mice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7739 Target's pockets fill with pins and needles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7740 Target's pockets fill with rot grubs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7741 Target's pockets fill with salmon http://centralia.aquest.com/downloads/NLRMEv12.pdf

7742 Target's pockets fill with sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

7743 Target's pockets fill with sodium http://centralia.aquest.com/downloads/NLRMEv12.pdf

7744 Target's pockets fill with sodium and water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7745 Target's pockets fill with tar and feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

7746 Target's pockets fill with thorns and thistles http://centralia.aquest.com/downloads/NLRMEv12.pdf

7747 Target's pockets fill with water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7748 Target's pockets preserve the temperature of anything in them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7749 Target's pockets seal shut http://centralia.aquest.com/downloads/NLRMEv12.pdf

7750 Target's pockets sprout sharp teeth http://centralia.aquest.com/downloads/NLRMEv12.pdf

7751 Target's pockets turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7752 Target's pockets won't release him after he reaches into them http://centralia.aquest.com/downloads/NLRMEv12.pdf

7753 Target's pores exude fuel oil for next d8 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7754 Target's pores exude water, 1 gallon per turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

7755 Target's possessions burst into flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

7756 Target's possessions have no weight http://centralia.aquest.com/downloads/NLRMEv12.pdf

7757 Target's possessions Save vs Acid or melt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7758 Target's presence causes animals to become aggressive http://centralia.aquest.com/downloads/NLRMEv12.pdf

7759 Target's presence causes candles to burn blue http://centralia.aquest.com/downloads/NLRMEv12.pdf

7760 Target's presence causes children to cry http://centralia.aquest.com/downloads/NLRMEv12.pdf

7761 Target's presence causes fires to attract wild animals http://centralia.aquest.com/downloads/NLRMEv12.pdf

7762 Target's presence causes fires to burn an unusual c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

7763 Target's presence causes fires to stink like carrion http://centralia.aquest.com/downloads/NLRMEv12.pdf

7764 Target's presence causes flame to burn c01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

7765 Target's presence causes holy symb01s to glow blood red http://centralia.aquest.com/downloads/NLRMEv12.pdf

7766 Target's presence causes ice to form on nearby water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7767 Target's presence causes light to dim http://centralia.aquest.com/downloads/NLRMEv12.pdf

7768 Target's presence causes metal to sweat oily water http://centralia.aquest.com/downloads/NLRMEv12.pdf

7769 Target's presence causes musical instruments to go out of tune http://centralia.aquest.com/downloads/NLRMEv12.pdf

7770 Target's presence causes normal d00rs and shutters to jam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7771 Target's presence causes normal d00rs and shutters to slam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7772 Target's presence causes objects to become lost http://centralia.aquest.com/downloads/NLRMEv12.pdf

7773 Target's presence causes rooms to clutter and grow disorganized http://centralia.aquest.com/downloads/NLRMEv12.pdf

7774 Target's presence causes severe discomfort to undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

7775 Target's presence causes voices to issue from metal around him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7776 Target's presence enrages elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

7777 Target's presence gives g00se-bumps to those around him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7778 Target's presence incites ravenous hunger in animals http://centralia.aquest.com/downloads/NLRMEv12.pdf

7779 Target's presence is s00thing to wild animals http://centralia.aquest.com/downloads/NLRMEv12.pdf

7780 Target's present HPs flip; 07 HPs become 70 HPs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7781 Target's principal weapon adopts his personality for d6 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

7782 Target's principal weapon attacks him like a Sword of Dancing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7783 Target's principal weapon attracts demons http://centralia.aquest.com/downloads/NLRMEv12.pdf

7784 Target's principal weapon bonds to target's hand for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7785 Target's principal weapon crumbles to sawdust http://centralia.aquest.com/downloads/NLRMEv12.pdf

7786 Target's principal weapon grows wings and flies away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7787 Target's principal weapon is greatly sought after by undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

7788 Target's principal weapon is invisible to all but him: +1 toHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

7789 Target's principal weapon is rendered h0110w; shatters easily http://centralia.aquest.com/downloads/NLRMEv12.pdf

7790 Target's principal weapon is revealed to be Intelligent http://centralia.aquest.com/downloads/NLRMEv12.pdf

7791 Target's principal weapon is sought for use in a holy war http://centralia.aquest.com/downloads/NLRMEv12.pdf

7792 Target's principal weapon lodges in his esophagus http://centralia.aquest.com/downloads/NLRMEv12.pdf

7793 Target's principal weapon negates darkness in a 10 f00t radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

7794 Target's principal weapon negates light in a 10 f00t radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

7795 Target's principal weapon seems to detect evil everywhere http://centralia.aquest.com/downloads/NLRMEv12.pdf

7796 Target's principal weapon shrinks to 1/2 its size http://centralia.aquest.com/downloads/NLRMEv12.pdf

7797 Target's principal weapon smells of rotting meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

7798 Target's principal weapon teleports to his principal dwelling http://centralia.aquest.com/downloads/NLRMEv12.pdf

7799 Target's principal weapon triples in mass:-6 ToHit, +6 damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

7800 Target's principal weapon turns into a shovel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7801 Target's principal weapon turns into aluminum http://centralia.aquest.com/downloads/NLRMEv12.pdf

7802 Target's principal weapon turns to adamantite http://centralia.aquest.com/downloads/NLRMEv12.pdf

7803 Target's principal weapon turns to butter http://centralia.aquest.com/downloads/NLRMEv12.pdf

7804 Target's principal weapon turns to choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

7805 Target's principal weapon turns to clay http://centralia.aquest.com/downloads/NLRMEv12.pdf

7806 Target's principal weapon turns to diamond http://centralia.aquest.com/downloads/NLRMEv12.pdf

7807 Target's principal weapon turns to flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

7808 Target's principal weapon turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

7809 Target's principal weapon turns to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

7810 Target's principal weapon turns to leather http://centralia.aquest.com/downloads/NLRMEv12.pdf

7811 Target's principal weapon turns to magnesium and ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

7812 Target's principal weapon turns to rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

7813 Target's principal weapon turns to silk http://centralia.aquest.com/downloads/NLRMEv12.pdf

7814 Target's principal weapon turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7815 Target's principal weapon turns to soap http://centralia.aquest.com/downloads/NLRMEv12.pdf

7816 Target's principal weapon turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7817 Target's principal weapon turns to wax http://centralia.aquest.com/downloads/NLRMEv12.pdf

7818 Target's principal weapon turns to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7819 Target's principalweapon turns to w001 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7820 Target's principal weapon vanishes next time it strikes someone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7821 Target's principal weapon winds itself around target's arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

7822 Target's principal weapon winds itself around target's head http://centralia.aquest.com/downloads/NLRMEv12.pdf

7823 Target's principal weapon winds itself around target's legs http://centralia.aquest.com/downloads/NLRMEv12.pdf

7824 Target's pupils become purple; may unsettle the superstitious http://centralia.aquest.com/downloads/NLRMEv12.pdf

7825 Target's pupils become slitted like those of a cat http://centralia.aquest.com/downloads/NLRMEv12.pdf

7826 Target's race changes randomly, hourly http://centralia.aquest.com/downloads/NLRMEv12.pdf

7827 Target's reflection animates as in a Mirror of Opposition http://centralia.aquest.com/downloads/NLRMEv12.pdf

7828 Target's reflection appears subtly wrong http://centralia.aquest.com/downloads/NLRMEv12.pdf

7829 Target's reflection shows the target's back instead of front http://centralia.aquest.com/downloads/NLRMEv12.pdf

7830 Target's right arm is immobilized by a plaster cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

7831 Target's right knee is no longer able to bend http://centralia.aquest.com/downloads/NLRMEv12.pdf

7832 Target's right thumb and index finger switch places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7833 Target's rings all link into a chain http://centralia.aquest.com/downloads/NLRMEv12.pdf

7834 Target's rings develop a series of sharp projections inside http://centralia.aquest.com/downloads/NLRMEv12.pdf

7835 Target's rings drop to -30° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

7836 Target's rings ring like church bells when he speaks his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

7837 Target's rings suddenly appear in his stomach http://centralia.aquest.com/downloads/NLRMEv12.pdf

7838 Target's rings suddenly appear on his toes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7839 Target's rings suddenly appear piercing his earlobes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7840 Target's rings suddenly appear piercing his nose http://centralia.aquest.com/downloads/NLRMEv12.pdf

7841 Target's rings suddenly double in diameter http://centralia.aquest.com/downloads/NLRMEv12.pdf

7842 Target's rings turn his fingers to the metal they are made of http://centralia.aquest.com/downloads/NLRMEv12.pdf

7843 Target's saliva becomes highly viscous http://centralia.aquest.com/downloads/NLRMEv12.pdf

7844 Target's saliva freezes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7845 Target's saliva froths like a rabid dog's http://centralia.aquest.com/downloads/NLRMEv12.pdf

7846 Target's saliva sprays from his mouth like a geyser http://centralia.aquest.com/downloads/NLRMEv12.pdf

7847 Target's saliva turns phosphorescent http://centralia.aquest.com/downloads/NLRMEv12.pdf

7848 Target's saliva turns to a 4HD fire elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

7849 Target's saliva turns to a 4HD water elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

7850 Target's saliva turns to acid; target is unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7851 Target's saliva turns to blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

7852 Target's saliva turns to fuel oil http://centralia.aquest.com/downloads/NLRMEv12.pdf

7853 Target's saliva turns to ink http://centralia.aquest.com/downloads/NLRMEv12.pdf

7854 Target's saliva turns to mercury http://centralia.aquest.com/downloads/NLRMEv12.pdf

7855 Target's saliva turns to roast beef gravy http://centralia.aquest.com/downloads/NLRMEv12.pdf

7856 Target's saliva turns to salt http://centralia.aquest.com/downloads/NLRMEv12.pdf

7857 Target's saliva turns to sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

7858 Target's saliva turns to Sovereign Glue http://centralia.aquest.com/downloads/NLRMEv12.pdf

7859 Target's saliva turns to Universal S01vent http://centralia.aquest.com/downloads/NLRMEv12.pdf

7860 Target's Saves "flip" relative to 10; 11 becomes 9, etc. http://centralia.aquest.com/downloads/NLRMEv12.pdf

7861 Target's scent is s00thing to hounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7862 Target's scent is terrifying to hounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7863 Target's sclerae turn black; pupils and irises turn white http://centralia.aquest.com/downloads/NLRMEv12.pdf

7864 Target's sense of balance is shifted 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

7865 Target's sense of balance is shifted 90° http://centralia.aquest.com/downloads/NLRMEv12.pdf

7866 Target's sense of beauty and ugliness is reversed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7867 Target's sentences are appended with hallucinatory vulgarities http://centralia.aquest.com/downloads/NLRMEv12.pdf

7868 Target's sentences spoken as questions, spellcasting impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

7869 Target's sex changes daily (female,male,hermaphrodite,neuter) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7870 Target's shadow always falls in the same direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7871 Target's shadow appears to be outlined with chalk http://centralia.aquest.com/downloads/NLRMEv12.pdf

7872 Target's shadow appears to be wearing target's clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7873 Target's shadow appears to have a tail (or not, if target does) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7874 Target's shadow appears to have glowing red eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7875 Target's shadow appears to have twice as many limbs as target http://centralia.aquest.com/downloads/NLRMEv12.pdf

7876 Target's shadow becomes a full c010r picture of target http://centralia.aquest.com/downloads/NLRMEv12.pdf

7877 Target's shadow becomes a separate entity when target is slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

7878 Target's shadow becomes twice as tall as it should be http://centralia.aquest.com/downloads/NLRMEv12.pdf

7879 Target's shadow becomes twice as thick as it should be http://centralia.aquest.com/downloads/NLRMEv12.pdf

7880 Target's shadow circles him at a radius equal to his height http://centralia.aquest.com/downloads/NLRMEv12.pdf

7881 Target's shadow defends him from attacks; gives AC bonus o+4 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7882 Target's shadow does not appear to be connected to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7883 Target's shadow falls in opposite direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

7884 Target's shadow gestures obscenely when he is not 100king http://centralia.aquest.com/downloads/NLRMEv12.pdf

7885 Target's shadow gets the hiccups for 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7886 Target's shadow has a gaping h01e in its torso http://centralia.aquest.com/downloads/NLRMEv12.pdf

7887 Target's shadow is a mirror image of what it should be http://centralia.aquest.com/downloads/NLRMEv12.pdf

7888 Target's shadow is afraid of the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

7889 Target's shadow is separated from target by 1d10 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

7890 Target's shadow is s01id black; conceals whatever is within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7891 Target's shadow is Turned, as an undead; takes target with it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7892 Target's shadow is twice the size it should be http://centralia.aquest.com/downloads/NLRMEv12.pdf

7893 Target's shadow is visible even when he is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

7894 Target's shadow lacks a head http://centralia.aquest.com/downloads/NLRMEv12.pdf

7895 Target's shadow moves as it likes but remains attached to him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7896 Target's shadow pushes other shadows out of its way http://centralia.aquest.com/downloads/NLRMEv12.pdf

7897 Target's shadow rattles as it slides across the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

7898 Target's shadow rises and attacks target as Shadow Monster http://centralia.aquest.com/downloads/NLRMEv12.pdf

7899 Target's shadow rises and walks away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7900 Target's shadow rises up and tries to strangle him http://centralia.aquest.com/downloads/NLRMEv12.pdf

7901 Target's shadow screams whenever the target is hit http://centralia.aquest.com/downloads/NLRMEv12.pdf

7902 Target's shadow weighs as much as the target; Move Rate halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

7903 Target's shield becomes enchanted with Continual Light http://centralia.aquest.com/downloads/NLRMEv12.pdf

7904 Target's shield turns to adamantite; gains +2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7905 Target's shield turns to glass; receives -6 until broken http://centralia.aquest.com/downloads/NLRMEv12.pdf

7906 Target's shield turns to ice; receives -3 until broken http://centralia.aquest.com/downloads/NLRMEv12.pdf

7907 Target's shield turns to mithral; gains +1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7908 Target's short-term memory is lost but recalls long-past events http://centralia.aquest.com/downloads/NLRMEv12.pdf

7909 Target's size doubles each time target is struck http://centralia.aquest.com/downloads/NLRMEv12.pdf

7910 Target's size doubles each turn, but his mass the same http://centralia.aquest.com/downloads/NLRMEv12.pdf

7911 Target's size is reduced by 50% each time he is struck http://centralia.aquest.com/downloads/NLRMEv12.pdf

7912 Target's skeleton appears to be standing three feet to his left http://centralia.aquest.com/downloads/NLRMEv12.pdf

7913 Target's skeleton becomes Undead while still in his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7914 Target's skeleton glows through his skin when he casts a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

7915 Target's skeleton glows through his skin when he says his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

7916 Target's skeleton glows through his skin whenever he is angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

7917 Target's skeleton p01ymorphs to that of another random creature http://centralia.aquest.com/downloads/NLRMEv12.pdf

7918 Target's skeleton rotates 360°; target reduced to 1 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

7919 Target's skeleton teleported d4 yards away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7920 Target's skeleton tries to claw free of his body http://centralia.aquest.com/downloads/NLRMEv12.pdf

7921 Target's skeleton turns to diamond but retains vitality http://centralia.aquest.com/downloads/NLRMEv12.pdf

7922 Target's skin alternates red-to-white as his heart beats http://centralia.aquest.com/downloads/NLRMEv12.pdf

7923 Target's skin and armor merge; looks normal but AC is retained http://centralia.aquest.com/downloads/NLRMEv12.pdf

7924 Target's skin appears scorched like he was burnedat the stake http://centralia.aquest.com/downloads/NLRMEv12.pdf

7925 Target's skin appears to be tight-fitting chain mail http://centralia.aquest.com/downloads/NLRMEv12.pdf

7926 Target's skin cannot be cut by non-magical metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7927 Target's skin c010r fluctuates randomly for d20 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7928 Target's skin feels like bark but looks normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7929 Target's skin feels like feathers but looks normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7930 Target's skin feels like fur but looks normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7931 Target's skin feels like sandpaper but looks normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7932 Target's skin feels like scales but looks normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7933 Target's skin feels like warm wax http://centralia.aquest.com/downloads/NLRMEv12.pdf

7934 Target's skin forms an insect-like exoskeleton (-2d6 to CHA) http://centralia.aquest.com/downloads/NLRMEv12.pdf

7935 Target's skin grows to cover any rings he's wearing http://centralia.aquest.com/downloads/NLRMEv12.pdf

7936 Target's skin has a number of suction-cup welts on it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7937 Target's skin has an odd tint to it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7938 Target's skin is blasted from his body, though he is unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7939 Target's skin is burned by nonmagical rain http://centralia.aquest.com/downloads/NLRMEv12.pdf

7940 Target's skin is imprinted with a cryptic-100king map http://centralia.aquest.com/downloads/NLRMEv12.pdf

7941 Target's skin is resistant to cuts and lacerations http://centralia.aquest.com/downloads/NLRMEv12.pdf

7942 Target's skin is uncomfortably c01d to the touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

7943 Target's skin looks dusty but feels normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7944 Target's skin looks like porcelain but feels normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7945 Target's skin looks like stone but feels normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7946 Target's skin looks like wet paint but feels normal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7947 Target's skin pulsates as though infested with maggots http://centralia.aquest.com/downloads/NLRMEv12.pdf

7948 Target's skin seems to glisten with slime http://centralia.aquest.com/downloads/NLRMEv12.pdf

7949 Target's skin seems to off of him when he's hit by magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

7950 Target's skin sprouts quills like a cactus http://centralia.aquest.com/downloads/NLRMEv12.pdf

7951 Target's skin sprouts quills like a g00se http://centralia.aquest.com/downloads/NLRMEv12.pdf

7952 Target's skin sprouts quills like a porcupine http://centralia.aquest.com/downloads/NLRMEv12.pdf

7953 Target's skin turns inside-out http://centralia.aquest.com/downloads/NLRMEv12.pdf

7954 Target's skin turns to black pudding http://centralia.aquest.com/downloads/NLRMEv12.pdf

7955 Target's skin turns to bone; lasts d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

7956 Target's skin turns to cloth http://centralia.aquest.com/downloads/NLRMEv12.pdf

7957 Target's skin turns to flexible gold-like material http://centralia.aquest.com/downloads/NLRMEv12.pdf

7958 Target's skin turns to grey 00ze http://centralia.aquest.com/downloads/NLRMEv12.pdf

7959 Target's skin turns to mithral for d10 rounds; AC-3, MR 0 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7960 Target's skin turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

7961 Target's skin turns to steel while he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

7962 Target's skull becomes Ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

7963 Target's skull is dimly visible through his flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

7964 Target's skull shrinks by 50%; Save vs Death or die http://centralia.aquest.com/downloads/NLRMEv12.pdf

7965 Target's skull turns to iron; AC bonus +2; shields vs. psionics http://centralia.aquest.com/downloads/NLRMEv12.pdf

7966 Target's smile appears rotten and decayed http://centralia.aquest.com/downloads/NLRMEv12.pdf

7967 Target's smile appears superhumanly perfect http://centralia.aquest.com/downloads/NLRMEv12.pdf

7968 Target's smile causes fear in children http://centralia.aquest.com/downloads/NLRMEv12.pdf

7969 Target's smile is disconcerting to those of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

7970 Target's smile is personally offensive to those of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

7971 Target's smile is strangely attractive to those of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

7972 Target's speech is delayed by 4 segments; +4 to casting times http://centralia.aquest.com/downloads/NLRMEv12.pdf

7973 Target's spellb00k appears to be ablaze whenever he opens it http://centralia.aquest.com/downloads/NLRMEv12.pdf

7974 Target's spellb00k becomes a stone tablet engraved with spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

7975 Target's spellb00k becomes sentient, with INT 11+d8 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7976 Target's spellb00k starts flapping and tries to fly away http://centralia.aquest.com/downloads/NLRMEv12.pdf

7977 Target's spellb00k turns invisible for d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7978 Target's spellb00k turns to a mundane item when not in use http://centralia.aquest.com/downloads/NLRMEv12.pdf

7979 Target's spellb00k turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

7980 Target's spellb00k turns to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

7981 Target's spells always rebound on him and harm no one else http://centralia.aquest.com/downloads/NLRMEv12.pdf

7982 Target's spilt blood swarms with maggots and mosquitoes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7983 Target's spine doubles its length http://centralia.aquest.com/downloads/NLRMEv12.pdf

7984 Target's spine fuses into a single bone http://centralia.aquest.com/downloads/NLRMEv12.pdf

7985 Target's spine turns to rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

7986 Target's spine vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

7987 Target's staff is replaced by a Winchester 30.06, unloaded http://centralia.aquest.com/downloads/NLRMEv12.pdf

7988 Target's staff turns to an umbrella http://centralia.aquest.com/downloads/NLRMEv12.pdf

7989 Target's stomach and nearest set of bagpipes exchange places http://centralia.aquest.com/downloads/NLRMEv12.pdf

7990 Target's stomach becomes Bag of H01ding; dehydrates in d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7991 Target's stomach fills with water, 1 gallon per turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

7992 Target's stomach teleports three feet behind him; death f0110ws http://centralia.aquest.com/downloads/NLRMEv12.pdf

7993 Target's Strength drops by one every turn till it reaches 3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

7994 Target's Strength is increased by 1 for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

7995 Target's Strength is reduced by d6 for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

7996 Target's teeth appear blood-red http://centralia.aquest.com/downloads/NLRMEv12.pdf

7997 Target's teeth become false; may be removed at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

7998 Target's teeth become sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

7999 Target's teeth chatter constantly while he is asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8000 Target's teeth double in size when he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8001 Target's teeth explode, causing him 3d10 points of damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8002 Target's teeth fall out; gets 1 GP for each left under pillow. http://centralia.aquest.com/downloads/NLRMEv12.pdf

8003 Target's teeth fuse together for d4 hours; speech is impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8004 Target's teeth fuse together when he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8005 Target's teeth glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

8006 Target's teeth heat to 110° when he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8007 Target's teeth heat to 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8008 Target's teeth leap from his mouth and chatter away from him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8009 Target's teeth receive unintelligible radio transmissions http://centralia.aquest.com/downloads/NLRMEv12.pdf

8010 Target's teeth rotate 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8011 Target's teeth sh00t from him like bullets, injuring all nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

8012 Target's teeth turn needle-sharp; may bite for 1d6+1 hP damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8013 Target's teeth turn to diamonds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8014 Target's teeth turn to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8015 Target's teeth turn to ice and melt; regrow in 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8016 Target's teeth vanish at sunset and reappear at sunrise http://centralia.aquest.com/downloads/NLRMEv12.pdf

8017 Target's teeth vanish when he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8018 Target's THAC0 becomes 1, but his attacks inflict only 1 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

8019 Target's THAC0 is 0 for d6 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

8020 Target's THAC0 is 25 for d6 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

8021 Target's THAC0 is 25, but successful attacks cause full damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8022 Target's THAC0 is permanently improved by 1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8023 Target's THAC0 is permanently worsened by 1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8024 Target's throws d4 shadows http://centralia.aquest.com/downloads/NLRMEv12.pdf

8025 Target's tongue appears forked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8026 Target's tongue becomes forked like that of a cobra http://centralia.aquest.com/downloads/NLRMEv12.pdf

8027 Target's tongue becomes razor-sharp http://centralia.aquest.com/downloads/NLRMEv12.pdf

8028 Target's tongue becomes sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

8029 Target's tongue becomes stuck to the r00f of his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

8030 Target's tongue changes c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8031 Target's tongue develops a sandpaper-like texture http://centralia.aquest.com/downloads/NLRMEv12.pdf

8032 Target's tongue elongates d12 inches http://centralia.aquest.com/downloads/NLRMEv12.pdf

8033 Target's tongue explodes for 2d10 points of damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8034 Target's tongue gains the power of independent speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8035 Target's tongue glows like a firefly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8036 Target's tongue leaps from his mouth and slithers away http://centralia.aquest.com/downloads/NLRMEv12.pdf

8037 Target's tongue looks like a blade whenever he is angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8038 Target's tongue loops around his neck to strangle him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8039 Target's tongue loops into a knot; spellcasting impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8040 Target's tongue quadruples in thickness; suffocation danger http://centralia.aquest.com/downloads/NLRMEv12.pdf

8041 Target's tongue sprouts spikes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8042 Target's tongue teleports into his nose http://centralia.aquest.com/downloads/NLRMEv12.pdf

8043 Target's tongue turns to a snake (-d4 to CHA) http://centralia.aquest.com/downloads/NLRMEv12.pdf

8044 Target's tongue turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8045 Target's tongue turns to leather http://centralia.aquest.com/downloads/NLRMEv12.pdf

8046 Target's tongue turns to silk 7810 Target's tongue vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8047 Target's torches, lanterns, etc. turn to magnesium and ignite http://centralia.aquest.com/downloads/NLRMEv12.pdf

8048 Target's torso (not head or legs) rotates 180° without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

8049 Target's torso (not head or legs) rotates 360° without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

8050 Target's torso (not head or legs) rotates 90° without harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

8051 Target's total existence in the present is eradicated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8052 Target's touch can drain hit points, but he loses a like amount http://centralia.aquest.com/downloads/NLRMEv12.pdf

8053 Target's touch causes closed wounds to reopen http://centralia.aquest.com/downloads/NLRMEv12.pdf

8054 Target's touch causes cloth to fade in c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8055 Target's touch causes damage as principal weapon, which is lost http://centralia.aquest.com/downloads/NLRMEv12.pdf

8056 Target's touch causes domesticated animals to become wild http://centralia.aquest.com/downloads/NLRMEv12.pdf

8057 target's touch causes flowers to b100m out of season http://centralia.aquest.com/downloads/NLRMEv12.pdf

8058 Target's touch causes flowers to break into song http://centralia.aquest.com/downloads/NLRMEv12.pdf

8059 Target's touch causes glass to blacken http://centralia.aquest.com/downloads/NLRMEv12.pdf

8060 Target's touch causes glass to crack http://centralia.aquest.com/downloads/NLRMEv12.pdf

8061 Target's touch causes holy items to burn with illusionary fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8062 Target's touch causes ink to change c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8063 Target's touch causes magical items to discharge randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8064 Target's touch causes nonliving items to change c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8065 Target's touch causes normal metals to tarnish http://centralia.aquest.com/downloads/NLRMEv12.pdf

8066 Target's touch causes normal plants to wilt http://centralia.aquest.com/downloads/NLRMEv12.pdf

8067 Target's touch causes trees to bear poisonous fruit http://centralia.aquest.com/downloads/NLRMEv12.pdf

8068 Target's touch causes water to become carbonated for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8069 Target's touch causes water to become poisonous for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8070 Target's touch causes water to taste soapy for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8071 Target's touch causes wax to melt into suggestive shapes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8072 Target's touch causes wounds to seal but restores no hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

8073 Target's touch is like that of a rust monster http://centralia.aquest.com/downloads/NLRMEv12.pdf

8074 Target's touch robs plants of their c010r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8075 Target's touch turns clothing inside-out http://centralia.aquest.com/downloads/NLRMEv12.pdf

8076 Target's touch warps normal plants and wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8077 Target's treasure turns to snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8078 Target's treasure turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

8079 Target's treasure turns to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8080 Target's veins and arteries turn to iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

8081 Target's vision extends only 100 yards in any direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

8082 Target's visual perceptions are inverted, left-to-right http://centralia.aquest.com/downloads/NLRMEv12.pdf

8083 Target's voice causes fruit to fall from nearby trees http://centralia.aquest.com/downloads/NLRMEv12.pdf

8084 Target's voice causes nearby animals to howl http://centralia.aquest.com/downloads/NLRMEv12.pdf

8085 Target's voice comes from somewhere else when he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8086 Target's voice echoes for d4 rounds, casting times doubled http://centralia.aquest.com/downloads/NLRMEv12.pdf

8087 Target's voice matches that of each person with whom he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8088 Target's voice reverberates oddly when he speaks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8089 Target's voice seems whiny and annoying to strangers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8090 Target's voice sounds like gravel rattling in a tin box http://centralia.aquest.com/downloads/NLRMEv12.pdf

8091 Target's voice sounds like it's coming from down a long pipe http://centralia.aquest.com/downloads/NLRMEv12.pdf

8092 Target's voice sounds vaguely like buzzing insects http://centralia.aquest.com/downloads/NLRMEv12.pdf

8093 Target's weapon acquires his personality http://centralia.aquest.com/downloads/NLRMEv12.pdf

8094 Target's weapon acquires the target's personality http://centralia.aquest.com/downloads/NLRMEv12.pdf

8095 Target's weapon attacks him as a fighter of target's level http://centralia.aquest.com/downloads/NLRMEv12.pdf

8096 Target's weapon breaks on a Natural 20 ToHit roll http://centralia.aquest.com/downloads/NLRMEv12.pdf

8097 Target's weapon can discharge spell's effect (d4 uses) http://centralia.aquest.com/downloads/NLRMEv12.pdf

8098 Target's weapon cannot be wielded by any but him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8099 Target's weapon causes insanity in anyone else wielding it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8100 Target's weapon crumbles to dust upon next usage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8101 Target's weapon explodes, causing 1d6 damage to all within 10' http://centralia.aquest.com/downloads/NLRMEv12.pdf

8102 Target's weapon giggles maniacally when it is sheathed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8103 Target's weapon heats to 4d1000°, may melt or combust http://centralia.aquest.com/downloads/NLRMEv12.pdf

8104 Target's weapon turns inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

8105 Target's weapon turns to adamantite; gains +2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8106 Target's weapon turns to lead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8107 Target's weapon turns to mithral; gains +1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8108 Target's weapon turns to sponge; can cause no damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8109 Target's weapon twists into a knot http://centralia.aquest.com/downloads/NLRMEv12.pdf

8110 Target's weapon vanishes if anyone but him wields it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8111 Target's weight doubles http://centralia.aquest.com/downloads/NLRMEv12.pdf

8112 Target's weight fluctuates by ±50% every turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8113 Target's weight increases by a factor of 3d10 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8114 Target's weight is reduced to zero; floats away if not caught http://centralia.aquest.com/downloads/NLRMEv12.pdf

8115 Target's weight lowers by d100 lbs; if less than 0, floats away http://centralia.aquest.com/downloads/NLRMEv12.pdf

8116 Target's Wisdom exceeds the caster's by 1d4 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8117 Target's Wisdom is increased by 1 for d4 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8118 Target's Wisdom is reduced by d6 for d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8119 Target's word order is shuffled; verbal spellcasting impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8120 Temperature of target's principal weapon drops to -260° C http://centralia.aquest.com/downloads/NLRMEv12.pdf

8121 The flesh of target's hands is invisible for 1d8 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8122 The ground beneath target's feet turns ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

8123 The ground beneath target's feet turns to an earth elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

8124 The ground beneath target's feet turns to lava http://centralia.aquest.com/downloads/NLRMEv12.pdf

8125 The ground beneath target's feet turns to quicksand http://centralia.aquest.com/downloads/NLRMEv12.pdf

8126 The ground beneath target's feet turns to water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8127 The most valuable item now carried by target disintegrates http://centralia.aquest.com/downloads/NLRMEv12.pdf

8128 The next creature slain by target rises as his undead slave http://centralia.aquest.com/downloads/NLRMEv12.pdf

8129 The next town target enters greets him like a long-lost son http://centralia.aquest.com/downloads/NLRMEv12.pdf

8130 The next town target enters reviles him like liar and a thief http://centralia.aquest.com/downloads/NLRMEv12.pdf

8131 The omelet target ate yesterday was made with dragon eggs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8132 The person nearest to the target will die if he dies http://centralia.aquest.com/downloads/NLRMEv12.pdf

8133 The top half of target's body is affected by Reverse Gravity http://centralia.aquest.com/downloads/NLRMEv12.pdf

8134 The top of target's head is flat as a table http://centralia.aquest.com/downloads/NLRMEv12.pdf

8135 The top of target's head is perfectly sm00th and flat http://centralia.aquest.com/downloads/NLRMEv12.pdf

8136 Twelve stone c01umns sprout from ground within 10' of target http://centralia.aquest.com/downloads/NLRMEv12.pdf

8137 Two nearest demons vie for the target's soul http://centralia.aquest.com/downloads/NLRMEv12.pdf

8138 Undead react like target is one of them, unless he attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8139 Vines grow from ground and bind target until removed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8140 Vines tie the target to the nearest tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

8141 Water cannot boil in the target's presence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8142 Water flows in target's veins instead of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8143 Water tastes like blood to the target http://centralia.aquest.com/downloads/NLRMEv12.pdf

8144 Water tastes like gas01ine to target http://centralia.aquest.com/downloads/NLRMEv12.pdf

8145 Whatever animal target last ate reanimates and seeks vengeance http://centralia.aquest.com/downloads/NLRMEv12.pdf

8146 Whatever the temperature, target feels like he's in a sauna http://centralia.aquest.com/downloads/NLRMEv12.pdf

8147 Whatever the temperature, target feels like he's in an ig100 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8148 When target becomes invisible, some part of him does not http://centralia.aquest.com/downloads/NLRMEv12.pdf

8149 When target casts a spell, he loses the spell's Level in HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

8150 When target dies he is instantly reincarnated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8151 When target dies, 1d10 people claim to be his clones http://centralia.aquest.com/downloads/NLRMEv12.pdf

8152 When target dies, a chalk outline forms around his corpse http://centralia.aquest.com/downloads/NLRMEv12.pdf

8153 When target dies, a crops within one mile come to ripeness http://centralia.aquest.com/downloads/NLRMEv12.pdf

8154 When target dies, a nearby religious sect declares holy war http://centralia.aquest.com/downloads/NLRMEv12.pdf

8155 When target dies, all written record of him vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8156 When target dies, anyone not witnessing his death forgets him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8157 When target dies, everyone nearby weeps mournfully http://centralia.aquest.com/downloads/NLRMEv12.pdf

8158 When target dies, he becomes horribly frightening to 100k at http://centralia.aquest.com/downloads/NLRMEv12.pdf

8159 When target dies, he becomes painfully beautiful to 100k at http://centralia.aquest.com/downloads/NLRMEv12.pdf

8160 When target dies, he is found to be a sophisticated android http://centralia.aquest.com/downloads/NLRMEv12.pdf

8161 When target dies, he shatters as though made of glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8162 When target dies, he takes r00t and becomes a tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

8163 When target dies, his body is found to harbor countless bugs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8164 When target dies, his Charisma score increases by 4 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8165 When target dies, his corpse appears to be 2d20 years younger http://centralia.aquest.com/downloads/NLRMEv12.pdf

8166 When target dies, his corpse becomes a scarecrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8167 When target dies, his corpse changes its sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

8168 When target dies, his corpse decays in a matter of moments http://centralia.aquest.com/downloads/NLRMEv12.pdf

8169 When target dies, his corpse deflates like a balloon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8170 When target dies, his corpse detonates as a 10 HD fireball http://centralia.aquest.com/downloads/NLRMEv12.pdf

8171 When target dies, his corpse digs a pit & lays itself to rest http://centralia.aquest.com/downloads/NLRMEv12.pdf

8172 When target dies, his corpse discharges all memorized spells http://centralia.aquest.com/downloads/NLRMEv12.pdf

8173 When target dies, his corpse diss01ves into a foul mush http://centralia.aquest.com/downloads/NLRMEv12.pdf

8174 When target dies, his corpse doubles in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8175 When target dies, his corpse doubles its size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8176 When target dies, his corpse freezes s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

8177 When target dies, his corpse giggles if touched http://centralia.aquest.com/downloads/NLRMEv12.pdf

8178 When target dies, his corpse giggles until buried http://centralia.aquest.com/downloads/NLRMEv12.pdf

8179 When target dies, his corpse goes berserk for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8180 When target dies, his corpse is consumed in a plume of fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8181 When target dies, his corpse is dressed in fine silks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8182 When target dies, his corpse is found to be completely h0110w http://centralia.aquest.com/downloads/NLRMEv12.pdf

8183 When target dies, his corpse is found to be filled with gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8184 When target dies, his corpse is wrapped in cellophane http://centralia.aquest.com/downloads/NLRMEv12.pdf

8185 When target dies, his corpse mummifies in a matter of moments http://centralia.aquest.com/downloads/NLRMEv12.pdf

8186 When target dies, his corpse races back to his place of birth http://centralia.aquest.com/downloads/NLRMEv12.pdf

8187 When target dies, his corpse recites a moving poem http://centralia.aquest.com/downloads/NLRMEv12.pdf

8188 When target dies, his corpse rises into the sky and is gone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8189 When target dies, his corpse rises like a revenant and attacks http://centralia.aquest.com/downloads/NLRMEv12.pdf

8190 When target dies, his corpse smells of roses instead of decay http://centralia.aquest.com/downloads/NLRMEv12.pdf

8191 When target dies, his corpse turns inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

8192 When target dies, his corpse turns to choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8193 When target dies, his corpse turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8194 When target dies, his corpse vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8195 When target dies, his death is believed to be a hoax http://centralia.aquest.com/downloads/NLRMEv12.pdf

8196 When target dies, his death is rumored to have been a suicide http://centralia.aquest.com/downloads/NLRMEv12.pdf

8197 When target dies, his hair and nails continue to grow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8198 When target dies, his head vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8199 When target dies, his skeleton turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8200 When target dies, his skin can be peeled like aluminum foil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8201 When target dies, his slayer changes alignment http://centralia.aquest.com/downloads/NLRMEv12.pdf

8202 When target dies, his slayer claims the body as a trophy http://centralia.aquest.com/downloads/NLRMEv12.pdf

8203 When target dies, his slayer refuses to believe it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8204 When target dies, his soul is trapped in a nearby tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

8205 When target dies, his soul is trapped in his principal weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8206 When target dies, his soul transposes with his slayer's http://centralia.aquest.com/downloads/NLRMEv12.pdf

8207 When target dies, horrible laughter fills the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

8208 When target dies, mournful dirges issue from the air around him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8209 When target dies, nearby f01iage withers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8210 When target dies, no bird can ever again sing within 1 mile http://centralia.aquest.com/downloads/NLRMEv12.pdf

8211 When target dies, no birds sing for 48 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

8212 When target dies, no one recognizes the corpse http://centralia.aquest.com/downloads/NLRMEv12.pdf

8213 When target dies, people come for miles to see the body http://centralia.aquest.com/downloads/NLRMEv12.pdf

8214 When target dies, small animals gather to pay their respects http://centralia.aquest.com/downloads/NLRMEv12.pdf

8215 When target dies, the ambient temperature drops 30° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8216 When target dies, the Moon appears blood-red for one month http://centralia.aquest.com/downloads/NLRMEv12.pdf

8217 When target dies, the nearest royal bloodline dies out, t00 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8218 When target dies, the sky appears overcast for one week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8219 When target dies, the sun appears to weep tears of flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

8220 When target dies, vicious rumors circulate about him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8221 When target dies, vultures carry his corpse to his home http://centralia.aquest.com/downloads/NLRMEv12.pdf

8222 When target draws his weapon 2HD creatures check morale http://centralia.aquest.com/downloads/NLRMEv12.pdf

8223 When target draws his weapon all near him start laughing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8224 When target draws his weapon birds circle his head http://centralia.aquest.com/downloads/NLRMEv12.pdf

8225 When target draws his weapon electricity sizzles in the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

8226 When target draws his weapon he has second thoughts http://centralia.aquest.com/downloads/NLRMEv12.pdf

8227 When target draws his weapon he shrinks to 1/2 his height http://centralia.aquest.com/downloads/NLRMEv12.pdf

8228 When target draws his weapon his allies get a morale b00st http://centralia.aquest.com/downloads/NLRMEv12.pdf

8229 When target draws his weapon his hair stands on end http://centralia.aquest.com/downloads/NLRMEv12.pdf

8230 When target draws his weapon his hands are coated in butter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8231 When target draws his weapon it animates and attacks him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8232 When target draws his weapon it dr00ps like a limp n00dle http://centralia.aquest.com/downloads/NLRMEv12.pdf

8233 When target draws his weapon someone nearby faints http://centralia.aquest.com/downloads/NLRMEv12.pdf

8234 When target is hit, he's suddenly wearing a baseball cap http://centralia.aquest.com/downloads/NLRMEv12.pdf

8235 Wild Surge occurs next time target says his name http://centralia.aquest.com/downloads/NLRMEv12.pdf

8236 Wizard Mark reading "Kick me" forms on target's back http://centralia.aquest.com/downloads/NLRMEv12.pdf

8237 1 being nearby is split into two morally-opposing halves http://centralia.aquest.com/downloads/NLRMEv12.pdf

8238 1 item within 60 yards forever charged with intended spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8239 1 item within 60 yards permanently charged with random spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8240 1 mile radius becomes an open Gate to some plane of hell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8241 1 mile radius enjoys uninterrupted daylight for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8242 1 mile radius forms a sinkh01e http://centralia.aquest.com/downloads/NLRMEv12.pdf

8243 1 mile radius is affected by Grease for 1d6 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8244 1 mile radius is blanketed with thick smog http://centralia.aquest.com/downloads/NLRMEv12.pdf

8245 1 mile radius is darkened by an eclipse for 1d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8246 1 mile radius looks like a c010r negative for spell duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

8247 1 mile radius receives no precipitation in the next year http://centralia.aquest.com/downloads/NLRMEv12.pdf

8248 1 mile radius suffers uninterrupted night for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8249 1 mile radius turns black-and-white for thespell duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

8250 1 random creature in area becomes an Elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

8251 1 random creature in the area vanishes forever http://centralia.aquest.com/downloads/NLRMEv12.pdf

8252 1 random creature nearby doesn't age but doesn't realize it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8253 1 random creature nearby drops to abs01ute zero http://centralia.aquest.com/downloads/NLRMEv12.pdf

8254 1 random creature nearby is crushed as if on the sea f100r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8255 1 random creature nearby is rendered Timeless while it sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

8256 1 random creature nearby is stretched as though on a rack http://centralia.aquest.com/downloads/NLRMEv12.pdf

8257 1 random creature nearby turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8258 1 random creature within 60 yards is banished to some hell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8259 1 random creature within 60 yards is welcomed into some heaven http://centralia.aquest.com/downloads/NLRMEv12.pdf

8260 1 random elemental in area becomes a Prime Material native http://centralia.aquest.com/downloads/NLRMEv12.pdf

8261 1 random female nearby acts as though possessed by a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8262 1 random female nearby ages at 10X normal rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8263 1 random female nearby becomes terrifyingly ugly when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8264 1 random female nearby bursts into flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

8265 1 random female nearby can brachiate like a gibbon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8266 1 random female nearby can breathe water when naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8267 1 random female nearby can kill rodents with a glance http://centralia.aquest.com/downloads/NLRMEv12.pdf

8268 1 random female nearby can pick locks with her toes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8269 1 random female nearby can snuff small fires with a touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

8270 1 random female nearby can turn invisible while naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8271 1 random female nearby cannot attack unless she is attacked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8272 1 random female nearby cannot be harmed by metal while naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8273 1 random female nearby cannot be harmed by scalding water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8274 1 random female nearby cannot be slain by any male http://centralia.aquest.com/downloads/NLRMEv12.pdf

8275 1 random female nearby cannot close her eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8276 1 random female nearby cannot slay any male http://centralia.aquest.com/downloads/NLRMEv12.pdf

8277 1 random female nearby cannot sleep except standing upright http://centralia.aquest.com/downloads/NLRMEv12.pdf

8278 1 random female nearby cannot walk unless carrying a pebble http://centralia.aquest.com/downloads/NLRMEv12.pdf

8279 1 random female nearby does not age http://centralia.aquest.com/downloads/NLRMEv12.pdf

8280 1 random female nearby doubles in age each morning http://centralia.aquest.com/downloads/NLRMEv12.pdf

8281 1 random female nearby drowns as her lungs fill with mud http://centralia.aquest.com/downloads/NLRMEv12.pdf

8282 1 random female nearby exhales smoke whenever she tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8283 1 random female nearby explodes as a 10HD fireball http://centralia.aquest.com/downloads/NLRMEv12.pdf

8284 1 random female nearby fears all who 100k anything like her http://centralia.aquest.com/downloads/NLRMEv12.pdf

8285 1 random female nearby fears her allies distrust her http://centralia.aquest.com/downloads/NLRMEv12.pdf

8286 1 random female nearby gains 1d4 CHA http://centralia.aquest.com/downloads/NLRMEv12.pdf

8287 1 random female nearby gains 2 points of STR http://centralia.aquest.com/downloads/NLRMEv12.pdf

8288 1 random female nearby gains a minor psionic ability http://centralia.aquest.com/downloads/NLRMEv12.pdf

8289 1 random female nearby gains proficiency in the chakram http://centralia.aquest.com/downloads/NLRMEv12.pdf

8290 1 random female nearby goes berserk http://centralia.aquest.com/downloads/NLRMEv12.pdf

8291 1 random female nearby has a huge craving for dirt http://centralia.aquest.com/downloads/NLRMEv12.pdf

8292 1 random female nearby has hair made of gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8293 1 random female nearby has invisible eyelids http://centralia.aquest.com/downloads/NLRMEv12.pdf

8294 1 random female nearby has nonpoisonous snakes for hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

8295 1 random female nearby has prehensile feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

8296 1 random female nearby has titanium steel for bones http://centralia.aquest.com/downloads/NLRMEv12.pdf

8297 1 random female nearby is a carrier of the black death http://centralia.aquest.com/downloads/NLRMEv12.pdf

8298 1 random female nearby is coated in disgusting, viscous slime http://centralia.aquest.com/downloads/NLRMEv12.pdf

8299 1 random female nearby is consumed from within by maggots http://centralia.aquest.com/downloads/NLRMEv12.pdf

8300 1 random female nearby is convinced she doesn't exist http://centralia.aquest.com/downloads/NLRMEv12.pdf

8301 1 random female nearby is covered in cuts and scrapes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8302 1 random female nearby is covered in lamp oil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8303 1 random female nearby is covered in paper mache http://centralia.aquest.com/downloads/NLRMEv12.pdf

8304 1 random female nearby is covered in v01canic ash http://centralia.aquest.com/downloads/NLRMEv12.pdf

8305 1 random female nearby is cured of all diseases http://centralia.aquest.com/downloads/NLRMEv12.pdf

8306 1 random female nearby is Enfeebled http://centralia.aquest.com/downloads/NLRMEv12.pdf

8307 1 random female nearby is fabulously rich but doesn't know it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8308 1 random female nearby is immune to nonmagical diseases http://centralia.aquest.com/downloads/NLRMEv12.pdf

8309 1 random female nearby is paralyzed for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8310 1 random female nearby is swept clean of memories http://centralia.aquest.com/downloads/NLRMEv12.pdf

8311 1 random female nearby is unharmed by natural weather http://centralia.aquest.com/downloads/NLRMEv12.pdf

8312 1 random female nearby looks like a demon when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8313 1 random female nearby loses 1 pound per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

8314 1 random female nearby loses 1d4 CHA http://centralia.aquest.com/downloads/NLRMEv12.pdf

8315 1 random female nearby melts like snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8316 1 random female nearby must Save vs. Death or turn to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8317 1 random female nearby never wants to wear boots again http://centralia.aquest.com/downloads/NLRMEv12.pdf

8318 1 random female nearby realizes she's a Clone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8319 1 random female nearby realizes she's a nymph's daughter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8320 1 random female nearby refuses to believe she's not dreaming http://centralia.aquest.com/downloads/NLRMEv12.pdf

8321 1 random female nearby refuses to believe she's not undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8322 1 random female nearby seems to be afflicted with black death http://centralia.aquest.com/downloads/NLRMEv12.pdf

8323 1 random female nearby sheds her skin like a snake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8324 1 random female nearby smells strongly of roses http://centralia.aquest.com/downloads/NLRMEv12.pdf

8325 1 random female nearby sprouts feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8326 1 random female nearby suddenly has no skeleton http://centralia.aquest.com/downloads/NLRMEv12.pdf

8327 1 random female nearby sweats profusely and smells like lemons http://centralia.aquest.com/downloads/NLRMEv12.pdf

8328 1 random female nearby teleports 100 feet straight up http://centralia.aquest.com/downloads/NLRMEv12.pdf

8329 1 random female nearby thinks all her memories are false http://centralia.aquest.com/downloads/NLRMEv12.pdf

8330 1 random female nearby thinks she can breathe water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8331 1 random female nearby thinks she can speak a new language http://centralia.aquest.com/downloads/NLRMEv12.pdf

8332 1 random female nearby thinks she has no freewill http://centralia.aquest.com/downloads/NLRMEv12.pdf

8333 1 random female nearby thinks she's a paladin on a quest http://centralia.aquest.com/downloads/NLRMEv12.pdf

8334 1 random female nearby thinks she's as beautiful as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

8335 1 random female nearby thinks she's only 6 years 01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

8336 1 random female nearby thinks she's immune to fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8337 1 random female nearby turns bright green when she tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8338 1 random female nearby turns to snow for 1 hour, then reforms http://centralia.aquest.com/downloads/NLRMEv12.pdf

8339 1 random female nearby will die unless she removes her boots http://centralia.aquest.com/downloads/NLRMEv12.pdf

8340 1 random female within 60 yards loses 1 hit point per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

8341 1 random humanoid nearby acquires Strength of 25 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8342 1 random humanoid nearby believes he is his deity's avatar http://centralia.aquest.com/downloads/NLRMEv12.pdf

8343 1 random humanoid nearby can understand all spoken languages http://centralia.aquest.com/downloads/NLRMEv12.pdf

8344 1 random humanoid nearby can understand all written languages http://centralia.aquest.com/downloads/NLRMEv12.pdf

8345 1 random humanoid nearby doubles in height but not mass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8346 1 random humanoid nearby gains 1d100% Magic Resistance http://centralia.aquest.com/downloads/NLRMEv12.pdf

8347 1 random magic item within 100' gains another enchantment http://centralia.aquest.com/downloads/NLRMEv12.pdf

8348 1 random male nearby always thinks he has 10 minutes to live http://centralia.aquest.com/downloads/NLRMEv12.pdf

8349 1 random male nearby becomes incredibly beautiful when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8350 1 random male nearby becomes striped like a candy cane http://centralia.aquest.com/downloads/NLRMEv12.pdf

8351 1 random male nearby becomes striped like a zebra http://centralia.aquest.com/downloads/NLRMEv12.pdf

8352 1 random male nearby begins aging backward at 365X normal rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8353 1 random male nearby begins turning inside-out very slowly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8354 1 random male nearby bursts into illusory flame when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8355 1 random male nearby can cast 1 one random spell 1d10 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

8356 1 random male nearby can jump 10 feet straight up at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

8357 1 random male nearby can read the next language he sees http://centralia.aquest.com/downloads/NLRMEv12.pdf

8358 1 random male nearby can remain awake for 1d4 weeks at a time http://centralia.aquest.com/downloads/NLRMEv12.pdf

8359 1 random male nearby cannot be affected by magical acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

8360 1 random male nearby cannot close his mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

8361 1 random male nearby cannot speak until sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

8362 1 random male nearby cannot teleport http://centralia.aquest.com/downloads/NLRMEv12.pdf

8363 1 random male nearby declares a holy crusade against kob01ds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8364 1 random male nearby declares himself king http://centralia.aquest.com/downloads/NLRMEv12.pdf

8365 1 random male nearby declares himself the king's champion http://centralia.aquest.com/downloads/NLRMEv12.pdf

8366 1 random male nearby declares himself the king's enemy http://centralia.aquest.com/downloads/NLRMEv12.pdf

8367 1 random male nearby dehydrates rapidly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8368 1 random male nearby falls to dust; reforms if water is added http://centralia.aquest.com/downloads/NLRMEv12.pdf

8369 1 random male nearby fears clothing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8370 1 random male nearby fears he will die if he tells a lie http://centralia.aquest.com/downloads/NLRMEv12.pdf

8371 1 random male nearby feels horrific agony when he touches gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8372 1 random male nearby feels like he hasn't eaten in 10 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

8373 1 random male nearby finds his esophagus full of earthworms http://centralia.aquest.com/downloads/NLRMEv12.pdf

8374 1 random male nearby forgets how to speak http://centralia.aquest.com/downloads/NLRMEv12.pdf

8375 1 random male nearby gains +one STR http://centralia.aquest.com/downloads/NLRMEv12.pdf

8376 1 random male nearby gains 1 point to his primary attribute http://centralia.aquest.com/downloads/NLRMEv12.pdf

8377 1 random male nearby giggles hideously when wounded http://centralia.aquest.com/downloads/NLRMEv12.pdf

8378 1 random male nearby greatly desires to meet the king http://centralia.aquest.com/downloads/NLRMEv12.pdf

8379 1 random male nearby greatly desires to slay the king http://centralia.aquest.com/downloads/NLRMEv12.pdf

8380 1 random male nearby has a mouthful of sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

8381 1 random male nearby has difficulty with the idea of "future" http://centralia.aquest.com/downloads/NLRMEv12.pdf

8382 1 random male nearby has his feet encased in blocks of quartz http://centralia.aquest.com/downloads/NLRMEv12.pdf

8383 1 random male nearby hates the next person he meets http://centralia.aquest.com/downloads/NLRMEv12.pdf

8384 1 random male nearby howls at the full Moon like a coyote http://centralia.aquest.com/downloads/NLRMEv12.pdf

8385 1 random male nearby is affected by F001's Speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8386 1 random male nearby is compelled to tithe 90% of his income http://centralia.aquest.com/downloads/NLRMEv12.pdf

8387 1 random male nearby is covered in densely-packed leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

8388 1 random male nearby is enraged at the sight of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8389 1 random male nearby is mesmerized by spellcasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

8390 1 random male nearby is orbited by inert ioun stones http://centralia.aquest.com/downloads/NLRMEv12.pdf

8391 1 random male nearby is rendered Timeless for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8392 1 random male nearby is suddenly standing in a p001 of acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

8393 1 random male nearby is surrounded by a cloud of feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8394 1 random male nearby looks emaciated while asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8395 1 random male nearby looks like a decayed corpse while asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8396 1 random male nearby loses half of his strength http://centralia.aquest.com/downloads/NLRMEv12.pdf

8397 1 random male nearby must reroll all his attributes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8398 1 random male nearby must Save vs. Death or turn to charcoal http://centralia.aquest.com/downloads/NLRMEv12.pdf

8399 1 random male nearby obeys the next instruction he receives http://centralia.aquest.com/downloads/NLRMEv12.pdf

8400 1 random male nearby refuse to ask directions while lost http://centralia.aquest.com/downloads/NLRMEv12.pdf

8401 1 random male nearby refuses to answer any questions http://centralia.aquest.com/downloads/NLRMEv12.pdf

8402 1 random male nearby runs in a straight line for 1 full day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8403 1 random male nearby Saves vs Death or diss01ve into g00 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8404 1 random male nearby sees something abs01utely horrifying http://centralia.aquest.com/downloads/NLRMEv12.pdf

8405 1 random male nearby sees something abs01utely hysterical http://centralia.aquest.com/downloads/NLRMEv12.pdf

8406 1 random male nearby shines brightly when hiding in shadows http://centralia.aquest.com/downloads/NLRMEv12.pdf

8407 1 random male nearby smells like carrion to everyone else http://centralia.aquest.com/downloads/NLRMEv12.pdf

8408 1 random male nearby speaks in 3 part harmony when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8409 1 random male nearby suddenly has no elbows http://centralia.aquest.com/downloads/NLRMEv12.pdf

8410 1 random male nearby suddenly stands at the edge of a chasm http://centralia.aquest.com/downloads/NLRMEv12.pdf

8411 1 random male nearby tells everyone where the treasure is http://centralia.aquest.com/downloads/NLRMEv12.pdf

8412 1 random male nearby thinks he can predict the future http://centralia.aquest.com/downloads/NLRMEv12.pdf

8413 1 random male nearby thinks he is a vampire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8414 1 random male nearby thinks he is his own child http://centralia.aquest.com/downloads/NLRMEv12.pdf

8415 1 random male nearby thinks he's aging 1 year per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

8416 1 random male nearby thinks he's as attractive as a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

8417 1 random male nearby thinks he's shrunken to 1I12 his height http://centralia.aquest.com/downloads/NLRMEv12.pdf

8418 1 random male nearby thinks he's an escaped slave http://centralia.aquest.com/downloads/NLRMEv12.pdf

8419 1 random male nearby thinks he's breathing chlorine gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8420 1 random male nearby thinks he's fated to die by a wild surge http://centralia.aquest.com/downloads/NLRMEv12.pdf

8421 1 random male nearby thinks he's naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8422 1 random male nearby thinks he's twice his actual age http://centralia.aquest.com/downloads/NLRMEv12.pdf

8423 1 random male nearby thinks vampires are stalking him http://centralia.aquest.com/downloads/NLRMEv12.pdf

8424 1 random male nearby vanishes for 1 year http://centralia.aquest.com/downloads/NLRMEv12.pdf

8425 1 random male nearby weeps like a baby when wounded http://centralia.aquest.com/downloads/NLRMEv12.pdf

8426 1 random male nearby will die unless he drops all weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

8427 1 random mammal in vicinity acquires INT 19 and speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8428 1 random mammal in vicinity becomes a random reptile http://centralia.aquest.com/downloads/NLRMEv12.pdf

8429 1 random mammal in vicinity becomes amphibious http://centralia.aquest.com/downloads/NLRMEv12.pdf

8430 1 random mammal in vicinity becomes Minimal http://centralia.aquest.com/downloads/NLRMEv12.pdf

8431 1 random mammal in vicinity gains human INT and speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8432 1 random potion nearby turns its drinker inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

8433 1 random potion within 10 yards turns to nitroglycerin http://centralia.aquest.com/downloads/NLRMEv12.pdf

8434 1 suit of ring mail nearby bears 1d4 random magic rings http://centralia.aquest.com/downloads/NLRMEv12.pdf

8435 1 ton of matter from vicinity is transported into Limbo http://centralia.aquest.com/downloads/NLRMEv12.pdf

8436 1 ton of matter is transported from Limbo into vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

8437 yard radius is affected by permanent Cloudkill http://centralia.aquest.com/downloads/NLRMEv12.pdf

8438 yard radius is affected by permanent Stinking Cloud http://centralia.aquest.com/downloads/NLRMEv12.pdf

8439 10d1000 birds flock to the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

8440 1d10 nearby humanoids are affected by Timelessness for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8441 1d10 ostriches appear in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8442 1d10 people teleport to vicinity; vanish after 1d8 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8443 1d10 Stirges appear in vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

8444 1d100 drops of distilled Universal S01vent rain from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

8445 1d100 drops of Sovereign Glue rain from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

8446 1d100 large, mysterious, granite heads rise from the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8447 1d100 Skeletons appear and attack everyone in sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8448 1d100 skeletons appear in the area but don't do anything http://centralia.aquest.com/downloads/NLRMEv12.pdf

8449 1d1000 eggs fall from the sky; all lose 1d6 HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

8450 1d100000 bees swarm through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8451 1d20 hungry trolls appear in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8452 1d6 creatures in the area are Cloned http://centralia.aquest.com/downloads/NLRMEv12.pdf

8453 1d6 umber hulks appear in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8454 random beings in the area merge into 1 creature http://centralia.aquest.com/downloads/NLRMEv12.pdf

8455 3d20 statues rise up and stare accusingly at everyone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8456 f00t high Wall of Iron encircles the area (40 f00t radius) http://centralia.aquest.com/downloads/NLRMEv12.pdf

8457 yard radius affected by permanent Vacancy, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8458 yard radius affected by ThereINot There http://centralia.aquest.com/downloads/NLRMEv12.pdf

8459 yard radius affected by Timestop, except 1 random creature http://centralia.aquest.com/downloads/NLRMEv12.pdf

8460 yard radius appears frozen in time to those outside it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8461 yard radius appears g100my and depressing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8462 yard radius appears two-dimensional from outside it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8463 yard radius appears vastly different to those outside it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8464 yard radius appears vastly distant to those outside it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8465 yard radius area becomes invisible to those outside it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8466 yard radius becomes a Dead Magic region http://centralia.aquest.com/downloads/NLRMEv12.pdf

8467 yard radius becomes a summoning circle for a tanar'ri http://centralia.aquest.com/downloads/NLRMEv12.pdf

8468 yard radius becomes an island in the nearest large lake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8469 yard radius becomes swampy and water-logged like a marsh http://centralia.aquest.com/downloads/NLRMEv12.pdf

8470 yard radius begins to form a sinkh01e http://centralia.aquest.com/downloads/NLRMEv12.pdf

8471 yard radius cannot support plant life http://centralia.aquest.com/downloads/NLRMEv12.pdf

8472 yard radius expands to a 200 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

8473 yard radius experiences 1 hour of daylight each night http://centralia.aquest.com/downloads/NLRMEv12.pdf

8474 yard radius fills with dense water vapor http://centralia.aquest.com/downloads/NLRMEv12.pdf

8475 yard radius fills with lizards, snakes, and turtles http://centralia.aquest.com/downloads/NLRMEv12.pdf

8476 yard radius fills with ominous and frightening whispers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8477 yard radius fills with vermin http://centralia.aquest.com/downloads/NLRMEv12.pdf

8478 yard radius forms a basin and gradually becomes a lake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8479 yard radius has a Fear aura like a Great Wyrm http://centralia.aquest.com/downloads/NLRMEv12.pdf

8480 yard radius hemisphere of ground rotates 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8481 yard radius intensifies the emotions of those within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8482 yard radius is affected by Continual Light http://centralia.aquest.com/downloads/NLRMEv12.pdf

8483 yard radius is affected by Distance Distortion for 1 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

8484 yard radius is affected by Estate Transference http://centralia.aquest.com/downloads/NLRMEv12.pdf

8485 yard radius is affected by Guards and Wards for 1 year http://centralia.aquest.com/downloads/NLRMEv12.pdf

8486 yard radius is always 10 degrees colder its surroundings http://centralia.aquest.com/downloads/NLRMEv12.pdf

8487 yard radius is circled by a river of magma http://centralia.aquest.com/downloads/NLRMEv12.pdf

8488 yard radius is circled by a wall of iron http://centralia.aquest.com/downloads/NLRMEv12.pdf

8489 yard radius is covered by 1 f00t of v01canic ash http://centralia.aquest.com/downloads/NLRMEv12.pdf

8490 yard radius is covered by 2 feet of sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

8491 yard radius is covered by 3 feet of water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8492 yard radius is covered by 4 feet of snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8493 yard radius is covered by a 3 inch thick sheet of ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

8494 yard radius is covered by astroturf http://centralia.aquest.com/downloads/NLRMEv12.pdf

8495 yard radius is covered by dead crickets http://centralia.aquest.com/downloads/NLRMEv12.pdf

8496 yard radius is covered by live crickets http://centralia.aquest.com/downloads/NLRMEv12.pdf

8497 yard radius is covered by paint http://centralia.aquest.com/downloads/NLRMEv12.pdf

8498 yard radius is covered by roast beef gravy http://centralia.aquest.com/downloads/NLRMEv12.pdf

8499 yard radius is covered by worms, which die after 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8500 yard radius is covered in plush carpet http://centralia.aquest.com/downloads/NLRMEv12.pdf

8501 yard radius is encircled by a ring of melting snowmen http://centralia.aquest.com/downloads/NLRMEv12.pdf

8502 yard radius is encircled by a tall barbed-wire fence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8503 yard radius is encircled by a tall electric fence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8504 yard radius is encircled by closely-spaced oak trees http://centralia.aquest.com/downloads/NLRMEv12.pdf

8505 yard radius is paved-over by asphalt http://centralia.aquest.com/downloads/NLRMEv12.pdf

8506 yard radius is reduced in size to 50 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

8507 yard radius is ringed by mon01ithic Standing Stones http://centralia.aquest.com/downloads/NLRMEv12.pdf

8508 yard radius is seared clean of plants, rocks, and wildlife http://centralia.aquest.com/downloads/NLRMEv12.pdf

8509 yard radius is six months out-of-sync with normal seasons http://centralia.aquest.com/downloads/NLRMEv12.pdf

8510 yard radius is stripped of topsoil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8511 yard radius is wracked by an Earthquake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8512 yard radius laid waste by explosion; all must Save vs death http://centralia.aquest.com/downloads/NLRMEv12.pdf

8513 yard radius makes all those within it feel uncomfortable http://centralia.aquest.com/downloads/NLRMEv12.pdf

8514 yard radius ripples like the surface of a pond for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8515 yard radius rises 10 feet into the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

8516 yard radius rises 3d20 feet in the air on a mound of earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

8517 yard radius rises like a mesa from the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8518 yard radius rotates slowly every day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8519 yard radius seems distorted, like 100king into a fishbowl http://centralia.aquest.com/downloads/NLRMEv12.pdf

8520 yard radius shows all signs of hideous, bloody carnage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8521 yard radius slowly loses oxygen http://centralia.aquest.com/downloads/NLRMEv12.pdf

8522 yard radius stinks like a sewer http://centralia.aquest.com/downloads/NLRMEv12.pdf

8523 yard radius suppresses the emotions of those within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8524 yard radius swaps weather conditions with some distant area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8525 yard radius turns to quicksand, 1d10+10 feet deep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8526 yard radius will erupt like a v01cano in 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8527 yard sphere is transposed with a distant 60 yard sphere http://centralia.aquest.com/downloads/NLRMEv12.pdf

8528 8X10 photographs appear of everyone within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

8529 A 1957 DeSoto appears at the target point, engine running http://centralia.aquest.com/downloads/NLRMEv12.pdf

8530 A 1957 DeSoto appears at the target point, out of gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8531 A box of .50 caliber h0110w point rounds appears nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

8532 A cruise missile appears nearby, lacking its payload http://centralia.aquest.com/downloads/NLRMEv12.pdf

8533 A cryptic message appears scrawled on the nearest mountainside http://centralia.aquest.com/downloads/NLRMEv12.pdf

8534 A Deck of Many Things falls from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

8535 A Deck of Normal Pinochle Cards falls from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

8536 A disturbing whistling fills the air; Morale Checks at -1 http://centralia.aquest.com/downloads/NLRMEv12.pdf

8537 A fire burns the nearest forest to the ground in 24 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

8538 A five-piece dining room set appears at the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8539 A four-cycle internal combustion engine appears in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8540 A fully-furnished but unpopulated town springs up in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8541 A geyser springs up from the ground beneath the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8542 A gigantic herd of buffalo stampedes through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8543 A herd of gigantic buffalo stampedes through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8544 A horde of kob01ds erupts from nearest cave to establish trade http://centralia.aquest.com/downloads/NLRMEv12.pdf

8545 A horde of kob01ds erupts from nearest cave to wreak havoc http://centralia.aquest.com/downloads/NLRMEv12.pdf

8546 A huge hand rises from nearby lake to point angrily at the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

8547 A large circle of megalithic stone blocks rises from the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8548 A large, flat-topped pyramid sprouts from the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8549 A meteor strikes the nearest monastery http://centralia.aquest.com/downloads/NLRMEv12.pdf

8550 A nearby pond is thought to be holy; draws countless pilgrims http://centralia.aquest.com/downloads/NLRMEv12.pdf

8551 A new deity is rumored to be gaining power in a local pantheon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8552 A new religion arises to condemn the purveyors of wild surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

8553 A new religion arises to condemn the randomness of wild surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

8554 A new religion arises to worship the purveyors of wild surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

8555 A new religion arises to worship the randomness of wild surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

8556 A pit 5 feet across, 1 mile deep opens under the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8557 a pit 5 feet deep, 1 mileacross opens under the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8558 A shrub or bush nearest the target point bursts into flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

8559 A Sphere of Annihilation appears at the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8560 A swarm of locusts descends upon the surrounding countryside http://centralia.aquest.com/downloads/NLRMEv12.pdf

8561 A tornado spins into existence at the intended target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8562 A tree falls nearby and doesn't make a sound http://centralia.aquest.com/downloads/NLRMEv12.pdf

8563 A tribe of locathah takes up residence in the nearest lake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8564 A tsunami crashes into the nearest coastline http://centralia.aquest.com/downloads/NLRMEv12.pdf

8565 A Type V demon appears, intent on killing everyone nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

8566 A witch hunt forms in nearby town, seeking death to all wizards http://centralia.aquest.com/downloads/NLRMEv12.pdf

8567 Acid Storm rains down on a 60 yard radius for 3d6 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8568 Acrid smoke billows from the nearest well, filling the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8569 After 1d3 turns, spell becomes 1d4x8HD Elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

8570 After 1d6 turns, a 50-Die Fireball detonates at the site http://centralia.aquest.com/downloads/NLRMEv12.pdf

8571 Air Elemental appears, inflates all water skins, and disappears http://centralia.aquest.com/downloads/NLRMEv12.pdf

8572 Air temperature around the world drops 10 degrees for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8573 Air within 60 yard radius affects voices like helium http://centralia.aquest.com/downloads/NLRMEv12.pdf

8574 Air within 60 yard radius distorts light like water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8575 Al within 60 yards lose 1d4 points of CON for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8576 All above-ground rock begins to erode, 1 inch per minute http://centralia.aquest.com/downloads/NLRMEv12.pdf

8577 All above-ground rock within 60 yards disappears http://centralia.aquest.com/downloads/NLRMEv12.pdf

8578 All adverse effects of time accelerate within 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

8579 All adverse effects of time are halted within 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

8580 All air elementals within 1 mile become clearly visible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8581 All air elementals within 1 mile become earth elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

8582 All air elementals within 1 mile become vacuum elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

8583 All air within 10 yards of target point is forever evacuated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8584 All air within 60 yards of the target point becomes opaque http://centralia.aquest.com/downloads/NLRMEv12.pdf

8585 All air within 60 yards of the target point is evacuated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8586 All air within 60 yards of the target point turns to sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

8587 All ants in the nearest c010ny form a c011ective intelligence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8588 All ants within 1 mile are covered with choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8589 All ants within 1 mile become gi-ant for 1d100 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8590 All armor within 60 yards becomes porous like a sponge http://centralia.aquest.com/downloads/NLRMEv12.pdf

8591 All arrows within 60 yards bend into circles http://centralia.aquest.com/downloads/NLRMEv12.pdf

8592 All arrows within 60 yards burst into flame on impact http://centralia.aquest.com/downloads/NLRMEv12.pdf

8593 All arrows within 60 yards take r00t in whomever they hit http://centralia.aquest.com/downloads/NLRMEv12.pdf

8594 All axes within 60 yards turn to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8595 All Bags of H01ding within 60 yards become Bags of Devouring http://centralia.aquest.com/downloads/NLRMEv12.pdf

8596 All Bags of H01ding within 60 yards become chainmail-lined http://centralia.aquest.com/downloads/NLRMEv12.pdf

8597 All Bags of H01ding within 60 yards become normal bags http://centralia.aquest.com/downloads/NLRMEv12.pdf

8598 All Bags of H01ding within 60 yards become red hot inside http://centralia.aquest.com/downloads/NLRMEv12.pdf

8599 All Bags of H01ding within 60 yards double their capacity http://centralia.aquest.com/downloads/NLRMEv12.pdf

8600 All Bags of H01ding within 60 yards dump their contents http://centralia.aquest.com/downloads/NLRMEv12.pdf

8601 All Bags of H01ding within 60 yards fill with lint and fluff http://centralia.aquest.com/downloads/NLRMEv12.pdf

8602 All Bags of H01ding within 60 yards fill with razor blades http://centralia.aquest.com/downloads/NLRMEv12.pdf

8603 All Bags of H01ding within 60 yards fill with water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8604 All Bags of H01ding within 60 yards interconnect http://centralia.aquest.com/downloads/NLRMEv12.pdf

8605 All Bags of H01ding within 60 yards quadruple their weight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8606 All Bags of H01ding within 60 yards shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

8607 All Bags of H01ding within 60 yards vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

8608 All birds within 1 mile are bleached bone-white http://centralia.aquest.com/downloads/NLRMEv12.pdf

8609 All birds within 1 mile are suddenly encased in eggs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8610 All birds within 1 mile attack anyone near them http://centralia.aquest.com/downloads/NLRMEv12.pdf

8611 All birds within 1 mile become amphibious http://centralia.aquest.com/downloads/NLRMEv12.pdf

8612 All birds within 1 mile become fish http://centralia.aquest.com/downloads/NLRMEv12.pdf

8613 All birds within 1 mile become pitch-black http://centralia.aquest.com/downloads/NLRMEv12.pdf

8614 All birds within 1 mile become savagely carnivorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

8615 All birds within 1 mile become Stirges http://centralia.aquest.com/downloads/NLRMEv12.pdf

8616 All birds within 1 mile combust http://centralia.aquest.com/downloads/NLRMEv12.pdf

8617 All birds within 1 mile disgorge valuable gizzard stones http://centralia.aquest.com/downloads/NLRMEv12.pdf

8618 All birds within 1 mile erupt from the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8619 All birds within 1 mile fly north next winter instead of south http://centralia.aquest.com/downloads/NLRMEv12.pdf

8620 All birds within 1 mile fly south for winter right now http://centralia.aquest.com/downloads/NLRMEv12.pdf

8621 All birds within 1 mile gain power of speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8622 All birds within 1 mile glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

8623 All birds within 1 mile grow leaves instead of feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8624 All birds within 1 mile grow steel plates instead of feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8625 All birds within 1 mile periodically say nevermore http://centralia.aquest.com/downloads/NLRMEv12.pdf

8626 All birds within 1 mile quadruple in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8627 All birds within 1 mile quadruple in weight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8628 All birds within 1 mile radiate auras of intense Evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8629 All birds within 1 mile rise as undead after they die http://centralia.aquest.com/downloads/NLRMEv12.pdf

8630 All birds within 1 mile r00st in the nearest dragon's den http://centralia.aquest.com/downloads/NLRMEv12.pdf

8631 All birds within 1 mile scream like torture victims for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8632 All birds within 1 mile sing "The Ride of the Valkyries" http://centralia.aquest.com/downloads/NLRMEv12.pdf

8633 All birds within 1 mile sing melancholy dirges for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8634 All birds within 1 mile sing 1 octave higher from now on http://centralia.aquest.com/downloads/NLRMEv12.pdf

8635 All birds within 1 mile sound like kaz00s when they sing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8636 All birds within 1 mile sound like pianos when they sing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8637 All birds within 1 mile terrify any nearby with their singing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8638 All birds within 1 mile turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8639 All birds within 60 yards explode as 1-Die fireballs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8640 All bladedIthrusting weapons within 60 yards are blunted http://centralia.aquest.com/downloads/NLRMEv12.pdf

8641 All blood spilled within 60 yards glows deep red http://centralia.aquest.com/downloads/NLRMEv12.pdf

8642 All blood spilled within 60 yards hisses and steams http://centralia.aquest.com/downloads/NLRMEv12.pdf

8643 All bludgeons within 60 yards become sponge for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8644 All bodies in nearest graveyard can never rise as undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8645 All bodies in nearest graveyard rise as Undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8646 All bodies in nearest graveyard rise to the surface http://centralia.aquest.com/downloads/NLRMEv12.pdf

8647 All boots within 60 yards resemble ridiculous clown feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

8648 All bridges within 1 mile c011apse or are washed away http://centralia.aquest.com/downloads/NLRMEv12.pdf

8649 All bridges within 500 yards turn to eggshell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8650 All buildings in the nearest town stack into a giant high-rise http://centralia.aquest.com/downloads/NLRMEv12.pdf

8651 All buildings within 60 yards sink into the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8652 All burning logs within 60 yards turn to sticks of dynamite http://centralia.aquest.com/downloads/NLRMEv12.pdf

8653 All canteens within 60 yards fill with blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8654 All chain links within 60 yards turn to sausage links http://centralia.aquest.com/downloads/NLRMEv12.pdf

8655 All chain mail within 60 yards loses 1I2 its links http://centralia.aquest.com/downloads/NLRMEv12.pdf

8656 All chain mail within 60 yards turns to aluminum http://centralia.aquest.com/downloads/NLRMEv12.pdf

8657 All chain mail within 60 yards turns to plate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8658 All chain mail within 60 yards turns to porcelain http://centralia.aquest.com/downloads/NLRMEv12.pdf

8659 All charged magic items in the area discharge on their bearers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8660 All charged magic items in the area discharge once, randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8661 All charms upon creatures within 60 yards are nullified http://centralia.aquest.com/downloads/NLRMEv12.pdf

8662 All chipmunks in 1 mile area begin to crave fresh meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

8663 All choc01ate within 1 mile fills with ants http://centralia.aquest.com/downloads/NLRMEv12.pdf

8664 All cloth within 1d10 miles turns invisible for 1d100 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8665 All clothing within 60 yards turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8666 All clouds over 1 mile radius turn to spider web http://centralia.aquest.com/downloads/NLRMEv12.pdf

8667 All clouds within 10 miles turn to cotton candy http://centralia.aquest.com/downloads/NLRMEv12.pdf

8668 All controlled undead within 1 mile are controlled no longer http://centralia.aquest.com/downloads/NLRMEv12.pdf

8669 All controlled undead within 1 mile c011apse, inert http://centralia.aquest.com/downloads/NLRMEv12.pdf

8670 All cows within 1 mile appear in the nearest town square http://centralia.aquest.com/downloads/NLRMEv12.pdf

8671 All cows within 1 mile are suddenly clad in leather armor http://centralia.aquest.com/downloads/NLRMEv12.pdf

8672 All cows within 1 mile become carnivorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

8673 All cows within 1 mile become poisonous http://centralia.aquest.com/downloads/NLRMEv12.pdf

8674 All cows within 1 mile demand equal government representation http://centralia.aquest.com/downloads/NLRMEv12.pdf

8675 All cows within 1 mile gain human intelligence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8676 All cows within 1 mile give ice cream instead of milk http://centralia.aquest.com/downloads/NLRMEv12.pdf

8677 All cows within 1 mile give potions of healing instead of milk http://centralia.aquest.com/downloads/NLRMEv12.pdf

8678 All cows within 1 mile give powdered milk for next week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8679 All cows within 1 mile levitate 1d3 feet off the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

8680 All cows within 1 mile preach the merits of vegetarianism http://centralia.aquest.com/downloads/NLRMEv12.pdf

8681 All cows within 1 mile stampede http://centralia.aquest.com/downloads/NLRMEv12.pdf

8682 All cows within 1 mile turn into caribou http://centralia.aquest.com/downloads/NLRMEv12.pdf

8683 All cows within 1 mile turn into llamas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8684 All creatures currently awake in vicinity fall asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8685 All creatures smaller than size M within 60 yards are Held http://centralia.aquest.com/downloads/NLRMEv12.pdf

8686 All crops planted within 10 miles ripen twice as quickly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8687 All crops within 10 miles become poisonous http://centralia.aquest.com/downloads/NLRMEv12.pdf

8688 All crops within 10 miles die; may be replanted next season http://centralia.aquest.com/downloads/NLRMEv12.pdf

8689 All curses within 60 yard radius are negated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8690 All cut diamonds within 1 mile turn to semi-precious quartz http://centralia.aquest.com/downloads/NLRMEv12.pdf

8691 All dead within 60 yards become hostile earth elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

8692 All dead within 60 yards begin chanting http://centralia.aquest.com/downloads/NLRMEv12.pdf

8693 All demihumans within 1 mile are tatt00ed with a cryptic rune http://centralia.aquest.com/downloads/NLRMEv12.pdf

8694 All dogs within 1 mile are covered with bark http://centralia.aquest.com/downloads/NLRMEv12.pdf

8695 All dogs within 1 mile change into cats under the full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8696 All dogs within 1 mile change into humans under the full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8697 All dwarves within 1 mile grow 6 inches for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8698 All earth and rock within 60 yards turns to water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8699 All elementals in area are healed of all damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8700 All elementals in area are Held until touched by a Prime native http://centralia.aquest.com/downloads/NLRMEv12.pdf

8701 All elementals in area are returned to their home planes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8702 All elementals in area attack each other, blind to all else http://centralia.aquest.com/downloads/NLRMEv12.pdf

8703 All elementals in area become elementals of opposite matter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8704 All elementals in area flee in terror http://centralia.aquest.com/downloads/NLRMEv12.pdf

8705 All elementals in area turn on those controlling them http://centralia.aquest.com/downloads/NLRMEv12.pdf

8706 All elementals in area turn to mundane elemental matter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8707 All elementals in area turn to Negative Quasi-Plane matter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8708 All elementals in area turn to Positive Quasi-Plane matter http://centralia.aquest.com/downloads/NLRMEv12.pdf

8709 All enchantments within 60 yards become inert for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8710 All females within 60 yards appear to bleed from the eyes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8711 All females within 60 yards are cannot speak until touched http://centralia.aquest.com/downloads/NLRMEv12.pdf

8712 All females within 60 yards are covered in mustard http://centralia.aquest.com/downloads/NLRMEv12.pdf

8713 All females within 60 yards are deaf for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8714 All females within 60 yards are Hasted http://centralia.aquest.com/downloads/NLRMEv12.pdf

8715 All females within 60 yards are now wearing baseball caps http://centralia.aquest.com/downloads/NLRMEv12.pdf

8716 All females within 60 yards are suddenly 5 inches taller http://centralia.aquest.com/downloads/NLRMEv12.pdf

8717 All females within 60 yards are suddenly 5 years younger http://centralia.aquest.com/downloads/NLRMEv12.pdf

8718 All females within 60 yards are suddenly carrying their boots http://centralia.aquest.com/downloads/NLRMEv12.pdf

8719 All females within 60 yards are suddenly stricken bald http://centralia.aquest.com/downloads/NLRMEv12.pdf

8720 All females within 60 yards are transformed into elves http://centralia.aquest.com/downloads/NLRMEv12.pdf

8721 All females within 60 yards are transparent in firelight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8722 All females within 60 yards become illusory for 1d6 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8723 All females within 60 yards cackle at the sight of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8724 All females within 60 yards can lie with impunity while naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8725 All females within 60 yards change their name to Arianna http://centralia.aquest.com/downloads/NLRMEv12.pdf

8726 All females within 60 yards change their name to Chuck http://centralia.aquest.com/downloads/NLRMEv12.pdf

8727 All females within 60 yards double in height but not mass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8728 All females within 60 yards face the opposite direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

8729 All females within 60 yards face the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8730 All females within 60 yards feel the urge to sing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8731 All females within 60 yards gain +one STR for 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8732 All females within 60 yards get hungry when they see blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8733 All females within 60 yards have Deeppockets http://centralia.aquest.com/downloads/NLRMEv12.pdf

8734 All females within 60 yards have Direction Sense http://centralia.aquest.com/downloads/NLRMEv12.pdf

8735 All females within 60 yards have eyes like cats http://centralia.aquest.com/downloads/NLRMEv12.pdf

8736 All females within 60 yards have faulty Direction Sense http://centralia.aquest.com/downloads/NLRMEv12.pdf

8737 All females within 60 yards have glowing red eyes when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

8738 All females within 60 yards have horrible dreams of snowmen http://centralia.aquest.com/downloads/NLRMEv12.pdf

8739 All females within 60 yards hear haunting, disturbing music http://centralia.aquest.com/downloads/NLRMEv12.pdf

8740 All females within 60 yards must Save or be Held until touched http://centralia.aquest.com/downloads/NLRMEv12.pdf

8741 All females within 60 yards must Save or go mad until sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

8742 All females within 60 yards see ghostly shapes in firelight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8743 All females within 60 yards shriek in terror for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8744 All females within 60 yards shun the use of ranged weapons http://centralia.aquest.com/downloads/NLRMEv12.pdf

8745 All females within 60 yards sneeze for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8746 All females within 60 yards spin like tops for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8747 All females within 60 yards suddenly have sky-blue skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

8748 All females within 60 yards think everyone's forgotten them http://centralia.aquest.com/downloads/NLRMEv12.pdf

8749 All females within 60 yards think they have the same name http://centralia.aquest.com/downloads/NLRMEv12.pdf

8750 All females within 60 yards think they're 20 years older http://centralia.aquest.com/downloads/NLRMEv12.pdf

8751 all females within 60 yards think they're cats until sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

8752 all females within 60 yards think they're covered in blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8753 all females within 60 yards think they're covered in bugs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8754 all females within 60 yards think they're drowning http://centralia.aquest.com/downloads/NLRMEv12.pdf

8755 All females within 60 yards think they're invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8756 All females within 60 yards think they're naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

8757 All females within 60 yards think they're on fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8758 All females within 60 yards think they're pregnant http://centralia.aquest.com/downloads/NLRMEv12.pdf

8759 All females within 60 yards think they're sisters http://centralia.aquest.com/downloads/NLRMEv12.pdf

8760 All females within 60 yards think they've been Charmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8761 All females within 60 yards think they've been p01ymorphed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8762 All females within 60 yards turn invisible for 2d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8763 All females within 60 yards turn male under the full Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

8764 All females within 60 yards vanish for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8765 All fire within 60 yards causes sunburn in all who see it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8766 All fire within 60 yards is invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8767 All fire within 60 yards produces Sleep Smoke as a Brazier http://centralia.aquest.com/downloads/NLRMEv12.pdf

8768 All fire within 60 yards produces thick, acrid smoke http://centralia.aquest.com/downloads/NLRMEv12.pdf

8769 All fires within 10 miles turn to ice of equal temperature http://centralia.aquest.com/downloads/NLRMEv12.pdf

8770 All fires within 60 yards become minor fire elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

8771 All fires within 60 yards burn as bright as the sun http://centralia.aquest.com/downloads/NLRMEv12.pdf

8772 All fires within 60 yards burn at 10X normal brightness http://centralia.aquest.com/downloads/NLRMEv12.pdf

8773 all fires within 60 yards erupt as fireballs of appropriate HD http://centralia.aquest.com/downloads/NLRMEv12.pdf

8774 all fires within 60 yards turn to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

8775 All flowers within 60 yards appear sickly and vile http://centralia.aquest.com/downloads/NLRMEv12.pdf

8776 All flowers within 60 yards attack those nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

8777 All flowers within 60 yards berate any who approach them http://centralia.aquest.com/downloads/NLRMEv12.pdf

8778 All flowers within 60 yards die within 10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8779 All flowers within 60 yards double in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8780 All flowers within 60 yards exude acidic vapor http://centralia.aquest.com/downloads/NLRMEv12.pdf

8781 All flowers within 60 yards giggle when people approach http://centralia.aquest.com/downloads/NLRMEv12.pdf

8782 All flowers within 60 yards give off noxious gases http://centralia.aquest.com/downloads/NLRMEv12.pdf

8783 All flowers within 60 yards smell like cabbage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8784 All flowers within 60 yards turn to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8785 All f01iage within 60 yards appears gnarled and twisted http://centralia.aquest.com/downloads/NLRMEv12.pdf

8786 All f01iage within 60 yards becomes phosphorescent http://centralia.aquest.com/downloads/NLRMEv12.pdf

8787 All f01iage within 60 yards bleeds when cut http://centralia.aquest.com/downloads/NLRMEv12.pdf

8788 All f01iage within 60 yards combusts http://centralia.aquest.com/downloads/NLRMEv12.pdf

8789 All f01iage within 60 yards is covered by cryptic scrawls http://centralia.aquest.com/downloads/NLRMEv12.pdf

8790 All f01iage within 60 yards radiates intense evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8791 All f01iage within 60 yards screams when cut http://centralia.aquest.com/downloads/NLRMEv12.pdf

8792 All f01iage within 60 yards turns dingy gray http://centralia.aquest.com/downloads/NLRMEv12.pdf

8793 All food within 1 mile has no nutritional value http://centralia.aquest.com/downloads/NLRMEv12.pdf

8794 All food within 1 mile tastes like sawdust http://centralia.aquest.com/downloads/NLRMEv12.pdf

8795 all food within 10 miles vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8796 All food within 60 yards becomes hideously toxic http://centralia.aquest.com/downloads/NLRMEv12.pdf

8797 All food within 60 yards becomes highly toxic http://centralia.aquest.com/downloads/NLRMEv12.pdf

8798 All food within 60 yards combusts http://centralia.aquest.com/downloads/NLRMEv12.pdf

8799 All food within 60 yards reeks with putrescence http://centralia.aquest.com/downloads/NLRMEv12.pdf

8800 All food within 60 yards tastes like ashes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8801 All food within 60 yards turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8802 All food within 60 yards turns to water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8803 All food within 60 yards vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8804 All food within 60 yards vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8805 All free-standing water within 1 mile freezes s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

8806 All free-willed undead within 1 mile become mindless for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8807 All free-willed undead within 1 mile return to life http://centralia.aquest.com/downloads/NLRMEv12.pdf

8808 All geese within 1 mile covered in Grease, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8809 All geese within 1 mile fall under a Geas, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8810 All geese within 1 mile turn to gas and dissipate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8811 All geese within 1 mile turn to ghosts and haunt their lake http://centralia.aquest.com/downloads/NLRMEv12.pdf

8812 All glass within 10 yards turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8813 All glass within 60 yards is affected by Glassteel http://centralia.aquest.com/downloads/NLRMEv12.pdf

8814 All glass within 60 yards turns to eggshell http://centralia.aquest.com/downloads/NLRMEv12.pdf

8815 All glass within 60 yards turns to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

8816 All gold within 60 yards combines into 1 large mass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8817 All gold within 60 yards doubles in v01ume http://centralia.aquest.com/downloads/NLRMEv12.pdf

8818 All gold within 60 yards heats by 1000° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8819 All gold within 60 yards is teleported into nearest temple http://centralia.aquest.com/downloads/NLRMEv12.pdf

8820 All gold within 60 yards turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8821 All gold within 60 yards turns to lead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8822 All gold within 60 yards turns to platinum http://centralia.aquest.com/downloads/NLRMEv12.pdf

8823 All gold within 60 yards vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8824 All gold within nearest temple is teleported into the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8825 All grass within 1 mile turns to healthy, fragrant human hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

8826 All grass within 60 yards exudes dust of sneezing and choking http://centralia.aquest.com/downloads/NLRMEv12.pdf

8827 All grass within 60 yards exudes hallucinogenic gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8828 All grass within 60 yards exudes regurgitant gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8829 All grass within 60 yards exudes sleeping gas http://centralia.aquest.com/downloads/NLRMEv12.pdf

8830 All grass within 60 yards grows to entangle anyone upon it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8831 All grass within 60 yards ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

8832 All grass within 60 yards tickles anyone walking on it http://centralia.aquest.com/downloads/NLRMEv12.pdf

8833 All grass within 60 yards turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8834 All grass within 60 yards turns to spaghetti http://centralia.aquest.com/downloads/NLRMEv12.pdf

8835 All grass within 60 yards turns to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

8836 All ground within 10 yards turns to cheese, 1 f00t deep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8837 All Held creatures within 60 yards are freed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8838 All helmets within 60 yards begin shrinking by 1% per round http://centralia.aquest.com/downloads/NLRMEv12.pdf

8839 All helmets within 60 yards double in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8840 All henchmen within 60 yards must check Morale or flee http://centralia.aquest.com/downloads/NLRMEv12.pdf

8841 All henchmen within 60 yards suddenly resent their leaders http://centralia.aquest.com/downloads/NLRMEv12.pdf

8842 All horses within 1 mile are striped like zebras http://centralia.aquest.com/downloads/NLRMEv12.pdf

8843 All horses within 60 yards turn to motorcycles for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8844 All Huge spiders within 1 mile explode http://centralia.aquest.com/downloads/NLRMEv12.pdf

8845 All in the area lose 1 point of each ability score for 2d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8846 All ink within 60 yards becomes wet as though just written http://centralia.aquest.com/downloads/NLRMEv12.pdf

8847 All ink, dry or otherwise, within 60 yards turns to blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8848 All insects within 60 yards double in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

8849 All insects within 60 yards swarm aggressively http://centralia.aquest.com/downloads/NLRMEv12.pdf

8850 All iron within 20 yards turns to aluminum http://centralia.aquest.com/downloads/NLRMEv12.pdf

8851 All iron within 20 yards turns to magnesium http://centralia.aquest.com/downloads/NLRMEv12.pdf

8852 All iron within 60 yards becomes impervious to magnetism http://centralia.aquest.com/downloads/NLRMEv12.pdf

8853 All lamps and torches within 60 yards burn at 2X brightness http://centralia.aquest.com/downloads/NLRMEv12.pdf

8854 All lamps and torches within 60 yards ignite http://centralia.aquest.com/downloads/NLRMEv12.pdf

8855 All lamps and torches within 60 yards shed darkness, not light http://centralia.aquest.com/downloads/NLRMEv12.pdf

8856 All leather within 60 yards is sheathed in aluminum foil http://centralia.aquest.com/downloads/NLRMEv12.pdf

8857 All lids within 60 yards fall off their containers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8858 All lids within 60 yards seal tightly on their containers http://centralia.aquest.com/downloads/NLRMEv12.pdf

8859 All linen cloth within 60 yards reverts to raw flax http://centralia.aquest.com/downloads/NLRMEv12.pdf

8860 All living feet within 60 yards grow 1d4 plants http://centralia.aquest.com/downloads/NLRMEv12.pdf

8861 All living plants within 60 yards grow 1d4 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

8862 All magic (enchantments, etc.) within 1 mile is Dispelled http://centralia.aquest.com/downloads/NLRMEv12.pdf

8863 All magic cast in area for next turn fails automatically http://centralia.aquest.com/downloads/NLRMEv12.pdf

8864 All magic items for yards are invisible for spell duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

8865 All magic items for yards nonfunctional for spell duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

8866 All magic light sources within 60 yards are snuffed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8867 All magic light sources within 60 yards flare 2X as brightly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8868 All magical armor within 60 yards gains 1 plus of protection http://centralia.aquest.com/downloads/NLRMEv12.pdf

8869 All magical armor within 60 yards loses 1 plus of protection http://centralia.aquest.com/downloads/NLRMEv12.pdf

8870 All magical fires within 1d10 miles are extinguished http://centralia.aquest.com/downloads/NLRMEv12.pdf

8871 All magical rings now active within 60 yards deactivate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8872 All magical rings within 60 yards activate, if possible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8873 All magical rings within 60 yards become inert for 3d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8874 All magical rings within 60 yards link into a chain http://centralia.aquest.com/downloads/NLRMEv12.pdf

8875 All magically invisible creatures within 1 mile become visible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8876 All males within 60 yards age 20 years until sunset tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8877 All males within 60 yards appear to be 1I2 their actual age http://centralia.aquest.com/downloads/NLRMEv12.pdf

8878 All males within 60 yards appear to be 2x older than they are http://centralia.aquest.com/downloads/NLRMEv12.pdf

8879 All males within 60 yards are affected by cure Light Wounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8880 All males within 60 yards are affected by F001s' Speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

8881 All males within 60 yards are affected by Slow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8882 All males within 60 yards are covered in blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8883 All males within 60 yards are covered in green slime http://centralia.aquest.com/downloads/NLRMEv12.pdf

8884 All males within 60 yards are covered in ketchup http://centralia.aquest.com/downloads/NLRMEv12.pdf

8885 All males within 60 yards are covered in sovereign glue http://centralia.aquest.com/downloads/NLRMEv12.pdf

8886 All males within 60 yards are Held for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8887 All males within 60 yards are stricken bald http://centralia.aquest.com/downloads/NLRMEv12.pdf

8888 All males within 60 yards are stricken mute for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8889 All males within 60 yards are stricken with ravenous hunger http://centralia.aquest.com/downloads/NLRMEv12.pdf

8890 All males within 60 yards become ethereal for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8891 All males within 60 yards Blink randomly for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8892 All males within 60 yards cannot harm each other for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

8893 All males within 60 yards develop a craving for grass http://centralia.aquest.com/downloads/NLRMEv12.pdf

8894 All males within 60 yards develop a random, minor phobia http://centralia.aquest.com/downloads/NLRMEv12.pdf

8895 All males within 60 yards drop their weapons & can't find them http://centralia.aquest.com/downloads/NLRMEv12.pdf

8896 All males within 60 yards exchange places other randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

8897 All males within 60 yards fall asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

8898 All males within 60 yards forget everyone's name till reminded http://centralia.aquest.com/downloads/NLRMEv12.pdf

8899 All males within 60 yards forget their names until reminded http://centralia.aquest.com/downloads/NLRMEv12.pdf

8900 All males within 60 yards levitate 1d4 feet in the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

8901 All males within 60 yards 100k identical till sunset tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

8902 All males within 60 yards lose 1d8 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

8903 All males within 60 yards lose all weapon skill for 2d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8904 All males within 60 yards lose interest in combat for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8905 All males within 60 yards run to a central point & link hands http://centralia.aquest.com/downloads/NLRMEv12.pdf

8906 All males within 60 yards scream like children for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8907 All males within 60 yards shrink to 1I2 normal size for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

8908 All males within 60 yards sink in the ground up to their knees http://centralia.aquest.com/downloads/NLRMEv12.pdf

8909 All males within 60 yards smell like sulfur until they bathe http://centralia.aquest.com/downloads/NLRMEv12.pdf

8910 All males within 60 yards spin like tops for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8911 All males within 60 yards suddenly grow beards http://centralia.aquest.com/downloads/NLRMEv12.pdf

8912 All males within 60 yards they see their worst enemy nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

8913 All males within 60 yards think their touch turns lead to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8914 All males within 60 yards think they are all dreaming together http://centralia.aquest.com/downloads/NLRMEv12.pdf

8915 All males within 60 yards think they are distantly related http://centralia.aquest.com/downloads/NLRMEv12.pdf

8916 All males within 60 yards think they carry some awful plague http://centralia.aquest.com/downloads/NLRMEv12.pdf

8917 All males within 60 yards think they taste blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

8918 All males within 60 yards think they're 1I2 their actual age http://centralia.aquest.com/downloads/NLRMEv12.pdf

8919 All males within 60 yards think they're 2x their actual age http://centralia.aquest.com/downloads/NLRMEv12.pdf

8920 All males within 60 yards think they're at full hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

8921 All males within 60 yards think they're bleeding profusely http://centralia.aquest.com/downloads/NLRMEv12.pdf

8922 All males within 60 yards think they're fabulously wealthy http://centralia.aquest.com/downloads/NLRMEv12.pdf

8923 All males within 60 yards think they're knee-deep in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

8924 All males within 60 yards think they're on death's d00r http://centralia.aquest.com/downloads/NLRMEv12.pdf

8925 All males within 60 yards think they're on fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

8926 All males within 60 yards think they're powerful wizards http://centralia.aquest.com/downloads/NLRMEv12.pdf

8927 All males within 60 yards think they're pregnant http://centralia.aquest.com/downloads/NLRMEv12.pdf

8928 All males within 60 yards think they've forgotten 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

8929 All males within 60 yards turn into rabbits for 1d10 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

8930 All males within 60 yards vanish for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

8931 All mammals within 60 yards are stripped of all hair http://centralia.aquest.com/downloads/NLRMEv12.pdf

8932 All matter within 10' of target point vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8933 All melee weapons within 60 yards become ethereal http://centralia.aquest.com/downloads/NLRMEv12.pdf

8934 All members of nearest ant c010ny gain human size and intellect http://centralia.aquest.com/downloads/NLRMEv12.pdf

8935 All metal armor within 60 yards animates & becomes free-willed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8936 All metal armor within 60 yards engages in combat http://centralia.aquest.com/downloads/NLRMEv12.pdf

8937 All metal armor within 60 yards enlarges by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

8938 All metal armor within 60 yards flees the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

8939 All metal armor within 60 yards heats to 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8940 All metal armor within 60 yards must Save or turn to burlap http://centralia.aquest.com/downloads/NLRMEv12.pdf

8941 All metal armor within 60 yards piles in a heap at target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

8942 All metal armor within 60 yards shrinks 10%; crushing damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8943 All metal armor within 60 yards turns 180° http://centralia.aquest.com/downloads/NLRMEv12.pdf

8944 All metal armor within 60 yards turns inside out http://centralia.aquest.com/downloads/NLRMEv12.pdf

8945 All metal armor within 60 yards turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8946 All metal armor within 60 yards turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8947 All metal armor within 60 yards turns to ice; reverts in 1 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

8948 All metal armor within 60 yards turns to mercury http://centralia.aquest.com/downloads/NLRMEv12.pdf

8949 All metal armor within 60 yards turns to rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

8950 All metal armor within 60 yards turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8951 All metal armor within 60 yards turns to uranium http://centralia.aquest.com/downloads/NLRMEv12.pdf

8952 All metal armor within 60 yards turns upside down http://centralia.aquest.com/downloads/NLRMEv12.pdf

8953 All metal within 60 yards appears pitted and rusty but is not http://centralia.aquest.com/downloads/NLRMEv12.pdf

8954 All metal within 60 yards becomes as pliable as rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

8955 All metal within 60 yards becomes electrically non-conductive http://centralia.aquest.com/downloads/NLRMEv12.pdf

8956 All metal within 60 yards becomes rust-pr00f http://centralia.aquest.com/downloads/NLRMEv12.pdf

8957 All metal within 60 yards becomes toxic to its owner http://centralia.aquest.com/downloads/NLRMEv12.pdf

8958 All metal within 60 yards begins to rust at an alarming rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

8959 All metal within 60 yards drops to -200° Fahrenheit http://centralia.aquest.com/downloads/NLRMEv12.pdf

8960 All metal within 60 yards is affected by Heat Metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

8961 All metal within 60 yards is p01ished to mirror brightness http://centralia.aquest.com/downloads/NLRMEv12.pdf

8962 All metal within 60 yards is sheathed in thin leather http://centralia.aquest.com/downloads/NLRMEv12.pdf

8963 All metal within 60 yards is silenced http://centralia.aquest.com/downloads/NLRMEv12.pdf

8964 All missile weapons within 60 yards shrink by 75% http://centralia.aquest.com/downloads/NLRMEv12.pdf

8965 All missile weapons within 60 yards snap their strings http://centralia.aquest.com/downloads/NLRMEv12.pdf

8966 All missile weapons within 60 yards spontaneously discharge http://centralia.aquest.com/downloads/NLRMEv12.pdf

8967 All missile weapons within 60 yards strike their owners http://centralia.aquest.com/downloads/NLRMEv12.pdf

8968 All missile weapons within 60 yards turn to rubber http://centralia.aquest.com/downloads/NLRMEv12.pdf

8969 All mounts & pack animals within 60 yards are panic stricken http://centralia.aquest.com/downloads/NLRMEv12.pdf

8970 All mounts & pack animals within 60 yards glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

8971 All mounts & pack animals within 60 yards hate their jobs http://centralia.aquest.com/downloads/NLRMEv12.pdf

8972 All mounts & pack animals within 60 yards reek of manure http://centralia.aquest.com/downloads/NLRMEv12.pdf

8973 All mounts & pack animals within 60 yards rev01t http://centralia.aquest.com/downloads/NLRMEv12.pdf

8974 All mounts & pack animals within 60 yards start singing http://centralia.aquest.com/downloads/NLRMEv12.pdf

8975 All mounts & pack animals within 60 yards turn carnivorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

8976 All mounts & pack animals within 60 yards turn invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

8977 All mounts & pack animals within 60 yards vanish at sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

8978 All mounts within 60 yards are stricken dead http://centralia.aquest.com/downloads/NLRMEv12.pdf

8979 All mounts within 60 yards flee the area at top speed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8980 All mounts within 60 yards p01ymorph into humanoid equivalents http://centralia.aquest.com/downloads/NLRMEv12.pdf

8981 All mounts within 60 yards p01ymorph into other quadrupeds http://centralia.aquest.com/downloads/NLRMEv12.pdf

8982 All mounts, pets, & familiars in the area attack their masters http://centralia.aquest.com/downloads/NLRMEv12.pdf

8983 All nearby are familiar with spell & can identify it on sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

8984 All nearby with metal armor lose 4d6 HP to electrical damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8985 All nearby without metal armor lose 4d6 HP to electrical damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

8986 All necromantic magic within 60 yards suddenly fails http://centralia.aquest.com/downloads/NLRMEv12.pdf

8987 All nitrogen slowly bleeds away from a 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

8988 All nonliving matter within 1 mile is coated in a glaze of ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

8989 All nonliving matter within 60 yards is Disintegrated http://centralia.aquest.com/downloads/NLRMEv12.pdf

8990 All nonliving wood within 1 mile begins to grow again http://centralia.aquest.com/downloads/NLRMEv12.pdf

8991 All nonliving wood within 1 mile turns to high quality steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

8992 All nonliving wood within 60 yards turns to bone http://centralia.aquest.com/downloads/NLRMEv12.pdf

8993 All nonliving wood within 60 yards vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

8994 All nonliving, unowned matter within 100 feet turns to gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

8995 All nonmagic light sources within 60 yards are snuffed http://centralia.aquest.com/downloads/NLRMEv12.pdf

8996 All nonmagical armor within 60 yards gains +one protection http://centralia.aquest.com/downloads/NLRMEv12.pdf

8997 All nonmagical clothing within 60 yards combusts http://centralia.aquest.com/downloads/NLRMEv12.pdf

8998 All nonmagical clothing within 60 yards crumbles to dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

8999 All nonmagical clothing within 60 yards is animated http://centralia.aquest.com/downloads/NLRMEv12.pdf

9000 All nonmagical clothing within 60 yards shrinks by 80% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9001 All nonmagical clothing within 60 yards turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

9002 All nonmagical fires within 1d10 miles are extinguished http://centralia.aquest.com/downloads/NLRMEv12.pdf

9003 All nonmagical weapons now sheathed can never be removed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9004 All NPC's in the area lose Morale and wish to flee http://centralia.aquest.com/downloads/NLRMEv12.pdf

9005 All objects within 60 yards not carried or worn disintegrate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9006 All oil and greek fire within 60 yards ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

9007 All open wounds within 60 yards become gangrene unless treated http://centralia.aquest.com/downloads/NLRMEv12.pdf

9008 All open wounds within 60 yards leave distinct scars http://centralia.aquest.com/downloads/NLRMEv12.pdf

9009 All open wounds within 60 yards reek of sulfur http://centralia.aquest.com/downloads/NLRMEv12.pdf

9010 All open wounds within 60 yards swarm with maggots http://centralia.aquest.com/downloads/NLRMEv12.pdf

9011 All paper within 60 yards ages 1000 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

9012 All paper within 60 yards becomes firepr00f http://centralia.aquest.com/downloads/NLRMEv12.pdf

9013 All paper within 60 yards smolders for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9014 All plants within 60 yards become perfectly reflective http://centralia.aquest.com/downloads/NLRMEv12.pdf

9015 All plants within 60 yards blanch in direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9016 All plants within 60 yards grow better under Moonlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9017 All potions for 60 yards affect the being beside the imbiber http://centralia.aquest.com/downloads/NLRMEv12.pdf

9018 All potions within 60 yards become potions of Delusion http://centralia.aquest.com/downloads/NLRMEv12.pdf

9019 All potions within 60 yards become unpleasantly malodorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

9020 All potions within 60 yards become unpleasantly viscous http://centralia.aquest.com/downloads/NLRMEv12.pdf

9021 All potions within 60 yards cause a second, beneficial effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9022 All potions within 60 yards cause a second, comical effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9023 All potions within 60 yards cause a second, delusional effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9024 All potions within 60 yards cause a second, detrimental effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9025 All potions within 60 yards cause a second, random effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9026 All potions within 60 yards cause their drinkers to rust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9027 All potions within 60 yards combust at 85° Fahrenheit. http://centralia.aquest.com/downloads/NLRMEv12.pdf

9028 All potions within 60 yards double in duration of effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9029 All potions within 60 yards double in potency http://centralia.aquest.com/downloads/NLRMEv12.pdf

9030 All potions within 60 yards double in v01ume 1d4 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9031 All potions within 60 yards duplicate a single potion's effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9032 All potions within 60 yards function but also induce blindness http://centralia.aquest.com/downloads/NLRMEv12.pdf

9033 All potions within 60 yards have a 10% chance to be permanent http://centralia.aquest.com/downloads/NLRMEv12.pdf

9034 All potions within 60 yards mix at the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9035 All potions within 60 yards mix in a barrel in the target area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9036 All potions within 60 yards mix in a random creature's stomach http://centralia.aquest.com/downloads/NLRMEv12.pdf

9037 All potions within 60 yards stink like death but work normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

9038 All potions within 60 yards take effect on those carrying them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9039 All potions within 60 yards taste like honey but work normally http://centralia.aquest.com/downloads/NLRMEv12.pdf

9040 All potions within 60 yards transform into small, edible pills http://centralia.aquest.com/downloads/NLRMEv12.pdf

9041 All potions within 60 yards turn to acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

9042 All potions within 60 yards turn to choc01ate syrup http://centralia.aquest.com/downloads/NLRMEv12.pdf

9043 All potions within 60 yards turn to Class J poison http://centralia.aquest.com/downloads/NLRMEv12.pdf

9044 All potions within 60 yards turn to gas01ine http://centralia.aquest.com/downloads/NLRMEv12.pdf

9045 All potions within 60 yards turn to Oil of Timelessness http://centralia.aquest.com/downloads/NLRMEv12.pdf

9046 All potions within 60 yards turn to Potions of Gender-changing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9047 All potions within 60 yards turn to Potions of Healing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9048 All potions within 60 yards turn to roast beef gravy http://centralia.aquest.com/downloads/NLRMEv12.pdf

9049 All potions within 60 yards turn to skunk musk http://centralia.aquest.com/downloads/NLRMEv12.pdf

9050 All potions within 60 yards turn to Sovereign glue http://centralia.aquest.com/downloads/NLRMEv12.pdf

9051 All potions within 60 yards turn to sweetwater http://centralia.aquest.com/downloads/NLRMEv12.pdf

9052 All potions within 60 yards vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

9053 All potions within 60 yards work but also induce invisibility http://centralia.aquest.com/downloads/NLRMEv12.pdf

9054 All potions within 60 yards work but also induce lycanthropy http://centralia.aquest.com/downloads/NLRMEv12.pdf

9055 All rabbits within 60 yards are reincarnated, as spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9056 All rabbits within 60 yards attack those nearest to them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9057 All rabbits within 60 yards become Chaotic Evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

9058 All rabbits within 60 yards become humanoid rabbits http://centralia.aquest.com/downloads/NLRMEv12.pdf

9059 All rabbits within 60 yards converge on the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9060 All rabbits within 60 yards crave human flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

9061 All rabbits within 60 yards explode vi01ently for 2d6 HP each http://centralia.aquest.com/downloads/NLRMEv12.pdf

9062 All rabbits within 60 yards gain human INT and power of speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

9063 All rabbits within 60 yards gain human INT and spellcasting http://centralia.aquest.com/downloads/NLRMEv12.pdf

9064 All rabbits within 60 yards gain the power of flight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9065 All rabbits within 60 yards increase in size by 100X http://centralia.aquest.com/downloads/NLRMEv12.pdf

9066 All rabbits within 60 yards induce lycanthropy with a bite http://centralia.aquest.com/downloads/NLRMEv12.pdf

9067 All rabbits within 60 yards think and act like dragons http://centralia.aquest.com/downloads/NLRMEv12.pdf

9068 All rabbits within 60 yards turn carnivorous and hungry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9069 All rabbits within 60 yards turn to choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9070 All reptiles within 60 yards become mammals http://centralia.aquest.com/downloads/NLRMEv12.pdf

9071 All reptiles within 60 yards become warm blooded http://centralia.aquest.com/downloads/NLRMEv12.pdf

9072 All reptiles within 60 yards begin smoldering http://centralia.aquest.com/downloads/NLRMEv12.pdf

9073 All residents of the nearest village become nocturnal http://centralia.aquest.com/downloads/NLRMEv12.pdf

9074 All residents of the nearest village ch00se live in the woods http://centralia.aquest.com/downloads/NLRMEv12.pdf

9075 All residents of the nearest village turn to friendly kob01ds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9076 All residents of the nearest village vanish without a trace http://centralia.aquest.com/downloads/NLRMEv12.pdf

9077 All rocks within 60 yards are covered with bark http://centralia.aquest.com/downloads/NLRMEv12.pdf

9078 All rocks within 60 yards roll toward the area of effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9079 All rodents within 1 mile appear in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9080 All rodents within 1 mile double in size http://centralia.aquest.com/downloads/NLRMEv12.pdf

9081 All rodsIstavesIwands within 60 yards are recharged http://centralia.aquest.com/downloads/NLRMEv12.pdf

9082 All rodsIstavesIwands within 60 yards become sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

9083 All rodsIstavesIwands within 60 yards discharge randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

9084 All rodsIstavesIwands within 60 yards gain 1d10 charges http://centralia.aquest.com/downloads/NLRMEv12.pdf

9085 All rodsIstavesIwands within 60 yards lose 1d10 charges http://centralia.aquest.com/downloads/NLRMEv12.pdf

9086 All rodsIstavesIwands within 60 yards turn to balsa wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9087 All rodsIstavesIwands within 60 yards twist like corkscrews http://centralia.aquest.com/downloads/NLRMEv12.pdf

9088 All scabbards and sheaths within 60 yards fill with butter http://centralia.aquest.com/downloads/NLRMEv12.pdf

9089 All shapeshifters for 5 miles are stuck in the current forms http://centralia.aquest.com/downloads/NLRMEv12.pdf

9090 All shapeshifters for 5 miles assume true forms for 1d8 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9091 All shapeshifters for 5 miles can assume yet another form http://centralia.aquest.com/downloads/NLRMEv12.pdf

9092 All slain within 60 yards stand at attention where they fall http://centralia.aquest.com/downloads/NLRMEv12.pdf

9093 All sleeping creatures within 1 mile awaken http://centralia.aquest.com/downloads/NLRMEv12.pdf

9094 All sling stones and the like within 60 yards turn to ice http://centralia.aquest.com/downloads/NLRMEv12.pdf

9095 All soil within 30' becomes sodium; rain falls for 5d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9096 All soil within 60 yards turns to concrete http://centralia.aquest.com/downloads/NLRMEv12.pdf

9097 All soil, rocks, and minerals in 10,000 square yard area vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

9098 All sound generated within 60 yards doubles in v01ume http://centralia.aquest.com/downloads/NLRMEv12.pdf

9099 All sound within 60 yards is distorted as though underwater http://centralia.aquest.com/downloads/NLRMEv12.pdf

9100 All spellb00ks within 60 yards now h01d an additional spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9101 All spells cast during the next round become permanent http://centralia.aquest.com/downloads/NLRMEv12.pdf

9102 All spells cast in area function as if cast at 2x actual level http://centralia.aquest.com/downloads/NLRMEv12.pdf

9103 All spells cast in area function at only 1I2 power http://centralia.aquest.com/downloads/NLRMEv12.pdf

9104 All spells cast within60 yards have their durations halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

9105 All spells cast within the next turn function randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

9106 All spider web in 1 mile radius turns to cloud and dissipates http://centralia.aquest.com/downloads/NLRMEv12.pdf

9107 All spider web in 60 yard radius turns to nylon thread http://centralia.aquest.com/downloads/NLRMEv12.pdf

9108 All spiders within 50 yards become Huge http://centralia.aquest.com/downloads/NLRMEv12.pdf

9109 All statues within 1 mile animate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9110 All statues within 1 mile animate and depart http://centralia.aquest.com/downloads/NLRMEv12.pdf

9111 All statues within 1 mile appear in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9112 All statues within 1 mile appear to be grossly overweight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9113 All statues within 1 mile appear to be of opposite gender http://centralia.aquest.com/downloads/NLRMEv12.pdf

9114 All statues within 1 mile appear to be terror-stricken http://centralia.aquest.com/downloads/NLRMEv12.pdf

9115 All statues within 1 mile appear to have been carved naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

9116 All statues within 1 mile assume obscene postures http://centralia.aquest.com/downloads/NLRMEv12.pdf

9117 All statues within 1 mile attack the person nearest to them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9118 All statues within 1 mile bleed if rained upon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9119 All statues within 1 mile grow so ugly they cause mental harm http://centralia.aquest.com/downloads/NLRMEv12.pdf

9120 All statues within 1 mile laugh for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9121 All statues within 1 mile now resemble their sculptors http://centralia.aquest.com/downloads/NLRMEv12.pdf

9122 All statues within 1 mile race to the area at MR 24 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9123 All statues within 1 mile turn to choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9124 All statues within 1 mile turn to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

9125 All statues within 1 mile turn to g01ems http://centralia.aquest.com/downloads/NLRMEv12.pdf

9126 All statues within 1 mile weep for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9127 All stone within 60 yards becomes soft as clay for 1 turn http://centralia.aquest.com/downloads/NLRMEv12.pdf

9128 All stone within 60 yards bursts into flame http://centralia.aquest.com/downloads/NLRMEv12.pdf

9129 All stones above ground within 60 yard area turn to styrofoam http://centralia.aquest.com/downloads/NLRMEv12.pdf

9130 All stones above ground within 60 yard radius vanish http://centralia.aquest.com/downloads/NLRMEv12.pdf

9131 All stones within 60 yards are arranged in a complex pattern http://centralia.aquest.com/downloads/NLRMEv12.pdf

9132 All stones within 60 yards converge on the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9133 All summoned beings within 60 yards turn on their summoners http://centralia.aquest.com/downloads/NLRMEv12.pdf

9134 All summoned creatures within 60 yards ally with each other http://centralia.aquest.com/downloads/NLRMEv12.pdf

9135 All summoned creatures within 60 yards are dismissed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9136 All summoned creatures within 60 yards are freed of contr01 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9137 All surfaces within 60 yards are smeared with egg y01ks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9138 All swords for 60 yards retract into their hilts 2d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9139 All swords within 60 yards attack their bearers for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9140 All temples within 1 mile are defiled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9141 All temples within 1 mile are re-consecrated to a single deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9142 All trees for 60 yards bend from the area as from an explosion http://centralia.aquest.com/downloads/NLRMEv12.pdf

9143 All trees for 60 yards bend into area as toward sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9144 All trees within 60 yard radius drop their leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

9145 All trees within 60 yard radius grow feathers http://centralia.aquest.com/downloads/NLRMEv12.pdf

9146 All trees within 60 yard radius keep their leaves next autumn http://centralia.aquest.com/downloads/NLRMEv12.pdf

9147 All trees within 60 yard radius shine with Continual Light http://centralia.aquest.com/downloads/NLRMEv12.pdf

9148 All trees within 60 yard radius turn invisible for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9149 All trees within 60 yards appear invisible in sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9150 All trees within 60 yards appear slightly out of focus http://centralia.aquest.com/downloads/NLRMEv12.pdf

9151 All trees within 60 yards appear to be made of metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

9152 All trees within 60 yards appear two-dimensional http://centralia.aquest.com/downloads/NLRMEv12.pdf

9153 All trees within 60 yards are believed to be sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

9154 All trees within 60 yards are Cloned http://centralia.aquest.com/downloads/NLRMEv12.pdf

9155 All trees within 60 yards are covered in 00zing pustules http://centralia.aquest.com/downloads/NLRMEv12.pdf

9156 All trees within 60 yards are covered in thorns and barbs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9157 All trees within 60 yards are engraved with risque images http://centralia.aquest.com/downloads/NLRMEv12.pdf

9158 All trees within 60 yards are firepr00f http://centralia.aquest.com/downloads/NLRMEv12.pdf

9159 All trees within 60 yards are invisible from twilight to dawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

9160 All trees within 60 yards are now part of the same tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

9161 All trees within 60 yards are strewn with bathroom tissue http://centralia.aquest.com/downloads/NLRMEv12.pdf

9162 All trees within 60 yards are stripped of bark http://centralia.aquest.com/downloads/NLRMEv12.pdf

9163 All trees within 60 yards are suddenly the same species http://centralia.aquest.com/downloads/NLRMEv12.pdf

9164 All trees within 60 yards bark like dogs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9165 All trees within 60 yards bay at the Moon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9166 All trees within 60 yards become carnivorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

9167 All trees within 60 yards become humanoid in shape http://centralia.aquest.com/downloads/NLRMEv12.pdf

9168 All trees within 60 yards begin applauding http://centralia.aquest.com/downloads/NLRMEv12.pdf

9169 All trees within 60 yards begin laughing diab01ically http://centralia.aquest.com/downloads/NLRMEv12.pdf

9170 All trees within 60 yards begin moaning ominously http://centralia.aquest.com/downloads/NLRMEv12.pdf

9171 All trees within 60 yards begin snoring peacefully http://centralia.aquest.com/downloads/NLRMEv12.pdf

9172 All trees within 60 yards can p01ymorph at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

9173 All trees within 60 yards crumble to dust if touched http://centralia.aquest.com/downloads/NLRMEv12.pdf

9174 All trees within 60 yards crumble to sawdust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9175 All trees within 60 yards decide to form a government http://centralia.aquest.com/downloads/NLRMEv12.pdf

9176 All trees within 60 yards explode if used for firewood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9177 All trees within 60 yards extrude limbs that 100k like arms http://centralia.aquest.com/downloads/NLRMEv12.pdf

9178 All trees within 60 yards fall when no 1 is there to hear http://centralia.aquest.com/downloads/NLRMEv12.pdf

9179 All trees within 60 yards form a c011ective consciousness http://centralia.aquest.com/downloads/NLRMEv12.pdf

9180 All trees within 60 yards form a line to the horizon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9181 All trees within 60 yards frighten those of LG alignment http://centralia.aquest.com/downloads/NLRMEv12.pdf

9182 All trees within 60 yards gain arcane insight into magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9183 All trees within 60 yards gather in a tight circle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9184 All trees within 60 yards giggle when no 1 is 100king http://centralia.aquest.com/downloads/NLRMEv12.pdf

9185 All trees within 60 yards grow face-shaped protrusions http://centralia.aquest.com/downloads/NLRMEv12.pdf

9186 All trees within 60 yards have n00ses hanging in their limbs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9187 All trees within 60 yards 100k to be covered in snow all year http://centralia.aquest.com/downloads/NLRMEv12.pdf

9188 All trees within 60 yards make angry faces at people http://centralia.aquest.com/downloads/NLRMEv12.pdf

9189 All trees within 60 yards march in a circle before taking r00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

9190 All trees within 60 yards point mysteriously in 1 direction http://centralia.aquest.com/downloads/NLRMEv12.pdf

9191 All trees within 60 yards project Silence in their shade http://centralia.aquest.com/downloads/NLRMEv12.pdf

9192 All trees within 60 yards quadruple in height http://centralia.aquest.com/downloads/NLRMEv12.pdf

9193 All trees within 60 yards reassemble as a big log cabin http://centralia.aquest.com/downloads/NLRMEv12.pdf

9194 All trees within 60 yards rotate slowly each day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9195 All trees within 60 yards run like lemmings to the sea http://centralia.aquest.com/downloads/NLRMEv12.pdf

9196 All trees within 60 yards rush to the nearest druid's dwelling http://centralia.aquest.com/downloads/NLRMEv12.pdf

9197 All trees within 60 yards rush to the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9198 All trees within 60 yards sing when they drop their leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

9199 All trees within 60 yards stack themselves like lumber http://centralia.aquest.com/downloads/NLRMEv12.pdf

9200 All trees within 60 yards turn to cheese http://centralia.aquest.com/downloads/NLRMEv12.pdf

9201 All trees within 60 yards turn to sponge http://centralia.aquest.com/downloads/NLRMEv12.pdf

9202 All trees within 60 yards turn to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9203 All trees within 60 yards walk 1 mile south http://centralia.aquest.com/downloads/NLRMEv12.pdf

9204 All trees within 60 yards weep when they drop their leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

9205 All trees within 60 yards whisper to each other http://centralia.aquest.com/downloads/NLRMEv12.pdf

9206 All undead of fewer than 8 HD are Turned from the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9207 All undead skeletons within 60 yards can regenerate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9208 All undead skeletons within 60 yards turn to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

9209 All undead skeletons within 60 yards turn to wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9210 All undead within 1 mile are drawn to the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9211 All undead within 1 mile become free-willed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9212 All undead within 1 mile become highly flammable http://centralia.aquest.com/downloads/NLRMEv12.pdf

9213 All undead within 1 mile fear all other undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9214 All undead within 1 mile forget that they are undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9215 All undead within 1 mile function at 2X strength until sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

9216 All undead within 1 mile glow in the dark http://centralia.aquest.com/downloads/NLRMEv12.pdf

9217 All undead within 1 mile shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9218 All undead within 60 yards are struck by lighting http://centralia.aquest.com/downloads/NLRMEv12.pdf

9219 All undead within 90' cut off from Negative Plane for 5 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9220 All vegetation within 1 mile shrinks by 90% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9221 All vegetation within 1 mile turns blood-red http://centralia.aquest.com/downloads/NLRMEv12.pdf

9222 All vegetation within 1 mile turns carnivorous http://centralia.aquest.com/downloads/NLRMEv12.pdf

9223 All vegetation within 1 mile turns invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

9224 All vegetation within 100 f00t radius is stripped of moisture http://centralia.aquest.com/downloads/NLRMEv12.pdf

9225 All vegetation within 60 yards crumbles to ash http://centralia.aquest.com/downloads/NLRMEv12.pdf

9226 All vegetation within 60 yards grows to full size and maturity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9227 All voices within 60 yards echo 1d10 rounds after they're said http://centralia.aquest.com/downloads/NLRMEv12.pdf

9228 All water within 1 mile is rendered abs01utely pure http://centralia.aquest.com/downloads/NLRMEv12.pdf

9229 All water within 1 mile is rendered abs01utely toxic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9230 All water within 1 mile turns orange but remains drinkable http://centralia.aquest.com/downloads/NLRMEv12.pdf

9231 All water within 60 yards becomes brackish and foul http://centralia.aquest.com/downloads/NLRMEv12.pdf

9232 All water within 60 yards boils http://centralia.aquest.com/downloads/NLRMEv12.pdf

9233 All water within 60 yards causes flesh to rust like metal http://centralia.aquest.com/downloads/NLRMEv12.pdf

9234 All water within 60 yards causes metal to decay like flesh http://centralia.aquest.com/downloads/NLRMEv12.pdf

9235 All water within 60 yards is poisonous for 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9236 All water within 60 yards starts to boil http://centralia.aquest.com/downloads/NLRMEv12.pdf

9237 All water within 60 yards tastes like blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9238 All water within 60 yards turns to an equal mass of snow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9239 All water within 60 yards turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9240 All water within 60 yards vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9241 All weapons within 60 yards become ethereal for 10d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9242 All weapons within 60 yards shrink by 50% for 10d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9243 All weapons within 60 yards triple in weight for 10d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9244 All within 10 miles distrust gold as a medium of exchange http://centralia.aquest.com/downloads/NLRMEv12.pdf

9245 All within 60 yards acquire the same new language http://centralia.aquest.com/downloads/NLRMEv12.pdf

9246 All within 60 yardsaffected by a random alteration spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9247 All within 60 yards affected by a random necromantic spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9248 All within 60 yards affected by Abi-Dalzim's Horrid wilting http://centralia.aquest.com/downloads/NLRMEv12.pdf

9249 All within 60 yards appear black & white for 1 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

9250 All within 60 yards appear to lack skin http://centralia.aquest.com/downloads/NLRMEv12.pdf

9251 All within 60 yards appears uniformly gray for spell duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9252 All within 60 yards are affected by Continual light http://centralia.aquest.com/downloads/NLRMEv12.pdf

9253 All within 60 yards are affected by Feather fall http://centralia.aquest.com/downloads/NLRMEv12.pdf

9254 All within 60 yards are affected by Friends http://centralia.aquest.com/downloads/NLRMEv12.pdf

9255 All within 60 yards are affected by massmorph for 18 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9256 All within 60 yards are beset with seizures http://centralia.aquest.com/downloads/NLRMEv12.pdf

9257 All within 60 yards are carrying 10 pounds of mashed potatoes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9258 All within 60 yards are covered in tomato paste http://centralia.aquest.com/downloads/NLRMEv12.pdf

9259 All within 60 yards are drenched http://centralia.aquest.com/downloads/NLRMEv12.pdf

9260 All within 60 yards are Feebleminded http://centralia.aquest.com/downloads/NLRMEv12.pdf

9261 All within 60 yards are Healed, as by the spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9262 All within 60 yards are Held for 1d10 rounds each http://centralia.aquest.com/downloads/NLRMEv12.pdf

9263 All within 60 yards are Held until tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9264 All within 60 yards are immune to the intended spell for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9265 All within 60 yards are invulnerable for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9266 All within 60 yards are p01ymorphed into Kob01ds for 1d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9267 All within 60 yards are protected from wild surges for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9268 All within 60 yards are rendered Timeless for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

9269 All within 60 yards are sheathed in cellophane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9270 All within 60 yards are sheathed in Faerie Fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9271 All within 60 yards are stricken blind http://centralia.aquest.com/downloads/NLRMEv12.pdf

9272 All within 60 yards are stricken by a Symb01 of Pain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9273 All within 60 yards are stricken by Fear http://centralia.aquest.com/downloads/NLRMEv12.pdf

9274 All within 60 yards are stricken deaf http://centralia.aquest.com/downloads/NLRMEv12.pdf

9275 All within 60 yards are stricken deaf, dumb, and blind http://centralia.aquest.com/downloads/NLRMEv12.pdf

9276 All within 60 yards are stricken sterile http://centralia.aquest.com/downloads/NLRMEv12.pdf

9277 All within 60 yards are stricken sterile for 1d10 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

9278 All within 60 yards are stricken unconscious http://centralia.aquest.com/downloads/NLRMEv12.pdf

9279 All within 60 yards are struck by 1d4 magic missiles http://centralia.aquest.com/downloads/NLRMEv12.pdf

9280 All within 60 yards are suddenly baref00t http://centralia.aquest.com/downloads/NLRMEv12.pdf

9281 All within 60 yards are suddenly standing beside their clones http://centralia.aquest.com/downloads/NLRMEv12.pdf

9282 All within 60 yards are suddenly standing in an orderly line http://centralia.aquest.com/downloads/NLRMEv12.pdf

9283 All within 60 yards are teleported into nearest cave http://centralia.aquest.com/downloads/NLRMEv12.pdf

9284 All within 60 yards are teleported onto the nearest mountain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9285 All within 60 yards are teleported to nearest castle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9286 All within 60 yards are unable to sleep for 3d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9287 All within 60 yards are unable to speak in direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9288 All within 60 yards assume gaseous form for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9289 All within 60 yards become badly sunburned http://centralia.aquest.com/downloads/NLRMEv12.pdf

9290 All within 60 yards become carriers of a terrible disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

9291 All within 60 yards become immune to nonmagical disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

9292 All within 60 yards become ravenously hungry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9293 All within 60 yards become supernaturally fertile http://centralia.aquest.com/downloads/NLRMEv12.pdf

9294 All within 60 yards become thoroughly drunk http://centralia.aquest.com/downloads/NLRMEv12.pdf

9295 All within 60 yards begin to dehydrate, 1 HP every other round http://centralia.aquest.com/downloads/NLRMEv12.pdf

9296 All within 60 yards believe they are alone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9297 All within 60 yards believe they are musically gifted http://centralia.aquest.com/downloads/NLRMEv12.pdf

9298 All within 60 yards believe they have 1 hit point left http://centralia.aquest.com/downloads/NLRMEv12.pdf

9299 All within 60 yards believe they share common ancestry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9300 All within 60 yards change alignment for 1 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

9301 All within 60 yards c011apse under Feign Death spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9302 All within 60 yards contract a terrible disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

9303 All within 60 yards double in weight for 1d6 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9304 All within 60 yards fall asleep until dawn tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9305 All within 60 yards fall to their knees http://centralia.aquest.com/downloads/NLRMEv12.pdf

9306 All within 60 yards fear daylight like vampires http://centralia.aquest.com/downloads/NLRMEv12.pdf

9307 All within 60 yards fear music http://centralia.aquest.com/downloads/NLRMEv12.pdf

9308 All within 60 yards feel anxious when reptiles are nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

9309 All within 60 yards feel itchy and uncomfortable http://centralia.aquest.com/downloads/NLRMEv12.pdf

9310 All within 60 yards feel only 75% of gravity's effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9311 All within 60 yards feel pain when they hear music http://centralia.aquest.com/downloads/NLRMEv12.pdf

9312 All within 60 yards feel vi01ent hatred toward 1 being nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

9313 All within 60 yards forget how to make fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9314 All within 60 yards gain 1 point to STR http://centralia.aquest.com/downloads/NLRMEv12.pdf

9315 All within 60 yards gain infravision (or double range) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9316 All within 60 yards have nightmares about penguins http://centralia.aquest.com/downloads/NLRMEv12.pdf

9317 All within 60 yards have the feeling this happened before http://centralia.aquest.com/downloads/NLRMEv12.pdf

9318 All within 60 yards have the feeling this will happen again http://centralia.aquest.com/downloads/NLRMEv12.pdf

9319 All within 60 yards know each other's true name http://centralia.aquest.com/downloads/NLRMEv12.pdf

9320 All within 60 yards lose 1 point of INT for 1d12+12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9321 All within 60 yards lose 1d6 CON points for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9322 All within 60 yards lose 2 HPIround until leaving the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9323 All within 60 yards lose all skin and hair pigmentation http://centralia.aquest.com/downloads/NLRMEv12.pdf

9324 All within 60 yards lose all weapon proficiency for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9325 All within 60 yards lose infravision if they have it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9326 All within 60 yards lose the sense of taste and smell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9327 All within 60 yards may be resurrected once without CON loss http://centralia.aquest.com/downloads/NLRMEv12.pdf

9328 All within 60 yards must Save or be Slowed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9329 All within 60 yards must Save or be Stunned for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9330 All within 60 yards must Save or change gender for 1d20 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9331 All within 60 yards must Save or forget the last 10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9332 All within 60 yards must Save or go mad for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9333 All within 60 yards must Save or teleport to random locations http://centralia.aquest.com/downloads/NLRMEv12.pdf

9334 All within 60 yards rise 10 feet in the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

9335 All within 60 yards Save or teleport to Negative Material http://centralia.aquest.com/downloads/NLRMEv12.pdf

9336 All within 60 yards Save or teleport to Positive Material http://centralia.aquest.com/downloads/NLRMEv12.pdf

9337 All within 60 yards Save vs. Fire at +2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9338 All within 60 yards Save vs. Fire at -2 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9339 All within 60 yards shine as with Continual Light http://centralia.aquest.com/downloads/NLRMEv12.pdf

9340 All within 60 yards shriek each time they see blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9341 All within 60 yards shriek until they see blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9342 All within 60 yards shrink to half their height http://centralia.aquest.com/downloads/NLRMEv12.pdf

9343 All within 60 yards smell like skunks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9344 All within 60 yards sound like they're on helium http://centralia.aquest.com/downloads/NLRMEv12.pdf

9345 All within 60 yards stop aging, though they may still be slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9346 All within 60 yards suddenly form into a large circle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9347 All within 60 yards suffer 1d20 HP from magical discharge http://centralia.aquest.com/downloads/NLRMEv12.pdf

9348 All within 60 yards suffer Leomund's Lamentable Belaborment http://centralia.aquest.com/downloads/NLRMEv12.pdf

9349 All within 60 yards swear fealty to the nearest nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

9350 All within 60 yards sweat coffee http://centralia.aquest.com/downloads/NLRMEv12.pdf

9351 All within 60 yards teleported into nearest temple http://centralia.aquest.com/downloads/NLRMEv12.pdf

9352 All within 60 yards think someone nearby is a doppelganger http://centralia.aquest.com/downloads/NLRMEv12.pdf

9353 All within 60 yards think the Apocalypse is nigh http://centralia.aquest.com/downloads/NLRMEv12.pdf

9354 All within 60 yards think the nearest town's been destroyed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9355 All within 60 yards think they are affected by Blink http://centralia.aquest.com/downloads/NLRMEv12.pdf

9356 All within 60 yards unite in some greater purpose http://centralia.aquest.com/downloads/NLRMEv12.pdf

9357 All within 60 yards wake tomorrow where they are now standing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9358 All within 60 yards wake tomorrow where they now stand http://centralia.aquest.com/downloads/NLRMEv12.pdf

9359 All within 60 yards who are bleeding are stricken mute http://centralia.aquest.com/downloads/NLRMEv12.pdf

9360 All within 60 yards who are bleeding become panic-stricken http://centralia.aquest.com/downloads/NLRMEv12.pdf

9361 All within 60 yards who are bleeding fall asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

9362 All within 60 yards who are bleeding gain 1d6 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

9363 All within 60 yards who are bleeding lose 1d6 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

9364 All within 60 yards who are bleeding shrink by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9365 All within 60 yards who are bleeding suffer horrible pain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9366 All within 60 yards who are bleeding think they're dying http://centralia.aquest.com/downloads/NLRMEv12.pdf

9367 All within 60 yards who are bleeding think they're vampires http://centralia.aquest.com/downloads/NLRMEv12.pdf

9368 All within 60 yards who are not bleeding fall asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

9369 All within armor within 60 yards wishes to swim in it now http://centralia.aquest.com/downloads/NLRMEv12.pdf

9370 All within spell's area of effect affected by F001s' Speech http://centralia.aquest.com/downloads/NLRMEv12.pdf

9371 All wood structures within 1 mile swarm with termites http://centralia.aquest.com/downloads/NLRMEv12.pdf

9372 All wood within 60 yards is affected by crystalbrittle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9373 All wood within 60 yards turns to plastic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9374 All wood within 60 yards vanishes until sometime tomorrow 9 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9375 ll wooden weapons within 60 yards turn to balsa wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9376 All w001 within 60 yards ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

9377 All worked stone within 60 yards turns to sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

9378 All writing within 60 yards becomes illegible for 1d4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9379 All written text within spell's area of effect turns backward http://centralia.aquest.com/downloads/NLRMEv12.pdf

9380 All zombies within 60 yards suddenly have no legs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9381 Ambient temperature decreases by 10d10° for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9382 Ambient temperature decreases by 20d10° for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9383 Ambient temperature decreases by 5d10° for 1d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9384 Ambient temperature increases by 10d10° for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9385 Ambient temperature increases by 20d10° for 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9386 Ambient temperature increases by 50° at nightfall http://centralia.aquest.com/downloads/NLRMEv12.pdf

9387 Ambient temperature increases by 5d10° for 1d20 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9388 An anonymous corpse appears nearby, riddled with bullets http://centralia.aquest.com/downloads/NLRMEv12.pdf

9389 An explosion flattens the nearest castle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9390 An illusory Red Dragon appears and attacks everyone nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

9391 An incredibly thick fog obscures the entire area until sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

9392 An oil well springs up from the ground beneath the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9393 An unusual & terribly harsh tax is imposed on the nearest town http://centralia.aquest.com/downloads/NLRMEv12.pdf

9394 Animals flock to the target point as though it were a salt lick http://centralia.aquest.com/downloads/NLRMEv12.pdf

9395 Animals forever shun an area 100 feet from the target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9396 Any animal skins within 60 yards bond to those wearing them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9397 Any animal skins within 60 yards reanimate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9398 Any artifacts within 1 mile decide they've had it and http://centralia.aquest.com/downloads/NLRMEv12.pdf

9399 h 9163 Any creatures resurrected in area in the last 5 years are slain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9400 Any creatures slain in area within last 5 turns are resurrected http://centralia.aquest.com/downloads/NLRMEv12.pdf

9401 Any magical items within 10 yards are inert for 1d6 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9402 Any snow within 60 yards turns to diamond dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9403 Any summoned beings within 60 yards do not vanish when freed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9404 Anyone in armor within 60 yards becomes sharply paranoid http://centralia.aquest.com/downloads/NLRMEv12.pdf

9405 Anyone in armor within 60 yards can only eat while wearing it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9406 Anyone in armor within 60 yards cannot eat while wearing it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9407 Anyone in armor within 60 yards cannot remove it unaided http://centralia.aquest.com/downloads/NLRMEv12.pdf

9408 Anyone in armor within 60 yards cannot see the c010r green http://centralia.aquest.com/downloads/NLRMEv12.pdf

9409 Anyone in armor within 60 yards craves raw meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

9410 Anyone in armor within 60 yards doesn't wish to remove it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9411 Anyone in armor within 60 yards faces the opposite way http://centralia.aquest.com/downloads/NLRMEv12.pdf

9412 Anyone in armor within 60 yards fears magic for 1 week http://centralia.aquest.com/downloads/NLRMEv12.pdf

9413 Anyone in armor within 60 yards fears spiders and snakes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9414 Anyone in armor within 60 yards gains 1d6 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

9415 Anyone in armor within 60 yards hears terrifying music http://centralia.aquest.com/downloads/NLRMEv12.pdf

9416 Anyone in armor within 60 yards is affected by friends http://centralia.aquest.com/downloads/NLRMEv12.pdf

9417 Anyone in armor within 60 yards is covered in cobwebs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9418 Anyone in armor within 60 yards is Enfeebled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9419 Anyone in armor within 60 yards is Held http://centralia.aquest.com/downloads/NLRMEv12.pdf

9420 Anyone in armor within 60 yards is immune to cantrips http://centralia.aquest.com/downloads/NLRMEv12.pdf

9421 Anyone in armor within 60 yards is suspicious of wizards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9422 Anyone in armor within 60 yards itches uncontrollably http://centralia.aquest.com/downloads/NLRMEv12.pdf

9423 Anyone in armor within 60 yards lays flat on his back http://centralia.aquest.com/downloads/NLRMEv12.pdf

9424 Anyone in armor within 60 yards learns a demon's true name http://centralia.aquest.com/downloads/NLRMEv12.pdf

9425 Anyone in armor within 60 yards loses 1d10 hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

9426 Anyone in armor within 60 yards must check morale or flee http://centralia.aquest.com/downloads/NLRMEv12.pdf

9427 Anyone in armor within 60 yards must Save or combust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9428 Anyone in armor within 60 yards must Save or fall asleep http://centralia.aquest.com/downloads/NLRMEv12.pdf

9429 Anyone in armor within 60 yards must Save or go berserk http://centralia.aquest.com/downloads/NLRMEv12.pdf

9430 Anyone in armor within 60 yards must Save or go blind http://centralia.aquest.com/downloads/NLRMEv12.pdf

9431 Anyone in armor within 60 yards removes it in a panic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9432 Anyone in armor within 60 yards seems naked for 1d8 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9433 Anyone in armor within 60 yards seems to be of opposite sex http://centralia.aquest.com/downloads/NLRMEv12.pdf

9434 Anyone in armor within 60 yards suddenly stands next to it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9435 Anyone in armor within 60 yards switches handedness http://centralia.aquest.com/downloads/NLRMEv12.pdf

9436 Anyone in armor within 60 yards thinks he's enchanted http://centralia.aquest.com/downloads/NLRMEv12.pdf

9437 Anyone in armor within 60 yards thinks he's invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

9438 Anyone in armor within 60 yards thinks he's rusting http://centralia.aquest.com/downloads/NLRMEv12.pdf

9439 Anyone in armor within 60 yards thinks it's alive http://centralia.aquest.com/downloads/NLRMEv12.pdf

9440 Anyone in armor within 60 yards thinks it's demonic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9441 Anyone in armor within 60 yards thinks it's on backwards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9442 Anyone in armor within 60 yards thinks it's out to get him http://centralia.aquest.com/downloads/NLRMEv12.pdf

9443 Anyone in armor within 60 yards thinks it's part of him http://centralia.aquest.com/downloads/NLRMEv12.pdf

9444 Anyone in armor within 60 yards thinks it's upside down http://centralia.aquest.com/downloads/NLRMEv12.pdf

9445 Anyone in armor within 60 yards thinks that they aren't http://centralia.aquest.com/downloads/NLRMEv12.pdf

9446 Anyone now baref00t within 60 yards can never wear boots again http://centralia.aquest.com/downloads/NLRMEv12.pdf

9447 Anyone slain in the last turn within 60 yards is resurrected http://centralia.aquest.com/downloads/NLRMEv12.pdf

9448 Anyone slain within 60 yards disintegrates upon death http://centralia.aquest.com/downloads/NLRMEv12.pdf

9449 Anyone within 60 yards resurrected during the last year dies http://centralia.aquest.com/downloads/NLRMEv12.pdf

9450 Anyone within 60 yards Save vs Spell or be stunned 1d3 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9451 Bark of all trees within 1 mile becomes hard as steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

9452 Bells, chimes, and gongs echo through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9453 Call Lightning hits target point 1 per turn for next 20 turns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9454 Call Lightning strikes the tallest creature in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9455 Chain Lightning streaks through area; hits 1d10 random targets http://centralia.aquest.com/downloads/NLRMEv12.pdf

9456 Chain Lightning strikes nearby; hits 1 random target 1d10 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9457 Civil unrest erupts in nearby town; spreads through the kingdom http://centralia.aquest.com/downloads/NLRMEv12.pdf

9458 Cleric abilities do not work within 60 yards of target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9459 Cleric abilities function at 2X potency in a 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9460 Clerical error: no priest spells function in a 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9461 Clouds of finely ground flour fill the air http://centralia.aquest.com/downloads/NLRMEv12.pdf

9462 Confetti and jubilant music pour from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9463 Construction begins on a huge statue of a woman with a torch http://centralia.aquest.com/downloads/NLRMEv12.pdf

9464 Creeping D00m o(1d6+4)X1000 insects sweeps through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9465 Creeping D00m sweeps through the area in 1d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9466 Dancing Lights whirl around anyone with injuries within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9467 Darkness seems to flow like liquid from the nearest well http://centralia.aquest.com/downloads/NLRMEv12.pdf

9468 Death appears, captures soul of a random being, and disappears http://centralia.aquest.com/downloads/NLRMEv12.pdf

9469 Death appears, gives a random object to someone, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9470 Death appears, grabs a random object from someone, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9471 Death appears, watches scene with interest, then vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9472 Death appears; all who see her must Save or fall unconscious http://centralia.aquest.com/downloads/NLRMEv12.pdf

9473 Death decides to erect a summer cottage in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9474 Dense fog fills the air, smelling of brimstone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9475 Ducks fall from sky for 1d6 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9476 Each creature within 60 yards is enclosed in a forcecage http://centralia.aquest.com/downloads/NLRMEv12.pdf

9477 Eerie winds howl through the area; Morale checks at -3 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9478 Entire region is forever impenetrable to Divinations http://centralia.aquest.com/downloads/NLRMEv12.pdf

9479 Everyone in area believes everyone else in area is undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9480 Everyone who saw the casting thinks they're affected by it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9481 Everything in area appears black & white for spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9482 Everything in area appears invisible for spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9483 Everything in area appears uniformly black for spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9484 Everything in area appears uniformly white for spell's duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9485 Everything that happened last round recurs in the next http://centralia.aquest.com/downloads/NLRMEv12.pdf

9486 Everything within 1 mile is coated with a fine yellow powder http://centralia.aquest.com/downloads/NLRMEv12.pdf

9487 Everything within 60 yards is firepr00f until n00n tomorrow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9488 Evidence of the Apocalypse is seen throughout the land http://centralia.aquest.com/downloads/NLRMEv12.pdf

9489 Explosion at target point; 30d6HP damage to all within 30 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9490 Fire Elemental appears, ignites all torches, etc, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9491 For next 1d10 rounds beans, peanuts, and legumes rain from sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9492 For next 1d10 rounds eggs rain from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9493 For next 1d10 rounds frogs & toads fall from the sky & hop away http://centralia.aquest.com/downloads/NLRMEv12.pdf

9494 For next 1d10 rounds frogs & toads hop into area & into the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9495 For next 1d10 rounds gumdrops and jellybeans fall from sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9496 For next 1d10 rounds maple syrup rains from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9497 For next 1d10 rounds marbles rain from the sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9498 For next 1d10 rounds mints and choc01ate chips rain from sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9499 For next 1d10 rounds raisins, dates, and walnuts rain from sky http://centralia.aquest.com/downloads/NLRMEv12.pdf

9500 For next d20 days, the sun rises in the west & sets in the east http://centralia.aquest.com/downloads/NLRMEv12.pdf

9501 Frogs fall from the sky for 1d6 rounds; all -2 ToHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9502 Gale force winds blow for 1d20 rounds; missile fire impossible http://centralia.aquest.com/downloads/NLRMEv12.pdf

9503 Gate opens to random Lower Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9504 Gate to the Abyss opens at the target point of the spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9505 Gentle rain falls for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9506 Gravity in a 60 yard radius is reduced by 50% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9507 Hail falls from the sky for 1d6 rounds; all -one ToHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9508 Half the populace thinks the continent is sinking into the sea http://centralia.aquest.com/downloads/NLRMEv12.pdf

9509 Heavy f100ding occurs throughout a ten mile radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9510 Heavy rain falls for 1d10 rounds; all -2 ToHit, no missile fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9511 Illusions cast in the area are free-willed for their duration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9512 In the next 2 turns, 3d10 feet of snow cover a 60 yard radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9513 Internal dimensions of nearest dwelling are doubled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9514 Internal gravity of nearest dwelling increases 1d4X http://centralia.aquest.com/downloads/NLRMEv12.pdf

9515 Internal gravity of nearest dwelling is flipped 90° http://centralia.aquest.com/downloads/NLRMEv12.pdf

9516 Internal gravity of nearest dwelling is halved http://centralia.aquest.com/downloads/NLRMEv12.pdf

9517 Internal gravity of nearest dwelling is lost http://centralia.aquest.com/downloads/NLRMEv12.pdf

9518 Internal gravity of nearest dwelling is reversed (flipped 180°) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9519 Invisible bells chime loudly for 1d6 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9520 Light drizzle falls for 1d10 weeks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9521 Local gravity doubles during each of the next 1d4 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9522 Loud music plays in the air when anyone tries to cast a spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9523 Millions of moths cloud the area, blinding all within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9524 Minor Death appears; attacks 1 being till missing, then leaves http://centralia.aquest.com/downloads/NLRMEv12.pdf

9525 Missiles fired within 60 yards circle & hit whoever fired them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9526 Missiles fired within 60 yards ricochet and hit random targets http://centralia.aquest.com/downloads/NLRMEv12.pdf

9527 Mist from a nearby river has a 10% chance to lead to ravenloft http://centralia.aquest.com/downloads/NLRMEv12.pdf

9528 Monster Summoning 2d4-one (rolled each time) occurs 5d4 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9529 Monster Summoning 2d4-one occurs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9530 Monster Summoning I occurs 1d10 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9531 Monster Summoning II occurs 4d3-3 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9532 Monster Summoning III occurs 1d8 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9533 Monster Summoning IV occurs 2d4-one times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9534 Monster Summoning V occurs 1d6 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9535 Monster Summoning VI occurs 1d4 times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9536 Monster Summoning VII occurs 2d3-one times http://centralia.aquest.com/downloads/NLRMEv12.pdf

9537 Motes of light swirl through the area, giving everyone -one ToHit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9538 Motes of light whirl about any open wounds in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9539 Music fills the air so loudly that spells cannot be cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

9540 Nearby town has festival to honor all in the area of effect http://centralia.aquest.com/downloads/NLRMEv12.pdf

9541 Nearby town seeks death of all within 60 yards of target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9542 Nearest 1d1000 rabbits link into a hive-mind and form a c010ny http://centralia.aquest.com/downloads/NLRMEv12.pdf

9543 Nearest 500 lb. stone becomes a statue of creature near it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9544 Nearest 500 lb. stone becomes perfectly spherical http://centralia.aquest.com/downloads/NLRMEv12.pdf

9545 Nearest 500 lb. stone engulfs creature nearest to it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9546 Nearest 500 lb. stone hurl itself into the sky and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9547 Nearest 500 lb. stone turns to 5000 lb. stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9548 Nearest 500 lb. stone turns to a Galeb Duhr http://centralia.aquest.com/downloads/NLRMEv12.pdf

9549 Nearest 500 lb. stone turns to an 8 HD earth elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9550 Nearest 500 lb. stone turns to diamond http://centralia.aquest.com/downloads/NLRMEv12.pdf

9551 Nearest 500 lb. stone turns to steam http://centralia.aquest.com/downloads/NLRMEv12.pdf

9552 Nearest banshee is teleported into vicinity for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9553 Nearest boat appears in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9554 Nearest bridge c011apses http://centralia.aquest.com/downloads/NLRMEv12.pdf

9555 Nearest building crumbles to dust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9556 Nearest building inverts http://centralia.aquest.com/downloads/NLRMEv12.pdf

9557 Nearest butterfly p01ymorphs into a gold Dragon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9558 Nearest castle becomes a sandcastle; owner likely to be upset http://centralia.aquest.com/downloads/NLRMEv12.pdf

9559 Nearest castle becomes sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

9560 Nearest castle fills with cattle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9561 Nearest castle fills with cheese http://centralia.aquest.com/downloads/NLRMEv12.pdf

9562 Nearest castle fills with skunks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9563 Nearest castle is made of interlocking plastic bricks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9564 Nearest castle is transported into the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9565 Nearest castle is transported to the Plane of Fire unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9566 Nearest castle rises into the air 1d20 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

9567 Nearest castle sinks into the ground 1d20 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

9568 Nearest castle suffers explosive decompression http://centralia.aquest.com/downloads/NLRMEv12.pdf

9569 Nearest castle turns to bone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9570 Nearest castle turns to choc01ate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9571 Nearest castle turns to sand http://centralia.aquest.com/downloads/NLRMEv12.pdf

9572 Nearest castle turns to steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

9573 Nearest castle vanishes from the Prime Material Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9574 Nearest castle's throne room is piled high with skulls http://centralia.aquest.com/downloads/NLRMEv12.pdf

9575 Nearest castle's tower becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9576 Nearest castle's tower blasts off into orbit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9577 Nearest castle's treasury fills with seashells http://centralia.aquest.com/downloads/NLRMEv12.pdf

9578 Nearest cave becomes a Gate to the demi-plane of shadow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9579 Nearest cave c011apses http://centralia.aquest.com/downloads/NLRMEv12.pdf

9580 Nearest cave fills with toxic v01canic gasses http://centralia.aquest.com/downloads/NLRMEv12.pdf

9581 Nearest cave takes on the features of a huge mouth http://centralia.aquest.com/downloads/NLRMEv12.pdf

9582 Nearest convict is teleported out of prison into vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9583 Nearest cultivated field yields highly toxic crops http://centralia.aquest.com/downloads/NLRMEv12.pdf

9584 Nearest d00rway becomes a Gate to another Prime Material http://centralia.aquest.com/downloads/NLRMEv12.pdf

9585 Nearest d00rway becomes a lasting Portal to Elemental Air http://centralia.aquest.com/downloads/NLRMEv12.pdf

9586 Nearest d00rway becomes a lasting Portal to Elemental Earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

9587 Nearest d00rway becomes a lasting Portal to Elemental Fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9588 Nearest d00rway becomes a lasting Portal to Elemental Water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9589 Nearest d00rway becomes a lasting Portal to the Astral Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9590 Nearest d00rway becomes a lasting Portal to the Ethereal Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9591 Nearest d00rway causes any entering it to exit via another d00r http://centralia.aquest.com/downloads/NLRMEv12.pdf

9592 Nearest d00rway causes any traversing it to age 5d10 years http://centralia.aquest.com/downloads/NLRMEv12.pdf

9593 Nearest d00rway causes any traversing it to lose 1I2 their HP http://centralia.aquest.com/downloads/NLRMEv12.pdf

9594 Nearest d00rway flips any traversing it 180° laterally http://centralia.aquest.com/downloads/NLRMEv12.pdf

9595 Nearest d00rway restores 1I2 lost HP to any traversing it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9596 Nearest dragon appears in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9597 Nearest dragon desperately wants to be human http://centralia.aquest.com/downloads/NLRMEv12.pdf

9598 Nearest dragon dies instantly when struck by a magical weapon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9599 Nearest dragon p01ymorphs into a rabbit of equal size http://centralia.aquest.com/downloads/NLRMEv12.pdf

9600 Nearest dragon shrinks by 90% http://centralia.aquest.com/downloads/NLRMEv12.pdf

9601 Nearest dragon thinks it's a human http://centralia.aquest.com/downloads/NLRMEv12.pdf

9602 Nearest dragon turns into a helicopter http://centralia.aquest.com/downloads/NLRMEv12.pdf

9603 Nearest dragon's eyes appear in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9604 Nearest druid adopts a "scorched earth p01icy" http://centralia.aquest.com/downloads/NLRMEv12.pdf

9605 Nearest druid attracts grasshoppers and other insects http://centralia.aquest.com/downloads/NLRMEv12.pdf

9606 Nearest druid attracts honeybees with his sweat http://centralia.aquest.com/downloads/NLRMEv12.pdf

9607 Nearest druid attracts lightning like a tall tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

9608 Nearest druid becomes as skittish as a rabbit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9609 Nearest druid becomes bi01uminescent like a firefly http://centralia.aquest.com/downloads/NLRMEv12.pdf

9610 Nearest druid becomes catatonic when he sees animal blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9611 Nearest druid becomes nocturnal http://centralia.aquest.com/downloads/NLRMEv12.pdf

9612 Nearest druid becomes vi01ently ill if he touches anyone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9613 Nearest druid begins preaching the merits of strip-mining http://centralia.aquest.com/downloads/NLRMEv12.pdf

9614 Nearest druid can cause plants to wilt with a touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

9615 Nearest druid can heal damage to vegetable matter http://centralia.aquest.com/downloads/NLRMEv12.pdf

9616 Nearest druid can Heal himself if he slays an innocent animal http://centralia.aquest.com/downloads/NLRMEv12.pdf

9617 Nearest druid can speak with crickets and grasshoppers http://centralia.aquest.com/downloads/NLRMEv12.pdf

9618 Nearest druid can summon 1d6 squirrels per level at will http://centralia.aquest.com/downloads/NLRMEv12.pdf

9619 Nearest druid can turn invisible while touching living wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9620 Nearest druid can warp wood with a touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

9621 Nearest druid cannot abide the presence of carved wood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9622 Nearest druid cannot contr01 his next Treewalk http://centralia.aquest.com/downloads/NLRMEv12.pdf

9623 Nearest druid can't resume his true form after p01ymorphing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9624 Nearest druid causes campfires nearby to rage out of contr01 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9625 Nearest druid coughs up sawdust when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9626 Nearest druid craves raw meat at every sunset http://centralia.aquest.com/downloads/NLRMEv12.pdf

9627 Nearest druid desires to sh00t squirrels on sight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9628 Nearest druid develops pyromania http://centralia.aquest.com/downloads/NLRMEv12.pdf

9629 Nearest druid emerges from a random tree when he Treewalks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9630 Nearest druid faints at the sight of tree sap http://centralia.aquest.com/downloads/NLRMEv12.pdf

9631 Nearest druid fears plants and wildlife http://centralia.aquest.com/downloads/NLRMEv12.pdf

9632 Nearest druid firmly believes he can breathe water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9633 Nearest druid flies into a rage if he sees untended fires http://centralia.aquest.com/downloads/NLRMEv12.pdf

9634 Nearest druid flies into a rage when he smells roast meat http://centralia.aquest.com/downloads/NLRMEv12.pdf

9635 Nearest druid gains access to 1 sch001 of wizardly magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9636 Nearest druid goes on a random killing spree http://centralia.aquest.com/downloads/NLRMEv12.pdf

9637 Nearest druid is a carrier of Dutch Elm Disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

9638 Nearest druid kills plantlife like a Defiler when casting magic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9639 Nearest druid leaves f00tprints which blight the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

9640 Nearest druid sheds tree sap instead of blood when injured http://centralia.aquest.com/downloads/NLRMEv12.pdf

9641 Nearest druid smells and gives off heat like compost http://centralia.aquest.com/downloads/NLRMEv12.pdf

9642 Nearest druid sprouts antlers like a deer http://centralia.aquest.com/downloads/NLRMEv12.pdf

9643 Nearest druid teleports into the nearest tree http://centralia.aquest.com/downloads/NLRMEv12.pdf

9644 Nearest druid teleports to the bottom of the nearest lake http://centralia.aquest.com/downloads/NLRMEv12.pdf

9645 Nearest druid thinks a catastrophic earthquake is imminent http://centralia.aquest.com/downloads/NLRMEv12.pdf

9646 Nearest druid thinks he can speak with birds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9647 Nearest druid thinks he's a robot http://centralia.aquest.com/downloads/NLRMEv12.pdf

9648 Nearest druid thinks Nature is his own private garbage dump http://centralia.aquest.com/downloads/NLRMEv12.pdf

9649 Nearest druid thinks Nature is out to get us http://centralia.aquest.com/downloads/NLRMEv12.pdf

9650 Nearest druid thinks Nature speaks to him through rainbows http://centralia.aquest.com/downloads/NLRMEv12.pdf

9651 Nearest druid turns into a rabbit whenever he sleeps http://centralia.aquest.com/downloads/NLRMEv12.pdf

9652 Nearest druid turns leaf-green when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9653 Nearest druid wants to carve his name in every oak he sees http://centralia.aquest.com/downloads/NLRMEv12.pdf

9654 Nearest druid wants to cut down the biggest oak he can find http://centralia.aquest.com/downloads/NLRMEv12.pdf

9655 Nearest druid weeps herbicide when angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9656 Nearest druid's presence causes campfires to go out http://centralia.aquest.com/downloads/NLRMEv12.pdf

9657 Nearest druid's presence causes plants to weep blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9658 Nearest dryad and her tree teleport into the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9659 Nearest female can remove her eyes and still see through them http://centralia.aquest.com/downloads/NLRMEv12.pdf

9660 Nearest female is surrounded by statues of her http://centralia.aquest.com/downloads/NLRMEv12.pdf

9661 Nearest field is marked with crop circles http://centralia.aquest.com/downloads/NLRMEv12.pdf

9662 Nearest field is mown and painted like a baseball field http://centralia.aquest.com/downloads/NLRMEv12.pdf

9663 Nearest fire burns without fuel until extinguished http://centralia.aquest.com/downloads/NLRMEv12.pdf

9664 Nearest fire detonates as a 10 Die fireball http://centralia.aquest.com/downloads/NLRMEv12.pdf

9665 Nearest fire explodes as a fireball of 1d20 Hit Dice http://centralia.aquest.com/downloads/NLRMEv12.pdf

9666 Nearest fire fills the area with thick, acrid smoke http://centralia.aquest.com/downloads/NLRMEv12.pdf

9667 Nearest fire re-ignites 1d10+10 turns after it is extinguished http://centralia.aquest.com/downloads/NLRMEv12.pdf

9668 Nearest fire resurrects as an elemental the 1st corpse it burns http://centralia.aquest.com/downloads/NLRMEv12.pdf

9669 Nearest fire resurrects first corpse thrown into it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9670 Nearest fire rises and flees the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9671 Nearest fire streaks into the sky like a reversed meteor http://centralia.aquest.com/downloads/NLRMEv12.pdf

9672 Nearest fire takes 1HP per round from all within 10' of it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9673 Nearest Giant is summoned; appears in 2d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9674 Nearest goat turns into a boat http://centralia.aquest.com/downloads/NLRMEv12.pdf

9675 Nearest gold Dragon p01ymorphs into a butterfly; retains memory http://centralia.aquest.com/downloads/NLRMEv12.pdf

9676 Nearest G01em becomes a statue of appropriate composition http://centralia.aquest.com/downloads/NLRMEv12.pdf

9677 Nearest government official is found to be a 5 year 01d child http://centralia.aquest.com/downloads/NLRMEv12.pdf

9678 Nearest government official is found to be a c010ny of insects http://centralia.aquest.com/downloads/NLRMEv12.pdf

9679 Nearest government official is found to be a demigod http://centralia.aquest.com/downloads/NLRMEv12.pdf

9680 Nearest government official is found to be a medusa http://centralia.aquest.com/downloads/NLRMEv12.pdf

9681 Nearest government official is found to be a nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

9682 Nearest government official is found to be a tanar'ri http://centralia.aquest.com/downloads/NLRMEv12.pdf

9683 Nearest government official is found to be a vampire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9684 Nearest government official is found to be an illithid http://centralia.aquest.com/downloads/NLRMEv12.pdf

9685 Nearest government official is revealed to have died last year http://centralia.aquest.com/downloads/NLRMEv12.pdf

9686 Nearest governmental unit c011apses amid scandals of wrongdoing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9687 Nearest hill giant appears at the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9688 Nearest horse turns to a pegasus and flies away http://centralia.aquest.com/downloads/NLRMEv12.pdf

9689 Nearest hourglass becomes a magic-powered quartz digital clock; http://centralia.aquest.com/downloads/NLRMEv12.pdf

9690 Nearest house appears at the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9691 Nearest house explodes as a 50HD fireball http://centralia.aquest.com/downloads/NLRMEv12.pdf

9692 Nearest house is the entrance to a maze of underground passages http://centralia.aquest.com/downloads/NLRMEv12.pdf

9693 Nearest ice berg becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9694 Nearest king dies of a bullet wound to the head http://centralia.aquest.com/downloads/NLRMEv12.pdf

9695 Nearest king drowns in his sleep tonight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9696 Nearest king or queen appears in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9697 Nearest lake contains salt water instead of fresh http://centralia.aquest.com/downloads/NLRMEv12.pdf

9698 Nearest lake drains mysteriously http://centralia.aquest.com/downloads/NLRMEv12.pdf

9699 Nearest lake forms a tsunami and devastates its shores http://centralia.aquest.com/downloads/NLRMEv12.pdf

9700 Nearest lake imparts medusa-like beauty to any drinking from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9701 Nearest lake imparts nymph-like beauty to any drinking from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9702 Nearest lake is suddenly populated by bullywugs http://centralia.aquest.com/downloads/NLRMEv12.pdf

9703 Nearest lich appears, deposits its phylactery, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9704 Nearest lich appears, disembowels someone, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9705 Nearest lich appears, sings part of an opera, and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9706 Nearest lich develops affection for someone in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9707 Nearest lich develops an intense fear of darkness http://centralia.aquest.com/downloads/NLRMEv12.pdf

9708 Nearest lich is wracked with remorse when it slays anybody http://centralia.aquest.com/downloads/NLRMEv12.pdf

9709 Nearest lich sails away in a hot air ba1100n http://centralia.aquest.com/downloads/NLRMEv12.pdf

9710 Nearest magic sword draws wasps and hornets to its wielder http://centralia.aquest.com/downloads/NLRMEv12.pdf

9711 Nearest magic sword explodes, causing its wielder 3d10 damage http://centralia.aquest.com/downloads/NLRMEv12.pdf

9712 Nearest magic sword stinks like rotting fish http://centralia.aquest.com/downloads/NLRMEv12.pdf

9713 Nearest magical Gate gates to the spell's target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9714 Nearest male fears he has been targeted by a fireball spell http://centralia.aquest.com/downloads/NLRMEv12.pdf

9715 Nearest medusa teleports into the nearest city http://centralia.aquest.com/downloads/NLRMEv12.pdf

9716 Nearest medusa teleports into the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9717 Nearest medusa turns into a nymph (alignment Neutral good) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9718 Nearest mining operation unearths a long-buried and evil entity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9719 Nearest monster of less than 6HD turns to stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9720 Nearest mountain bears huge likenesses of the caster and target http://centralia.aquest.com/downloads/NLRMEv12.pdf

9721 Nearest mountain becomes a huge but benev01ent earth elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9722 Nearest mountain becomes a valley http://centralia.aquest.com/downloads/NLRMEv12.pdf

9723 Nearest mountain becomes an ice berg http://centralia.aquest.com/downloads/NLRMEv12.pdf

9724 Nearest mountain becomes as sm00th as glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

9725 Nearest mountain becomes invisible http://centralia.aquest.com/downloads/NLRMEv12.pdf

9726 Nearest mountain becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9727 Nearest mountain inverts; remains structurally sound http://centralia.aquest.com/downloads/NLRMEv12.pdf

9728 Nearest mountain levitates 1 mile http://centralia.aquest.com/downloads/NLRMEv12.pdf

9729 Nearest mountain rises into the sky and vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9730 Nearest mountain shifts 1d4 miles to the right http://centralia.aquest.com/downloads/NLRMEv12.pdf

9731 Nearest mountain turns out to be the site of an illithid city http://centralia.aquest.com/downloads/NLRMEv12.pdf

9732 Nearest mountain vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9733 Nearest mountain vanishes and is replaced by a pyramid http://centralia.aquest.com/downloads/NLRMEv12.pdf

9734 Nearest nymph becomes chaotic evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

9735 Nearest nymph claims friendship with someone within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9736 Nearest nymph claims great hatred of someone within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9737 Nearest nymph claims kinship with someone within 60 yards http://centralia.aquest.com/downloads/NLRMEv12.pdf

9738 Nearest nymph claims nearest pond as her bathing p001 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9739 Nearest nymph claims someone within 60 yards as her consort http://centralia.aquest.com/downloads/NLRMEv12.pdf

9740 Nearest nymph develops an intense crush on someone nearby http://centralia.aquest.com/downloads/NLRMEv12.pdf

9741 Nearest nymph develops an intense wanderlust http://centralia.aquest.com/downloads/NLRMEv12.pdf

9742 Nearest nymph develops intense jealousy of the nearest female http://centralia.aquest.com/downloads/NLRMEv12.pdf

9743 Nearest nymph exchanges clothing with someone in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9744 Nearest nymph exchanges physical forms with someone in the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9745 Nearest nymph has a major impact on next year's summer fashions http://centralia.aquest.com/downloads/NLRMEv12.pdf

9746 Nearest nymph lobbies for position in the local governmental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9747 Nearest nymph teleports into the nearest castle's moat http://centralia.aquest.com/downloads/NLRMEv12.pdf

9748 Nearest nymph teleports into the nearest monastery http://centralia.aquest.com/downloads/NLRMEv12.pdf

9749 Nearest nymph teleports into the nearest town square http://centralia.aquest.com/downloads/NLRMEv12.pdf

9750 Nearest nymph teleports into the nearest well http://centralia.aquest.com/downloads/NLRMEv12.pdf

9751 Nearest nymph teleports into vicinity for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9752 Nearest nymph turns into a medusa (likely to be somewhat upset) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9753 Nearest ocean has a direct connection within the nearest well http://centralia.aquest.com/downloads/NLRMEv12.pdf

9754 Nearest ocean-going vessel turns to a submarine http://centralia.aquest.com/downloads/NLRMEv12.pdf

9755 Nearest ocean-going vessel turns to cesium http://centralia.aquest.com/downloads/NLRMEv12.pdf

9756 Nearest orc's blood appears in the vicinity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9757 Nearest orc's blood freezes s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

9758 Nearest paladin acquires 1d4 undead f0110wers http://centralia.aquest.com/downloads/NLRMEv12.pdf

9759 Nearest paladin acquires a random phobia http://centralia.aquest.com/downloads/NLRMEv12.pdf

9760 Nearest paladin appears, naked, in the nearest queen's chamber http://centralia.aquest.com/downloads/NLRMEv12.pdf

9761 Nearest paladin becomes hideously ugly (CHA 4) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9762 Nearest paladin becomes immune to magical diseases http://centralia.aquest.com/downloads/NLRMEv12.pdf

9763 Nearest paladin becomes immune to pain http://centralia.aquest.com/downloads/NLRMEv12.pdf

9764 Nearest paladin becomes noticeably more extreme in his belief http://centralia.aquest.com/downloads/NLRMEv12.pdf

9765 Nearest paladin becomes obsessed with the thought of his death http://centralia.aquest.com/downloads/NLRMEv12.pdf

9766 Nearest paladin becomes stunningly attractive (CHA 19) http://centralia.aquest.com/downloads/NLRMEv12.pdf

9767 Nearest paladin becomes suicidally depressed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9768 Nearest paladin befriends the nearest nymph http://centralia.aquest.com/downloads/NLRMEv12.pdf

9769 Nearest paladin bleeds from his eyes when he Turns Undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9770 Nearest paladin can create holy water once per day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9771 Nearest paladin can lie with impunity while naked http://centralia.aquest.com/downloads/NLRMEv12.pdf

9772 Nearest paladin can Pick Pockets as a thief of equal level http://centralia.aquest.com/downloads/NLRMEv12.pdf

9773 Nearest paladin cannot address any whose name he doesn't know http://centralia.aquest.com/downloads/NLRMEv12.pdf

9774 Nearest paladin cannot attempt stealthy movement or trickery http://centralia.aquest.com/downloads/NLRMEv12.pdf

9775 Nearest paladin cannot be bound by nonmagical rope or chains http://centralia.aquest.com/downloads/NLRMEv12.pdf

9776 Nearest paladin cannot willingly harm any of opposite gender http://centralia.aquest.com/downloads/NLRMEv12.pdf

9777 Nearest paladin develops a natural Armor Class of 6 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9778 Nearest paladin dislikes swords and prefers axes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9779 Nearest paladin fears death and seeks to avoid it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9780 Nearest paladin fears everyone will realize he's a coward http://centralia.aquest.com/downloads/NLRMEv12.pdf

9781 Nearest paladin fears he'll be slain by his best friend http://centralia.aquest.com/downloads/NLRMEv12.pdf

9782 Nearest paladin fears he'll combust if he lights a fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9783 Nearest paladin fears he'll combust unless soaked in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9784 Nearest paladin fears he'll die if he removes his clothes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9785 Nearest paladin fears he'll die unless he drinks poison http://centralia.aquest.com/downloads/NLRMEv12.pdf

9786 Nearest paladin fears he'll melt if immersed in water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9787 Nearest paladin fears he'll slay his best friend http://centralia.aquest.com/downloads/NLRMEv12.pdf

9788 Nearest paladin fears he's the child of an angel and a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9789 Nearest paladin gains 1 points to CHA while injured http://centralia.aquest.com/downloads/NLRMEv12.pdf

9790 Nearest paladin giggles like a child at the sight of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9791 Nearest paladin giggles when he sees a spell cast http://centralia.aquest.com/downloads/NLRMEv12.pdf

9792 Nearest paladin has a map tatt00ed somewhere embarrassing http://centralia.aquest.com/downloads/NLRMEv12.pdf

9793 Nearest paladin has nightmares about penguins every night http://centralia.aquest.com/downloads/NLRMEv12.pdf

9794 Nearest paladin is compelled to taunt his opponents http://centralia.aquest.com/downloads/NLRMEv12.pdf

9795 Nearest paladin is mute while at full hit points http://centralia.aquest.com/downloads/NLRMEv12.pdf

9796 Nearest paladin is reduced to 1 hit point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9797 Nearest paladin is said to practice awful rites while alone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9798 Nearest paladin is thought to be lying if he tells the truth http://centralia.aquest.com/downloads/NLRMEv12.pdf

9799 Nearest paladin isn't taken seriously if his sword is drawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

9800 Nearest paladin isn't taken seriously if his sword isn't drawn http://centralia.aquest.com/downloads/NLRMEv12.pdf

9801 Nearest paladin loses his immunity to disease http://centralia.aquest.com/downloads/NLRMEv12.pdf

9802 Nearest paladin refuses to acknowledge fealty of the king http://centralia.aquest.com/downloads/NLRMEv12.pdf

9803 Nearest paladin sh00ts first and asks questions later http://centralia.aquest.com/downloads/NLRMEv12.pdf

9804 Nearest paladin smells of manure while near royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

9805 Nearest paladin sprouts useless tentacles from his scalp http://centralia.aquest.com/downloads/NLRMEv12.pdf

9806 Nearest paladin suffers a permanent -one to Initiative http://centralia.aquest.com/downloads/NLRMEv12.pdf

9807 Nearest paladin takes some new, extreme vow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9808 Nearest paladin thinks a demon is trying to possess him http://centralia.aquest.com/downloads/NLRMEv12.pdf

9809 Nearest paladin thinks he accidentally slew his god's avatar http://centralia.aquest.com/downloads/NLRMEv12.pdf

9810 Nearest paladin thinks he h01ds the deed to a nearby town http://centralia.aquest.com/downloads/NLRMEv12.pdf

9811 Nearest paladin thinks he is a centaur while on horseback http://centralia.aquest.com/downloads/NLRMEv12.pdf

9812 Nearest paladin thinks he is a zombie who's "awakened" http://centralia.aquest.com/downloads/NLRMEv12.pdf

9813 Nearest paladin thinks he is an avatar of his god http://centralia.aquest.com/downloads/NLRMEv12.pdf

9814 Nearest paladin thinks he is destined for kingship http://centralia.aquest.com/downloads/NLRMEv12.pdf

9815 Nearest paladin thinks he is just impersonating himself http://centralia.aquest.com/downloads/NLRMEv12.pdf

9816 Nearest paladin thinks he is some sort of Divine messenger http://centralia.aquest.com/downloads/NLRMEv12.pdf

9817 Nearest paladin thinks he just suffered an alignment change http://centralia.aquest.com/downloads/NLRMEv12.pdf

9818 Nearest paladin thinks he p01ymorphed into his current form http://centralia.aquest.com/downloads/NLRMEv12.pdf

9819 Nearest paladin thinks he smells of manure while near royalty http://centralia.aquest.com/downloads/NLRMEv12.pdf

9820 Nearest paladin thinks he's undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9821 Nearest paladin thinks he's a demon's offspring http://centralia.aquest.com/downloads/NLRMEv12.pdf

9822 Nearest paladin thinks he's been stripped of his paladinh00d http://centralia.aquest.com/downloads/NLRMEv12.pdf

9823 Nearest paladin thinks he's committed a terrible sin http://centralia.aquest.com/downloads/NLRMEv12.pdf

9824 Nearest paladin thinks he's just received Divine Inspiration http://centralia.aquest.com/downloads/NLRMEv12.pdf

9825 Nearest paladin thinks he's the target of a great conspiracy http://centralia.aquest.com/downloads/NLRMEv12.pdf

9826 Nearest paladin thinks his own skeleton is Undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9827 Nearest paladin thinks his sword is a holy Avenger http://centralia.aquest.com/downloads/NLRMEv12.pdf

9828 Nearest paladin undertakes a quest to eradicate all undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9829 Nearest paladin's eyes shine brightly when he is angry http://centralia.aquest.com/downloads/NLRMEv12.pdf

9830 Nearest paladin's arms become illusionary http://centralia.aquest.com/downloads/NLRMEv12.pdf

9831 Nearest paladin's arms turn ethereal below the elbow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9832 Nearest paladin's arms turn invisible below the elbow http://centralia.aquest.com/downloads/NLRMEv12.pdf

9833 Nearest paladin's blood levitates for 1 turn when spilled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9834 Nearest paladin's blood spells out his name when spilled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9835 Nearest paladin's blood turns to choc01ate when spilled http://centralia.aquest.com/downloads/NLRMEv12.pdf

9836 Nearest paladin's bones turn to high-grade titanium steel http://centralia.aquest.com/downloads/NLRMEv12.pdf

9837 Nearest paladin's eyes bug out whenever he is surprised http://centralia.aquest.com/downloads/NLRMEv12.pdf

9838 Nearest paladin's feet vanish when he takes off his shoes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9839 Nearest paladin's hands adhere to each other if they touch http://centralia.aquest.com/downloads/NLRMEv12.pdf

9840 Nearest paladin's pockets fill with fortune c00kies http://centralia.aquest.com/downloads/NLRMEv12.pdf

9841 Nearest pond acts as a bowl of watery death http://centralia.aquest.com/downloads/NLRMEv12.pdf

9842 Nearest pond acts as a Mirror of Life Trapping http://centralia.aquest.com/downloads/NLRMEv12.pdf

9843 Nearest pond acts as a Mirror of Opposition http://centralia.aquest.com/downloads/NLRMEv12.pdf

9844 Nearest pond acts as a Mirror of Scrying http://centralia.aquest.com/downloads/NLRMEv12.pdf

9845 Nearest pond acts as a Mirror of Simple Order http://centralia.aquest.com/downloads/NLRMEv12.pdf

9846 Nearest pond acts as a random potion to those drinking it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9847 Nearest pond becomes a Gate to a cloud high overhead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9848 Nearest pond becomes a Gate to a nearby bonfire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9849 Nearest pond becomes a Gate to a pond of similar size http://centralia.aquest.com/downloads/NLRMEv12.pdf

9850 Nearest pond becomes a water elemental; attacks all near http://centralia.aquest.com/downloads/NLRMEv12.pdf

9851 Nearest pond becomes highly acidic but doesn't harm its fauna http://centralia.aquest.com/downloads/NLRMEv12.pdf

9852 Nearest pond becomes permanently electrically charged http://centralia.aquest.com/downloads/NLRMEv12.pdf

9853 Nearest pond burns like gas01ine for 1d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9854 Nearest pond can be trodden across like s01id earth http://centralia.aquest.com/downloads/NLRMEv12.pdf

9855 Nearest pond contains 1d4 water weirds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9856 Nearest pond doubles the amount of water it contains http://centralia.aquest.com/downloads/NLRMEv12.pdf

9857 Nearest pond drains 1d10 HP from any drinking from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9858 Nearest pond drains and becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9859 Nearest pond erupts into a geyser http://centralia.aquest.com/downloads/NLRMEv12.pdf

9860 Nearest pond exerts pressure like the bottom of the ocean http://centralia.aquest.com/downloads/NLRMEv12.pdf

9861 Nearest pond explodes into fog, blanketing 1 mile radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9862 Nearest pond flows in a steady counter-clockwise current http://centralia.aquest.com/downloads/NLRMEv12.pdf

9863 Nearest pond forms a whirlp001, accessing Elemental Water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9864 Nearest pond freezes s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

9865 Nearest pond heals 1d10 HP for any drinking from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9866 Nearest pond increases in depth by a factor of 1d100 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9867 Nearest pond is enchanted with Watery Double http://centralia.aquest.com/downloads/NLRMEv12.pdf

9868 Nearest pond is filled by an ice berg http://centralia.aquest.com/downloads/NLRMEv12.pdf

9869 Nearest pond levitates 1d10 feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

9870 Nearest pond poisons those drinking from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9871 Nearest pond swallows all boats currently upon it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9872 Nearest pond teleports any drinking from it to the ocean http://centralia.aquest.com/downloads/NLRMEv12.pdf

9873 Nearest pond teleports 1 mile east http://centralia.aquest.com/downloads/NLRMEv12.pdf

9874 Nearest pond transforms into a p001 of lava http://centralia.aquest.com/downloads/NLRMEv12.pdf

9875 Nearest pond turns into an above-ground p001 http://centralia.aquest.com/downloads/NLRMEv12.pdf

9876 Nearest pond turns those drinking from it into water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9877 Nearest pond's f100r rises to ground level http://centralia.aquest.com/downloads/NLRMEv12.pdf

9878 Nearest potion becomes carbonated and tastes like r00tbeer http://centralia.aquest.com/downloads/NLRMEv12.pdf

9879 Nearest potion causes its drinker to change gender http://centralia.aquest.com/downloads/NLRMEv12.pdf

9880 Nearest potion causes its drinker to crave the taste of blood http://centralia.aquest.com/downloads/NLRMEv12.pdf

9881 Nearest potion explodes like a vial of nitroglycerin http://centralia.aquest.com/downloads/NLRMEv12.pdf

9882 Nearest potion grants its drinker permanent infravision http://centralia.aquest.com/downloads/NLRMEv12.pdf

9883 Nearest potion kills the person next to the 1 who drinks it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9884 Nearest pregnant woman also bears a demonic twin of her child http://centralia.aquest.com/downloads/NLRMEv12.pdf

9885 Nearest priest believes he's his deity incarnate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9886 Nearest priest vomits forth 1d1000 cockroaches http://centralia.aquest.com/downloads/NLRMEv12.pdf

9887 Nearest rabbit gains the Intelligence and powers of a lich http://centralia.aquest.com/downloads/NLRMEv12.pdf

9888 Nearest rabbit goes on a bloodthirsty rampage http://centralia.aquest.com/downloads/NLRMEv12.pdf

9889 Nearest ravine or crevice clamps shut forcefully http://centralia.aquest.com/downloads/NLRMEv12.pdf

9890 Nearest ravine or crevice is spanned by a normal bridge http://centralia.aquest.com/downloads/NLRMEv12.pdf

9891 Nearest Red Dragon is summoned; appears in 5d10 rounds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9892 Nearest river alters its course to sweep through the area http://centralia.aquest.com/downloads/NLRMEv12.pdf

9893 Nearest river becomes a huge but sluggish water elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9894 Nearest river becomes charged with electricity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9895 Nearest river becomes filled with fresh-water sharks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9896 Nearest river becomes filled with locathah http://centralia.aquest.com/downloads/NLRMEv12.pdf

9897 Nearest river becomes filled with piranha http://centralia.aquest.com/downloads/NLRMEv12.pdf

9898 Nearest river becomes highly flammable http://centralia.aquest.com/downloads/NLRMEv12.pdf

9899 Nearest river becomes sentient http://centralia.aquest.com/downloads/NLRMEv12.pdf

9900 Nearest river becomes stagnant http://centralia.aquest.com/downloads/NLRMEv12.pdf

9901 Nearest river boils http://centralia.aquest.com/downloads/NLRMEv12.pdf

9902 Nearest river connects somewhere with the river Styx http://centralia.aquest.com/downloads/NLRMEv12.pdf

9903 Nearest river diss01ves all within it like acid http://centralia.aquest.com/downloads/NLRMEv12.pdf

9904 Nearest river divides its course; 1I2 flows 1 way, 1I2 the other http://centralia.aquest.com/downloads/NLRMEv12.pdf

9905 Nearest river doubles its depth http://centralia.aquest.com/downloads/NLRMEv12.pdf

9906 Nearest river doubles its width http://centralia.aquest.com/downloads/NLRMEv12.pdf

9907 Nearest river drops to the temperature of liquid nitrogen http://centralia.aquest.com/downloads/NLRMEv12.pdf

9908 Nearest river drowns all within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9909 Nearest river fills with m01asses http://centralia.aquest.com/downloads/NLRMEv12.pdf

9910 Nearest river fills with peas http://centralia.aquest.com/downloads/NLRMEv12.pdf

9911 Nearest river fills with water elementals http://centralia.aquest.com/downloads/NLRMEv12.pdf

9912 Nearest river flows at 10 times normal rate http://centralia.aquest.com/downloads/NLRMEv12.pdf

9913 Nearest river flows backward along its entire length for 1 day http://centralia.aquest.com/downloads/NLRMEv12.pdf

9914 Nearest river freezes s01id http://centralia.aquest.com/downloads/NLRMEv12.pdf

9915 Nearest river halves its width http://centralia.aquest.com/downloads/NLRMEv12.pdf

9916 Nearest river heats by 80°, killing any aquatic life within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9917 Nearest river hurls all fish within it onto its banks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9918 Nearest river ignites http://centralia.aquest.com/downloads/NLRMEv12.pdf

9919 Nearest river is covered by a layer of stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9920 Nearest river is cut off from its tributaries http://centralia.aquest.com/downloads/NLRMEv12.pdf

9921 Nearest river levitates ten feet http://centralia.aquest.com/downloads/NLRMEv12.pdf

9922 Nearest river parts mysteriously at some significant location http://centralia.aquest.com/downloads/NLRMEv12.pdf

9923 Nearest river parts mysteriously down the middle http://centralia.aquest.com/downloads/NLRMEv12.pdf

9924 Nearest river stops flowing for 1d6 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9925 Nearest river swallows any craft upon it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9926 Nearest river turns to glass http://centralia.aquest.com/downloads/NLRMEv12.pdf

9927 Nearest river vanishes http://centralia.aquest.com/downloads/NLRMEv12.pdf

9928 Nearest sea-worthy ship gains the power of flight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9929 Nearest sea-worthy ship sinks like a stone http://centralia.aquest.com/downloads/NLRMEv12.pdf

9930 Nearest siege engine turns into a Sherman tank http://centralia.aquest.com/downloads/NLRMEv12.pdf

9931 Nearest spellb00k becomes sentient and resents its owner http://centralia.aquest.com/downloads/NLRMEv12.pdf

9932 Nearest statue becomes a G01em of appropriate composition http://centralia.aquest.com/downloads/NLRMEv12.pdf

9933 Nearest suit of chain mail is insulated like electrical wire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9934 Nearest suit of chain mail turns to 24 karat gold http://centralia.aquest.com/downloads/NLRMEv12.pdf

9935 Nearest suit of plate armor becomes a deep-sea diving suit http://centralia.aquest.com/downloads/NLRMEv12.pdf

9936 Nearest suit of plate armor encloses its wearer like a tin can http://centralia.aquest.com/downloads/NLRMEv12.pdf

9937 Nearest suit of plate armor turns to adamantite http://centralia.aquest.com/downloads/NLRMEv12.pdf

9938 Nearest suit of plate armor turns to silk http://centralia.aquest.com/downloads/NLRMEv12.pdf

9939 Nearest sunken continent rises to the surface for 3d12 months http://centralia.aquest.com/downloads/NLRMEv12.pdf

9940 Nearest sunken ship rises to the surface, dry and good as new http://centralia.aquest.com/downloads/NLRMEv12.pdf

9941 Nearest sycamore tree becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9942 Nearest temple cannot be entered by any of Evil alignment http://centralia.aquest.com/downloads/NLRMEv12.pdf

9943 Nearest temple c011apses, crushing all within it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9944 Nearest temple conceals a Gate to an Outer Plane http://centralia.aquest.com/downloads/NLRMEv12.pdf

9945 Nearest temple crumbles to the ground & is seen as an omen http://centralia.aquest.com/downloads/NLRMEv12.pdf

9946 Nearest temple echoes with sounds of torture and suffering http://centralia.aquest.com/downloads/NLRMEv12.pdf

9947 Nearest temple flies into the sky and is gone forever http://centralia.aquest.com/downloads/NLRMEv12.pdf

9948 Nearest temple has unknowingly granted Sanctuary to a demon http://centralia.aquest.com/downloads/NLRMEv12.pdf

9949 Nearest temple is feared as a Place of Evil http://centralia.aquest.com/downloads/NLRMEv12.pdf

9950 Nearest temple is hailed as a Place of good http://centralia.aquest.com/downloads/NLRMEv12.pdf

9951 Nearest temple is leveled in an act of Divine Will http://centralia.aquest.com/downloads/NLRMEv12.pdf

9952 Nearest temple is profaned by unholy rites http://centralia.aquest.com/downloads/NLRMEv12.pdf

9953 Nearest temple is reputed to have vast healing power http://centralia.aquest.com/downloads/NLRMEv12.pdf

9954 Nearest temple is rumored to harbor evil entities http://centralia.aquest.com/downloads/NLRMEv12.pdf

9955 Nearest temple reeks of carrion http://centralia.aquest.com/downloads/NLRMEv12.pdf

9956 Nearest temple smells of incense and myrrh http://centralia.aquest.com/downloads/NLRMEv12.pdf

9957 Nearest temple summons an avatar of its deity http://centralia.aquest.com/downloads/NLRMEv12.pdf

9958 Nearest temple teems with vermin http://centralia.aquest.com/downloads/NLRMEv12.pdf

9959 Nearest temple teleports 1d100 miles away http://centralia.aquest.com/downloads/NLRMEv12.pdf

9960 Nearest town erupts into frenzied celebration & heads this way http://centralia.aquest.com/downloads/NLRMEv12.pdf

9961 Nearest town forms a p001 of lava at its center http://centralia.aquest.com/downloads/NLRMEv12.pdf

9962 Nearest town is entirely populated by undead http://centralia.aquest.com/downloads/NLRMEv12.pdf

9963 Nearest tree begins strangling the person nearest to it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9964 Nearest tree turns into a vast beach umbrella http://centralia.aquest.com/downloads/NLRMEv12.pdf

9965 Nearest troll loses its regeneration ability for 1d10 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9966 Nearest valley fills with a glacier over the next 1d12 months http://centralia.aquest.com/downloads/NLRMEv12.pdf

9967 Nearest valley rises into a mountain; flora and fauna unharmed http://centralia.aquest.com/downloads/NLRMEv12.pdf

9968 Nearest vampire develops an intense craving for garlic http://centralia.aquest.com/downloads/NLRMEv12.pdf

9969 Nearest vampire gains an immunity to direct sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9970 Nearest vampire thinks it's impervious to sunlight http://centralia.aquest.com/downloads/NLRMEv12.pdf

9971 Nearest village sinks into the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

9972 Nearest village teleports to nearest island of comparable size http://centralia.aquest.com/downloads/NLRMEv12.pdf

9973 Nearest well acts as a Fountain of Youth for next 2d12 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

9974 Nearest well becomes a Well of Many Worlds http://centralia.aquest.com/downloads/NLRMEv12.pdf

9975 Nearest well becomes an oil well http://centralia.aquest.com/downloads/NLRMEv12.pdf

9976 Nearest well becomes infested with small sharks http://centralia.aquest.com/downloads/NLRMEv12.pdf

9977 Nearest well becomes unwell; poisons any who drink from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9978 Nearest well becomes v01canically active http://centralia.aquest.com/downloads/NLRMEv12.pdf

9979 Nearest well connects with the Elemental Plane of Water http://centralia.aquest.com/downloads/NLRMEv12.pdf

9980 Nearest well grants 1 Wish to anyone dropping a coin in it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9981 Nearest well hurls lightning b01ts at any taking water from it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9982 Nearest well projects a huge Cone of C01d http://centralia.aquest.com/downloads/NLRMEv12.pdf

9983 Nearest well's water diss01ves living flesh on contact http://centralia.aquest.com/downloads/NLRMEv12.pdf

9984 Necromantic spells do not work within 60 yards of target point http://centralia.aquest.com/downloads/NLRMEv12.pdf

9985 New religious movement seeks "ethnic cleansing" of the region http://centralia.aquest.com/downloads/NLRMEv12.pdf

9986 Next 1d6 spells cast in the area trigger Wild Surges http://centralia.aquest.com/downloads/NLRMEv12.pdf

9987 Next fire started in area burns a 10 f00t pit into the ground http://centralia.aquest.com/downloads/NLRMEv12.pdf

9988 Next fire started in area causes lava to well up beneath it http://centralia.aquest.com/downloads/NLRMEv12.pdf

9989 Next fire started in area explodes like Melf's Minute Meteors http://centralia.aquest.com/downloads/NLRMEv12.pdf

9990 Next fire started in area opens a Gate to Elemental Fire http://centralia.aquest.com/downloads/NLRMEv12.pdf

9991 Next fire started in area summons a friendly fire elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9992 Next fire started in area summons a hostile 16HD fire elemental http://centralia.aquest.com/downloads/NLRMEv12.pdf

9993 Next fire started in area triggers a firestorm in 1 mile radius http://centralia.aquest.com/downloads/NLRMEv12.pdf

9994 Next fire started in area triggers a hailstorm lasting 1 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

9995 Next fire started in area triggers a rainstorm lasting 40 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9996 Next fire started in area triggers a sandstorm lasting 1I2 hour http://centralia.aquest.com/downloads/NLRMEv12.pdf

9997 Next fire started in area triggers a snowstorm lasting 4 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9998 Next fire started in area triggers a windstorm lasting 5 days http://centralia.aquest.com/downloads/NLRMEv12.pdf

9999 Next 1 to cast a spell in area teleports 1d100 miles randomly http://centralia.aquest.com/downloads/NLRMEv12.pdf

10000 Night turns to day, or vice versa, for 1d4 hours http://centralia.aquest.com/downloads/NLRMEv12.pdf

10237: 1d10 of caster's fingers turn to stone Source et seq

10238: 1d100 bees swarm harmlessly around the caster for several weeks

10239: 1d100 sparkling motes dance about the caster's head until dawn

10240: 1d100% of caster's body turns to iron for that many rounds

10241: 1d12 ducklings identify the caster as their mother

10242: 1d4 of caster's fingers move from his left hand to his right hand

10243: 1d4 of caster's limbs are as durable as steel

10244: 1d4 of caster's limbs are covered in fish scales

10245: 1d4 of caster's limbs are invisible

10246: 1d8 of caster's primary orifices seal shut

10247: 3d10 harmless lumps as big as walnuts cover the caster's body

10248: 3d10 quarts of olive oil pour from caster's ears

10249: 4d6 non-functioning eyes appear on the caster's face and head

10250: A 100 yard radius around caster's home is stripped of vegetation

10251: A 2d6 foot radius around caster sinks as many feet into the earth

10252: A basement's been installed in caster's home while he's been away

10253: A close friend of the caster is an assassin hired to kill him

10254: A distant but powerful army declares war on the caster

10255: A drop of the caster's blood can purify 1d4 gallons of water

10256: A family of skunks has taken up residence in the caster's home

10257: A fast-growing oak sprouts beneath the caster's home

10258: A foot-long steel bar runs completely through the caster's thigh

10259: A geyser temporarily erupts from one of the caster's pockets

10260: A glowing orb hovers over caster's head while he's invisible

10261: A great wind blows the caster 1d100 yards in a random direction

10262: A group of necromancers take an interest in the caster's skeleton

10263: A group of scholars think the caster's a visitor from the future

10264: A hen's egg tumbles out of each of the caster's ears

10265: A huge balloon shaped like the caster drifts past overhead

10266: A kill-on-sight order has been issued for the caster kingdom-wide

10267: A large haystack falls from the sky onto caster

10268: A large oak sprouts from one of the caster's pockets

10269: A length of chain now runs completely through the caster's torso

10270: A life-sized statue of caster appears nearby, made of cheese

10271: A magical blast detonates at caster's location, but he's unharmed

10272: A mound of snow falls onto caster and buries him up to his chest

10273: A page falls out of caster's spellbook each time it's opened

10274: A skeleton mimics caster, exactly duplicating his movements

10275: A small fountain wells up in the caster's home

10276: A strong net falls from the sky and entangles the caster

10277: A swirl of rainbows accompanies any spell cast by caster

10278: A tornado picks caster up and deposits him atop the nearest house

10279: After a horrifying tragedy, caster squanders the world's goodwill

10280: After each spell, a lighted cigar appears in caster's mouth

10281: After each spell, a pebble falls from each of caster's ears

10282: After each spell, ants seem to course from the caster's eyes

10283: After each spell, caster accuses someone nearby of impropriety

10284: After each spell, caster appears astonishingly ugly for 1d4 turns

10285: After each spell, caster appears to be decomposing

10286: After each spell, caster appears to be made of pure ice

10287: After each spell, caster appears to be utterly insane

10288: After each spell, caster applauds himself

10289: After each spell, caster begs someone nearby not to kill him

10290: After each spell, caster berates someone standing nearby

10291: After each spell, caster briefly appears to be a rotting corpse

10292: After each spell, caster briefly appears to be on fire

10293: After each spell, caster briefly appears to bleed from his eyes

10294: After each spell, caster briefly looks like a photo negative

10295: After each spell, caster briefly seems to be of the opposite sex

10296: After each spell, caster briefly sees fire all around him

10297: After each spell, caster briefly thinks that he's choking

10298: After each spell, caster can sense secret doors for 1d4 rounds

10299: After each spell, caster can't be magically healed for one hour

10300: After each spell, caster can't traverse a doorway for 1d10 rounds

10301: After each spell, caster dances like a honeybee

10302: After each spell, caster experiences a burning sensation

10303: After each spell, caster feels ants crawling all over him

10304: After each spell, caster feels compelled to wash his hands

10305: After each spell, caster feels completely alone and isolated

10306: After each spell, caster feels distractingly hungry

10307: After each spell, caster feels overwhelmingly dizzy

10308: After each spell, caster feels transcendent euphoria

10309: After each spell, caster forgets everyone's name for one hour

10310: After each spell, caster forgets his name for one hour

10311: After each spell, caster glows with infernal radiance

10312: After each spell, caster growls like a rabid dog

10313: After each spell, caster has a brief vision of some distant land

10314: After each spell, caster has a strong craving for twigs and bark

10315: After each spell, caster is 5% likely to be stricken mute

10316: After each spell, caster is 25% likely to turn briefly invisible

10317: After each spell, caster is 30% likely to lose his balance

10318: After each spell, caster is 60% likely to flap his arms

10319: After each spell, caster is afraid of his own name

10320: After each spell, caster is as hairy as an ape for one hour

10321: After each spell, caster is base AC zero for 1d4 rounds

10322: After each spell, caster is bathed in an otherworldly green light

10323: After each spell, caster is blind in one eye for one hour

10324: After each spell, caster is grief-stricken for 1d10 rounds

10325: After each spell, caster is hopelessly drunk for 1d4 rounds

10326: After each spell, caster is immune to bludgeons for 1d4 rounds

10327: After each spell, caster is immune to missile fire for one round

10328: After each spell, caster is intensely magnetic for 1d8 rounds

10329: After each spell, caster is matte black for 1d4 rounds

10330: After each spell, caster is suddenly facing True North

10331: After each spell, caster is wracked by existential horror

10332: After each spell, caster looks like a cadaver for 1d4 rounds

10333: After each spell, caster makes short, barking cries

10334: After each spell, caster oozes sweet-smelling oil for 1d4 rounds

10335: After each spell, caster polymorphs very briefly

10336: After each spell, caster reeks of alcohol for 2d6 rounds

10337: After each spell, caster salivates copiously

10338: After each spell, caster seems withdrawn and despondent

10339: After each spell, caster shakes like a rag doll for 2d4 seconds

10340: After each spell, caster shivers uncontrollably for 1d4 rounds

10341: After each spell, caster shrinks by 10d10% for 1d4 rounds

10342: After each spell, caster shrinks by 50%

10343: After each spell, caster smells strongly of turpentine

10344: After each spell, caster suffers brief visions of carnage

10345: After each spell, caster suffers disorienting vertigo

10346: After each spell, caster thinks that he's drowning

10347: After each spell, caster thinks that his clothes are on fire

10348: After each spell, caster trumpets like an elephant

10349: After each spell, caster vanishes very briefly vanishes

10350: After each spell, caster's clothes age 1d100 years

10351: After each spell, caster's clothes billow with green smoke

10352: After each spell, caster's eyes briefly double in size

10353: After each spell, caster's face looks 50 years older

10354: After each spell, caster's feet are covered with ash

10355: After each spell, caster's hair grows two inches

10356: After each spell, caster's hands display classic stigmata

10357: After each spell, caster's hands steam wildly

10358: After each spell, caster's head turns 360° at the neck, unharmed

10359: After each spell, caster's head turns invisible for 1d4 rounds

10360: After each spell, caster's heart pounds audibly

10361: After each spell, caster's left arm turns to stone for one hour

10362: After each spell, caster's spellbook throbs with deep red light

10363: After each spell, caster's Strength is halved for one hour

10364: After each spell, gravity briefly doubles for the caster

10365: After each spell, he giggles for 1d4-1 rounds

10366: After each spell, light shines from caster's mouth for 1d6 rounds

10367: After each spell, small lumps of ice fall from caster's nostrils

10368: After each spell, smoke hangs in the air about the caster

10369: After each spell, stones near the caster glisten with slime

10370: After each spell, sunlight is painful to caster for 1d4 rounds

10371: Alcohol has no effect upon the caster, but cheese is intoxicating

10372: All holy symbols within 100 yards bear the caster's image

10373: All of caster's clothing is colored safety orange

10374: All of caster's clothing is permanently moist

10375: All of caster's enemies with 100 yards vanish until dawn

10376: All of caster's fingers are as long as his middle finger

10377: All of caster's fingers are clear like glass

10378: All of caster's fingers double in thickness

10379: All of caster's fingers migrate to one hand

10380: All of caster's monetary wealth appears atop the nearest mountain

10381: All of caster's monetary wealth is revealed to be counterfeit

10382: All of caster's possessions age 1d1000 years

10383: All of caster's possessions are thrown 4d6 hours into the future

10384: All of caster's possessions have been seized by the government

10385: All trees within 100 yards form into a tight circle around caster

10386: All undead within 1d4 miles blame the caster for their undeath

10387: All undead within 1d4 miles race to the caster's current location

10388: All vegetation now within 10 miles is highly toxic to caster

10389: All vegetation now within 100 yards is invisible to caster

10390: All who meet caster are 50% likely to think he smells like manure

10391: All who meet caster are 60% likely to think he's a lycanthrope

10392: All who meet caster are 60% likely to think he's undead

10393: All within 10 yards of caster are sprayed with viscous ectoplasm

10394: All within 10 yards of caster attack him for 1d4 rounds

10395: Alternating pages of caster's spellbook are indestructible

10396: An accurate illusion of caster copies his movements one mile away

10397: An illusory statue of the caster stands at this spot for one year

10398: An image of caster's beating heart hovers in the nearest doorway

10399: An image of the caster's head hovers over his actual head

10400: An image the of caster's beating heart hovers over his head

10401: Any Abjurations currently affecting the caster are Dispelled

10402: Any armor that the caster is wearing right now shrinks by 80%

10403: Any armor that the caster is wearing right now vanishes forever

10404: Any arrow striking the caster disintegrates in 1d4 rounds

10405: Any arrow striking the caster inflicts equal damage on its archer

10406: Any attack-based spell cast by caster is 10% likely to affect him

10407: Any attack-based spell cast by caster is delayed 1d4 rounds

10408: Any attempt to change shape locks the caster into that new shape

10409: Any attempt to change shape makes the caster forget his true form

10410: Any attempt to change shape will age the caster 1d10 years

10411: Any attempt to change shape will be only partially successful

10412: Any attempt to change shape will cause the caster to take root

10413: Any attempt to change shape will leave his feet unchanged

10414: Any attempt to change shape will make the caster bald forever

10415: Any attempt to change shape will render the caster genderless

10416: Any attempt to change shape will shrink the caster by 2d10%

10417: Any attempt to change shape will teleport the caster 1d1000 miles

10418: Any attempt to change shape will teleport the caster to this spot

10419: Any attempt to change shape will turn him into 2d12 ducklings

10420: Any attempt to change shape will turn the caster inside-out

10421: Any attempt to change shape will turn the caster into a geranium

10422: Any attempt to change shape will turn the caster into a monkey

10423: Any attempt to change shape will turn the caster into a pelican

10424: Any attempt to change shape will turn the caster into a penguin

10425: Any attempt to change shape will turn the caster into a rabbit

10426: Any attempt to change shape will turn the caster into a shrubbery

10427: Any attempt to change shape will turn the caster into a snowman

10428: Any attempt to change shape will turn the caster into a toddler

10429: Any attempt to change shape will turn the caster into a troll

10430: Any attempt to change shape will turn the caster into a wax dummy

10431: Any attempt to read caster's mind reveals a homicidal maniac

10432: Any attempt to read caster's mind reveals an absolute void

10433: Any attempt to use rope inspires the caster to hang himself

10434: Any attempt to use rope leaves caster hopelessly entangled

10435: Any attempt to use rope leaves hideous welts on the caster's body

10436: Any blade that has drawn the caster's blood is invisible to him

10437: Any bread that caster bakes remains warm until it's eaten

10438: Any building that the caster enters appears to catch fire

10439: Any building that the caster enters ejects him forcefully

10440: Any clothing worn by caster is invisible to him while he wears it

10441: Any clothing worn by caster smells like carrion while he wears it

10442: Any coins in caster's possession are gold-plated

10443: Any coins in caster's possession become copper pieces

10444: Any coins now carried by caster are water-soluble for 1d4 weeks

10445: Any coins now carried by caster ignite and burn like tinder

10446: Any creature Summoned by caster emerges from his mouth

10447: Any creatures Summoned near caster are invisible to him

10448: Any creatures Summoned near caster immediately befriend him

10449: Any damage against caster is rolled twice, using the higher roll

10450: Any damage against caster is rolled twice, using the lower roll

10451: Any electricity-based magic used by caster discharges on him

10452: Any electricity-based magic used by caster reeks of ozone

10453: Any fire extinguished by caster rekindles itself 1d4 turns later

10454: Any fire-based spell used by caster has only 25% of normal range

10455: Any fires set by caster are invisible for 2d6 hours

10456: Any fires set by caster attract undead like moths to a candle

10457: Any fires set by caster jingle like wind chimes while they burn

10458: Any fires set by caster make those near it appear to be undead

10459: Any fires set by caster produce no heat

10460: Any fires set by caster produce no smoke

10461: Any fires set by caster whisper vague threats against him

10462: Any food now carried by caster combusts

10463: Any food now carried by caster is 10X as nutritious

10464: Any food now carried by caster is fused into glass

10465: Any food now carried by caster is sealed in airtight tin cans

10466: Any food now carried by caster is toxic to Dwarves

10467: Any food now carried by caster smells like carrion

10468: Any food now carried by caster turns to ice

10469: Any food now carried by caster turns to iron

10470: Any food now carried by caster turns to spun sugar

10471: Any gems in caster's possession are replaced by lumps of gelatin

10472: Any hammer thrown by caster returns to his hand one round later

10473: Any horse ridden by caster suffers no fatigue while he rides it

10474: Any intelligent weapons now carried by caster hate him forever

10475: Any intelligent weapons seen by caster look vaguely familiar

10476: Any magic currently affecting the caster is Dispelled

10477: Any magic currently affecting the caster is suppressed until dawn

10478: Any magic items owned by caster appear in a heap nearby

10479: Any magic items owned by caster are non-functional for 1d10 days

10480: Any magical scrolls now carried by caster are fireproof

10481: Any magical scrolls now carried by caster are forgeries

10482: Any magical scrolls now carried by caster are subtly tainted

10483: Any magical scrolls now carried by caster discharge spontaneously

10484: Any magical scrolls now carried by caster turn to steel

10485: Any metal object carried by caster is 90% transparent

10486: Any metal object carried by caster seems 10x its normal weight

10487: Any metal that caster is carrying turns to liquid like mercury

10488: Any missile fired at caster is 10% likely to explode when it hits

10489: Any missile fired at caster is at a -3 penalty to hit him

10490: Any missile fired by caster is 10% likely to vanish in flight

10491: Any missile shot by caster is destroyed by lightning mid-flight

10492: Any missile striking caster is 10% likely to be just an illusion

10493: Any mountain more than one mile from caster is invisible to him

10494: Any ranged spell used by caster seems to issue from his eyes

10495: Any ranged spell used by caster seems to issue from someone else

10496: Any rope currently carried by caster doubles in length

10497: Any rope currently carried by caster turns to braided gold wire

10498: Any rope that caster is now carrying becomes frictionless

10499: Any rope that caster is now carrying is soaked with lamp oil

10500: Any shield held by caster appears to be made of Swiss cheese

10501: Any shield held by caster appears to weigh 100 pounds

10502: Any shield held by caster gains a +1 bonus while he holds it

10503: Any shield held by caster is ethereal in the presence of weapons

10504: Any shield held by caster is impervious to magical fire

10505: Any spells cast by caster are accompanied by twinkling lights

10506: Any spells cast by caster upon himself have an undesirable effect

10507: Any spells cast by caster upon himself lapse after one round

10508: Any spells cast by caster within the last hour are negated

10509: Any spells caster now has memorized will fail when he casts them

10510: Any undead in the area attack the caster but ignore everyone else

10511: Any undead in the area flee from the caster for 2d10 rounds

10512: Any wood within 25 yards flies toward the caster for 1d10 rounds

10513: Any writing implement used by caster breaks, runs dry, etc.

10514: Anyone attempting to rob caster must tell him about it beforehand

10515: Anyone drinking a potion near caster looks like him until sunset

10516: Anyone drinking a potion shrinks by 50% for its duration

10517: Anyone in caster's presence can't employ Direction Sense

10518: Anyone in caster's presence thinks that he represents True North

10519: Anyone related to caster by blood is invisible to him

10520: Anyone slain by caster becomes invisible upon death

10521: Anyone trying to pick caster's pocket shrinks by 50%

10522: Anyone trying to scry the caster's whereabouts sees this location

10523: Anyone voluntarily struck by caster's magic resents him for it

10524: Anyone who knows caster's name gives him an offensive nickname

10525: Anyone who looks deep into caster's mouth risks insanity

10526: Anything caster drinks is 50% likely to fall from his mouth

10527: Anything written by caster appears as gibberish to everyone else

10528: Artifacts react unpredictably when caster attempts to use them

10529: Before each spell, caster must address someone who isn't there

10530: Before each spell, caster must anoint his head with water

10531: Before each spell, caster must bark like a dog for 2d6 seconds

10532: Before each spell, caster must bite a gold coin

10533: Before each spell, caster must blaspheme some god of chaos

10534: Before each spell, caster must claim that his shoes are too tight

10535: Before each spell, caster must claim to be invincible

10536: Before each spell, caster must clear his throat loudly

10537: Before each spell, caster must confess an embarrassing secret

10538: Before each spell, caster must confess that he's a charlatan

10539: Before each spell, caster must crack his knuckles

10540: Before each spell, caster must drop a gold coin to the ground

10541: Before each spell, caster must give himself permission to cast it

10542: Before each spell, caster must hold his breath for 1d10 seconds

10543: Before each spell, caster must ingest a pinch of dust

10544: Before each spell, caster must insult a close friend

10545: Before each spell, caster must invoke some monstrous entity

10546: Before each spell, caster must issue what sounds like a prophecy

10547: Before each spell, caster must light a small candle

10548: Before each spell, caster must make a new and improbable vow

10549: Before each spell, caster must make an embarrassing admission

10550: Before each spell, caster must pat himself on the head

10551: Before each spell, caster must pluck 1d6 hairs from his head

10552: Before each spell, caster must predict that he'll die by sunset

10553: Before each spell, caster must prick his finger with a rusty pin

10554: Before each spell, caster must profess a thirst for human blood

10555: Before each spell, caster must profess love for someone nearby

10556: Before each spell, caster must promise to change his name

10557: Before each spell, caster must remove one article of clothing

10558: Before each spell, caster must say "Magic is my business."

10559: Before each spell, caster must say "My God, it's full of stars."

10560: Before each spell, caster must say "The prophecy is fulfilled."

10561: Before each spell, caster must say "This probably won't work."

10562: Before each spell, caster must shed at least 1d4 tears

10563: Before each spell, caster must shout a different prime number

10564: Before each spell, caster must snap a twig or the like

10565: Before each spell, caster must speak a new and original rhyme

10566: Before each spell, caster must speak a new and relevant pun

10567: Before each spell, caster must speak ill of a good friend

10568: Before each spell, caster must tear one article of clothing

10569: Before each spell, caster must tie a knot in a piece of string

10570: Before each spell, caster must touch his eyes, ears, and nose

10571: Before each spell, caster must touch liquid water

10572: Before each spell, caster must trace a circle in the air

10573: Before each spell, caster must vow that this is his final spell

10574: Beneficial magic potions have an opposite effect upon the caster

10575: Bits of flesh fall from caster's body until he's a bare skeleton

10576: Blades seem extraordinarily dull while caster wields them

10577: Caster accidentally creates a virulent plague in his workshop

10578: Caster accuses his nearest ally of murdering him

10579: Caster acquires an exact copy of every non-magical thing he owns

10580: Caster acquires lycanthropy, but only in his left leg

10581: Caster acquires proficiency in some weapon that will never exist

10582: Caster addresses everyone he knows by his own name

10583: Caster adopts a habit of nightly self-flagellation

10584: Caster adopts a universally obscene gesture as his trademark

10585: Caster adopts bizarre rituals concerning the preparation of food

10586: Caster adopts fastidious standards of hygiene

10587: Caster adopts some unlikely animal as a kind of spirit totem

10588: Caster adopts some unlikely object as a kind of holy symbol

10589: Caster adopts the next religion he encounters for the first time

10590: Caster ages 1d10 years per hour until sunset tonight

10591: Caster ages 1d10 years/round for 2 turns, then reverts to normal

10592: Caster ages backwards 2d4 years over that many rounds

10593: Caster ages normally but forever retains his current appearance

10594: Caster ages one year per day spent on open water

10595: Caster ages one year per mile that he travels away from this spot

10596: Caster always appears healthy and wealthy

10597: Caster always appears sickly and destitute

10598: Caster always feels as if the temperature is what it is right now

10599: Caster always pays 10% more than the asking price

10600: Caster always sees his surroundings as misty and fog- shrouded

10601: Caster always thinks it's fifty degrees colder than it really is

10602: Caster always thinks that there's one more step in the staircase

10603: Caster and everyone else forgets and can't discern his age

10604: Caster and nearest intelligent weapon exchange personalities

10605: Caster and one nearby ally teleport to the caster's home

10606: Caster annoys everyone by insisting that he's ambidextrous

10607: Caster appears increasingly decrepit as the day wears on

10608: Caster appears to be a bare skeleton from the waist down

10609: Caster appears to be a bare skeleton from the waist up

10610: Caster appears to be at full health, no matter how badly injured

10611: Caster appears to be bleeding profusely whenever he's indoors

10612: Caster appears to be composed of translucent quartz

10613: Caster appears to be covered in ugly scales for one day each week

10614: Caster appears to be made of countless flesh-colored pebbles

10615: Caster appears to be made out of bricks until sunset tomorrow

10616: Caster appears to be of a different species while sleeping

10617: Caster appears to be of opposite sex while brandishing a shield

10618: Caster appears to be on fire while his spellbook is open

10619: Caster appears to be operating his body from a remote location

10620: Caster appears to be undead for one hour after each meal

10621: Caster appears to be undead while in the presence of undead

10622: Caster appears to be weathered like an ancient statue

10623: Caster appears to have a railroad spike jutting from his forehead

10624: Caster appears to have been carved from wood with an axe

10625: Caster appears to have been crafted out of clay by children

10626: Caster appears to have been torn apart and hastily reassembled

10627: Caster appears to shrivel like a raisin after each casting

10628: Caster appears translucent to anyone of the opposite sex

10629: Caster asks Elves if they can supply him with fudge cookies

10630: Caster ate the last of the rations that his party was carrying

10631: Caster ate two or three pounds of apple seeds this morning

10632: Caster attempts to drink every potion he sees

10633: Caster attracts undead in any town he enters

10634: Caster attracts zealous sycophants wherever he goes

10635: Caster automatically believes that his own illusions are real

10636: Caster awakens to find that the last 1d8 hours were only a dream

10637: Caster bears the birthmark of the lineage of powerful kings

10638: Caster becomes disturbingly frenetic until sunset

10639: Caster becomes flat as a sheet of parchment for 2d6 rounds

10640: Caster becomes increasingly simian as the days wear on

10641: Caster becomes invisible to anyone who successfully Charms him

10642: Caster becomes lost if he enters a cave by himself

10643: Caster becomes lost if he enters a forest by himself

10644: Caster becomes powerfully addicted to necromantic magic

10645: Caster becomes powerfully addicted to Chaos Bursts

10646: Caster becomes tightly stuck to the next chair in which he sits

10647: Caster becomes unconscious when he becomes invisible

10648: Caster becomes violently ill if he eats near a fire

10649: Caster becomes visibly anxious at the sight of holy water

10650: Caster begins aging backwards, one year per round

10651: Caster begins growing one inch per week

10652: Caster begins his conversations with an insulting comment

10653: Caster begins to resemble the next person who touches him

10654: Caster begins worshipping his spellbook with burnt offerings

10655: Caster believes that a nearby sheep is his polymorphed true love

10656: Caster briefly turns translucent after casting a spell

10657: Caster burns with homicidal rage whenever he's struck by magic

10658: Caster can alter his weight by up to 50% at will

10659: Caster can always sense his location relative to this location

10660: Caster can appear to be 50% fatter at will

10661: Caster can appraise gems by tasting them

10662: Caster can ask three questions of the next tree he touches

10663: Caster can assess the purity of any metal by tasting it

10664: Caster can be accurately described as "frumious"

10665: Caster can be injured but not killed by any bludgeoning weapon

10666: Caster can be injured but not killed by any female creature

10667: Caster can be injured but not killed by any male creature

10668: Caster can be injured by fire, but it can't kill him

10669: Caster can be injured by metal weapons, but they can't kill him

10670: Caster can be injured normally but can only be slain by fire

10671: Caster can be injured normally but can only be slain by magic

10672: Caster can become invisible at will while he's knee-deep in snow

10673: Caster can become invisible while standing neck-deep in water

10674: Caster can breathe underwater, but he always smells like a fish

10675: Caster can carry any weight of books but only in his bare hands

10676: Caster can cause one creature near him to turn to iron

10677: Caster can cause one nearby person to age 1d10 years

10678: Caster can change the size of his ears at will

10679: Caster can conjure apples out of thin air, one at a time

10680: Caster can control any undead skeletons now within 100 yards

10681: Caster can detach either of his hands at will

10682: Caster can detach his head easily but dies if he does so

10683: Caster can detect non-magical fire within 500 yards

10684: Caster can detect the nearest potable water at will

10685: Caster can detect the presence of elementals within 100 yards

10686: Caster can detect True East at will

10687: Caster can discern a person's age by touching him

10688: Caster can discern a tree's age by touching it

10689: Caster can discern whether people are really unconscious

10690: Caster can discern which spells a magic user has memorized

10691: Caster can disgorge a pound of sawdust once per day

10692: Caster can double his spells' range if he's carrying no metal

10693: Caster can double his weight for up to 1d4 rounds per day

10694: Caster can drink only from a golden bowl worth 100 gold pieces

10695: Caster can easily walk on ice while barefoot

10696: Caster can echolocate like a dolphin while naked and underwater

10697: Caster can endure normal fire one round per point of Constitution

10698: Caster can extend his legs to 150% of their normal length at will

10699: Caster can extend his legs to 2X their normal length at will

10700: Caster can handle red-hot metal with his bare hands

10701: Caster can hear what occurs at this location from up to 10 miles

10702: Caster can hear what's going on in his home, wherever he is

10703: Caster can hold his breath for 3X his Wisdom score in rounds

10704: Caster can hurl a baseball-sized object beyond the horizon

10705: Caster can identify any kind of fungus on sight

10706: Caster can ignite twigs by sticking them in his mouth

10707: Caster can ignore any spell cast on him but is 80% likely to die

10708: Caster can induce ravenous hunger in others

10709: Caster can inflate his left hand like a balloon

10710: Caster can instantly count quantities of fewer than 1,000 items

10711: Caster can judge visible distances with amazing accuracy

10712: Caster can light candles simply by touching their wicks

10713: Caster can magically create edible but non-nourishing food

10714: Caster can make his ears resemble noses at will

10715: Caster can memorize spells 4x faster than is normally required

10716: Caster can move easily through running water less than waist-deep

10717: Caster can move in total silence for his Wisdom score in rounds

10718: Caster can move silently while holding a thumb in each nostril

10719: Caster can never again come within one mile of his home

10720: Caster can no longer use charged magic items

10721: Caster can only digest food that is spoiled or rotting

10722: Caster can only use electrical magic while standing in water

10723: Caster can only wear one shoe at a time

10724: Caster can open his mouth as wide as he is tall

10725: Caster can pass his right arm through up to six inches of wood

10726: Caster can reattach his own limbs if they're severed

10727: Caster can recall his own birth with perfect clarity

10728: Caster can remove his tongue and replace it at will

10729: Caster can remove one eye and replace it at will

10730: Caster can remove or negate one curse

10731: Caster can resemble a decaying zombie at will

10732: Caster can retract his feet into his ankles at will

10733: Caster can retract his fingers into his palms at will

10734: Caster can retract his nose into his face at will

10735: Caster can scale walls like a monkey while unencumbered

10736: Caster can see in total darkness if he has a banana in his pocket

10737: Caster can see secret doors easily but can't see normal doors

10738: Caster can see through fire

10739: Caster can see through his eyelids for up to 1d6 rounds at a time

10740: Caster can see through stone if he has a pebble in his mouth

10741: Caster can see underwater clearly while naked and wielding an axe

10742: Caster can seem to be infected with a particular disease at will

10743: Caster can seen in total darkness for 1d4 days

10744: Caster can sense intelligent weapons within 10 yards

10745: Caster can sense people who've been affected by Chaos Bursts

10746: Caster can speak but can't engage in actual conversations

10747: Caster can speak in a whisper to anyone in his line of sight

10748: Caster can speak in any of 2d4 voices at will

10749: Caster can speak with ants but can only ask yes/no questions

10750: Caster can speak with carrion birds, but he smells like a corpse

10751: Caster can speak with carrion birds, but he's permanently bald

10752: Caster can speak with domestic fowl, but he crows at sunrise

10753: Caster can speak with domestic fowl, but they tend to lie to him

10754: Caster can speak with honeybees while dancing like one of them

10755: Caster can speak with oysters while holding a pearl in his mouth

10756: Caster can speak with small fish, but only while underwater

10757: Caster can spot the strongest member of any group of five or more

10758: Caster can stretch his left arm 2X the length of his body

10759: Caster can subsist on bark for up to 1d4 days at a time

10760: Caster can Summon 1d10 rabbits, once per level per week

10761: Caster can Summon a powerful entity to answer one question

10762: Caster can Summon a powerful entity who will then try to kill him

10763: Caster can Summon but not control a powerful, malevolent entity

10764: Caster can Summon up to 1d10 pigeons per month

10765: Caster can survive at the bottom of the sea for 1d4 minutes

10766: Caster can survive in the depths of space, if he can get there

10767: Caster can survive one fall of up to twenty miles

10768: Caster can taste foods simply by touching them

10769: Caster can teleport 10 feet straight up, once per day

10770: Caster can teleport 10 times at will but loses a finger each time

10771: Caster can teleport at will but ages 1d100 years each time

10772: Caster can teleport at will but arrives unconscious for one hour

10773: Caster can teleport at will but can't pick the destination

10774: Caster can teleport at will but doesn't arrive for 1d12 months

10775: Caster can teleport at will but is 10% likely to arrive dead

10776: Caster can teleport at will but is paralyzed from the neck down

10777: Caster can teleport at will but loses 1d100 hit points each time

10778: Caster can teleport at will but only while naked and unencumbered

10779: Caster can teleport at will but shrinks by 50% per mile traveled

10780: Caster can teleport at will to this exact spot 2d6 times

10781: Caster can teleport into the nearest hollow tree, once

10782: Caster can teleport up to fifty feet once per day

10783: Caster can throw one baseball-sized item 2d6 days into the future

10784: Caster can throw one nearby person 1d10 rounds into the future

10785: Caster can throw one nearby person 1d4 days into the future

10786: Caster can transmute magically-created metal into wood

10787: Caster can travel in time but ages 1d10 years per round traveled

10788: Caster can turn 360° at the waist without harm

10789: Caster can turn ethereal at will but can't revert for 3d8 days

10790: Caster can turn his arms to wood for up to 1d6 rounds per day

10791: Caster can turn his bones invisible at will

10792: Caster can turn his hands invisible at will 1d8 times per day

10793: Caster can turn his head completely around once per day

10794: Caster can turn into a cat but can't resume his true form

10795: Caster can turn into a falcon but is only 30% likely to turn back

10796: Caster can turn into a small tree while he's indoors

10797: Caster can turn into any kind of fish if no water is nearby

10798: Caster can turn invisible while he holds his breath

10799: Caster can turn invisible while naked and motionless

10800: Caster can walk on inclines of 45° or less as if they were flat

10801: Caster can withstand ocean depths while holding a bar of sodium

10802: Caster can, at will, appear to be the next person he touches

10803: Caster can't attack anyone more than 20 feet away from him

10804: Caster can't be beheaded

10805: Caster can't be blinded or dazzled by sunlight

10806: Caster can't be burned by magical fire for 1d4 hours

10807: Caster can't be burned by steam or scalding water

10808: Caster can't be Charmed by anyone of the opposite sex

10809: Caster can't be crushed by any weight of stone

10810: Caster can't be cut by any blade until he casts his next spell

10811: Caster can't be cut by glass

10812: Caster can't be cut by non-magical blades for 1d4 days

10813: Caster can't be harmed by any member of the royal family

10814: Caster can't be harmed by loud, non-magical sound

10815: Caster can't be harmed by refined metals for 1d4 hours

10816: Caster can't be harmed while he stands where he is right now

10817: Caster can't be killed by anyone of his own race

10818: Caster can't be overwhelmed by foul odors

10819: Caster can't be seen through glass or ice

10820: Caster can't be strangled

10821: Caster can't breathe for 4d6 rounds

10822: Caster can't bring his left hand within 18 inches of his head

10823: Caster can't carry anything larger than his own head

10824: Caster can't carry anything made entirely of metal

10825: Caster can't carry refined metal in a wooded environment

10826: Caster can't cast any spells he now has memorized for 1d8 days

10827: Caster can't cast fire-based magic while in the rain

10828: Caster can't cast fire-based spells in a wooded environment

10829: Caster can't cast force-based spells (Wall of Force, etc.)

10830: Caster can't cast magic on anyone not wearing armor

10831: Caster can't cast magic on anyone while they're eating

10832: Caster can't cast magic unless he's within sight of a tree

10833: Caster can't cast magic upon himself for 1d4 weeks

10834: Caster can't create magical walls or barriers

10835: Caster can't create normal or magical fire for 1d4 days

10836: Caster can't create permanent magical objects or effects

10837: Caster can't cross moving water while brandishing a weapon

10838: Caster can't cross moving water while carrying his spellbook

10839: Caster can't cross moving water while wearing clothes

10840: Caster can't cross moving water while wearing magical rings

10841: Caster can't cross moving water without assistance

10842: Caster can't determine when he's hungry or thirsty

10843: Caster can't eat any cooked meat

10844: Caster can't eat any food that doesn't contain a handful of soil

10845: Caster can't eat any food that he himself didn't prepare

10846: Caster can't eat any salted or cured meat

10847: Caster can't eat while at full hit points

10848: Caster can't employ magical means of improving his Armor Class

10849: Caster can't enter any artificial structure for 2d4 weeks

10850: Caster can't enter any building in which Dwarves are present

10851: Caster can't go more than 10' from this location for 24 hours

10852: Caster can't harm or be harmed by elementals for 4d10 months

10853: Caster can't inflict injury upon himself with any metal weapon

10854: Caster can't learn any new spells until he's been resurrected

10855: Caster can't learn any new spells within 1d10 miles of here

10856: Caster can't lift both feet from the ground at the same time

10857: Caster can't move his arms for 1d4 turns

10858: Caster can't move his left arm or right leg for 1d4 turns

10859: Caster can't move more than 10 feet from the next tree he touches

10860: Caster can't open any door constructed primarily of wood

10861: Caster can't open any door that has a hinge made of metal

10862: Caster can't open any door that opens toward him

10863: Caster can't open any door unless his hair is wet

10864: Caster can't open any door while anyone is watching

10865: Caster can't quite be certain that he really exists

10866: Caster can't remember the last 2d12+12 hours

10867: Caster can't remove any magical armor that he's now wearing

10868: Caster can't remove his hands from his pockets

10869: Caster can't run while his eyes are open

10870: Caster can't see any extra-planar creatures for one year

10871: Caster can't see through glass, ice, diamond, or the like

10872: Caster can't sleep indoors while it's raining

10873: Caster can't sleep more than 1d4 hours at a time

10874: Caster can't sleep until he shaves his head bald

10875: Caster can't sleep until he's walked at least 4d8 miles from here

10876: Caster can't speak for one hour and can only croak like a frog

10877: Caster can't speak for one hour if he's wearing clothes

10878: Caster can't speak in anything less than a full shout

10879: Caster can't speak in sentences longer than 10 syllables

10880: Caster can't speak to anyone holding a blood-stained weapon

10881: Caster can't speak to anyone whom he's not currently touching

10882: Caster can't speak unless he first turns in a circle

10883: Caster can't speak unless he's brandishing a weapon

10884: Caster can't speak unless he's carrying at least one gold coin

10885: Caster can't speak unless his thumbs are touching

10886: Caster can't speak until he's removed 1d10 articles of clothing

10887: Caster can't speak while holding a weapon

10888: Caster can't stand with both feet on the ground at the same time

10889: Caster can't stop talking for 6d12 hours

10890: Caster can't tolerate the presence of wet ink

10891: Caster can't touch food with his hands

10892: Caster can't use any blade longer than his forearm

10893: Caster can't use any magic until someone cuts him with a blade

10894: Caster can't use magic between sunrise and noon

10895: Caster can't use magic for 1d4 rounds after being wounded

10896: Caster can't use magic for 1d6 rounds after being struck by magic

10897: Caster can't use magic for six hours after ingesting meat

10898: Caster can't use magic items for one turn after casting a spell

10899: Caster can't use magic items that contain gold

10900: Caster can't use magic items until sunrise

10901: Caster can't use magic items while at full hit points

10902: Caster can't use magic unless he swallows a gold coin each day

10903: Caster can't use magic unless he's holding a buzzard's feather

10904: Caster can't use magic until he eats a pound of feathers

10905: Caster can't use magic until sunset tomorrow

10906: Caster can't use magic while sitting

10907: Caster can't use magic within 1d4 miles of this spot for 5d6 days

10908: Caster can't use missile weapons for one week

10909: Caster can't use non-magical blades for 1d6 days

10910: Caster can't use the spell Dispel Magic

10911: Caster can't use the spell that triggered this Burst for one year

10912: Caster can't use weapons that contain wood

10913: Caster can't wake without assistance

10914: Caster can't walk (run, etc.) while wearing a magic ring

10915: Caster can't wear magical rings

10916: Caster can't wield any weapon longer than his arm

10917: Caster changes his name to its reverse: "Tom" becomes "Mot"

10918: Caster claims that he's doing the work of some god or other

10919: Caster claims to be able to command dragons to do his bidding

10920: Caster claims to be immune to inorganic poisons

10921: Caster claims to be the offspring of a god and a mortal

10922: Caster claims to have begotten a child with a god

10923: Caster claims to have committed logically impossible acts

10924: Caster claims to have created the universe

10925: Caster claims to have invented the Fireball spell

10926: Caster combusts instantly if he's stabbed by a silver dagger

10927: Caster comes into possession of 1d100 acres of swampland

10928: Caster comes into possession of a bag full of mismatched teeth

10929: Caster comes into possession of a black velvet painting of Elves

10930: Caster comes into possession of a foul, decomposing skull

10931: Caster comes into possession of a golden vial of silver fluid

10932: Caster comes into possession of a ring that can't be removed

10933: Caster comes into possession of a three-legged pony

10934: Caster comes into possession of an apparently magical lamp

10935: Caster comes into possession of his great-grandfather's jawbone

10936: Caster completely blends into his surroundings while he's asleep

10937: Caster completely blends into his surroundings while upside down

10938: Caster compulsively hordes some kind of small, worthless item

10939: Caster confesses to every crime he hears about

10940: Caster confesses to improbable crimes (e.g. "I stole the moon.")

10941: Caster consistently overestimates his martial and magical prowess

10942: Caster continues to age normally but can't die of old age

10943: Caster coughs violently in the presence of undead

10944: Caster craves moss

10945: Caster craves wood like a termite

10946: Caster cries like a baby whenever he's hungry or can't sleep

10947: Caster cries like a baby whenever he's struck by magic

10948: Caster dances like a belly- dancer for 2d6 rounds

10949: Caster declares himself to be the center of the universe

10950: Caster declares that Dwarves are indistinguishable from orcs

10951: Caster declares that he can redeem the damned

10952: Caster declares that he has the power to absolve sins

10953: Caster declares that he is the judge of all mankind

10954: Caster declares that these pretzels are making him thirsty

10955: Caster deeply resents anyone who asks him to use magic

10956: Caster deeply resents anyone who doesn't praise his magical skill

10957: Caster deeply resents anyone who eats meat in his presence

10958: Caster deeply resents anyone who uses magic in his presence

10959: Caster demands that employers pay him in wood instead of gold

10960: Caster demands that his allies adopt fastidious hygiene standards

10961: Caster demands that his allies treat him as though he's invisible

10962: Caster demands that people call him Ishmael

10963: Caster demands that people call him Legion, for he is many

10964: Caster demands that people call him The Spell-Meister

10965: Caster derives no nourishment from food cooked over a fire

10966: Caster derives no nourishment from food eaten after sunset

10967: Caster derives no nourishment from food eaten near a lake

10968: Caster develops a stutter while in the presence of undead

10969: Caster develops an intense hunger for leather strapping

10970: Caster develops an intense hunger for the pages of his spellbook

10971: Caster didn't actually exist prior to this Chaos Burst

10972: Caster dies if he slays a zombie in the next 1d6 days

10973: Caster dies instantly if his blood is spilled by a god

10974: Caster dies instantly if his blood is spilled by mistletoe

10975: Caster dies painfully but arises at dawn having gained one level

10976: Caster discovers a whole pantheon of hitherto overlooked deities

10977: Caster discovers that one of his limbs belongs to someone else

10978: Caster discovers that one of his limbs is a clockwork replica

10979: Caster disgorges 10d10 feet of rubber tubing

10980: Caster disgorges 1d100 gold pieces

10981: Caster disgorges 1d100 pounds of wet, coarse sand

10982: Caster disgorges 1d4 apples per hour for the next 3d8 hours

10983: Caster disgorges 1d4 gallons of foul, necrotic mush

10984: Caster disgorges 1d6 gallons of rusty sludge

10985: Caster disgorges 2d10 pounds of carrots

10986: Caster disgorges 2d4 full-sized wool blankets

10987: Caster disgorges a 100 foot length of fine silver wire

10988: Caster disgorges a ball of solid bone nine inches in diameter

10989: Caster disgorges a bar of copper four feet in length

10990: Caster disgorges a bar of soap as large as his spellbook

10991: Caster disgorges a bolt of finely embroidered silk

10992: Caster disgorges a book about gastrointestinal anomalies

10993: Caster disgorges a book of carpet samples

10994: Caster disgorges a box of rare botanical samples

10995: Caster disgorges a bushel of ripe peaches

10996: Caster disgorges a coffin large enough to accommodate his corpse

10997: Caster disgorges a four-course meal for three

10998: Caster disgorges a full-grown cactus

10999: Caster disgorges a full-sized barrel

11000: Caster disgorges a glass cube four inches on a side

11001: Caster disgorges a glass vial containing a mysterious potion

11002: Caster disgorges a golden birdcage

11003: Caster disgorges a king's long-lost signet ring

11004: Caster disgorges a large bunch of bananas

11005: Caster disgorges a large chair

11006: Caster disgorges a large pane of glass

11007: Caster disgorges a length of heavy chain

11008: Caster disgorges a life-sized ice sculpture of a horse

11009: Caster disgorges a long hunk of driftwood

11010: Caster disgorges a lump of brass the size of his torso

11011: Caster disgorges a medium-sized astrolabe

11012: Caster disgorges a mop and a wooden bucket full of suds

11013: Caster disgorges a mysterious and important-looking key

11014: Caster disgorges a pair of deer antlers

11015: Caster disgorges a pair of smith's fire tongs

11016: Caster disgorges a pouch full of rare and ancient coins

11017: Caster disgorges a pound of mercury

11018: Caster disgorges a pound of molten lead

11019: Caster disgorges a ring full of keys that don't fit any lock

11020: Caster disgorges a ship's anchor

11021: Caster disgorges a small brazier full of burning coals

11022: Caster disgorges a sort of bowl-shaped porcelain chair

11023: Caster disgorges a weapon that he misplaced 1d12 months ago

11024: Caster disgorges a whole pumpkin

11025: Caster disgorges a wrought-iron staircase banister

11026: Caster disgorges an airtight canister filled with nitrogen gas

11027: Caster disgorges an elephant's femur

11028: Caster disgorges an entire beehive

11029: Caster disgorges an exact copy of the head of someone nearby

11030: Caster disgorges an oil painting of this scene

11031: Caster disgorges an ostrich egg

11032: Caster disgorges enough snow to blanket an area ten feet square

11033: Caster disgorges half of a canoe

11034: Caster disgorges the carcass of a strange and colorful bird

11035: Caster disgorges the emblem of some diabolical religious cult

11036: Caster disgorges the entire, intact skin of a giraffe

11037: Caster disgorges the entire, intact skin of someone nearby

11038: Caster disgorges what appears to be his entire nervous system

11039: Caster disgorges what appears to be his own still-beating heart

11040: Caster displays all the signs of full demonic possession

11041: Caster distrusts anyone displaying a cut gem or jewel

11042: Caster distrusts anyone taller than he is

11043: Caster distrusts anyone who doesn't know the caster's name

11044: Caster distrusts anyone who doesn't resemble him

11045: Caster distrusts anyone who won't let him examine their teeth

11046: Caster distrusts anyone who's wearing armor

11047: Caster distrusts other members of his race

11048: Caster distrusts other spellcasters

11049: Caster doesn't need to drink fluids for the next 1d100 weeks

11050: Caster doesn't need to eat during the new moon

11051: Caster doesn't need to eat for the next 1d100 weeks

11052: Caster doesn't remember anyone now within 10 miles

11053: Caster donates all of his money to some unlikely charity

11054: Caster dreams each night of a powerful and malevolent artifact

11055: Caster dreams each night of being painfully turned inside out

11056: Caster dreams each night of being worshipped by gods

11057: Caster dreams of being stalked by an invisible hunter from space

11058: Caster dreams of unicorns and wonders if he's an automaton

11059: Caster drinks any potions he's now carrying

11060: Caster eat food for 1d12 hours after using a magic item

11061: Caster embraces someone nearby and is reluctant to let go

11062: Caster embraces the nearest tree and refuses to let go

11063: Caster ends his conversations with an annoying catch phrase

11064: Caster engages in a long, heated debate with the nearest tree

11065: Caster enjoys the taste of fire

11066: Caster enjoys the taste of lamp oil

11067: Caster erases one randomly-chosen spell from his spellbook

11068: Caster experiences pain if he handles jewels or precious gems

11069: Caster experiences pain when he spends money

11070: Caster experiences violent, full-body spasms for 2d4 rounds

11071: Caster faces True North and is stuck that way for one turn

11072: Caster falls down the next flight of steps he encounters

11073: Caster falls from the nearest tree

11074: Caster falls madly in love with someone he's never heard of

11075: Caster falls madly in love with someone who's never existed

11076: Caster fears densely wooded areas

11077: Caster fears non-magical, non-humanoid mammals

11078: Caster fears that he'll be damned forever whenever he uses magic

11079: Caster fears that he'll cease to exist if he causes another Burst

11080: Caster fears that his allies are vanishing one by one

11081: Caster fears that his limbs are vanishing one by one

11082: Caster fears that spiders have lain countless eggs in his brain

11083: Caster fears the reaper

11084: Caster feels a psychic bond to someone unknown but nearby

11085: Caster feels as if he's always walking on a slope

11086: Caster feels as though he's trudging through knee-deep snow

11087: Caster feels as though he's trudging uphill

11088: Caster feels constant, overwhelming hunger while in his home

11089: Caster feels countless small snakes crawling all over his body

11090: Caster feels incredible hostility toward non-magic users

11091: Caster feels incredible hostility toward other magic users

11092: Caster feels inexplicable anxiety when he hears his name

11093: Caster feels inexplicable anxiety while at full hit points

11094: Caster feels inexplicable nostalgia when he meets new people

11095: Caster feels intense but unfocused hatred for 1d6 hours

11096: Caster feels intense discomfort when people smile at him

11097: Caster feels more comfortable among the undead than the living

11098: Caster feels overpowering fear in the presence of steam

11099: Caster feels overpowering hatred for the next magic item he sees

11100: Caster feels powerless unless everyone knows he's a magic user

11101: Caster feels powerless unless he's wearing boots on his hands

11102: Caster feels strangely calm while in the presence of dragons

11103: Caster feels thorny roots growing slowly through his flesh

11104: Caster fiercely covets the next magical ring he sees

11105: Caster finds 1d100 cans containing pink, processed meat in jelly

11106: Caster finds 1d4 extra spells in his spellbook

11107: Caster finds 1d4 small rodents living in his spellbook

11108: Caster finds 2d6 white pills, each of which heals 1d20 hit points

11109: Caster finds 2d8 real-looking but useless spells in his spellbook

11110: Caster finds a barrel full of rancid mayonnaise

11111: Caster finds a book describing the methods for self-dissection

11112: Caster finds a book that will shatter his sanity if he reads it

11113: Caster finds a compelling but incomprehensible magical tome

11114: Caster finds a copy of Aristotle's long-lost Poetics of Comedy

11115: Caster finds a copy of his own ghost-written autobiography

11116: Caster finds a crystal containing a tiny image of himself

11117: Caster finds a cube of frozen human blood, one foot on a side

11118: Caster finds a four-valve trumpet that can raise the dead

11119: Caster finds a handful of mysterious pills in his pocket

11120: Caster finds a handful of rainbow-colored powder in his pocket

11121: Caster finds a hideous carved idol of a cephalopoid god-monster

11122: Caster finds a key that explodes when inserted into any lock

11123: Caster finds a large, cursed diamond in the next hole he digs

11124: Caster finds a large, gold box containing nothing but sand

11125: Caster finds a large, metal disc engraved with his image

11126: Caster finds a list of assassination targets; his name is next

11127: Caster finds a magic wand but for some reason is afraid to use it

11128: Caster finds a minor artifact in the next hole he digs

11129: Caster finds a mirror that grants false visions of the future

11130: Caster finds a mirror that reflects everyone but him

11131: Caster finds a mirror that reflects only vampires

11132: Caster finds a notebook detailing the way he was built in a lab

11133: Caster finds a number that divides evenly into all prime numbers

11134: Caster finds a pair of gloves that devour any hands inside them

11135: Caster finds a pair of gloves that turn to steel when worn

11136: Caster finds a pair of stone tablets engraved with quaint laws

11137: Caster finds a possibly inaccurate chronology of his entire life

11138: Caster finds a potion 90% likely to heal and 10% likely to kill

11139: Caster finds a potion that can instantly cause his death

11140: Caster finds a potion that can instill zealous religious fervor

11141: Caster finds a potion that can turn him into an invisible cat

11142: Caster finds a potion that induces permanent madness in horses

11143: Caster finds a potion that makes the drinker even more visible

11144: Caster finds a pouch full of 1d100 totally identical teeth

11145: Caster finds a pouch full of highly flammable black dust

11146: Caster finds a powder that burns trolls as if it were strong acid

11147: Caster finds a powder that can dissolve up to one pound of gold

11148: Caster finds a powder that can eliminate any poison from food

11149: Caster finds a powder that can render the invisible visible

11150: Caster finds a powder that can turn a zombie into an inert corpse

11151: Caster finds a powder that can turn an inert corpse into a zombie

11152: Caster finds a powder that combusts in the presence of orcs

11153: Caster finds a powder that induces addictive euphoria if inhaled

11154: Caster finds a powder that induces extreme covetousness

11155: Caster finds a powder that is highly toxic to everyone but him

11156: Caster finds a powder that is highly toxic to him but no one else

11157: Caster finds a powder that is highly toxic to large-sized insects

11158: Caster finds a powder that quickly seals open wounds

11159: Caster finds a powder that repels elementals

11160: Caster finds a sack full of his own crematory remains

11161: Caster finds a satchel containing his weight in gold pieces

11162: Caster finds a scroll describing exactly how & when he'll die

11163: Caster finds a secret passage in the next room he enters

11164: Caster finds a set of high-quality watchmaker's tools

11165: Caster finds a small iron box containing 4d8 of his own teeth

11166: Caster finds a treasure map in the next animal he butchers

11167: Caster finds a treasure map that others will kill to possess

11168: Caster finds a trumpet that, if blown, may herald the End Times

11169: Caster finds a weapon that can kill a god

11170: Caster finds a wooden box whose interior can't be illuminated

11171: Caster finds an amulet that repels Summoned creatures

11172: Caster finds black meat like a tainted cheese

11173: Caster finds blueprints for building some anachronistic device

11174: Caster finds convincing evidence that he's just a clone

11175: Caster finds foul odors pleasant and pleasant scents repulsive

11176: Caster finds his own decaying corpse in the next hole he digs

11177: Caster finds proof that a dangerous secret society runs the world

11178: Caster finds strong evidence that the apocalypse is nigh

11179: Caster finds strong evidence that the planet is artificial

11180: Caster finds the ruins of a vast magical library

11181: Caster finds the sight of cooked meat to be highly offensive

11182: Caster finds the whole idea of "names" to be silly and pointless

11183: Caster finds the wreckage of a seagoing vessel in a nearby forest

11184: Caster finds two of the three keys needed to unlock the world

11185: Caster flees this spot and can't return for at least one year

11186: Caster flees, panic-stricken, at top speed in a random direction

11187: Caster flickers like a guttering candle for 1d6 turns

11188: Caster flies into a fury when he removes his shoes

11189: Caster flies into a murderous rage and attacks his nearest ally

11190: Caster forgets any fire that he lights

11191: Caster forgets any first-level spell he now has memorized

11192: Caster forgets everyone's name

11193: Caster forgets everything he knows about etiquette

11194: Caster forgets how to open his spellbook

11195: Caster forgets how to use knives and blades of all kinds

11196: Caster forgets how to use magic for 1d4 days

11197: Caster forgets how to walk for 1d12 hours

11198: Caster forgets that his name is a vile expletive in Dwarfish

11199: Caster gains 1d4 points of Strength; loses one point per day

11200: Caster gains experience at 2X normal rate until he gains a level

11201: Caster gains minor access to a formerly forbidden school of magic

11202: Caster gains no benefit from magical healing during daylight

11203: Caster gains no benefit from wearing gloves or gauntlets

11204: Caster gains one pound per level of spells he casts

11205: Caster gains one pound per round for the next 1d100 rounds

11206: Caster generally seems to be lying when talking about magic

11207: Caster gets a splinter every time he wields a wooden weapon

11208: Caster gives his party two weeks' notice before resigning

11209: Caster glows as bright as daylight while he's asleep

11210: Caster goes berserk and attacks the next undead creature he sees

11211: Caster goes berserk in the presence of royalty

11212: Caster goes berserk whenever he receives magical healing

11213: Caster goes on and on about his misunderstood genius

11214: Caster goes out of his way to appear humble and unassuming

11215: Caster goes out of his way to avoid using magic in combat

11216: Caster goes out of his way to be offensive to royalty

11217: Caster goes out of his way to draw attention to himself in battle

11218: Caster gradually becomes more and more angular

11219: Caster gradually becomes more and more turtle-like

11220: Caster growls in his sleep like a tiger

11221: Caster grows 1d10 new and mysterious organs in his abdomen

11222: Caster grows an additional finger each week

11223: Caster grows one inch per day for the next 2d4-1 days

11224: Caster hallucinates wildly the next time he drinks water

11225: Caster hallucinates wildly until he drinks a quart of water

11226: Caster has 5 Intelligence for 1d6 turns

11227: Caster has 5 Strength for 1d4 turns

11228: Caster has 1d100 real-looking but useless copies of his spellbook

11229: Caster has a +10 bonus on each of his next 1d4 dice rolls

11230: Caster has a 10% chance to control any Summoned entity he sees

11231: Caster has a 10% chance to pick any mechanical lock

11232: Caster has a 25% chance to go blind in each of the next 4 rounds

11233: Caster has a blood-sworn enemy in every town within 500 miles

11234: Caster has a clear memory of building himself from scratch

11235: Caster has a close relative in every town within 500 miles

11236: Caster has a crystal cube that enables him to see through wood

11237: Caster has a cumulative 1% chance daily to be eaten by a dragon

11238: Caster has a cumulative 1% chance daily to turn to stone

11239: Caster has a flat 10% chance to know any new language he hears

11240: Caster has a habit of issuing idle but poorly-considered threats

11241: Caster has a large but harmless hole at the top of his head

11242: Caster has a parrot on his shoulder and a peg leg

11243: Caster has a powerful craving for charcoal, sulfur, and saltpeter

11244: Caster has a powerful craving for the bark of the hemlock tree

11245: Caster has a reputation, perhaps undeserved, for wild debauchery

11246: Caster has a scar as if his head were severed and reattached

11247: Caster has a small keyhole in the palm of his right hand

11248: Caster has a star-shaped dent at the back of his head

11249: Caster has a violent argument with the next soldier he meets

11250: Caster has an almost paralyzing fear of death and the dead

11251: Caster has an answer for everything

11252: Caster has an extraordinary sense of balance

11253: Caster has an identical face on the back of his head

11254: Caster has an inexplicable but overwhelming fear of sunrise

11255: Caster has an out-of-body experience and can't find his way back

11256: Caster has an overpowering hatred of artificial light sources

11257: Caster has an ugly mole just like a nose

11258: Caster has an ugly nose just like a mole

11259: Caster has been carrying a sack full of manure for 1d4 days

11260: Caster has blasphemous tattoos over most of his body

11261: Caster has dreadful dreams of a foul, ancient, and tentacled god

11262: Caster has faulty direction sense while carrying his spellbook

11263: Caster has misgivings about those mushrooms he ate yesterday

11264: Caster has no internal organs; he's a homogenous mush inside

11265: Caster has no scent whatsoever

11266: Caster has ram's horns growing from his hips

11267: Caster has rings on his fingers and bells on his toes

11268: Caster has scars as if his skeleton had been torn out of his body

11269: Caster has silly and pornographic tattoos over most of his body

11270: Caster has ten thumbs in his mouth

11271: Caster has ten thumbs instead of fingers

11272: Caster has ten thumbs somewhere on his body

11273: Caster has tiny mathematical formulae tattooed all over his body

11274: Caster has vivid but false memories of a past life

11275: Caster has vivid but false memories of the last 24 hours

11276: Caster has vivid dreams of his own death each night

11277: Caster hasn't eaten during the past 1d100 days

11278: Caster hatches numerous schemes for destroying the world

11279: Caster hears a heavenly choir singing his praises for 1d4 hours

11280: Caster hears crickets chirping loudly from now on

11281: Caster hears malevolent voices nearby whispering about his doom

11282: Caster hears normally except for voices, which seem subtly muted

11283: Caster hears the echo of his own voice whenever he speaks

11284: Caster hears the footfalls of a hungry predator nearby

11285: Caster hears waves crashing on a beach no matter where he is

11286: Caster henceforth casts this spell as if he's two levels higher

11287: Caster henceforth gains an additional hit point at each level

11288: Caster henceforth has a bonus 10% chance to learn new spells

11289: Caster henceforth needs only one-third the normal amount of food

11290: Caster hurls his spellbook as far as he can

11291: Caster informs people of what he judges his greatest weakness

11292: Caster insists that he's proficient in some obscure martial art

11293: Caster invokes dubiously relevant entities in times of stress

11294: Caster is 1% likely to be killed by a meteor on any given day

11295: Caster is 5% likely to become a god if he drowns himself

11296: Caster is 5% likely to become a god if he kills himself by fire

11297: Caster is 10% likely never to have existed at all

11298: Caster is 10% likely to be immune to any single dose of poison

11299: Caster is 10% likely to be invisible to any female that he meets

11300: Caster is 10% likely to be invisible to any male that he meets

11301: Caster is 10% likely to be resurrected if his corpse is set afire

11302: Caster is 10% likely to be totally immune to any single attack

11303: Caster is 10% likely to believe even the most outrageous of lies

11304: Caster is 10% likely to have been sired by a powerful demon

11305: Caster is 10% likely to sympathize with any enemy he injures

11306: Caster is 15% likely to have read any book he sees

11307: Caster is 20% likely to faint outright at the sight of blood

11308: Caster is 20% likely to sneeze and disrupt any spell he casts

11309: Caster is 20% likely to turn to stone while swimming

11310: Caster is 2X as old as the oldest person within 100 yards

11311: Caster is 50% likely to drown in any water deeper than he is tall

11312: Caster is 60% likely to misplace any money he receives

11313: Caster is able to see his own eyes

11314: Caster is absolutely convinced that he's a zombie

11315: Caster is afflicted with severe frostbite in 1d4 limbs

11316: Caster is afflicted with vampirism, but only during the day

11317: Caster is always and easily recognizable as a spellcaster

11318: Caster is an untamed youth, that's the truth, with a cloak full of eagles

11319: Caster is attacked by a shark when he next enters a river

11320: Caster is attacked by countless stinging earthworms

11321: Caster is attacked by goats the next time he crosses a bridge

11322: Caster is attacked by vengeful imps that resemble small children

11323: Caster is attended by numerous grooming birds, like a crocodile

11324: Caster is blind unless he's carrying at least 4d10 gold coins

11325: Caster is blind while he's invisible

11326: Caster is blind while his spellbook is open

11327: Caster is blind while within any artificial structure

11328: Caster is blinded for 2d8 rounds by a swirl of tiny feathers

11329: Caster is bricked up in an underground cell with a cask of wine

11330: Caster is briefly obscured by a dense cloud of sawdust

11331: Caster is briefly paralyzed at the sight of his own blood

11332: Caster is briefly stunned by a shower of hard beans

11333: Caster is brutally punched in the stomach by an unseen hand

11334: Caster is carrying 1d4+1 waterskins filled with human blood

11335: Caster is carrying a bowl full of water that he must not spill

11336: Caster is certain that a horrible monster is living inside him

11337: Caster is certain that every meal he eats contains strong poison

11338: Caster is certain that he can breathe underwater

11339: Caster is certain that he has just killed his guardian angel

11340: Caster is certain that he used to have four arms

11341: Caster is certain that he'll become immortal if he's beheaded

11342: Caster is certain that he'll die in the next 1d4 rounds

11343: Caster is certain that he's recently returned from the future

11344: Caster is certain that he's transforming into a horrible monster

11345: Caster is certain that his soul is buried under the nearest tree

11346: Caster is chained to a desk in some high-rise office building

11347: Caster is chained to an anvil

11348: Caster is clad in funerary wraps as if he's about to be interred

11349: Caster is completely invulnerable to all harm for 1d4 rounds

11350: Caster is convinced that he once ate an entire person

11351: Caster is convinced that he only exists as numbers on paper

11352: Caster is convinced that his allies plan to kill and eat him

11353: Caster is covered in a shell of frozen slime

11354: Caster is covered in barnacles

11355: Caster is covered in indelible, jet-black handprints

11356: Caster is covered in ketchup

11357: Caster is covered in peanut butter

11358: Caster is covered in sucker marks as though hugged by an octopus

11359: Caster is deaf and blind until sunrise tomorrow

11360: Caster is determined to destroy his staff or spellbook

11361: Caster is determined to rid himself of his nails, teeth, and hair

11362: Caster is distracted by something stuck between his teeth

11363: Caster is drawn forcefully toward the spell's target point

11364: Caster is dressed like a high-class burlesque performer

11365: Caster is eager to find out just how fireproof he really is

11366: Caster is eager to find out just how much blood he can lose

11367: Caster is encased from the waist down in a block of cheese

11368: Caster is encased up to his neck in a shell of concrete

11369: Caster is enclosed in a large paper bag

11370: Caster is entirely immune to magic for 1d8 rounds

11371: Caster is feared and respected by Hill Giants

11372: Caster is fiercely addicted to some astonishingly rare substance

11373: Caster is filled with Righteous Indignation

11374: Caster is forcibly barred from the next town he attempts to enter

11375: Caster is full o' the milk of human kindness

11376: Caster is half the age of the youngest person within 100 yards

11377: Caster is Healed each time he triggers a Chaos Burst

11378: Caster is held responsible for the massacre of innocent townsfolk

11379: Caster is held without counsel in a secure location for 1d4 days

11380: Caster is horribly afraid to use magic weapons in daylight

11381: Caster is horribly afraid to use metal weapons

11382: Caster is hurled from here into the nearest lake

11383: Caster is immune to all attempts at telepathy or mind- reading

11384: Caster is immune to all harm until he attacks or uses magic

11385: Caster is immune to all poisons, but normal ice is deadly to him

11386: Caster is immune to any bludgeon not forged on this world

11387: Caster is immune to any poison administered via blade or needle

11388: Caster is immune to any poison ingested with food or drink

11389: Caster is immune to beneficial clerical magic for 1d6 days

11390: Caster is immune to beneficial enchantments for 1d8 days

11391: Caster is immune to cold-based attacks while blindfolded

11392: Caster is immune to cold-based attacks while he's on fire

11393: Caster is immune to electrical attacks while he's barefoot

11394: Caster is immune to electrical magic at night while it's snowing

11395: Caster is immune to fear while holding a spider in his mouth

11396: Caster is immune to fire from the waist down

11397: Caster is immune to fire while holding a wren's egg in his mouth

11398: Caster is immune to gaze attacks while holding his open spellbook

11399: Caster is immune to gaze attacks while singing

11400: Caster is immune to liquid-based poisons for one year

11401: Caster is immune to magic for 1d8 days but can't use magic either

11402: Caster is immune to magic until he imbibes any liquid

11403: Caster is immune to missile-based spells while naked

11404: Caster is immune to natural cold while naked and unencumbered

11405: Caster is immune to necromantic magic while standing on his head

11406: Caster is immune to necromantic magic while wearing silk mittens

11407: Caster is immune to non-magical charm-based effects

11408: Caster is immune to non-magical disease while holding a chicken

11409: Caster is immune to non-magical missiles for 1d8 hours

11410: Caster is immune to non-magical venom

11411: Caster is immune to non-magical, non-gaseous poisons

11412: Caster is immune to oil-based fire for 1d12 months

11413: Caster is immune to poison gas while his feet are wet

11414: Caster is immune to sarcasm

11415: Caster is immune to the effects of dehydration

11416: Caster is immune to the effects of illusory sound

11417: Caster is immune to the effects of smoke inhalation

11418: Caster is immune to the effects of the Wish spell

11419: Caster is immune to the next 1d100 hit points of fire damage

11420: Caster is inappropriately frank about his bodily functions

11421: Caster is inclined to attack any who offer him magical healing

11422: Caster is inclined to attack anyone representing the crown

11423: Caster is increasingly convinced that he just might be a deity

11424: Caster is intensely curious about the limits of his own mortality

11425: Caster is intensely curious about the taste of certain poisons

11426: Caster is invisible from his hips to his sternum

11427: Caster is invisible to 1d4 people nearby

11428: Caster is invisible to dragons for one year

11429: Caster is invisible to dragons while in direct sunlight

11430: Caster is invisible to female herbivores

11431: Caster is invisible to females for 2d6 turns

11432: Caster is invisible to Hill Giants

11433: Caster is invisible to himself for 1d4 weeks

11434: Caster is invisible to himself from the waist down

11435: Caster is invisible to horses

11436: Caster is invisible to infravision

11437: Caster is invisible to inherently invisible creatures

11438: Caster is invisible to males for 2d6 turns

11439: Caster is invisible to members of his immediate family

11440: Caster is invisible to non-magical reptiles

11441: Caster is invisible to non-magical reptiles for 1d4 hours

11442: Caster is invisible to the person who most recently wounded him

11443: Caster is invisible while underwater

11444: Caster is invited to join a colony of cannibals for dinner

11445: Caster is known to have had illicit dealings with the undead

11446: Caster is known to have predicated in scandalous fertility rites

11447: Caster is naturally camouflaged for stealth in a snowy setting

11448: Caster is nearly paralyzed by fear while his spellbook is open

11449: Caster is on the verge of starvation, no matter how much he eats

11450: Caster is owed a favor by the local magistrate

11451: Caster is paralyzed from the neck up for 1d6 rounds

11452: Caster is partially immune to magical cold while holding an apple

11453: Caster is permanently disfigured by the next fire he sets

11454: Caster is permanently invisible to the next person to injure him

11455: Caster is pinned beneath a large tombstone bearing his name

11456: Caster is poisoned and has 6d6 days to find its only antidote

11457: Caster is punctured as if he'd spent the night in an iron maiden

11458: Caster is ravenously hungry after each battle

11459: Caster is reduced to first level for 4d6 hours

11460: Caster is reduced to one hit point when he next triggers a Burst

11461: Caster is related by blood to no one who has ever lived

11462: Caster is reluctant to bring his spellbook indoors

11463: Caster is reluctant to carry any weapons after sunset

11464: Caster is reluctant to cast any spell that he now has memorized

11465: Caster is reluctant to enter any building he's previously entered

11466: Caster is reluctant to get blood on any of his weapons

11467: Caster is reluctant to wield any weapon that hasn't drawn blood

11468: Caster is rumored to be an artificial, creature without a soul

11469: Caster is rumored to be plotting a political assassination

11470: Caster is rumored to be protected by a mighty dragon

11471: Caster is rumored to be the reincarnation of a despised tyrant

11472: Caster is rumored to drink orc's blood by the quart

11473: Caster is rumored to have been replaced by an infernal impostor

11474: Caster is rumored to have killed the last person to ask his name

11475: Caster is rumored to have murdered hundreds of innocent people

11476: Caster is rumored to have orc's blood flowing through his veins

11477: Caster is rumored to have paid orcs to perform unseemly services

11478: Caster is rumored to have participated in dreadful funerary rites

11479: Caster is rumored to have participated in genocide against Elves

11480: Caster is rumored to have participated in the murder of a deity

11481: Caster is rumored to have performed horrid rituals on Dwarves

11482: Caster is rumored to have placed a huge bounty on his own head

11483: Caster is rumored to have sold his family into slavery

11484: Caster is rumored to have the heart of a goblin

11485: Caster is rumored to have wronged a member of the royal family

11486: Caster is rumored to use clairvoyance for purposes of voyeurism

11487: Caster is scarred as if he'd been burned over 80% of his body

11488: Caster is scrupulously honest in all financial dealings

11489: Caster is sealed in a huge but otherwise normal chicken egg

11490: Caster is sealed in a pine coffin

11491: Caster is sealed in an oak barrel

11492: Caster is seated on a platform high atop a tall, narrow pole

11493: Caster is skilled in a new weapon but can't use it in daylight

11494: Caster is Slowed when he becomes invisible

11495: Caster is smeared from head to toe with molasses

11496: Caster is soaked each time he casts a water-based spell

11497: Caster is somewhere around Barstow, on the edge of the desert

11498: Caster is soon jailed for public lewdness and profanity

11499: Caster is soon jailed for suspicion of murder

11500: Caster is soon jailed for unlawful use of magical knowledge

11501: Caster is sought by a band of militant vivisectionists

11502: Caster is sparsely flecked with salt like a pretzel

11503: Caster is standing in an open field, west of a white house

11504: Caster is stricken mute until he's cut by a magic weapon

11505: Caster is stripped of monetary wealth except what he's carrying

11506: Caster is suddenly alone at the center of a vast field of slag

11507: Caster is suddenly carrying a twenty-pound sack full of straw

11508: Caster is suddenly in the throes of advanced labor

11509: Caster is suddenly on the other side of the nearest locked door

11510: Caster is suddenly seated on a throne formed of apple cores

11511: Caster is suddenly sitting in an elegant bathtub

11512: Caster is suddenly standing at the base of the nearest waterfall

11513: Caster is suddenly standing atop a single stilt

11514: Caster is suddenly standing atop a very tall ladder

11515: Caster is suddenly standing atop the nearest boulder

11516: Caster is suddenly standing atop the nearest horse

11517: Caster is suddenly standing in a bucket of butter

11518: Caster is suddenly standing in a canoe on a rushing river

11519: Caster is suddenly standing in the middle of a snow-covered field

11520: Caster is suddenly standing in the nearest blacksmith's smithy

11521: Caster is suddenly standing in the nearest brothel

11522: Caster is suddenly standing in the nearest holy water font

11523: Caster is suddenly standing in the nearest pig sty

11524: Caster is suddenly standing knee-deep in manure

11525: Caster is suddenly standing on a two-foot cube of solid aluminum

11526: Caster is suddenly surrounded by a quartet of skunks

11527: Caster is suddenly unsure that he really wants to be a magic user

11528: Caster is suddenly wearing a full suit of Elven chain armor

11529: Caster is surrounded by eight-foot-tall slabs of concrete

11530: Caster is suspected of plotting the destruction of the world

11531: Caster is terrible at estimating quantities, distance, and time

11532: Caster is terrified of hourglasses and time-keeping devices

11533: Caster is the victim of a vast, well-coordinated conspiracy

11534: Caster is the victim of a well-coordinated propaganda assault

11535: Caster is the worst liar in the history of intelligent discourse

11536: Caster is thickly shrouded in cobwebs

11537: Caster is thoroughly entangled in the tentacles of a man-of-war

11538: Caster is thoroughly smeared in bacon grease

11539: Caster is thoroughly soaked with egg whites

11540: Caster is thought to have a huge bounty on his head

11541: Caster is thrown 1d4x1000 years into the future for 1d4 rounds

11542: Caster is thrown 4d6 feet into the air

11543: Caster is thrown 4d6 hours into the future

11544: Caster is thrown violently backward from the spell's target point

11545: Caster is tightly bound in strong wire

11546: Caster is tightly wrapped in a straightjacket

11547: Caster is trampled by a boar

11548: Caster is trapped in a column of brackish water for 1d4 rounds

11549: Caster is unable to ask questions

11550: Caster is unable to cross any bridge that spans flowing water

11551: Caster is unable to enter into infernal pacts

11552: Caster is unaffected by magical wind for 1d4 months

11553: Caster is unaffected by magically-created metal

11554: Caster is unaffected by natural wind

11555: Caster is unaffected by the spell Remove Curse

11556: Caster is unharmed by extremes of sound

11557: Caster is unharmed by moldy or rotten food

11558: Caster is universally treated like a hated criminal for 1d8 days

11559: Caster is unknowingly inducted into a secret society

11560: Caster is utterly unable to assess his own injuries

11561: Caster is utterly unable to disguise himself by magic

11562: Caster is vaguely aware of any deliberate threat upon his life

11563: Caster is very susceptible to peer pressure in matters of alcohol

11564: Caster is violently ejected from the next building he enters

11565: Caster is wearing a deep-sea diving costume with copper helmet

11566: Caster is wearing a welder's mask and can't remove it until dawn

11567: Caster is wearing an ornate mask made of the most delicate glass

11568: Caster is wearing blood-soaked surgical gloves

11569: Caster is wearing boxing gloves and can't remove them until dawn

11570: Caster is wearing bunny fur

11571: Caster is wearing clothes that are 10d10 centuries out of date

11572: Caster is wearing enough clothing for 3d4 people

11573: Caster is wearing extraordinarily glamorous false eyelashes

11574: Caster is wearing golf shoes

11575: Caster is wearing his mother's wedding gown

11576: Caster is wearing horseshoes

11577: Caster is wearing ice skates

11578: Caster is wearing nothing but a thin loincloth

11579: Caster is wearing roller skates

11580: Caster is wearing snowshoes and can't remove them until it snows

11581: Caster is wearing the clothes that he'll be wearing when he dies

11582: Caster is wearing the leathered skin of a recently dead king

11583: Caster is wearing what appears to be his heart on his sleeve

11584: Caster is widely known to be a reprehensible hedonist

11585: Caster is worshipped as a god by some degenerate, isolated tribe

11586: Caster is wracked by searing pain every time he asks a question

11587: Caster is wracked by searing pain when he draws another's blood

11588: Caster is wracked by searing pain when he touches the undead

11589: Caster isn't quite certain that he's not the spawn of a demon

11590: Caster jams both thumbs deep into his nostrils for 1d6 rounds

11591: Caster just barely passes for a member of his race

11592: Caster keeps smelling burnt toast

11593: Caster keeps talking despite everyone's utter lack of interest

11594: Caster knows a method by which gold can be tempered like steel

11595: Caster knows a new language for 1d4 weeks

11596: Caster knows a spell that will slay him instantly

11597: Caster knows that he'll go mad if he says his name aloud

11598: Caster knows the location of every mammal now within one mile

11599: Caster knows the secret language of frogs and toads

11600: Caster laughs heartily when he sees his allies injured

11601: Caster leaps from the next bridge that he crosses

11602: Caster learns a damaging secret about one of his allies

11603: Caster learns that he's been assigned to some government position

11604: Caster learns that his arranged marriage is due to occur tomorrow

11605: Caster learns that his parents were undead on the day he was born

11606: Caster leaves no footprints in snow

11607: Caster likes to tell everyone that he has an eidetic memory

11608: Caster looks as if he's been submerged in a bog for six months

11609: Caster loses 10d1000 gold pieces in a wacky investment scheme

11610: Caster loses 1d10 hit points if a nearby cleric Turns Undead

11611: Caster loses 1d10 points of Strength; regains one point per day

11612: Caster loses 1d4 hit points each round that he's invisible

11613: Caster loses 1d4 hit points every time he speaks a pun

11614: Caster loses 1d4 hit points per hour until sunset tonight

11615: Caster loses 3d8 hit points any time he uses the spell Read Magic

11616: Caster loses access to a single school of magic for 1d4 weeks

11617: Caster loses access to all but one school of magic for 2d6 days

11618: Caster loses all comprehension of the concept of money

11619: Caster loses all hair on the left side of his body

11620: Caster loses one hit point each time he calls someone by name

11621: Caster loses one hit point per level of spells cast in sunlight

11622: Caster loses one point of Charisma for each hit point he loses

11623: Caster loses one point of Charisma per day for 3d6 weeks

11624: Caster loses one pound per level of spell he casts

11625: Caster loses only 1 hit point from the next 3d8 attacks upon him

11626: Caster makes outrageous bets about the most unlikely events

11627: Caster mentions a wish to join a secret society called The Tres

11628: Caster mispronounces everyone's name, offensively if possible

11629: Caster must carry at least one pound of raw meat at all times

11630: Caster must carry his spellbook in hand, not in a bag or pouch

11631: Caster must drink his weight in water by sunset

11632: Caster must drink salt water instead of fresh water

11633: Caster must eat at least one pound of salt each week

11634: Caster must include a vile expletive in every sentence he speaks

11635: Caster must insult any figure of authority at least 1d4 times

11636: Caster must Save or his arms start decomposing as if he's dead

11637: Caster must Save or turn into an anthropomorphic weasel

11638: Caster must Save vs Fortitude or food turns to iron in his mouth

11639: Caster must Save vs Fortitude or his lungs turn to gold

11640: Caster must Save vs Fortitude, or his weight doubles

11641: Caster must Save vs Will or attempt to disembowel himself

11642: Caster must Save vs Will or begin aging twenty years per round

11643: Caster must Save vs Will, or he becomes permanently illiterate

11644: Caster must state his name to anyone who asks it

11645: Caster no longer able to share with others

11646: Caster no longer believes that magic really exists

11647: Caster no longer needs to eat but can't heal injuries naturally

11648: Caster no longer perspires

11649: Caster no longer produces saliva

11650: Caster now breathes nitrogen instead of oxygen

11651: Caster obsessively pursues his goal of acquiring a second head

11652: Caster offers to sell his spellbook to the lowest bidder

11653: Caster only needs to eat during alternating weeks

11654: Caster owes 10d100 gold pieces to the next person he touches

11655: Caster owes 1d4 gold pieces to everyone within 100 yards

11656: Caster owes a colossal sum of money to a local lender

11657: Caster owes his life to someone who won't be born for centuries

11658: Caster perceives an assassin hiding behind every tree and rock

11659: Caster perceives marbles to be rolling around inside his skull

11660: Caster perceives mysterious ships to be flying in the air nearby

11661: Caster permanently gains 1d4-1 hit points

11662: Caster permanently gains an additional 1d4 hit points

11663: Caster permanently loses 1d4-1 hit points

11664: Caster permanently loses the sense of taste

11665: Caster prefers not to cast magic indoors

11666: Caster prefers not to cast magic unless it's raining

11667: Caster prefers not to cast magic while anyone is watching him

11668: Caster prefers not to cast magic while it's raining

11669: Caster projects an air of competence even when it's unwarranted

11670: Caster prophesies that he'll die by drowning in melted butter

11671: Caster publicly curses a member of the royal family

11672: Caster pursues a disastrous fiscal policy despite public outcry

11673: Caster quickly rusts if someone else's blood touches him

11674: Caster randomly teleports 1d100 yards when he becomes invisible

11675: Caster raves like a lunatic whenever he witnesses a spellcasting

11676: Caster reacts to hospitality with shocking boorishness

11677: Caster reacts violently to any perceived insults

11678: Caster reacts violently to anyone bearing a coat-of-arms

11679: Caster reacts violently to anyone he hears using improper grammar

11680: Caster reacts violently to anyone who asks his name

11681: Caster reacts violently to conspicuous rhymes in speech

11682: Caster reacts violently to offers of food or water

11683: Caster reacts violently to religious symbols displayed in battle

11684: Caster reacts violently to the scent of baking bread

11685: Caster realizes he's an escaped slave whose owner is tracking him

11686: Caster realizes that chickens and ducks are plotting a mutiny

11687: Caster realizes that he's his left arm isn't actually attached

11688: Caster realizes that he's lived this day repeatedly for years

11689: Caster realizes that he's skilled in the use of the bola

11690: Caster realizes that he's standing on a trapdoor over a deep pit

11691: Caster realizes that he's very close to fulfilling his destiny

11692: Caster realizes that his name is a synonym for manure

11693: Caster recalls enduring hideous torture but doesn't know when

11694: Caster recalls every insult with remarkable clarity

11695: Caster receives a divine vision of some dreadfully mundane event

11696: Caster receives no Save against the next spell cast against him

11697: Caster recently drank a poison or a potion; he can't recall which

11698: Caster recently found a powerful artifact but doesn't realize it

11699: Caster recently took an inviolable vow but can quite remember it

11700: Caster recites a long list of grievances against his allies

11701: Caster recites that bit from Macbeth whenever he holds a dagger

11702: Caster refers to his allies by cute nicknames

11703: Caster refers to his spellbook as his "Booky-Wooky"

11704: Caster refuses to carry any gems or jewels

11705: Caster refuses to eat in the presence of Dwarves

11706: Caster refuses to enter any town that isn't encircled by a wall

11707: Caster refuses to handle any blade that hasn't drawn blood

11708: Caster refuses to rage, rage against the dying of the light

11709: Caster refuses to speak to anyone while his spellbook is open

11710: Caster refuses to speak to anyone who addresses him by name

11711: Caster refuses to speak with one particular ally

11712: Caster refuses to wield any weapon not engraved with his name

11713: Caster refuses to wield any weapon that has ever drawn blood

11714: Caster repeats the next round 1d100 times

11715: Caster requires only 1d8 hours of sleep per week

11716: Caster reveals that he enjoys the taste of roasted Dwarf

11717: Caster reveals that he's a doppelganger

11718: Caster routinely forgets magical command words

11719: Caster routinely forgets that he can't breathe underwater

11720: Caster routinely forgets that poisons are harmful when ingested

11721: Caster routinely forgets the reason he stood up, sat down, etc.

11722: Caster routinely forgets to douse campfires, cooking fires, etc.

11723: Caster routinely forgets to draw a weapon before attacking

11724: Caster routinely forgets to eat, even when he's famished

11725: Caster routinely forgets to lie down before sleeping

11726: Caster routinely forgets to put his clothes on after bathing

11727: Caster routinely forgets to remove his clothes before bathing

11728: Caster routinely forgets where he is and where he's going

11729: Caster routinely forgets where he left his spellbook

11730: Caster routinely forgets whether or not he's wearing armor

11731: Caster routinely forgets which spells he has memorized

11732: Caster routinely loses his train of thought mid-sentence

11733: Caster runs to and attempts to uproot the nearest tree

11734: Caster runs to the nearest abattoir

11735: Caster seeks sanctuary in the nearest brothel

11736: Caster sees as if everything is cloaked in perpetual twilight

11737: Caster sees as if his eyes were hovering one foot to the left

11738: Caster sees as if his eyes were in the back of his head

11739: Caster sees as if his eyes were where his ears are

11740: Caster sees colorful ribbons swirling in the air around him

11741: Caster sees cryptic messages in the patterns of plant growth

11742: Caster sees everything as if he's deep underwater

11743: Caster sees everything as through a glass, darkly

11744: Caster sees geysers of flaming pitch erupting all around him

11745: Caster sees ghostly courtesans all around him

11746: Caster sees huge bats and manta rays whirling all around him

11747: Caster sees in daylight as if it's night, and vice versa

11748: Caster sees menacing, shadowy figures everywhere he goes

11749: Caster sees the spell's target point as a place of great holiness

11750: Caster selected today's attire with insufficient forethought

11751: Caster seriously considers abandoning magic for all time

11752: Caster seriously considers entering the clergy

11753: Caster shatters like glass if he falls more than 2X his height

11754: Caster shivers uncontrollably in the presence of fire

11755: Caster shows all signs of plague but is actually quite healthy

11756: Caster shows everyone his wounds and asks if they look infected

11757: Caster shrieks like a fire alarm in the presence of fire

11758: Caster shrinks by 50% upon losing 50% of his hit points

11759: Caster shuns the company of other magic users

11760: Caster shuns the use of magic items as being "amateurish"

11761: Caster shuns the use of weapons that contain ferrous metal

11762: Caster sinks like a stone in water but cannot drown

11763: Caster smells faintly of cabbage

11764: Caster smells strongly burnt toast

11765: Caster smells strongly of alcohol

11766: Caster smells strongly of blood while he's wet

11767: Caster smells strongly of boiling tar

11768: Caster smells strongly of exotic perfumes

11769: Caster smells strongly of fuel oil

11770: Caster smells strongly of fungus while he's near a campfire

11771: Caster smells strongly of garlic

11772: Caster smells strongly of peppermint

11773: Caster smells strongly of rose petals

11774: Caster sneezes 1d20 times in each of the next 1d20 rounds

11775: Caster sneezes repeatedly when he becomes invisible

11776: Caster sparkles as though dusted with glitter from now on

11777: Caster speaks in an obviously fake and irritating Cockney accent

11778: Caster spends 1d4 rounds attacking the nearest tree

11779: Caster spends 1d4 rounds attempting to ignite his shoes

11780: Caster spends 1d4 rounds trying to cast this same spell

11781: Caster spends 1d4 rounds trying to strangle himself with his hair

11782: Caster spends 2d10 rounds racing toward the nearest coastline

11783: Caster spends 2d10 rounds trying to look into his own ears

11784: Caster spends all of his money on the next thing he buys

11785: Caster spews philosophical gobbledygook about one-hand-clapping

11786: Caster spouts water like a gargoyle for 1d4 rounds

11787: Caster spreads vicious and embarrassing rumors about himself

11788: Caster sprouts a dorsal fin

11789: Caster sprouts a ghastly tentacle from the center of his chest

11790: Caster sprouts a large, spongy mass between his shoulder blades

11791: Caster sprouts a mane like a lion's

11792: Caster sprouts a new ear on the back of one hand

11793: Caster sprouts a pretty flower from his chin

11794: Caster sprouts a prominent brow ridge

11795: Caster sprouts a retractable metal antenna from his forehead

11796: Caster sprouts a small, flaming wick atop of his head

11797: Caster sprouts a tiny horn from the tip of his nose

11798: Caster sprouts a zipper along the length of his spine

11799: Caster sprouts an additional ear behind each of his normal ears

11800: Caster sprouts an eye at the exact top of his head

11801: Caster sprouts an ugly protuberance from his forearm

11802: Caster sprouts sharp blades along the edges of his forearms

11803: Caster sprouts tiny, useless wings from the bridge of his nose

11804: Caster sprouts wild-looking feathers on his cheeks

11805: Caster sprouts wires and rubber tubing from his flesh

11806: Caster stands in uffish thought for 3d4 rounds

11807: Caster stares at the spell's target point for 1d10 rounds

11808: Caster starts billing his allies for each spell he casts

11809: Caster starts dancing and can't stop until he's struck by magic

11810: Caster starts running and thinks he'll explode if he stops

11811: Caster steps into a snare and is hoisted high into a tree

11812: Caster steps onto a loose stone and tumbles down the nearest hill

11813: Caster sticks to the next metal item he touches for 1d6 turns

11814: Caster stumbles into the next campfire that he passes

11815: Caster suddenly has 2d4+2 toes jutting from his face

11816: Caster suddenly has feet like an elephant

11817: Caster suddenly has misgivings about his skill as a magic user

11818: Caster suddenly has ten toes on each foot

11819: Caster suddenly has ten toes on one foot and none on the other

11820: Caster suddenly realizes that he's been naked for 2d8 days

11821: Caster suddenly realizes that his clothing is made of human skin

11822: Caster suddenly starts hemorrhaging honey and molasses

11823: Caster suffers 10X normal damage from falls of more than 20 feet

11824: Caster suffers 2x the damage from the next 1d4 attacks on him

11825: Caster suffers acute paranoia whenever he hears his name

11826: Caster suffers an intense, debilitating fever for 1d4 days

11827: Caster suffers bouts of rampant xenophobia

11828: Caster suffers brief pain every time he closes a book

11829: Caster suffers cramps if he uses magic within an hour of eating

11830: Caster suffers crippling arthritis pain

11831: Caster suffers delusions about the efficacy of the Free Market

11832: Caster suffers fools gladly

11833: Caster suffers incredible fear the next time he crosses a bridge

11834: Caster suffers intense pain during attempts at magical healing

11835: Caster suffers intense pain in his eyes whenever he sees undead

11836: Caster suffers intense pain whenever he changes shape

11837: Caster suffers intense pain whenever he eats cooked meat

11838: Caster suffers intense pain whenever he enters a temple or church

11839: Caster suffers intense pain whenever he passes through a doorway

11840: Caster suffers intense pain whenever he treads upon grass

11841: Caster suffers intense pain whenever he tries to sing

11842: Caster suffers intense pain whenever he uses Divination magic

11843: Caster suffers intense pain whenever he wields a magical blade

11844: Caster suffers maximum damage from the next 1d4 attacks upon him

11845: Caster suffers the bends as if he surfaced too quickly

11846: Caster suffers the tortures of the damned for 1d4 hours

11847: Caster suspects that all foliage nearby is hostile to him

11848: Caster suspects that everyone nearby is trying to rob him

11849: Caster suspects that his allies have all joined a dangerous cult

11850: Caster suspects that his use of magic is entirely delusional

11851: Caster suspects that someone nearby has taken over his mind

11852: Caster suspects that someone nearby is a mechanical automaton

11853: Caster takes a big bite out of his spellbook

11854: Caster takes a big bite out of the nearest statue

11855: Caster takes a big bite out of the nearest tree

11856: Caster takes a vow of absolute pacifism for 2d4-1 days

11857: Caster teleports one mile the next time he crosses a river

11858: Caster teleports to exactly where he was standing an hour ago

11859: Caster teleports to the planet's moon for 1d4 hours

11860: Caster teleports to the site of another caster's Chaos Burst

11861: Caster teleports to the site of the most recent state execution

11862: Caster teleports to the spot where he last ate

11863: Caster tells everyone that he has an eidetic memory

11864: Caster tells everyone that his bones are made of diamond

11865: Caster tells malicious lies about his employer or benefactor

11866: Caster tells malicious lies in the presence of clergy

11867: Caster tends to be marked as the strongest member of his party

11868: Caster tends to become briefly invisible at inconvenient times

11869: Caster tends to dribble heavily when drinking from a mug or cup

11870: Caster thinks that "high-ho, high-ho" is a proper Dwarf greeting

11871: Caster thinks that a distant mountain is made of gold

11872: Caster thinks that a huge fire is blazing all around him

11873: Caster thinks that a magic candle is burning in his stomach

11874: Caster thinks that a nearby ally is sapping his magical energies

11875: Caster thinks that a past life is intruding upon his current one

11876: Caster thinks that a snake runs the length of his digestive tract

11877: Caster thinks that a violent hailstorm is going on

11878: Caster thinks that all fire is an illusion

11879: Caster thinks that all of his suspicions are justified

11880: Caster thinks that all other magic users are out to get him

11881: Caster thinks that all royalty is hopelessly corrupt

11882: Caster thinks that an ally will kill him before sunset tomorrow

11883: Caster thinks that any wound he receives is much, much worse

11884: Caster thinks that elementals pose no threat to him

11885: Caster thinks that every herbivore in the world hates him

11886: Caster thinks that every scratch will infect him with lycanthropy

11887: Caster thinks that everyone he knows is an impostor

11888: Caster thinks that everyone is jealous of his magical prowess

11889: Caster thinks that everyone thinks that he is an impostor

11890: Caster thinks that everything he owns has been replaced by a copy

11891: Caster thinks that everything he owns is powerfully enchanted

11892: Caster thinks that evil beings will kill to possess his spellbook

11893: Caster thinks that food prepared by others is poisonous to him

11894: Caster thinks that gold will burn him if placed against his skin

11895: Caster thinks that he came into existence just 1d4 days ago

11896: Caster thinks that he can become invisible to undead at will

11897: Caster thinks that he can command dragons to do his bidding

11898: Caster thinks that he can communicate with ants

11899: Caster thinks that he can communicate with cats

11900: Caster thinks that he can fly by leaping off of tall buildings

11901: Caster thinks that he can handle red-hot metal without harm

11902: Caster thinks that he can neutralize poisons by swallowing them

11903: Caster thinks that he can restore the undead to true life

11904: Caster thinks that he can speak directly to his deity

11905: Caster thinks that he can speak with birds

11906: Caster thinks that he can survive many hammer blows to the skull

11907: Caster thinks that he died during his youth

11908: Caster thinks that he has a weakness to green rock

11909: Caster thinks that he has diplomatic immunity

11910: Caster thinks that he has the power to speak prophecy

11911: Caster thinks that he is attended by invisible undead retainers

11912: Caster thinks that he just died and is now a zombie

11913: Caster thinks that he knows the location of a vast horde of gold

11914: Caster thinks that he looks totally different after each sunrise

11915: Caster thinks that he must eat a pound of soil by midnight

11916: Caster thinks that he must hold an awkward item to cast magic

11917: Caster thinks that he must learn a new spell before sunset

11918: Caster thinks that he must protect the target at all costs

11919: Caster thinks that he must quickly remove and burn his clothes

11920: Caster thinks that he must undertake some bizarre quest

11921: Caster thinks that he owes thousands of gold pieces to the king

11922: Caster thinks that he owns everything now in his line of sight

11923: Caster thinks that he smells strongly of manure

11924: Caster thinks that he'll be a god if he removes all of his skin

11925: Caster thinks that he'll be canonized immediately after his death

11926: Caster thinks that he'll be eaten by zombies if he falls asleep

11927: Caster thinks that he'll be executed for treason at dawn tomorrow

11928: Caster thinks that he'll be executed for treason if he uses magic

11929: Caster thinks that he'll be immolated if he uses magical fire

11930: Caster thinks that he'll be killed in his sleep one night soon

11931: Caster thinks that he'll catch a disease if he uses magic items

11932: Caster thinks that he'll combust if he gets wet

11933: Caster thinks that he'll combust if he tells a lie

11934: Caster thinks that he'll combust unless he wears a garland of ivy

11935: Caster thinks that he'll contract every disease he encounters

11936: Caster thinks that he'll die if a particular person nearby dies

11937: Caster thinks that he'll die unless he eats a magical scroll

11938: Caster thinks that he'll drown in the next water he crosses

11939: Caster thinks that he'll excrete diamonds if he ingests coal

11940: Caster thinks that he'll melt if he gets too close to a fire

11941: Caster thinks that he's a master thief

11942: Caster thinks that he's a priest of a foul, tentacled monstrosity

11943: Caster thinks that he's actually 10X older than he appears to be

11944: Caster thinks that he's aging at a rate of one year per hour

11945: Caster thinks that he's been declared The Protector Of The Forest

11946: Caster thinks that he's been spared for some infernal purpose

11947: Caster thinks that he's being attacked by piranha

11948: Caster thinks that he's being attacked by the nearest boulder

11949: Caster thinks that he's being consumed by invisible worms

11950: Caster thinks that he's being held against his will

11951: Caster thinks that he's being savaged by rabid dogs

11952: Caster thinks that he's being squeezed by a large python

11953: Caster thinks that he's dead and hopes his allies don't find out

11954: Caster thinks that he's destined to be hanged at midnight tonight

11955: Caster thinks that he's destined to die in a comical fashion

11956: Caster thinks that he's died and gone to heaven

11957: Caster thinks that he's fireproof while he's naked

11958: Caster thinks that he's guilty of sedition and treason

11959: Caster thinks that he's highly combustible

11960: Caster thinks that he's immune to lycanthropy

11961: Caster thinks that he's immune to necromantic magic

11962: Caster thinks that he's immune to non-magical diseases

11963: Caster thinks that he's indentured to some nearby landowner

11964: Caster thinks that he's invincible while he's talking

11965: Caster thinks that he's invulnerable to magical weapons

11966: Caster thinks that he's invulnerable to missile weapons

11967: Caster thinks that he's invulnerable while he's invisible

11968: Caster thinks that he's invulnerable while wearing a hat

11969: Caster thinks that he's just escaped from rogue vivisectionists

11970: Caster thinks that he's next in line for the throne of hell

11971: Caster thinks that he's on fire and begs people to extinguish him

11972: Caster thinks that he's raised himself from the dead

11973: Caster thinks that he's seeing through someone else's eye

11974: Caster thinks that he's slowly transforming into a dragon

11975: Caster thinks that he's sold his soul to several different demons

11976: Caster thinks that he's sold his soul to that guy at the market

11977: Caster thinks that he's soon to be bronze-plated

11978: Caster thinks that he's standing at the edge of a cliff

11979: Caster thinks that he's standing in a chest-high heap of manure

11980: Caster thinks that he's standing in waist-deep water

11981: Caster thinks that he's standing on a tall, narrow staircase

11982: Caster thinks that he's stolen this body from its rightful owner

11983: Caster thinks that he's the child of some unlikely person nearby

11984: Caster thinks that he's the lizard king and can do anything

11985: Caster thinks that he's the man in the moon

11986: Caster thinks that he's the victim of an elaborate practical joke

11987: Caster thinks that he's the victim of circumstance

11988: Caster thinks that he's water soluble

11989: Caster thinks that his actions are fulfilling ancient prophecy

11990: Caster thinks that his allies will all be dead before morning

11991: Caster thinks that his allies' wounds are much more serious

11992: Caster thinks that his ancestors are speaking through his allies

11993: Caster thinks that his ancestors came from a distant world

11994: Caster thinks that his brain will pop if he learns one more spell

11995: Caster thinks that his clothing is drenched in strong acid

11996: Caster thinks that his current alignment isn't his true alignment

11997: Caster thinks that his death will bring about the apocalypse

11998: Caster thinks that his death will open the gates of heaven

11999: Caster thinks that his death will open the gates of hell

12000: Caster thinks that his deity has commanded him to kill his allies

12001: Caster thinks that his destiny awaits him in the nearest cave

12002: Caster thinks that his face is far too hideous to look at

12003: Caster thinks that his face is just a mask he wears on his skull

12004: Caster thinks that his hands will disintegrate if he touches gold

12005: Caster thinks that his head is a parasitic organism

12006: Caster thinks that his head is an extraneous, vestigial appendage

12007: Caster thinks that his head was sewn onto this body only recently

12008: Caster thinks that his head will fall off if he removes his hat

12009: Caster thinks that his head will shatter if he wears a hat

12010: Caster thinks that his magic items are about to explode

12011: Caster thinks that his magic items are plotting against him

12012: Caster thinks that his soul is controlling his body from far away

12013: Caster thinks that his soul was forced into this current body

12014: Caster thinks that his spellbook belongs to someone else

12015: Caster thinks that his spellbook is a living entity

12016: Caster thinks that his spellbook is incredibly flammable

12017: Caster thinks that his spellbook is trying to consume his soul

12018: Caster thinks that his spellbook is trying to kill him

12019: Caster thinks that his teeth will explode if chews meat

12020: Caster thinks that horses are conspiring against him

12021: Caster thinks that imps and demons harass him while he sleeps

12022: Caster thinks that it's cute when he speaks in baby-talk

12023: Caster thinks that life is a simulation and he's soaking in a vat

12024: Caster thinks that many of his memories were falsely implanted

12025: Caster thinks that mighty deities are vying for his soul

12026: Caster thinks that must hold one hand to his head at all times

12027: Caster thinks that no non-magical animal can harm him

12028: Caster thinks that no one really trusts him

12029: Caster thinks that no one really understands what he's saying

12030: Caster thinks that one his allies will kill him while he sleeps

12031: Caster thinks that people are just using him for his money

12032: Caster thinks that people think he's some kind of deity

12033: Caster thinks that rhyming words have mystical significance

12034: Caster thinks that some item he's carrying is about to explode

12035: Caster thinks that some item he's carrying will soon explode

12036: Caster thinks that some nearby person killed him yesterday

12037: Caster thinks that someone else can see through his eyes

12038: Caster thinks that something valuable's been stolen from him

12039: Caster thinks that the king owes him a big favor

12040: Caster thinks that the stars are speaking to him

12041: Caster thinks that the target is the only one who can save him

12042: Caster thinks that the target's death will cause the apocalypse

12043: Caster thinks that the top of his head should be flattened

12044: Caster thinks that the universe will cease to exist when he dies

12045: Caster thinks that the world's rotation will hurl him into space

12046: Caster thinks that this date will live in infamy

12047: Caster thinks that this is all just a big misunderstanding

12048: Caster thinks that Chaos Bursts are proof that he's nearly a deity

12049: Caster threatens to kill and eat anyone who insults him

12050: Caster tries to commit hara-kiri with some sort of cudgel

12051: Caster tries to pop his head by squeezing it with both hands

12052: Caster tries to swallow any writing instrument that he's carrying

12053: Caster tries very hard to peel his face from his skull

12054: Caster tries very hard to twist his nose upside down

12055: Caster turns bright blue while he's bleeding

12056: Caster turns into a clothing store mannequin for 1d6 rounds

12057: Caster turns into a small, pot-bellied pig

12058: Caster turns into an elemental of equal hit dice for 1d4 rounds

12059: Caster turns invisible to himself but not to anyone else

12060: Caster turns to stone but is fully restored at dawn tomorrow

12061: Caster unleashes a torrent of shocking profanity for 2d4 rounds

12062: Caster uses fire-based magic in preference to other magic

12063: Caster utters shocking blasphemies in the presence of clergy

12064: Caster utters shocking profanities at inappropriate times

12065: Caster vanishes; has a 1% cumulative chance per round to return

12066: Caster vanishes; in 1d8 rounds he appears at the target point

12067: Caster volunteers for the most dangerous task he can find

12068: Caster vows not to rest until he's found the real killers

12069: Caster vows to commit deicide before the end of the year

12070: Caster vows to make a little birdhouse in his soul

12071: Caster vows to slay the next person to use magic on him

12072: Caster vows to slay the next person who addresses him by name

12073: Caster wagers all of his money on an improbable contest

12074: Caster walks with a profound limp except while naked

12075: Caster wants to join the next flock of birds he sees

12076: Caster was born in the universe that existed before this one

12077: Caster wears eyeglasses and has an odd birthmark on his forehead

12078: Caster weeps powerfully adhesive tears for 1d6 rounds

12079: Caster weeps tears of blood whenever someone says his name

12080: Caster will appear to be his current age for the rest of his life

12081: Caster will combust unless he immerses himself within an hour

12082: Caster will die if struck by a wooden club in the next 1d4 rounds

12083: Caster wins a magical lamp shaped like a woman's leg

12084: Caster wishes to divest himself of all worldly goods

12085: Caster won't age for 100 years if he cuts off his thumbs

12086: Caster won't remember the next 4d6 hours

12087: Caster, his gear, and clothes are translucent for 2d4-1 days

12088: Caster's age is doubled until sunrise tomorrow

12089: Caster's allies completely ignore him for 1d6 hours

12090: Caster's allies have never quite trusted him

12091: Caster's allies suspect that he isn't quite housebroken

12092: Caster's allies suspect that he secretly eats mice and rats

12093: Caster's allies treat him like a child for 2d12 hours

12094: Caster's allies worship him as a god for 1d4 days

12095: Caster's Armor Class is improved by 1d4 until dawn

12096: Caster's Armor Class is worsened by 1d6 until sunset tomorrow

12097: Caster's arms and legs are bound in shackles of gold

12098: Caster's arms and legs look like chicken's legs

12099: Caster's arms are covered by scars from ritual burns

12100: Caster's arms are covered in hideous welts and bruises

12101: Caster's arms are tied together in a tight knot

12102: Caster's arms from shoulder to wrist are unharmed by acid

12103: Caster's arms vanish for the duration of the intended spell

12104: Caster's attacks are 20% likely to inflict no damage on undead

12105: Caster's attempts at scrying yield sanity-damaging visions

12106: Caster's attempts at scrying yield visions of a sunken city

12107: Caster's attempts at scrying yield visions of astonishing boredom

12108: Caster's attempts at scrying yield visions of his own home

12109: Caster's attempts at scrying yield visions of horrific carnage

12110: Caster's attempts at scrying yield visions of impossible events

12111: Caster's attempts at scrying yield visions of incredible beauty

12112: Caster's attempts at scrying yield visions of nonexistent places

12113: Caster's attempts at scrying yield visions of raucous debauchery

12114: Caster's attempts at scrying yield visions of sugarplums

12115: Caster's attempts at scrying yield visions of the caster himself

12116: Caster's attempts at scrying yield visions of the distant future

12117: Caster's attempts at scrying yield visions of the distant past

12118: Caster's attempts at scrying yield visions of this location

12119: Caster's attempts at scrying yield visions of utter desolation

12120: Caster's attempts at scrying yield wildly inaccurate visions

12121: Caster's attempts to change shape always fail spectacularly

12122: Caster's back is scarred in a checkerboard pattern of burns

12123: Caster's back is scarred with the imprint of a dragon's foot

12124: Caster's base Armor Class is 8

12125: Caster's base Armor Class is 12

12126: Caster's big toes become opposable like thumbs

12127: Caster's blood causes metal to become invisible

12128: Caster's blood combusts violently within his body

12129: Caster's blood is a sickly green and smells like manure

12130: Caster's blood is poisonous to vampires and were-beasts

12131: Caster's blood is sought as a panacea by Dwarves and Gnomes

12132: Caster's blood is strongly adhesive after it leaves his body

12133: Caster's blood is toxic to him, if ingested

12134: Caster's blood is weightless

12135: Caster's blood is worth more than gold, in the proper market

12136: Caster's blood leaves indelible stains on rock and stone

12137: Caster's blood radiates intense magic

12138: Caster's body appears to have been shredded and reassembled

12139: Caster's body can act independently if separated from his head

12140: Caster's body is 40% fireproof

12141: Caster's body is an artificial construct

12142: Caster's body is covered in festering scabs

12143: Caster's body is covered in ugly, livid bruises

12144: Caster's body is reset to a 48-hour cycle rather than 24

12145: Caster's body is rumored to contain countless diamonds

12146: Caster's body is scarred as if he's undergone an autopsy

12147: Caster's body is scarred with innumerable cryptic runes

12148: Caster's body swivels 180° at the waist and stays that way

12149: Caster's bones are as fragile as glass for 1d4 rounds

12150: Caster's bones can't be broken but are highly combustible

12151: Caster's bones can't be broken unless he's barefoot

12152: Caster's bones will be powerfully explosive after his death

12153: Caster's boots adhere strongly to stone while he's wearing them

12154: Caster's boots are worth 10d100 gold pieces

12155: Caster's boots can never move more than ten feet from this spot

12156: Caster's boots have been kidnapped and held for a high ransom

12157: Caster's boots weigh 100 pounds when wet

12158: Caster's casting times are shortened by 50% for 2d4-1 days

12159: Caster's center of gravity changes daily

12160: Caster's center of gravity is 1d4 feet to his left

12161: Caster's center of gravity is at the level of his eyes

12162: Caster's center of gravity is at the level of his feet

12163: Caster's closest blood relative ascends to godhood

12164: Caster's closest blood relative has been abducted by a vile cult

12165: Caster's closest blood relative is slated for execution tomorrow

12166: Caster's closest blood relative vows to slay him

12167: Caster's clothes are 25% likely to be invisible to each viewer

12168: Caster's clothes are burned to cinders, but he is unharmed

12169: Caster's clothes are caked with salt

12170: Caster's clothes are drenched with goat's milk

12171: Caster's clothes are impervious to Alteration magic

12172: Caster's clothes are impervious to fire when it's not being worn

12173: Caster's clothes are invisible by firelight

12174: Caster's clothes are invisible in the presence of royalty

12175: Caster's clothes are soaked with lambs' blood

12176: Caster's clothes are soaked with lamp oil

12177: Caster's clothes are soaked with molasses

12178: Caster's clothes are stripped of any and all enchantments

12179: Caster's clothes are water soluble

12180: Caster's clothes clatter like metal when he moves

12181: Caster's clothes don't leave much to the imagination

12182: Caster's clothes heat by 1° per minute for the next 1d10 hours

12183: Caster's clothes maintain a constant temperature of 70°

12184: Caster's clothes radiate intense magic

12185: Caster's clothes turn to copper

12186: Caster's clothes turn to densely-woven spider's web

12187: Caster's clothes turn to living human flesh

12188: Caster's clothing inflates to the size of a house

12189: Caster's cranium enlarges by 25%

12190: Caster's cranium reforms into a tall, blunt cone

12191: Caster's death is ordered due to a Burst he triggered previously

12192: Caster's death is prophesied to precede centuries of prosperity

12193: Caster's death will inspire weeks of riots and revolution

12194: Caster's debt increases at a rate of 30% per month

12195: Caster's digestive system becomes independently sentient

12196: Caster's dominant hand becomes as clumsy as his other hand

12197: Caster's ears are burned from his head

12198: Caster's ears are on the same side of his head

12199: Caster's ears are unaffected by polymorph magic

12200: Caster's ears bleed harmlessly but copiously for 10d10 rounds

12201: Caster's ears can't be cut by any metal blade

12202: Caster's ears fall off and regrow every few days

12203: Caster's ears grow to the size of dinner plates

12204: Caster's ears resemble butterfly's wings

12205: Caster's elbows can't bend more than 90°

12206: Caster's entire head looks like a huge nose

12207: Caster's every attempt at music yields the same annoying tune

12208: Caster's eyelids look like lips

12209: Caster's eyes appear crystalline like diamonds

12210: Caster's eyes are artificial and were installed by demons

12211: Caster's eyes are invulnerable to heat and fire

12212: Caster's eyes are replaced by new ones every 1d4 days

12213: Caster's eyes can be safely removed for up to 1d4 hours

12214: Caster's eyes can't be harmed by any physical force or object

12215: Caster's eyes do not move, but he can see normally

12216: Caster's eyes glow red when he tries to make a good impression

12217: Caster's eyes merge into a single eye at the bridge of his nose

12218: Caster's eyes migrate to his cheekbones

12219: Caster's eyes migrate two inches higher on his forehead

12220: Caster's eyes sink 1d4 inches into his skull

12221: Caster's eyes swell shut for 2d12 hours

12222: Caster's eyeteeth grow into tusks like those of a walrus

12223: Caster's face and head are covered by a tight shell of fetid wax

12224: Caster's face and head resemble a snowman's

12225: Caster's face appears melted like wax

12226: Caster's face appears to age backwards at 2X the normal rate

12227: Caster's face appears to be made of chrome

12228: Caster's face appears to be made of hammered aluminum

12229: Caster's face appears to be upside-down

12230: Caster's face appears to float 1d4 inches in front of his skull

12231: Caster's face appears to have been sculpted from cold wax

12232: Caster's face doesn't move when he speaks; -2 to reaction rolls

12233: Caster's face elongates into a short snout with prominent teeth

12234: Caster's face falls off, leaving a bare skull until sunrise

12235: Caster's face is a mask

12236: Caster's face is an illusion and can be dispelled as such

12237: Caster's face is concave

12238: Caster's face is covered with cactus spines

12239: Caster's face is fireproof

12240: Caster's face is glazed in a thick layer of ice

12241: Caster's face is pliant like rubber

12242: Caster's face is printed with intricate, dark blue tattoos

12243: Caster's face is scarred as though slashed by an eagle's talons

12244: Caster's face swells enough to be unrecognizable

12245: Caster's face tingles in the presence of magical animals

12246: Caster's face turns to wood

12247: Caster's feet are burned as if he's waded through ankle-deep acid

12248: Caster's feet are encased in brick

12249: Caster's feet can't be burned by magical fire

12250: Caster's feet inflate to 2X normal size while he wades in water

12251: Caster's feet shrink by 80% while he's wearing shoes or boots

12252: Caster's feet smolder gently for 1d6 hours without harming him

12253: Caster's feet vanish, but he can walk comfortably on his ankles

12254: Caster's fingernails are poisonous to him

12255: Caster's fingernails display otherworldly scenes

12256: Caster's fingernails each grow 1d20 inches

12257: Caster's fingernails exude a pungent green fluid

12258: Caster's fingernails grow 1d4 inches per day

12259: Caster's fingers appear to be made of delicate crystal

12260: Caster's fingers are as flexible as tentacles

12261: Caster's fingers are as rigid as steel while they're wet

12262: Caster's fingers are threaded like bolts

12263: Caster's fingers can't be severed from his hands

12264: Caster's fingers glow faintly in the presence of humans

12265: Caster's fingers randomly shuffle their positions

12266: Caster's fingers seem ice cold to anyone other than the caster

12267: Caster's fist fuses into an clumsy stub

12268: Caster's fist jams itself into his mouth

12269: Caster's footprints glow with sickly green light for 5d6 rounds

12270: Caster's footprints seem to shimmer and waver in sunlight

12271: Caster's footprints shine brightly while he's invisible

12272: Caster's hair and clothes become horribly entangled

12273: Caster's hair and clothes constantly stir as if blown by wind

12274: Caster's hair becomes tangled in any hat or helmet he wears

12275: Caster's hair becomes thick and coarse like that of a boar

12276: Caster's hair can never become invisible

12277: Caster's hair falls out each evening and regrows by morning

12278: Caster's hair freezes solid

12279: Caster's hair is clear like glass

12280: Caster's hair is discovered to be a bad toupee

12281: Caster's hair is fireproof

12282: Caster's hair is perpetually soaked with sea water

12283: Caster's hair is striped like a tiger's coat

12284: Caster's hair reeks of sulfur when he's near a campfire

12285: Caster's hair stands straight up for the next 1d4 weeks

12286: Caster's hand adheres to the next bludgeoning weapon he grips

12287: Caster's hand adheres to the next tree he touches

12288: Caster's hands and arms are covered with cactus needles

12289: Caster's hands and feet are invisible for 1d4 weeks

12290: Caster's hands appear to be crude wooden replicas

12291: Caster's hands appear to be made of solid gold

12292: Caster's hands appear to have been badly gnawed by rodents

12293: Caster's hands are blasted to a crisp but heal in 1d4+1 weeks

12294: Caster's hands are completely insulated against electricity

12295: Caster's hands are impervious to all harm for one week

12296: Caster's hands are invisible while he clasps them

12297: Caster's hands are totally numb for 10d10 rounds

12298: Caster's hands are translucent like smoky quartz

12299: Caster's hands can't come within 12 inches of each other

12300: Caster's hands can't come within 12 inches of his face

12301: Caster's hands detach the next time he puts them in his pockets

12302: Caster's hands explode but grow back by morning

12303: Caster's hands feel just like two balloons

12304: Caster's hands reform into lobster-like pincers

12305: Caster's hands shine like a beacon visible only to goblins

12306: Caster's hands shrink by 50%

12307: Caster's hands shrink or grow to fit any gloves he wears

12308: Caster's hands sprout coarse scales

12309: Caster's hands sprout luxuriant feathers

12310: Caster's head appears to hang loosely above his shoulders

12311: Caster's head appears translucent when backlit by firelight

12312: Caster's head deforms like a rubber ball when bludgeoned

12313: Caster's head explodes as a 20HD fireball if cut from his body

12314: Caster's head is demanded as tribute by some insane despot

12315: Caster's head is discovered to be a mechanical construct

12316: Caster's head is impervious to non-magical missile fire

12317: Caster's head is now shaped like a bell

12318: Caster's head is perfectly cylindrical until sunset tomorrow

12319: Caster's head is permanently surrounded by dense fog

12320: Caster's head is rendered permanently invisible

12321: Caster's head is sealed in a block of ice with breathing holes

12322: Caster's head is split down the middle but he is unharmed

12323: Caster's head once belonged to a great military leader

12324: Caster's head shines like a beacon visible only to orcs

12325: Caster's head turns into a pumpkin for 1d6 hours

12326: Caster's heart is mechanical and not subject to necromancy

12327: Caster's heart is widely rumored to be the Philosopher's Stone

12328: Caster's home and everything in it are invisible to him

12329: Caster's home appears to be shockingly evil to everyone but him

12330: Caster's home appears to have been abandoned for centuries

12331: Caster's home can't be entered through the front door

12332: Caster's home drops from the sky to land heavily nearby

12333: Caster's home fills with some kind of thick blue liquid

12334: Caster's home has a secret entrance accessible only to trolls

12335: Caster's home has a secret room that he's never noticed before

12336: Caster's home has served as a brothel while he's been away

12337: Caster's home has served as a cafeteria while he's been away

12338: Caster's home has served as a crematorium while he's been away

12339: Caster's home has served as a grain silo while he's been away

12340: Caster's home has served as a monastery while he's been away

12341: Caster's home has served as a mortuary while he's been away

12342: Caster's home has served as a pig sty while he's been away

12343: Caster's home has served as a prison while he's been away

12344: Caster's home has served as a public latrine while he's been away

12345: Caster's home has served as a stable while he's been away

12346: Caster's home has served as an abattoir while he's been away

12347: Caster's home has served as an armory while he's been away

12348: Caster's home has served as an unholy altar while he's been away

12349: Caster's home has served as barracks while he's been away

12350: Caster's home is a triumph of postmodern architecture

12351: Caster's home is at the center of a huge territorial squabble

12352: Caster's home is buried in compost

12353: Caster's home is destroyed by a huge magical explosion

12354: Caster's home is fireproof but water soluble

12355: Caster's home is flattened by a mysterious magical explosion

12356: Caster's home is infested with bubonic rats

12357: Caster's home is leveraged in a speculative financial scheme

12358: Caster's home is made of gingerbread

12359: Caster's home is packed completely full of manure

12360: Caster's home is packed completely full of pigs' ears

12361: Caster's home is packed completely full of salt

12362: Caster's home is packed completely full of snow

12363: Caster's home is seized through an act of Imminent Domain

12364: Caster's home is suddenly at the bottom of a deep, dark valley

12365: Caster's home is suddenly at the top of a forbidding mountain

12366: Caster's home levitates 1d10 yards in the air for that many days

12367: Caster's home resembles a large toadstool

12368: Caster's home sinks into the ground 1d10 inches per day

12369: Caster's home stands on a kobold burial mound

12370: Caster's home throbs and pulses like a gigantic heart

12371: Caster's home will cease to exist in 1d4 days

12372: Caster's image appears on every shield within 100 yards

12373: Caster's index finger is shaped like a key

12374: Caster's Intelligence is equal to his level for 2d12 hours

12375: Caster's Intelligence is reduced by 1d4 for a like number of days

12376: Caster's internal monologue becomes audible to others

12377: Caster's is unable to digest uncooked foods

12378: Caster's kidneys vanish

12379: Caster's knees can bend forward and backward with equal ease

12380: Caster's left arm appears to carry a powerful enchantment

12381: Caster's left arm appears to have been made from twine and glue

12382: Caster's left arm doubles in length 1d4 times

12383: Caster's left arm doubles in length; right arm shrinks by 50%

12384: Caster's left arm stretches to 2X the length of his body

12385: Caster's left hand and 10d10% of his arm turn to brass

12386: Caster's left hand can't be cut by any non-magical blade

12387: Caster's left hand is affected as by the spell Haste

12388: Caster's left hand is hideously warped and mangled

12389: Caster's left hand strongly resents his right hand

12390: Caster's left leg detaches and starts kicking him really hard

12391: Caster's left leg is covered by bark

12392: Caster's legs are both encased in a single thick, steel pipe

12393: Caster's legs are now exactly as long as his arms

12394: Caster's legs can't support his weight for 10d10 rounds

12395: Caster's legs double in length, and his arms shorten by 50%

12396: Caster's legs weigh as much as iron while he's wading

12397: Caster's limbs are rendered permanently invisible

12398: Caster's limbs each belong to a different species

12399: Caster's lungs are visible through his flesh and clothing

12400: Caster's lungs begin to function at 2X normal efficiency

12401: Caster's lungs begin to function at half normal efficiency

12402: Caster's lungs sound like bagpipes when he exerts himself

12403: Caster's lungs stop working for 1d10 rounds

12404: Caster's magic does not affect females for 1d4 days

12405: Caster's magic does not affect males for 1d4 days

12406: Caster's magic doesn't work if he's ankle-deep in water

12407: Caster's magic is detected by Detect Magic only 20% of the time

12408: Caster's magic is somewhat resistant to the spell Dispel Magic

12409: Caster's magic leaves a filmy residue on precious metals

12410: Caster's mass increases by a factor of 10 while he's on a boat

12411: Caster's missile-based spells seem to issue from his eyes

12412: Caster's missile-based spells seem to issue from his mouth

12413: Caster's missile- based spells seem to issue from the ground

12414: Caster's most powerful foe always knows caster's precise location

12415: Caster's motion is impeded by a strong wind that affects only him

12416: Caster's nearest ally attacks him for 1d6 rounds

12417: Caster's nearest ally is invisible to him for 1d4 days

12418: Caster's neck doubles in length

12419: Caster's neck is invisible

12420: Caster's next 1d8 attacks inflict only illusionary damage

12421: Caster's next attack causes equal damage to him and his target

12422: Caster's next attack heals its target of all damage and disease

12423: Caster's next spell affects only half of its intended targets

12424: Caster's next spell causes its target to become invisible

12425: Caster's next spell fills the air with the sound of buzzing bees

12426: Caster's next spell functions as a Disintegrate spell instead

12427: Caster's next spell functions but has an invisible effect

12428: Caster's next spell functions but knocks him unconscious

12429: Caster's next spell persists until he's injured

12430: Caster's next spell turns its target bright blue for its duration

12431: Caster's next Summoning calls up something he can not put down

12432: Caster's next Summoning turns him into the Summoned creature

12433: Caster's next Summoning yields 1d10 decapitated human heads

12434: Caster's next Summoning yields 1d1000 fluffy white rabbits

12435: Caster's next Summoning yields 1d4 chrome-plated ostriches

12436: Caster's next Summoning yields 1d8 tiny blue imps with white hats

12437: Caster's next Summoning yields 4d10 bushels of rotten apples

12438: Caster's next Summoning yields a 16HD Earth Elemental

12439: Caster's next Summoning yields a bucket of brine-soaked plums

12440: Caster's next Summoning yields a coil of rope one mile in length

12441: Caster's next Summoning yields a creature that attacks him

12442: Caster's next Summoning yields a creature that dies instantly

12443: Caster's next Summoning yields a horrifyingly loathsome monster

12444: Caster's next Summoning yields a mockery of the intended effect

12445: Caster's next Summoning yields a puddle of highly unstable goo

12446: Caster's next Summoning yields an ice sculpture

12447: Caster's next Summoning yields an illusion of the intended effect

12448: Caster's next Summoning yields something wildly inappropriate

12449: Caster's next Summoning yields the last thing that he expects

12450: Caster's next Summoning yields two of whatever he's Summoning

12451: Caster's nose looks like a noose

12452: Caster's nose looks like an ear

12453: Caster's nostrils are stuffed full of pimentos

12454: Caster's palms turn to stone

12455: Caster's pockets are filled with confectioner's sugar

12456: Caster's pockets are filled with glue

12457: Caster's pockets are filled with greasy candle stubs

12458: Caster's pockets are filled with live minnows

12459: Caster's pockets are filled with offal

12460: Caster's pockets are filled with stringy pasta

12461: Caster's pockets are filled with weeks-old goat cheese

12462: Caster's pockets are fireproof

12463: Caster's pockets are inaccessible for 1d6 days

12464: Caster's pockets are lined with chain mail

12465: Caster's pockets are lined with sharp, jagged teeth

12466: Caster's pockets vanish along with anything inside them

12467: Caster's presence causes all food to taste like liver

12468: Caster's presence causes birds in nearby trees to fall silent

12469: Caster's presence causes bowstrings to be abnormally elastic

12470: Caster's presence causes clockwork devices to malfunction

12471: Caster's presence causes food to be drained of all flavor

12472: Caster's presence causes holy symbols to seem unusually hot

12473: Caster's presence causes magical animals to be oddly intractable

12474: Caster's presence causes magical weapons to glow a dim red

12475: Caster's presence causes musical instruments to go out of tune

12476: Caster's presence causes people to sing wildly off-key

12477: Caster's presence causes the clanking of metal to be muted

12478: Caster's presence causes timekeeping devices to combust

12479: Caster's presence causes timekeeping devices to malfunction

12480: Caster's presence causes undead skeletons to sneeze

12481: Caster's presence causes worked stone to sweat

12482: Caster's presence induces lightheartedness in Dwarves

12483: Caster's presence makes it hard to discern the value of things

12484: Caster's principal weapon bends until the ends are touching

12485: Caster's principal weapon can indicate True North once per turn

12486: Caster's principal weapon can't be damaged by non-magical heat

12487: Caster's principal weapon can't exist on this plane for 4d8 days

12488: Caster's principal weapon can't kill anyone now within 10 miles

12489: Caster's principal weapon can't kill anyone of Elfin stock

12490: Caster's principal weapon disintegrates if it draws his blood

12491: Caster's principal weapon glows as though it's red hot

12492: Caster's principal weapon is as shiny as mirror for 1d12 months

12493: Caster's principal weapon is extremely sticky to the touch

12494: Caster's principal weapon is matte black between sunset and dawn

12495: Caster's principal weapon is older than the whole universe

12496: Caster's principal weapon is reclaimed by its former owner

12497: Caster's principal weapon is translucent like smoked glass

12498: Caster's principal weapon shrinks by 5d10+45%

12499: Caster's principal weapon sprouts luxuriant tresses

12500: Caster's reflection appears upside down

12501: Caster's reflection chants dire prophecies about him

12502: Caster's reflection commits suicide when he next sees it

12503: Caster's reflection harbors a deep and obvious resentment of him

12504: Caster's reflection is not mirror-reversed

12505: Caster's reflection shows him as battered corpse

12506: Caster's reflection shows him as he was 10 years ago

12507: Caster's reflection shows him beaten nearly to death

12508: Caster's right arm is encased in a cylinder of solid crystal

12509: Caster's right arm is just like his left arm, facing backwards

12510: Caster's right arm resembles a horse's foreleg

12511: Caster's right hand is a perfect sphere at the end of his wrist

12512: Caster's right hand struggles to grip his right elbow

12513: Caster's right leg increases in thickness by a factor of 1d4

12514: Caster's right thigh is as long as his entire left leg

12515: Caster's skin appears cracked like an old oil painting

12516: Caster's skin appears pitted like Swiss cheese

12517: Caster's skin appears to have been boiled

12518: Caster's skin appears to have been riveted to his body in sheets

12519: Caster's skin appears to have been woven of flesh-colored thread

12520: Caster's skin can't be punctured by any mammal's teeth

12521: Caster's skin is blood red for 2d4-1 days

12522: Caster's skin is completely free of moles, scars, and blemishes

12523: Caster's skin is covered by human bite-marks

12524: Caster's skin is fireproof but tarnishes quickly in sunlight

12525: Caster's skin is infused with countless tiny glass nuggets

12526: Caster's skin is permanently stained by his blood

12527: Caster's skin is plaid from now on

12528: Caster's skin is suddenly the color of his hair

12529: Caster's skin ripples like a rain-spattered pond from now on

12530: Caster's skin varies in opacity from hour to hour

12531: Caster's skull becomes intensely magnetic

12532: Caster's speech doesn't match the movement of his lips

12533: Caster's speech is clearly audible to all within 50 yards

12534: Caster's speech is utterly unintelligible for 1d4 hours

12535: Caster's speech is utterly unintelligible to him

12536: Caster's spellbook absorbs moisture like a sponge

12537: Caster's spellbook acquires a saucy and antagonistic personality

12538: Caster's spellbook and any ink within it are waterproof

12539: Caster's spellbook appears to be in a language unknown to him

12540: Caster's spellbook appears to be on fire while it's open

12541: Caster's spellbook belongs to someone else who wants it back

12542: Caster's spellbook can be folded to the size of a deck of cards

12543: Caster's spellbook can be judged by its cover

12544: Caster's spellbook can be unfolded to function as a small boat

12545: Caster's spellbook can be unfolded to function as a small tent

12546: Caster's spellbook can be unfolded to serve as a table for six

12547: Caster's spellbook can be used as an anvil but weighs as much

12548: Caster's spellbook can dispense 1d4 gallons of pure water per day

12549: Caster's spellbook can hold 100 pounds like a Bag of Holding

12550: Caster's spellbook can hold 4x the usual number of spells

12551: Caster's spellbook can only be read by females

12552: Caster's spellbook can only be read by males

12553: Caster's spellbook can only be read in near-total darkness

12554: Caster's spellbook can withstand 100 hit points of fire damage

12555: Caster's spellbook can't be harmed or altered by any mortal means

12556: Caster's spellbook contains 1d8 spells he's never seen before

12557: Caster's spellbook contains a mysterious key

12558: Caster's spellbook contains nothing but gibberish for 1d4 days

12559: Caster's spellbook contains pages and pages of court transcripts

12560: Caster's spellbook contains pages and pages of idle gossip

12561: Caster's spellbook contains pages and pages of inaccurate maps

12562: Caster's spellbook contains pages and pages of New Age garbage

12563: Caster's spellbook contains pages and pages of ribald limericks

12564: Caster's spellbook contains pages and pages of risque woodcuts

12565: Caster's spellbook contains pages and pages of shocking profanity

12566: Caster's spellbook contains pages and pages of tasty recipes

12567: Caster's spellbook contains pages and pages of trite haikus

12568: Caster's spellbook contains pages and pages of uplifting slogans

12569: Caster's spellbook contains pages and pages of utter gibberish

12570: Caster's spellbook giggles in the presence of other books

12571: Caster's spellbook giggles loudly when its pages are turned

12572: Caster's spellbook gives faulty warnings about his impending doom

12573: Caster's spellbook glows in the dark

12574: Caster's spellbook growls ominously when anyone else touches it

12575: Caster's spellbook has 60% Magic Resistance

12576: Caster's spellbook has a handle and can be used as a shield +1

12577: Caster's spellbook has a hideous face embossed on its cover

12578: Caster's spellbook has a secret, flask-shaped compartment

12579: Caster's spellbook has a surprise ending

12580: Caster's spellbook has no clear beginning or end

12581: Caster's spellbook has straps and can be worn as a backpack

12582: Caster's spellbook induces madness in those of Lawful alignment

12583: Caster's spellbook induces nausea in anyone else who touches it

12584: Caster's spellbook induces ravenous hunger in any who read it

12585: Caster's spellbook is 30% likely to be invisible on any given day

12586: Caster's spellbook is as fragile as glass until sunset

12587: Caster's spellbook is bound in a sheathe of human skin

12588: Caster's spellbook is bound tightly shut in barbed wire

12589: Caster's spellbook is breaded and deep-fried

12590: Caster's spellbook is chrome-plated

12591: Caster's spellbook is covered in a thin shell of clay

12592: Caster's spellbook is coveted by a fire elemental

12593: Caster's spellbook is coveted by the undead

12594: Caster's spellbook is discovered to be a forgery

12595: Caster's spellbook is distributed as a mass-market paperback

12596: Caster's spellbook is drenched in goat's milk

12597: Caster's spellbook is ethereal to everyone except him

12598: Caster's spellbook is fiercely coveted by all who pass near it

12599: Caster's spellbook is filled with ways to dispose of corpses

12600: Caster's spellbook is found to be just one part of a trilogy

12601: Caster's spellbook is glazed like a doughnut

12602: Caster's spellbook is gritty like sandpaper

12603: Caster's spellbook is impervious to acid

12604: Caster's spellbook is impervious to cold

12605: Caster's spellbook is indestructible but appears to be decaying

12606: Caster's spellbook is invisible for one hour each day

12607: Caster's spellbook is invisible to everyone except magic users

12608: Caster's spellbook is invisible to him unless his hair is wet

12609: Caster's spellbook is invisible when wet

12610: Caster's spellbook is laminated

12611: Caster's spellbook is long overdue at the library

12612: Caster's spellbook is perfectly spherical for 1d12 hours

12613: Caster's spellbook is permanently water-soaked but undamaged

12614: Caster's spellbook is rewritten in a language known only to him

12615: Caster's spellbook is rewritten in a language unknown to him

12616: Caster's spellbook is riddled with holes like Swiss cheese

12617: Caster's spellbook is rumored to contain several lost spells

12618: Caster's spellbook is rumored to have been penned by heretics

12619: Caster's spellbook is sealed in a heavy wooden crate

12620: Caster's spellbook is sealed with a combination lock

12621: Caster's spellbook is sheathed in flame but doesn't burn

12622: Caster's spellbook is sought by power-crazed conjurers

12623: Caster's spellbook is stolen by someone on his way to the latrine

12624: Caster's spellbook is tightly wrapped in cellophane

12625: Caster's spellbook is transparent while closed

12626: Caster's spellbook is unintelligible for 1d100 hours

12627: Caster's spellbook is waterproof

12628: Caster's spellbook is weightless while it's open

12629: Caster's spellbook is wrapped in festive paper and ribbons

12630: Caster's spellbook is written entirely in purple crayon

12631: Caster's spellbook leaves a trail of ash wherever it's carried

12632: Caster's spellbook randomly shuffles its pages

12633: Caster's spellbook reeks as though drenched in perfume

12634: Caster's spellbook reeks indelibly of mold and mildew

12635: Caster's spellbook reeks of manure while it's open

12636: Caster's spellbook reeks of rotting, mildewed cloth

12637: Caster's spellbook seems badly scorched but is undamaged

12638: Caster's spellbook shines as bright as the sun for 4d6 hours

12639: Caster's spellbook shrinks to the size of a coin for 1d4 days

12640: Caster's spellbook sprays skunk-musk each time it's opened

12641: Caster's spellbook tastes like chicken between sunset and dawn

12642: Caster's spellbook teleports 10d20 yards straight up

12643: Caster's spellbook teleports 1d4 feet straight down

12644: Caster's spellbook tends to slam shut on his hand (1d2-1 damage)

12645: Caster's spellbook turns into a cat when he says a command word

12646: Caster's spellbook vanishes; he finds it in a nearby well

12647: Caster's spellbook vanishes; in 1d4 days he disgorges it

12648: Caster's spellbook warms a five foot radius to a comfy 70°

12649: Caster's spellbook was here just a minute ago

12650: Caster's spellbook was instrumental in the downfall of an empire

12651: Caster's spellbook was stolen from a secret monastery

12652: Caster's spellbook was stolen from a traveler from the future

12653: Caster's spellbook weighs 1d100+100 pounds

12654: Caster's spellbook weighs as much as he does

12655: Caster's spellbook will combust if he opens it before dawn

12656: Caster's spells function as though cast by someone half his level

12657: Caster's spells no longer work on some particular person nearby

12658: Caster's Strength increases by 1d6 for a like number of days

12659: Caster's Strength is halved

12660: Caster's Strength is halved until he's struck by fire-based magic

12661: Caster's Strength is rerolled hourly for the next 24 hours

12662: Caster's teeth appear shiny and black like obsidian

12663: Caster's teeth appear to drip blood for one week

12664: Caster's teeth become serrated and triangular like a shark's

12665: Caster's teeth can be broken by any physical force or object

12666: Caster's teeth can never become invisible

12667: Caster's teeth grow continuously, like a rodent's

12668: Caster's teeth shatter on contact with unrefined iron

12669: Caster's tongue is bifurcated along half of its length

12670: Caster's tongue is invisible during daylight hours

12671: Caster's tongue is removable

12672: Caster's voice becomes increasingly loud

12673: Caster's voice cracks like a teenage boy's voice

12674: Caster's voice inspires rage in dogs and wolves

12675: Caster's voice is hoarse and strained for 1d4 weeks

12676: Caster's voice issues from his right hand instead of his mouth

12677: Caster's voice makes people feel hostile and aggressive

12678: Caster's voice resonates in any gems nearby

12679: Caster's voice seems poorly matched to his age and sex

12680: Caster's voice seems to issue from 1d4 people around him

12681: Caster's voice seems to issue from his pockets

12682: Caster's voice seems to issue from some item he's now carrying

12683: Caster's voice sounds as if it's coming from a distant megaphone

12684: Caster's voice sounds as if it's coming through a metal tube

12685: Caster's voice sounds like he's 1d100 years older

12686: Caster's voice sounds like that of each person to whom he speaks

12687: Caster's voice sounds like the braying of donkeys

12688: Caster's voice sounds like the buzzing of metal bees

12689: Caster's voice sounds like the honking of geese

12690: Caster's voice sounds like the sputtering of a clogged drain

12691: Caster's waterskin is filled with mashed potatoes

12692: Caster's waterskin makes its contents taste brackish and foul

12693: Caster's weight increases tenfold while on a ladder

12694: Caster's weight increases tenfold while walking across ice

12695: Cooked meat is mildly poisonous to the caster

12696: Countless pine needles adhere tightly to the caster's skin

12697: Countless tiny wood chips swirl about the caster for 2d10 rounds

12698: Countless tiny worms cascade from caster's ears

12699: Crawling insects pour from caster's nostrils for 1d4 rounds

12700: Cryptic messages are embossed on the caster's chest and back

12701: Cryptic runes cover the caster's arms and hands

12702: Cryptic symbols flash constantly across caster's forehead

12703: Damage from caster's next 1d8 attacks appears 1d8 rounds later

12704: Damage inflicted upon caster can only be healed near firelight

12705: Damage inflicted upon caster is 10% likely to be just an illusion

12706: Damage inflicted upon caster is 10% likely to harm someone else

12707: Damage inflicted upon caster leaves unusually severe scars

12708: Domestic cats react to caster with astonishing ferocity

12709: Each day at noon, caster's age is reduced by 50%

12710: Each day at noon, caster's weapon heats to 2d100°

12711: Each day at sunset, caster suffers intense pain for 1d4 rounds

12712: Each day for 2d6 days, caster must reroll his attributes

12713: Each day, caster adds a cumbersome new title to his name

12714: Each day, caster attempts to prove that he's impervious to blades

12715: Each day, caster bores his allies with tales of his own heroism

12716: Each day, caster can add +1 (or +5%) to any one dice roll

12717: Each day, caster can cause one foe to miss one attack

12718: Each day, caster can detach his head for up to one hour

12719: Each day, caster can digest up to half a pound of stone

12720: Each day, caster can magically cause 1d6 people to hate him

12721: Each day, caster can roar like a dragon one time

12722: Each day, caster can see through one door as if it were glass

12723: Each day, caster can Summon 1d10 minnows up to 1d4 times

12724: Each day, caster decides to worship a different deity

12725: Each day, caster demands to be called by a different name

12726: Each day, caster displays a new phobia that disappears by sunset

12727: Each day, caster finds 1d10 human eyeballs in his pocket

12728: Each day, caster finds 1d4 gold pieces in his pocket

12729: Each day, caster finds a severed body part in his pocket

12730: Each day, caster has no idea who he is for 1d10 minutes

12731: Each day, caster increasingly obsesses about his waning lifespan

12732: Each day, caster insists on being called by a different name

12733: Each day, caster is 1% likely to be destroyed by a meteor strike

12734: Each day, caster is 5% likely to teleport to this target point

12735: Each day, caster is 10% likely to change sex until sunset

12736: Each day, caster is 40% likely to crave garlic intensely

12737: Each day, caster is 50% likely to leave no footprints

12738: Each day, caster is accosted by a man with a real estate scheme

12739: Each day, caster is attacked but not injured by a huge, ugly bird

12740: Each day, caster is immune to 1d6 hit points of damage

12741: Each day, caster loses 1d4 gold pieces

12742: Each day, caster must cast at least one spell upon himself

12743: Each day, caster must drink at least four gallons of water

12744: Each day, caster must eat a pound of tree bark, or he'll starve

12745: Each day, caster must eat at least one lighted candle

12746: Each day, caster must pluck at least one rose or be stricken mute

12747: Each day, caster must recite a new limerick, or he'll go insane

12748: Each day, caster must Save or be unable to count until sunset

12749: Each day, caster must Save or lose half of his hit points

12750: Each day, caster must Save vs Will or his home explodes

12751: Each day, caster must tell at least one outrageous lie

12752: Each day, caster recalls a new but entirely fictional past life

12753: Each day, caster reveals a new and offensive truth about himself

12754: Each day, caster sees great meaning in the first words he hears

12755: Each day, caster suffers violent withdrawal unless he uses magic

12756: Each day, caster tells the same stupid joke about gnomes

12757: Each day, caster threatens to murder someone nearby

12758: Each day, caster wakes because a small pebble hits his forehead

12759: Each day, caster wakes beneath a brine- soaked tangle of vines

12760: Each day, caster wakes beneath a layer of fine white sand

12761: Each day, caster wakes certain that he'll die before sunset

12762: Each day, caster wakes certain that the world will end by sunset

12763: Each day, caster wakes completely deaf until he drinks something

12764: Each day, caster wakes dressed in a mummy's filthy rags

12765: Each day, caster wakes exhausted as if he just ran a marathon

12766: Each day, caster wakes in a pile of dry leaves

12767: Each day, caster wakes looking as if he's been beaten with clubs

12768: Each day, caster wakes nearly out of his mind with rage

12769: Each day, caster wakes thinking that 1d100 days have passed

12770: Each day, caster wakes thinking that he's under attack

12771: Each day, caster wakes to find a loaf of warm bread on his chest

12772: Each day, caster wakes unable to see his allies for 1d4 turns

12773: Each day, caster wakes wearing a heavily powdered wig

12774: Each day, caster wakes wearing a straw hat

12775: Each day, caster wakes with a daisy sprouting from his mouth

12776: Each day, caster wakes with a gold coin in his mouth

12777: Each day, caster wakes with a hospital bracelet on his wrist

12778: Each day, caster wakes with his mouth packed full of flour

12779: Each day, caster wakes with no idea of how he got there

12780: Each day, caster wakes with several new and disturbing scars

12781: Each day, caster's face is unbearably hideous for 1d10 minutes

12782: Each day, caster's hair grows 10% longer

12783: Each day, caster's height fluctuates plus or minus 1d100%

12784: Each day, caster's height fluctuates plus or minus 1d6 inches

12785: Each day, caster's home shrinks by 1%

12786: Each day, caster's nostrils appear at a new place on his head

12787: Each day, one of caster's spells (random) has its effect reversed

12788: Each day, some part of caster's body falls off and regrows

12789: Each day, someone accuses the caster of grand theft

12790: Each day, someone accuses the caster of high treason

12791: Each day, someone accuses the caster of unwholesome practices

12792: Each day, someone accuses the caster or regicide

12793: Each day, the caster is praised for some act of amazing heroism

12794: Each hour, 1d4 small pine cones fall from the caster's ears

12795: Each morning, caster must Save or be rendered mute for that day

12796: Each morning, caster must Save or be sprayed by a skunk

12797: Each morning, caster must Save or contract a non- magical illness

12798: Each morning, caster must Save or earn the enmity of a monarch

12799: Each morning, caster must Save or he ages 1d4 days

12800: Each morning, caster must Save or he'll be arrested before sunset

12801: Each morning, caster must Save or his clothes dissolve by sunset

12802: Each night as caster sleeps, every blade he owns is sharpened

12803: Each night as caster sleeps, he's 5% likely to trigger a Burst

12804: Each night as caster sleeps, his ankles are bound by silk cord

12805: Each night as caster sleeps, his lips move as though he's talking

12806: Each of caster's big toes is now as long as the rest of his foot

12807: Each of caster's big toes is now as wide as the rest of his foot

12808: Each of caster's teeth is now a different and contrasting color

12809: Each of caster's teeth screams each time he opens his mouth

12810: Each of caster's toes is 5% likely to explode right now

12811: Eerie moans fill the air when caster touches holy water

12812: Efforts to become invisible make the caster much more visible

12813: Efforts to become invisible temporarily age the caster 1d10 years

12814: Elementals Summoned in caster's presence are 20% larger

12815: Elementals Summoned in caster's presence are at -2 to hit him

12816: Elementals Summoned in caster's presence are completely silent

12817: Elementals Summoned in caster's presence are horrible to look at

12818: Elementals Summoned in caster's presence are invisible to him

12819: Elementals Summoned in caster's presence are invulnerable to him

12820: Elementals Summoned in caster's presence are Slowed

12821: Elementals Summoned in caster's presence are terrified of him

12822: Elementals Summoned in caster's presence assume comical forms

12823: Elementals Summoned in caster's presence attack him outright

12824: Elementals Summoned in caster's presence attack their summoner

12825: Elementals Summoned in caster's presence can't be controlled

12826: Elementals Summoned in caster's presence crave decaying meat

12827: Elementals Summoned in caster's presence explode instantly

12828: Elementals Summoned in caster's presence flee the area at once

12829: Elementals Summoned in caster's presence look familiar to him

12830: Elementals Summoned in caster's presence mock him endlessly

12831: Elementals Summoned in caster's presence seem far more fierce

12832: Elementals Summoned in caster's presence totally ignore him

12833: Elementals Summoned in caster's presence vaguely resemble him

12834: Elementals Summoned in caster's presence weep until dismissed

12835: Elementals Summoned in caster's presence will not attack him

12836: Embarrassing rumors about the caster circulate far and wide

12837: Embarrassing sounds issue from the caster at inopportune times

12838: Even in darkness, caster is visible as though in full daylight

12839: Every third tooth falls from caster's mouth

12840: Everyone knows the caster's most embarrassing secret

12841: Everyone now harboring ill will toward caster forgets who he is

12842: Everyone now harboring ill will toward caster knows where he is

12843: Everyone thinks that the caster is using a false name

12844: Everyone thinks that the caster's use of magic is reckless

12845: Everyone thinks the caster to be vaguely unreliable

12846: Everyone who knows the caster suspects that he's really undead

12847: Everyone who knows the caster thinks that he owes them money

12848: Everyone within 100 miles hates the caster until at least sunset

12849: Everyone within 100 miles knows that the caster is a magic user

12850: Everyone within one mile appears as a skeleton to the caster

12851: Everything caster eats for 1d12 months tastes strongly of blood

12852: Fine gold wire is visibly threaded through the caster's flesh

12853: Fire-based magic is invisible to the caster

12854: Fires can't be sustained within three feet of caster's spellbook

12855: Flames shoot from caster's ears at least once per hour until dawn

12856: Foliage grows to entangle caster's feet if he stands still

12857: Food turns ethereal while the caster touches it

12858: For 1d4 days, caster can neutralize poisons by touch

12859: For 1d4 days, caster is certain that his saliva is poisonous

12860: For 1d4 rounds, caster's left foot is fused to the ground

12861: For 1d4 rounds, normal water can burn the caster like strong acid

12862: For 1d4 weeks, caster's eyelids glow brightly in the dark

12863: For 1d4 weeks, caster's nose hovers 1d4 inches before his face

12864: For 2d4-1 horrible days, caster works in a huge corporate office

12865: For 3d10 days caster is immune to magic cast by one person

12866: For 6d10 rounds, caster is the only person on the entire planet

12867: For one day, caster is so monstrously ugly that people attack him

12868: For one day, caster knows the location of all gold within 5 miles

12869: For several days, caster strongly resembles a drowned corpse

12870: Foul-smelling steam issues from the caster's nostrils

12871: Half of caster's body is as hairy as an ape

12872: Half of caster's body is immune to polymorph magic

12873: Half of caster's hair is replaced by very fine silver wire

12874: Holy symbols inspire dread in the caster

12875: Holy water boils on contact with caster's skin

12876: Honey flows through caster's veins instead of blood

12877: Horrific screams issue from the caster's spellbook

12878: Huge volumes of ectoplasm ooze from the caster's nostrils

12879: Icy winds buffet the caster for 2d8-1 days

12880: If alive, caster is totally healed in each of the next 1d6 hours

12881: If asked for identification, caster offers a funny self-portrait

12882: If caster attempts a Summoning, he vanishes for its duration

12883: If caster attempts to create or control undead, they attack him

12884: If caster casts a spell in the next turn, he thinks he's drowning

12885: If caster casts a spell in the next turn, his clothing vanishes

12886: If caster comes within one mile of a dragon, his hair falls out

12887: If caster comes within one mile of an ocean, he begins to drown

12888: If caster damages a statue, he suffers an equivalent injury

12889: If caster dies and is resurrected, he's 85% likely to change sex

12890: If caster draws a weapon before sunset, he goes berserk

12891: If caster draws a weapon before sunset, that weapon vanishes

12892: If caster falls more than twenty yards, he teleports to this spot

12893: If caster has a beard, it vanishes; if he doesn't, he grows one

12894: If caster has a missile weapon, he's attacked by small animals

12895: If caster has drawn blood recently, he vanishes until sunrise

12896: If caster has eaten in the past hour, he falls unconscious

12897: If caster has eaten in the past hour, he loses 2d10 hit points

12898: If caster has eaten in the past hour, he never has to eat again

12899: If caster has eaten in the past hour, he vanishes until lunchtime

12900: If caster has eaten meat in the past hour, it was human flesh

12901: If caster has eaten meat in the past hour, it wasn't really meat

12902: If caster has ever been resurrected, he loses 1d100 hit points

12903: If caster has ever been resurrected, he now gains one level

12904: If caster has ever been resurrected, he now loses one level

12905: If caster has ever been resurrected, he teleports to that spot

12906: If caster has slain anyone in cold blood, he's wracked by remorse

12907: If caster has slain anyone in cold blood, that person haunts him

12908: If caster ingests poison, he becomes powerfully addicted to it

12909: If caster ingests poison, he briefly gains 1d4 points of Wisdom

12910: If caster ingests poison, he can't be harmed by fire for 1d4 days

12911: If caster ingests poison, he combusts in 1d6 turns

12912: If caster ingests poison, he develops an intense, unusual phobia

12913: If caster ingests poison, he develops hundreds of ugly blisters

12914: If caster ingests poison, he forgets his name and how to speak

12915: If caster ingests poison, he hallucinates wildly for 2d20 hours

12916: If caster ingests poison, he is instantly aware of it

12917: If caster ingests poison, he smells like carrion for 1d4 weeks

12918: If caster ingests poison, he tries to cut it out of his body

12919: If caster ingests poison, he's 20% likely to change sex

12920: If caster ingests poison, his age is reduced by 1d20 years

12921: If caster ingests poison, his blood is corrosive to metal

12922: If caster ingests poison, his body shrinks by 1d100%

12923: If caster ingests poison, his fingers vanish

12924: If caster ingests poison, his teeth fall out

12925: If caster ingests poison, its onset is delayed by 1d4 days

12926: If caster ingests poison, non-magical antidotes are toxic to him

12927: If caster ingests poison, someone nearby also suffers its effect

12928: If caster is carrying a dagger, it grows as large as a greatsword

12929: If caster is carrying a pouch, he attempts to climb into it

12930: If caster is carrying a pouch, he likes to wear it as a hat

12931: If caster is carrying a pouch, he uses it as a hand-puppet

12932: If caster is carrying a weapon, it attempts to strike him

12933: If caster is carrying a weapon, it turns into an umbrella

12934: If caster is carrying any blades, he throws them in a nearby lake

12935: If caster is carrying any blades, they're now incredibly sharp

12936: If caster is carrying any bread, it animates and attacks him

12937: If caster is carrying any coins, each weighs as much as he does

12938: If caster is carrying any coins, he develops an allergy to gold

12939: If caster is carrying any keys, they're all suddenly identical

12940: If caster is carrying any kind of key, it explodes violently

12941: If caster is carrying any metal, he can't cast magic until dawn

12942: If caster is carrying any metal, he thinks that he's rusting

12943: If caster is carrying any wood, he tries to eat it like a termite

12944: If caster is carrying any wood, he's attacked by termites

12945: If caster is carrying food, he becomes violently ill for an hour

12946: If caster is carrying food, he eats all of it as fast as he can

12947: If caster is carrying food, he's attacked by hungry hungry hippos

12948: If caster is carrying food, it's 4X as nutritious as normal food

12949: If caster is carrying his spellbook, he teleports 2d4 miles

12950: If caster is carrying his spellbook, he teleports to his home

12951: If caster is carrying his spellbook, he's illiterate for one week

12952: If caster is carrying his spellbook, he's reluctant to open it

12953: If caster is carrying his spellbook, it teleports to his home

12954: If caster is carrying his spellbook, it vanishes until dawn

12955: If caster is hit by a bludgeon, his head resembles a watermelon

12956: If caster is hit by a bludgeon, his head rings like a bronze gong

12957: If caster is now at full hit points, he vanishes for 1d12 hours

12958: If caster is now bleeding, he ages 10d10 years

12959: If caster is now bleeding, he attacks his nearest ally

12960: If caster is now bleeding, he can never use invisibility magic

12961: If caster is now bleeding, he can't be healed before midnight

12962: If caster is now bleeding, he can't use magic for 1d4 days

12963: If caster is now bleeding, he can't use magic for 2d12 hours

12964: If caster is now bleeding, he changes sex for 1d6 days

12965: If caster is now bleeding, he declares war on an imagined enemy

12966: If caster is now bleeding, he flees at top speed in a panic

12967: If caster is now bleeding, he gains 10,000 Experience Points

12968: If caster is now bleeding, he gains one level

12969: If caster is now bleeding, he loses another 4d10 hit points

12970: If caster is now bleeding, he races to the nearest coastline

12971: If caster is now bleeding, he teleports to his home

12972: If caster is now bleeding, he thinks that he's somebody else

12973: If caster is now bleeding, he's attacked by a shark

12974: If caster is now bleeding, he's forever immune to healing magic

12975: If caster is now bleeding, he's immune to fire magic until sunset

12976: If caster is now bleeding, he's permanently invisible to goblins

12977: If caster is now bleeding, he's reduced to just one hit point

12978: If caster is now bleeding, he's restored to full Health

12979: If caster is now bleeding, he's stricken mute until he's healed

12980: If caster is now bleeding, his blood glows in the dark

12981: If caster is now bleeding, his blood is flammable for 2d12 hours

12982: If caster is now bleeding, his hair grows 8d12 inches

12983: If caster is now bleeding, his weapon is +4 ToHit for 2d12 hours

12984: If caster is now bleeding, his weapons vanish until dawn

12985: If caster is now bleeding, is base AC is zero for 1d10 hours

12986: If caster is now carrying a waterskin, it can hold 10d10 gallons

12987: If caster is now carrying a waterskin, it turns into bagpipes

12988: If caster is slain by a metal weapon, he can't be resurrected

12989: If caster is slain by a metal weapon, he'll rises as a zombie

12990: If caster is slain, he awakens the next day fully healed (once)

12991: If caster is slain, his killer is 20% likely to take his own life

12992: If caster is slain, his killer is universally hailed as a hero

12993: If caster is slain, his killer receives 100,000 gold pieces

12994: If caster is standing near open flame, he tries to extinguish it

12995: If caster is standing near open flame, he tries to ignite himself

12996: If caster is struck by an axe, he disgorges a pound of sawdust

12997: If caster is struck by an axe, he yells "timber" and falls over

12998: If caster is usually shy, he becomes very assertive, & vice versa

12999: If caster is wearing a magic ring, brackish slime oozes from it

13000: If caster is wearing a magic ring, everyone one nearby hates him

13001: If caster is wearing a magic ring, he acquires a new language

13002: If caster is wearing a magic ring, he acquires an unusual phobia

13003: If caster is wearing a magic ring, he ages 1d100 years until dawn

13004: If caster is wearing a magic ring, he ages one year per round

13005: If caster is wearing a magic ring, he becomes loudly belligerent

13006: If caster is wearing a magic ring, he becomes nocturnal

13007: If caster is wearing a magic ring, he can breathe underwater

13008: If caster is wearing a magic ring, he can't be harmed by ice

13009: If caster is wearing a magic ring, he can't Detect Magic

13010: If caster is wearing a magic ring, he can't discern True North

13011: If caster is wearing a magic ring, he can't eat while wearing it

13012: If caster is wearing a magic ring, he can't leave this spot

13013: If caster is wearing a magic ring, he can't remove it by himself

13014: If caster is wearing a magic ring, he can't sit until sunrise

13015: If caster is wearing a magic ring, he can't sleep for 2d10 days

13016: If caster is wearing a magic ring, he can't speak above a whisper

13017: If caster is wearing a magic ring, he can't use it for 1d4 days

13018: If caster is wearing a magic ring, he can't wear any other rings

13019: If caster is wearing a magic ring, he claims to be an impostor

13020: If caster is wearing a magic ring, he claims to be enslaved to it

13021: If caster is wearing a magic ring, he claims to be indestructible

13022: If caster is wearing a magic ring, he claims to despise it

13023: If caster is wearing a magic ring, he claims to have created it

13024: If caster is wearing a magic ring, he claims to have stolen it

13025: If caster is wearing a magic ring, he decides that he's a god

13026: If caster is wearing a magic ring, he disgorges a large bell

13027: If caster is wearing a magic ring, he disgorges one just like it

13028: If caster is wearing a magic ring, he feels 1d100° colder

13029: If caster is wearing a magic ring, he finds an enormous diamond

13030: If caster is wearing a magic ring, he finds another just like it

13031: If caster is wearing a magic ring, he forgets how to use it

13032: If caster is wearing a magic ring, he founds a bizarre cult

13033: If caster is wearing a magic ring, he goes insane for 1d4 days

13034: If caster is wearing a magic ring, he grows suspicious of Elves

13035: If caster is wearing a magic ring, he hasn't eaten in weeks

13036: If caster is wearing a magic ring, he hates to use it indoors

13037: If caster is wearing a magic ring, he hates to use it outdoors

13038: If caster is wearing a magic ring, he joins a bizarre cult

13039: If caster is wearing a magic ring, he misplaces it

13040: If caster is wearing a magic ring, he refuses to speak to Dwarves

13041: If caster is wearing a magic ring, he regains 2d6 hit points

13042: If caster is wearing a magic ring, he rings like a bell

13043: If caster is wearing a magic ring, he shrinks by 50% until dawn

13044: If caster is wearing a magic ring, he suffers cannibalistic urges

13045: If caster is wearing a magic ring, he suspects that it's a fake

13046: If caster is wearing a magic ring, he thinks his allies covet it

13047: If caster is wearing a magic ring, he thinks it's consuming him

13048: If caster is wearing a magic ring, he thinks it's controlling him

13049: If caster is wearing a magic ring, he thinks that it's on fire

13050: If caster is wearing a magic ring, he throws it 4d6 feet from him

13051: If caster is wearing a magic ring, he tries to destroy it

13052: If caster is wearing a magic ring, he tries to sever that finger

13053: If caster is wearing a magic ring, he uses it whenever possible

13054: If caster is wearing a magic ring, he wants to swallow it

13055: If caster is wearing a magic ring, he weeps tears of honey

13056: If caster is wearing a magic ring, he'll die if he removes it

13057: If caster is wearing a magic ring, he's accused of sedition

13058: If caster is wearing a magic ring, he's allergic to it

13059: If caster is wearing a magic ring, he's attacked by crows

13060: If caster is wearing a magic ring, he's attacked by scarabs

13061: If caster is wearing a magic ring, he's blind until he removes it

13062: If caster is wearing a magic ring, he's declared guilty of heresy

13063: If caster is wearing a magic ring, he's eager to behead himself

13064: If caster is wearing a magic ring, he's imprisoned far away

13065: If caster is wearing a magic ring, he's known to have stolen it

13066: If caster is wearing a magic ring, he's placed under arrest

13067: If caster is wearing a magic ring, he's related to the king

13068: If caster is wearing a magic ring, he's reluctant to use it

13069: If caster is wearing a magic ring, he's struck by lightning

13070: If caster is wearing a magic ring, he's swarmed by vermin

13071: If caster is wearing a magic ring, he's terrified of its power

13072: If caster is wearing a magic ring, he's wearing a copy in his nose

13073: If caster is wearing a magic ring, his Charisma is 3 until dawn

13074: If caster is wearing a magic ring, his Charisma is 18 until dawn

13075: If caster is wearing a magic ring, his clothes turn invisible

13076: If caster is wearing a magic ring, his clothes turn to lead

13077: If caster is wearing a magic ring, his ears and nose fall off

13078: If caster is wearing a magic ring, his eyes turn invisible

13079: If caster is wearing a magic ring, his fingernails grow 1d4 feet

13080: If caster is wearing a magic ring, his hands look like a corpse's

13081: If caster is wearing a magic ring, his hands switch wrists

13082: If caster is wearing a magic ring, his head turns invisible

13083: If caster is wearing a magic ring, his teeth turn to gold

13084: If caster is wearing a magic ring, holy water burns his skin

13085: If caster is wearing a magic ring, it acquires an odd new ability

13086: If caster is wearing a magic ring, it becomes clear like glass

13087: If caster is wearing a magic ring, it becomes part of his body

13088: If caster is wearing a magic ring, it can't cross moving water

13089: If caster is wearing a magic ring, it can't pass through doorways

13090: If caster is wearing a magic ring, it derides his magical prowess

13091: If caster is wearing a magic ring, it disintegrates upon removal

13092: If caster is wearing a magic ring, it explodes upon removal

13093: If caster is wearing a magic ring, it has 2X as many charges

13094: If caster is wearing a magic ring, it heats to 1,000°

13095: If caster is wearing a magic ring, it shines like the sun

13096: If caster is wearing a magic ring, it shrinks by 50%

13097: If caster is wearing a magic ring, it sprouts dozens of needles

13098: If caster is wearing a magic ring, it turns permanently invisible

13099: If caster is wearing a magic ring, it turns to lead

13100: If caster is wearing a magic ring, it weighs more than he does

13101: If caster is wearing a magic ring, it works only 75% of the time

13102: If caster is wearing a magic ring, it's as brittle as glass

13103: If caster is wearing a magic ring, it's on someone else's finger

13104: If caster is wearing a magic ring, it's suddenly in his stomach

13105: If caster is wearing a magic ring, its effect is reversed

13106: If caster is wearing a magic ring, its main function is altered

13107: If caster is wearing a magic ring, no one takes him seriously

13108: If caster is wearing a magic ring, smoke pours from his nostrils

13109: If caster is wearing a magic ring, that finger doubles in length

13110: If caster is wearing a magic ring, that finger turns into a thumb

13111: If caster is wearing a magic ring, that finger turns invisible

13112: If caster is wearing a magic ring, that hand ages 1d100 years

13113: If caster is wearing a magic ring, that hand attacks the other

13114: If caster is wearing a magic ring, that hand becomes gangrenous

13115: If caster is wearing a magic ring, that hand doubles in size

13116: If caster is wearing a magic ring, that hand has Dexterity 18

13117: If caster is wearing a magic ring, that hand has Strength 18/00

13118: If caster is wearing a magic ring, that hand is burned to a crisp

13119: If caster is wearing a magic ring, that hand is gnarled like wood

13120: If caster is wearing a magic ring, that hand is stricken numb

13121: If caster is wearing a magic ring, that hand looks like a claw

13122: If caster is wearing a magic ring, that hand looks like bare bone

13123: If caster is wearing a magic ring, that hand sprouts feathers

13124: If caster is wearing a magic ring, that hand turns into a foot

13125: If caster is wearing a magic ring, that hand turns to gold

13126: If caster is wearing a magic ring, that hand turns to stone

13127: If caster is wearing a magic ring, that hand's thumb vanishes

13128: If caster is wearing a magic ring, the bones in that hand vanish

13129: If caster is wearing a magic ring, water is poisonous to him

13130: If caster is wearing any armor, he attacks someone nearby

13131: If caster is wearing any armor, he removes it as fast as possible

13132: If caster is wearing any armor, he teleports to his home

13133: If caster is wearing any armor, it teleports to his home

13134: If caster is wearing any leather, he moos like a cow until sunset

13135: If caster is wearing any leather, he reeks of manure until sunset

13136: If caster is wearing gloves, he can't remove them

13137: If caster is wearing gloves, he requires no sleep for 1d4 weeks

13138: If caster is wearing gloves, they turn into fluffy wool mittens

13139: If caster is wearing gloves, they turn into rigid steel

13140: If caster kills anyone in the next turn, he also perishes

13141: If caster kills anyone in the next turn, he's declared a hero

13142: If caster rides a horse in the next 24 hours, it tries to eat him

13143: If caster sleeps in his boots, he can never again remove them

13144: If caster sleeps in his boots, they begin devouring him tonight

13145: If caster stands on a riverbank, he's attacked by crustaceans

13146: If caster stands on a riverbank, the bank crumbles beneath him

13147: If caster swallows a hot coal, he's 5% likely to turn to diamond

13148: If caster swallows a hot coal, it's 10% likely to turn to diamond

13149: If caster tells a lie, he giggles

13150: If caster tells a lie, he's 40% likely to declare it outright

13151: If caster uses Detect Magic, he loses 1d6 hit points

13152: If caster uses Detect Magic, he's blinded for 1d10 rounds

13153: If caster's carrying a dagger, he throws it at someone nearby

13154: If caster's carrying a dagger, he tries to stab himself with it

13155: If cut open, caster is found to be a mechanical construct

13156: If cut open, caster is found to be completely hollow

13157: If cut open, caster is found to be filled with gold coins

13158: If cut open, caster is found to be filled with thick red foam

13159: If cut open, caster is found to be made of soap

13160: If cut open, caster is found to be packed with gunpowder

13161: If cut open, caster is found to be stuffed with goose down

13162: If cut open, caster is found to be teeming with filthy worms

13163: If cut open, caster is found to contain 1d1000 feet of intestine

13164: If cut open, caster is found to contain countless glass beads

13165: If cut open, caster is found to contain only mildewed straw

13166: If cut open, caster is found to contain thousands of bees

13167: If cut open, caster is found to contain tiny replicas of himself

13168: If cut open, caster is found to house paper-wrapped candies

13169: If hit by a bludgeon on a natural 20, caster abandons magic use

13170: If hit by a bludgeon on a natural 20, caster ages 1d100 years

13171: If hit by a bludgeon on a natural 20, caster becomes a werewolf

13172: If hit by a bludgeon on a natural 20, caster becomes undead

13173: If hit by a bludgeon on a natural 20, caster bursts into flame

13174: If hit by a bludgeon on a natural 20, caster causes a Chaos Burst

13175: If hit by a bludgeon on a natural 20, caster changes sex

13176: If hit by a bludgeon on a natural 20, caster doubles in height

13177: If hit by a bludgeon on a natural 20, caster falls 1d100 feet

13178: If hit by a bludgeon on a natural 20, caster finds a magical ring

13179: If hit by a bludgeon on a natural 20, caster gains a new language

13180: If hit by a bludgeon on a natural 20, caster gains one level

13181: If hit by a bludgeon on a natural 20, caster gets hopelessly lost

13182: If hit by a bludgeon on a natural 20, caster goes berserk

13183: If hit by a bludgeon on a natural 20, caster grows 1d4 extra arms

13184: If hit by a bludgeon on a natural 20, caster grows another head

13185: If hit by a bludgeon on a natural 20, caster has a divine vision

13186: If hit by a bludgeon on a natural 20, caster hears ghostly voices

13187: If hit by a bludgeon on a natural 20, caster is badly sunburned

13188: If hit by a bludgeon on a natural 20, caster is blind until dawn

13189: If hit by a bludgeon on a natural 20, caster is briefly paralyzed

13190: If hit by a bludgeon on a natural 20, caster is cloned

13191: If hit by a bludgeon on a natural 20, caster is completely healed

13192: If hit by a bludgeon on a natural 20, caster is named a heretic

13193: If hit by a bludgeon on a natural 20, caster is paralyzed by fear

13194: If hit by a bludgeon on a natural 20, caster is thrown 1d100 feet

13195: If hit by a bludgeon on a natural 20, caster loses 1d8 teeth

13196: If hit by a bludgeon on a natural 20, caster loses all fear

13197: If hit by a bludgeon on a natural 20, caster loses all inhibition

13198: If hit by a bludgeon on a natural 20, caster loses his spellbook

13199: If hit by a bludgeon on a natural 20, caster loses one level

13200: If hit by a bludgeon on a natural 20, caster no longer needs food

13201: If hit by a bludgeon on a natural 20, caster returns to this spot

13202: If hit by a bludgeon on a natural 20, caster shatters like glass

13203: If hit by a bludgeon on a natural 20, caster suffers no damage

13204: If hit by a bludgeon on a natural 20, caster teleports 2d6 miles

13205: If hit by a bludgeon on a natural 20, caster wins 500 gold pieces

13206: If hit by a bludgeon on a natural 20, caster's head explodes

13207: If hit by a bludgeon on a natural 20, caster's Strength is halved

13208: If hit by a bludgeon on a natural 20, caster's teeth turn to gold

13209: If slain before sunset, caster dissolves into a putrid slush

13210: Illusions cast by caster make him 2X as heavy for their duration

13211: In matters of barter, caster offers his spellbook first

13212: In the next few days, caster unearths a statue of himself

13213: Iridescent plumage sprouts from caster's shoulder blades

13214: Lightning flashes about the caster's head during battle

13215: Lightning is 3% likely to strike the caster on any given day

13216: Luxuriant, leafy foliage sprouts from the caster's head

13217: Magic items are 10% likely to fail when caster uses them

13218: Magic items use charges at 50% normal rate if caster uses them

13219: Magical animals seem to mock the caster while he's not looking

13220: Magical armor bonuses are 50% likely to fail for the caster

13221: Magical armor bonuses no longer work at all for the caster

13222: Magical blades that hit the caster apply no magical damage bonus

13223: Magical creatures and fantastical animals are invisible to caster

13224: Magical creatures ignore and are impervious to the caster

13225: Merchants charge the caster 2X as much for their wares

13226: Merchants readily identify the caster as a notorious thief

13227: Merchants readily identify the caster as a trustworthy customer

13228: Meteoritic iron is powerfully toxic to the caster

13229: Mocking, spectral voices taunt the caster incessantly

13230: Money paid by caster appears to be obviously counterfeit

13231: Money paid by caster rapidly depreciates in value

13232: Mysterious runes are visible on the caster's skin in moonlight

13233: Nearest angry mob identifies caster as its leader

13234: Nearest angry mob identifies caster as the cause of its outrage

13235: Nearest ant colony begins worshipping the caster as its god

13236: Nearest colony of bees identifies the caster as an enemy

13237: Nearest colony of bees identifies the caster as its queen

13238: Nearest dragon has a vendetta against the caster

13239: Nearest dragon urgently desires an audience with the caster

13240: Nearest horse has been plotting against the caster for years

13241: Nearest horse is ravenously hungry for the caster's flesh

13242: Nearest statue animates and begins stalking the caster

13243: Nearest tree falls on caster but doesn't make a sound

13244: Nearest tree falls on caster, pinning him but not harming him

13245: Nearest wizard decides that the caster owes him a favor

13246: Nearest wizard thinks that the caster is plotting against him

13247: Next 1d4 attacks on caster automatically inflict maximum damage

13248: Next 1d4 attacks on caster automatically inflict minimum damage

13249: Next 1d4 attacks on caster automatically leave hideous scars

13250: Next 1d4 attacks on caster equally affect the attackers

13251: Next attack on caster causes him to hallucinate for 1d4 hours

13252: Next attack on caster has a +10 ToHit bonus

13253: Next attack on caster kills him, but he resurrects at dawn

13254: Next attack on caster literally knocks the smile off of his face

13255: Next blade to cut the caster vanishes until that wound is healed

13256: Next blade to cut the caster will never rust or go dull

13257: Next bridge that caster crosses turns to chocolate

13258: Next creature slain by caster infects him with a strange disease

13259: Next creature slain by caster is avenged by 10d10 kobolds

13260: Next creature slain by caster is consumed by flames in 1d8 rounds

13261: Next creature slain by caster is resurrected in 1d10 turns

13262: Next creature slain by caster places a Geas on him as it dies

13263: Next creature slain by caster pursues him as a vengeful undead

13264: Next door opened by caster becomes sentient and animated

13265: Next door opened by caster can never be closed again

13266: Next door opened by caster can never be opened by him again

13267: Next door opened by caster causes a pit to open beneath his feet

13268: Next door opened by caster causes all of his spells to discharge

13269: Next door opened by caster dispels any magic then affecting him

13270: Next door opened by caster explodes as a 1d10HD fireball

13271: Next door opened by caster explodes in a swarm of searing embers

13272: Next door opened by caster falls on him heavily

13273: Next door opened by caster floods the room on the opposite side

13274: Next door opened by caster gives him a useful bit of information

13275: Next door opened by caster hurls him out of the nearest window

13276: Next door opened by caster ignites the room on the opposite side

13277: Next door opened by caster is thereafter as clear as glass

13278: Next door opened by caster knocks him unconscious

13279: Next door opened by caster leads directly out of the universe

13280: Next door opened by caster leads to a confessional booth

13281: Next door opened by caster leads to a courtyard with no doors

13282: Next door opened by caster leads to a distant crypt

13283: Next door opened by caster leads to a distant mountaintop

13284: Next door opened by caster leads to a distant ship on the ocean

13285: Next door opened by caster leads to a dragon's nest

13286: Next door opened by caster leads to a dragon's treasure horde

13287: Next door opened by caster leads to a fabulous ballroom

13288: Next door opened by caster leads to a featureless desert

13289: Next door opened by caster leads to a filthy and fetid stable

13290: Next door opened by caster leads to a hidden oubliette

13291: Next door opened by caster leads to a huge monster's stomach

13292: Next door opened by caster leads to a long- forgotten vault

13293: Next door opened by caster leads to a magical armory

13294: Next door opened by caster leads to a meat locker

13295: Next door opened by caster leads to a modern bathroom

13296: Next door opened by caster leads to a mysterious control room

13297: Next door opened by caster leads to a room full of hourglasses

13298: Next door opened by caster leads to a sacrificial altar

13299: Next door opened by caster leads to a terrible misunderstanding

13300: Next door opened by caster leads to a treasury of fabulous wealth

13301: Next door opened by caster leads to a vast cornfield

13302: Next door opened by caster leads to a vast magical library

13303: Next door opened by caster leads to a vast, snow-swept plain

13304: Next door opened by caster leads to a vault deep in a coal mine

13305: Next door opened by caster leads to a warehouse full of candy

13306: Next door opened by caster leads to all manner of confusion

13307: Next door opened by caster leads to an enormous wine cellar

13308: Next door opened by caster leads to an overflowing sewer

13309: Next door opened by caster leads to another plane of existence

13310: Next door opened by caster leads to deep within a blazing forest

13311: Next door opened by caster leads to goblin barracks

13312: Next door opened by caster leads to his home

13313: Next door opened by caster leads to interstellar space

13314: Next door opened by caster leads to the basement of a brothel

13315: Next door opened by caster leads to the bottom of the sea

13316: Next door opened by caster leads to the center of a labyrinth

13317: Next door opened by caster leads to the center of the universe

13318: Next door opened by caster leads to the king's linen closet

13319: Next door opened by caster leads to the last door he opened

13320: Next door opened by caster leads to the middle of a battlefield

13321: Next door opened by caster leads to the mind of a famous actor

13322: Next door opened by caster leads to the queen's bedchamber

13323: Next door opened by caster leads to the roof of that building

13324: Next door opened by caster leads to the room that he just left

13325: Next door opened by caster leads to the royal treasury

13326: Next door opened by caster leads to the top of a distant volcano

13327: Next door opened by caster leads to this location

13328: Next door opened by caster leads to tomorrow but not back

13329: Next door opened by caster leads to war between 1d4 nations

13330: Next door opened by caster locks shut behind him

13331: Next door opened by caster opens upon a sanity- damaging vista

13332: Next door opened by caster plunges that room into total darkness

13333: Next door opened by caster releases a cloud of choking smoke

13334: Next door opened by caster restores him to full hit points

13335: Next door opened by caster reveals a caterpillar smoking a hookah

13336: Next door opened by caster reveals a scene of horrid debauchery

13337: Next door opened by caster reveals an unutterably foul monster

13338: Next door opened by caster reveals Death on the opposite side

13339: Next door opened by caster triggers a Chaos Burst

13340: Next door opened by caster turns into a vault door of heavy steel

13341: Next enemy to wound caster also Charms him

13342: Next enemy to wound caster begins to resemble him

13343: Next enemy to wound caster can't harm him for 1d4 days thereafter

13344: Next enemy to wound caster disarms himself and runs away

13345: Next enemy to wound caster gains one level or hit die

13346: Next enemy to wound caster heroically defends him for 1d4 turns

13347: Next enemy to wound caster is attacked by vermin

13348: Next enemy to wound caster is healed of any current damage

13349: Next enemy to wound caster is heavily smeared with bacon grease

13350: Next enemy to wound caster is himself restored to full hit points

13351: Next enemy to wound caster is teleported to caster's home

13352: Next enemy to wound caster is teleported to his own home

13353: Next enemy to wound caster is thrown 4d6 hours into the future

13354: Next enemy to wound caster sinks into the ground to his knees

13355: Next enemy to wound caster suffers an equivalent injury

13356: Next enemy to wound caster then attacks his own allies

13357: Next enemy wounded by caster becomes an ally for 1d6 rounds

13358: Next enemy wounded by caster becomes ethereal for 4d6 hours

13359: Next enemy wounded by caster becomes immune to fire

13360: Next enemy wounded by caster becomes invisible to caster

13361: Next enemy wounded by caster becomes king

13362: Next enemy wounded by caster begins to age one year per round

13363: Next enemy wounded by caster can no longer see the caster

13364: Next enemy wounded by caster contracts some magical disease

13365: Next enemy wounded by caster erupts into a cloud of angry wasps

13366: Next enemy wounded by caster is attacked by feral cats

13367: Next enemy wounded by caster is Healed

13368: Next enemy wounded by caster is immune to magic for 2d4 rounds

13369: Next enemy wounded by caster is invisible to him, and vice versa

13370: Next enemy wounded by caster is suddenly fabulously wealthy

13371: Next enemy wounded by caster loses an additional 1d100 hit points

13372: Next enemy wounded by caster must Save or change alignment

13373: Next enemy wounded by caster must Save or Disintegrate

13374: Next enemy wounded by caster teleports 1d100 miles

13375: Next enemy wounded by caster teleports to a safe location nearby

13376: Next enemy wounded by caster teleports to caster's home

13377: Next enemy wounded by caster turns into a two-headed dragon

13378: Next enemy wounded by caster turns to stone over 1d10 rounds

13379: Next enemy wounded by caster was never born

13380: Next enemy wounded by caster will resurrect 24 hours after death

13381: Next horse ridden by caster acquires lycanthropy

13382: Next horse ridden by caster develops an intense hatred of humans

13383: Next horse ridden by caster gains Intelligence equal to his own

13384: Next horse ridden by caster is blasted to ashes beneath him

13385: Next horse ridden by caster is reconfigured into humanoid shape

13386: Next horse ridden by caster runs to the nearest pit and jumps in

13387: Next horse ridden by caster sprouts another head facing backwards

13388: Next horse ridden by caster sprouts horns like a bull

13389: Next horse ridden by caster sprouts two additional pairs of legs

13390: Next horse ridden by caster turns hollow and made of wood

13391: Next horse ridden by caster turns into a cow

13392: Next lycanthrope to attack caster is cured of lycanthropy

13393: Next meal prepared by caster can't be digested by mortals

13394: Next meal prepared by caster dissolves into a stinking mush

13395: Next meal prepared by caster functions as a potion of healing

13396: Next meal prepared by caster harms the sanity of any who eat it

13397: Next meal prepared by caster has strong anesthetic properties

13398: Next meal prepared by caster induces hallucinations in Dwarves

13399: Next meal prepared by caster induces insanity for 1d4 hours

13400: Next meal prepared by caster induces megalomania in Halflings

13401: Next meal prepared by caster induces pyromania in Elves

13402: Next meal prepared by caster induces raving paranoia in humans

13403: Next meal prepared by caster induces uncontrollable debauchery

13404: Next meal prepared by caster induces xenophobia in Gnomes

13405: Next meal prepared by caster is lethally toxic to him

13406: Next meal prepared by caster is the best meal in all of history

13407: Next meal prepared by caster is unpalatable in sunlight

13408: Next meal prepared by caster shines as brightly as the sun

13409: Next meal prepared by caster tastes strongly of manure

13410: Next meal prepared by caster tastes strongly of soap

13411: Next missile shot at caster passes in one ear and out the other

13412: Next missile shot at caster turns to gold and falls to the ground

13413: Next permanent spell cast by caster fails in 1d4 rounds

13414: Next permanent spell cast by caster functions only intermittently

13415: Next person struck by caster's magic becomes hopelessly drunk

13416: Next person struck by caster's magic goes insane for 2d4-1 days

13417: Next person struck by caster's magic is stricken blind and deaf

13418: Next person to see caster's reflection attacks him immediately

13419: Next person to touch the caster acquires illusory leprosy

13420: Next person to touch the caster can't speak to him until sunset

13421: Next person to touch the caster is dressed just like him

13422: Next person to touch the caster is invisible to him for 1d4 days

13423: Next person to touch the caster is stricken permanently bald

13424: Next person to touch the caster then attacks him for one round

13425: Next person to whom caster speaks acquires a phony language

13426: Next person to whom caster speaks adopts the caster's voice

13427: Next person to whom caster speaks attacks him for 1d6 rounds

13428: Next person to whom caster speaks can Command him 1d4 times

13429: Next person to whom caster speaks demands 10d10 gold pieces

13430: Next person to whom caster speaks develops a stutter until sunset

13431: Next person to whom caster speaks disappears until sunset

13432: Next person to whom caster speaks forgets who the caster is

13433: Next person to whom caster speaks hasn't slept for 2d10 days

13434: Next person to whom caster speaks hates him for 1d4 hours

13435: Next person to whom caster speaks ignores him for 2d4 hours

13436: Next person to whom caster speaks is destined to kill him someday

13437: Next person to whom caster speaks is dressed just like him

13438: Next person to whom caster speaks is invisible to him until dawn

13439: Next person to whom caster speaks is overcome by awful boredom

13440: Next person to whom caster speaks is overcome by hunger

13441: Next person to whom caster speaks is soaked with icy brine

13442: Next person to whom caster speaks is stricken deaf for 2d4 rounds

13443: Next person to whom caster speaks is stricken mute until sunset

13444: Next person to whom caster speaks is teleported 10d10 feet

13445: Next person to whom caster speaks is unable to eat for 1d4 days

13446: Next person to whom caster speaks looks just like him until dawn

13447: Next person to whom caster speaks mocks him outrageously

13448: Next person to whom caster speaks must give him 8d8 gold pieces

13449: Next person to whom caster speaks races away at top speed

13450: Next person to whom caster speaks regains 1d4 hit points

13451: Next person to whom caster speaks shrinks by 25% for 1d4 days

13452: Next person to whom caster speaks suspects the caster of heresy

13453: Next potion imbibed by caster alerts everyone to his whereabouts

13454: Next potion imbibed by caster burns his home to the ground

13455: Next potion imbibed by caster cancels any resurrections he's had

13456: Next potion imbibed by caster causes him to be Slowed

13457: Next potion imbibed by caster causes him to spit out wood chips

13458: Next potion imbibed by caster causes him to sprout feathers

13459: Next potion imbibed by caster causes him to sprout tentacles

13460: Next potion imbibed by caster causes his clothing to disintegrate

13461: Next potion imbibed by caster causes his voice to echo ominously

13462: Next potion imbibed by caster changes his alignment for 2d8 hours

13463: Next potion imbibed by caster changes his sex for its duration

13464: Next potion imbibed by caster cures him of any current diseases

13465: Next potion imbibed by caster doubles in volume 1d20 times

13466: Next potion imbibed by caster enables him to breathe underwater

13467: Next potion imbibed by caster enlarges his hands by 50%

13468: Next potion imbibed by caster freezes him solid until sunset

13469: Next potion imbibed by caster gives him chimp-like proportions

13470: Next potion imbibed by caster glues his mouth shut

13471: Next potion imbibed by caster has no effect whatsoever

13472: Next potion imbibed by caster has only half its normal potency

13473: Next potion imbibed by caster has the same effect as the last one

13474: Next potion imbibed by caster hurls him 5d10 yards

13475: Next potion imbibed by caster induces a fit of spastic coughing

13476: Next potion imbibed by caster induces crazed religious fervor

13477: Next potion imbibed by caster induces intense vertigo

13478: Next potion imbibed by caster induces lycanthropy for 1d4 months

13479: Next potion imbibed by caster induces pacifism

13480: Next potion imbibed by caster induces phenomenal hallucinations

13481: Next potion imbibed by caster induces temporary homicidal rage

13482: Next potion imbibed by caster induces uncharacteristic generosity

13483: Next potion imbibed by caster inflicts an embarrassing ailment

13484: Next potion imbibed by caster is 5% likely to kill him outright

13485: Next potion imbibed by caster is 10% likely to last 1d10 years

13486: Next potion imbibed by caster is actually a living thing

13487: Next potion imbibed by caster is incredibly addictive

13488: Next potion imbibed by caster is powerfully emetic

13489: Next potion imbibed by caster is pure human blood

13490: Next potion imbibed by caster lasts only until he speaks

13491: Next potion imbibed by caster makes foliage sprout from his head

13492: Next potion imbibed by caster makes gold invisible to him

13493: Next potion imbibed by caster makes him -4 to Save vs Fortitude

13494: Next potion imbibed by caster makes him a terrific dancer

13495: Next potion imbibed by caster makes him age one year per round

13496: Next potion imbibed by caster makes him ambidextrous

13497: Next potion imbibed by caster makes him blink like a neon sign

13498: Next potion imbibed by caster makes him crave raw meat

13499: Next potion imbibed by caster makes him forget his name

13500: Next potion imbibed by caster makes him forget the past 24 hours

13501: Next potion imbibed by caster makes him hate magic for 1d4 days

13502: Next potion imbibed by caster makes him hate to answer questions

13503: Next potion imbibed by caster makes him horrifyingly ugly

13504: Next potion imbibed by caster makes him illiterate for 1d10 days

13505: Next potion imbibed by caster makes him invisible for 1d6 turns

13506: Next potion imbibed by caster makes him invisible to undead

13507: Next potion imbibed by caster makes him levitate 1d10 yards

13508: Next potion imbibed by caster makes him look 5d10 years older

13509: Next potion imbibed by caster makes him look like an infant

13510: Next potion imbibed by caster makes him lose 1d100 pounds

13511: Next potion imbibed by caster makes him overwhelmingly beautiful

13512: Next potion imbibed by caster makes him profoundly drunk

13513: Next potion imbibed by caster makes him see fire all around him

13514: Next potion imbibed by caster makes him seem far more charming

13515: Next potion imbibed by caster makes him spin rapidly 1d100 times

13516: Next potion imbibed by caster makes him sweat blood

13517: Next potion imbibed by caster makes him think he doesn't exist

13518: Next potion imbibed by caster makes him think that he's dead

13519: Next potion imbibed by caster makes him think that he's drowning

13520: Next potion imbibed by caster makes him think that he's invisible

13521: Next potion imbibed by caster makes him think that it's poison

13522: Next potion imbibed by caster makes his arms and legs invisible

13523: Next potion imbibed by caster makes his face invisible

13524: Next potion imbibed by caster makes his flesh invisible

13525: Next potion imbibed by caster makes his hands and feet invisible

13526: Next potion imbibed by caster makes immune to charm-like magic

13527: Next potion imbibed by caster makes ink invisible to him

13528: Next potion imbibed by caster makes undead invisible to him

13529: Next potion imbibed by caster paralyzes his hands until sunset

13530: Next potion imbibed by caster reduces him to one hit point

13531: Next potion imbibed by caster restores him to full hit points

13532: Next potion imbibed by caster reveals any secret doors nearby

13533: Next potion imbibed by caster rotates his feet 180°

13534: Next potion imbibed by caster sets his hair ablaze

13535: Next potion imbibed by caster shrinks his hands by 50%

13536: Next potion imbibed by caster snuffs all fires within one mile

13537: Next potion imbibed by caster solidifies in his stomach

13538: Next potion imbibed by caster strikes him bald for one year

13539: Next potion imbibed by caster tastes like lamp oil

13540: Next potion imbibed by caster teleports him to his home

13541: Next potion imbibed by caster throws him 1d4 days into the future

13542: Next potion imbibed by caster triggers a Chaos Burst

13543: Next potion imbibed by caster turns him into 1d100 frogs

13544: Next potion imbibed by caster turns him into a zombie until dawn

13545: Next potion imbibed by caster turns him to vapor for 1d10 rounds

13546: Next potion imbibed by caster turns his hands into feet

13547: Next potion imbibed by caster turns his head to a cube

13548: Next potion imbibed by caster turns his lips and tongue to steel

13549: Next potion imbibed by caster turns his skeleton to steel

13550: Next potion imbibed by caster turns his skin permanently orange

13551: Next potion imbibed by caster turns his speech to gibberish

13552: Next potion imbibed by caster works only during every other round

13553: Next puddle stepped in by caster drains 1d10 hit points

13554: Next puddle stepped in by caster freezes solid around his feet

13555: Next puddle stepped in by caster ignites like gasoline

13556: Next puddle stepped in by caster is charged with electricity

13557: Next puddle stepped in by caster is full of piranha

13558: Next puddle stepped in by caster is, to him, 10d10 feet deep

13559: Next puddle stepped in by caster makes him think he's drowning

13560: Next puddle stepped in by caster renders him briefly invulnerable

13561: Next puddle stepped in by caster restores 1d10 hit points

13562: Next puddle stepped in by caster soaks him from head to toe

13563: Next puddle stepped in by caster teleports him to a puddle nearby

13564: Next puddle stepped in by caster throws him 1d20 yards

13565: Next puddle stepped in by caster turns to blood

13566: Next spell caster casts on himself also affects someone nearby

13567: Next spell caster casts on himself flares out of control

13568: Next spell caster casts on himself has the opposite effect

13569: Next spell caster casts on himself persists for 1d4 days

13570: Next spell caster casts on himself takes effect 1d4 days later

13571: Next spell caster casts on himself works at 2X normal potency

13572: Next spell to hit the caster also renders his head invisible

13573: Next spell to hit the caster causes him to glow brightly

13574: Next spell to hit the caster leaves him hideously scarred

13575: Next spell to hit the caster likewise affects whoever cast it

13576: Next spell to hit the caster renders him blind for its duration

13577: Next spell to hit the caster takes effect 4d6 hours later

13578: Next successful attack upon caster hits a bystander instead

13579: Next successful attack upon caster knocks him unconscious

13580: Next sword that wounds caster acquires a permanent +2 bonus

13581: Next sword that wounds caster heals him for 1d10 hit points

13582: Next sword that wounds caster heats to 10d100 degrees

13583: Next sword that wounds caster is totally rusted by dawn tomorrow

13584: Next sword that wounds caster likewise wounds its wielder

13585: Next sword that wounds caster mimics his personality thereafter

13586: Next sword that wounds caster must Save or disintegrate

13587: Next sword that wounds caster then ignites and burns like paper

13588: Next sword that wounds caster turns to gold

13589: Next sword that wounds caster vanishes for 1d8 days

13590: Next sword that wounds caster was coated with deadly venom

13591: Next sword touched by caster gains a +1 ToHit bonus for 4d6 days

13592: Next sword touched by caster turns into a crescent wrench

13593: Next time caster's restored to full hit points, he shrinks by 50%

13594: Next tree touched by caster animates and attacks everyone nearby

13595: Next tree touched by caster crumbles to ash in minutes

13596: Next wound inflicted by caster can't heal without magic

13597: Next wound inflicted upon caster can't be healed magically

13598: No animal will allow the caster to ride it

13599: No matter how far the caster travels today, he winds up here

13600: No more than 60% of caster's body can become invisible at a time

13601: No one now within 10 yards of caster can harm him until dawn

13602: No one within 100 miles trusts caster enough to lend him money

13603: Non-humanoid mammals are invisible to caster

13604: Non-humanoid mammals react badly to the caster for 1d10 days

13605: Non-magical blades inflict bludgeoning damage upon caster

13606: Non-magical rodents are invisible to the caster

13607: Objects are more resistant to fire while caster carries them

13608: Objects handled by caster can't be made invisible for one year

13609: Objects placed in caster's pockets freeze solid in minutes

13610: On a successful attack roll, caster must Save or drop his weapon

13611: On any given day, caster's left foot is 50% likely to be ethereal

13612: On any successful attack roll, caster is still 10% likely to fail

13613: Once per day, caster can cause himself to age 1d10 years

13614: Once per day, caster can cause his shoes or boots to vanish

13615: Once per day, caster can cause his spellbook to ignite

13616: Once per day, caster can cause one flash of lightning overhead

13617: Once per day, caster can cause one person to lie to him

13618: Once per day, caster can cause ten pounds of ice to melt rapidly

13619: Once per day, caster can create one loosely-packed snowball

13620: Once per day, caster can create up to one pound of cheese

13621: Once per day, caster can discern True North with 100% accuracy

13622: Once per day, caster can dry a soaking wet, shirt-sized garment

13623: Once per day, caster can eliminate rust from one sword or helmet

13624: Once per day, caster can locate the most valuable jewel nearby

13625: Once per day, caster can locate the nearest holy symbol

13626: Once per day, caster can locate the nearest locked door

13627: Once per day, caster can locate the nearest potable alcohol

13628: Once per day, caster can locate the nearest unrefined iron ore

13629: Once per day, caster can make his clothes vanish for 1d10 rounds

13630: Once per day, caster can make someone briefly forget his name

13631: Once per day, caster can pull a big, ripe turnip from the ground

13632: Once per day, caster can purify up to one gallon of water

13633: Once per day, caster can read a new language for 1d4 rounds

13634: Once per day, caster can read any written language for 1d4 rounds

13635: Once per day, caster can render glass opaque for 1d4 hours

13636: Once per day, caster can stab himself with a dagger without harm

13637: Once per day, caster can teleport up to one foot per level

13638: Once per day, caster can totally ignore one attack against him

13639: Once per day, caster can turn his hands ethereal for 1d6 rounds

13640: Once per day, caster can turn his hands invisible for 1d10 rounds

13641: Once per day, caster can turn his head 360° at the neck, unharmed

13642: Once per day, caster can turn his teeth invisible for 10 minutes

13643: Once per day, caster can turn invisible for up to three minutes

13644: Once per week, caster can appear to be a foot taller for one hour

13645: Once per week, caster can appear to be half his age for two hours

13646: Once per week, caster can cause all nearby to forget his name

13647: Once per week, caster can cause his hair to grow 1d4 inches

13648: Once per week, caster can create 1d20 gallons of salt water

13649: Once per week, caster can disgorge an ice cube one foot on a side

13650: Once per week, caster can freeze up to one gallon of water

13651: Once per week, caster can hold his breath for a full hour

13652: Once per week, caster can ignore one fire-based spell cast at him

13653: Once per week, caster can instantly snuff one campfire

13654: Once per week, caster can join any two pieces of non-living wood

13655: Once per week, caster can kill all small insects within 10 feet

13656: Once per week, caster can levitate for 1d4 rounds

13657: Once per week, caster can locate any artifacts within one mile

13658: Once per week, caster can locate the nearest magical animal

13659: Once per week, caster can locate the nearest magical blade

13660: Once per week, caster can magically create a tasty meal for four

13661: Once per week, caster can negate magical bonuses for 1d4 rounds

13662: Once per week, caster can open any non-magical lock by touch

13663: Once per week, caster can open one locked door by sneezing at it

13664: Once per week, caster can render one cooked meal uncooked

13665: Once per week, caster can shed and regrow 1d10 fingernails

13666: Once per week, caster can speak only in rhyme for one hour

13667: Once per week, caster can speak with horses for up to 1d10 rounds

13668: Once per week, caster can strip one tree of all leaves

13669: Once per week, caster can summon 1d20 cockroaches

13670: Once per week, caster can summon 1d4 pigeons or sparrows

13671: Once per week, caster can teleport his spellbook up to 1d4 miles

13672: Once per week, caster can teleport up to 10 feet per level

13673: Once per week, caster can turn one nearby magical blade invisible

13674: Once per week, caster can untie one knot without touching it

13675: Once per week, caster can walk on water, up to 5 yards per level

13676: Once per week, caster must cast one damaging spell on himself

13677: Once per week, caster throws a tantrum lasting 1d4 rounds

13678: One of caster's arms acquires malevolent intelligence

13679: One of caster's arms adopts the color and texture of brick

13680: One of caster's arms appears to be stripped of all flesh

13681: One of caster's arms becomes as limber as a snake

13682: One of caster's arms becomes undead

13683: One of caster's arms can be removed for up to 1d4 turns per day

13684: One of caster's arms can't be cut by magical blades

13685: One of caster's arms disappears until sunset tomorrow

13686: One of caster's arms ignites

13687: One of caster's arms is as pale as an albino's

13688: One of caster's arms is encased in a tight steel sheath

13689: One of caster's arms is impervious to magical cold

13690: One of caster's arms is only an illusion

13691: One of caster's arms is scarred as though badly burned by acid

13692: One of caster's arms now juts from the center of his chest

13693: One of caster's arms oozes fetid slime

13694: One of caster's arms resembles a small, gnarled branch

13695: One of caster's arms shrivels to a dry husk

13696: One of caster's arms sprouts dozens of tiny, ugly feelers

13697: One of caster's arms turns to solid silver

13698: One of caster's eyes bulges like a fish eye

13699: One of caster's eyes doubles in size

13700: One of caster's eyes doubles in size; the other shrinks by 50%

13701: One of caster's eyes glows with infernal radiance

13702: One of caster's feet disintegrates

13703: One of caster's feet is replaced by an off-balance wheel

13704: One of caster's feet reforms into a perfect sphere

13705: One of caster's feet refuses to come anywhere near the other

13706: One of caster's hands doubles in size; the other shrinks by 50%

13707: One of caster's hands is as durable as steel

13708: One of caster's hands is green and scaly like a lizard's claw

13709: One of caster's hands is susceptible to rust

13710: One of caster's hands turns into an eagle's talon

13711: One of caster's knees locks whenever nimble footwork is required

13712: One of caster's pockets accesses a small box in his home

13713: One side of caster's body adopts a mirror-bright sheen

13714: One side of caster's body ages 2X as fast as the other

13715: One side of caster's body appears to be naked by firelight

13716: One side of caster's body changes color each hour

13717: One side of caster's body is as hairy as an ape

13718: One side of caster's body is blurred as if seen through ice

13719: One side of caster's body is immune to magic cast by him

13720: One side of caster's body is immune to normal missiles

13721: One side of caster's body is invulnerable to fire

13722: One side of caster's body is paralyzed for 1d4 rounds

13723: One side of caster's body is rendered invisible for 1d4 weeks

13724: One side of caster's body looks like a photo negative

13725: One side of caster's body shrinks by 10%

13726: People journey for miles to beseech the caster for healing

13727: People journey for miles to study magic under the caster

13728: People journey for miles to touch the hem of caster's garment

13729: People journey for miles to voice grievances against the caster

13730: People not in the caster's presence tend to forget about him

13731: Powerful jets of air blow from the caster's ears

13732: Predators react to the caster as if he were a small rabbit

13733: Railroad tracks run straight from here to the caster's home

13734: Rapturous shrieks fill the air when caster removes a hat

13735: Raw meat is invisible to the caster

13736: Right now, caster can teleport up to 1d10 miles one time

13737: Rocks and boulders express a vague fondness for the caster

13738: Rope breaks 2X as readily while the caster is using it

13739: Rope is 2X as strong while the caster is using it

13740: Scavengers and carrion birds react to caster as if he were dead

13741: Short, bony spikes sprout from caster's knuckles

13742: Small objects carried by caster seem 10X as heavy to him

13743: Smoke billows from the caster's head as from a coal chimney

13744: Some deity has a personal vendetta against the caster

13745: Some deity takes a personal interest in the caster's life

13746: Some subterranean race annexes caster's home

13747: Some subterranean race declares a holy war against the caster

13748: Some subterranean race declares that the caster is one of them

13749: Some subterranean race declares the caster its patron saint

13750: Some unseen entity wipes the smile off of the caster's face

13751: Someone nearby vanishes; in 2d6 rounds the caster disgorges him

13752: Someone very dear to the caster doesn't really exist

13753: Someone very dear to the caster is discovered to be undead

13754: Something about the caster makes people suspect that he's dying

13755: Something about the caster makes people unlikely to trust him

13756: Sometime in the next turn, the caster punches an ally in the nose

13757: Sometime in the next turn, the caster races into a nearby forest

13758: Spell works normally, but caster loses 1d4 spells from memory

13759: Spell works normally; next casting automatically causes a Burst

13760: The bones of caster's arms and legs can't be broken

13761: The clothes caster is wearing makes him dangerous overconfident

13762: The clothes caster is wearing makes him feel intensely cold

13763: The Fireball spell won't function within 100 yards of caster

13764: The ground beneath caster's feet flows like water for 1d4 rounds

13765: The ground beneath caster's feet is alive for 1d4 hours

13766: The ground beneath caster's feet sinks a depth 2X his height

13767: The ground beneath caster's feet swirls like a whirlpool

13768: The ground beneath caster's feet turns to living human flesh

13769: The left and right sides of caster's body hate each other

13770: The next spell used against caster automatically fails

13771: The pages of caster's spellbook are indestructible

13772: The pages of caster's spellbook are invisible; ink on them is not

13773: The pages of caster's spellbook are replaced with gold leaf

13774: The pages of caster's spellbook flap as though in a strong breeze

13775: The pages of caster's spellbook turn to thin sheets of bacon

13776: The pages of caster's spellbook turn to thin sheets of steel

13777: The presence of undead causes caster to giggle like a fool

13778: The rear half of caster's body appears to be made of glass

13779: The rear half of caster's body is invisible

13780: The spell cast most recently upon caster is retroactively undone

13781: The wreckage of a sunken warship appears in caster's home

13782: The wreckage of caster's home is strewn across the countryside

13783: Thick clouds of acrid steam issue from the ground near the caster

13784: Thick clouds of steam constantly billow from the caster's skin

13785: Thunder rumbles overhead whenever caster's blood is spilled

13786: To the caster, everyone appears to be sweating profusely

13787: To the caster, everyone looks and sounds exactly like him

13788: To the caster, everyone looks and sounds exactly like him

13789: To the caster, everyone smells like a rotting corpse

13790: To the caster, the weather always appears overcast and gloomy

13791: To the caster, the weather always appears to be the same

13792: Tomorrow, caster can speak all languages until noon

13793: Tomorrow, caster can speak only a bizarre, esoteric language

13794: Tomorrow, caster can't be injured by magical weapons until sunset

13795: Tomorrow, caster finds 1d100 statues of himself in hideous poses

13796: Tomorrow, caster finds a book detailing his complete dissection

13797: Tomorrow, caster finds a jar containing 1d20 tiny elephants

13798: Tomorrow, caster finds a key to a lock that doesn't yet exist

13799: Tomorrow, caster finds a key to that mysterious door in his home

13800: Tomorrow, caster finds a lab holding many lifeless clones of him

13801: Tomorrow, caster finds a legendary sword & loses it the next day

13802: Tomorrow, caster finds a piece of anachronistic technology

13803: Tomorrow, caster finds a ruby as large as his head

13804: Tomorrow, caster finds a secret Gate to the Astral Plane

13805: Tomorrow, caster finds a small pouch full of counterfeit rubies

13806: Tomorrow, caster finds a small pouch full of diamonds

13807: Tomorrow, caster finds a small pouch full of scorpions

13808: Tomorrow, caster finds a small pouch full of strong acid

13809: Tomorrow, caster finds a small pouch full of teeth

13810: Tomorrow, caster finds a tunnel that leads to his home

13811: Tomorrow, caster finds a vial containing a viscous salve

13812: Tomorrow, caster finds his own badly-decomposed corpse

13813: Tomorrow, caster finds what looks like his own severed head

13814: Tomorrow, caster forms an alliance with a long-hated enemy

13815: Tomorrow, caster has absolutely no desire to use magic

13816: Tomorrow, caster is unable to cast magic before noon

13817: Tomorrow, caster meets a priest who places a Geas upon him

13818: Tomorrow, caster meets an immortal desperate and unable to die

13819: Tomorrow, caster meets and insults the avatar of some deity

13820: Tomorrow, caster meets his long-lost and malevolent twin

13821: Tomorrow, caster meets his mentor, who expresses disapproval

13822: Tomorrow, caster meets someone claiming to have sold the world

13823: Tomorrow, caster meets someone claiming to own the caster's soul

13824: Tomorrow, caster meets someone convinced that he doesn't exist

13825: Tomorrow, caster meets someone desperate to be his bodyguard

13826: Tomorrow, caster meets someone desperate to become the caster

13827: Tomorrow, caster meets someone on the verge of becoming a god

13828: Tomorrow, caster meets someone who calls humans a delicacy

13829: Tomorrow, caster meets someone who can command demons

13830: Tomorrow, caster meets someone who can remove his own heart

13831: Tomorrow, caster meets someone who can remove his skin at will

13832: Tomorrow, caster meets someone who claims the caster killed him

13833: Tomorrow, caster meets someone who claims to be haunting him

13834: Tomorrow, caster meets someone who claims to be him

13835: Tomorrow, caster meets someone who claims to be his father

13836: Tomorrow, caster meets someone who claims to be his grandchild

13837: Tomorrow, caster meets someone who foretells a bleak fate for him

13838: Tomorrow, caster meets someone who has vowed to murder him

13839: Tomorrow, caster meets someone who names the caster his heir

13840: Tomorrow, caster meets someone who offers him his firstborn son

13841: Tomorrow, caster meets someone who offers to sell him an artifact

13842: Tomorrow, caster meets someone who owes him a lot of money

13843: Tomorrow, caster meets someone who tries to eat his eyes

13844: Tomorrow, caster meets someone who wants to buy his pancreas

13845: Tomorrow, caster meets someone who's 100% immune to magic

13846: Tomorrow, caster meets someone who's plotting to kill the king

13847: Tomorrow, caster meets someone whom caster knows to be dead

13848: Tomorrow, caster meets someone whom he owes a lot of money

13849: Tomorrow, caster meets someone whose existence is impossible

13850: Tomorrow, caster meets someone with the secret of immortality

13851: Tomorrow, caster meets the alchemist who created him

13852: Tomorrow, caster must Save vs Will once per hour or combust

13853: Tomorrow, caster saves the life of a notorious villain

13854: Tomorrow, caster saves the life of someone important

13855: Tomorrow, caster saves the life whom fate has decreed must die

13856: Tomorrow, caster thinks he's awakened from a centuries-long sleep

13857: Tomorrow, caster thinks that magic no longer functions

13858: Tomorrow, caster uncovers a well-funded plot against his life

13859: Tomorrow, caster unknowingly snubs a powerful spellcaster

13860: Tomorrow, caster vanishes at dawn and reappears at sunset

13861: Tomorrow, caster wakes 2d10 miles from where he fell asleep

13862: Tomorrow, caster wakes and gives apparently divine prophecy

13863: Tomorrow, caster wakes as if he's spent a month in the desert

13864: Tomorrow, caster wakes at this location

13865: Tomorrow, caster wakes convinced that all of his allies are dead

13866: Tomorrow, caster wakes convinced that he must return to his home

13867: Tomorrow, caster wakes convinced that he's just been created

13868: Tomorrow, caster wakes convinced that he's just been resurrected

13869: Tomorrow, caster wakes convinced that he's murdered his allies

13870: Tomorrow, caster wakes convinced that he's slept for 2d10 years

13871: Tomorrow, caster wakes convinced that his limbs are mechanical

13872: Tomorrow, caster wakes covered in pungent, glowing moss

13873: Tomorrow, caster wakes early and races back to this location

13874: Tomorrow, caster wakes embarrassingly drunk

13875: Tomorrow, caster wakes in a coil of dried and sinuous vines

13876: Tomorrow, caster wakes in a full-length body cast

13877: Tomorrow, caster wakes in the branches of a tall tree

13878: Tomorrow, caster wakes on the bank of the River Styx

13879: Tomorrow, caster wakes reeking of garlic and raw meat

13880: Tomorrow, caster wakes seated in the throne of the nearest king

13881: Tomorrow, caster wakes standing atop a tall pole

13882: Tomorrow, caster wakes standing in a barrel of chum

13883: Tomorrow, caster wakes to find that 1d4 days have passed

13884: Tomorrow, caster wakes unable to stand until he casts a spell

13885: Tomorrow, caster wakes where he awoke this morning

13886: Tomorrow, caster wakes with a mouthful of mud from a cemetery

13887: Tomorrow, caster wakes with mysterious tattoos all over his body

13888: Tomorrow, caster wakes with no memory of the previous day

13889: Tomorrow, caster wakes wrapped in disease-ridden blankets

13890: Trees and bushes express open hostility toward the caster

13891: Ugly thorns sprout from the caster's cheekbones

13892: Undead have commandeered caster's home while he's been away

13893: Undead skeletons react to caster as if he were one of them

13894: Undead tend to ignore the caster until he acts against them

13895: Undead tend to laugh in the caster's presence

13896: Vile tentacles sprout from the caster's face

13897: Viscous pus oozes from the caster's orifices until sunset

13898: Water feels like acid to the caster but doesn't actually harm him

13899: Water splashes from caster's footfalls for the next 1d12 hours

13900: Water trickles from caster's elbows for 1d4 hours

13901: Weight-affecting spells make the caster weigh 2X as much as iron

13902: Well-funded liars slander caster's conduct in a war decades past

13903: Whatever caster is wearing is a synthetic copy of the real thing

13904: When caster dies, 10d10 voles burst from his corpse

13905: When caster dies, a small religious cult starts worshipping him

13906: When caster dies, a Chaos Burst occurs: roll again at that time

13907: When caster dies, he can't be resurrected for 1d12 months

13908: When caster dies, he's discovered to have died centuries ago

13909: When caster dies, he's found to have been remotely controlled

13910: When caster dies, he's quickly impersonated by a doppelganger

13911: When caster dies, his allies deny that they ever knew him

13912: When caster dies, his corpse appears riddled by gunfire

13913: When caster dies, his corpse attacks the nearest Elf

13914: When caster dies, his corpse disgorges 10d1000 gallons of water

13915: When caster dies, his corpse giggles maniacally for 1d4 hours

13916: When caster dies, his corpse is dismembered and scattered

13917: When caster dies, his corpse is dragged away by goblins

13918: When caster dies, his corpse is elected to public office

13919: When caster dies, his corpse melts like a snowman

13920: When caster dies, his corpse runs shrieking through a nearby town

13921: When caster dies, his corpse shatters into countless fragments

13922: When caster dies, his corpse swells to 1d6 times normal size

13923: When caster dies, his corpse turns to densely packed salt

13924: When caster dies, his corpse turns to solid bronze

13925: When caster dies, his corpse weighs as much as lead

13926: When caster dies, his heart assumes a life of its own

13927: When caster dies, his killer is thrown 1d20 days into the future

13928: When caster dies, his last word is "Rosebud"

13929: When caster dies, his name becomes synonymous with treachery

13930: When caster dies, his skeleton turns to glass

13931: When caster dies, his skull turns to wood

13932: When caster dies, his spellbook burns to cinders in 1d4 rounds

13933: When caster dies, his veins are discovered to be filled with gold

13934: When caster dies, some random person nearby dies as well

13935: When caster dies, the first person to touch his corpse also dies

13936: When caster dies, the nearest town is evacuated

13937: When caster dies, the nearest tree falls on his corpse

13938: When caster dies, the sky turns blood red for 2d4-1 days

13939: When caster dies, violent riots break out in the nearest town

13940: When caster is angry, a small snake slithers out of his ear

13941: When caster is angry, he foams at the mouth like a rabid dog

13942: When caster is angry, he turns bright green

13943: When caster is angry, his face appears scarred and deformed

13944: When caster is angry, his face appears to glisten with slime

13945: When caster is angry, his head appears to be a bare skull

13946: When caster is angry, insects appear to swarm over his face

13947: When caster is angry, steam billows from his nostrils

13948: When caster is surprised, he randomly teleports 1d4 yards

13949: When caster is surprised, his head briefly doubles in size

13950: When caster is surprised, his head spins 360°

13951: When caster next casts this spell, he becomes hopelessly lost

13952: When caster next casts this spell, he feels overwhelming deja vu

13953: When caster next casts this spell, he teleports to this spot

13954: When caster next casts this spell, he's attacked by squirrels

13955: When caster next casts this spell, he's paralyzed until sunset

13956: When caster next casts this spell, he's stricken with Confusion

13957: When caster next casts this spell, his age temporarily doubles

13958: When caster next casts this spell, his clothing attacks him

13959: When caster next casts this spell, his clothing freezes solid

13960: When caster next casts this spell, his clothing turns to cheese

13961: When caster next casts this spell, the winter solstice occurs

13962: When caster next draws blood, a large pit opens beneath him

13963: When caster next draws blood, he disgorges 1d10 gallons of blood

13964: When caster next draws blood, he laughs like a demon

13965: When caster next draws blood, he leaps 4d6 hours into the future

13966: When caster next draws blood, he loses 2d10 hit points

13967: When caster next draws blood, he must Save or fall unconscious

13968: When caster next draws blood, he regains 1d10 hit points

13969: When caster next draws blood, he suffers an equivalent wound

13970: When caster next draws blood, he teleports 1d100 yards

13971: When caster next draws blood, he's addicted to the taste of blood

13972: When caster next draws blood, he's attacked by rabid bats

13973: When caster next draws blood, he's restored to full hit points

13974: When caster next draws blood, he's stricken mute until sunrise

13975: When caster next draws blood, his eyes blaze with flame

13976: When caster next draws blood, his weapon turns to steam

13977: When caster next draws blood, rain immediately begins to fall

13978: When caster next draws blood, thunder rumbles in the distance

13979: When caster next enters a building, he teleports onto its roof

13980: When caster next enters a building, his clothes catch fire

13981: When caster next enters a lake, any boats nearby turn invisible

13982: When caster next enters a lake, he blasphemes some ocean god

13983: When caster next enters a lake, he decides to become amphibious

13984: When caster next enters a lake, he discovers a small island

13985: When caster next enters a lake, he emerges draped with seaweed

13986: When caster next enters a lake, he encounters a lady with a sword

13987: When caster next enters a lake, he encounters a tentacled monster

13988: When caster next enters a lake, he finds 1d4 valuable pearls

13989: When caster next enters a lake, he has visions of a sunken city

13990: When caster next enters a lake, he spouts water like a whale

13991: When caster next enters a lake, he suffers severe hypothermia

13992: When caster next enters a lake, he teleports to a different lake

13993: When caster next enters a lake, he's 30% likely to become a fish

13994: When caster next enters a lake, he's attacked by sharks

13995: When caster next enters a lake, he's attacked by turtles

13996: When caster next enters a lake, he's befriended by otters

13997: When caster next enters a lake, he's caught in a fisherman's net

13998: When caster next enters a lake, he's covered with barnacles

13999: When caster next enters a lake, he's hit by 2d8 harpoons

14000: When caster next enters a lake, he's mistaken for a sea monster

14001: When caster next enters a lake, he's sucked up into a waterspout

14002: When caster next enters a lake, he's swept toward the sea

14003: When caster next enters a lake, he's thrown to the opposite shore

14004: When caster next enters a lake, his clothing inflates

14005: When caster next enters a lake, his clothing vanishes

14006: When caster next enters a lake, his feet turn into duck's feet

14007: When caster next enters a lake, his hands and feet grow webbing

14008: When caster next enters a lake, his home is completely flooded

14009: When caster next enters a lake, his pockets fill with sodium

14010: When caster next enters a lake, it becomes 2X as deep

14011: When caster next enters a lake, it drains dry in 1d4 rounds

14012: When caster next enters a lake, it turns from fresh to salt-water

14013: When caster next enters a lake, it's covered by two inches of ice

14014: When caster next enters a lake, it's heavily stocked with trout

14015: When caster next enters a lake, night falls immediately

14016: When caster next enters a lake, someone nearby starts to drown

14017: When caster next enters a town, a huge festival takes place

14018: When caster next enters a town, he finds a magical scroll

14019: When caster next enters a town, he violates community standards

14020: When caster next enters a town, he's imprisoned for murder

14021: When caster next enters a town, he's named as its patron saint

14022: When caster next enters a town, he's quickly arrested for heresy

14023: When caster next enters a town, he's quickly elected mayor

14024: When caster next enters a town, he's recognized as a vampire

14025: When caster next enters a town, he's sold into slavery

14026: When caster next enters a town, his spellbook is confiscated

14027: When caster next enters a town, it secedes from the kingdom

14028: When caster next enters a town, it's attacked by goblins

14029: When caster next enters a town, it's besieged by orcs

14030: When caster next enters a town, it's overrun by feral dogs

14031: When caster next enters a town, it's renamed after him

14032: When caster next enters a town, its population doubles

14033: When caster next enters a town, martial law is declared

14034: When caster next enters a town, the king orders it destroyed

14035: When caster next enters a town, violent riots break out

14036: When caster next enters his home, 1d4 exterior walls vanish

14037: When caster next enters his home, 1d4 weeks pass in 1d4 rounds

14038: When caster next enters his home, a small hill rises beneath it

14039: When caster next enters his home, any curses upon him are lifted

14040: When caster next enters his home, he ages 1d10 years

14041: When caster next enters his home, he ages 1d10 years

14042: When caster next enters his home, he doubts he's ever lived there

14043: When caster next enters his home, he falls unconscious

14044: When caster next enters his home, he finds 1d100+100 gold pieces

14045: When caster next enters his home, he finds a secret trapdoor

14046: When caster next enters his home, he finds a troll in residence

14047: When caster next enters his home, he finds another spellbook

14048: When caster next enters his home, he finds his clone in residence

14049: When caster next enters his home, he finds it completely empty

14050: When caster next enters his home, he forgets how to exit again

14051: When caster next enters his home, he gains one level

14052: When caster next enters his home, he is healed of all damage

14053: When caster next enters his home, he loses a point of Wisdom

14054: When caster next enters his home, he loses any memorized spells

14055: When caster next enters his home, he must evict 2d10 squatters

14056: When caster next enters his home, he realizes it's made of coral

14057: When caster next enters his home, he recognizes nothing within it

14058: When caster next enters his home, he teleports to this location

14059: When caster next enters his home, he's attacked by kobolds

14060: When caster next enters his home, he's blinded for 4d12 hours

14061: When caster next enters his home, he's convinced it isn't his

14062: When caster next enters his home, he's drafted into the military

14063: When caster next enters his home, he's visited by solicitors

14064: When caster next enters his home, he's visited by three ghosts

14065: When caster next enters his home, his age is reduced by 3d4 years

14066: When caster next enters his home, his bed combusts violently

14067: When caster next enters his home, his clothes burst into flame

14068: When caster next enters his home, his clothes turn to stone

14069: When caster next enters his home, it becomes indestructible

14070: When caster next enters his home, it becomes steamy like a sauna

14071: When caster next enters his home, it doubles its current size

14072: When caster next enters his home, it drifts slowly out to sea

14073: When caster next enters his home, it falls into a heap of sawdust

14074: When caster next enters his home, it gains an additional level

14075: When caster next enters his home, it migrates 1d20 miles

14076: When caster next enters his home, it sinks into the ground

14077: When caster next enters his home, it turns invisible from within

14078: When caster next enters his home, it turns to glass

14079: When caster next enters his home, it's been thoroughly cleaned

14080: When caster next enters his home, it's buried by an avalanche

14081: When caster next enters his home, it's buried by volcanic ash

14082: When caster next enters his home, it's encircled by a deep moat

14083: When caster next enters his home, it's flattened by a meteor

14084: When caster next enters his home, it's infested with vermin

14085: When caster next enters his home, it's swept away by a tidal wave

14086: When caster next enters his home, it's totally refurbished

14087: When caster next enters his home, its doors and windows vanish

14088: When caster next enters his home, monsters reside under the bed

14089: When caster next enters his home, someone's eaten his porridge

14090: When caster next enters his home, the doors & windows fuse shut

14091: When caster next enters his home, the floor vanishes

14092: When caster next enters his home, the magistrate condemns it

14093: When caster next enters his home, the roof ignites

14094: When caster next kills someone, he appears in that person's home

14095: When caster next kills someone, he must Save vs Fortitude or die

14096: When caster next kills someone, that person quickly resurrects

14097: When caster next opens his spellbook, he's attacked by a shark

14098: When caster next says his name, 2d6 fish leap from his mouth

14099: When caster next says his name, a bird flies into his mouth

14100: When caster next says his name, he learns it's not his real name

14101: When caster next says his name, he promptly forgets his name

14102: When caster next says his name, his mouth is sealed shut

14103: When caster next teleports, he arrives bound and gagged

14104: When caster next teleports, he arrives fully Healed

14105: When caster next touches money, he triggers a Chaos Burst

14106: When caster next triggers a Burst, he teleports to this location

14107: When caster next triggers a Burst, its effect is irreversible

14108: When caster next uses magic, 2d4 zombies appear and attack him

14109: When caster next uses magic, all vegetation within 10 yards dies

14110: When caster next uses magic, all within one mile know about it

14111: When caster next uses magic, an ice statue of him appears nearby

14112: When caster next uses magic, any gold he's carrying vanishes

14113: When caster next uses magic, cold water sprays from his ears

14114: When caster next uses magic, he and his allies are drenched

14115: When caster next uses magic, he becomes drunk for 1d4 hours

14116: When caster next uses magic, he becomes invisible to his allies

14117: When caster next uses magic, he disgorges 2d6 large clay bricks

14118: When caster next uses magic, he loses 3d4 hit points

14119: When caster next uses magic, he must Save or fall unconscious

14120: When caster next uses magic, he reeks of sulfur for 1d10 hours

14121: When caster next uses magic, he teleports 10d10 yards randomly

14122: When caster next uses magic, he teleports into a nearby building

14123: When caster next uses magic, he thinks that he's at death's door

14124: When caster next uses magic, he's 5% likely to lose one level

14125: When caster next uses magic, he's 10% likely to die outright

14126: When caster next uses magic, he's shunned by other magic users

14127: When caster next uses magic, he's thrown back to this moment

14128: When caster next uses magic, his clone appears nearby

14129: When caster next uses magic, his clone teleports to his home

14130: When caster next uses magic, his clothes turn to paper

14131: When caster next uses magic, his hands double in size

14132: When caster next uses magic, his hands freeze solid

14133: When caster next uses magic, his nearest ally falls unconscious

14134: When caster next wears a hat, he's targeted for assassination

14135: When caster opens his spellbook, he's shrouded by darkness

14136: When caster opens his spellbook, thunder rumbles overhead

14137: When caster teleports, he arrives 1d4 miles from the destination

14138: When caster teleports, he arrives 2d4 hours later than expected

14139: When caster teleports, he arrives blinded for 1d6 rounds

14140: When caster teleports, he arrives in an embarrassing posture

14141: When caster teleports, he arrives invisible

14142: When caster teleports, he arrives ravenously hungry

14143: When caster teleports, he arrives upside down

14144: When caster teleports, he arrives with half of his gear missing

14145: When caster teleports, only 95% + 1d10% of his body is teleported

14146: When caster tells a falsehood, he confesses it to everyone nearby

14147: When caster uses Mirror Image, 10X the number of Images appear

14148: When caster uses Mirror Image, he can't tell which image is real

14149: When caster uses Mirror Image, the Images look like demons

14150: When caster uses Mirror Image, the Images look like infants

14151: When caster uses Mirror Image, the Images look like skeletons

14152: When caster uses Mirror Image, the Images look like the target

14153: When caster uses Mirror Image, the Images look nothing like him

14154: When caster's blood is next spilled, he ages 5d10 years

14155: When caster's blood is next spilled, he can't speak for 1d4 turns

14156: When caster's blood is next spilled, he's blinded for 1d4 rounds

14157: When next struck by magic, caster becomes spotted like a leopard

14158: When next struck by magic, caster disgorges 1d4 pounds of gravel

14159: When next struck by magic, caster falls 6d10 feet

14160: When next struck by magic, caster is carried aloft by a pigeons

14161: When next struck by magic, caster sprouts wool from his arms

14162: When next struck by magic, caster triggers a Chaos Burst

14163: When reduced to one hit point, caster ages 2d10 years

14164: When reduced to one hit point, caster can see invisible objects

14165: When reduced to one hit point, caster flees, panic-stricken

14166: When reduced to one hit point, caster flies into a berserk fury

14167: When reduced to one hit point, caster is stricken mute

14168: When reduced to one hit point, caster suffers wild hallucinations

14169: When reduced to one hit point, caster teleports 2d20 yards

14170: When reduced to one hit point, caster teleports to his home

14171: When reduced to one hit point, caster turns invisible until dawn

14172: When reduced to one hit point, caster turns to iron until sunset

14173: When seen from behind, caster appears to be bleeding profusely

14174: When seen from behind, caster appears to be on fire

14175: When seen from behind, caster's torso is riddled with large holes

14176: When struck by magic, caster briefly appears to be made of chrome

14177: When struck by magic, caster briefly appears to be made of wood

14178: When struck by magic, caster feels the urge to reveal a secret

14179: When struck by magic, caster flies into a berserker rage

14180: When struck by magic, caster is 10% likely to be caked in grime

14181: When struck by magic, caster is covered by ashes and soot

14182: When struck by magic, caster sings raucous songs for 1d4 rounds

14183: When struck by magic, caster temporarily inflates like a balloon

14184: Whenever caster casts a spell, a spotlight illuminates him

14185: Whenever caster casts a spell, an invisible bronze gong is rung

14186: Whenever caster casts a spell, electricity crackles in his hair

14187: Whenever caster casts a spell, ghostly laughter echoes in the air

14188: Whenever caster casts a spell, he appears to explode

14189: Whenever caster casts a spell, he becomes light as a feather

14190: Whenever caster casts a spell, he experiences profound remorse

14191: Whenever caster casts a spell, he feels overwhelming euphoria

14192: Whenever caster casts a spell, he hears glass breaking everywhere

14193: Whenever caster casts a spell, he hears loud, discordant music

14194: Whenever caster casts a spell, he hears the laments of the damned

14195: Whenever caster casts a spell, he must Save or be knocked down

14196: Whenever caster casts a spell, he must Save or shrink by 20%

14197: Whenever caster casts a spell, he suffers crippling stage fright

14198: Whenever caster casts a spell, he thinks that he ages 1d10 years

14199: Whenever caster casts a spell, he whistles like a teapot

14200: Whenever caster casts a spell, he's 10% likely to pass out

14201: Whenever caster casts a spell, he's haunted by cryptic warnings

14202: Whenever caster casts a spell, his bones glow visibly in his body

14203: Whenever caster casts a spell, his clothes are glazed with frost

14204: Whenever caster casts a spell, his ears shine like the sun

14205: Whenever caster casts a spell, his feet swell by 10%

14206: Whenever caster casts a spell, his spellbook must Save or combust

14207: Whenever caster casts a spell, one of his hands grows by 25%

14208: Whenever caster casts a spell, someone far away vows to kill him

14209: Wherever caster walks, he sounds like he's on a squeaky floor

14210: While caster is invisible, a faint outline can still be seen

14211: While caster sleeps, he appears to be a perfect cube

14212: While caster sleeps, he appears to melt like a wax dummy

14213: While caster sleeps, he freezes solid but thaws before waking

14214: While caster sleeps, his allies must Save or forget who he is

14215: While caster sleeps, his arms and legs retract into his torso

14216: While caster sleeps, his body is translucent

14217: While caster sleeps, his body retracts into his head

14218: While caster sleeps, his clothing and gear are invisible

14219: While caster sleeps, his head appears detached from his body

14220: While caster sleeps, his head retracts into his body

14221: While caster sleeps, his whole body contracts into a small ball

14222: While caster sleeps, luminous moths flutter over his body

14223: While caster sleeps, mysterious runes hover over his head

14224: While caster sleeps, rodents bring him sacrificial offerings

14225: While caster sleeps, thousands of insects swarm over his body

14226: While indoors, caster appears to be 5% larger

14227: While indoors, caster feels as if he's dragging heavy chains

14228: While indoors, caster feels as if he's in a blazing desert

14229: While indoors, caster feels as if he's on a ship's deck

14230: While indoors, caster feels as if he's on windswept tundra

14231: While standing on a riverbank, caster is invisible to amphibians

14232: While walking, caster sounds as if he's wearing full plate armor

14233: Woodland creatures openly mock the caster and call him a coward

14234: Woodland creatures react to the caster as if he's one of them

14235: Woodland creatures react violently to the caster's presence

14236: Zombies can't come within 10 feet of the caster for 1d4 days

14237: 1d8 of target's fingers reappear elsewhere on his body

14238: A handful of small glass marbles tumble from the target's nose

14239: A heavy chain runs the entire length of target's alimentary canal

14240: A nearby but invisible heckler pummels the target with tomatoes

14241: A nearby tree animates and swears allegiance to the target

14242: A nearby tree becomes ravenously carnivorous and attacks target

14243: A nearby tree bends down and hurls the target like a catapult

14244: A nearby tree sprays its bark at the target, briefly blinding him

14245: A second, identical skeleton appears in the target's body

14246: A small fire blazes harmlessly in the target's mouth

14247: A tall picket fence encircles the target

14248: A tentacle slithers from a nearby cave to grasp the target

14249: A vital organ is ripped from target's body for 1d100 damage

14250: All of target's belongings are compressed into a tiny cube nearby

14251: All of target's belongings are seized by the local magistrate

14252: All of target's belongings are transported beyond the horizon

14253: All of target's belongings were stolen by a vengeful wizard

14254: All of target's belongings were stolen from a vengeful wizard

14255: All that the target has ever done was really done by someone else

14256: All voices sound alike to the target for 5d6 days

14257: All within 100 yards with a missile weapon fire it at the target

14258: Ambient temperature always feels 50° colder to target

14259: Ambient temperature rises 10° when target is angry

14260: An earthen duplicate of the target rises up and attacks him

14261: An earthen duplicate of the target wants to take his place

14262: An evergreen sprouts from target's chest while he sleeps tonight

14263: An item carried by target discharges a Chaos Burst when next used

14264: An item carried by target explodes for 3d10 hit points of damage

14265: An item carried by target is widely sought for its healing powers

14266: An item carried by target releases narcotic vapors when next used

14267: Any attack on target appears not to injure him, even if it does

14268: Any blade hitting target for maximum damage acquires intelligence

14269: Any blade hitting target for maximum damage acquires intelligence

14270: Any blade hitting target for maximum damage also injects a poison

14271: Any blade hitting target for maximum damage disappears forever

14272: Any blade hitting target for maximum damage gains a +1 bonus

14273: Any blade hitting target for maximum damage gets stuck in him

14274: Any blade hitting target for maximum damage is briefly weightless

14275: Any blade hitting target for maximum damage must Save or shatter

14276: Any blade hitting target for maximum damage rapidly corrodes

14277: Any blade hitting target for maximum damage turns clear as glass

14278: Any blade hitting target for maximum damage turns to gold

14279: Any blade hitting target for maximum damage vanishes until sunset

14280: Any bludgeon that hits the target is 10% likely to shatter

14281: Any bludgeon that hits the target is thereafter +4 ToHit him

14282: Any bludgeon that hits the target sprays water like a fountain

14283: Any bludgeon that hits the target turns to sponge as it does so

14284: Any clothing or armor now worn by target ages 100 years per round

14285: Any clothing or armor now worn by target is fireproof until dawn

14286: Any clothing or armor now worn by target is soaked with tree sap

14287: Any clothing or armor now worn by target shrinks by 30%

14288: Any coins that target is now carrying double in value

14289: Any coins that target is now carrying shrink by 50%

14290: Any coins that target is now carrying turn to cheese

14291: Any coins that target is now carrying weigh 100 pounds each

14292: Any fire damage suffered by target equally affects someone nearby

14293: Any fire damage suffered by target inflicts 2X normal damage

14294: Any fire damage suffered by target is delayed for 3d4 rounds

14295: Any fire damage suffered by target leaves cryptic scars

14296: Any gems now carried by target are cursed against him

14297: Any gold now carried by target belongs to a dragon

14298: Any gold now carried by target combusts like tinder

14299: Any jewelry that target is wearing heats to 500°

14300: Any magic items carried by the target glow like embers until dawn

14301: Any metal now in target's possession becomes intensely magnetic

14302: Any metal now in target's possession heats to its melting point

14303: Any metal now in target's possession is as fragile as glass

14304: Any metal now in target's possession is highly flammable

14305: Any metal now in target's possession is transparent like glass

14306: Any metal now in target's possession is water soluble until dawn

14307: Any metal now in target's possession turns to lead

14308: Any metal now in target's possession turns to mercury

14309: Any metal target is now carrying reverts to raw ore

14310: Any metal weapons that wound the target are dulled for 1d4 rounds

14311: Any metal weapons that wound the target are hurled 1d8 yards away

14312: Any metal weapons that wound the target vanish for 1d4 rounds

14313: Any missile weapon hitting the target inflicts triple damage

14314: Any missile weapon hitting the target instantly combusts

14315: Any missile weapon hitting the target is 10% likely to take root

14316: Any missile weapon hitting the target suddenly triples in weight

14317: Any missile weapons now carried by target are badly warped

14318: Any missile weapons now carried by target have 10X normal range

14319: Any missile weapons now carried by target have a +1 ToHit bonus

14320: Any missile weapons now carried by target have his name on them

14321: Any missiles fired at target are affected by Reverse Gravity

14322: Any missiles fired at target are blown off course by high winds

14323: Any missiles fired at target instantly sprout wings and fly away

14324: Any missiles fired at target leave colorful trails in the air

14325: Any missiles fired at target sound like thunder when they hit

14326: Any missiles fired at target turn invisible if they hit him

14327: Any missiles fired near target orbit him like satellites

14328: Any missiles fired near target shriek as they fly through the air

14329: Any nearby undead attack the target exclusively for 1d10 rounds

14330: Any nearby undead defend the target to the best of their ability

14331: Any nearby undead howl wildly and race toward the target

14332: Any nearby undead now look disturbingly like the target

14333: Any nearby undead obey the target for 1d8 rounds

14334: Any open wounds the target now has are welded closed like metal

14335: Any packs, pouches, or bags carried by target are full of blood

14336: Any packs, pouches, or bags carried by target are interconnected

14337: Any packs, pouches, or bags carried by target double in volume

14338: Any packs, pouches, or bags carried by target dump their contents

14339: Any paper, parchment, etc. now carried by target combusts

14340: Any paper, parchment, etc. now carried by target is fireproof

14341: Any paper, parchment, etc. now carried by target is rain-soaked

14342: Any paper, parchment, etc. now carried by target turns to steel

14343: Any part of target not covered by clothing appears to be skeletal

14344: Any part of target not covered by clothing is badly sunburned

14345: Any part of target not covered by clothing is forever invisible

14346: Any part of target not covered by clothing turns bright orange

14347: Any part of target now covered by clothing is covered in blisters

14348: Any part of target now covered by clothing is fireproof

14349: Any part of target now covered by clothing is forever invisible

14350: Any part of target now covered by clothing is hideously scarred

14351: Any spells cast in target's presence seem to originate from him

14352: Any successful attack on target is 2% likely to kill him

14353: Any successful attack on target is 10% likely to fail outright

14354: Any successful attack on target will leave hideous scars

14355: Any undead now within 10 yards of target attack him until slain

14356: Any undead now within 10 yards of target combust

14357: Any undead now within 10 yards of target gain an extra hit die

14358: Any undead now within 10 yards of target vanish or are destroyed

14359: Any water elemental touching or touched by target freezes solid

14360: Any water elemental touching or touched by target heats to 200°

14361: Any water elemental touching or touched by target is set ablaze

14362: Any water elemental touching or touched by target splits in two

14363: Any water now in contact with target's body freezes solid

14364: Any water now in contact with target's body is poisonous to him

14365: Any water now in contact with target's body turns to glue

14366: Any water now in contact with target's body turns to lamp oil

14367: Any water now in contact with target's body turns to mud

14368: Any water now in contact with target's body turns to stone

14369: Any wooden weapons that wound the target are invisible until dawn

14370: Any wooden weapons that wound the target become heavy as lead

14371: Any wooden weapons that wound the target burst into flame

14372: Any wooden weapons that wound the target must Save or shatter

14373: Any wooden weapons that wound the target turn to steel until dawn

14374: Any wooden weapons that wound the target vanish until he's dead

14375: Anyone cutting target with a blade ages 1d10 years until sunset

14376: Anyone cutting target with a blade briefly turns orange

14377: Anyone cutting target with a blade can't sleep for 1d4 days

14378: Anyone cutting target with a blade can't speak to him until dawn

14379: Anyone cutting target with a blade feels heartwarming glee

14380: Anyone cutting target with a blade feels incredible hunger

14381: Anyone cutting target with a blade feels momentarily dizzy

14382: Anyone cutting target with a blade feels overwhelming dread

14383: Anyone cutting target with a blade feels the same amount of pain

14384: Anyone cutting target with a blade feels unsettling deja vu

14385: Anyone cutting target with a blade gets an electric shock

14386: Anyone cutting target with a blade has awful dreams for one week

14387: Anyone cutting target with a blade immediately apologizes for it

14388: Anyone cutting target with a blade is briefly blinded

14389: Anyone cutting target with a blade is briefly invisible

14390: Anyone cutting target with a blade is briefly rendered mute

14391: Anyone cutting target with a blade is paralyzed for 1d4 rounds

14392: Anyone cutting target with a blade is soaked with goat's milk

14393: Anyone cutting target with a blade is soaked with his own blood

14394: Anyone cutting target with a blade loses one hit point

14395: Anyone cutting target with a blade suffers visions of damnation

14396: Anyone cutting target with a blade teleports 1d6 feet

14397: Anyone cutting target with a blade thinks he's an ally

14398: Anyone cutting target with a blade thinks the target is immortal

14399: Anyone cutting target with a blade vanishes for 1d4 rounds

14400: Anyone looking into the target's ear has visions of debauchery

14401: Anyone looking into the target's ear has visions of his own death

14402: Anyone looking into the target's ear has visions of the hereafter

14403: Anyone looking into the target's ear suffers intense vertigo

14404: Anyone nearby when target is wounded applauds for 1d4 rounds

14405: Anyone nearby when target is wounded must Save or begin weeping

14406: Anyone nearby when target is wounded must Save or flee in panic

14407: Anyone nearby when target is wounded must Save or pass out

14408: Anyone nearby wielding a wooden weapon hits the target with it

14409: Anyone nearby wielding a wooden weapon is invisible to the target

14410: Anyone nearby wielding a wooden weapon offers it to the target

14411: Anyone nearby wielding a wooden weapon throws it at the target

14412: Anyone nearby with a drawn blade attacks target for 1d4 rounds

14413: Anyone nearby with a drawn blade can't use it against the target

14414: Anyone nearby with a drawn blade races away from the target

14415: Anyone nearby with a drawn blade shouts the target's name

14416: Anyone slain by target's weapon can never be resurrected

14417: Anyone touching the target in the next turn adopts his name

14418: Anyone touching the target in the next turn is briefly paralyzed

14419: Anyone touching the target in the next turn loses 1d10 hit points

14420: Anyone touching the target in the next turn suffers severe burns

14421: Anyone who wounds the target is 5% likely to kill him outright

14422: Anyone who wounds the target must Save or age 1d10 years

14423: Anyone who wounds the target must Save or be equally wounded

14424: Anyone who wounds the target must Save or disarm themselves

14425: Anyone who wounds the target must Save or fall unconscious

14426: Anyone who wounds the target must Save or sink into the ground

14427: Anyone who wounds the target must Save or teleport 1d4 miles

14428: Anyone who wounds the target must Save or temporarily shrink 25%

14429: Armor is always invisible while worn by the target

14430: As target is wounded more severely, he's less likely to sense it

14431: At any crossroads, target feels utterly lost

14432: At any crossroads, target is inclined to turn back

14433: At any crossroads, target is inclined to turn left

14434: At any crossroads, target is stricken with indecision

14435: At dawn tomorrow, all record and memory of target is lost

14436: At dawn tomorrow, demonic hordes mount a quest against the target

14437: At dawn tomorrow, target is abducted by an undead horde

14438: At dawn tomorrow, target must Save or age 1d1000 years

14439: At each sunset, target is 20% likely to age 1d20 years instantly

14440: At some point in every battle, target wholly disarms himself

14441: Beacon-bright light shines from target's palms during combat

14442: Beacon-bright light shines from the soles of the target's feet

14443: Beacon-bright light shines from the target's principal weapon

14444: Beacon-bright light shines from the top of the target's head

14445: Bits of gristle tumble from the target's mouth while he speaks

14446: Bits of hardened resin tumble constantly from target's ears

14447: Blades are magically blunted while the target wields them

14448: Blades are unbreakable while the target wields them

14449: Blades seem cumbersome and awkward while the target wields them

14450: Blades seem to have basic intelligence while target wields them

14451: Both of target's arms are now on the same side of his body

14452: Both of target's arms jut from the same shoulder

14453: Bright flames consume the target's clothing for 1d10 rounds

14454: Bright flames dance harmlessly over target's body for 1d10 rounds

14455: Bright flames ripple harmlessly along target's limbs for 1d4 days

14456: Bright flames surround the target harmlessly for 2d10 rounds

14457: Colored streamers shoot from target's ears for 2d6 rounds

14458: Colored streamers shoot from target's nostrils

14459: Colorful smoke spews from target's every orifice for 2d10 rounds

14460: Condensation endlessly forms upon and drips from target

14461: Countless glass shards slash at the target for 1d6 rounds

14462: Countless glass shards whirl around the target for 1d6 rounds

14463: Countless tiny moths flutter about the target's head

14464: Countless tiny, colorful orbs swirl harmlessly around the target

14465: Creatures Summoned in target's presence are abominations

14466: Creatures Summoned in target's presence are clear like glass

14467: Creatures Summoned in target's presence are immune to fire

14468: Creatures Summoned in target's presence are old and decrepit

14469: Creatures Summoned in target's presence beg him for mercy

14470: Creatures Summoned in target's presence have only 1 hit point

14471: Creatures Summoned in target's presence obey him unswervingly

14472: Creatures Summoned in target's presence refuse to attack him

14473: Creatures Summoned in target's presence seem to be made of stone

14474: Creatures Summoned in target's presence strongly resemble him

14475: Creatures Summoned in target's presence worship him as a god

14476: Dew and condensation inspire fear in the target

14477: Dozens of tiny glass slivers fall harmlessly from target's mouth

14478: During any combat round, target is 3% likely to die outright

14479: During any combat round, target is 5% likely to flee in panic

14480: During any combat round, target is 10% likely to be invisible

14481: During any combat round, target is 50% likely to be very drunk

14482: During battle, target experiences distracting hallucinations

14483: During battle, target hears overpoweringly loud calliope music

14484: During battle, target perceives thick, acrid smoke all around him

14485: During battle, target quacks like an enormous duck

14486: During battle, target repeatedly chants a naughty limerick

14487: During battle, target's allies are invisible to him

14488: During battle, target's allies can't speak to him

14489: During battle, target's allies don't recognize him

14490: During battle, target's clothes and gear are invisible

14491: During battle, target's clothes appear to burst into flame

14492: During battle, target's clothes billow with foul smoke

14493: During battle, target's clothes moan like ghosts

14494: During battle, target's ears flap like a bird's wings

14495: During battle, target's flesh, hair, and gear turn white as snow

14496: During battle, target's hands appear to be shrouded in flame

14497: During battle, target's head is henceforth invisible

14498: During battle, target's heartbeat is audible to all nearby

14499: Each day, target can become an illusion for 1d4 rounds

14500: Each day, target can command 1d4 non-magical bears

14501: Each day, target can see through the caster's eyes for 1d4 turns

14502: Each day, target can turn his skin invisible for up to one hour

14503: Each day, target can turn into a horse for up to 1d4 hours

14504: Each day, target can walk on water up to 100 yards

14505: Each day, target is 10% likely to lose one finger or toe

14506: Each day, target is immune to one electrical attack

14507: Each day, target is struck by lightning but is basically unharmed

14508: Each day, target must eat at least one medium-sized candle

14509: Each day, target must eat at least one sheet of parchment

14510: Each day, target's body varies from 10% to 80% transparency

14511: Each day, target's skin is a different vibrant color

14512: Each of target's feet acquires argumentative intelligence

14513: Each of target's feet is chained to his neck

14514: Each of target's feet tries to race away in a different direction

14515: Each of target's feet weighs as much as the rest of his body

14516: Each of target's hands fuses to the opposite elbow

14517: Each time target is injured, a gold coin appears in his mouth

14518: Each time target is injured, he must Save or fall unconscious

14519: Each time target is injured, he must Save or go blind

14520: Each time target is injured, howls like a wolf

14521: Each time target opens his mouth, a small toad leaps out of it

14522: Each time target opens his mouth, another tooth turns invisible

14523: Each time target opens his mouth, he hears eerie music nearby

14524: Each time target opens his mouth, nearby birds fall silent

14525: Electricity crackles in target's clothing when he's angry

14526: Electricity crackles in target's skin as he makes an attack

14527: Electricity crackles in the air around the target for 1d4 days

14528: Electricity crackles in the ground wherever the target steps

14529: Electricity crackles in the target's hair for 1d8 hours

14530: Electricity crackles in the target's hair when he uses magic

14531: Electricity crackles through the target's body for 1d8 rounds

14532: Electricity crackles visibly along target's weapon during combat

14533: Every few rounds a spider crawls from target's mouth

14534: Every other day, the target is 20% likely to shrink by 10%

14535: Every other day, the target is 30% likely to be mute

14536: Every other day, the target is 5d10 years older than his true age

14537: Every other day, the target radiates strongly of alteration magic

14538: Every rat in the kingdom follows the target for 2d6 days

14539: Every spell cast nearby in the next 1d6 rounds strikes the target

14540: Every spell cast nearby is immediately obvious to the target

14541: Everyone knows that the target has no real martial prowess

14542: Everyone knows that the target is a powerful demon in disguise

14543: Everyone knows that the target's head is completely hollow

14544: Everyone knows that the target's skeleton is made of gold

14545: Everyone now within 10 yards of target attacks him for 1d4 rounds

14546: Everyone now within 10 yards of target ignores him for 1d4 hours

14547: Everyone now within 10 yards of target is disarmed

14548: Everyone now within 10 yards of target is invisible to him

14549: Everyone now within 10 yards of target is knocked down

14550: Everyone now within 10 yards of target is stricken bald

14551: Everyone now within 10 yards of target must Save or pass out

14552: Everyone now within 10 yards of target shouts his name

14553: Everyone who knows the target's name fears him for 3d10 rounds

14554: Everyone who knows the target's name forgets what he looks like

14555: Everyone who knows the target's name owes him 1d4 gold pieces

14556: Everyone who knows the target's name thinks his name is Twinkles

14557: Everyone whom target owes money demands repayment in full, now

14558: Everyone within 100 yards adopts the target's name

14559: Everyone within 100 yards feels intense hatred toward the target

14560: Everyone within 100 yards gives a gold piece to the target

14561: Everyone within 100 yards is invisible to the target until sunset

14562: Everyone within 100 yards races toward the target at top speed

14563: Everyone within 100 yards teleports 10d10 yards away from target

14564: Everyone within 100 yards teleports to the target's home

14565: Everyone within 100 yards thinks the target is about to explode

14566: Everyone within 100 yards thinks the target is undead

14567: Everything now worn or carried by target becomes sickly green

14568: Everything now worn or carried by target is strewn about the area

14569: Everything that target is now carrying is imperfectly duplicated

14570: Exertion makes target exhale black smoke like a steam engine

14571: Fire is intensely beautiful and attractive to the target

14572: Fire is invisible to the target

14573: Foliage grows wildly beneath the target's feet, entangling him

14574: For 1d10 rounds, magic doesn't work within 100 yards of target

14575: For 1d10 rounds, ordinary wood smoke is highly toxic to target

14576: For 1d10 rounds, target can't be affected by any magic items

14577: For 1d4 days, target can't speak to anyone now within 10 yards

14578: For 1d4 days, target can't speak to anyone who knows his name

14579: For one week, target can't be healed by any magical means

14580: For one week, target can't be injured by members of his species

14581: Glowing coals appear to be moving within the target's skin

14582: Half of target's body begins aging backwards, one year per day

14583: Half of target's body is affected by Reverse Gravity

14584: Half of target's body is badly burned, the other half frostbitten

14585: Half of target's body is indestructible for 2d4 days

14586: Half of target's body is infected with lycanthropy

14587: Half of target's body polymorphs into some kind of animal

14588: Half of target's body resembles half of the caster's body

14589: Half of target's body shrinks by 25%

14590: Half of target's body suffers from advanced leprosy

14591: Half of target's body turns invisible while in direct sunlight

14592: Half of target's fingers are permanently invisible

14593: Half of target's head appears to be made of crystal

14594: Half of target's head appears to be made of metal

14595: Half of target's head appears to be stripped of flesh

14596: Half of target's head explodes, killing him messily

14597: Half of target's head is covered in fine gold scales

14598: Half of target's head is covered in fragrant blue moss

14599: Half of target's head vanishes, but he's basically unharmed

14600: Half of target's limbs become donkey's limbs

14601: Hundreds of blood-red worms course from the target's nostrils

14602: Hundreds of small ice chips tumble from target's ears

14603: Hundreds of wasps swarm the target whenever he draws a weapon

14604: If an ally kills target today, he'll resurrect at dawn tomorrow

14605: If an ally kills target today, target explodes as a 50HD fireball

14606: If an arrow hits the target in the next 1d3 rounds, he explodes

14607: If an arrow hits the target in the next round, he doubles in size

14608: If an arrow hits the target in the next round, he turns to glass

14609: If an arrow hits the target in the next round, he's fully healed

14610: If next attack on target causes maximum damage, he dies

14611: If next attack on target causes maximum damage, his attacker dies

14612: If next attack on target causes maximum damage, the moon vanishes

14613: If next attack on target causes maximum damage, winter begins now

14614: If reduced to exactly zero hit points, target becomes an undead

14615: If reduced to exactly zero hit points, target combusts violently

14616: If reduced to exactly zero hit points, target is fully healed

14617: If reduced to exactly zero hit points, target melts like butter

14618: If reduced to exactly zero hit points, target shatters like glass

14619: If reduced to exactly zero hit points, target shrinks by 75%

14620: If reduced to exactly zero hit points, target turns invisible

14621: If reduced to exactly zero hit points, target turns to steam

14622: If reduced to five or fewer hit points, target attacks himself

14623: If reduced to five or fewer hit points, target goes berserk

14624: If reduced to one hit point, target becomes a lich

14625: If reduced to one hit point, target is Healed but loses one level

14626: If struck by Dispel Magic, target ceases to exist for 1d10 rounds

14627: If struck by Dispel Magic, target is rendered squeaky clean

14628: If struck by Dispel Magic, target loses 1d100 hit points

14629: If struck by Dispel Magic, target's skeleton disintegrates

14630: If target attempts to teleport, his nervous system stays behind

14631: If target disembowels himself, he's 10% likely to become a god

14632: If target draws a weapon, he can't sheathe it again for 4d6 hours

14633: If target draws a weapon, he can't sheathe it until he's wounded

14634: If target draws a weapon, he can't use it for 1d4 rounds

14635: If target draws a weapon, it's 5% likely to shatter outright

14636: If target eats raw meat, he bleeds from the ears for 4d4 rounds

14637: If target eats raw meat, he has visions of a possible future

14638: If target eats raw meat, he has visions of his own death

14639: If target eats raw meat, he succumbs to voracious bloodlust

14640: If target eats raw meat, he's thrown into the nearest river

14641: If target eats raw meat, it increases in volume by a factor of 10

14642: If target eats raw meat, it turns to hot ashes in his stomach

14643: If target has a shield, it becomes fused to his arm

14644: If target has a shield, it claps shut on his arm like a clamshell

14645: If target has a shield, it now weighs 500 pounds

14646: If target has a shield, it vanishes, taking his arm with it

14647: If target has any charged magic items, they discharge on him

14648: If target has any charged magic items, they turn to wood

14649: If target has any charged magic items, they're fully recharged

14650: If target has any charged magic items, they're inert until dawn

14651: If target has any leather, he sprouts horns like a bull

14652: If target has any leather, he's soaked with lamp oil

14653: If target has any leather, it rots over 1d10 rounds

14654: If target has any leather, the cows that yielded it seek revenge

14655: If target has slain anyone recently, he goes insane until dawn

14656: If target has slain anyone recently, he's attacked by vultures

14657: If target is aware of any poison nearby, he begins shrieking

14658: If target is aware of any poison nearby, he thinks it's delicious

14659: If target is aware of any poison nearby, he tries to ingest it

14660: If target is aware of any poison nearby, he's immune to it

14661: If target is beheaded, a spectacular lightshow ensues

14662: If target is beheaded, a winged horse springs from his neck-stump

14663: If target is beheaded, anyone nearby is stricken blind for 1 turn

14664: If target is beheaded, he grows a new head facing backwards

14665: If target is beheaded, he grows a new head just like the caster's

14666: If target is beheaded, he's 10% likely to possess his slayer

14667: If target is beheaded, he's 40% likely to grow a new head

14668: If target is beheaded, his blood turns to very strong acid

14669: If target is beheaded, his body combusts and races to the horizon

14670: If target is beheaded, his body defends his slayer for 2d10 turns

14671: If target is beheaded, his body deflates like a balloon

14672: If target is beheaded, his body seeks political office

14673: If target is beheaded, his body still lives a long and happy life

14674: If target is beheaded, his body tries to behead his slayer

14675: If target is beheaded, his head becomes undead

14676: If target is beheaded, his head bounces away like a rubber ball

14677: If target is beheaded, his head explodes as a 10HD fireball

14678: If target is beheaded, his head floats away like a balloon

14679: If target is beheaded, his head rolls to the highest mountaintop

14680: If target is beheaded, his head speaks prophecy for 1d4 rounds

14681: If target is beheaded, his head turns to solid gold

14682: If target is beheaded, his slayer disgorges 1d6 gallons of blood

14683: If target is beheaded, his slayer is Stunned for 1d4 hours

14684: If target is beheaded, his slayer must Save vs Will or go insane

14685: If target is beheaded, his slayer receives 10d1000 gold pieces

14686: If target is beheaded, his slayer then tries to behead himself

14687: If target is beheaded, lightning bolts discharge from his neck

14688: If target is beheaded, no one now nearby can ever be resurrected

14689: If target is beheaded, two identical heads sprout from his neck

14690: If target is carrying a magical weapon, he loses 1d8 hit points

14691: If target is carrying a magical weapon, he regains 1d8 hit points

14692: If target is carrying a magical weapon, it is burned to slag

14693: If target is carrying a magical weapon, it mimics his personality

14694: If target is carrying a pouch, he tries to climb into it

14695: If target is carrying a pouch, it becomes a small Bag of Holding

14696: If target is carrying a pouch, it contains 1d100 gold pieces

14697: If target is carrying a pouch, it inflates like a hot air balloon

14698: If target is carrying any food, he turns into a werewolf

14699: If target is carrying any gold, he can hurl one 10HD fireball

14700: If target is carrying any gold, he changes alignment until sunset

14701: If target is carrying any gold, he's struck by lightning

14702: If target is carrying any water, it becomes toxic to him

14703: If target is carrying any wood, he attempts to devour it

14704: If target is carrying any wood, it explodes into fiery splinters

14705: If target is carrying any wood, it smolders until sunset

14706: If target is carrying any wood, it turns to sawdust

14707: If target is carrying rope, he ties himself to a nearby tree

14708: If target is carrying rope, he winds it tightly about his neck

14709: If target is carrying rope, it can't be cut by non-magical means

14710: If target is carrying rope, it threads itself through his flesh

14711: If target is currently injured he begins aging one year per round

14712: If target is cut by a metal weapon, he loses 2d10 gold pieces

14713: If target is cut by a metal weapon, he won't heal naturally

14714: If target is cut by a metal weapon, his limbs turn invisible

14715: If target is cut by a metal weapon, it sizzles violently

14716: If target is cut by a metal weapon, that injury quickly rusts

14717: If target is cut by a metal weapon, that weapon quickly rusts

14718: If target is now bleeding, fire can't harm him for 2d4 days

14719: If target is now bleeding, he begins to drown as though submerged

14720: If target is now bleeding, he's hereafter susceptible to rust

14721: If target is now bleeding, his weapon is +4 for 2d4 hours

14722: If target is now bleeding, the ground at his feet heats to 500°

14723: If target is now carrying any food, he contracts advanced leprosy

14724: If target is now carrying any food, he loses 1d100 hit points

14725: If target is now carrying any food, he teleports 2d10 miles

14726: If target is now standing, he can't sit or lie down for 8d6 hours

14727: If target is now standing, he levitates helplessly for 2d8 rounds

14728: If target is now standing, he's now standing on tall stilts

14729: If target is now standing, his legs double in length

14730: If target is now wet, he suffers sudden heat exhaustion

14731: If target is slain by a blade, he can never be resurrected

14732: If target is slain by fire, he explodes as a 20HD fireball

14733: If target is slain by fire, he resurrects in 1d4 days

14734: If target is slain by fire, his ashes are scattered over the sea

14735: If target is slain by fire, the nearest forest is also set ablaze

14736: If target is slain in the next 24 hours, he becomes a god

14737: If target is slain in the next 24 hours, he can't be resurrected

14738: If target is slain in the next 24 hours, he resurrects at sunrise

14739: If target is slain in the next 24 hours, winter begins at once

14740: If target is slain, a spring bubbles up from beneath his corpse

14741: If target is slain, a virulent plague breaks out in a nearby city

14742: If target is slain, all trees within 10 miles vanish

14743: If target is slain, all within 10 miles are overcome by grief

14744: If target is slain, he becomes an undead servant for his slayer

14745: If target is slain, he forever haunts the dreams of his slayer

14746: If target is slain, his allies all attack his slayer

14747: If target is slain, his allies quickly forget him and move on

14748: If target is slain, his corpse completely decays in 1d4 rounds

14749: If target is slain, his corpse embraces his slayer and combusts

14750: If target is slain, his corpse turns to wax within 1d10 rounds

14751: If target is slain, his slayer must Save or die along with him

14752: If target is slain, his soul can't leave his body

14753: If target is slain, his soul is sent to the wrong plane

14754: If target is slain, the caster is under a Geas to resurrect him

14755: If target is slain, the caster must inform his next of kin

14756: If target is wearing animal hide, he becomes an animal until dawn

14757: If target is wearing animal hide, he hides like an animal

14758: If target is wearing animal hide, he thinks that he's that animal

14759: If target is wearing animal hide, he tries to eat it

14760: If target is wearing animal hide, it animates and attacks him

14761: If target is wearing any rings, he has a spiritual revelation

14762: If target is wearing any rings, he's immune to magic until sunset

14763: If target is wearing any rings, his hands retract into his wrists

14764: If target is wearing any rings, they ignite on his fingers

14765: If target is wearing armor, he is unable to remove it

14766: If target is wearing armor, he teleports into the nearest town

14767: If target is wearing armor, he thinks it's part of his body

14768: If target is wearing armor, he's attacked by 1d4 alligators

14769: If target is wearing armor, he's blinded until he removes it

14770: If target is wearing armor, he's hurled into the nearest river

14771: If target is wearing armor, he's soaked with lamp oil

14772: If target is wearing armor, he's struck by lightning

14773: If target is wearing armor, it clatters noisily in the dark

14774: If target is wearing armor, it constricts painfully about him

14775: If target is wearing armor, it has a +2 AC bonus until sunrise

14776: If target is wearing armor, it heats to 500°

14777: If target is wearing armor, it rattles violently for 1d10 hours

14778: If target is wearing armor, it teleports 2d6 yards

14779: If target is wearing armor, it turns invisible

14780: If target is wearing armor, it vanishes for 1d10 rounds

14781: If target is wearing armor, it's as supple as silk until sunset

14782: If target is wearing armor, it's restored to brand-new condition

14783: If target is wearing armor, rain falls heavily for 1d10 days

14784: If target is wearing armor, the ground beneath him gives way

14785: If target is wearing shoes, his feet become chicken's feet

14786: If target is wielding a weapon, he suffers severe frostbite

14787: If target kills an ally within one turn, he'll be fully Healed

14788: If target kills anyone in the next hour, he vanishes for 2d4 days

14789: If target lights a fire, he feels an urge to put his hands in it

14790: If target lights a fire, he is overwhelmingly afraid of it

14791: If target lights a fire, he perceives omens in its burning embers

14792: If target lights a fire, his clothing ignites

14793: If target loses a finger, he deliberately cuts off another one

14794: If target loses a finger, that hand shrivels and dies

14795: If target moves more than 10 yards from this spot, he dies

14796: If target now has fewer than 1d100 hit points, he's fully Healed

14797: If target now has more than 20 hit points, he loses 1d100

14798: If target sees an open pit, he tries to bury himself in it

14799: If target sees an open pit, he's attacked by something in it

14800: If target sits or lies down, he can't stand again for 8d6 hours

14801: If target sits or lies down, he teleports 1d100 yards

14802: If target sits or lies down, he's attacked by glowing beetles

14803: If target sits or lies down, he's covered by a light frost

14804: If target sleeps more than eight hours, he's struck by lightning

14805: If target teleports, he arrives holding two buckets of paint

14806: If target teleports, his skeleton teleports to this spot

14807: If target uses a doorway in the next hour, he turns to stone

14808: If target wields an axe, he thinks he's the archetypal Dwarf

14809: If target wields an axe, he tries to decapitate himself with it

14810: If target wields an axe, he's attacked by the nearest tree

14811: If target worships a deity, he claims to speak for the deity

14812: If target worships a deity, he forsakes that deity for another

14813: If target worships a deity, he thinks he's that deity's avatar

14814: If target worships a deity, he thinks the deity is talking to him

14815: If target's hands touch, they adhere to each other until dawn

14816: If target's weapon is metal, his hand turns to similar metal

14817: If target's weapon is metal, it turns to glass for 1d4 rounds

14818: If target's weapon is metal, it turns to wood and vice versa

14819: If target's weapon is metal, it's now indestructible

14820: Innumerable bats flutter around the target each day at twilight

14821: Insects constantly swarm around the target from now on

14822: Magic items are unreliable for the target for 2d4-1 days

14823: Magic items function at 50% power when target uses them

14824: Meat turns to gravel as it moves through target's digestive tract

14825: Melancholy chants issue from the target's weapon during battle

14826: Metal weapons are immune to magic while target wields them

14827: Metal weapons are invisible to target while he wields them

14828: Metal weapons chime pleasantly when they strike the caster

14829: Metal weapons do not conduct electricity while target wields them

14830: Metal weapons seem 10X heavier to target while he wields them

14831: Metal weapons seem to hum with power when target wields them

14832: Metal weapons seem weightless to target during combat

14833: Metal weapons strike sparks against target's body like flint

14834: Music causes the target to weep tears of blood

14835: Music inspires savage bloodlust in the target

14836: Nearest horse adopts the target's personality

14837: Nearest horse brutally attacks the target until one is dead

14838: Nearest pine tree crushes the target's home, wherever it is

14839: Nearest pine tree pelts the target with jagged pine cones

14840: Nearest pine tree sounds like the target when the wind blows

14841: Nearest pine tree sprays the target with boiling, caustic sap

14842: Nearest zombie appears in the area under the target's command

14843: Nearest zombie attacks the target until one is destroyed

14844: Nearest zombie follows the target everywhere

14845: Nearest zombie steals something precious to target, then flees

14846: Next 1d10 attacks upon target have a +4 bonus to damage

14847: Next 1d10 attacks upon target heal rather than inflict damage

14848: Next 1d10 attacks upon target inflict burning damage like fire

14849: Next 1d10 attacks upon target inflict only illusionary damage

14850: Next 1d10 attacks upon target inflict only minimum damage

14851: Next 1d10 attacks upon target leave him breathless and exhausted

14852: Next 1d10 attacks upon target leave him soaked with brine

14853: Next 1d10 attacks upon target wound a nearby tree instead

14854: Next 1d4 creatures slain by target combust immediately

14855: Next 1d4 creatures slain by target immediately rise as undead

14856: Next 1d4 creatures slain by target turn invisible upon death

14857: Next 1d4 creatures slain by target very rapidly decompose

14858: Next 1d4 hours seem like a dream to the target

14859: Next 1d4 rounds seem to last a full day to the target

14860: Next 2d4 spells cast at target are invisible in effect

14861: Next 2d4 spells cast at target function as the current spell

14862: Next 2d4 spells cast at target function at 2X normal power

14863: Next 2d4 spells cast at target strike random targets nearby

14864: Next horse touched by target becomes ravenously carnivorous

14865: Next horse touched by target can never again be ridden by mortals

14866: Next horse touched by target shrinks by 75%

14867: Next horse touched by target turns into a small dinosaur

14868: Next magic item handled by target appears as supple as clay

14869: Next magic item handled by target can again never be used by him

14870: Next magic item handled by target can't be used by anyone else

14871: Next magic item handled by target drains 1d10 hit points from him

14872: Next magic item handled by target expresses deep hatred for him

14873: Next magic item handled by target expresses deep love for him

14874: Next magic item handled by target is etched with his fingerprints

14875: Next magic item handled by target is invisible while he uses it

14876: Next magic item handled by target leaves colorful trails of light

14877: Next magic item handled by target leaves weird scars on his hands

14878: Next magic item handled by target makes him think he's drowning

14879: Next magic item handled by target makes his hands go numb

14880: Next magic item handled by target restores 1d10 hit points

14881: Next magic item handled by target seems to him to be 1,000°

14882: Next magic item handled by target seems to him to be 10X heavier

14883: Next magic item handled by target shines like a beacon to undead

14884: Next magic item handled by target smells like manure for 3d8 days

14885: Next magic item handled by target tries to control his mind

14886: Next magic item handled by target works at 2X normal power

14887: Next magic item handled by target works contrary to his wishes

14888: Next person to wound the target absorbs half of the damage

14889: Next person to wound the target can harm no one else until sunset

14890: Next person to wound the target hallucinates wildly for one turn

14891: Next person to wound the target inflicts maximum damage

14892: Next person to wound the target is attacked by vermin

14893: Next person to wound the target is immediately chained to him

14894: Next person to wound the target is paralyzed for 1d10 rounds

14895: Next person to wound the target is splattered with fish guts

14896: Next person to wound the target is stricken blind until sunset

14897: Next person to wound the target is swarmed by aggressive bees

14898: Next person to wound the target is thrown into the nearest well

14899: Next person to wound the target is worshipped by vermin

14900: Next person to wound the target must Save or fall unconscious

14901: Next person to wound the target races to the nearest graveyard

14902: Next person to wound the target resembles him for 1d20 hours

14903: Next person to wound the target sees fires blazing all around him

14904: Next person to wound the target suffers 2X the damage inflicted

14905: Next person to wound the target suffers equal damage

14906: Next person to wound the target suffers overpowering vertigo

14907: Next person to wound the target suffers the damage instead

14908: Next person to wound the target teleports 1d4 miles away

14909: Next person to wound the target teleports 4d8 yards straight up

14910: Next person to wound the target then attacks the caster

14911: Next person to wound the target then flees to the nearest forest

14912: Next person to wound the target thinks he'll die before nightfall

14913: Next person to wound the target thinks he's drowning for one turn

14914: Next person to wound the target thinks that he's slain the target

14915: Next person to wound the target totally disarms himself

14916: Next person to wound the target will soon be abducted by undead

14917: Next person wounded by target must Save or age 1d6 years

14918: Next person wounded by target must Save or be attacked by vermin

14919: Next person wounded by target must Save or be Charmed by him

14920: Next person wounded by target must Save or be poisoned

14921: Next person wounded by target must Save or be stricken mute

14922: Next person wounded by target must Save or contract leprosy

14923: Next person wounded by target must Save or drop to one hit point

14924: Next person wounded by target must Save or flee panic-stricken

14925: Next person wounded by target must Save or shrink by 5d10%

14926: Next person wounded by target must Save or teleport 1d4 miles

14927: Next puddle stepped in by target absolves him of sin

14928: Next puddle stepped in by target causes him to hallucinate

14929: Next puddle stepped in by target changes his alignment until dawn

14930: Next puddle stepped in by target contains a small sea monster

14931: Next puddle stepped in by target drenches him from head to toe

14932: Next puddle stepped in by target explodes as a 6HD fireball

14933: Next puddle stepped in by target hardens like cement

14934: Next puddle stepped in by target inspires him to megalomania

14935: Next puddle stepped in by target is a 16HD water elemental

14936: Next puddle stepped in by target is highly concentrated acid

14937: Next puddle stepped in by target sends him to Elemental Water

14938: Next puddle stepped in by target teleports him to a nearby lake

14939: Next puddle stepped in by target throws him 3d10 yards in the air

14940: Next puddle stepped in by target turns to glass

14941: Next time target touches a tree, he must Save or turn to wood

14942: Next time target touches a tree, he's attacked by 1d100 squirrels

14943: Next time target touches a tree, he's buried in a heap of sawdust

14944: Next time target touches a tree, he's overgrown with stiff bark

14945: Next weapon to wound target absorbs water like a sponge

14946: Next weapon to wound target afflicts its wielder with narcolepsy

14947: Next weapon to wound target appears as porous as a sponge

14948: Next weapon to wound target appears to be made of diamond

14949: Next weapon to wound target becomes as black as coal forever

14950: Next weapon to wound target begins aging 1d100 years per round

14951: Next weapon to wound target burns like magnesium for 1d10 rounds

14952: Next weapon to wound target can never wound him again thereafter

14953: Next weapon to wound target can't harm him for 1d8 days

14954: Next weapon to wound target disintegrates if it wounds him again

14955: Next weapon to wound target embeds itself in a nearby tree

14956: Next weapon to wound target exudes acrid steam for 1d4 weeks

14957: Next weapon to wound target heals him if it wounds him again

14958: Next weapon to wound target heals its wielder by an equal amount

14959: Next weapon to wound target identifies him as its rightful owner

14960: Next weapon to wound target inflicts 10X the rolled damage

14961: Next weapon to wound target is 5% likely to change his sex

14962: Next weapon to wound target is +1 until he's wounded again

14963: Next weapon to wound target is 10% likely to change his alignment

14964: Next weapon to wound target is 10% likely to destroy his soul

14965: Next weapon to wound target is 60% likely to shatter

14966: Next weapon to wound target is believed to be a mighty artifact

14967: Next weapon to wound target is crushed into a small cube

14968: Next weapon to wound target is engraved with his name

14969: Next weapon to wound target is forever after -1 ToHit

14970: Next weapon to wound target is frozen in a large block of ice

14971: Next weapon to wound target is intensely magnetic

14972: Next weapon to wound target is invisible to him forever after

14973: Next weapon to wound target is jealously sought by collectors

14974: Next weapon to wound target is older than the entire universe

14975: Next weapon to wound target is pinned beneath a nearby boulder

14976: Next weapon to wound target is replaced by a nearly exact replica

14977: Next weapon to wound target is soon confiscated by demons

14978: Next weapon to wound target is thereafter +1 to hit him

14979: Next weapon to wound target is thereafter +4 ToHit him

14980: Next weapon to wound target is thereafter indestructible

14981: Next weapon to wound target is thereafter terribly afraid of him

14982: Next weapon to wound target leaps 1d100 rounds into the future

14983: Next weapon to wound target likewise wounds his attacker

14984: Next weapon to wound target makes him suffer apocalyptic visions

14985: Next weapon to wound target must Save or melt like a candle

14986: Next weapon to wound target must Save or shrink by 5d10 + 45%

14987: Next weapon to wound target penalizes its wielder's AC by 5

14988: Next weapon to wound target turns out to be a mighty artifact

14989: Next weapon to wound target turns to stone

14990: Next weapon to wound target vanishes for 1d10 rounds

14991: Next weapon to wound target was forged from his own bones

14992: Next weapon to wound target was forged on a distant world

14993: No one speaks to target for 2d4-1 days

14994: No one speaks to target until he spills his own blood

14995: Non-magical animals react to the target as if he were a salt lick

14996: Non-magical animals react to the target as if he were food

14997: Non-magical animals react to the target as if he were one of them

14998: Non-magical animals react to the target as if he were undead

14999: Normal voices seem deafeningly loud to the target

15000: Normal voices seem ghostly and haunting to the target

15001: Normal voices seem to echo imperiously to the target

15002: Normal voices seem to resonate in the target's bones

15003: On target's back is a button that, if pushed, lights up his head

15004: On target's back is a button that, if pushed, makes him giggle

15005: On target's back is a button that, if pushed, makes him glow blue

15006: On target's back is a button that, if pushed, makes him sweat

15007: Once per day, target can make a sound like a cannon

15008: Once per day, target can turn all wheels nearby invisible

15009: One of target's allies thinks that target is an avatar of his god

15010: One of target's arms becomes as supple as rope during combat

15011: One of target's arms can bend in 1d4 additional places

15012: One of target's arms is as durable as steel, but only when wet

15013: One of target's arms is bent like a corkscrew

15014: One of target's arms is bent like a shepherd's crook

15015: One of target's arms is replaced by a duplicate of his head

15016: One of target's arms is stripped to the bone but works normally

15017: One of target's arms loses all bone but functions like a tentacle

15018: One of target's arms turns into a small replica of his leg

15019: One of target's arms turns to a lion's foreleg

15020: One of target's eyes migrates to the back of his head

15021: One of target's feet is fused into an anvil

15022: One of target's feet rotates 180° at the ankle

15023: One of target's hands appears to have been flattened by a hammer

15024: One of target's hands becomes hideously contorted and deformed

15025: One of target's hands can pass through solid steel

15026: One of target's hands can pass through stone

15027: One of target's hands can't be cut by non-magical metal

15028: One of target's hands dissolves in water like a sand castle

15029: One of target's hands figures prominently in the apocalypse

15030: One of target's hands glows brightly in the presence of magic

15031: One of target's hands is fireproof, but he never knows which one

15032: One of target's hands is fireproof; the other hand vanishes

15033: One of target's hands is immune to bludgeoning weapons

15034: One of target's hands is impervious to beam-based magic spells

15035: One of target's hands is impervious to magical cold

15036: One of target's hands is invisible to undead

15037: One of target's hands is shaped like an orangutan's hand

15038: One of target's hands migrates to the top of his head

15039: One of target's hands oozes a viscous liquid like sap

15040: One of target's hands shines like a beacon if clenched in a fist

15041: One of target's hands turns into a hoof

15042: One of target's hands turns into a perfect cube of granite

15043: One of target's hands turns into a replica of a rabbit's head

15044: One of target's hands turns into sponge

15045: One of target's hands, when clenched, looks like a small head

15046: One of target's legs and one of his arms become as clear as glass

15047: One of target's legs and one of his arms seem to be made of wood

15048: One of target's legs and one of his arms shrink by 50%

15049: One of target's legs and one of his arms turn invisible

15050: One of target's limbs acquires intelligence hostile to him

15051: One of target's limbs always seems to be soaked with milk

15052: One of target's limbs appears to be made of diamond

15053: One of target's limbs becomes wildly disobedient during combat

15054: One of target's limbs can appear identical to his other limbs

15055: One of target's limbs can be Dispelled as an illusion

15056: One of target's limbs can never be rendered invisible

15057: One of target's limbs can't be armored in combat

15058: One of target's limbs develops an intense hatred for the others

15059: One of target's limbs falls off and tries to escape

15060: One of target's limbs glows bright blue in the dark

15061: One of target's limbs is affected as by the spell Slow

15062: One of target's limbs is as hard as steel during combat

15063: One of target's limbs is clearly artificial

15064: One of target's limbs is controlled by caster for 1d10 rounds

15065: One of target's limbs is covered in feathers

15066: One of target's limbs is entirely indestructible

15067: One of target's limbs is impervious to blades during combat

15068: One of target's limbs is impervious to polymorph magic

15069: One of target's limbs is made of porcelain but functions normally

15070: One of target's limbs is paralyzed for 1d6 days

15071: One of target's limbs is replaced by a hideous tentacle

15072: One of target's limbs is responsible for genocide

15073: One of target's limbs is wanted for murder

15074: One of target's limbs now juts from the center of his back

15075: One of target's limbs regenerates in 1d4 rounds if severed

15076: One of target's limbs retracts into his torso when not in use

15077: One of target's limbs seems to belong to a different species

15078: One of target's limbs shrinks by 1d4% per day

15079: One of target's limbs suffers intense pain if he uses magic

15080: One of target's limbs turns as green as grass

15081: One of target's limbs turns to a tree limb

15082: One of target's limbs turns to solid gold

15083: One or more of target's allies is plotting to kill him

15084: One or more of target's allies thinks that target is a traitor

15085: Ordinary water has a powerful emetic effect upon the target

15086: Ordinary water induces aggressive incontinence in the target

15087: Ordinary water is as intoxicating to target as distilled spirits

15088: Ordinary water is incredibly impressive to the target

15089: People often mistake the target for a hated enemy

15090: People often mistake the target for a statue of the caster

15091: People often mistake the target for an undead monstrosity

15092: People often mistake the target for someone who gives a damn

15093: People who meet target for the first time accuse him of drowning

15094: People who meet target for the first time accuse him of treason

15095: People who meet target for the first time are intimidated by him

15096: People who meet target for the first time are intimidating to him

15097: People who meet target for the first time become violently ill

15098: People who meet target for the first time feel insulted by him

15099: People who meet target for the first time ignore him if he speaks

15100: People who meet target for the first time laugh at him derisively

15101: People who meet target for the first time lose 1d4 gold pieces

15102: People who meet target for the first time mistake him for royalty

15103: People who meet target for the first time mock his fashion sense

15104: People who meet target for the first time point at him and laugh

15105: People who meet target for the first time promptly forget him

15106: People who meet target for the first time refuse to speak to him

15107: People who meet target for the first time tend to trust him

15108: People who meet target for the first time think he's a corpse

15109: People who meet target for the first time think he's a murderer

15110: People who meet target for the first time think he's a thief

15111: People who meet target for the first time think he's mocking them

15112: People who meet target for the first time think he's on fire

15113: People who meet target for the first time think he's stupid

15114: People who meet target for the first time think that he's a demon

15115: People who meet target for the first time think that he's hideous

15116: People who meet target for the first time threaten to kill him

15117: Phosphorescent beetles teem over target's skin for 2d12 hours

15118: Printed text appears hopelessly garbled while target is nearby

15119: Rope hisses like a snake while target uses it

15120: Rope tends to become hopelessly tangled when target uses it

15121: Seltzer water sprays from the target's nose for 1d10 rounds

15122: Shimmering lights play over the target's skin during combat

15123: Smoke issues from the ground near the target when he's angry

15124: Smoke makes the target think that he's being suffocated

15125: Smoke pours from target's eyes when he uses or is struck by magic

15126: Smoke pours from target's skin as though his bones are ablaze

15127: Some common non-magical species adopts the target as its enemy

15128: Some common non-magical species is forever invisible to target

15129: Some distant creature has been hired to assassinate the target

15130: Something from the bottom of a nearby lake attacks the target

15131: Sparks fly from target's ears as from a grindstone

15132: Sparks fly from target's eyes when he draws a weapon

15133: Sparks fly from target's fingertips when he's angry

15134: Sparks fly from target's nostrils as he speaks

15135: Spectral voices echo everything that the target says

15136: Suddenly 1d4 people appear and attack the target

15137: Suddenly 1d4 people appear and offer trinkets to the target

15138: Suddenly 1d4 people appear and try to lasso the target

15139: Suddenly 1d4 people appear and worship the target

15140: Suddenly 1d4 people nearby resemble the target

15141: Suddenly 1d4 people nearby wish to assassinate the target

15142: Sulfurous mud oozes from target's clothes for 1d8 hours

15143: Summoned creatures are at +2 ToHit the target

15144: Summoned creatures are Hasted in the target's presence

15145: Summoned creatures are invisible to the target

15146: Summoned creatures are Slowed in the target's presence

15147: Summoned creatures can make no sound in the target's presence

15148: Summoned creatures covet the target's possessions

15149: Summoned creatures ignore and are unaffected by the target

15150: Summoned creatures ignore the target unless he attacks them

15151: Summoned creatures ignore the target unless he has a weapon drawn

15152: Swords can't come within ten feet of the target for 1d4 rounds

15153: Swords in target's presence drip with his blood

15154: Swords pass harmlessly through the target's body for 1d4 turns

15155: Target acquires a new language and refuses to speak any other

15156: Target acquires an exact copy of the caster's spellbook

15157: Target acquires scars to match any wounds he inflicts on others

15158: Target acts as though he doesn't really exist

15159: Target acts as though he's the only person who really exists

15160: Target acts as though his fingers are readily replaceable

15161: Target acts as though his head and body are two separate beings

15162: Target acts generally like a jerk toward his friends and allies

15163: Target acts like a child for 10d10 rounds

15164: Target acts like a horse for 1d4 turns

15165: Target adds 1d4 to each attribute score for 2d12 hours

15166: Target affects an air of ostentatious wealth even if he's poor

15167: Target ages 1d10 years per day for the next 1d4 weeks

15168: Target ages 1d1000 years; if he lives, he's not subject to aging

15169: Target ages 1d4 years each time he says his name

15170: Target ages 1d4 years each time he's cut by a claw or fang

15171: Target ages 1d4 years each time he's cut by a metal blade

15172: Target ages 1d4 years each time his weapon injures someone

15173: Target ages at 2X normal rate unless he has a coin in his mouth

15174: Target ages at 2X normal rate while not in direct sunlight

15175: Target ages one year for each hit point of fire damage he suffers

15176: Target ages one year per round spent in the caster's presence

15177: Target ages plus or minus 1d10 years each hour

15178: Target always attacks the foe he's least likely to defeat

15179: Target always fails to consider the consequences

15180: Target always knows the location of the nearest giraffe

15181: Target and his possessions are stripped of any enchantments

15182: Target and nearest zombie are chained together nearby

15183: Target and nearest zombie are often mistaken for each other

15184: Target and nearest zombie exchange bodies

15185: Target and nearest zombie form an unholy alliance

15186: Target and the nearest horse exchange bodies

15187: Target and the nearest horse exchange clothing

15188: Target and the next person he attacks are invisible to each other

15189: Target and the next person he attacks are soaked with icy brine

15190: Target and the next person he attacks both shrink by 5d10%

15191: Target and the next person he attacks each lose 2d8 hit points

15192: Target and the next person he attacks fall unconscious until dawn

15193: Target and the next person he attacks freeze solid

15194: Target and the next person he attacks teleport 1d4 miles away

15195: Target and the next person he attacks vanish for 10d10 rounds

15196: Target appears to be 1d100 years older than he really is

15197: Target appears to be 1d20 inches taller than he really is

15198: Target appears to be a hideous corpse until dawn tomorrow

15199: Target appears to be far more menacing than he really is

15200: Target appears to be in the middle of a terrible rainstorm

15201: Target appears to be made of chocolate until dawn tomorrow

15202: Target appears to be soaked in his own blood until dawn tomorrow

15203: Target appears to be wearing a cloak of shimmering fire

15204: Target appears to have been assembled out of bamboo

15205: Target appears to have been burned beyond recognition

15206: Target appears to have been turned inside-out and then restored

15207: Target asserts that a great catastrophe is about to occur

15208: Target asserts that a nearby ally is really an illusion

15209: Target asserts that a nearby ally is trying to Charm him

15210: Target asserts that a vast conspiracy is out to get him

15211: Target asserts that all contracts are null and void

15212: Target asserts that all gold within 10 miles is counterfeit

15213: Target asserts that anyone who bleeds in his presence is a coward

15214: Target asserts that anyone who drinks his blood will live forever

15215: Target asserts that dangerous organisms live within his flesh

15216: Target asserts that death no longer has any power over him

15217: Target asserts that fire-based magic has no effect upon him

15218: Target asserts that he and the caster have been allies for years

15219: Target asserts that he can command undead

15220: Target asserts that he can cure disease and cast out demons

15221: Target asserts that he can divine the future, for the right price

15222: Target asserts that he can identify poisons by tasting them

15223: Target asserts that he can issue divine edicts

15224: Target asserts that he can place powerful curses on people

15225: Target asserts that he can produce pearls if he eats sand

15226: Target asserts that he can summon Earth Elementals by eating dirt

15227: Target asserts that he can summon ghosts and phantoms at will

15228: Target asserts that he can take the shape of a doppelganger

15229: Target asserts that he can talk to Air Elementals at will

15230: Target asserts that he can throw lightning bolts at will

15231: Target asserts that he can travel between planes at will

15232: Target asserts that he can travel freely through time

15233: Target asserts that he can turn diamonds into coal by eating them

15234: Target asserts that he died 1d4 rounds ago

15235: Target asserts that he died 1d4 years ago

15236: Target asserts that he has a key that unlocks his skull

15237: Target asserts that he has any number of non-verifiable maladies

15238: Target asserts that he has only 1d4 hours to live

15239: Target asserts that he has the power to bestow godhood

15240: Target asserts that he has the power to create and destroy souls

15241: Target asserts that he heals quickly and has a metal skeleton

15242: Target asserts that he intends to raze the nearest city

15243: Target asserts that he is descended from mighty kings

15244: Target asserts that he is the caster's father

15245: Target asserts that he knows exactly who is destined to kill him

15246: Target asserts that he knows the location of a secret holy book

15247: Target asserts that he knows the location of a vast treasure

15248: Target asserts that he knows when, where, and how he'll die

15249: Target asserts that he must choose which of his allies must die

15250: Target asserts that he was bitten by a werewolf one month ago

15251: Target asserts that he will become omnipotent upon death

15252: Target asserts that he will go insane unless he eats 1d4 apples

15253: Target asserts that he worked as a torturer for the king

15254: Target asserts that he'll combust if anyone says his name

15255: Target asserts that he'll combust if he draws his weapon too fast

15256: Target asserts that he'll combust if he gets wet

15257: Target asserts that he'll combust if he reads a map

15258: Target asserts that he'll combust if he's outdoors at sunset

15259: Target asserts that he'll combust if his blood is spilled

15260: Target asserts that he'll die before he sees another winter

15261: Target asserts that he'll die during the next rainstorm

15262: Target asserts that he'll die if anyone harms the caster

15263: Target asserts that he'll die if anyone nearby dies violently

15264: Target asserts that he'll die if anyone nearby is related to him

15265: Target asserts that he'll die if anyone nearby speaks his name

15266: Target asserts that he'll die if anyone nearby uses magic

15267: Target asserts that he'll die if he changes or cleans his clothes

15268: Target asserts that he'll die if he closes his eyes or blinks

15269: Target asserts that he'll die if he crosses moving water

15270: Target asserts that he'll die if he doesn't receive a pony

15271: Target asserts that he'll die if he draws a weapon in anger

15272: Target asserts that he'll die if he draws/sheathes his weapon

15273: Target asserts that he'll die if he eats during the next 4d6 days

15274: Target asserts that he'll die if he fires any missile weapon

15275: Target asserts that he'll die if he opens his eyes

15276: Target asserts that he'll die if he sees a rainbow

15277: Target asserts that he'll die if he sees his own blood

15278: Target asserts that he'll die if he speaks his native language

15279: Target asserts that he'll die if he spends any money

15280: Target asserts that he'll die if he stops dancing

15281: Target asserts that he'll die if he stops talking

15282: Target asserts that he'll die if he touches anyone else's blood

15283: Target asserts that he'll die if he touches gold

15284: Target asserts that he'll die if he touches ice

15285: Target asserts that he'll die if he touches metal

15286: Target asserts that he'll die if he uses any magic items

15287: Target asserts that he'll die if he uses the word "the"

15288: Target asserts that he'll die if he's cut by a magical blade

15289: Target asserts that he'll die if someone tells him to die

15290: Target asserts that he'll die in 1d4 rounds

15291: Target asserts that he'll die of biliousness

15292: Target asserts that he'll die the next time he eats

15293: Target asserts that he'll die the next time he receives first aid

15294: Target asserts that he'll die the next time he sleeps

15295: Target asserts that he'll die unless he burns all of his clothing

15296: Target asserts that he'll die unless he cuts his own throat

15297: Target asserts that he'll die unless he cuts off his own hand

15298: Target asserts that he'll die unless he destroys his magic items

15299: Target asserts that he'll die unless he destroys his weapon

15300: Target asserts that he'll die unless he drains all of his blood

15301: Target asserts that he'll die unless he drinks strong poison

15302: Target asserts that he'll die unless he eats a special mushroom

15303: Target asserts that he'll die unless he kills the caster

15304: Target asserts that he'll die unless he receives 500 gold pieces

15305: Target asserts that he'll die unless he receives 500 gold pieces

15306: Target asserts that he'll die unless he stays awake for 2d6 weeks

15307: Target asserts that he'll die unless he swallows a magic ring

15308: Target asserts that he'll die unless he takes a vow of pacifism

15309: Target asserts that he'll die unless his demands are met

15310: Target asserts that he'll die unless someone beheads him

15311: Target asserts that he'll die unless the caster kills himself

15312: Target asserts that he'll die when the caster casts another spell

15313: Target asserts that he'll drown in a picture of a lake

15314: Target asserts that he'll drown in a small puddle nearby

15315: Target asserts that he'll explode if anyone eats food near him

15316: Target asserts that he'll go mad if anyone touches him

15317: Target asserts that he'll turn into a werewolf if he eats meat

15318: Target asserts that he'll turn to diamond when slain

15319: Target asserts that he'll vanish forever if he falls asleep

15320: Target asserts that he'll vanish forever if he leaves this area

15321: Target asserts that he'll vanish into the ground at dawn tomorrow

15322: Target asserts that he'll vanish into the sky if he's wounded

15323: Target asserts that he's a ghost and must haunt this area

15324: Target asserts that he's a highly qualified thoracic surgeon

15325: Target asserts that he's a mighty warrior despite the evidence

15326: Target asserts that he's a Summoned creature about to be banished

15327: Target asserts that he's a traveler from an antique land

15328: Target asserts that he's an assassin from the distant future

15329: Target asserts that he's an avatar of the caster's deity

15330: Target asserts that he's been fatally wounded

15331: Target asserts that he's been repeatedly destroyed and rebuilt

15332: Target asserts that he's been replaced by a doppelganger

15333: Target asserts that he's brother to dragons and companion to owls

15334: Target asserts that he's come to deliver his people from bondage

15335: Target asserts that he's eager to exterminate his species

15336: Target asserts that he's found a plot to wipe out his species

15337: Target asserts that he's hunting a monster from the distant past

15338: Target asserts that he's immune to magic

15339: Target asserts that he's on a quest to destroy a mighty artifact

15340: Target asserts that he's on a rock outcrop surrounded by lava

15341: Target asserts that he's on the verge of exterminating his race

15342: Target asserts that he's one of many clones of the real target

15343: Target asserts that he's protected by an unholy host of demons

15344: Target asserts that he's rapidly bleeding to death

15345: Target asserts that he's responsible for many thousands of deaths

15346: Target asserts that he's standing at the bottom of a deep well

15347: Target asserts that he's standing on a ledge over an infinite pit

15348: Target asserts that he's supernaturally beautiful

15349: Target asserts that he's the embodiment of a mighty artifact

15350: Target asserts that he's the mightiest warrior in the world

15351: Target asserts that he's the world's most powerful magic user

15352: Target asserts that he's transforming into some kind of beast

15353: Target asserts that he's unspeakably ugly

15354: Target asserts that he's water soluble

15355: Target asserts that his actions are in accordance with prophecy

15356: Target asserts that his actions shape the destiny of the world

15357: Target asserts that his allies have forsaken him

15358: Target asserts that his birth occurred under odd circumstances

15359: Target asserts that his blood is worth more than gold

15360: Target asserts that his body and head are two symbiotic organisms

15361: Target asserts that his clothes are writhing with snakes

15362: Target asserts that his clothing is trying to kill him

15363: Target asserts that his current form isn't his true form

15364: Target asserts that his death will be avenged one thousand times

15365: Target asserts that his flesh is harder than iron

15366: Target asserts that his god owes him a big favor

15367: Target asserts that his internal organs are made of pure gold

15368: Target asserts that his plans will all culminate at dawn tomorrow

15369: Target asserts that his soul will be destroyed if he's injured

15370: Target asserts that his touch can induce madness

15371: Target asserts that his worst injuries are just a flesh wound

15372: Target asserts that no one nearby really exists

15373: Target asserts that one of his allies will betray him in a garden

15374: Target asserts that poultices of manure can heal any wound

15375: Target asserts that puns and rhymes are painful to him

15376: Target asserts that secret entities are plotting his downfall

15377: Target asserts that someone nearby is the avatar of his god

15378: Target asserts that that all food within 10 miles is poisonous

15379: Target asserts that the answer to every riddle is "time"

15380: Target asserts that the caster is a fraud and a charlatan

15381: Target asserts that the caster is an avatar of his deity

15382: Target asserts that the caster's spell functioned as intended

15383: Target asserts that the king owes him a huge favor

15384: Target asserts that the wages of sin aren't really death

15385: Target asserts that the world will end the moment that he dies

15386: Target asserts that time is an illusion, lunchtime doubly so

15387: Target asserts that whoever kills him will become a god

15388: Target asserts that whoever slays him will win incredible riches

15389: Target attacks anyone he sees using a magic item

15390: Target attacks anyone who attacks the caster

15391: Target attacks anyone who sees him using a magic item

15392: Target attacks anyone who speaks ill of the caster

15393: Target attacks anyone who uses magic upon the caster

15394: Target attacks the nearest herd animal until he or it is dead

15395: Target attacks the next person nearby who says his own name

15396: Target attacks the next person nearby who spends money

15397: Target attacks the next person who address him by name

15398: Target attacks the next person who draws a weapon nearby

15399: Target attacks the toughest, most dangerous creature he can see

15400: Target attempts to acquire the caster's spellbook

15401: Target attempts to disembowel himself with his bare hands

15402: Target attempts to ingest any ink he sees

15403: Target attempts to mimic the caster's every more

15404: Target attempts to strangle all trees within 100 yards

15405: Target attempts to strangle himself with his bare hands

15406: Target attracts all manner of mutants and abominations

15407: Target attracts leeches, maggots, slugs, and snails

15408: Target babbles incoherently for 2d10 rounds

15409: Target barks like a dog when he thinks he sees magic

15410: Target becomes a devoted acolyte of some fringe religion

15411: Target becomes an albino

15412: Target becomes ethereal if wounded by a weapon made of gold

15413: Target becomes giddy and mirthful when he's next hit by a weapon

15414: Target becomes intensely covetous of any magic item he sees

15415: Target becomes intensely hungry following each battle

15416: Target becomes nearly insane with rage whenever he says his name

15417: Target becomes the caster's most trusted and faithful friend

15418: Target becomes violently ill if he eats while in daylight

15419: Target becomes violently ill if he eats while sitting

15420: Target becomes wildly drunk when he's next hit by a weapon

15421: Target befouls any food or water that he and his allies now carry

15422: Target befriends a statue and carries it with him everywhere

15423: Target befriends a statue and thinks it gives him good advice

15424: Target befriends one of the caster's allies

15425: Target befriends the toughest, most dangerous creature he can see

15426: Target begs someone to bite off 1d10 of his fingers

15427: Target begs someone to set him ablaze

15428: Target believes anything the caster says to him

15429: Target believes everything that he says

15430: Target believes no factual statement he hears uttered in sunlight

15431: Target believes that 1d10 of his fingers are intensely magical

15432: Target believes that he can't be harmed by a fall from any height

15433: Target believes that he can't be slain by metal weapons

15434: Target believes that his allies are conspiring to rob him

15435: Target believes that nearly everyone is lying to him

15436: Target believes that whatever he last ate gave him eternal life

15437: Target believes that whatever he last ate is still alive

15438: Target believes that whatever he last ate was a powerful toxin

15439: Target believes that whatever he last ate was hallucinogenic

15440: Target believes that whatever he last ate was his last meal

15441: Target believes that whatever he last ate was worth a fortune

15442: Target belongs to a cult that requires him to perform horrid acts

15443: Target belongs to a cult that will remove his heart within a week

15444: Target bleeds from every orifice for 1d6 rounds but is unharmed

15445: Target bleeds profusely during combat, even if not wounded

15446: Target blows bright blue until he's wounded by a magical weapon

15447: Target briefly appears to be undead to anyone who wounds him

15448: Target briefly becomes invisible to anyone who wounds him

15449: Target briefly resembles anyone who wounds him

15450: Target briefly resembles the target each time he's wounded

15451: Target bursts into flame the next time he's totally submerged

15452: Target can appear to be covered in moss and lichens at will

15453: Target can appear to be twice his true age at will

15454: Target can appear totally nondescript and unremarkable at will

15455: Target can be commanded by the nearest dragon at will

15456: Target can be injured by arrows, but they can't kill him

15457: Target can be injured by bludgeons, but they can't kill him

15458: Target can be injured by electricity, but it can't kill him

15459: Target can be injured by magical cold, but it can't kill him

15460: Target can be injured by magical fire, but it can't kill him

15461: Target can be injured by magical weapons, but they can't kill him

15462: Target can be injured by water, but it can't kill him

15463: Target can be Summoned by the nearest dragon at will

15464: Target can become invisible at will but is 15% likely to die

15465: Target can become invisible at will if he plucks out his eyes

15466: Target can become invisible by drinking a quart of Elf's blood

15467: Target can bend his spine 120° midway along its length

15468: Target can brachiate like an ape but adopts an ape's proportions

15469: Target can Call Lightning daily but it's 70% likely to strike him

15470: Target can cast one Wish spell but permanently dies as a result

15471: Target can cause one nearby tree to become invisible for 2d6 days

15472: Target can cause one nearby tree to topple as though chopped down

15473: Target can cause someone nearby to resemble someone else nearby

15474: Target can change the color of his face 2d4 times per day

15475: Target can climb like a monkey

15476: Target can climb like a monkey but is 40% likely to become one

15477: Target can comfortably lift and carry twice his weight in manure

15478: Target can Command one nearby humanoid for 1d6 hours

15479: Target can Command one person nearby to defend him to the death

15480: Target can Command one person now nearby to attack

15481: Target can Command one person now nearby to tell the truth

15482: Target can Command the nearest dragon, just once

15483: Target can control caster like an undead skeleton for 1d6 rounds

15484: Target can delay his voice by 1d4 rounds, 1d4 times per day

15485: Target can detect counterfeit gems by tasting them

15486: Target can digest soil as readily as meat

15487: Target can discern magic items by bleeding on them

15488: Target can discern magic items by tasting them

15489: Target can dismiss a total of 20HD worth of elementals

15490: Target can divine the caster's exact location 1d4 times per day

15491: Target can do nothing but scream for 1d8 rounds

15492: Target can easily be persuaded to disarm himself

15493: Target can erect a four foot high wall of snow once per week

15494: Target can exhale fire but is 10% likely to combust and die

15495: Target can exhale fire but suffers as much damage as he inflicts

15496: Target can fall one yard per point of Wisdom without harm

15497: Target can Heal himself at will but ages 1d6 years per hit point

15498: Target can Heal himself but his closest ally will die as a result

15499: Target can Heal himself but is 5% likely to die each time

15500: Target can Heal himself but is 80% likely to drown each time

15501: Target can Heal himself but is blinded for 1d20 days each time

15502: Target can Heal himself but it costs him 1,000,000 gold pieces

15503: Target can Heal himself but only at night if he has one hit point

15504: Target can Heal himself four times but loses a limb each time

15505: Target can Heal himself if he sacrifices a point of CON each time

15506: Target can Heal himself ten times but loses a finger each time

15507: Target can hide his weapon inside his body for 2d4 hours per day

15508: Target can ingest and digest small quantities of bone

15509: Target can ingest and digest small quantities of coral

15510: Target can ingest and digest small quantities of glass

15511: Target can ingest and digest small quantities of gold

15512: Target can ingest and digest small quantities of iron

15513: Target can ingest and digest small quantities of lamp oil

15514: Target can ingest and digest small quantities of lead

15515: Target can ingest and digest small quantities of poison

15516: Target can ingest and digest small quantities of stone

15517: Target can ingest and digest small quantities of wood

15518: Target can issue Commands but is 20% likely to die each time

15519: Target can kill the caster outright but will also permanently die

15520: Target can kill the caster outright but will never have existed

15521: Target can leap one yard straight up per point of Charisma

15522: Target can locate any bear within one mile

15523: Target can magically Summon a distant relative who despises him

15524: Target can magically Summon his own clone once for 1d10 rounds

15525: Target can magically Summon the caster 1d4 times for 1d10 rounds

15526: Target can magically Summon the corpse some person he killed

15527: Target can make his voice issue from any object within 10 feet

15528: Target can make his voice issue from any person within 5 feet

15529: Target can make his voice seem to be 1d4 octaves higher or lower

15530: Target can make his voice seem to be that of someone much older

15531: Target can make his whisper heard by anyone in his line of sight

15532: Target can make his whisper heard through one foot of stone

15533: Target can make one of his arms as supple as rope at will

15534: Target can make one of his hands double in size at will

15535: Target can mask his scent at will

15536: Target can never again address anyone by name

15537: Target can never again speak or write his own name

15538: Target can never again wear the clothes or armor he's wearing now

15539: Target can never again wield the specific weapon he now wields

15540: Target can never be harmed by any weapon now within 10 yards

15541: Target can never be harmed by the specific weapon he now wields

15542: Target can never be slain if he cuts off both of legs right now

15543: Target can never become invisible to anyone now within 100 miles

15544: Target can never become invisible to anyone who has wounded him

15545: Target can never become invisible to anyone who knows his name

15546: Target can never become invisible without dying

15547: Target can no longer conceal his astonishing halitosis

15548: Target can no longer conceal his disdain for magic users

15549: Target can no longer conceal his fear of combat

15550: Target can no longer conceal his hatred of Dwarves

15551: Target can no longer conceal his insatiable cannibalism

15552: Target can no longer conceal his plans for world domination

15553: Target can no longer conceal the fact that he's artificial

15554: Target can no longer conceal the secret of his birth

15555: Target can only be killed by a magical weapon that he has wielded

15556: Target can only be killed by a weapon forged from his own bones

15557: Target can only eat food that he himself has prepared

15558: Target can polymorph at will but ages 1d100 years each time

15559: Target can polymorph at will but is 10% likely to die each time

15560: Target can polymorph at will but is blind in any form but his own

15561: Target can read but not speak or write 1d6 additional languages

15562: Target can read handwritten text at a distance of 10d10 yards

15563: Target can readily be convinced that he doesn't really exist

15564: Target can recognize faces only 10% of the time

15565: Target can regenerate 1 hit point per round for the next week

15566: Target can remove his head for up to 1d4 rounds without harm

15567: Target can remove his heart for up to 1d6 rounds without harm

15568: Target can retract his ears into his skull at will

15569: Target can retract one of his limbs into his body at will

15570: Target can see no farther than 20 yards unless he's barefoot

15571: Target can see no farther than 20 yards while in sunlight

15572: Target can see secret doors but can't see normal ones

15573: Target can see secret doors if he drinks concentrated poison

15574: Target can see secret doors if he sacrifices 1d6 hit points

15575: Target can see secret doors while yelling and hopping on one foot

15576: Target can shine heatless torchlight from his palm at will

15577: Target can shine heatless torchlight from the soles of his feet

15578: Target can speak only in a full shout while his weapon is drawn

15579: Target can speak only in grunts while his weapon is drawn

15580: Target can speak only in rhyme while his weapon is drawn

15581: Target can speak only in whale song for 1d4 hours

15582: Target can speak the language of bears, but they don't listen

15583: Target can speak with flies and gnats

15584: Target can speak with livestock but henceforth smells like manure

15585: Target can speak with monkeys and apes

15586: Target can speak with one corpse per week, but it lies to him

15587: Target can speak with one tree per week

15588: Target can speak with worms and slugs

15589: Target can stride unimpeded in knee-deep snow

15590: Target can stride unimpeded through thigh-deep water

15591: Target can subsist on leaves and grass for up to 1d4 weeks

15592: Target can subsist on mud, but it tastes incredibly foul to him

15593: Target can subsist on mud, but it's highly addictive to him

15594: Target can subsist on mud, but regular food is poisonous to him

15595: Target can subsist on only 10% of the normal amount of food

15596: Target can subsist on water alone while he's at full hit points

15597: Target can subsist on water but must drink ten gallons per day

15598: Target can Summon and Command an 8HD Earth Elemental 1d6 times

15599: Target can teleport 1d4 miles per day but ages 8d8 years per mile

15600: Target can teleport 1d4 miles randomly, once per day

15601: Target can teleport at will but arrives 1d20 days later

15602: Target can teleport at will but arrives with only one hit point

15603: Target can teleport at will but is 50% likely to die on arrival

15604: Target can teleport half of his body at will

15605: Target can teleport one person nearby to the target's home

15606: Target can teleport to the caster's location once per month

15607: Target can teleport to this location once per month

15608: Target can track the caster with astonishing accuracy

15609: Target can turn his head completely around without harm

15610: Target can understand every language spoken within 10 miles

15611: Target can wield his weapon only in his non-dominant hand

15612: Target can Wish the death of someone nearby, but target also dies

15613: Target can write but not speak or read 1d6 additional languages

15614: Target can't attack anyone for 2d4 rounds

15615: Target can't attack anyone until he wounds himself

15616: Target can't attack anyone who doesn't know target's name

15617: Target can't attack or be attacked for 2d8 rounds

15618: Target can't attack or be attacked until he moves from this spot

15619: Target can't attack the caster until at least sunset

15620: Target can't attack the caster with any weapons containing metal

15621: Target can't attack the caster with any weapons containing wood

15622: Target can't attack until he drops his weapons, gear, and clothes

15623: Target can't be affected by the caster's magic for 1d6 turns

15624: Target can't be affected by the intended spell for 1d4 years

15625: Target can't be attacked by anyone or anything for 1d4 rounds

15626: Target can't be burned by acid if he cuts off both of his thumbs

15627: Target can't be burned by molten metal

15628: Target can't be burned by steam between sunset and dawn

15629: Target can't be burned by steam or boiling water while naked

15630: Target can't be burned by steam while he's wearing boots or shoes

15631: Target can't be choked, strangled, or suffocated

15632: Target can't be cut by any blade unless it's already bloodstained

15633: Target can't be cut by manufactured stone blades

15634: Target can't be detected by invisible creatures

15635: Target can't be detected by magical attempts at scrying

15636: Target can't be detected by magical scrying while naked in a tree

15637: Target can't be harmed by bludgeons between dawn and noon

15638: Target can't be harmed by bludgeons for 2d10 rounds

15639: Target can't be harmed by boiling oil or pitch

15640: Target can't be harmed by invisible creatures at night

15641: Target can't be harmed by magical fire while brandishing a weapon

15642: Target can't be harmed by magical fire while indoors

15643: Target can't be harmed by magical fire while standing in a bucket

15644: Target can't be harmed by magical fire while underwater

15645: Target can't be harmed by natural lightning

15646: Target can't be injured by wooden weapons while naked

15647: Target can't be injured by wooden weapons while sleeping

15648: Target can't be injured by wooden weapons while standing in fire

15649: Target can't be injured by wooden weapons while standing in snow

15650: Target can't be killed by any female creature for 1d4 weeks

15651: Target can't be killed by any male creature for 1d4 weeks

15652: Target can't be killed during the next 2d12 hours

15653: Target can't be knocked off balance by any less than 1d4 people

15654: Target can't be knocked off balance by any physical force

15655: Target can't be magically detected by anyone not of his race

15656: Target can't be magically detected by anyone of the same sex

15657: Target can't be slain except while sleeping

15658: Target can't be slain if he remains within 10 yards of this spot

15659: Target can't be slain while sleeping

15660: Target can't be stunned by any blow to the head

15661: Target can't be surprised if he has a snowball in each hand

15662: Target can't be surprised if he has an eyeball in his mouth

15663: Target can't be surprised if he's wearing a carnation

15664: Target can't be surprised while at full hit points

15665: Target can't be wounded by metal weapons until sunset tonight

15666: Target can't be wounded by metal weapons while barefoot

15667: Target can't breathe for 2d10 rounds

15668: Target can't breathe until he removes his boots or shoes

15669: Target can't breathe while touching more than one person

15670: Target can't breathe while wearing, touching, or carrying metal

15671: Target can't come within 10 feet of any fire now burning

15672: Target can't come within 10 yards of the caster

15673: Target can't come within one mile of his home

15674: Target can't come within one mile of the caster

15675: Target can't come within ten feet of any tree thicker than he is

15676: Target can't create or use magical fire except while indoors

15677: Target can't create or use magical fire for 1d4 years

15678: Target can't die for at least 1d4 days, but he can be injured

15679: Target can't digest any food that he eats in direct sunlight

15680: Target can't digest any food unless he prepares it himself

15681: Target can't digest anything that's been dead longer than a day

15682: Target can't digest cooked meat

15683: Target can't digest meat from any animal killed in daylight

15684: Target can't draw his weapon if anyone else is within 10 yards

15685: Target can't draw his weapon or sheathe it if it's now drawn

15686: Target can't draw his weapon unless he asks permission to do so

15687: Target can't draw his weapon within 100 yards of this spot

15688: Target can't hear echoes

15689: Target can't hear his own voice

15690: Target can't hear his own voice except while his eyes are closed

15691: Target can't hear the voice of any female member of his race

15692: Target can't hear the voice of any male member of his race

15693: Target can't hear the voice of anyone who's recently injured him

15694: Target can't hear the voice of anyone within 10 feet of him

15695: Target can't hear voices for 2d4-1 days

15696: Target can't ignite any fire unless his hair is soaking wet

15697: Target can't ignite any fire unless it's snowing

15698: Target can't ignite any fire while underground

15699: Target can't ignite any fire while wearing clothes

15700: Target can't leave this spot until he wounds himself

15701: Target can't lie, equivocate, or tell half-truths

15702: Target can't move more than 10 yards from the caster

15703: Target can't pass through doorways while at full hit points

15704: Target can't say anyone's name

15705: Target can't see artificial light while at full hit points

15706: Target can't see light other than sunlight or reflected sunlight

15707: Target can't see or hear any of his allies for 4d6 hours

15708: Target can't see or hear his 1d4 of his allies for 1d4 days

15709: Target can't see or hear living creatures for 2d6 rounds

15710: Target can't see or hear magical creatures for 2d6 days

15711: Target can't see or hear metal objects for 3d8 hours

15712: Target can't see sunlight or reflected sunlight

15713: Target can't sleep unless he first eats a handful of soil

15714: Target can't sleep unless he has his weapon in hand

15715: Target can't sleep unless he's standing up

15716: Target can't sleep until he fells the tallest tree in the kingdom

15717: Target can't sleep until he gives away all of his armor

15718: Target can't sleep within 10 feet of another sleeping person

15719: Target can't speak except while barefoot

15720: Target can't speak except while brandishing a weapon

15721: Target can't speak for 1d20 turns

15722: Target can't speak to anyone more than 20 feet from him

15723: Target can't speak to anyone who addresses him by name

15724: Target can't speak unless he wears a cloth over his face

15725: Target can't speak unless he's brandishing a weapon

15726: Target can't speak unless his hair is wet

15727: Target can't speak until after he has eaten his next full meal

15728: Target can't speak until his blood is next drawn

15729: Target can't speak until the caster says his own name

15730: Target can't speak while at full hit points

15731: Target can't speak while at full hit points

15732: Target can't speak while wielding a weapon

15733: Target can't use any form of rope or chain longer than he is tall

15734: Target can't use any items containing metal for 2d4-1 days

15735: Target can't use any magic items containing wood for 2d4-1 days

15736: Target can't use any magic items for 1d4 days

15737: Target can't use any magic items older than he is

15738: Target can't use his hands or any utensils while eating

15739: Target can't voluntarily pass through doorways unless naked

15740: Target can't walk until the caster says his own name

15741: Target can't walk while carrying gold

15742: Target can't wield any weapon containing metal for 1d4 days

15743: Target can't wield any weapon in his dominant hand

15744: Target can't wield any weapon that hasn't drawn his blood

15745: Target can't wield any weapon within 1d4 miles of this spot

15746: Target can't wound anyone who hasn't wounded him

15747: Target carves a tiny notch in every tree he passes

15748: Target challenges his closest ally to single combat to the death

15749: Target chants nonsensically for 2d10 rounds

15750: Target clatters when he walks like a barrel full of pots and pans

15751: Target collapses into a fetal position for 1 turn

15752: Target combusts if he uses magic within the next 1d4 turns

15753: Target combusts if his weapon is thrown into a river

15754: Target comes into possession of a world-shaking artifact

15755: Target concludes every battle thoroughly soaked by his own blood

15756: Target confesses to a list of crimes, none of which has happened

15757: Target confesses to crimes he couldn't possibly have committed

15758: Target confesses to genocide but can produce no evidence of it

15759: Target confesses to rampant kleptomania

15760: Target constantly boasts about his prowess in all things

15761: Target constantly exudes fragrant soap suds

15762: Target continuously speaks to an imaginary ally

15763: Target coughs incessantly, but his actions are unimpaired

15764: Target craves hay and has a long tail like a horse

15765: Target craves twigs and bark after every battle

15766: Target creates a phony language and refuses to speak any other

15767: Target crouches and begins eating dirt, twigs, gravel, etc.

15768: Target crows like a rooster whenever he sees a magic item used

15769: Target dares 1d4 of his allies to try to behead him

15770: Target declares this area to be a sacred shrine to his deity

15771: Target degenerates into an abomination hated by sentient beings

15772: Target demands that his friends and allies pay him tribute

15773: Target develops a pronounced stutter

15774: Target disappears and is completely forgotten for 2d4-1 days

15775: Target discovers that one of his limbs is a separate entity

15776: Target discovers that one of his limbs is made of living wood

15777: Target discovers that one of his limbs is trying to kill him

15778: Target discovers that one of his limbs isn't attached to his body

15779: Target disgorges 1d10 acorns in each of the next 1d10+10 rounds

15780: Target disgorges 1d10 cubic feet of damp, sticky rice

15781: Target disgorges 1d10 pounds of feathers

15782: Target disgorges 1d10 pounds of hallucinogenic mushrooms

15783: Target disgorges 1d100 gold coins, half of which are counterfeit

15784: Target disgorges 1d1000 dragonflies

15785: Target disgorges 1d1000 tiny, phosphorescent worms

15786: Target disgorges 1d4 cubic yards of humus

15787: Target disgorges 1d4 gallons of boiling pitch

15788: Target disgorges 1d6 filthy carrion birds

15789: Target disgorges 2d10 pounds of slag

15790: Target disgorges 3d100 feet of hemp rope

15791: Target disgorges 5d10 sheets of pristine parchment

15792: Target disgorges 5d10 sheets of rotting parchment

15793: Target disgorges a 50 pound sack of potatoes

15794: Target disgorges a boulder larger than any within 1d10 miles

15795: Target disgorges a box that he believes to contain his soul

15796: Target disgorges a brick of solid chlorine

15797: Target disgorges a bucket filled with eyeballs

15798: Target disgorges a bushel of razor-sharp shards of glass

15799: Target disgorges a bushel of rotten apples

15800: Target disgorges a corked bottle containing a mysterious note

15801: Target disgorges a corked bottle containing a powerless genie

15802: Target disgorges a dragon's egg

15803: Target disgorges a full-sized statue of a nearby ally

15804: Target disgorges a gelatinous mass writhing with tentacles

15805: Target disgorges a healthy specimen of some extinct species

15806: Target disgorges a homunculus

15807: Target disgorges a huge quantity of raisins, dates, and figs

15808: Target disgorges a large hourglass nearly empty of sand

15809: Target disgorges a large slab of marble

15810: Target disgorges a map to his home

15811: Target disgorges a one-half-size clone of the caster

15812: Target disgorges a pair eyeglasses granting the wearer True Sight

15813: Target disgorges a slimy slug as long and thick as his arm

15814: Target disgorges a small and long-lost artifact of great power

15815: Target disgorges a small but detailed replica of a nearby castle

15816: Target disgorges a small trampoline

15817: Target disgorges a stone that explodes on contact with ice

15818: Target disgorges a stone that will kill him if he touches it

15819: Target disgorges a ten foot column of aluminum one foot thick

15820: Target disgorges a two-foot square pane of glass

15821: Target disgorges a vial containing a powerful but unknown potion

15822: Target disgorges a vial containing the antidote to every poison

15823: Target disgorges an egg that can freeze 1,000 cubic feet of water

15824: Target disgorges an egg that, if broken, turns into a small boat

15825: Target disgorges an entire trombone, minus the mouthpiece

15826: Target disgorges an exact copy of the clothes he's now wearing

15827: Target disgorges an intricate but badly rusted clockwork device

15828: Target disgorges his own full-grown clone, which then attacks him

15829: Target disgorges several gallons of house paint

15830: Target disgorges several gallons of viscous, highly adhesive goo

15831: Target disgorges the crown of the nearest king

15832: Target disgorges the front door of his home

15833: Target doesn't age until he next speaks

15834: Target doesn't age while bald

15835: Target doesn't age while holding a gold coin in his mouth

15836: Target doesn't age while in the caster's presence

15837: Target doesn't age while naked

15838: Target doesn't age while wearing a wet hat

15839: Target doesn't age while weeping

15840: Target doesn't need to eat, drink, or breathe for 2d4-1 days

15841: Target doesn't need to sleep for 4d20 days

15842: Target donates 2d10 hit points to the caster

15843: Target drowns for 1d6 rounds but is fine afterward

15844: Target earns 50 gold pieces when his attacks cause maximum damage

15845: Target embraces a wacky cult founded by a hack writer

15846: Target endeavors to buy a controlling interest in the kingdom

15847: Target endlessly frets that he'll die in 1d10 rounds

15848: Target endlessly frets that he's doomed to be eaten by a dragon

15849: Target experiences bone-chilling cold when his head is touched

15850: Target experiences clairvoyance when he is burned

15851: Target experiences heart-rending grief whenever he uses magic

15852: Target experiences intense vertigo when he draws a weapon

15853: Target experiences searing pain when his skin is touched

15854: Target experiences soul-wrenching pain if he stands upright

15855: Target experiences transcendent euphoria when his blood is drawn

15856: Target experiences vague nostalgia whenever he's wounded

15857: Target exudes a scent 50% likely disgust any given person

15858: Target exudes a scent like something dredged from the ocean floor

15859: Target exudes a scent reminiscent of decaying skunks

15860: Target exudes a scent reminiscent of the bottom of the ocean

15861: Target exudes a scent that attracts carnivores

15862: Target exudes a scent that causes conifers to shed their needles

15863: Target exudes a scent that causes fires to burn pale green

15864: Target exudes a scent that causes food to spoil quickly

15865: Target exudes a scent that easily can be tracked for miles

15866: Target exudes a scent that induces sleep in birds

15867: Target exudes a scent that inspires attracts bats

15868: Target exudes a scent that inspires fear in earth elementals

15869: Target exudes a scent that inspires intense bloodlust

15870: Target exudes a scent that inspires loyalty in wolves

15871: Target exudes a scent that inspires rage in hoofed animals

15872: Target exudes a scent that is strongly enticing to undead

15873: Target exudes a scent that is strongly offensive to undead

15874: Target exudes a scent that makes Dwarves' eyes water

15875: Target exudes a scent that makes other people's hair fall out

15876: Target exudes a scent that makes people ignore him

15877: Target exudes a scent that obscures infravision

15878: Target exudes a scent that protects metal from natural rust

15879: Target exudes a scent that repels gnomes

15880: Target exudes an offensive stench but refuses to believe it

15881: Target fails at his next attempt at fine manual dexterity

15882: Target falls asleep for one hour per hit point he currently lacks

15883: Target fanatically defends the caster for 1d10 rounds

15884: Target fears any subsequent magic used by the caster

15885: Target fears that all of his efforts are for naught

15886: Target feels as if he's walking on a high tightrope

15887: Target feels as if he's wearing an enormous hat made of lead

15888: Target feels as if his clothes are trying to digest him

15889: Target feels as if his clothes have turned to steel

15890: Target feels as if someone else is wearing his clothes right now

15891: Target feels as if thorns have sprouted in his clothes

15892: Target feels as though a huge rodent is gnawing on his spine

15893: Target feels as though he just ate three pounds of butter

15894: Target feels as though he just ate three pounds of cement

15895: Target feels as though he just ate three pounds of flour

15896: Target feels as though he just ate three pounds of parchment

15897: Target feels as though he just swallowed a python

15898: Target feels as though he's been splashed with boiling water

15899: Target feels as though he's being swallowed by a python

15900: Target feels as though he's having a baby

15901: Target feels as though he's having a heart attack

15902: Target feels as though he's having teeth extracted

15903: Target feels as though his allies have abandoned him

15904: Target feels as though his internal organs are melting

15905: Target feels as though his teeth are spinning in his mouth

15906: Target feels as though his wounds have been completely healed

15907: Target feels as though one of his arms is being amputated

15908: Target feels compelled to abandon whatever faith he now follows

15909: Target feels compelled to attain godhood by the end of the week

15910: Target feels compelled to burn all of his clothing

15911: Target feels compelled to desecrate a shrine to his deity

15912: Target feels compelled to find a faith that contradicts his own

15913: Target feels compelled to martyr himself for someone else's deity

15914: Target feels compelled to mummify himself as soon as possible

15915: Target feels compelled to warn anyone he's about to attack

15916: Target feels his bones shake like a bundle of sticks

15917: Target feels his bones slowly disintegrating

15918: Target feels icy water dripping on him during every battle

15919: Target feels like he's having the time of his life

15920: Target feels that the direction of gravity has skewed by 10°

15921: Target feels the ground shake as during a powerful earthquake

15922: Target finds a blade that can't be broken by any physical force

15923: Target finds a book describing the methods of brain surgery

15924: Target finds a box that damages the sanity of any who look in it

15925: Target finds a canopic jar containing his own vital organs

15926: Target finds a cursed vault containing 1d100 bars of gold

15927: Target finds a foot-long bar of indestructible glass

15928: Target finds a glass vial containing a highly volatile liquid

15929: Target finds a huge cache of real but worthless currency

15930: Target finds a huge leech attached somewhere on his body

15931: Target finds a large diamond and guards it obsessively

15932: Target finds a large sack filled with powdered bone

15933: Target finds a list of command words but doesn't know for what

15934: Target finds a magical ring enabling him to command amphibians

15935: Target finds a mysterious and compelling piece of sculpture

15936: Target finds a new, functioning limb that he didn't know he had

15937: Target finds a potion affects the person nearest its imbiber

15938: Target finds a potion that either resurrects or destroys a corpse

15939: Target finds a pouch containing 1d10 super-intelligent mice

15940: Target finds a pouch containing curds and whey

15941: Target finds a pouch containing exact copies of his hands

15942: Target finds a recipe for creating human life in a jar

15943: Target finds a shield +4 that only he can lift

15944: Target finds a text personally written by his deity

15945: Target finds a text that he wrote but doesn't remember writing

15946: Target finds an arsenal stocked with simulated weapons

15947: Target finds himself imprisoned in a mausoleum far from here

15948: Target finds the sight of blood intoxicating

15949: Target finds the sight of male magic users to be enormously funny

15950: Target finds the sound of his own voice to be horrifying

15951: Target finds the thought of his own death strangely comforting

15952: Target finds two doses of a Potion of Resurrection

15953: Target flees from anyone who addresses him by name

15954: Target flees into the forest if struck by magic in the next turn

15955: Target flies into a panic if anyone sees him eating

15956: Target flies into a panic if he sees other people eating

15957: Target flies into a rage and attacks the person nearest to him

15958: Target flies into a rage whenever he draws blood

15959: Target forgets 1d4 of his allies

15960: Target forgets everything said to him in the past 1d6 hours

15961: Target forgets his family and where he lives

15962: Target forgets his name and doesn't believe that he ever had one

15963: Target forgets how to ascend stairs and ladders

15964: Target forgets how to feed himself

15965: Target forgets how to sleep

15966: Target forgets how to use any magic item he's now carrying

15967: Target forgets how to use any weapon containing metal

15968: Target forgets how to use doors

15969: Target forgets how to walk but not how to run

15970: Target forgets that his allies know who he is

15971: Target forgets the last 1d12 hours

15972: Target forgets the last 1d4 years

15973: Target forgets whatever mission or quest he is now undertaking

15974: Target formally changes his name to "Target"

15975: Target freezes solid if he's injured while standing in snow

15976: Target freezes solid the next time he enters an underground lake

15977: Target gains 1d10 permanent hit points but must Save or die

15978: Target gains 1d100 hit points that then vanish, one per round

15979: Target gains 1d100 pounds over that many rounds

15980: Target gains 1d100 temporary hit points that last until sunset

15981: Target gains 1d20 hit points and immediately loses another 1d20

15982: Target gains a level and is restored to full hit points

15983: Target gains a level but is stricken blind for 1d4 months

15984: Target gains a level but loses all but 1d4 of his hit points

15985: Target gains a level but one of his arms turns to steam forever

15986: Target gains a level if he permanently severs his dominant hand

15987: Target gains a level the next time he's cut by a magical blade

15988: Target gains a permanent 1d4-1 bonus to his Armor Class

15989: Target gains a point of Strength but loses 1d100 hit points

15990: Target gains a point of Wisdom but loses two points of Strength

15991: Target gains a powerful magical ally whose motives are unknown

15992: Target gains a profound insight the next time he touches gold

15993: Target gains a title based on his actions in the next 1d6 rounds

15994: Target gains access to an elite secret society

15995: Target gains benefit from food only if eaten while he's naked

15996: Target gains no hit points from his next advancement in level

15997: Target gains one level but can never gain another

15998: Target gains only a single hit point from any magical healing

15999: Target gains proficiency in the use of some unlikely weapon

16000: Target gains the respect of a man soon to be executed for treason

16001: Target gains the respect of kobolds, who long to be just like him

16002: Target gains two levels if he kills and eats a human before dawn

16003: Target gains valuable insight into the nature of ventriloquism

16004: Target gets 1,000 gold pieces if he cuts off his foot right now

16005: Target gets 100 gold pieces for each finger he cuts from his hand

16006: Target gives his most prized possession to the caster

16007: Target gives his weapon to the person standing nearest to him

16008: Target glows bright blue until he's burned by magical fire

16009: Target glows bright blue until he's struck by magic

16010: Target glows bright blue until he's wounded by his own weapon

16011: Target glows bright blue while under any magical effect

16012: Target glows with a bright, rainbow aura while moving stealthily

16013: Target glows with angelic light whenever he uses a magic item

16014: Target goes berserk if any of his allies injure him

16015: Target goes berserk if he eats meat in the next 24 hours

16016: Target goes berserk if he sees anyone burned by fire

16017: Target goes berserk if he sees anyone eating meat

16018: Target goes berserk if he touches gold in the next 1d6 rounds

16019: Target goes berserk if he's currently carrying any magic items

16020: Target goes into a homicidal rage for 1d8 rounds, then passes out

16021: Target goes into a homicidal rage for 1d8 rounds, then vanishes

16022: Target goes into a homicidal rage whenever he removes his shoes

16023: Target goes into a homicidal rage whenever he sheathes his weapon

16024: Target goes totally and dangerously insane until sunset

16025: Target grows an additional 1d8 fingers

16026: Target grows an additional pair of ears atop his head

16027: Target grows an additional pair of eyes somewhere on his face

16028: Target has 1d100 tiny steel spheres embedded in his skin

16029: Target has 25 Intelligence for 1d4 turns

16030: Target has 25 Strength for 1d4 rounds

16031: Target has a +1 Armor Class bonus while it's raining

16032: Target has a +2 Armor Class bonus while barefoot

16033: Target has a +5 Armor Class bonus until sunset tomorrow

16034: Target has a -1 Armor Class penalty while wielding a weapon

16035: Target has a -2 Armor Class penalty while it's raining

16036: Target has a blowhole in the back of his neck

16037: Target has a colony of bees living in his skull

16038: Target has a compartment in his torso able to carry small items

16039: Target has a complete but false memory of the past 24 hours

16040: Target has a doppelganger slave that looks just like the caster

16041: Target has a flawless sense of direction

16042: Target has a flawless sense of direction 50% of the time

16043: Target has a flawless sense of direction while naked

16044: Target has a hole in his forehead as large as his fist

16045: Target has a hole in his torso big enough to accommodate his head

16046: Target has a key that attracts lightning

16047: Target has a key that can make non-magical locks invisible

16048: Target has a key that can permanently fuse one non- magical lock

16049: Target has a key that locks something that doesn't have a lock

16050: Target has a key that prevents nearby keys from working properly

16051: Target has a key that turns one lock to pure, solid gold

16052: Target has a key that unlocks 99% of all non-magical locks

16053: Target has a key that unlocks a secret door to another universe

16054: Target has a key that works only once but will open any one lock

16055: Target has a large and heavy padlock around his neck

16056: Target has a large apple stuck in his mouth for 1d4 days

16057: Target has a legitimate grievance against the caster

16058: Target has a mane like a lion

16059: Target has a permanent +4 ToHit and +4 Damage bonus vs the caster

16060: Target has a permanent -4 ToHit penalty versus others of his race

16061: Target has a raised, square protuberance jutting from his chest

16062: Target has a relief of the caster's face embossed on his back

16063: Target has a scar on his forehead as though clumsily lobotomized

16064: Target has a secret name that, if spoken, causes him to race home

16065: Target has a secret name that, if spoken, teleports him 2d8 miles

16066: Target has a secret name that, if spoken, will change his sex

16067: Target has a secret name that, if spoken, will kill him outright

16068: Target has a seizure lasting 1d6 hours when he uses a magic item

16069: Target has a seizure lasting 8d8 rounds, after which he is Healed

16070: Target has a seizure lasting until he's struck by magic

16071: Target has a small lamp in his forehead like a miner's helmet

16072: Target has a small lump on his forehead like a horseshoe

16073: Target has a small steel ring jutting from each shoulder blade

16074: Target has a star-shaped hole running completely through his head

16075: Target has a steel band around his ankle like tagged wildlife

16076: Target has a steel bolt running completely through his head

16077: Target has a strange tattoo that, if touched, causes him to weep

16078: Target has a sword that he thinks can command an undead army

16079: Target has a sword that he thinks can make him invisible to Elves

16080: Target has a sword that he thinks can slay dragons easily

16081: Target has a sword that he thinks makes him a charismatic leader

16082: Target has a tiny compartment beneath one of his fingernails

16083: Target has a violent coughing fit that persists until sunrise

16084: Target has a violent coughing fit whenever he uses a magic item

16085: Target has a virus that will kill him in 4d6 hours unless cured

16086: Target has a wooden bucket firmly affixed to his head

16087: Target has an exact copy of everything now carried by the caster

16088: Target has an immediate 50/50 chance to die or be totally healed

16089: Target has an immediate 50/50 chance to die or become a demigod

16090: Target has an immobilizing steel brace on one of his legs

16091: Target has an overpowering fear of other members of his race

16092: Target has an overpowering fear of shoes and other footwear

16093: Target has been controlled for years by a powerful, unseen entity

16094: Target has been controlled for years by a secret committee

16095: target has been controlled for years by agents of the king

16096: Target has been controlled for years by an orbiting satellite

16097: Target has been targeted for sacrifice by some monstrous cult

16098: Target has committed unspeakable acts in his deity's name

16099: Target has committed unspeakable acts in his deity's temple

16100: Target has committed unspeakable acts involving livestock

16101: Target has committed unspeakable acts involving orcs and Dwarves

16102: Target has committed unspeakable acts involving the king's horse

16103: Target has his name tattooed all over his body

16104: Target has in his possession an item that is literally impossible

16105: Target has in his possession something precious to the caster

16106: Target has innumerable feathers stuck to his skin

16107: Target has inspiring hallucinations about his future career

16108: Target has inspiring hallucinations about his life after death

16109: Target has ironclad proof that all of this is an illusion

16110: Target has ironclad proof that everyone he knows doesn't exist

16111: Target has ironclad proof that he's a prophesied savior

16112: Target has ironclad proof that he's dead

16113: Target has ironclad proof that he's really the caster

16114: Target has ironclad proof that he's the caster's father and son

16115: Target has ironclad proof that the apocalypse will be tomorrow

16116: Target has ironclad proof that the caster doesn't exist

16117: Target has no idea of where he is or what he's doing

16118: Target has no natural visible form; his appearance is an illusion

16119: Target has numerous stigmata and attracts countless disciples

16120: Target has numerous stigmata and fears that the end is nigh

16121: Target has numerous stigmata and is persecuted as a heretic

16122: Target has numerous stigmata, as foretold by prophesy

16123: Target has only one hit point per level for the next 1d4 days

16124: Target has only one hit point per point of Wisdom for 2d8 days

16125: Target has owed the caster 1d10 gold pieces for 2d10 years

16126: Target has prominent mandibles like an ant

16127: Target has six eyes spaced evenly around his skull

16128: Target has stolen large sums of money from each of his allies

16129: Target has terrifying hallucinations about his own birth

16130: Target has terrifying hallucinations about his own death

16131: Target has the caster's name tattooed all over his body

16132: Target has the head and right arm of a common housefly

16133: Target has three identical faces spaced evenly around his skull

16134: Target has ugly, thorny projections along both of his arms

16135: Target has visions depicting the true nature of magic

16136: Target has visions of a future full of incomprehensible wonders

16137: Target has visions of a future in which he's worshipped as a god

16138: Target has visions of a past that seems more real than his own

16139: Target has visions of a transcendently beautiful city in the sky

16140: Target has visions of his slow and torturous dismemberment

16141: Target has visions of the future involving no one he recognizes

16142: Target has visions of waiting in line for eternity

16143: Target has waited years for a custom-designed breastplate

16144: Target hasn't slept in 1d100 days

16145: Target hasn't slept since he last spoke with royalty

16146: Target hates his nearest ally as much as his most bitter enemy

16147: Target hears cheers and applause whenever his blood is drawn

16148: Target hears his own voice betraying his secrets to everyone

16149: Target hears his own voice castigating him for his many failures

16150: Target hears his own voice endlessly chanting his own name

16151: Target hears his own voice screaming in his ears until sunrise

16152: Target hears his own voice whispering words of comfort to him

16153: Target hears malevolent voices all around him

16154: Target hears the clattering of swords at all times

16155: Target hears the clattering of swords while his weapon is drawn

16156: Target hears the crash of cymbals whenever he uses a magic item

16157: Target hears the noisy buzzing of countless bees at all times

16158: Target hears thunder booming all around him, but no one else does

16159: Target hoots like a foghorn when struck by magic after sunset

16160: Target increases in size and mass by 10%

16161: Target inflicts superficial wounds upon himself whenever possible

16162: Target inherits a collection of festive commemorative spoons

16163: Target insists on wearing a bucket on his head for 1d4 weeks

16164: Target insists that his body is real and spectacular

16165: Target inspires homicidal rage in some common non-magical species

16166: Target is 5% likely to vanish forever each time he says his name

16167: Target is 10% likely to attack anyone who says his name

16168: Target is 10% likely to be dragged into orbit around the planet

16169: Target is 10% likely to change sex when burned by magical fire

16170: Target is 10% likely to contract leprosy when injured by magic

16171: Target is 10% likely to lose 1d4 hit points in any given hour

16172: Target is 10% likely to see any invisible creature or object

16173: Target is 10% likely to strangle himself whenever he uses rope

16174: Target is 10% likely to turn to a wooden statue when he sleeps

16175: Target is 15% likely to be attacked by any horse he passes

16176: Target is 15% likely to die when he next sees an illusion

16177: Target is 20% likely to be healed by any poison he drinks

16178: Target is 20% likely to be healed instead of injured by fire

16179: Target is 20% likely to disbelieve any illusion he sees

16180: Target is 20% likely to drown when burned by magical fire

16181: Target is 20% likely to explode when burned by magical fire

16182: Target is 20% likely to gain a level when next struck by magic

16183: Target is 20% likely to take no damage if cut by a blade

16184: Target is 20% likely to think that he's undead if undead are near

16185: Target is 20% likely to turn invisible when injured by fire

16186: Target is 30% likely to be able to summarize any book he kisses

16187: Target is 40% likely to attack any priest who approaches him

16188: Target is 80% likely to die if Remove Curse is cast upon him

16189: Target is a carrier of some magical disease

16190: Target is at the heart of a thunderstorm, but no one else sees it

16191: Target is actually a remotely-operated simulacrum

16192: Target is acutely hungry for 5d6 days, no matter how much he eats

16193: Target is affected by Reverse Gravity for 1d4 weeks

16194: Target is afflicted with leprosy for one month, then he's healed

16195: Target is afflicted with lycanthropy until the next full moon

16196: Target is an immortal simply masquerading in this current form

16197: Target is arrested for smuggling some illegal substance

16198: Target is attacked by 1d1000 tiny skeletal bats

16199: Target is attacked by 6d12 housecats

16200: Target is attacked by a monster that no one else can see or hear

16201: Target is attacked by dozens of cows

16202: Target is attacked by dozens of crows

16203: Target is attacked by everyone within 50 yards

16204: Target is attacked by moths as if he were made of wool

16205: Target is attacked by teeming vermin visible only to him

16206: Target is attacked by the nearest boulder

16207: Target is blind until he wets his hair

16208: Target is blind while his hair is wet

16209: Target is blown back 3d10 yards and loses that many hit points

16210: Target is bound by fine but very durable silver chains

16211: Target is briefly blinded by a dense cloud of powdered sugar

16212: Target is briefly blinded by countless flies swarming around him

16213: Target is buffeted by mighty winds that affect no one else

16214: Target is buried by a heap of mildewed potato peelings

16215: Target is buried by a sudden avalanche; no one else is affected

16216: Target is buried up to his knees in burning coals

16217: Target is buried up to his knees in shiny new gold coins

16218: Target is captured for use in laboratory testing of cosmetics

16219: Target is carried high into the air by a flock of magpies

16220: Target is carrying a bucket of chum and must carry it until dawn

16221: Target is carrying a huge sack full of moldy rabbit pelts

16222: Target is caught in a violent hailstorm; no one else is affected

16223: Target is certain that a powerful entity is stalking him

16224: Target is certain that a vile monster is hiding in a nearby cave

16225: Target is certain that all of his allies have betrayed him

16226: Target is certain that he has the patronage of a powerful entity

16227: Target is certain that he was constructed in a laboratory

16228: Target is certain that he'll become a god if he dies in combat

16229: Target is certain that he'll die by sunset

16230: Target is certain that he's a plant-based creature

16231: Target is certain that he's about to become king

16232: Target is certain that he's as fragile as glass

16233: Target is certain that he's bleeding profusely

16234: Target is certain that he's immortal

16235: Target is certain that he's invulnerable until sunset

16236: Target is certain that he's standing at the center of a huge fire

16237: Target is chained into the highest branches of a tall tree nearby

16238: Target is coated in a delicious honey glaze like a ham

16239: Target is coated in boiling pitch and takes damage accordingly

16240: Target is completely enclosed by a layer of living flesh

16241: Target is constricted as though squeezed by an invisible python

16242: Target is covered by a suit of field plate armor, made of glass

16243: Target is covered by a thick shawl of fetid vulture feathers

16244: Target is covered by coarse and musky wool like a yak

16245: Target is covered by dozens of slugs and snails

16246: Target is covered by thick, ugly scales for an AC bonus of 1

16247: Target is discovered to be a remotely operated machine

16248: Target is discovered to be an agent of the king

16249: Target is discovered to be the real heir to the throne

16250: Target is discovered to be the true owner of caster's home

16251: Target is discovered to engage in decadent cannibalistic rituals

16252: Target is dragged along the ground into the nearest open grave

16253: Target is dragged halfway to the shore of the nearest river

16254: Target is draped in a gossamer shawl impervious to fire

16255: Target is draped in filthy funerary dressing

16256: Target is draped in foul-smelling seaweed

16257: Target is draped in threads that can only be cut under moonlight

16258: Target is dreadfully afraid of the spell's target point

16259: Target is dreadfully homesick for some place he's never been

16260: Target is dressed like a court jester

16261: Target is dressed like a crazed anchorite

16262: Target is dressed like a pig at a luau

16263: Target is dressed like one of the royal family

16264: Target is driven halfway through the nearest tree

16265: Target is driven like a thumbtack into the ground up to his neck

16266: Target is encased in a glass box quickly filling with water

16267: Target is encased in a large, hollow sphere of ice

16268: Target is encased in a marble sarcophagus

16269: Target is encased in a sealed wicker basket

16270: Target is encased in a skin-tight plaster cast

16271: Target is encased in an airtight steel capsule

16272: Target is encircled by a chest-high wall of packed snow

16273: Target is encircled by a waist-high, electrified iron fence

16274: Target is encircled by a zone of intense cold

16275: Target is encircled by a zone of pure vacuum

16276: Target is encircled by an electrified fence

16277: Target is encircled by an illusory wall of chattering skulls

16278: Target is encircled by tall icicles, each as thick as his leg

16279: Target is enclosed for one hour in an impenetrable 10-foot sphere

16280: Target is enclosed in a shrinking steel cage

16281: Target is enraged beyond all rational control

16282: Target is ensconced in velvet

16283: Target is ensnared by some distant spellcaster's Summoning spell

16284: Target is especially receptive to Commands for the next 24 hours

16285: Target is fearless as long as he wears the shoes he's wearing now

16286: Target is forever immune to all non-magical disease

16287: Target is forever immune to heatstroke

16288: Target is forever immune to hypothermia

16289: Target is forever immune to lycanthropy

16290: Target is found to be a persecuted victim needing caster's help

16291: Target is fully healed if he's slain while standing in snow

16292: Target is harassed by skeletal crows

16293: Target is haunted by the endless screams of damned souls

16294: Target is healed of all damage, but his clothes and gear vanish

16295: Target is held personally responsible for some distant atrocity

16296: Target is held personally responsible for the decay of society

16297: Target is highly magical and dies if Dispel Magic is cast on him

16298: Target is highly magical and is quickly recognized by magic users

16299: Target is holding an anvil and can't put it down for 2d8 rounds

16300: Target is holding an egg in each hand and must not break them!

16301: Target is hopelessly lost for 2d10 rounds

16302: Target is horribly afraid of cooked or salted meat

16303: Target is horribly scarred, as though shredded and reassembled

16304: Target is horrified by the sight of female magic users

16305: Target is horrified by the sound of clattering bones

16306: Target is identified as the leader of some bizarre cult

16307: Target is immortal and unaging until he next speaks

16308: Target is immortal, but he's sentenced to lifelong imprisonment

16309: Target is immortal, but his arms and legs vanish forever

16310: Target is immune to air-based magic for 1d4 days

16311: Target is immune to all attacks by non-magical birds

16312: Target is immune to all injury until he next speaks

16313: Target is immune to all swords now within one mile

16314: Target is immune to any wounds inflicted by humans for 4d6 hours

16315: Target is immune to area-effect magic for 1d4 days

16316: Target is immune to beneficial magic for 2d4 days

16317: Target is immune to charm-based spells or attacks for 1d4 weeks

16318: Target is immune to Charms and Enchantments for 1d4 weeks

16319: Target is immune to electrical attacks while carrying metal

16320: Target is immune to his allies' magic

16321: Target is immune to his allies' magic for 10d10 rounds

16322: Target is immune to his own magic and attacks for 1d4 hours

16323: Target is immune to hostile magic for 1d4 days

16324: Target is immune to illusions until dawn tomorrow

16325: Target is immune to injuries inflicted by wood in daylight

16326: Target is immune to inorganic poisons for 1d4 months

16327: Target is immune to light-based magic until sunset tomorrow

16328: Target is immune to lightning

16329: Target is immune to magical cold while naked

16330: Target is immune to magical diseases for one week

16331: Target is immune to magical fire while naked

16332: Target is immune to magical healing

16333: Target is immune to missile weapons for 6d8 hours

16334: Target is immune to necromantic magic until he uses a magic item

16335: Target is immune to non-magical diseases

16336: Target is immune to non-magical extremes of weather

16337: Target is immune to normal fire while wearing these clothes

16338: Target is immune to piercing weapons, such as stilettos, etc.

16339: Target is immune to poisons, but meat is highly toxic to him

16340: Target is immune to polymorph magic

16341: Target is immune to smoke inhalation for the rest of his life

16342: Target is immune to the burning effects of acid for 2d4 days

16343: Target is immune to the caster's magic for 10d10 rounds

16344: Target is immune to the crushing pressure of very deep water

16345: Target is immune to the next 1d10 attacks against him

16346: Target is immune to the next magical disease he encounters

16347: Target is implicated in numerous treasonous scandals

16348: Target is in the middle of a typhoon, but no one else is

16349: Target is infected with plague

16350: Target is instantly consumed by vermin if he dies within 24 hours

16351: Target is intensely drunk for 1d4 rounds after every combat

16352: Target is invisible to lycanthropes while he's bleeding

16353: Target is invisible to lycanthropes while they're indoors

16354: Target is invisible while carrying 1d4 burning torches

16355: Target is invisible while completely submerged

16356: Target is invisible while he has an apple in each hand

16357: Target is invisible while shouting

16358: Target is invulnerable and invisible until he speaks or moves

16359: Target is invulnerable to 80% of normal weapons

16360: Target is invulnerable to any weapon that has already wounded him

16361: Target is invulnerable to normal weapons and can't wield them

16362: Target is invulnerable to normal weapons for 1d6 turns

16363: Target is invulnerable to normal weapons until he inflicts damage

16364: Target is invulnerable to normal weapons until he wields one

16365: Target is invulnerable to weapon that he himself forged

16366: Target is kidnapped to be used as a sacrifice by a religious cult

16367: Target is kidnapped to be used as in medical experiments

16368: Target is killed outright if he ever triggers a Chaos Burst

16369: Target is killed outright if he kills any member of his species

16370: Target is killed outright if he wounds himself with a sword

16371: Target is killed outright if struck by a blood relative

16372: Target is limned by golden light until dawn tomorrow

16373: Target is liquefied and emerges from a nearby lake fully healed

16374: Target is liquefied but reforms at full hit points in 1d20 rounds

16375: Target is liquefied but reforms in a slightly warped shape

16376: Target is liquefied but returns fully healed during the next rain

16377: Target is lost in the shuffle

16378: Target is mesmerized by the sight of lighted candles

16379: Target is mesmerized by the sound of clinking metal

16380: Target is nearly paralyzed with terror under the full moon

16381: Target is now standing 8d10 yards behind the spell's target point

16382: Target is now standing atop the tallest mountain within 100 miles

16383: Target is numb to all physical sensation for 3d8 rounds

16384: Target is obsessed with ridding himself of all skin and hair

16385: Target is obsessed with ridding himself of all worldly property

16386: Target is obsessed with ridding himself of his allies

16387: Target is obsessed with ridding himself of his shadow

16388: Target is obsessively covetous of some item that he can now see

16389: Target is obsessively jealous of someone now standing nearby

16390: Target is obsessively protective of someone now standing nearby

16391: Target is obsessively protective someone he's never met

16392: Target is overwhelmingly drunk for 1d4 rounds, then totally sober

16393: Target is paralyzed by dread when he witnesses magical effects

16394: Target is pelted by hundreds of acorns

16395: Target is pelted by snowballs for 1d6 rounds

16396: Target is pelted by tiny, red hot coals for 1d4 rounds

16397: Target is pelted like a mink, otter, or beaver

16398: Target is permanently bloodstained

16399: Target is permanently invisible to caster but can't attack him

16400: Target is permanently invisible to himself between dusk and dawn

16401: Target is permanently rendered 1d100% transparent

16402: Target is physically exhausted

16403: Target is poisoned if he touches a book in the next 1d4 days

16404: Target is pursued by predatory moneylenders

16405: Target is pursued by ravenous wolves

16406: Target is pursued by rogue shadows that resemble his own

16407: Target is pushed through the planet and out to the opposite side

16408: Target is quarantined by the local Minister of Health

16409: Target is real but can be disbelieved as if he were an illusion

16410: Target is real but can be Dispelled as if he were an illusion

16411: Target is recognized as an escaped slave wherever he goes

16412: Target is reluctant to engage in combat between sunrise and noon

16413: Target is reluctant to speak between noon and sunset

16414: Target is reluctant to wield any weapon with inorganic components

16415: Target is rendered deaf and blind for 2d10 rounds

16416: Target is rendered inert for 1d10 turns

16417: Target is rendered like a cow in an abattoir

16418: Target is rendered mute for 1d100 rounds

16419: Target is scarred as though he were pressed against a hot screen

16420: Target is scarred as though his digestive tract has been removed

16421: Target is sheathed in a large, living sponge

16422: Target is sheathed in a plant like a huge pea pod

16423: Target is sheathed in blood- soaked strips of leather

16424: Target is sheathed in wax

16425: Target is shoved to the ground in each of the next 1d10 rounds

16426: Target is showered by sawdust for 1d10 rounds

16427: Target is showered by shaved ice for the next 1d10 rounds

16428: Target is shunned by all other members of his species

16429: Target is shunned by all that is holy

16430: Target is shunned by anyone carrying a magic item

16431: Target is shunned by anyone nearby who is now wounded

16432: Target is shunned by polite society

16433: Target is smeared in a coordinated campaign of personal attacks

16434: Target is smeared in a fluid that suppresses his natural scent

16435: Target is smeared in lard

16436: Target is smeared in some kind of fireproof jelly

16437: Target is so badly disfigured that people flee from him in horror

16438: Target is sought for arrest because he stole a loaf of bread

16439: Target is standing knee-deep in a basket full of cobras

16440: Target is standing knee-deep in a bucket full of manure

16441: Target is stricken completely hairless

16442: Target is stricken deaf, blind, and mute for 1d6 rounds

16443: Target is stricken from any documents that mention him by name

16444: Target is stricken mute under every full moon

16445: Target is stricken mute while horses are nearby

16446: Target is stricken mute while under any magical effect

16447: Target is struck by lightning for 1d100 hit points of damage

16448: Target is struck by lightning the next time an ally is wounded

16449: Target is struck by lightning the next time he draws a weapon

16450: Target is struck by lightning the next time he enters water

16451: Target is struck by lightning the next time he speaks

16452: Target is struck by lightning the next time he uses a magic item

16453: Target is struck by lightning unless he's currently atop a horse

16454: Target is stung by a bee as large as an ox

16455: Target is stung by a bee every time he makes a successful attack

16456: Target is suddenly acutely aware of any injuries he now has

16457: Target is suddenly attacked by ruffians

16458: Target is suddenly holding 1d4 anvils

16459: Target is suddenly holding a box full of his own bones

16460: Target is suddenly holding a pair of alligator suitcases

16461: Target is suddenly holding a pair of magic rings

16462: Target is suddenly holding an enormous bouquet of roses

16463: Target is suddenly holding the king's severed head

16464: Target is suddenly holding the nearest corpse in his arms

16465: Target is suddenly lying in a four-poster canopy bed

16466: Target is suddenly lying in his own bed

16467: Target is suddenly lying on a funeral pyre

16468: Target is suddenly married to 1d8 additional spouses

16469: Target is suddenly morbidly obese

16470: Target is suddenly naked except for a fig leaf

16471: Target is suddenly on the verge of an important breakthrough

16472: Target is suddenly on the verge of going berserk

16473: Target is suddenly on the verge of utter dehydration

16474: Target is suddenly on the verge of utter exhaustion

16475: Target is suddenly on the verge of utter panic

16476: Target is suddenly on the verge of utter starvation

16477: Target is suddenly packaged in a large cardboard box

16478: Target is suddenly recognized as everyone's long-lost brother

16479: Target is suddenly sitting at the base of a nearby waterfall

16480: Target is suddenly sitting atop someone else's horse

16481: Target is suddenly sitting atop the tallest waterfall in the land

16482: Target is suddenly sitting in a bucket full of ice water

16483: Target is suddenly sitting in a large wooden crate

16484: Target is suddenly sitting in the bucket of the nearest catapult

16485: Target is suddenly sitting in the queen's boudoir

16486: Target is suddenly sitting on an anthill, smeared with honey

16487: Target is suddenly sitting on the corpse of a fallen ally

16488: Target is suddenly standing atop a heap of shattered masonry

16489: Target is suddenly standing atop a rickety and very tall fence

16490: Target is suddenly standing atop a tall ladder

16491: Target is suddenly standing atop the nearest corpse

16492: Target is suddenly standing atop the nearest lookout tower

16493: Target is suddenly standing atop the nearest sand dune

16494: Target is suddenly standing in a fetid swamp miles from here

16495: Target is suddenly standing in the nearest boat

16496: Target is suddenly standing in the nearest locked treasure vault

16497: Target is suddenly standing knee-deep in the nearest ocean

16498: Target is suddenly standing next to his most powerful enemy

16499: Target is suddenly standing on a trapdoor over a very deep pit

16500: Target is suddenly standing on the shoulders of a nearby ally

16501: Target is suddenly standing outside his own front door

16502: Target is suddenly standing under the nearest bridge

16503: Target is suddenly standing upon what appears to be his own grave

16504: Target is suddenly standing wherever he awoke this morning

16505: Target is suddenly suffering from overpowering agoraphobia

16506: Target is suddenly wearing a cast-iron straightjacket

16507: Target is suddenly wearing a provocative leather ensemble

16508: Target is suddenly wearing a skin-tight suit of chain mail

16509: Target is suddenly wearing an anachronistic bathing costume

16510: Target is suddenly wearing an ornate saddle of very high quality

16511: Target is suddenly wearing fireproof clothing

16512: Target is suddenly wearing whatever the king wore yesterday

16513: Target is surrounded by pandering sycophants

16514: Target is surrounded by rabid wolves

16515: Target is surrounded by servitors who want to assassinate him

16516: Target is surrounded by vermin and small pests

16517: Target is susceptible to rust while carrying gold

16518: Target is suspected of having trafficked with demons in a church

16519: Target is suspected of having wrought a plague upon this nation

16520: Target is suspected of holding the secret of all existence

16521: Target is suspected of plotting to exterminate his entire species

16522: Target is suspended above the tallest tree nearby

16523: Target is suspended over a flaming pit until sunset

16524: Target is swarmed by countless flies, but they don't bother him

16525: Target is swarmed by undead whenever he uses a magic item

16526: Target is swept 3d100 yards by a wave of molasses

16527: Target is the most unrepentant coward in the entire world

16528: Target is the subject of a distant being's use of the Wish spell

16529: Target is thought to be a malefic figure as foretold by prophecy

16530: Target is thrown 1d4 rounds into the past

16531: Target is thrown 8d6 hours into the future

16532: Target is thrown 8d6 yards into the air

16533: Target is thrown down the nearest flight of stairs

16534: Target is thrown into a coma for 1d6 days

16535: Target is thrown into the nearest briar patch

16536: Target is tied between two trees like a hammock

16537: Target is tied to the ground with rope made of his own hair

16538: Target is tightly bound by strips of adhesive cloth

16539: Target is tightly chained to the nearest tree

16540: Target is tightly swaddled in a coarse wool blanket

16541: Target is tightly wrapped in blood-soaked bandages

16542: Target is tightly wrapped in strips of raw and greasy bacon

16543: Target is tormented by countless demonic voices

16544: Target is tormented by false but realistic echoes of a past life

16545: Target is tormented by illusory ants crawling all over him

16546: Target is tormented by invisible barbs that catch in his flesh

16547: Target is tormented by shrill and discordant music

16548: Target is tormented by the awareness of his mortality

16549: Target is tormented by visions of his own damnation

16550: Target is tormented by visions of his own descent into madness

16551: Target is tormented by visions of the damned

16552: Target is tormented by visions of the torture of his allies

16553: Target is tormented by voices telling him to kill his allies

16554: Target is tormented by voices telling him to kill the king

16555: Target is unable to look directly at the caster

16556: Target is unaffected by natural winds

16557: Target is unexpectedly thrust into a position of political power

16558: Target is unusually clumsy for 1d4 hours after he says his name

16559: Target is utterly fearless until sunset tomorrow

16560: Target is violently allergic to some common non-magical species

16561: Target is violently compressed to the size of a grain of rice

16562: Target is violently pushed 1d10 yards, stunned for as many rounds

16563: Target is wearing a diver's mask, snorkel, and swim fins

16564: Target is wearing a formal suit made entirely of lettuce

16565: Target is wearing a formal suit made entirely of smoked meats

16566: Target is wearing a necklace of severed human ears

16567: Target is wearing nothing but strategically-placed coconut shells

16568: Target is wearing the entire skin from an orc or goblin

16569: Target is wearing the leathered skin from his own corpse

16570: Target is wholly invulnerable for 1d4 rounds

16571: Target is widely famed for his prowess with the scissors

16572: Target is widely recognized as a traitor to his race and species

16573: Target is, by his very nature, impossible

16574: Target jingles like sleigh bells while trying to move stealthily

16575: Target kills himself at sunset tonight but is resurrected at dawn

16576: Target knows a secret that damages the sanity of any who learn it

16577: Target knows an economical way to extract aluminum from bauxite

16578: Target knows but won't tell the location of an important artifact

16579: Target knows everything there is to know about the caster

16580: Target knows exactly what will happen in the next 2d6 rounds

16581: Target knows the current location of every Dwarf within 10 miles

16582: Target knows the location of every lock within one mile

16583: Target labors to conceal a humiliating secret from his allies

16584: Target lacks any concept of personal property

16585: Target laughs like a braying donkey when he injures someone

16586: Target laughs outrageously at the sight of his allies' blood

16587: Target learns that a deranged cult worships him as a god

16588: Target leaves no scent for 1d4 weeks

16589: Target leeches 2d10 hit points from the caster

16590: Target levitates 10d10 yards into the air for that many rounds

16591: Target levitates 1d10 feet in each of the next 1d6 rounds

16592: Target literally laughs at danger, so much so that it's annoying

16593: Target looks as though half of his body has been severely burned

16594: Target looks as though half of his body is made of pumice

16595: Target looks as though half of his body is made of wood

16596: Target looks as though he's made entirely of clay

16597: Target looks exactly like the caster for 1d4 days

16598: Target looks like a photo-negative for 1d4 days

16599: Target looks like a photo-negative while wielding a weapon

16600: Target looks vaguely demonic whenever he uses a magic item

16601: Target loses 1d100 hit points if he speaks his name before sunset

16602: Target loses 1d100 hit points unless he eats 3lbs of gold by dawn

16603: Target loses 1d100% of his mass

16604: Target loses 1d4 hit points every time he draws a weapon

16605: Target loses 1d4 levels/hit dice

16606: Target loses a point of Intelligence for each hit point he loses

16607: Target loses all but one hit point, then regains one per round

16608: Target loses all hit points gained due to high Constitution

16609: Target loses all sense of decency and restraint

16610: Target loses half of his remaining hit points

16611: Target loses one hit point each day for the next 1d100 days

16612: Target loses one hit point per hour until dawn tomorrow

16613: Target loses one hit point per person now within a 10 yard radius

16614: Target loses one hit point per round until he eats some raw meat

16615: Target loses one hit point per round until he strips naked

16616: Target loses one hit point per round until he swallows a coin

16617: Target loses one hit point per round until he's struck by magic

16618: Target loses the sense of object permanence

16619: Target makes a spirited effort to detach one of his legs

16620: Target makes a spirited effort to disarm his allies

16621: Target makes a spirited effort to eat his own foot

16622: Target makes a spirited effort to extract his own heart

16623: Target makes a spirited effort to pull out his own tongue

16624: Target makes a spirited effort to remove his lower jaw

16625: Target makes a spirited effort to scour the flesh from his hands

16626: Target makes a spirited effort to swallow his weapon

16627: Target makes a spirited effort to tear off his ears

16628: Target makes outrageous claims about his martial skill

16629: Target makes outrageous claims about his wealth and property

16630: Target mimics the actions of one of his allies for 2d6 rounds

16631: Target mimics the caster's actions for 1d10 rounds

16632: Target mistakes himself for someone else

16633: Target moos like a cow each time he draws a weapon

16634: Target must carry a blade at all times that has never drawn blood

16635: Target must carry a burning candle at all times

16636: Target must carry a fifty pound wheel of cheese until sunset

16637: Target must carry a small stone from this spot at all times

16638: Target must carry a wooden staff taller than he is at all times

16639: Target must carry at least 30 feet of rope at all times

16640: Target must carry at least 4d6 gold coins at all times

16641: Target must carry at least five pounds of wood at all times

16642: Target must carry at least one pound of feathers at all times

16643: Target must climb a tall tree during the next thunderstorm

16644: Target must disrobe before entering any cave or mine

16645: Target must douse himself with 2d6 gallons of water or combust

16646: Target must draw his weapon every time he says his name

16647: Target must drink 2d4 gallons of water before sunset

16648: Target must eat 3d6 pounds of food before dawn tomorrow

16649: Target must eat a pound of grass or leaves before dawn

16650: Target must eat a pound of ice by sunset tonight

16651: Target must give his name whenever he's asked for it

16652: Target must lie whenever he's asked his name

16653: Target must re-roll any attribute scores that are higher than 15

16654: Target must re-roll any attribute scores that are lower than 12

16655: Target must return to this location at least once each month

16656: Target must Save at each sunset or forget what happened that day

16657: Target must Save each morning or be ethereal until dusk

16658: Target must Save each morning or shrink by 10%

16659: Target must Save each morning, or he can't use his arms that day

16660: Target must Save each morning, or his left leg bursts into flame

16661: Target must Save each night or else sleep for 6d8+24 hours

16662: Target must Save or 1d100 of his bones explode

16663: Target must Save or 1d100 of his bones turn to glass

16664: Target must Save or 1d100 of his bones turn to steel

16665: Target must Save or be dragged to the bottom of the nearest lake

16666: Target must Save or be struck dead by a meteor

16667: Target must Save or each of his bones teleports 1d4 miles

16668: Target must Save or forfeit ownership of all of his possessions

16669: Target must Save or he beheads himself with his next attack

16670: Target must Save or he will never have existed

16671: Target must Save or his hands and weapons vanish until sunset

16672: Target must Save or his temperature rises 1° per round

16673: Target must Save or lose 1d4 from each attribute score

16674: Target must Save when he's hit by a bludgeon or shatter

16675: Target must Save when he's hit by a bludgeon or shriek in panic

16676: Target must Save when he's hit by a bludgeon or turn inside out

16677: Target must Save when he's hit by a bludgeon or turn to butter

16678: Target must say his name every time he draws a weapon

16679: Target must scale the tallest mountain within 100 miles

16680: Target must take 1d10 steps backward each time he draws a weapon

16681: Target now has 1d12 x 10% of his full hit points

16682: Target now has an odd number of limbs

16683: Target now has three legs spaced evenly around his pelvis

16684: Target obsessively cleans and polishes any magical items he owns

16685: Target obsessively pursues a man who turns into a green monster

16686: Target obsessively pursues an immortal beast with glass eyes

16687: Target obsessively pursues some crazy get-rich-quick scheme

16688: Target obsessively pursues the one-armed man who killed his wife

16689: Target offered his legs as collateral on a high-interest loan

16690: Target only needs to blink once every 4d6 hours

16691: Target only needs to eat one normal-sized meal per week

16692: Target opens a chain of big-box retail stores

16693: Target owes a big favor to a powerful and malevolent entity

16694: Target owes a big favor to someone to whom he's morally opposed

16695: Target perceives a vast army to be just beyond the nearest ridge

16696: Target perceives aggressive creditors to be hunting him endlessly

16697: Target perceives all foliage to be ablaze

16698: Target perceives constant rainfall from now on

16699: Target perceives everyone nearby to be sheathed in golden flame

16700: Target perceives everyone nearby to be sprouting peacock feathers

16701: Target perceives everyone nearby to look just like him

16702: Target perceives everything except himself to be 50% larger

16703: Target perceives everything nearby to be aligned against him

16704: Target perceives everything nearby to made of gold

16705: Target perceives everything to be blighted and drained of color

16706: Target perceives himself to be bathed in silver light

16707: Target perceives himself to be the wealthiest person in the world

16708: Target perceives hints of prophecy in any music he hears

16709: Target perceives menacing waterfowl all around him

16710: Target perceives profound secrets in everyday conversation

16711: Target perceives shocking insults in everyday conversation

16712: Target perceives weather conditions to be six months out of sync

16713: Target perceives worms to be wriggling from his every orifice

16714: Target permanently abandons his principal weapon

16715: Target permanently ages one year for each hit point he loses

16716: Target permanently gains 1d4 hit points

16717: Target permanently loses 1d10 toes

16718: Target permanently loses 1d4 hit points

16719: Target permanently loses half his current hit points

16720: Target poses and spits water like a fountain for one turn

16721: Target presents a long list of grievances to the caster

16722: Target pretends that he has a personal relationship with his god

16723: Target pretends that he's been Charmed by the caster

16724: Target punches his jaw repeatedly until he knocks himself out

16725: Target quickly regenerates any lost fingers or toes

16726: Target races away in a random direction and can't stop until dawn

16727: Target races headlong toward any magic user he encounters

16728: Target races to the nearest cave and hides there

16729: Target races to the nearest cave entrance

16730: Target races to the nearest library and tries to burn it down

16731: Target races to the nearest temple and messily desecrates it

16732: Target races toward his home at top speed

16733: Target races toward the caster and begs to be killed

16734: Target races toward the caster, embraces him, & vanishes with him

16735: Target races toward the nearest lake and jumps into it

16736: Target races toward the nearest monarch and attacks him

16737: Target races toward the nearest ocean and wades out 1d4 miles

16738: Target races toward the nearest open fire and jumps into it

16739: Target races toward the nearest open pit and jumps into it

16740: Target rattles like a bucket of stones while moving with stealth

16741: Target reacts violently to any representative of the king

16742: Target reacts violently to anyone bearing a scar on his face

16743: Target reacts violently to anyone bearing a tattoo

16744: Target reacts violently to anyone displaying a holy symbol

16745: Target reacts violently to anyone he sees who is now injured

16746: Target reacts violently to anyone he thinks is able to kill him

16747: Target reacts violently to anyone nearby when he awakens

16748: Target reacts violently to anyone not of his race

16749: Target reacts violently to anyone not wearing a hat

16750: Target reacts violently to anyone refusing to address him as sire

16751: Target reacts violently to anyone representing a deity

16752: Target reacts violently to anyone taller than he is

16753: Target reacts violently to anyone wearing a cloak

16754: Target reacts violently to anyone wearing a gold ring

16755: Target reacts violently to anyone wearing a hat or helmet

16756: Target reacts violently to anyone wearing leather

16757: Target reacts violently to anyone who addresses him by name

16758: Target reacts violently to anyone who addresses the caster

16759: Target reacts violently to anyone who asks his name

16760: Target reacts violently to anyone who attacks the caster

16761: Target reacts violently to anyone who carries an axe

16762: Target reacts violently to anyone who displays fear or pity

16763: Target reacts violently to anyone who displays the color red

16764: Target reacts violently to anyone who doesn't offer him money

16765: Target reacts violently to anyone who doesn't recognize him

16766: Target reacts violently to anyone who draws a weapon near him

16767: Target reacts violently to anyone who eats in front of him

16768: Target reacts violently to anyone who eats meat in his presence

16769: Target reacts violently to anyone who gives him an order

16770: Target reacts violently to anyone who has a beard

16771: Target reacts violently to anyone who has long hair

16772: Target reacts violently to anyone who has no beard

16773: Target reacts violently to anyone who lights a fire near him

16774: Target reacts violently to anyone who mentions a deity by name

16775: Target reacts violently to anyone who mentions his martial skill

16776: Target reacts violently to anyone who offers him aid in battle

16777: Target reacts violently to anyone who offers him food or water

16778: Target reacts violently to anyone who offers him hospitality

16779: Target reacts violently to anyone who offers him money

16780: Target reacts violently to anyone who questions his bravery

16781: Target reacts violently to anyone who receives magical healing

16782: Target reacts violently to anyone who refuses to give him money

16783: Target reacts violently to anyone who refuses to worship him

16784: Target reacts violently to anyone who says a magic word near him

16785: Target reacts violently to anyone who seems to have a magic item

16786: Target reacts violently to anyone who sees him get injured

16787: Target reacts violently to anyone who shows him common courtesy

16788: Target reacts violently to anyone who speaks while on horseback

16789: Target reacts violently to anyone who speaks with an accent

16790: Target reacts violently to anyone who spends money on armor

16791: Target reacts violently to anyone who suggests that he's mortal

16792: Target reacts violently to anyone who touches him

16793: Target reacts violently to anyone who uses magic

16794: Target reacts violently to anyone who wears jewelry

16795: Target reacts violently to anyone who wields a magical weapon

16796: Target reacts violently to anyone whom he perceives to be ill

16797: Target reacts violently to anyone wielding a bloodstained weapon

16798: Target reacts violently to anyone wielding a wooden bludgeon

16799: Target reacts violently to anyone with bloodstained clothes

16800: Target reacts violently to Elves who learn his name

16801: Target reacts violently to the next person to draw blood near him

16802: Target realizes that has an extra eye in the back of his head

16803: Target realizes that he murdered 1d10 people closest to him

16804: Target realizes that he's a mechanical simulacrum

16805: Target realizes that he's always been a ravenous cannibal

16806: Target realizes that he's been chewing on gravel for several days

16807: Target realizes that he's being controlled by invisible entities

16808: Target realizes that he's had an arrow in his thigh for days

16809: Target realizes that he's lost and doesn't know anyone nearby

16810: Target realizes that the back of his head is removable

16811: Target receives a massive shock the next time he touches metal

16812: Target receives a sign that he should abandon all worldly goods

16813: Target receives a sign that he should devote himself to magic

16814: Target receives a sign that he should reject all magic

16815: Target receives a sign that his murder is imminent

16816: Target reeks of carrion when he's angry

16817: Target reeks of cheap perfume between sunset and dawn

16818: Target reeks of chlorine while he speaks

16819: Target reeks of gasoline for the rest of his life

16820: Target reeks of manure while in polite company

16821: Target reflection appears in every mirror within 10 miles

16822: Target refuses any offers of first aid or magical healing

16823: Target refuses to believe that metal weapons can harm him

16824: Target refuses to believe that poisons are poisonous

16825: Target refuses to believe that the caster exists

16826: Target refuses to eat any cooked meat

16827: Target refuses to eat or sleep for 2d4-1 days

16828: Target refuses to eat until his magical sword is returned

16829: Target refuses to eat within 6d10 miles of this spot

16830: Target refuses to give medical aid to his allies

16831: Target refuses to share food or water with his allies

16832: Target refuses to speak his native tongue while outdoors

16833: Target refuses to speak to anyone at all for 1d8 days

16834: Target refuses to speak to anyone not of his race

16835: Target refuses to speak to anyone of his race

16836: Target refuses to speak to anyone who addresses him by name

16837: Target refuses to speak to anyone who is looking at him

16838: Target refuses to speak to anyone who shares his native tongue

16839: Target refuses to speak to anyone whom he knows to employ magic

16840: Target regains his full hit points in each of the next 1d8 rounds

16841: Target regenerates one hit point for each pint of blood he drinks

16842: Target regresses to infancy but quickly grows to his correct age

16843: Target re-rolls 1d4 of his attribute scores, using 2d10

16844: Target re-rolls his hit points

16845: Target retains a perfect memory of the next 4d12 hours

16846: Target rightly believes that everyone is trying to kill him

16847: Target roars like a lion whenever he sees food

16848: Target runs 1d4 miles at top speed in a random direction

16849: Target runs completely around the nearest lake

16850: Target salivates heavily during battle

16851: Target screams as though in agony for 1d4 hours

16852: Target secretes 10 gallons of foul brine over the next 1d8 turns

16853: Target secretes a sticky pus from his eyes, nose, and ears

16854: Target sees anything more than 20 yards away as dull gray

16855: Target sees spectacular lightning overhead, but no one else does

16856: Target shakes violently when attempting to use magic items

16857: Target shakes violently while touching magic items

16858: Target shimmers like a desert mirage, making him -1 ToHit

16859: Target shrinks by 25% during each of the next 1d10 days

16860: Target shrinks by 8d10% when he next attacks the caster

16861: Target single-mindedly attacks the tallest person he can see

16862: Target single-mindedly tries to kill the caster until one is dead

16863: Target sinks halfway to the center of the world

16864: Target smells like 1,000 roses whenever he uses a magic item

16865: Target smells like 10 corpses whenever he uses a magic item

16866: Target smells like fungus for 1d4 hours after every battle

16867: Target smells like roses for one hour after every battle

16868: Target smells rotting flesh everywhere for 1d4 weeks

16869: Target smells strongly of blood whenever he uses a magic item

16870: Target smells strongly of cabbage until his next birthday

16871: Target smells strongly of sauerkraut for the rest of his life

16872: Target smells strongly of sour milk until next wounded in battle

16873: Target smells strongly of vanilla for 2d4 days

16874: Target sneezes and 10d10 angry wasps spew from his nose

16875: Target sneezes and blows 1d4 pounds of iron filings from his nose

16876: Target sneezes and blows all of his teeth from his mouth

16877: Target snorts like a pig before and after he says his name

16878: Target sounds as though he's shouting through a distant megaphone

16879: Target speaks only in an archaic dialect of his native language

16880: Target spends 1d4 rounds obsessing over the impact of his actions

16881: Target spends 1d4 turns trying to fell a tree with his bare hands

16882: Target spends 2d4 rounds trying to remove one of his vital organs

16883: Target spends 2d8 rounds praising the caster for his magic skills

16884: Target spends a few rounds trying to convince himself he's dead

16885: Target spends a few rounds trying to unscrew his own head

16886: Target spends all of his money to buy something totally worthless

16887: Target spins a cocoon & emerges in 1d4 days with butterfly wings

16888: Target spins like a top for 1d8 rounds

16889: Target spits out small lumps of coal after any melee

16890: Target sprays a gallon of milk from his nose

16891: Target sprays a huge gout of jet-black ink from his nose

16892: Target sprouts 1d10 additional noses all over his body

16893: Target sprouts 1d10 fingers from his cheeks

16894: Target sprouts 1d10 pairs of delicate antennae

16895: Target sprouts 1d100 additional ears on his body

16896: Target sprouts 1d6 additional noses somewhere on his body

16897: Target sprouts 3d10 tufts of coarse, ugly hair on his body

16898: Target sprouts a bunch of flexible metal tines on his face

16899: Target sprouts a clumsy elephant's trunk at the back of his head

16900: Target sprouts a collar of holly from the skin of his neck

16901: Target sprouts a horse's tail from the center of his chest

16902: Target sprouts a long, prehensile tail from his chest

16903: Target sprouts a non-functional face between his shoulder blades

16904: Target sprouts a non-functioning hand from the top of his head

16905: Target sprouts a pair of compound eyes from his cheekbones

16906: Target sprouts a pair of loathsome tentacles from his forehead

16907: Target sprouts a pair of retractable fangs in each palm

16908: Target sprouts a pig's tail from between his eyes

16909: Target sprouts a small foot from the top of his head

16910: Target sprouts a torch sconce between his shoulder blades

16911: Target sprouts a vulture's wing between his shoulder blades

16912: Target sprouts an additional foot from each knee

16913: Target sprouts an additional foot from each shoulder

16914: Target sprouts an additional forearm and hand from one elbow

16915: Target sprouts an additional hand from each shoulder

16916: Target sprouts an additional hand from one of his arms

16917: Target sprouts an additional hand from the palm of one hand

16918: Target sprouts an additional head beside the existing one

16919: Target sprouts an additional limb

16920: Target sprouts an additional mouth next to his original one

16921: Target sprouts an additional pair of eyes on his forehead

16922: Target sprouts an additional pair of nostrils on his forehead

16923: Target sprouts an additional pair of thumbs on his forehead

16924: Target sprouts an additional thumb from the back of each hand

16925: Target sprouts an iguana's tail from his chin

16926: Target sprouts an intelligent fungus atop his head

16927: Target sprouts an ox horn from his chin

16928: Target sprouts an ox horn from one side of his head

16929: Target sprouts countless leaves, each bearing a mysterious rune

16930: Target sprouts deer antlers from his shoulder blades

16931: Target sprouts enormous fangs from his lower jaw

16932: Target sprouts harmless but acrid blue mold all over his body

16933: Target sprouts retractable iron claws from his fingers

16934: Target sprouts small, flashing lights along his spine

16935: Target sprouts wool like a sheep

16936: Target stalks the caster, always at least one mile distant

16937: Target steals credit for writing a list of 7,000 random effects

16938: Target stretches into an upright "X" for 1d10 rounds

16939: Target struggles with some trite philosophical conundrum

16940: Target suddenly has 2d10 carpenter's nails in his mouth

16941: Target suddenly has a horseshoe in his mouth

16942: Target suddenly owns a book describing how to build a spacecraft

16943: Target suddenly owns a large pouch made of his own leathered skin

16944: Target suddenly owns an exact replica of his own skeleton

16945: Target suddenly owns an exact replica of some person nearby

16946: Target suddenly owns an exact replica of the caster's skeleton

16947: Target suddenly realizes that fire can harm him

16948: Target suddenly realizes that he doesn't know how to use weapons

16949: Target suddenly realizes that he has a conjoined twin

16950: Target suddenly realizes that he's terrified of spiders

16951: Target suddenly realizes that he's undead

16952: Target suddenly realizes that magic doesn't really exist

16953: Target suddenly realizes that magical illusions can't hurt him

16954: Target suddenly realizes that the caster is only an illusion

16955: Target suddenly senses that his identity is a fictional construct

16956: Target suffers a fit of crippling paranoia for 1d4 turns

16957: Target suffers a seizure lasting 1d10 rounds

16958: Target suffers burns if he touches water hotter than 80°

16959: Target suffers double damage from injuries while he's wet

16960: Target suffers extreme hypothermia

16961: Target suffers from a disfiguring pox, but his teeth are radiant

16962: Target suffers from hysterical pregnancy

16963: Target suffers half damage from metal weapons while it's snowing

16964: Target suffers immense pain while in close proximity to fire

16965: Target suffers intense dread when he tries to use a magic item

16966: Target suffers no damage from dragons' breath for 1d4 weeks

16967: Target suffers no damage from falls of less than 1d100 feet

16968: Target suffers no damage from magical blades for 2d4 days

16969: Target suffers no damage from wounds inflicted by orcs

16970: Target suffers only half damage from acid for 1d4 days

16971: Target suffers only half damage from fire for 1d8 days

16972: Target suffers only half damage from now until midnight

16973: Target suffers only half damage from wounds received in daylight

16974: Target suffers severe burns if cut by a magical blade

16975: Target suffers severe burns the next time he removes his clothes

16976: Target suffers severe convulsions in the presence of kobolds

16977: Target suffers severe frostbite the next time he touches metal

16978: Target suffers splitting headaches after using magic items

16979: Target swallowed a tiny but powerful artifact yesterday

16980: Target swaps places with himself from 1d10+10 rounds ago

16981: Target swears undying loyalty to the next person to say his name

16982: Target sweats viscous and fragrant oil

16983: Target teleports 100 yards north in each of the next 1d10 rounds

16984: Target teleports 6d6 miles & back in each of the next 2d6 rounds

16985: Target teleports 8d10 miles when he next attacks the caster

16986: Target teleports into the nearest convent

16987: Target teleports into the nearest grain silo

16988: Target teleports into the nearest leper colony

16989: Target teleports into the nearest monastery

16990: Target teleports into the nearest oubliette

16991: Target teleports into the nearest unoccupied sarcophagus

16992: Target teleports one mile upon his next successful attack

16993: Target teleports to a barren, arctic wasteland for 1d4+1 hours

16994: Target teleports to a point 1d100 feet above the nearest lake

16995: Target teleports to a tiny and distant island for 1d4 days

16996: Target teleports to an impenetrable forest for 4d6 hours

16997: Target teleports to the base of the largest tree within 100 miles

16998: Target teleports to the caster's location in exactly 24 hours

16999: Target teleports to the centerpoint of the nearest lake's surface

17000: Target teleports to the exact place where he awoke this morning

17001: Target teleports to the exact place where he last ate a full meal

17002: Target teleports to the exact place where he met the caster

17003: Target teleports to the exact place where he was born

17004: Target teleports to the exact place where he'll be in 24 hours

17005: Target teleports to the exact place where the caster was born

17006: Target teleports to the location of the nearest anvil

17007: Target teleports to the place where he last paid for a meal

17008: Target teleports to the place where his blood was last spilled

17009: Target teleports to this spot at both dawn and sunset tomorrow

17010: Target teleports to this spot on the first day of each month

17011: Target teleports to this spot upon losing 50% of his hit points

17012: Target teleports to this spot when his blood is next spilled

17013: Target teleports well beyond the caster's line of sight

17014: Target tells embarrassing lies about himself at every opportunity

17015: Target thinks he'll die if he climbs a tree taller than he is

17016: Target thinks he'll die if he sees a shooting star

17017: Target thinks he'll die if he wields a magical weapon

17018: Target thinks he'll die if struck again by the caster's magic

17019: Target thinks he'll die unless the caster saves him

17020: Target thinks he's an elephant until he's next injured

17021: Target thinks that 1d100 years have passed

17022: Target thinks that a mighty artifact is hidden in a nearby lake

17023: Target thinks that he can control the caster for 1d6 rounds

17024: Target thinks that he's thoroughly soaked with lamp oil

17025: Target thinks that he's under the caster's control until sunset

17026: Target thinks that his attacks heal rather than inflict damage

17027: Target thinks that his clothing is on fire for 1d10 rounds

17028: Target thinks that his enemies are only illusions

17029: Target thinks that his left arm has turned to stone

17030: Target thinks that his skin is trying to suffocate him

17031: Target thinks that his sweat is flammable

17032: Target thinks that his weapon is intelligent and powerful

17033: Target thinks that his weapon will explode on contact with metal

17034: Target thinks that non-magical fire is a manifestation of his god

17035: Target thinks that non-magical fire is an offense against his god

17036: Target thinks that one of his limbs is as fragile as glass

17037: Target thinks that the nearest fire is an avatar of his god

17038: Target thinks that the nearest statue is his close relative

17039: Target thinks that the nearest statue was once his close friend

17040: Target throws all of his belongings into the next fire he sees

17041: Target throws his weapon into the next chasm he passes

17042: Target tries to bite off 1d10 of his fingers, one try per finger

17043: Target trips and falls over in each of the next 1d6 rounds

17044: Target trips over what he realizes is his own grave marker

17045: Target trumpets like an elephant when he draws a weapon

17046: Target trusts everyone unquestioningly, no matter how unworthy

17047: Target trusts no one who's visibly carrying a weapon

17048: Target trusts the caster absolutely and unquestioningly

17049: Target trusts the caster implicitly until the caster next speaks

17050: Target turns in a circle every time he passes through a doorway

17051: Target turns into a pumpkin at midnight tonight; reverts at dawn

17052: Target turns into a tree at each sunset but reverts at dawn

17053: Target understands 3d6 languages but can speak and write only one

17054: Target vanishes for 1d4 days, then reappears unaware of the lapse

17055: Target vanishes until 1d4 different people say his name

17056: Target vanishes until the caster dies or gains a level

17057: Target vanishes until two different people say his name

17058: Target volunteers for any task, the more dangerous, the better

17059: Target vows not to eat meat unless it comes from primates

17060: Target vows to adopt a life of asceticism and poverty

17061: Target vows to eat an entire person before the end of next month

17062: Target vows to eat only raw meat starting tomorrow

17063: Target vows to eat only rotting meat starting tomorrow

17064: Target vows to forego all magical healing for one full year

17065: Target vows to return to this exact spot once per week

17066: Target vows to slay anyone who uses magic on him

17067: Target vows to slay every necromancer he meets

17068: Target vows to smite those who take his name in vain

17069: Target vows to tithe 90% of his income

17070: Target wails inconsolably for 1d10 rounds

17071: Target wakes each day bald, but his hair regrows by noon

17072: Target wakes each day certain that he's been buried for weeks

17073: Target wakes each day certain that he's been tortured for weeks

17074: Target wakes each day certain that he's gone blind

17075: Target wakes each day certain that he's immortal

17076: Target wakes each day certain that he's spent a month in the snow

17077: Target wakes each day certain that he's still dreaming

17078: Target wakes each day certain that he's the king

17079: Target wakes each day certain that his heart has been removed

17080: Target wakes each day covered in dirt as though recently buried

17081: Target wakes each day covered in finely-powdered rust

17082: Target wakes each day with his pockets full of twigs and gravel

17083: Target wakes tomorrow certain that it's yesterday

17084: Target wakes tomorrow floating in the middle of the nearest lake

17085: Target wakes tomorrow within 1d10 yards of the caster

17086: Target was assembled from portions of corpses

17087: Target was just released after decades of solitary confinement

17088: Target was the caster in a past life

17089: Target was Wished into existence by a delusional necromancer

17090: Target wastes many hours writing a list of 10,000 random effects

17091: Target whistles like a teapot when struck by magic

17092: Target will be devoured by a dragon within 24 hours

17093: Target will befriend a dragon within 24 hours

17094: Target will betray himself at the most inopportune time

17095: Target will betray his closest ally in his time of greatest need

17096: Target will combust in 1d10 rounds unless he eats 2d10 gold coins

17097: Target will combust violently in 2d10 rounds

17098: Target will die unless he spends 100 gold pieces each day

17099: Target will either die or become a god at the next solstice

17100: Target will gouge out his eyes unless he's retrained or attacked

17101: Target will rescue his closest ally but it will cost his own life

17102: Target will soon be arrested for bearing forged letters of marque

17103: Target will soon be arrested for running an illegal orphanage

17104: Target will soon be mistaken for a mighty figure out of legend

17105: Target will spend any amount necessary to buy a handful of smoke

17106: Target wobbles and clangs like a buoy while walking in fog

17107: Target won't be able to sleep in the next 1d100 days

17108: Target wrongly believes that everyone is trying to kill him

17109: Target's AC is re-rolled on 1d10 in each of the next 2d10 rounds

17110: Target's age doubles twice

17111: Target's age fluctuates 5d10 years each round for 10 rounds

17112: Target's age is now 3d20, with all related bonuses and penalties

17113: Target's age is re-rolled on 10d10 each morning

17114: Target's age varies by 1d10 years each time he's wounded

17115: Target's allies all attack him for 1d4 rounds

17116: Target's allies all sound just like him

17117: Target's allies are all healed, but he's reduced to one hit point

17118: Target's allies are all standing within arm's reach of him

17119: Target's allies are condescending and patronizing to him

17120: Target's allies are immune to the target's weapons for 1d12 hours

17121: Target's allies are stricken blind until the target says his name

17122: Target's allies are teleported at least 1d4 miles away from him

17123: Target's allies arrange to sell him for a substantial profit

17124: Target's allies assembled him from artificial parts

17125: Target's allies attempt to steal and sell all of his belongings

17126: Target's allies betrayed him terribly within the last 1d4 days

17127: Target's allies can come within 10 yards of him during melee

17128: Target's allies can't communicate with him until he spills blood

17129: Target's allies can't defend him in a fight

17130: Target's allies can't digest any food that he prepares

17131: Target's allies can't distinguish the target from the caster

17132: Target's allies can't draw weapons within 10 yards of him

17133: Target's allies can't look directly at him for 1d4 days

17134: Target's allies can't see him while he's at full hit point

17135: Target's allies can't speak to him while he has a weapon drawn

17136: Target's allies conspire to sell him into slavery

17137: Target's allies conspire to sell his soul to a demon

17138: Target's allies each carry a small vial filled with his blood

17139: Target's allies each find 1d10 gold pieces

17140: Target's allies each give him 1d100 gold pieces

17141: Target's allies fear that he's about to go on a homicidal rampage

17142: Target's allies go berserk if he is slain

17143: Target's allies have never liked or respected him

17144: Target's allies look just like him for 4d6 hours

17145: Target's allies look just like him until sunset

17146: Target's allies mock and ridicule him mercilessly until sunset

17147: Target's allies speak no language he can understand for 2d8 days

17148: Target's allies spread vicious and humiliating rumors about

17149: Target's allies suspect that he belongs to a divine lineage

17150: Target's allies suspect that he's a mechanical impostor

17151: Target's allies suspect that he's hiding vast wealth from them

17152: Target's allies suspect that he's joined a violent cult

17153: Target's allies suspect that he's plotting to betray them

17154: Target's allies suspect that he's really the caster

17155: Target's allies swear a blood oath against whoever slays him

17156: Target's allies think that he can resurrect the dead

17157: Target's allies think that he fulfills an ancient prophecy

17158: Target's allies think that he has some terribly virulent disease

17159: Target's allies think that he plans to sacrifice them to his god

17160: Target's allies think that he's ablaze

17161: Target's allies think that he's at death's door

17162: Target's allies think that he's being controlled by unseen forces

17163: Target's allies think that he's damned beyond hope of redemption

17164: Target's allies think that he's dead, and they try to bury him

17165: Target's allies think that he's drowning

17166: Target's allies think that he's far more powerful than he lets on

17167: Target's allies think that he's guilty of many unspeakable crimes

17168: Target's allies think that he's ingested a powerful toxin

17169: Target's allies think that he's possessed by a powerful demon

17170: Target's allies think that he's under the caster's control

17171: Target's allies think that his name is "Fungus"

17172: Target's allies think that his touch is poisonous to them

17173: Target's allies trust him implicitly

17174: Target's allies utterly terrify him for 1d8 hours

17175: Target's allies worship him as a god for 1d8 days

17176: Target's ankle is tightly chained to his neck

17177: Target's ankles are bound by a large and heavy padlock

17178: Target's apparent physical age fluctuates by 1d100 years daily

17179: Target's arms appear to be stricken with advanced leprosy

17180: Target's arms are as limp as rope for 4d6 rounds

17181: Target's arms are encased in straight, tight-fitting steel tubes

17182: Target's arms are henceforth as limber as snakes

17183: Target's arms are replaced by inert duplicates of his head

17184: Target's arms can't be bound by cloth, rope, or vines

17185: Target's arms can't be broken by any natural means

17186: Target's arms can't be harmed by claws or teeth

17187: Target's arms can't be harmed by non-magical weapons

17188: Target's arms flap like a hummingbird's wings for 3d6 rounds

17189: Target's arms have been repeatedly severed and reattached

17190: Target's arms reflect light like a mirror

17191: Target's arms shrink to the size of an infant's arms

17192: Target's arms spin like propellers until he's hit by magic

17193: Target's arms vanish, but he sprouts a trunk like an elephant

17194: Target's arms wheeze like hydraulics when he moves them

17195: Target's arms wriggle like angry snakes

17196: Target's attacks are 5% likely to inflict 5X normal damage

17197: Target's attacks are 5% likely to inflict equal damage upon him

17198: Target's attacks are 10% likely to inflict no damage at all

17199: Target's attacks are 10% likely to inflict only illusory damage

17200: Target's attacks are accompanied by eerie, disembodied chanting

17201: Target's attacks are accompanied by mocking, disembodied laughter

17202: Target's attacks are accompanied by the sound of breaking glass

17203: Target's attacks cause maximum damage, but he takes equal damage

17204: Target's attempts at tracking invariably lead to his own trail

17205: Target's blood burn as bright as magnesium

17206: Target's blood can eat through steel and iron like acid

17207: Target's blood hold the secret to eternal life

17208: Target's blood induces wild hallucinations in any who spill it

17209: Target's blood is highly flammable for 2d10 rounds

17210: Target's blood is invisible

17211: Target's blood is widely believed to be a panacea

17212: Target's blood smells powerfully of sulfur

17213: Target's body appears to be full of holes like Swiss cheese

17214: Target's body appears to be made entirely of cork

17215: Target's body appears to be made of porous wax

17216: Target's body can absorb twice its weight in water

17217: Target's body climbs into a tree each night as he sleeps

17218: Target's body inflates to twice its normal volume

17219: Target's body is covered with sores and blisters

17220: Target's body is infested with an enormous colony of termites

17221: Target's body is scarred as if he'd been pushed through a screen

17222: Target's body is scoured with steel wool

17223: Target's body rings like an enormous church bell 1d12 times

17224: Target's body slowly absorbs any clothing he wears

17225: Target's body, clothing, and gear are uniformly bright orange

17226: Target's bones are as brittle as chalk until sunset tomorrow

17227: Target's bones are discovered to have been stolen

17228: Target's bones are intensely magnetic

17229: Target's bones are sought by poachers

17230: Target's bones are visible through his skin while he sleeps

17231: Target's bones are visible through his skin while he's wet

17232: Target's bones are weightless

17233: Target's bones can never be rendered invisible

17234: Target's bones can't be broken by any natural physical force

17235: Target's bones chime like bells when he's struck

17236: Target's bones clatter inside his body like a bare skeleton

17237: Target's bones combust if exposed to direct sunlight

17238: Target's bones fuse into a single, inflexible mass

17239: Target's bones turn to ice

17240: Target's bones turn to muscle

17241: Target's boots are discovered to be living organisms

17242: Target's boots can never sink underwater while he wears them

17243: Target's boots fuse to the ground where he's now standing

17244: Target's boots turn to glass

17245: Target's Charisma is raised to 25 for 1d6 rounds

17246: Target's closest ally attacks him for 1d10 rounds

17247: Target's closest ally is permanently invisible to him

17248: Target's closest ally turns out to be his clone

17249: Target's closest ally will betray him in his hour of need

17250: Target's clothes always appear to be filthy

17251: Target's clothes always resemble the clothes he's now wearing

17252: Target's clothes and gear are affected by Reverse Gravity

17253: Target's clothes and gear are highly flammable

17254: Target's clothes and gear are insulated against electricity

17255: Target's clothes appear 10d10 centuries out of date

17256: Target's clothes appear to be made of ice

17257: Target's clothes are 90% transparent while in mixed company

17258: Target's clothes are as delicate as cobweb

17259: Target's clothes are as rigid as boiled leather

17260: Target's clothes are as susceptible to rust as iron

17261: Target's clothes are chilled nearly to absolute zero

17262: Target's clothes are consumed by fire, but he is unharmed

17263: Target's clothes are devoured by vermin over the next 4d6 rounds

17264: Target's clothes are extraordinarily elastic

17265: Target's clothes are seized by the local authorities

17266: Target's clothes are soaked with a fetid and viscous slime

17267: Target's clothes are soaked with a powerful acid

17268: Target's clothes are soaked with beer

17269: Target's clothes are soaked with butterscotch pudding

17270: Target's clothes are soaked with deer musk

17271: Target's clothes are soaked with icy water once every 1d12 hours

17272: Target's clothes are soaked with strong perfume

17273: Target's clothes are stuffed full of snow

17274: Target's clothes attract wasps, hornets, and bees

17275: Target's clothes billow with foul smoke when he uses a magic item

17276: Target's clothes billow with foul smoke when he wields a weapon

17277: Target's clothes billow with foul smoke when he's underground

17278: Target's clothes billow with scalding steam

17279: Target's clothes can't be moved more than 10 yards from this spot

17280: Target's clothes can't be pierced by wooden weapons

17281: Target's clothes clatter like a suit of armor while he walks

17282: Target's clothes combust if worn while crossing moving water

17283: Target's clothes defy community standards of decency

17284: Target's clothes double in size in each of the next 1d8 rounds

17285: Target's clothes double in weight in each of the next 1d8 rounds

17286: Target's clothes exactly match the caster's clothes

17287: Target's clothes exude fragrant smoke for 1d4 weeks

17288: Target's clothes glow in the dark

17289: Target's clothes have been buried for weeks in a midden

17290: Target's clothes heat to 500°

17291: Target's clothes ignite each time he uses a magic item

17292: Target's clothes inflate to the size of a house

17293: Target's clothes make him appear to suffer from leprosy

17294: Target's clothes mock him with whispers that only he can hear

17295: Target's clothes protect him against extremes of natural weather

17296: Target's clothes shrink by one percent per round

17297: Target's clothes smolder from now until dawn, but he is unharmed

17298: Target's clothes teleport 1d10 yards

17299: Target's clothes totally unravel over the next 3d10 rounds

17300: Target's clothes turn invisible each time he uses a magic item

17301: Target's clothes writhe like a living creature for 24 hours

17302: Target's corpse will never decay by natural processes

17303: Target's current hit point total is his maximum hit point total

17304: Target's deadliest foe appears in the area, armed to the teeth

17305: Target's deadliest foe will rescue him in his hour of need

17306: Target's death is expected to yield vast riches for his slayer

17307: Target's death is one of the final precursors to the apocalypse

17308: Target's death will awaken a nightmarish, slumbering deity

17309: Target's death will be horrible enough to inspire legends

17310: Target's death will bring swift retaliation from the authorities

17311: Target's death will herald the coming of an age of horrors

17312: Target's death will inflict a plague upon the surrounding area

17313: Target's death will lead to mass rioting

17314: Target's death will reveal him to be a horrific, demonic entity

17315: Target's ears are indestructible

17316: Target's ears are prehensile

17317: Target's ears are the size of dinner plates

17318: Target's ears explode if removed

17319: Target's ears melt like wax

17320: Target's ears migrate about his head as the days wear on

17321: Target's ears migrate to his shoulders

17322: Target's ears shrivel and fall off over the next 1d8 days

17323: Target's ears turn slowly counter-clockwise

17324: Target's ears, nose, and lips are invisible for 1d4 days

17325: Target's ears, nose, and lips double in size

17326: Target's ears, nose, and lips fall off

17327: Target's ears, nose, and lips turn bright blue

17328: Target's entire family is arrested by royal decree

17329: Target's explodes if any attempt is made at resurrection

17330: Target's expression is permanently locked into a manic smile

17331: Target's eyes appear to be bundles of writhing worms

17332: Target's eyes appear to be tiny fireballs

17333: Target's eyes automatically filter out harmfully bright light

17334: Target's eyes bulge from the top of his head like a frog's eyes

17335: Target's eyes bulge to the size of hen's eggs

17336: Target's eyes burst, blinding him, but they grow back in 1d4 days

17337: Target's eyes can move independently, like a chameleon's

17338: Target's eyes each have 1d4 irises and pupils

17339: Target's eyes glow with malevolent fire when he faces true north

17340: Target's eyes merge into a single eye somewhere on his face

17341: Target's eyes migrate to just above his ears

17342: Target's eyes see normally but appear lifeless like a doll's eyes

17343: Target's eyes steam and hiss like quenching metal

17344: Target's face appears to have been roughly chiseled out of coal

17345: Target's face appears to have been welded to his skull

17346: Target's face begins to look more and more bat-like

17347: Target's face can't be harmed by acid

17348: Target's face glows pale green when he tells a lie

17349: Target's face is badly sunburned in a checkerboard pattern

17350: Target's face is flattened to his skull

17351: Target's face is scarred as by acid or flame

17352: Target's face is scarred as though horribly slashed years ago

17353: Target's face is tattooed with cryptic runes and sigils

17354: Target's face looks as though he's been pounded with hammers

17355: Target's face looks as though something exploded in his nose

17356: Target's face looks like badly melted wax

17357: Target's face migrates to the top of his head

17358: Target's family disowns him and places a bounty on his head

17359: Target's family includes at least one demonic abomination

17360: Target's family relocates to a distant land without telling him

17361: Target's feet appear to be made of clay

17362: Target's feet are fused to the ground beneath him

17363: Target's feet are henceforth clear like glass

17364: Target's feet are now prehensile, but his hands are not

17365: Target's feet can rotate 360° at the ankle without harming him

17366: Target's feet can't come within one yard of each other

17367: Target's feet explode if he ventures more than one mile from here

17368: Target's feet shriek incessantly while he wears shoes or boots

17369: Target's fingernails are hard as steel and susceptible to rust

17370: Target's fingernails begin to grow 1d4 inches per round

17371: Target's fingernails glow like burning coals

17372: Target's fingernails pulse with an unholy glow under moonlight

17373: Target's fingernails react to water like pure sodium

17374: Target's fingers and thumbs are intertwined like tangled rope

17375: Target's fingers and thumbs connect directly to his wrists

17376: Target's fingers and thumbs shuffle positions

17377: Target's fingers merge into a single digit like a mitten

17378: Target's fists are attracted to each other like strong magnets

17379: Target's fists are each as large as his head

17380: Target's fists can't come within five feet of the ground

17381: Target's fists retract into his forearms when not in use

17382: Target's flesh is utterly transparent to artificial light

17383: Target's footfalls strike sparks on the ground

17384: Target's footprints are perfectly rectangular

17385: Target's footprints completely vanish after 1d10 rounds

17386: Target's footprints look like arrows pointing which way he went

17387: Target's footprints look like he's executing complex dance steps

17388: Target's forearms are invisible

17389: Target's hair can't be cut by non-magical metal

17390: Target's hair falls out and is replaced by lush feathers

17391: Target's hair falls out and is replaced by thick grass

17392: Target's hair falls out and tiny spikes sprout all over his head

17393: Target's hair floats as though underwater

17394: Target's hair grows 1d12 inches each time he's struck by magic

17395: Target's hair is severely tangled in the nearest tree or bush

17396: Target's hair is styled into a tall bouffant

17397: Target's hair moves from his head to somewhere else on his body

17398: Target's hair noticeably changes color every six hours

17399: Target's hands and feet are abnormally spongy

17400: Target's hands and feet are scarred with arcane symbols

17401: Target's hands and feet are tightly wrapped in adhesive cloth

17402: Target's hands and feet can never be rendered magically invisible

17403: Target's hands and feet give off unsettling vapors

17404: Target's hands and feet reform into perfect cubes

17405: Target's hands and feet shuffle their locations

17406: Target's hands and feet turn to pig's hooves for 1d4 days

17407: Target's hands applaud despite his wishes for 3d10 rounds

17408: Target's hands are bound in adamantite shackles

17409: Target's hands are encased in thick blobs of candle wax

17410: Target's hands are invisible while he wields a weapon

17411: Target's hands are magically slicked with butter for 1d4 hours

17412: Target's hands are nailed to the nearest tree

17413: Target's hands are shaped like those of a bat, minus the wings

17414: Target's hands are utterly paralyzed until he's struck by magic

17415: Target's hands attempt to strangle him for 3d10 rounds

17416: Target's hands become ethereal while he wields a weapon

17417: Target's hands can never be severed from his arms

17418: Target's hands can't be burned by acid, fire, or electricity

17419: Target's hands can't be burned by magical fire

17420: Target's hands can't be cut by any blade forged by a mortal

17421: Target's hands can't be cut by non-magical blades

17422: Target's hands can't come within 18 inches of his mouth

17423: Target's hands change color each hour

17424: Target's hands combust if he tries to wear gloves

17425: Target's hands combust if they come into contact with each other

17426: Target's hands flap like birds' wings for 1d10 rounds

17427: Target's hands freeze to the next wooden object he touches

17428: Target's hands fuse to the next metal object he handles

17429: Target's hands fuse together behind his back

17430: Target's hands itch slightly when he touches a magic item

17431: Target's hands look black and necrotic after handling magic items

17432: Target's hands melt like wax if exposed to magical fire

17433: Target's hands rotate 180° at the wrists

17434: Target's hands shrink by 50%

17435: Target's hands steam vigorously when he's struck by magic

17436: Target's hands try to grab his ankles while he's walking

17437: Target's hands turn to metal but otherwise function normally

17438: Target's hands vanish while he sleeps but return before he wakes

17439: Target's hat animates and attempts to eat his head

17440: Target's hat bleeds profusely until sunset tomorrow

17441: Target's hat is replaced by a spittoon or chamber pot

17442: Target's hat is replaced by half of a hollowed-out coconut

17443: Target's head always appear to face true north

17444: Target's head appears as a photo-negative

17445: Target's head appears to age at a rate of one year per day

17446: Target's head appears to be a naked brain

17447: Target's head appears to be made of delicate porcelain

17448: Target's head appears to be made of fire

17449: Target's head appears to be made of ice

17450: Target's head appears to be made of pure gold

17451: Target's head appears to be made of sand

17452: Target's head appears to be made of the finest crystal

17453: Target's head appears to be made of wood

17454: Target's head appears to be severely cracked like an egg

17455: Target's head blazes with illusory fire for 1d4 months

17456: Target's head can survive away from his body for 3d8 hours

17457: Target's head can't be harmed by magical electricity

17458: Target's head considers itself separate from his body

17459: Target's head deflates like a balloon while he sleeps

17460: Target's head explodes but regrows over the next 1d10 rounds

17461: Target's head explodes if he's decapitated

17462: Target's head glows like a jack-o-lantern

17463: Target's head goes on a murderous rampage if he's decapitated

17464: Target's head has a chunk missing as though hacked by an axe

17465: Target's head has a large hole through it like a doughnut

17466: Target's head has an arrow running harmlessly through it

17467: Target's head increases in size by a factor of 1d4+1

17468: Target's head is artificial

17469: Target's head is claimed as a sacred relic by orcs or goblins

17470: Target's head is clear like glass for 1d4 weeks

17471: Target's head is covered in coarse and ugly scales

17472: Target's head is covered with numerous disc- shaped scars

17473: Target's head is encased in a durable, transparent globe

17474: Target's head is enclosed in an indestructible helmet

17475: Target's head is enwrapped in delicate gold filigree

17476: Target's head is flattened on top like a pounded wooden stake

17477: Target's head is immune to extremes of pressure

17478: Target's head is impervious to magical fire

17479: Target's head is impervious to missile weapons

17480: Target's head is impervious to non-magical bludgeons

17481: Target's head is impervious to polymorph magic

17482: Target's head is invisible from the chin to the ears

17483: Target's head is of no particular physiological importance

17484: Target's head is prehensile

17485: Target's head is protected as though he's wearing a steel helmet

17486: Target's head is scarred as though split down the middle

17487: Target's head is shaped like a light bulb

17488: Target's head is Slowed for 1d4 hours

17489: Target's head is stuck in a huge conch shell

17490: Target's head is vestigial

17491: Target's head no longer ages

17492: Target's head seems on the verge of bursting

17493: Target's head shrinks to the size of his closed fist

17494: Target's head spins rapidly at the neck for 2d10 rounds

17495: Target's head splits in half, revealing his real head inside

17496: Target's head strongly resembles a foot

17497: Target's head throbs visibly when he's angry

17498: Target's head vanishes and his face appears on his chest

17499: Target's head was stolen from a necromancer's workshop

17500: Target's head will be claimed by warring factions after he dies

17501: Target's heart is safe in a silver urn buried in the forest

17502: Target's heart turns to solid gold, potentially killing him

17503: Target's highest attribute score drops to 3 for 2d12 hours

17504: Target's highest attribute score is halved for 1d4 days

17505: Target's highest attribute score is re-rolled daily

17506: Target's hindquarters resemble those of a donkey

17507: Target's hit points are doubled for the next 24 hours

17508: Target's huge likeness appears on the side of a nearby mountain

17509: Target's image appears on every flag and banner within 10 miles

17510: Target's internal organs have been culled from various animals

17511: Target's internal organs murmur and chant inside him

17512: Target's internal organs shuffle positions

17513: Target's internal organs turn into infernal oranges

17514: Target's intestines are more intelligent than he is

17515: Target's intestines are replaced by a length of noisy chain

17516: Target's jawbone becomes that of an ass

17517: Target's knees and elbows become ball-joints like his shoulders

17518: Target's knees and elbows can't straighten to more than 120°

17519: Target's knees and elbows creak like rusty metal

17520: Target's knees and elbows vanish

17521: Target's large intestine explodes

17522: Target's left arm has Strength 18/00

17523: Target's left arm is fused into a nearby boulder

17524: Target's left arm is permanently invisible

17525: Target's left arm moves to his right shoulder

17526: Target's left foot appears to be that of a large duck

17527: Target's left foot can never again tolerate a shoe or boot

17528: Target's left foot henceforth appears to be badly mangled

17529: Target's left foot is wholly invulnerable to all harm

17530: Target's left foot sinks six inches into the ground at each step

17531: Target's left foot sprouts a pair of thumbs

17532: Target's left foot takes root

17533: Target's legs are covered in bark

17534: Target's legs are fireproof

17535: Target's legs are invisible in direct sunlight

17536: Target's legs are shaped like springs and twang when he walks

17537: Target's legs can't be cut by non-magical weapons

17538: Target's legs exactly resemble his arms

17539: Target's legs exchange positions

17540: Target's legs fuse together, and his arms fuse to his sides

17541: Target's legs shrink by 1d10 x 10% for 1d12 hours

17542: Target's level is halved

17543: Target's limbs change proportion to match those of an infant

17544: Target's limbs shrink to the size of an infant's limbs

17545: Target's lips are sewn shut with fine gold wire

17546: Target's lips move constantly as though he's singing to himself

17547: Target's lips vanish

17548: Target's loses 1d10 levels but regains one per day

17549: Target's maximum natural lifespan doubles

17550: Target's maximum natural lifespan increases by 1d100 years

17551: Target's maximum natural lifespan is 1d10 years more than his age

17552: Target's maximum natural lifespan is reduced by 50%

17553: Target's memories of the last 1d12 hours are full of butterflies

17554: Target's memories of the last 1d12 hours are vivid but incorrect

17555: Target's most valuable possession animates and attacks him

17556: Target's most valuable possession becomes brittle as glass

17557: Target's most valuable possession bursts into flame

17558: Target's most valuable possession can't be affected by magic

17559: Target's most valuable possession doubles in size

17560: Target's most valuable possession flies toward him at great speed

17561: Target's most valuable possession is affected by reverse gravity

17562: Target's most valuable possession is an illusion

17563: Target's most valuable possession is coveted by all who see it

17564: Target's most valuable possession is encased in glass

17565: Target's most valuable possession is indestructible

17566: Target's most valuable possession is sold for 1d100 gold pieces

17567: Target's most valuable possession is stolen by the king

17568: Target's most valuable possession now belongs to someone else

17569: Target's most valuable possession turns permanently invisible

17570: Target's most valuable possession turns to lead

17571: Target's mouth and each nostril is plugged by a cork

17572: Target's mouth and one of his eyes exchange places

17573: Target's mouth appears to be full of angry hornets

17574: Target's mouth can speak with a mind of its own

17575: Target's mouth can't be opened while he's wearing a hat

17576: Target's mouth glows as though he's eating fireflies

17577: Target's mouth glows like a forge

17578: Target's mouth is full of moths

17579: Target's mouth is now located on the back of his head

17580: Target's mouth is packed completely full of leaves

17581: Target's mouth is replaced by a duck's bill

17582: Target's mouth is replaced by a hideous scolex

17583: Target's mouth is replaced by a toucan's beak

17584: Target's mouth opens to a span of 4d4 inches

17585: Target's mouth vanishes for 1d6 hours

17586: Target's neck and head shift 1d4+4 inches to the left

17587: Target's neck attempts to devour his head

17588: Target's neck can extend an additional 1d4 feet at will

17589: Target's neck can retract into his torso like a turtle's

17590: Target's neck can't be broken

17591: Target's neck doubles in length

17592: Target's neck flares like a lizard's frill when he's angry

17593: Target's neck has a frill like a triceratops

17594: Target's neck is as thin as a spear-shaft

17595: Target's neck is encircled by a tight steel collar

17596: Target's neck is impervious to blades

17597: Target's neck is scarred and twisted as if he survived a hanging

17598: Target's next 1d10 attacks affect him as well

17599: Target's next 1d10 attacks don't take effect for 1d10 rounds

17600: Target's next 1d10 attacks have a damage bonus of 1d6 hit points

17601: Target's next 1d10 attacks inflict only illusionary damage

17602: Target's next attack inflicts damage that only a Wish can heal

17603: Target's next missile attack automatically strikes him instead

17604: Target's next missile attack causes whoever is hit to combust

17605: Target's next missile attack equally injures an extra 1d6 people

17606: Target's next missile attack Heals its victim to full hit points

17607: Target's next missile attack inflicts 1d10 times normal damage

17608: Target's next missile attack strikes a nearby tree and ignites it

17609: Target's next missile attack teleports whoever it hits 1d4 miles

17610: Target's next missile attack turns its victim invisible

17611: Target's nose looks like a small, clenched fist

17612: Target's nose turns into a wolf's snout under the full moon

17613: Target's nose turns to flint

17614: Target's nostrils are each as large as his mouth

17615: Target's nostrils glow with an unholy radiance

17616: Target's nostrils migrate to the top of his head

17617: Target's own corpse appears from the future as a powerful undead

17618: Target's physical age is now 1d100

17619: Target's pockets and mouth are full of sand

17620: Target's possessions are hidden beneath a nearby boulder

17621: Target's possessions are possessed by a powerful demon

17622: Target's possessions turn to solid aluminum

17623: Target's possessions, if enchanted, acquire hostile intelligence

17624: Target's possessions, if enchanted, swap their enchantments

17625: Target's presence causes birds to fall silent

17626: Target's presence causes birds to sing ominous songs

17627: Target's presence causes insects to exhibit strange behaviors

17628: Target's presence causes magical metal to appear badly tarnished

17629: Target's presence causes metal to yield disturbing reflections

17630: Target's presence causes priests and clerics to blaspheme openly

17631: Target's presence causes Summoned creatures to be Slowed

17632: Target's presence causes undead to appear to smolder gently

17633: Target's presence is 20% likely to make Summoned creatures vanish

17634: Target's presence makes cooked meat taste blood-raw

17635: Target's presence makes fires burn in a festive blue-green hue

17636: Target's presence makes foliage appear sickly and blighted

17637: Target's presence makes hoofed animals nervous

17638: Target's presence makes impassable trails seem passable

17639: Target's presence makes merchants hostile to bargaining

17640: Target's presence makes mind-reading impossible

17641: Target's presence makes missile weapons leave rainbow trails

17642: Target's presence makes secret doors twice as easy to find

17643: Target's presence makes secret doors twice as hard to find

17644: Target's presence makes smoke assume disturbing, ghostly shapes

17645: Target's presence renders clockwork devices temporarily inert

17646: Target's presence renders magical weapons temporarily invisible

17647: Target's presence renders maps temporarily illegible

17648: Target's principal weapon sprouts 10d10 roses

17649: Target's scent causes hallucinations in animals used to track him

17650: Target's shadow appears to flicker like a shadowy flame

17651: Target's shadow can travel up to 1d4 miles away from him

17652: Target's shadow races around him in a tight circle

17653: Target's shadow rises up and tries to strangle him

17654: Target's skin acquires 1d100 blasphemous tattoos

17655: Target's skin ages 10X as fast as the rest of his body

17656: Target's skin appears permanently stained with blood

17657: Target's skin appears slightly inflated after each battle

17658: Target's skin appears to be the texture of pumice

17659: Target's skin appears to be the texture of sandstone

17660: Target's skin appears to have been gnawed by countless rodents

17661: Target's skin appears to have been roughly stitched together

17662: Target's skin appears to have been torn off and reattached

17663: Target's skin appears to have been turned inside-out

17664: Target's skin appears uniformly smooth and waxy

17665: Target's skin appears weathered like an ancient statue

17666: Target's skin attracts scavengers as if it were carrion

17667: Target's skin can't be burned, but fire still causes him pain

17668: Target's skin can't be cut

17669: Target's skin can't be cut by magical weapons under moonlight

17670: Target's skin can't be cut, and his mouth and nose seal shut

17671: Target's skin can't be pierced by carved wood

17672: Target's skin can't be pierced by stone weapons

17673: Target's skin can't be pierced by teeth or claws

17674: Target's skin cracks painfully like a dried-up riverbed

17675: Target's skin develops an intricate patchwork of scars

17676: Target's skin displays a series of concentric rings like a target

17677: Target's skin displays cryptic and constantly-changing runes

17678: Target's skin doubles in size

17679: Target's skin erupts into countless weeping boils

17680: Target's skin erupts with 3d10 acrid fungal outgrowths

17681: Target's skin freezes to his weapon each time he wields it

17682: Target's skin gives him a natural AC of 3, but only while naked

17683: Target's skin glistens as though soaked with lamp oil

17684: Target's skin glows cherry red during melee

17685: Target's skin glows pale green in moonlight

17686: Target's skin has the texture of rough bark

17687: Target's skin is 10% likely to be fireproof during any given day

17688: Target's skin is a widely coveted delicacy

17689: Target's skin is actually an intricate pattern of tiny tiles

17690: Target's skin is as combustible as paper

17691: Target's skin is as hard as bronze

17692: Target's skin is as white as snow until the next vernal equinox

17693: Target's skin is charred and blackened, but he is unharmed

17694: Target's skin is covered in scales like a fish

17695: Target's skin is flayed from his limbs, but it regrows by dawn

17696: Target's skin is forever the color of the next stone he touches

17697: Target's skin is invisible by firelight

17698: Target's skin is invisible in the presence of undead

17699: Target's skin is invisible while he's standing in water

17700: Target's skin is magically delicious

17701: Target's skin is mildly magnetic while wet

17702: Target's skin is patterned like a checkerboard

17703: Target's skin is patterned like a Holstein

17704: Target's skin is patterned like modern camouflage gear

17705: Target's skin is permanently and disturbingly moist

17706: Target's skin is permanently crisscrossed with fine lines

17707: Target's skin is repeatedly tattooed with caster's name

17708: Target's skin is repeatedly tattooed with his own name

17709: Target's skin is repeatedly tattooed with slurs against the king

17710: Target's skin is rumored to produce the world's finest leather

17711: Target's skin reeks of mold and mildew

17712: Target's skin reflects torchlight perfectly, but not sunlight

17713: Target's skin ripples in the wind like a cloth sheet

17714: Target's skin rotates 180°

17715: Target's skin shimmers like mother-of-pearl from now on

17716: Target's skin sizzles harmlessly on contact with water

17717: Target's skin smolders during combat

17718: Target's skin turns as black as pitch while in sunlight

17719: Target's skin will melt if he gets too close to a campfire

17720: Target's skin writhes and pulses while he's eating

17721: Target's skull is inscribed with a mysterious rune of power

17722: Target's skull sprouts numerous knobby projections

17723: Target's speech is intelligible to anyone, regardless of language

17724: Target's speech is reversed while his weapon is drawn

17725: Target's speech seems unaccountably rude and aggressive

17726: Target's speech sounds like the buzzing of innumerable bees

17727: Target's spine bends 90° halfway along its length

17728: Target's spine can twist 360° without harming him

17729: Target's spine doubles in length

17730: Target's spine is fused into a single bone for 1d8 hours

17731: Target's spine is indestructible

17732: Target's spine is reconfigured like a quadruped's

17733: Target's spine juts from his flesh along his entire back

17734: Target's spine sprouts needle-sharp projections

17735: Target's spine twists like a corkscrew

17736: Target's sternum sprouts 2d4 inch-long spikes

17737: Target's sternum turns to glass

17738: Target's sternum turns to steel

17739: Target's sternum vanishes

17740: Target's sweat is brightly phosphorescent by firelight

17741: Target's teeth and tongue fall out when he next opens his mouth

17742: Target's teeth and tongue turn invisible

17743: Target's teeth are etched with cryptic runes

17744: Target's teeth are perfectly reflective of natural light

17745: Target's teeth are so beautiful that they're painful to look at

17746: Target's teeth can never be rendered invisible

17747: Target's teeth glow brightly while his mouth is open

17748: Target's teeth glow like coals in a forge

17749: Target's teeth glow like torches when he's struck by magic

17750: Target's teeth resonate in his jaw when he uses a magic item

17751: Target's teeth shoot from his mouth like bullets

17752: Target's teeth teleport into the mouth of someone nearby

17753: Target's teeth turn as black as coal

17754: Target's teeth turn to diamonds 1d4 hours after being extracted

17755: Target's teeth turn to soap

17756: Target's teeth turn to steel

17757: Target's teeth were cut from diamonds by a Gnome master lapidary

17758: Target's toes are each as large as his big toe

17759: Target's toes become gangrenous

17760: Target's toes constantly exude a fragrant steam

17761: Target's toes each grow 1d12 inches, rolling for each separately

17762: Target's torso and arms are encased in tight-fitting steel plate

17763: Target's torso and arms are invisible for 1d4 months

17764: Target's torso does not age and will not decay upon death

17765: Target's torso inspires fear and dread in all who touch it

17766: Target's torso is artificial

17767: Target's torso is hollow and can store up to 2d4 cubic feet

17768: Target's torso is pierced by 4d10 long needles

17769: Target's torso is reproduced as a marble sculpture nearby

17770: Target's torso is sought by wizards for its alchemical properties

17771: Target's torso regenerates his limbs and head as needed

17772: Target's torso shines like a beacon for 1d4 days

17773: Target's torso shines like a beacon when he uses a magic item

17774: Target's torso shrinks by 50%

17775: Target's torso sprouts a face with malign intelligence and power

17776: Target's torso teleports 1d4 feet to the left

17777: Target's torso unzips and dumps out all of his organs

17778: Target's vertebrae are replaced by titanium replicas

17779: Target's vision is unimpaired by non-magical rain

17780: Target's voice causes metal to resonate lightly

17781: Target's voice crackles with static until sunrise tomorrow

17782: Target's voice induces fear in herbivores

17783: Target's voice inspires confidence in others of his species

17784: Target's voice inspires dread in anyone of the opposite sex

17785: Target's voice is inaudible to others of his species

17786: Target's voice is nearly unintelligible when he wields his weapon

17787: Target's voice issues from his navel

17788: Target's voice issues from his weapon for the next few weeks

17789: Target's voice issues from the nearest wooden object

17790: Target's voice issues from this spot for 2d10 days

17791: Target's voice seems to issue from whomever he's addressing

17792: Target's voice sounds as though he's shouting from a distance

17793: Target's voice sounds like a muted trumpet

17794: Target's voice sounds like someone of the opposite sex

17795: Target's voice sounds like the barking of feral dogs

17796: Target's voice sounds like the braying of donkeys

17797: Target's voice sounds like the chirping of crickets for 3d8 hours

17798: Target's voice sounds like the honking of geese

17799: Target's voice sounds oddly artificial and disturbing

17800: Target's waterskin is filled with his own blood

17801: Target's waterskin is filled with hot pepper sauce

17802: Target's waterskin is filled with liquid soap

17803: Target's waterskin is filled with mercury

17804: Target's waterskin is filled with molten gold

17805: Target's waterskin is filled with water from the River Styx

17806: Target's weapon adheres to the next creature whose blood it draws

17807: Target's weapon adheres to the next person to touch it

17808: Target's weapon appears to be an umbrella while not in use

17809: Target's weapon appears to be made of cheese for 1d6 days

17810: Target's weapon appears to be made of diamond

17811: Target's weapon appears to be made of ice

17812: Target's weapon appears to be made of solid water

17813: Target's weapon appears to be of much higher quality than it is

17814: Target's weapon appears to be very hot to anyone else wielding it

17815: Target's weapon appears to be worth 50X its real value

17816: Target's weapon attacks him the next time he's wounded in battle

17817: Target's weapon attracts the attention of the authorities

17818: Target's weapon attracts undead while it's drawn

17819: Target's weapon blazes with illusionary flame while it's drawn

17820: Target's weapon burns anyone who wields it, other than the target

17821: Target's weapon burns like an oil-soaked wick but isn't consumed

17822: Target's weapon burns target's hand the next time he wields it

17823: Target's weapon can be disassembled into 1d20 tiny pieces

17824: Target's weapon can freeze 10 cubic feet of water, once per week

17825: Target's weapon can hurl 2d6 magic missiles, then it disappears

17826: Target's weapon can inflict no damage for 1d10 rounds

17827: Target's weapon can injure anyone now within 1d10 feet of it

17828: Target's weapon can injure but not kill anyone

17829: Target's weapon can return polymorphed beings to their true forms

17830: Target's weapon can spray enough octopus ink to blind one foe

17831: Target's weapon can't be altered by any non-magical means

17832: Target's weapon can't be harmed by magical fire

17833: Target's weapon can't be teleported

17834: Target's weapon can't be wielded unless the wielder is naked

17835: Target's weapon can't cut flesh for 1d12 hours

17836: Target's weapon can't harm non-humanoid mammals

17837: Target's weapon can't harm undead

17838: Target's weapon can't injure anyone of his sex

17839: Target's weapon can't injure anyone of the opposite sex

17840: Target's weapon can't pass through doorways

17841: Target's weapon causes fire to be invisible while it's drawn

17842: Target's weapon causes him to issue ridiculous threats

17843: Target's weapon causes its wielder to be Slowed during melee

17844: Target's weapon clangs like a bell when used in melee

17845: Target's weapon coils about his arm for 1d4 rounds

17846: Target's weapon delivers an electrical shock with every strike

17847: Target's weapon develops an intense and obvious dislike of him

17848: Target's weapon dims light in a 10-yard radius while it's drawn

17849: Target's weapon disintegrates if ever it wounds him

17850: Target's weapon disintegrates if it's hit by magic

17851: Target's weapon disrupts infravision within a 100 yard radius

17852: Target's weapon dissolves its wielder's clothes during battle

17853: Target's weapon doubles in weight after each failed strike

17854: Target's weapon doubles in weight each time it draws blood

17855: Target's weapon draws lightning bolts down from the sky

17856: Target's weapon drips with blood until it next draws blood

17857: Target's weapon drips with molasses during battle

17858: Target's weapon enables him to breathe underwater for 3d8 rounds

17859: Target's weapon explodes if ever it inflicts maximum damage

17860: Target's weapon floats on water as readily as wood

17861: Target's weapon giggles menacingly upon contact with blood

17862: Target's weapon glows as bright as the sun, but only to him

17863: Target's weapon glows blue except in the presence of orcs

17864: Target's weapon glows blue in his presence

17865: Target's weapon glows blue in the presence of orcs or birds

17866: Target's weapon glows blue in the presence of swords

17867: Target's weapon glows blue whenever he tries to remain hidden

17868: Target's weapon glows brightly when his blood has been spilled

17869: Target's weapon glows like a firefly when wielded underground

17870: Target's weapon glows red hot during battle but doesn't harm him

17871: Target's weapon grows to 10x its normal size

17872: Target's weapon has a +10 ToHit and Damage bonus for 1d4 rounds

17873: Target's weapon has a +4 bonus when used against him

17874: Target's weapon has a +4 bonus when used against his allies

17875: Target's weapon has a +4 bonus when used against the caster

17876: Target's weapon has a +4 bonus while he's standing in water

17877: Target's weapon has a -4 ToHit penalty while in direct sunlight

17878: Target's weapon has a constant sheath of frost

17879: Target's weapon has been broken and reforged many times

17880: Target's weapon has been prophesied to kill the king

17881: Target's weapon has never been tempered or hardened

17882: Target's weapon heats to 1,000° the next time it draws blood

17883: Target's weapon hisses during battle like quenched steel

17884: Target's weapon hums audibly during battle

17885: Target's weapon induces a fear of magic in anyone wounded by it

17886: Target's weapon induces pessimism in his allies during melee

17887: Target's weapon induces racial hatred in Dwarves and Elves

17888: Target's weapon induces vertigo in anyone wielding it

17889: Target's weapon induces vertigo in anyone wounded by it

17890: Target's weapon inflates like a balloon

17891: Target's weapon inspires him to embark on a murderous rampage

17892: Target's weapon instills Fear in any who've been wounded by it

17893: Target's weapon instills Fear in goblins and kobolds

17894: Target's weapon instills Fear in him after each battle

17895: Target's weapon instills Fear in his allies during battle

17896: Target's weapon instills Fear in its wielder during melee

17897: Target's weapon is 5% likely to explode when it inflicts damage

17898: Target's weapon is 5% likely to kill whomever it next injures

17899: Target's weapon is 5% likely to melt when immersed in water

17900: Target's weapon is 5% likely to sever its wielder's hand

17901: Target's weapon is 5% likely to start a war when it draws blood

17902: Target's weapon is 5% likely to turn to glass in each battle

17903: Target's weapon is +4 against anyone with an intelligent weapon

17904: Target's weapon is 10% likely to inflict tetanus upon its wielder

17905: Target's weapon is 20% likely to droop like a noodle in battle

17906: Target's weapon is 20% likely to poison him when it draws blood

17907: Target's weapon is 20% likely to turn ethereal during battle

17908: Target's weapon is 20% likely to vanish each time he draws it

17909: Target's weapon is a holy relic for a decadent tribe of kobolds

17910: Target's weapon is a legendary item straight out of myth

17911: Target's weapon is a mighty but hitherto unknown artifact

17912: Target's weapon is a prized relic stolen from the Royal Armory

17913: Target's weapon is as pliant as soft clay for 1d4 rounds

17914: Target's weapon is as supple as silk for 1d4 turns

17915: Target's weapon is bent into a torc around his neck

17916: Target's weapon is bent into the shape of a paperclip

17917: Target's weapon is chained by its hilt to a collar about his neck

17918: Target's weapon is chained by its hilt to the nearest boulder

17919: Target's weapon is clear like glass but is all but unbreakable

17920: Target's weapon is cloned

17921: Target's weapon is edible, but only to him

17922: Target's weapon is embarrassed to be seen with him

17923: Target's weapon is etched with his likeness

17924: Target's weapon is guilty of numerous capital crimes

17925: Target's weapon is highly elastic along its long axis until dawn

17926: Target's weapon is immune to rust and the passage of time

17927: Target's weapon is intensely coveted by demonic hordes

17928: Target's weapon is intensely coveted by pacifistic monks

17929: Target's weapon is invisible to everyone else during battle

17930: Target's weapon is invisible to him in daylight

17931: Target's weapon is invisible to him until it draws his blood

17932: Target's weapon is nearly indestructible but dissolves in water

17933: Target's weapon is part of a set sought by a wealthy collector

17934: Target's weapon is perfectly balanced for a non-magical +2 ToHit

17935: Target's weapon is permanently -2 ToHit

17936: Target's weapon is refurbished to better-than-new condition

17937: Target's weapon is replaced by a vastly inferior replica

17938: Target's weapon is replaced by an indestructible replica

17939: Target's weapon is riddled with holes but functions normally

17940: Target's weapon is sheathed in a scab-like shell

17941: Target's weapon is sheathed in a shell of chocolate

17942: Target's weapon is sheathed in a soft wool tube

17943: Target's weapon is stuck high in the branches of a nearby tree

17944: Target's weapon is suddenly 10d100 years older

17945: Target's weapon is thrown 1d1000 years into the past

17946: Target's weapon is tied to both of the target's hands

17947: Target's weapon is translucent like smoked glass

17948: Target's weapon is twisted like a corkscrew

17949: Target's weapon is vulnerable to magical fire while he wields it

17950: Target's weapon is weightless when not in use

17951: Target's weapon kills him outright if used against him

17952: Target's weapon makes him 1d20 years older while it's drawn

17953: Target's weapon makes him appear somehow less imposing

17954: Target's weapon makes him highly susceptible illusion magic

17955: Target's weapon melts if ever it's immersed in sea water

17956: Target's weapon melts like a candle

17957: Target's weapon must be fed one mouse or rat per day, or it dies

17958: Target's weapon passes through armor unimpeded

17959: Target's weapon passes through flesh unimpeded

17960: Target's weapon practically reeks of malevolent hatred

17961: Target's weapon puts forth huge plumes of smoke while it's drawn

17962: Target's weapon renders him mute for 1d8 hours after each battle

17963: Target's weapon repels his allies while it's drawn

17964: Target's weapon repels non-magical vermin

17965: Target's weapon repels normal flame to a distance of one foot

17966: Target's weapon repels oxygen while it's drawn

17967: Target's weapon ridicules him in front of his allies

17968: Target's weapon rings like a bell to mark the hours

17969: Target's weapon shatters the next time he's burned by fire

17970: Target's weapon shatters the next time it strikes metal

17971: Target's weapon shrieks until sunset tomorrow

17972: Target's weapon shrinks by 75% upon contact with blood

17973: Target's weapon shrinks to 10% of its normal size

17974: Target's weapon spins rapidly around its axis for 10d10 rounds

17975: Target's weapon sprouts 1d100 teeth along its length

17976: Target's weapon sprouts leaves

17977: Target's weapon starts bleeding profusely

17978: Target's weapon teleports exactly 1d10 yards due north

17979: Target's weapon teleports to the caster's home

17980: Target's weapon teleports to the target, 1d4 weeks in the future

17981: Target's weapon thinks that he's its mother

17982: Target's weapon turns ethereal in the presence of other weapons

17983: Target's weapon turns inside-out

17984: Target's weapon turns into a rattan simulation

17985: Target's weapon turns into a replica of the caster's weapon

17986: Target's weapon turns into a shield for 1d4 days

17987: Target's weapon turns into a small glass replica when not in use

17988: Target's weapon turns into a two-by-four eight feet in length

17989: Target's weapon turns into an umbrella under each full moon

17990: Target's weapon turns to lightweight plastic

17991: Target's weapon turns to sodium during the next rainstorm

17992: Target's weapon urges him to leap from the nearest bridge

17993: Target's weapon vanishes until he dies

17994: Target's weapon vanishes when he dies

17995: Target's weapon was forged by his descendent years in the future

17996: Target's weapon was forged by someone who has never existed

17997: Target's weapon was forged from the bones of a slain god

17998: Target's weapon was forged in a volcano by demonic weaponsmiths

17999: Target's weapon was forged on the western slope of Heaven

18000: Target's weapon was lost in a tragic shipwreck decades ago

18001: Target's weapon was shrinks him by 5% each time it draws blood

18002: Target's weapon was stolen from the gods, and they want it back

18003: Target's weapon weighs as much as he does

18004: Target's weapon whispers terrible secrets to any who wield it

18005: Target's weapon will be instrumental in the world's destruction

18006: Target's weapon will be irretrievably lost by this time tomorrow

18007: Target's weapons and gear teleport 10d10 yards into the air

18008: Target's weight quadruples while he's swimming or wading

18009: Target's weight temporarily doubles with each step upon a bridge

18010: Teleportation is impossible within 10 yards of target

18011: The bones of target's hand and feet turn to high-grade steel

18012: The buzzing of bees fills the air whenever target draws a weapon

18013: The flesh of target's face pulses as though full of maggots

18014: The ground beneath target's feet briefly acts as a trampoline

18015: The ground beneath target's feet briefly shines like the sun

18016: The ground beneath target's feet collapses into a cave below

18017: The ground beneath target's feet contains an unquiet spirit

18018: The ground now at target's feet acquires sentience

18019: The ground now at target's feet appears in the caster's home

18020: The ground now at target's feet breaks off and drifts out to sea

18021: The ground now at target's feet collapses into a cavern below

18022: The ground now at target's feet conceals a sacred cairn

18023: The ground now at target's feet explodes for 10d10 hit points

18024: The ground now at target's feet exudes noxious and fetid vapors

18025: The ground now at target's feet heats to 10 x 1d100 degrees

18026: The ground now at target's feet hides the gate to a buried city

18027: The ground now at target's feet hurls him 1d4 miles away

18028: The ground now at target's feet is a blanket over a deep pit

18029: The ground now at target's feet is a portal to some nether plane

18030: The ground now at target's feet is an illusion

18031: The ground now at target's feet is charred black as by a bonfire

18032: The ground now at target's feet is dangerously slick with ice

18033: The ground now at target's feet is edible

18034: The ground now at target's feet is forever barren of vegetation

18035: The ground now at target's feet is fused into glass

18036: The ground now at target's feet is intensely magnetic

18037: The ground now at target's feet is invisible to him

18038: The ground now at target's feet is obviously artificial

18039: The ground now at target's feet is powerfully toxic to him

18040: The ground now at target's feet is soaked with blood

18041: The ground now at target's feet is strewn with shards of metal

18042: The ground now at target's feet is strongly adhesive

18043: The ground now at target's feet is the back of a huge turtle

18044: The ground now at target's feet is the top of a buried column

18045: The ground now at target's feet is yanked from under him

18046: The ground now at target's feet rises 10d10 yards into the air

18047: The ground now at target's feet seems to move like a ship's deck

18048: The ground now at target's feet shines as bright as the sun

18049: The ground now at target's feet sinks 1d10 yards into the ground

18050: The ground now at target's feet starts to digest him

18051: The ground now at target's feet suppresses magic within 10 yards

18052: The ground now at target's feet turns to cement and hardens

18053: The ground now at target's feet turns to cobblestone

18054: The ground now at target's feet turns to molten glass

18055: The ground now at target's feet turns to quicksand

18056: The ground now at target's feet turns to warm butter

18057: The ground now at target's feet whispers horrific threats to him

18058: The left half of target's skeleton rebels against the right

18059: The left half of target's skeleton vanishes

18060: The right half of target's head vanishes, but he is unharmed

18061: The scent of the target's blood induces Fear in others

18062: The scent of the target's blood induces paranoid delusions

18063: The scent of the target's blood induces profound calm in horses

18064: The scent of the target's blood inspires savage bloodlust

18065: The sight of the target's weapon affects undead like sunlight

18066: The sight of the target's weapon induces intense covetousness

18067: The target is blamed for the worst thing that has ever happened

18068: The target takes credit for all sorts of diplomatic successes

18069: The top few inches of target's head vanish, but he is unharmed

18070: Thousands of nails are embedded harmlessly in target's flesh

18071: Thousands of snails rain down harmlessly upon the target

18072: To the target, all liquids taste like acrid poison

18073: To the target, all liquids taste like his own blood

18074: To the target, all liquids taste like strong vinegar

18075: To the target, all liquids taste like the sweetest nectar

18076: To the target, everyone appears to be a hideously decayed corpse

18077: To the target, everyone appears to be an artificial approximation

18078: To the target, everyone appears to be plated in gold

18079: To the target, the previous 1d4 rounds were only a dream

18080: Undead are attracted to the target as though he can help them

18081: Undead are invisible to the target

18082: Undead can't speak in the target's presence

18083: Undead declare a coordinated war against the target

18084: Undead ignore target and can't be harmed by him

18085: Undead recognize the target as one of their own

18086: Undead that attack the target are 40% likely to be Turned

18087: Undead will not relent until the target is also undead

18088: Until dawn, target resembles the person who last wounded him

18089: Until sunset tonight, all within one mile want to kill the target

18090: Vines bind the target tightly to a nearby tree

18091: Vines sprout from any open wounds the target now has

18092: Vines sprout from the ground at target's feet and attack him

18093: Vines sprout from the target's weapon and bind his limbs

18094: Viscous slime drips from the target's mouth from now on

18095: Water always feels 50° colder to the target

18096: Water boils on contact with the target's flesh

18097: Water gives no benefit to target if imbibed while indoors

18098: Water has no weight when carried by the target

18099: Water induces amnesia in target if ingested between dawn and noon

18100: Water is a deadly poison to target for 2d12 hours

18101: Water is invisible while within 10 feet of the target

18102: Water is toxic to target if ingested between noon and dusk

18103: Water spews from target's ears during battle

18104: Waterfowl attack the target on sight

18105: Waterfowl swear eternal loyalty to the target

18106: Weapons are invisible to the target while he wields them

18107: Whatever is now in target's hand heats to 500°

18108: Whatever is now in target's hand is embossed with his name

18109: Whatever is now in target's hand is replaced by a sunflower

18110: Whatever is now in target's hand is worth 10X its normal value

18111: Whatever is now in target's hand now belongs to the caster

18112: Whatever is now in target's hand turns to gold

18113: Whatever is now in target's hand vanishes for 1d6 days

18114: Whatever is now in target's hand weighs more than he does

18115: Whatever target does, he claims some bizarre, fantastical motive

18116: Whatever target does, he claims to be fulfilling his deity's will

18117: Whatever target is wearing is stuck to him like glue

18118: When caster dies, target begins aging 1d10 years per round

18119: When injured, target is 5% likely to fly into a berserker rage

18120: When injured, target is 10% likely to attack his nearest ally

18121: When injured, target must Save or go blind until the next round

18122: When injured, target weeps like a baby for 1d10 rounds

18123: When target dies, all within one mile are struck blind until dawn

18124: When target dies, countless abhorrent deeds are attributed to him

18125: When target dies, everyone who knew him forgets all about him

18126: When target dies, he is posthumously crowned king

18127: When target dies, he is rumored never to have existed

18128: When target dies, he's immediately resurrected 10d100 miles away

18129: When target dies, his corpse animates and races to this spot

18130: When target dies, his corpse attacks the nearest person

18131: When target dies, his corpse burns with green flame until sunset

18132: When target dies, his corpse grows by a factor of 2d10

18133: When target dies, his corpse immediately turns to granite

18134: When target dies, his corpse metamorphoses into something awful

18135: When target dies, his corpse runs wild through the nearest town

18136: When target dies, his corpse teleports into the caster's home

18137: When target dies, his killer is hailed as a national hero

18138: When target dies, his killer is named his executor

18139: When target dies, his skeleton animates as a free willed undead

18140: When target dies, his soul commandeers the nearest undead body

18141: When target dies, his soul is trapped in his weapon

18142: When target draws a weapon, a nearby tree drops its leaves

18143: When target draws a weapon, he can't put it down until sunset

18144: When target draws a weapon, he feels that he'll die in 1d6 rounds

18145: When target draws a weapon, he must declare his name and title

18146: When target draws a weapon, he must draw blood within 1d6 rounds

18147: When target draws a weapon, he must pass a DEX check or drop it

18148: When target draws a weapon, he must Save or lose 1d4-1 hit points

18149: When target draws a weapon, he's randomly teleported 1d20 yards

18150: When target draws a weapon, he's stricken with intense fear

18151: When target draws a weapon, he's stunned for 1d4 rounds

18152: When target draws a weapon, his allies all shout his name

18153: When target draws a weapon, his weapon arm glows like a firefly

18154: When target draws a weapon, it costs him 1d4 gold pieces

18155: When target draws a weapon, it turns invisible for 1d4 rounds

18156: When target draws a weapon, me must Save or become wildly drunk

18157: When target draws a weapon, someone nearby declares him a coward

18158: When target draws a weapon, someone nearby laughs at him

18159: When target draws a weapon, the scent of eggs fills the air

18160: When target is next struck by magic, he becomes chaotic evil

18161: When target is next struck by magic, he becomes powerfully drunk

18162: When target is next struck by magic, he hates that spell's caster

18163: When target is next struck by magic, he teleports 1d6 miles

18164: When target next sleeps, a small tree sprouts from his chest

18165: When target next sleeps, everyone nearby dreams of killing him

18166: When target next sleeps, he sleeps for 2d20 days and nights

18167: When target next spills blood, any coins he's holding are doubled

18168: When target next spills blood, he finds 1d1000 gold pieces

18169: When target next spills blood, he is excommunicated and condemned

18170: When target next spills blood, he loses 1d10 hit points

18171: When target next spills blood, he loses any wealth he's carrying

18172: When target next spills blood, he regains 1d10 hit points

18173: When target next spills blood, he suffers cannibalistic urges

18174: When target next spills blood, he suffers dreadful hallucinations

18175: When target next spills blood, he takes a vow of pacifism

18176: When target next spills blood, he thinks he'll die by nightfall

18177: When target next spills blood, he vanishes for 1d4 days

18178: When target next spills blood, he's thrown 4d8 yards into the air

18179: When target next spills blood, his allies attack him

18180: When target next spills blood, his clothes are soaked in it

18181: When target next spills blood, his clothes burst into flame

18182: When target next spills blood, his feet take root in the ground

18183: When target next spills blood, his allies think he's dying

18184: When target next spills blood, his skin and hair become blood-red

18185: When target next spills blood, his Strength is halved until dawn

18186: When target next spills blood, his victim grows obsessed with him

18187: When target next spills blood, his waterskin fills with blood

18188: When target next spills blood, his weapon attacks him

18189: When target next spills blood, his weapon steams and hisses

18190: When target next spills blood, his weapon vanishes for 1d4 days

18191: When target next uses rope, he ties an insoluble knot

18192: When target next uses rope, he's attacked by undead skeletons

18193: When target next uses rope, it attacks him as if it were a snake

18194: When target next uses rope, it hauls him high into the air

18195: When target next uses rope, it shocks him like electrical wire

18196: When target next uses rope, it winds around him and combusts

18197: When target rolls a natural 20 ToHit, he wounds himself instead

18198: When target rolls a natural 20 ToHit, his weapon explodes

18199: When target says his name, he adds a wildly effusive honorific

18200: When target says his name, he can't tell a lie for one hour

18201: When target says his name, his age doubles

18202: When target says his name, his clothes are soaked with brine

18203: When target says his name, his clothes become amazingly clean

18204: When target says his name, mocking laughter echoes in the sky

18205: When target says his name, someone nearby adopts his name

18206: When target says his name, someone nearby forgets his own name

18207: When target says his name, someone nearby weeps openly

18208: When target sees or is hit by magic, he giggles for 1d10 rounds

18209: When target sees or is hit by magic, his head becomes invisible

18210: When target sneezes, 1d4 nearby trees are rendered invisible

18211: When target sneezes, bits of hot gravel spray from his nostrils

18212: When target uses magic, he thinks he's spinning rapidly

18213: While outdoors, target feels uncomfortable walking upright

18214: While outdoors, target perceives everything to be shrouded in fog

18215: While target sleeps, he dreams that he's in hell

18216: While target sleeps, he dreams that he's undergoing surgery

18217: While target sleeps, he is invisible and inaudible to his allies

18218: While target sleeps, he sees and hears through the caster

18219: While target sleeps, he's 40% likely to regain 1d10 hit points

18220: While target sleeps, he's absolutely invulnerable to harm

18221: While target sleeps, he's bound by countless spider webs

18222: While target sleeps, his body races away in a random direction

18223: While target sleeps, his clothes deteriorate to filthy rags

18224: While target sleeps, someone writes obscene limericks on his skin

18225: While target stands still, he rotates slowly counter- clockwise

18226: While target stands still, pigeons treat him just like a statue

18227: Yesterday, target ate 1d10 pounds of baked beans

18228: Yesterday, target had dark premonitions of this exact moment

18229: Yesterday, target ingested some powerful but slow-acting poison

18230: Yesterday, target learned that he and caster are closely related

18231: Yesterday, target learned that he had 36 hours left to live

18232: Yesterday, target stole a magic ruby from a dragon

18233: Yesterday, target took a sacred vow that he just now violated

18234: Yesterday, target was sentenced to be executed at dawn tomorrow

18235: Yesterday, target's feet were burned to a crisp

18236: Yesterday, target's head was removed and shoddily reattached

18237: 1,000 cubic feet of dirt and rock rise as a 16HD earth elemental

18238: 1d10 nearby trees uproot and race to the nearest town square

18239: 1d10 nearby trees uproot and vanish into the sky

18240: 1d100 adorable but demonic puppies scamper through the area

18241: 1d100 skeletons rise from the ground and begin building a pyramid

18242: 1d100 stone spheres, one foot in diameter, appear in the area

18243: 1d100% of a major continent sinks beneath the sea

18244: 1d1000 clay bricks fall from the sky

18245: 1d1000 skeletons rise from the ground and march to the sea

18246: 1d20 skeletons rise from the ground and attack anyone nearby

18247: 1d4 creatures nearby are suddenly gold-plated

18248: 1d4 creatures nearby double in size

18249: 1d4 gallons of molten gold pour from the target point

18250: 1d4 magical golden apples appear nearby

18251: 1d6 aggressive, human-sized pigeons appear in the area

18252: 1d6 horses nearby are turned into carousel horses

18253: 1d6 people nearby adopt entirely new personalities

18254: 1d6 people nearby are 50% likely to gain a level or die outright

18255: 1d6 people nearby are chained together

18256: 1d6 people nearby are duplicated exactly

18257: 1d6 people nearby are hurled high into the air

18258: 1d6 people nearby are identified as harbingers of vile pestilence

18259: 1d6 people nearby are pulled into the target point and destroyed

18260: 1d6 people nearby are tarred and feathered

18261: 1d6 people nearby are teleported 1d4 miles

18262: 1d6 people nearby are unable to wield weapons for 1d8 hours

18263: 1d6 people nearby can breathe water as readily as air

18264: 1d6 people nearby feel like they're drowning

18265: 1d6 people nearby flee from the area at top speed

18266: 1d6 people nearby grow feathers like peacocks

18267: 1d6 people nearby grow wool like sheep

18268: 1d6 people nearby join forces against all others nearby

18269: 1d6 people nearby look exactly alike

18270: 1d6 people nearby look like children for 1d4 years

18271: 1d6 people nearby must Save or be Disintegrated

18272: 1d6 people nearby shrink by 5d10+50%

18273: 1d6 people nearby will become zombies in 3d6 days

18274: 2d100 spectators appear in the area

18275: 2d100 wild bulls appear in the area

18276: 4d10 duplicates of someone nearby appear in the area

18277: 4d100 zombies appear in the area and race to the nearest town

18278: 4d100 zombies appear in the area and start attacking

18279: A 100 yard radius is blanketed by a thick cloud of chlorine gas

18280: A 100 yard radius is blanketed by snow to a depth of 2d4 feet

18281: A 100 yard radius is carpeted with small white pebbles

18282: A 100 yard radius is covered by a dense growth of fragrant grass

18283: A 100 yard radius is covered by ankle-deep fetid mud

18284: A 100 yard radius is covered by ankle-deep white sand

18285: A 100 yard radius is covered by slimy, decaying vegetable matter

18286: A 100 yard radius is covered with acrid cinders and ash

18287: A 100 yard radius is covered with nuggets of artificial stone

18288: A 100 yard radius is discovered to be an ancient graveyard

18289: A 100 yard radius is encircled by a dense curtain of smoke

18290: A 100 yard radius is encircled by a moat of lava 20 feet across

18291: A 100 yard radius is encircled by a ring of raised earth

18292: A 100 yard radius is encircled by a wall of hay bales

18293: A 100 yard radius is indistinguishable from the moon's surface

18294: A 100 yard radius is rendered totally silent until dawn tomorrow

18295: A 100 yard radius is shaken by a powerful earthquake for 1d4 days

18296: A 100 yard radius is strewn with blood-soaked rags

18297: A 100 yard radius is strewn with decaying marine life

18298: A 100 yard radius is strewn with jagged metal and coils of wire

18299: A 100 yard radius is strewn with seashells and driftwood

18300: A 100 yard radius is stripped of vegetation, soil, and water

18301: A 100 yard radius swirls with finely-milled flour for 1d6 turns

18302: A 1d10 mile radius becomes a dense and temperate forest

18303: A 1d10 mile radius becomes a pastoral idyll

18304: A 1d10 mile radius becomes a peaceful lake

18305: A 1d10 mile radius becomes an arid and desolate desert

18306: A 5,000 pound iron slab appears 1d10 yards above the target point

18307: A baby born in a nearby town is prophesied to destroy the kingdom

18308: A baby born in a nearby town is the spawn of a powerful demon

18309: A blasphemous tome appears at the target point

18310: A charred human corpse bearing a magical sword appears nearby

18311: A column of green light shines from the target point into the sky

18312: A cube of dry ice 10 feet across appears at the target point

18313: A cube of granite 10 feet across appears a the target point

18314: A deafening cacophony blares from the target point until sunset

18315: A deity has died, and someone nearby is blamed for his death

18316: A dense tangle of thorny vines fills the area

18317: A featureless black slab appears nearby measuring 1 x 4 x 9

18318: A fissure runs from beneath the target point to the nearest lake

18319: A flaming sword appears at the target point, turning every way

18320: A flock of 5d20 human-sized geese lands in the area

18321: A four-dimensional cube appears at the target point

18322: A fully outfitted galleon appears nearby

18323: A gargantuan, tentacled monstrosity rises from the nearest ocean

18324: A giant sequoia quickly grows from beneath the target point

18325: A heavy rope runs from the target point into the sky

18326: A herd of animals not native to this area stampedes through it

18327: A horrifyingly loathsome creature races through the area

18328: A huge army appears to be approaching from the distance

18329: A huge city is just barely visible on the surface of the moon

18330: A huge earthen fist rises from the ground below the target point

18331: A huge glacier forms at the target point over the next 1d4 days

18332: A huge outcrop of beautiful crystals erupts under the target point

18333: A huge vein of highly toxic metal runs directly under this area

18334: A huge volume of confetti rains down in a 100 yard radius

18335: A jug full of highly volatile liquid appears at the target point

18336: A large pool of fetid slime appears beneath the target point

18337: A large pool of liquid helium appears beneath the target point

18338: A large pool of molten aluminum appears beneath the target point

18339: A large, hay-packed wooden crate marked "FRAGILE" appears nearby

18340: A leather briefcase containing something beautiful appears nearby

18341: A local ruler declares any use of magic to be treasonous

18342: A local ruler declares some crazy new taboo punishable by death

18343: A local ruler has a mad plan to tax the poor instead of the rich

18344: A local ruler has ordered the execution of 1d4 people nearby

18345: A local ruler has quite obviously sold his soul to a demon

18346: A local ruler invades a sovereign nation under false pretenses

18347: A local ruler is known to kill and eat 1d4 people each week

18348: A local ruler is revealed to be an illusion

18349: A local ruler is under the control of infernal powers

18350: A local ruler orders the execution of anyone causing a Chaos Burst

18351: A local ruler shames his title with interpersonal indiscretions

18352: A local ruler values empty rhetoric over valid policy

18353: A lump of heavy and very toxic metal appears at the target point

18354: A massive explosion flattens all stone structures within one mile

18355: A mighty hailstorm pummels the area for 1d4 hours

18356: A mysterious gold sarcophagus appears at the target point

18357: A new, non-magical, and deadly virus issues from the target point

18358: A one mile radius appears gloomy and blighted for 1d12 months

18359: A one mile radius is illuminated by full daylight for 3d10 days

18360: A one mile radius is rotates 360° every 24 hours

18361: A one mile radius is shrouded by an eclipse for 2d8-1 days

18362: A one mile radius looks like a desert wasteland for one year

18363: A perfect 10 foot sphere of ice appears at the target point

18364: A pitiable demon appears at the target point, begging sanctuary

18365: A powerful and malign spirit emerges from the target point

18366: A powerful and radical religious sect usurps the throne

18367: A powerful demon takes up residence in a nearby house

18368: A powerful earthquake shifts this whole area one mile north

18369: A sandstorm sweeps through the area for 2d6 turns

18370: A sculpted ice portrait appears for everyone within 50 yards

18371: A small, mysterious island appears in the nearest river

18372: A sphere of annihilation appears at the spell's target point

18373: A steel tower 100 yards tall emerges form under the target point

18374: A stolen dragon egg appears at the target point

18375: A stone cube 25 yards across rises from beneath the target point

18376: A terrible din fills the air like the clanging of pots and pans

18377: A terrible fire occurred on this site 4d6 hours ago

18378: A terrible fire will occur on this site 4d6 hours from now

18379: A thin shaft of stone runs from the target point to the sea

18380: A tornado arises at the target point and devastates the area

18381: A torrent of thick, soapy foam sprays from the target point

18382: A viscous corrosive fluid drips coats all exposed rock nearby

18383: A volcano erupts at the center of the nearest town

18384: A volley of 10d20 arrows rains down on the area

18385: A widespread peasants' revolt begins in 1d12 hours

18386: A Chaos Burst occurs when each of the next 1d4 people speak nearby

18387: Abnormally large locusts plague the area for 1d8 weeks

18388: Acrid fungus sprouts under the target point and quickly spreads

18389: Air in this area is 75% thinner than the surrounding atmosphere

18390: All air within one mile is totally opaque but otherwise normal

18391: All armor removed in this area shrinks by 25%

18392: All armor within 50 yards becomes clear like glass

18393: All armor within 50 yards is as heavy as lead

18394: All armor within 50 yards is weightless for 1d12 months

18395: All armor within one mile is ethereal until sunset

18396: All artificial light sources within one mile are rendered inert

18397: All artificial structures within 50 yards cease to exist

18398: All attack rolls in the next 1d10 rounds must be made twice

18399: All bags of holding within one mile are completely full of anvils

18400: All birds within 50 yards explode, 1d6 hit points per bird

18401: All birds within one mile are completely plucked

18402: All bladed weapons within 50 yards are intensely magnetic

18403: All blades within 50 yards are 10% likely to turn to gold

18404: All blades within 50 yards are engraved with cryptic sigils

18405: All blades within 50 yards are restored to pristine condition

18406: All blades within 50 yards become clear like glass

18407: All blades within 50 yards bend 90° halfway along their length

18408: All blades within 50 yards must Save or crumble into rust

18409: All blades within one mile are blunted until sunset

18410: All blades within one mile glow cherry red until sunset tomorrow

18411: All bowstrings within 50 yards break the next time they're drawn

18412: All carved wood within 50 yards gains rudimentary intelligence

18413: All chain mail within 50 yards appears moth-eaten and threadbare

18414: All chain mail within 50 yards is highly attractive to lightning

18415: All chain mail within 50 yards is slicked with ice

18416: All chain mail within 50 yards is strongly magnetic

18417: All cloth within 50 yards begins to digest itself

18418: All cloth within 50 yards can never be rendered invisible

18419: All cloth within 50 yards is as shiny and lustrous as gold

18420: All cloth within 50 yards is rendered as brittle as eggshell

18421: All cloth within 50 yards is rendered as stiff as wood

18422: All cloth within 50 yards is scrubbed clean

18423: All cloth within 50 yards is soaked with gasoline

18424: All cloth within 50 yards seems unusually heavy

18425: All cloth within 50 yards smolders and smokes until dawn

18426: All cloth within 50 yards turns invisible upon exiting the area

18427: All cloth within 50 yards turns to burlap until sunset tomorrow

18428: All cloth within one mile is invisible until sunset tomorrow

18429: All coins within 50 yards appear in a heap at the target point

18430: All coins within 50 yards are engraved with cryptic runes

18431: All coins within 50 yards are invisible under moonlight

18432: All coins within 50 yards become flexible as rubber

18433: All coins within 50 yards double in value

18434: All coins within 50 yards explode, 1d4-1 hit points per coin

18435: All coins within 50 yards heat to 1,000°

18436: All coins within 50 yards turn to mercury

18437: All coins within one mile are easily recognized as counterfeit

18438: All curses now in effect within 100 yards are negated

18439: All dragons within 1d10 miles are enraged beyond all reason

18440: All dragons within 1d10 miles shrink by 10d10%

18441: All Dwarves within 10 miles are secretly fond of orcs

18442: All Dwarves within 10 miles are violently allergic to alcohol

18443: All Dwarves within 10 miles are violently allergic to gold

18444: All Dwarves within 10 miles become intensely claustrophobic

18445: All Dwarves within 10 miles have orange skin and green hair

18446: All Dwarves within 10 miles lose their infravision for 1d4 months

18447: All Elves within 10 miles are carrying vials of Dwarf blood

18448: All Elves within 10 miles develop a powerful fear of heights

18449: All Elves within 10 miles forget how to speak Elvish

18450: All Elves within 10 miles sprout jagged fangs

18451: All Elves within 50 yards are allergic to wood

18452: All ferrous metal within 50 yards doubles in weight

18453: All ferrous metal within 50 yards is as shiny & lustrous as gold

18454: All ferrous metal within 50 yards is invisible until it gets wet

18455: All ferrous metal within 50 yards is magnetized

18456: All ferrous metal within 50 yards is rustproof for one year

18457: All ferrous metal within 50 yards is somewhat resistant to magic

18458: All ferrous metal within 50 yards is strangely opalescent

18459: All ferrous metal within 50 yards vanishes until sunset tomorrow

18460: All fires lit in this area are waterproof for the next 1d6 weeks

18461: All fires lit in this area flare up wildly for 1d4 rounds

18462: All fires lit in this area reek of brimstone

18463: All flesh within 50 yards is clear like glass until sunset

18464: All foliage within 50 yards is poisonous to humans and demihumans

18465: All foliage within 50 yards is replaced by plastic replicas

18466: All food consumed within one mile is overpoweringly delicious

18467: All food consumed within one mile is unpalatably bitter

18468: All food within 50 yards completely spoils by sunset

18469: All food within 50 yards freezes solid

18470: All food within 50 yards is crawling with illusory maggots

18471: All food within 50 yards is poisonous for the next 1d4 hours

18472: All food within 50 yards is stripped of all nutritive value

18473: All food within one mile turns to salt

18474: All footprints within one mile fossilize by dawn tomorrow

18475: All forged steel within 100 yards turns to aluminum

18476: All forged steel within 100 yards turns to slate

18477: All gems within 50 yards are duplicated exactly

18478: All gems within 50 yards become spherical

18479: All gems within 50 yards turn to sodium when placed in water

18480: All gems within 50 yards vibrate in the presence of gold

18481: All Gnomes within 10 miles develop a dislike of gems and jewels

18482: All Gnomes within 10 miles grow 1d20 inches

18483: All goblins within 10 miles appear in the immediate area

18484: All goblins within 10 miles are afraid of the dark

18485: All goblins within 10 miles are exterminated

18486: All goblins within 10 miles are transformed into Elves

18487: All goblins within 10 miles become vegetarian pacifists

18488: All goblins within 10 miles swear allegiance to someone nearby

18489: All goblins within 10 miles swear vengeance upon someone nearby

18490: All gold within 50 yards always seems to be 200°

18491: All gold within 50 yards becomes transparent when submerged

18492: All gold within 50 yards begins to rust like damp steel

18493: All gold within 50 yards induces extreme covetousness

18494: All gold within 50 yards is 10% likely to turn to lead

18495: All gold within 50 yards is 50% likely to be counterfeit

18496: All gold within 50 yards is attracted to magnets like iron

18497: All gold within 50 yards is drawn to the target point

18498: All gold within 50 yards is indestructible for one year

18499: All gold within 50 yards is irresistibly attractive to undead

18500: All gold within 50 yards is severely tarnished

18501: All gold within 50 yards is thrown 1d10 years into the future

18502: All gold within 50 yards is weightless for 2d10 rounds

18503: All gold within 50 yards sweats some kind of foul liquid

18504: All ground within 10 miles is at exactly the same elevation

18505: All Halflings within 10 miles develop a penchant for violence

18506: All Halflings within 10 miles develop a strong wanderlust

18507: All hats or helmets within 50 yards are drawn to the target point

18508: All hats or hoods within 50 yards burst into flame

18509: All herbivores within 100 yards are panic-stricken

18510: All horses within 100 yards have built-in saddles

18511: All horses within 100 yards shrink by 1% per round

18512: All horses within one mile become bipedal for 1d4 weeks

18513: All horses within one mile become clear like glass

18514: All houses within one mile appear to be of much higher quality

18515: All houses within one mile are fireproof for one year

18516: All humans within 10 miles are suddenly wearing peculiar hats

18517: All humans within 10 miles think that demihumans are subhuman

18518: All inanimate matter nearby wobbles as though made of gelatin

18519: All ink within 50 yards appears to be made from human blood

18520: All ink within 50 yards is powerfully hallucinogenic

18521: All ink within one mile is invisible for 2d4-1 days

18522: All ink within one mile is invisible in sunlight

18523: All inorganic matter within 10 miles appears blurry until sunset

18524: All inorganic matter within 10 yards disappears

18525: All inorganic matter within 10 yards turns to ice

18526: All inorganic matter within 50 yards appears to be magical

18527: All invisible matter within 100 yards becomes permanently visible

18528: All invisible matter within one mile is clear like glass

18529: All leather within 50 yards begins sweating profusely

18530: All leather within 50 yards is as rigid as steel

18531: All leather within 50 yards shatters like glass

18532: All leather within 50 yards turns to silk

18533: All living creatures nearby are driven away for 1d4 months

18534: All living creatures nearby are enraged beyond reason

18535: All lycanthropes within one mile are cured of their lycanthropy

18536: All lycanthropes within one mile are locked in their current form

18537: All lycanthropes within one mile develop a great fear of the dark

18538: All lycanthropes within one mile have a new kind of lycanthropy

18539: All magic items used nearby are 10% likely to burn out forever

18540: All magic items within 50 yards appear to be blazing with fire

18541: All magic items within 50 yards are easily recognized as magical

18542: All magic items within 50 yards disappear until sunset tomorrow

18543: All magic items within 50 yards fail to function 20% of the time

18544: All magic items within 50 yards hum softly for 1d4 days

18545: All magic potions within 50 yards are 10X as powerful

18546: All magic potions within 50 yards are powerfully toxic

18547: All magic potions within 50 yards are rendered inert

18548: All magic potions within 50 yards become Potions of Flying

18549: All magic potions within 50 yards freeze solid when imbibed

18550: All magic potions within 50 yards induce overwhelming thirst

18551: All magic potions within 50 yards induce wild hallucinations

18552: All magic potions within 50 yards yield the opposite effect

18553: All magic rings within 50 yards appear at the target point

18554: All magic rings within 50 yards are identical in appearance

18555: All magic rings within 50 yards are inert for one week

18556: All magic rings within 50 yards are now as large as hula hoops

18557: All magic rings within 50 yards are unharmed by fire or heat

18558: All magic rings within 50 yards attract lightning

18559: All magic rings within 50 yards fuse to their wearers' fingers

18560: All magic rings within 50 yards grant a +1 Armor Class bonus

18561: All magic rings within 50 yards must Save or Disintegrate

18562: All magic rings within 50 yards shine as brightly as the Sun

18563: All magic rings within 50 yards shrink by 10% with each use

18564: All magic rings within 50 yards turn to crystal

18565: All magic rings within 50 yards turn to lead while not being worn

18566: All magic rings within 50 yards whistle softly while in use

18567: All magic weapons nearby are ethereal until sunset

18568: All magic weapons nearby gain an additional +1 ToHit for 1d6 days

18569: All magic weapons nearby glow like fireflies under the new moon

18570: All magic weapons nearby lose their enchantments until dawn

18571: All magic weapons within 100 yards are non-magical for 1d4 days

18572: All magical animals nearby become their non-magical equivalents

18573: All magical animals nearby desire to leave the area

18574: All magical garments within one mile are filthy and foul-smelling

18575: All magical garments within one mile burst into flame

18576: All magical light sources within 100 yards are 2X as bright

18577: All magical light sources within 100 yards dim by 50%

18578: All magical light sources within one mile are extinguished

18579: All magical light sources within one mile are hot as normal fire

18580: All magical light sources within one mile attract magical moths

18581: All magical light sources within one mile flash like strobes

18582: All magical light sources within one mile hum loudly while in use

18583: All magical light sources within one mile only work underground

18584: All magical light sources within one mile produce blood-red light

18585: All magical light sources within one mile yield darkness instead

18586: All mechanical locks within one mile are fused shut

18587: All mechanical locks within one mile are invisible for 1d12 months

18588: All mechanical locks within one mile can only open under moonlight

18589: All mechanical locks within one mile spring open

18590: All members of a major race are discovered to be artificial

18591: All members of a major race are rendered sterile

18592: All metal armor nearby has been soaking in vinegar

18593: All metal armor nearby is chilled to freezing

18594: All metal gauntlets within 50 yards are non-removable until dawn

18595: All metal gauntlets within 50 yards are rustproof

18596: All metal gauntlets within 50 yards cause terrible chafing

18597: All metal gauntlets within 50 yards close into fists

18598: All metal gauntlets within 50 yards heat to 400°

18599: All metal gauntlets within 50 yards insulate against electricity

18600: All metal gauntlets within 50 yards shrink by 25%

18601: All metal gauntlets within 50 yards turn to silk

18602: All metal weapons wielded nearby seem to be 500°

18603: All metal within 50 yards appears to be made of solid shadow

18604: All metal within 50 yards induces frostbite while in daylight

18605: All metal within 50 yards is entirely non-reflective

18606: All metal within 50 yards is flammable for 2d10 rounds

18607: All metal within 50 yards is indestructible until sunset tomorrow

18608: All metal within 50 yards is invisible when anointed with blood

18609: All metal within 50 yards is non- conductive of electricity

18610: All metal within 50 yards is polished to mirror-brightness

18611: All metal within 50 yards is twice as heavy when it's wet

18612: All metal within 50 yards liquefies for 2d6 rounds, then reforms

18613: All metal within 50 yards shimmers like mother of pearl

18614: All missile weapons within 50 yards are inoperative until sunset

18615: All missile weapons within 50 yards combust when they're fired

18616: All missile weapons within 50 yards have 2X normal maximum range

18617: All missile weapons within 50 yards vanish when they're fired

18618: All nearby age 3d20 years but return to normal at sunset tomorrow

18619: All nearby must eat their meat, or they can't have any pudding

18620: All nearby who've drawn blood in the past day are deaf until dawn

18621: All nearby who've drawn blood in the past day weep for 3d8 rounds

18622: All nearby with more than 10 gold pieces age that many years

18623: All nearby with more than 10 gold pieces give it all to charity

18624: All nearby with more than 10 gold pieces heal as many hit points

18625: All nearby with more than 10 gold pieces lose as many hit points

18626: All nearby with more than 10 gold pieces pass out for 1d8 hours

18627: All nearby with more than 10 gold pieces teleport that many yards

18628: All nonliving wood within 50 yards is as brittle as a pretzel

18629: All nonliving wood within 50 yards is as pliant as grass

18630: All non-magical animals nearby are healed of all disease

18631: All non-magical animals nearby are restored to full hit points

18632: All non-magical animals nearby shrink by 40%

18633: All non-magical books within 50 yards are duplicated

18634: All non-magical books within 50 yards must Save or combust

18635: All non-sentient animals nearby are 1d100 years

18636: All non-sentient animals nearby are panic-stricken

18637: All non-sentient animals within 50 yards become vaguely evil

18638: All open wounds within 50 yards steam violently but harmlessly

18639: All paper now nearby glows in the dark permanently

18640: All paper now nearby is fireproof

18641: All plant life within 10 miles is sky-blue from now on

18642: All plant-based fabric within 50 yards becomes dull brown

18643: All plant-based fabric within 50 yards combusts

18644: All priestly magic within 500 yards is dispelled

18645: All priestly magic within 500 yards is suppressed for 1d10 turns

18646: All reflective surfaces in the area display imaginary scenes

18647: All reflective surfaces in the area display scenes of carnage

18648: All right arms within 50 yards are ethereal until sunset

18649: All right arms within 50 yards are invulnerable for 1d10 hours

18650: All right arms within 50 yards are paralyzed until dawn

18651: All rope within 50 yards can't be cut or broken

18652: All rope within 50 yards ignites along its entire length

18653: All rope within 50 yards is as rigid as wood

18654: All rope within 50 yards is as strong as steel wire

18655: All rope within 50 yards is forever unable to hold a knot

18656: All rope within 50 yards is permanently invisible

18657: All rope within 50 yards shortens by 80%

18658: All rope within 50 yards straightens and becomes hard as stone

18659: All rope within 50 yards stretches like elastic

18660: All rope within 50 yards turns to flesh

18661: All saddles within 50 yards are as durable as tempered steel

18662: All saddles within 50 yards disappear

18663: All shields within 50 yards are fragile like glass for 1d4 rounds

18664: All shields within 50 yards are impervious to fire

18665: All shields within 50 yards are impervious to harm until sunset

18666: All shields within 50 yards are imprinted with ugly faces

18667: All shields within 50 yards gain a +1 bonus lasting 1d10 battles

18668: All soil and rock within 100 yards vanishes

18669: All soil within 50 yards is seeded with an aggressive vegetable

18670: All soil within 50 yards turns invisible

18671: All spells cast in the last 1d4 rounds are retroactively negated

18672: All spells cast in the last 1d4 rounds recur in 1d4 rounds

18673: All spells cast in the next 2d6 rounds are invisible in effect

18674: All spells cast in the next 2d6 rounds occur 2d6 rounds later

18675: All spells cast in this area are accompanied by trumpet fanfare

18676: All spells cast in this area are delayed by 2d10 rounds

18677: All Summoned creatures within 10 miles are dismissed

18678: All Summoned creatures within 10 miles vanish in 1d4 rounds

18679: All swords within one mile are hopelessly blunted for 1d4 days

18680: All swords within one mile turn to golf clubs until dawn tomorrow

18681: All teeth within 50 yards are as black as coal for 1d4 weeks

18682: All teeth within 50 yards are rendered invisible for 1d12 months

18683: All tempered metal within 50 yards is reduced in weight by 50%

18684: All tempered metal within 50 yards is soft as rubber until dawn

18685: All thumbs within 50 yards are immune to polymorph magic

18686: All thumbs within 50 yards vanish for 1d4 hours

18687: All transparent matter within one mile is as fragile as glass

18688: All transparent matter within one mile is rendered invisible

18689: All trees within 10 miles drop their leaves until next spring

18690: All trees within 50 yards are glazed with ice

18691: All trees within 50 yards are impervious to saws and axes

18692: All trees within 50 yards bear watermelons for 1d4 months

18693: All trees within 50 yards become ambulatory

18694: All trees within 50 yards become omnivorous

18695: All trees within 50 yards chant dirges at every sunset

18696: All trees within 50 yards gain a semblance of sentience

18697: All trees within 50 yards turn permanently invisible

18698: All trees within a one mile vanish

18699: All trees within one mile are cut down and stacked as cordwood

18700: All trees within one mile are hollow

18701: All trees within one mile crumble to dust within 1d4 days

18702: All trees within one mile double in height

18703: All trees within one mile drip with blood

18704: All trees within one mile uproot and move 10 miles to the north

18705: All trolls within 10 miles adopt a kinder, gentler philosophy

18706: All trolls within 10 miles lose their ability to regenerate

18707: All undead skeletons within 10 miles turn to wood

18708: All undead within 1d100 miles vanish until sunset tomorrow

18709: All undead within 50 yards are restored to full hit points

18710: All undead within 50 yards are teleported 1d4 miles

18711: All undead within 50 yards attack one random person nearby

18712: All undead within one mile can exhale clouds of fog at will

18713: All undead within one mile combust and burn until sunset tomorrow

18714: All undead within one mile require air just like living creatures

18715: All undead within one mile think that they're still alive

18716: All vegetable matter within 50 yards, alive or dead, dissolves

18717: All vegetation within 10 miles is 10X as nutritious for 1d4 weeks

18718: All vegetation within 10 miles is incredibly toxic for 1d4 days

18719: All vegetation within 10 miles tastes like manure when cooked

18720: All vegetation within 50 yards becomes incredibly lush

18721: All vegetation within 50 yards dies within 1d4 rounds

18722: All vegetation within 50 yards grows

18723: as fast for 2d4 days

18724: All vegetation within 50 yards is frozen solid

18725: All vegetation within 50 yards turns bone-white for 1d4 days

18726: All visible trails or tracks within 10 miles vanish completely

18727: All voices within 50 yards seem to issue from the same person

18728: All voices within 50 yards sound identical

18729: All water within 10 miles is chilled to just above freezing

18730: All water within 50 yards becomes invisible

18731: All water within 50 yards becomes thick like gelatin

18732: All water within 50 yards does nothing to mitigate thirst

18733: All water within 50 yards doubles in volume 1d6 times

18734: All water within 50 yards holds its temperature for one year

18735: All water within 50 yards looks foul but is fresh and sweet

18736: All water within 50 yards remains liquid for at least 1d4 months

18737: All water within 50 yards smells and tastes strongly of fish

18738: All water within 50 yards turns to for over the next 1d4 rounds

18739: All water within 50 yards turns to glass

18740: All water within 50 yards turns to milk

18741: All water within one mile vanishes

18742: All weapons and armor within 50 yards seem to be 3X normal weight

18743: All weapons nearby are bound to this area and will return to it

18744: All weapons within 50 yards appear to be made of bone

18745: All weapons within 50 yards are +1 ToHit until dawn tomorrow

18746: All weapons within 50 yards are +10 ToHit for 1d4 rounds

18747: All weapons within 50 yards are +2 ToHit for 2d12 hours

18748: All weapons within 50 yards are +2 ToHit Summoned creatures

18749: All weapons within 50 yards are +2 ToHit until their next hit

18750: All weapons within 50 yards are +5 ToHit but -5 to damage

18751: All weapons within 50 yards are -4 ToHit anyone currently nearby

18752: All weapons within 50 yards are caked in sticky clay

18753: All weapons within 50 yards are cleaned, polished, and sterilized

18754: All weapons within 50 yards are edible

18755: All weapons within 50 yards are etched with their owners' names

18756: All weapons within 50 yards are impervious to Alteration magic

18757: All weapons within 50 yards are invulnerable to acid

18758: All weapons within 50 yards are marked with demonic sigils

18759: All weapons within 50 yards are piled at the target point

18760: All weapons within 50 yards are repelled from the target point

18761: All weapons within 50 yards are sealed in candle wax

18762: All weapons within 50 yards are stuck in their sheathes

18763: All weapons within 50 yards are terribly unwieldy for 4d6 rounds

18764: All weapons within 50 yards are the property of some distant king

18765: All weapons within 50 yards attract flies and gnats for one week

18766: All weapons within 50 yards exude aromatic smoke for 1d6 hours

18767: All weapons within 50 yards glow red as though they're very hot

18768: All weapons within 50 yards hum in the presence of spilled blood

18769: All weapons within 50 yards must Save or be bent like corkscrews

18770: All weapons within 50 yards steam violently on contact with water

18771: All weapons within 50 yards were forged by an undead smith

18772: All weapons within one mile vanish until dawn tomorrow

18773: All wheeled vehicles within one mile burst into flame

18774: All wheeled vehicles within one mile sink 1d4 feet into the mud

18775: All wheels within one mile are chrome-plated

18776: All wheels within one mile become perfectly square

18777: All who saw this casting are 10% likely to be driven insane

18778: All who saw this casting are healed for 1d4 hit points

18779: All who saw this casting are soaked with cold gravy

18780: All who saw this casting are stricken mute until sunset

18781: All who saw this casting are stricken totally deaf for 1d12 hours

18782: All who saw this casting are thrown 1d4 days into the future

18783: All who saw this casting are unable to sleep for 2d10 days

18784: All who saw this casting despise magic for until dawn tomorrow

18785: All who saw this casting giggle like lunatics for 3d4 rounds

18786: All who saw this casting hear an eerie moaning for 1d4 days

18787: All who saw this casting howl at the moon for the next 1d8 nights

18788: All who saw this casting lose 1d20 points of Wisdom until sunset

18789: All who saw this casting lose 1d4 hit points

18790: All who saw this casting stare at the target point until dawn

18791: All who saw this casting think that its target has been slain

18792: All who saw this casting undertake a pilgrimage to a distant town

18793: All within 10 feet are wrapped like mummies

18794: All within 10 feet feel like they've just run a marathon

18795: All within 10 feet must Save or be teleported 1d100 miles

18796: All within 10 feet point loses 1d100 hit points

18797: All within 10 miles are convinced that the apocalypse is nigh

18798: All within 10 miles identify the target point as a holy site

18799: All within 10 miles seek to worship someone near the target point

18800: All within 10 yards divest themselves of all gems and jewels

18801: All within 10 yards find a diamond worth 1,000 gold pieces

18802: All within 50 miles realize that thieves' cant is fictitious

18803: All within 50 miles rise up against the king

18804: All within 50 yards acquire a distinctive accent

18805: All within 50 yards adopt new names and answer only to them

18806: All within 50 yards age 1d12 months

18807: All within 50 yards and in armor are paralyzed for 2d6 rounds

18808: All within 50 yards appear blurry to each other for 1d12 hours

18809: All within 50 yards appear to be 1d100 years older

18810: All within 50 yards appear to be covered with festering sores

18811: All within 50 yards appear to be indescribably ugly to each other

18812: All within 50 yards appear to have advanced leprosy

18813: All within 50 yards appear to have bubonic plague

18814: All within 50 yards are 5% likely to be turned inside out

18815: All within 50 yards are 5% likely to become amphibious

18816: All within 50 yards are 5% likely to die at dawn tomorrow

18817: All within 50 yards are 5% likely to freeze solid

18818: All within 50 yards are 5% likely to inherit a small keep

18819: All within 50 yards are 5% likely to suffer total amnesia

18820: All within 50 yards are 10% likely to age 1d100 years

18821: All within 50 yards are 10% likely to be closely related

18822: All within 50 yards are 10% likely to be stricken bald forever

18823: All within 50 yards are 10% likely to wake tomorrow as undead

18824: All within 50 yards are -2 ToHit for 2d10 rounds

18825: All within 50 yards are 20% likely to be knocked unconscious

18826: All within 50 yards are 20% likely to be paralyzed for 1d4 hours

18827: All within 50 yards are 20% likely to lose all but one hit point

18828: All within 50 yards are 25% likely to be covered in chocolate

18829: All within 50 yards are 30% likely to vanish for 1d6 rounds

18830: All within 50 yards are 40% likely to regain full hit points

18831: All within 50 yards are a peculiar shade of blue-gray

18832: All within 50 yards are AC 0 (no modifiers) for 2d6 hours

18833: All within 50 yards are arrested for sedition and treason

18834: All within 50 yards are at risk of awakening a vengeful god

18835: All within 50 yards are attacked by countless magpies

18836: All within 50 yards are attacked by locusts

18837: All within 50 yards are banded like protected wildlife

18838: All within 50 yards are blamed for some recent catastrophe

18839: All within 50 yards are blind while at full hit points

18840: All within 50 yards are branded heretics and ordered slain

18841: All within 50 yards are branded with the mark of some random god

18842: All within 50 yards are carrying an additional 5d10 gold pieces

18843: All within 50 yards are carrying an identical iron medallion

18844: All within 50 yards are carrying ornate ceremonial daggers

18845: All within 50 yards are carrying small discs of carved stone

18846: All within 50 yards are charged with an arduous divine quest

18847: All within 50 yards are claimed as slaves by the nearest tyrant

18848: All within 50 yards are considered pariahs

18849: All within 50 yards are covered in creosote

18850: All within 50 yards are covered in powdered sugar like doughnuts

18851: All within 50 yards are covered with honey and feathers

18852: All within 50 yards are disarmed

18853: All within 50 yards are discovered to be clones

18854: All within 50 yards are doused with molasses

18855: All within 50 yards are drafted into military service

18856: All within 50 yards are draped in tough, fibrous filaments

18857: All within 50 yards are draped with pungent floral garlands

18858: All within 50 yards are drenched with cold, soapy water

18859: All within 50 yards are drenched with olive oil

18860: All within 50 yards are dressed and painted like clowns

18861: All within 50 yards are dressed in black and have jet-black hair

18862: All within 50 yards are dressed in high quality fur

18863: All within 50 yards are dressed in illusory formal wear

18864: All within 50 yards are dressed in illusory full plate armor

18865: All within 50 yards are dressed in wildly inappropriate attire

18866: All within 50 yards are dressed like pirates

18867: All within 50 yards are enraged beyond thought or reason

18868: All within 50 yards are extremely short-tempered for 1d12 hours

18869: All within 50 yards are filthy as though they've never bathed

18870: All within 50 yards are glazed with yellow ice

18871: All within 50 yards are Held for 6d10 rounds

18872: All within 50 yards are holding tiny stone carvings of themselves

18873: All within 50 yards are immune to all magic for 1d6 rounds

18874: All within 50 yards are immune to disease for 1d6 months

18875: All within 50 yards are immune to missile fire for 2d6 rounds

18876: All within 50 yards are immune to poison for 1d4 days

18877: All within 50 yards are immune to polymorph magic for one year

18878: All within 50 yards are immune to reason for 1d4 days

18879: All within 50 yards are implicated in a huge royal scandal

18880: All within 50 yards are individually shrouded in fog

18881: All within 50 yards are invisible for 1d4 rounds

18882: All within 50 yards are invisible to a single person nearby

18883: All within 50 yards are invisible to all others within 50 yards

18884: All within 50 yards are invisible to birds

18885: All within 50 yards are invisible to reptiles for 1d6 hours

18886: All within 50 yards are invisible when seen from below

18887: All within 50 yards are involved in a diplomatic nightmare

18888: All within 50 yards are invulnerable to wood for 1d10 rounds

18889: All within 50 yards are liberally sprayed with octopus ink

18890: All within 50 yards are now standing in the nearest building

18891: All within 50 yards are now wearing tap-shoes

18892: All within 50 yards are offered for sale on the open market

18893: All within 50 yards are overpoweringly thirsty

18894: All within 50 yards are painted with woad

18895: All within 50 yards are paralyzed by indecision for 1d4 rounds

18896: All within 50 yards are pardoned for any outstanding crimes

18897: All within 50 yards are permanently branded as escaped slaves

18898: All within 50 yards are profoundly drunk for 1d10 rounds

18899: All within 50 yards are pushed 1d10 yards from the target point

18900: All within 50 yards are ravenously hungry

18901: All within 50 yards are restored to full hit points

18902: All within 50 yards are rumored to be undead

18903: All within 50 yards are rumored to belong to some bizarre cult

18904: All within 50 yards are showered in maggots

18905: All within 50 yards are smeared with a foul-smelling gelatin

18906: All within 50 yards are sprayed with skunk musk

18907: All within 50 yards are standing on three-foot cast iron discs

18908: All within 50 yards are sterile for 2d12 months

18909: All within 50 yards are stricken mute for 1d6 rounds

18910: All within 50 yards are strongly addicted to some kind of poison

18911: All within 50 yards are suddenly arranged in a big circle

18912: All within 50 yards are suddenly barefoot

18913: All within 50 yards are suddenly extremely drunk

18914: All within 50 yards are suddenly seated in the lotus position

18915: All within 50 yards are tempted to dabble in cannibalism

18916: All within 50 yards are thoroughly cleansed

18917: All within 50 yards are thrown 1d4 days into the future

18918: All within 50 yards are unable to breathe for 1d20 rounds

18919: All within 50 yards are unable to move their feet for 2d10 rounds

18920: All within 50 yards are unable to sleep for 2d20 days

18921: All within 50 yards are unable to use magic for 1d8 hours

18922: All within 50 yards are unable to wield weapons while in armor

18923: All within 50 yards are unable to wield wooden weapons until dawn

18924: All within 50 yards are wearing beekeepers' veils

18925: All within 50 yards are wearing ostrich feathers in their hair

18926: All within 50 yards are wearing wooden shoes

18927: All within 50 yards become hopelessly lost for 1d4 hours

18928: All within 50 yards believe that they're dreaming

18929: All within 50 yards can see just fine in normal darkness

18930: All within 50 yards covet the possessions of one person nearby

18931: All within 50 yards crackle with ozone for 6d6 rounds

18932: All within 50 yards dance lasciviously for 1d6 rounds

18933: All within 50 yards develop an acute fear of wood

18934: All within 50 yards die in a huge explosion but resurrect at dawn

18935: All within 50 yards disarm themselves and race to a nearby river

18936: All within 50 yards disarm themselves as quickly as they can

18937: All within 50 yards exchange places with someone else nearby

18938: All within 50 yards exhale steam as if the air were very cold

18939: All within 50 yards feel a wildly different ambient temperature

18940: All within 50 yards feel insects crawling over their skin

18941: All within 50 yards feel intense hunger at the sight of blood

18942: All within 50 yards feel overpowering fear for 2d6 rounds

18943: All within 50 yards feel unfocused yet overwhelming disgust

18944: All within 50 yards find obscene tattoos on their bodies

18945: All within 50 yards find that their clothes are torn and bloody

18946: All within 50 yards forget everyone's name

18947: All within 50 yards forget how to use weapons or magic until dawn

18948: All within 50 yards gain 1d1000 Experience Points

18949: All within 50 yards grow 1d4 inches

18950: All within 50 yards have a copy of a mysterious brass key

18951: All within 50 yards have a mark identifying them as pariahs

18952: All within 50 yards have an additional, functioning kidney

18953: All within 50 yards have clouded vision for 2d6 rounds

18954: All within 50 yards have conflicting memories of the past day

18955: All within 50 yards have five pounds of butter in their pockets

18956: All within 50 yards have gone without sleep for 3d4 days

18957: All within 50 yards have horrifying visions of future tragedy

18958: All within 50 yards have just run 1d10 miles

18959: All within 50 yards have the exact same voice

18960: All within 50 yards laugh like lunatics for 4d6 rounds

18961: All within 50 yards levitate 1d6 feet for 2d6 rounds

18962: All within 50 yards look and smell as if they've been in a fire

18963: All within 50 yards look like cadavers when seen from behind

18964: All within 50 yards lose 1 hit point per round spent in that area

18965: All within 50 yards lose 1d6 levels until sunset tomorrow

18966: All within 50 yards lose 1d8 hit points but gain 1d10 hit points

18967: All within 50 yards mount an attack upon the nearest castle

18968: All within 50 yards move as if they're underwater

18969: All within 50 yards must hibernate this winter

18970: All within 50 yards must remain in this area until dawn tomorrow

18971: All within 50 yards must remain within 10 yards of each other

18972: All within 50 yards must repeat everything they say for 1d10 days

18973: All within 50 yards must Save each morning or age 1d4 years

18974: All within 50 yards must Save or be attacked by rats and mice

18975: All within 50 yards must Save or be branded like cattle

18976: All within 50 yards must Save or be burned for 1d10 hit points

18977: All within 50 yards must Save or be Slowed

18978: All within 50 yards must Save or be soaked with icy brine

18979: All within 50 yards must Save or be stricken mute for 1d4 months

18980: All within 50 yards must Save or be Teleported 2d10 miles

18981: All within 50 yards must Save or be thrown into nearby trees

18982: All within 50 yards must Save or be tightly bound in wire

18983: All within 50 yards must Save or feel 1d100° colder

18984: All within 50 yards must Save or feel 1d100° warmer

18985: All within 50 yards must Save or flee in panic for 2d10 rounds

18986: All within 50 yards must Save or sink 4d12 inches into the ground

18987: All within 50 yards must Save or suffer blinding pain until dawn

18988: All within 50 yards must Save or suffer frostbite in 1d10 fingers

18989: All within 50 yards must Save or their clothes burst into flame

18990: All within 50 yards must Save or their hair combusts

18991: All within 50 yards must Save or their hands shrink by 50%

18992: All within 50 yards must Save or they must re-roll their stats

18993: All within 50 yards must Save vs Death or be shorn of all hair

18994: All within 50 yards must Save, or their wounds will never heal

18995: All within 50 yards now have bright blue hair

18996: All within 50 yards preach a ridiculous "abstinence only" policy

18997: All within 50 yards quickly devour any food that they're carrying

18998: All within 50 yards run at top speed toward the target point

18999: All within 50 yards see illusory animals flitting about the area

19000: All within 50 yards shrink 1d4 inches

19001: All within 50 yards smell like carrion until sunset tomorrow

19002: All within 50 yards smell strongly of alcohol

19003: All within 50 yards smell strongly of brimstone until sunrise

19004: All within 50 yards smell strongly of manure for 1d4 days

19005: All within 50 yards suddenly have perfectly groomed hair

19006: All within 50 yards talk like

19007: s movie gangsters

19008: All within 50 yards think that a deity is in their midst

19009: All within 50 yards think that all others nearby are lying

19010: All within 50 yards think that all others nearby are on fire

19011: All within 50 yards think that fire is edible

19012: All within 50 yards think that they're being attacked by zombies

19013: All within 50 yards think that they're in a parallel universe

19014: All within 50 yards think that they're standing in knee- deep snow

19015: All within 50 yards think that they've suffered massive injuries

19016: All within 50 yards think they'll die unless they remain standing

19017: All within 50 yards think they've shrunk by 90%

19018: All within 50 yards throw their weapons as far as they can

19019: All within 50 yards vanish for 3d10 rounds

19020: All within 50 yards weep hysterically but can act normally

19021: All within 50 yards who are injured smell strongly of peppermint

19022: All within 50 yards who are not now bleeding fall unconscious

19023: All within 50 yards who are now bleeding fall unconscious

19024: All within 50 yards who breathe air suffocate for 2d10 rounds

19025: All within 50 yards will be fully healed at the end of 3d8 rounds

19026: All within 50 yards will become undead when they die

19027: All within 50 yards will die if any one of them dies before dawn

19028: All within 50 yards witness a miraculous manifestation of a deity

19029: All wood within one mile is fireproof for 1d4 weeks

19030: All worked stone within 50 yards absorbs water like a sponge

19031: All worked stone within 50 yards begins eroding rapidly

19032: All worked stone within 50 yards blazes with illusory flame

19033: All worked stone within 50 yards clangs like bronze bells

19034: All worked stone within 50 yards hums audibly in moonlight

19035: All worked stone within 50 yards increases in size by 1d100%

19036: All worked stone within 50 yards is as shiny as a mirror

19037: All worked stone within 50 yards is briefly pliant as soft clay

19038: All worked stone within 50 yards is clear like glass

19039: All worked stone within 50 yards is etched with blasphemous runes

19040: All worked stone within 50 yards is now 3d100° colder

19041: All worked stone within 50 yards is water soluble

19042: All worked stone within 50 yards oozes blood for 1d4 hours

19043: All worked stone within 50 yards returns to its natural state

19044: All worked stone within 50 yards turns to ice

19045: All written text within 50 yards appears reversed in sunlight

19046: All written text within 50 yards can only be read by moonlight

19047: All written text within 50 yards hums audibly while being read

19048: All written text within 50 yards is reversed

19049: All written text within 50 yards shrinks by 50%

19050: An ancient battle is endlessly reenacted on this site by ghosts

19051: An animal species native to the area acquires sentience

19052: An animal species native to the area actually controls the throne

19053: An animal species native to the area is now immune to magic

19054: An animal species native to the area quickly goes extinct

19055: An arrogant, inarticulate twit achieves great political power

19056: An asteroid 1d20 miles in diameter strikes the planet near here

19057: An enormous black disc hovers over the area for 1d4 hours

19058: An enormous cache of classified documents is found nearby

19059: An enormous cache of D-Cell batteries is found nearby

19060: An enormous castle formed entirely of ice appears nearby

19061: An enormous fishing net settles over a 100 yard radius

19062: An enormous head of sculpted stone bursts from the ground

19063: An enormous oak tree appears at the target point

19064: An enormous sand castle appears at the target point

19065: An enormous volume of acrid smoke spews from the target point

19066: An exact copy of the moon appears 180° away from the original one

19067: An experimental forge in a nearby town achieves critical mass

19068: An incredibly dangerous and powerful artifact appears nearby

19069: An incredibly dangerous toxin is released into a nearby river

19070: An incredibly foul entity is summoned to the target point

19071: An ingot of metallic hydrogen appears at the target point

19072: An ingot of neutronium appears at the target point

19073: An ingot of some impossible metal appears at the target point

19074: An intoxicatingly delightful scent issues from the target point

19075: An intricate maze of panels of ice sprouts in a 100 yard radius

19076: An intricate maze of tall hedges sprouts in a 100 yard radius

19077: An intricate sculpture of blown glass appears at the target point

19078: An invisible, whistling octopus slithers through the area

19079: An overpoweringly foul stench issues from the target point

19080: An unusually virulent form of plague breaks out in a nearby town

19081: Ants appear to swarm on all blades within 50 yards

19082: Any active charms and enchantments nearby are negated until dawn

19083: Any alcoholic beverages within 50 yards are now 10X as potent

19084: Any alcoholic beverages within 50 yards become powerfully toxic

19085: Any alcoholic beverages within 50 yards combust violently

19086: Any alcoholic beverages within 50 yards induce temporary insanity

19087: Any alcoholic beverages within 50 yards turn to mercury

19088: Any artifacts within 50 miles become non-functional for 2d6 days

19089: Any beneficial enchantments now in effect nearby are dispelled

19090: Any blades currently sheathed nearby make their sheathes combust

19091: Any blood spilled in this area combusts on contact with water

19092: Any blood spilled in this area discolors the ground

19093: Any charged magical items nearby are fully recharged

19094: Any charged magical items nearby are triggered upon their owners

19095: Any charged magical items nearby can't be used until tomorrow

19096: Any charged magical items nearby lose 1d10 charges

19097: Any exposed rock nearby is polished as smooth as glass

19098: Any fireball cast nearby is 1% likely to scorch a one mile radius

19099: Any fires now burning within 10 miles are extinguished

19100: Any fires now burning within 10 miles exude hallucinogenic smoke

19101: Any fires now burning within 10 miles provide no heat

19102: Any fires now burning within 10 miles provide no light

19103: Any fires now burning within 10 miles turn into pools of water

19104: Any fires now burning within 50 yards quadruple in size

19105: Any fires now burning within ten miles attract undead like moths

19106: Any food now in this area tastes strongly of blood

19107: Any food now within 50 yards induces bacchanalia when eaten

19108: Any food now within 50 yards induces drowsiness when eaten

19109: Any food now within 50 yards induces madness when eaten

19110: Any food now within 50 yards turns to iron

19111: Any food now within 50 yards will turn to lead when consumed

19112: Any gold nearby is invisible in sunlight

19113: Any gold within 50 yards liquefies

19114: Any ice or snow within 10 miles can't melt for 1d12 months

19115: Any ice or snow within 10 miles feels painfully hot to the touch

19116: Any magical protections now in place nearby are negated

19117: Any magical seals or locks within one mile are negated

19118: Any magical seals or locks within one mile are permanently sealed

19119: Any magical seals or locks within one mile shine like the sun

19120: Any magical symbols, glyphs, or seals within 50 yards are negated

19121: Any magical traps within one mile are triggered

19122: Any meat eaten nearby in the last 24 hours was human flesh

19123: Any nearby outcroppings of rock burst into flame

19124: Any nearby water in a container becomes carbonated

19125: Any nearby water in a container becomes heavily chlorinated

19126: Any non-living wood within one mile becomes clear like glass

19127: Any open wounds in the area heal into scars shaped like runes

19128: Any open wounds in the area heal into ugly, purplish scars

19129: Any outstanding campaign plot inconsistencies are hereby resolved

19130: Any pack animals within one mile race away at top speed

19131: Any priest nearby is 10% likely to think he's his god

19132: Any ranged spells cast nearby are delayed for 3d10 rounds

19133: Any ranged spells cast nearby have a range of zero

19134: Any range-zero spells cast nearby affect someone else instead

19135: Any range-zero spells cast nearby last only one round

19136: Any scroll cases within 50 yards are sealed for 1d100 years

19137: Any scroll cases within 50 yards digest their contents

19138: Any spells currently in effect within 100 yards are negated

19139: Any standing water within 50 yards boils violently

19140: Any standing water within 50 yards can be used as a scrying pool

19141: Any water now within 50 yards can never be frozen

19142: Any Wishes thus far granted to any within 50 yards are negated

19143: Any wood now within 50 yards provides no heat if burned

19144: Any wooden structures within one mile turn to durable stone

19145: Anyone bearing a holy symbol nearby is healed for 1d4 hit points

19146: Anyone bearing a holy symbol nearby loses 1d10 hit points

19147: Anyone carrying a blanket nearby is swarmed by thousands of moths

19148: Anyone carrying a blanket nearby is thrown 1d100 yards

19149: Anyone carrying a blanket nearby is tightly swaddled in it

19150: Anyone carrying a blanket nearby is unable to sleep for 3d10 days

19151: Anyone carrying food nearby is arrested for smuggling contraband

19152: Anyone carrying food nearby is swarmed by countless wasps

19153: Anyone currently bleeding nearby is stricken with plague

19154: Anyone currently bleeding nearby wakes tomorrow in prison

19155: Anyone currently wielding a weapon nearby is stricken mute

19156: Anyone in armor within 10 yards can't breathe for 2d10 rounds

19157: Anyone in armor within 10 yards can't remove it for 1d10 days

19158: Anyone in armor within 10 yards is afraid of magic for 2d8 rounds

19159: Anyone in armor within 10 yards is attacked by a magical wolf

19160: Anyone in armor within 10 yards is immune to magic for 1d4 rounds

19161: Anyone in armor within 10 yards is pelted by hail for 3d10 rounds

19162: Anyone in armor within 10 yards is thrown 1d10 yards

19163: Anyone in armor within 10 yards loses 1d4 hit points

19164: Anyone in armor within 10 yards regains 1d6 hit points

19165: Anyone in armor within 10 yards sneezes repeatedly for 3d6 rounds

19166: Anyone leaving the area finds that 1d4 weeks have passed

19167: Anyone nearby and facing the target point disappears until dawn

19168: Anyone nearby and facing the target point is blinded until dawn

19169: Anyone nearby and facing the target point is blown back 6d10 feet

19170: Anyone nearby and facing the target point is covered by moss

19171: Anyone nearby and facing the target point is covered in soot

19172: Anyone nearby and facing the target point is dusted with flour

19173: Anyone nearby and facing the target point is obsessed with magic

19174: Anyone nearby and facing the target point is paralyzed until dawn

19175: Anyone nearby and facing the target point is suddenly naked

19176: Anyone nearby and facing the target point loses all hair

19177: Anyone nearby and facing the target point runs to a nearby river

19178: Anyone nearby and less than five feet tall grows 1d6 inches

19179: Anyone nearby and less than five feet tall vanishes for 1d4 days

19180: Anyone nearby and more than five feet tall runs 1d10 miles away

19181: Anyone nearby and more than five feet tall shrinks to that height

19182: Anyone nearby and not wearing armor is attacked by huge wasps

19183: Anyone nearby and not wearing armor loses 1d4 hit points

19184: Anyone nearby at full hit points is fined 1d100 gold pieces

19185: Anyone nearby at full hit points is immune to poison gas

19186: Anyone nearby at full hit points is reduced to 1d4 hit points

19187: Anyone nearby bearing a flag or standard is struck by lightning

19188: Anyone nearby bearing a flag or standard shrinks by 25%

19189: Anyone nearby can never be teleported while wearing clothes

19190: Anyone nearby can never drown while barefoot

19191: Anyone nearby of racially mixed blood suffers agony for 1d4 turns

19192: Anyone nearby who ate in the past 1d4 hours is ravenously hungry

19193: Anyone nearby who ate in the past 1d4 hours vanishes until dawn

19194: Anyone nearby who attempts to teleport will wind up right here

19195: Anyone nearby who spills blood by moonlight is stricken blind

19196: Anyone nearby who tries to turn invisible glows brightly instead

19197: Anyone nearby who tries to turn invisible loses 1d10 hit points

19198: Anyone nearby who turns invisible is bright orange forever after

19199: Anyone nearby who used magic in the past round falls unconscious

19200: Anyone nearby who used magic in the past round is soaked in brine

19201: Anyone nearby who's barefoot must Save or be shod like a horse

19202: Anyone nearby who's barefoot must Save or their feet dissolve

19203: Anyone nearby who's carrying an artifact is possessed by it

19204: Anyone nearby who's carrying open flame is severely burned

19205: Anyone nearby who's carrying open flame is stricken bald

19206: Anyone nearby who's carrying open flame is terrified of fire

19207: Anyone nearby who's carrying open flame is terrified of the dark

19208: Anyone nearby who's carrying rope has a hanging scar on his neck

19209: Anyone nearby who's carrying rope is thoroughly entangled in it

19210: Anyone nearby who's carrying rope wakes tomorrow at this location

19211: Anyone nearby who's slain by a zombie will become a zombie

19212: Anyone nearby wielding a missile weapon is acutely near-sighted

19213: Anyone nearby wielding a missile weapon is teleported 1d6 miles

19214: Anyone nearby with a blade other than a sword can't locate it

19215: Anyone nearby with a blade other than a sword falls unconscious

19216: Anyone nearby with an axe is attacked by a nearby tree

19217: Anyone nearby with an axe is desperate to fell the nearest tree

19218: Anyone nearby with an axe is suddenly carrying a lute or guitar

19219: Anyone nearby with an axe is totally invulnerable for 1d6 rounds

19220: Anyone nearby with bloodstained clothes is revered as a prophet

19221: Anyone nearby with bloodstained clothes smells like a corpse

19222: Anyone nearby with formal military rank is ordered to the front

19223: Anyone nearby with formal military rank is stripped of that rank

19224: Anyone nearby with long hair is all but scalped

19225: Anyone nearby with more than 50 gold pieces is terribly miserly

19226: Anyone nearby with more than 50 gold pieces loses all wealth

19227: Anyone now standing on bare earth nearby has +2 ToHit until dawn

19228: Anyone now standing on bare earth nearby loses 1d10 hit points

19229: Anyone now standing on bare earth nearby regains 1d10 hit points

19230: Anyone now standing on bare earth nearby teleports 10d100 yards

19231: Anyone now wielding a sword nearby is knocked to the ground

19232: Anyone on a horse within 50 yards falls from it clumsily

19233: Anyone on a horse within 50 yards has a craving for horsemeat

19234: Anyone slain nearby completely decomposes in 1d4 rounds

19235: Anyone slain nearby completely fossilizes in 1d4 rounds

19236: Anyone slain nearby exudes flammable vapor for 1d4 days

19237: Anyone slain nearby is resurrected with opposite alignment

19238: Anyone slain nearby is revealed to be a doppelganger

19239: Anyone slain nearby issues cryptic prophecy before dying

19240: Anyone slain nearby turns instantly to stone

19241: Anyone slain nearby turns to coal over 1d4 rounds

19242: Anyone using magic nearby briefly appears to be made of wood

19243: Anyone using magic nearby gives off a pungent and offensive odor

19244: Anyone using magic nearby glows a pale green hue for 24 hours

19245: Anyone using magic nearby is intensely attractive for 1d4 rounds

19246: Anyone wielding a sword nearby is highly susceptible to poison

19247: Anyone wielding a sword nearby loses 1d4 fingers for 1d4 weeks

19248: Anyone within 50 yards who is of Elfish descent is arrested

19249: Anyone within 50 yards who is of Elfish descent is blinded

19250: Anyone within 50 yards with a tattoo loses 4d10 hit points

19251: Anyone within 50 yards with a tattoo will be skinned after death

19252: Arcane magic cast within 10 miles is heralded by horrid shrieking

19253: Arcane magic is impossible within 10 miles for 1d4 hours

19254: Blinding smoke issues from the ground when magic is cast nearby

19255: Blinding smoke swirls about the area for 1d4 hours

19256: Blood sprays from the target point like water from a hose

19257: Celestial voices resonate in the air for 1d10 turns

19258: Combustion can never occur within 10 yards of the target point

19259: Combustion is not possible within 10 miles for 3d8 hours

19260: Countless droplets of sticky black tar rain down on the area

19261: Countless sharpened stakes jut from the ground in the area

19262: Countless slugs and snails litter the ground

19263: Countless small lumps of cheese rain down on the area

19264: Countless tiny carvings of wooden ducks rain down on the area

19265: Diabolical voices issue from the target point

19266: Diaphanous jellyfish drift through the air high overhead

19267: Displays of hostile emotion are impossible nearby for 6d10 rounds

19268: Distances in this area are very difficult to judge accurately

19269: Divination magic is impossible for 1d4 days

19270: Divination magic is wildly unreliable for 1d4 days

19271: Eerie and ominous susurrations issue from the air for one week

19272: Enormous birds circle silently overhead for 1d12 hours

19273: Events now happening nearby are actually happening 500 years ago

19274: Events now happening nearby are in exact accordance with prophecy

19275: Events now happening nearby give rise to a new religion

19276: Every living creature in the world falls asleep for 6d10 minutes

19277: Every living creature in the world hears the word "Xyzzy"

19278: Every tree within one mile has an eerie face carved in its bark

19279: Every tree within one mile has cryptic runes carved in its bark

19280: Every tree within one mile hums sonorously

19281: Everyone nearby gains a language known only to those in this area

19282: Everyone within 10 yards is chained together

19283: Everyone within 50 yards disgorges a large, hairy spider

19284: Everyone within 50 yards has 1d100 gold pieces in his pocket

19285: Everyone within 50 yards has 1d6 orc's teeth in his pocket

19286: Everyone within 50 yards has a 1% chance to become a god

19287: Everyone within 50 yards has a 2% chance to explode

19288: Everyone within 50 yards has a big snowball in his pocket

19289: Everyone within 50 yards has a hen's egg in his pocket

19290: Everyone within 50 yards has a lighted candle in his pocket

19291: Everyone within 50 yards has a live cobra in his pocket

19292: Everyone within 50 yards has a live salmon in his pocket

19293: Everyone within 50 yards has a lump of quartz in his mouth

19294: Everyone within 50 yards has a red hot coal in his pocket

19295: Everyone within 50 yards has a signet ring in his pocket

19296: Everyone within 50 yards has a small diamond in his pocket

19297: Everyone within 50 yards has an iron ring around his wrist

19298: Everyone within 50 yards has delicate glass globe in his pocket

19299: Everyone within 50 yards has someone's severed hand in his pocket

19300: Everyone within 50 yards is fined 1d100 gold pieces

19301: Everyone within 50 yards is holding a wooden cup full of wine

19302: Everyone within 50 yards is holding an ice cream cone

19303: Everyone within 50 yards is stamped with the king's royal seal

19304: Everyone within 50 yards is standing in a small bucket

19305: Everyone within 50 yards is suddenly exhausted

19306: Everyone within 50 yards is suddenly holding a block of dry ice

19307: Everyone within 50 yards is suddenly holding a bucket of chum

19308: Everyone within 50 yards is suddenly holding a chicken

19309: Everyone within 50 yards is suddenly holding a helium balloon

19310: Everyone within 50 yards is suddenly holding a small skull

19311: Everyone within 50 yards is suddenly holding an ingot of lead

19312: Everyone within 50 yards is suddenly indoors (or outdoors)

19313: Everyone within 50 yards is tattooed with a sequential number

19314: Everyone within 50 yards swaps his name with someone else nearby

19315: Everyone within one mile identifies someone nearby as a deity

19316: Everyone within one mile is stricken with intense apathy

19317: Everything with one foot of the target point ceases to exist

19318: Everything within 5 feet ceases to exist

19319: Everything within 5 feet radiates strong magic for one year

19320: Everything within 50 yards appears to be lit by blacklight

19321: Everything within 50 yards appears to radiate intense evil

19322: Everything within 50 yards is permanently drained of color

19323: Everything within 50 yards shakes violently for 3d10 rounds

19324: Evidence is found of a massive, systematic policy of torture

19325: Evidence is found of alien intervention in this world's history

19326: Farmland within one mile is amazingly fertile for 1d10+1 years

19327: Farmland within one mile is barren for 1d10+1 years

19328: Fast-drying concrete covers the area to a depth of 6d6 inches

19329: Fire belches forth from the target point for 10d10 hours

19330: Fires in this area are drawn toward the target point

19331: Food eaten within one mile of this spot gives no nutrition

19332: Food eaten within one mile provides twice the normal nutrition

19333: For 1d10 rounds, air within 50 yards is as opaque as steel

19334: For 1d10 rounds, all wood within 50 yards is water soluble

19335: For 1d10 rounds, any spells cast nearby turn their casters yellow

19336: For 1d10 rounds, water is highly toxic to all within 50 yards

19337: For 1d4 days, fires lit nearby are hot enough to melt steel

19338: For 1d4 days, fires lit nearby are visible through metal or stone

19339: For 1d4 days, fires lit nearby aren't warm enough to melt ice

19340: For 1d6 months, all flame in the world is blue

19341: For 2d4 rounds, the ground within 50 yards flexes like elastic

19342: For 2d4 rounds, the ground within 50 yards turns to quicksand

19343: For one month the moon appears as bright as the Sun

19344: For one month the moon appears to fill half of the night sky

19345: For one month the Sun appears only as bright as the full moon

19346: For one month the Sun is invisible though it still provides light

19347: For one round, any nearby priest has 10% chance to summon his god

19348: For one turn, the area is lit only by countless flashbulbs

19349: For one turn, the area is lit only by flickering candlelight

19350: For one year, flashing lights accompany spells cast in this area

19351: For one year, spells cast in this area last only one round

19352: From now on, all within 50 yards are left-handed

19353: From now on, all within 50 yards look as wounded as they are now

19354: Genocidal war breaks out between two or more major races

19355: Gravity is skewed by 45° in this area until sunrise tomorrow

19356: Gravity within 100 yards has no effect on wood

19357: Half a ton of iron filings sprays from the target point

19358: Half a ton of pureed carrots sprays from the target point

19359: Half of the people nearby are half-invisible to the other half

19360: Half of the people nearby are teleported 1d4 miles north

19361: Half of the planet vanishes, but the remaining half is stable

19362: Half the planet spins clockwise, the other half counter-clockwise

19363: Hallucinogenic mist billows from the target point until sunset

19364: Highly flammable gas sprays from the target point

19365: Horrific, deafening laughter echoes through the area for one week

19366: Horses tend to throw their riders while traveling in this area

19367: Huge animal-shapes are traced in the soil in a one mile radius

19368: Huge volumes of strongly emetic vapor spray from the target point

19369: Huge, cryptic symbols appear on the side of a nearby mountain

19370: Hundreds of highly venomous snakes emerge from the ground

19371: Hundreds of hungry dogs appear in the vicinity

19372: Hundreds of thousands of acorns fall from the sky

19373: Hurricane-strength winds swirl around the target point

19374: Ice cold water sprays from the ground beneath the target point

19375: Ice suddenly covers the ground nearby to a depth of 1d6 inches

19376: Icy mist issues from the target for 1d4 days

19377: If indoors, all exits are sealed; if not, roll again

19378: If indoors, the building is evacuated of air; if not, roll again

19379: If indoors, the building shrinks by 50%; if not, roll again

19380: If indoors, the building vanishes; if not, roll again

19381: If the area is wooded, all nearby become lost; if not, roll again

19382: In this area, moonlight causes sound to be stifled

19383: In this area, non-magical metal is invisible under moonlight

19384: In this area, sunlight seems 1d4 times as bright as normal

19385: In this region, arcane magic is blamed for all kinds of disasters

19386: In this region, Dwarves are considered a rare delicacy

19387: In this region, Dwarves consider clothing to be unnecessary

19388: In this region, gold is invulnerable to magic

19389: In this region, hail has been falling for 2d4 days

19390: In this region, it's been snowing for two weeks straight

19391: In this region, missile weapons are considered cowardly

19392: In this region, possession of gold is now a capital offense

19393: In this region, the use of arcane magic is punishable by death

19394: In this region, the use of magic items is heavily taxed

19395: In this region, the use of priestly magic is strictly controlled

19396: Innumerable glowing orbs emerge from the target point

19397: It's suddenly night, lasting until dawn would normally occur

19398: Jagged rocks erupt from the ground in a 100 yard radius

19399: Large poppies bloom in a 100 yard radius from the target point

19400: Lightning bolts issue from the spell's target point

19401: Loud thunder booms overhead whenever magic is used in this area

19402: Magic users are persecuted throughout this country

19403: Magical healing is not possible within 10 miles

19404: Magical healing is unreliable during daylight within 10 miles

19405: Magical illusions are impossible within 10 miles for 2d4-1 days

19406: Magical invisibility is forever impossible within 50 miles

19407: Many thousands of birds soon take up residence in this area

19408: Missile attacks are futile within 50 yards of the target point

19409: Missiles fired nearby all fly toward the same creature

19410: Missiles fired nearby are 5% likely to induce True Love

19411: Missiles fired nearby can induce paralysis on a successful hit

19412: Missiles fired nearby crash like thunder when they hit

19413: Missiles fired nearby disintegrate while in flight

19414: Missiles fired nearby explode into embers after 1d4 rounds

19415: Missiles fired nearby fly straight up into the sky and vanish

19416: Missiles fired nearby have an absolute range limit of 10 yards

19417: Missiles fired nearby hit the spell's target point

19418: Missiles fired nearby inflict damage only on a ToHit roll of 20

19419: Missiles fired nearby invariably miss their targets

19420: Missiles fired nearby leave colorful trails of light

19421: Missiles fired nearby travel an additional 1d10 miles

19422: Moonlight in this area induces extreme covetousness

19423: Moonlight in this area induces extreme melancholy in Elves

19424: Moonlight in this area induces furious bloodlust

19425: Moonlight in this area induces pain in lycanthropes

19426: Moonlight in this area induces panic in those of INT 14 or above

19427: Moonlight in this area induces unrestrained lecherousness

19428: Moonlight in this area is blood red

19429: Natural animals in this area can readily detect magic

19430: Natural animals respond badly to anyone now within 50 yards

19431: Nearest bridge appears in the immediate area

19432: Nearest bridge appears to be a rainbow

19433: Nearest bridge appears to be made of thick fog

19434: Nearest bridge can't be crossed by anyone wearing footwear

19435: Nearest bridge collapses after the next 1d6 people cross it

19436: Nearest bridge is as pliant as rubber

19437: Nearest bridge is burned

19438: Nearest bridge is clear like glass

19439: Nearest bridge is made of teeth

19440: Nearest bridge is suddenly over troubled waters

19441: Nearest bridge is takes 2d4 hours to cross

19442: Nearest bridge opens like a drawbridge

19443: Nearest bridge turns permanently invisible

19444: Nearest building can only be entered by walking backwards

19445: Nearest building is exactly duplicated at the target point

19446: Nearest door appears at the target point

19447: Nearest door is a jar

19448: Nearest door is a portal to an ancient temple of a powerful deity

19449: Nearest door opens to a point 1d10 days in the future

19450: Nearest door opens to a point 1d10 miles in the air

19451: Nearest door opens to the target point

19452: Nearest doorway can't be traversed by anyone at full hit points

19453: Nearest doorway can't be traversed by anyone wearing armor

19454: Nearest doorway causes all who pass through it to age 1d4 years

19455: Nearest forest acquires malevolent sentience and intelligence

19456: Nearest forest is set ablaze

19457: Nearest government collapses amid rumors of infernal pacts

19458: Nearest government switches to a manure-based economic system

19459: Nearest horse becomes bipedal

19460: Nearest horse sprouts two additional pairs of functional legs

19461: Nearest lake becomes crystal clear but is highly toxic to humans

19462: Nearest lake can't be safely traversed by any sort of watercraft

19463: Nearest lake completely drains in a slow, clockwise spiral

19464: Nearest lake completely evaporates over the next 1d4 rounds

19465: Nearest lake conceals a sunken city containing incredible riches

19466: Nearest lake contains a sunken armada from some long-lost navy

19467: Nearest lake contains an ice berg

19468: Nearest lake doubles its volume during each of the next 1d4 days

19469: Nearest lake drains to reveal the corpse of a long-dead deity

19470: Nearest lake freezes completely solid over the next 1d4 rounds

19471: Nearest lake heats to 200° over the next 1d4 rounds

19472: Nearest lake is covered by a tarp

19473: Nearest lake is encircled by a moat of flaming pitch

19474: Nearest lake is home to a colony of unaging amphibious humanoids

19475: Nearest lake is perpetually fog-shrouded

19476: Nearest lake rises as a huge water elemental and walks to the sea

19477: Nearest lake suddenly appears at the center of the nearest town

19478: Nearest lake suppresses magic within one mile of its shores

19479: Nearest lake undergoes massive tidal surges for one week

19480: Nearest monastery conceals a gate to hell

19481: Nearest monastery holds the only copies of many priceless books

19482: Nearest monastery often engages in dangerous and abhorrent rites

19483: Nearest mountain slides 1d10 miles north

19484: Nearest oak tree grows to 20X its current size

19485: Nearest oak tree is older than the entire world

19486: Nearest oak tree periodically shoots poisonous thorns

19487: Nearest oak tree turns to bronze

19488: Nearest oak tree turns to solid gold

19489: Nearest oak tree uproots and goes on a rampage

19490: Nearest priest becomes fearless in the face of death

19491: Nearest priest believes he's been excommunicated

19492: Nearest priest believes that cannibalism is a sacrament

19493: Nearest priest believes that clothing is an abomination

19494: Nearest priest believes that he's recently slain his deity

19495: Nearest priest believes that his deity has abandoned him

19496: Nearest priest believes that his deity has made him immortal

19497: Nearest priest believes that his deity is at his beck and call

19498: Nearest priest believes that his deity is standing nearby

19499: Nearest priest believes that someone nearby is his deity

19500: Nearest priest falls badly out of favor with his deity

19501: Nearest priest finds a book of nice and accurate prophecies

19502: Nearest priest has been stealing from the church's coffers

19503: Nearest priest has secretly engaged in commendable charity work

19504: Nearest priest is implicated in a scandal involving livestock

19505: Nearest priest is summoned by his deity

19506: Nearest priest is wholly immune to arcane magic for 4d6 hours

19507: Nearest priest realizes that he's worshipping the wrong deity

19508: Nearest priest thinks he's being persecuted for his beliefs

19509: Nearest river conceals the entrance to a great underground empire

19510: Nearest river freezes solid over the next 1d10 rounds

19511: Nearest river is dammed

19512: Nearest river is damned

19513: Nearest river is discovered to be artificial

19514: Nearest river is now 1d4X as deep as it was this morning

19515: Nearest river is permanently blood red but is otherwise unchanged

19516: Nearest river now runs directly through the nearest town

19517: Nearest river now runs directly through this area

19518: Nearest stone structure undergoes explosive decompression

19519: Nearest town breaks loose from the mainland and drifts out to sea

19520: Nearest town descends into weeks of mindless debauchery

19521: Nearest town erupts into riots and turf wars

19522: Nearest town is actually hidden within a modern wildlife preserve

19523: Nearest town is annexed by a warring neighbor nation

19524: Nearest town is completely deserted

19525: Nearest town is completely overrun by marauding orcs

19526: Nearest town is inaccessible by land

19527: Nearest town is populated entirely by a brutal and dangerous cult

19528: Nearest town is populated entirely by anthropomorphic pigs

19529: Nearest town is populated entirely by illusions

19530: Nearest town is populated entirely by undead

19531: Nearest town is razed

19532: Nearest town is the site of an ancient magical battle

19533: Nearest town is totally forgotten by the outside world

19534: Nearest town secedes from the kingdom

19535: Nearest town signs a secret pact with an invading horde of orcs

19536: Nearest wizard breaks his staff and throws his books into the sea

19537: Nearest wizard can only use magic in full daylight

19538: Nearest wizard is beseeched by a girl, her dog, and three friends

19539: Nearest wizard is challenged to a magical duel by a dragon

19540: Nearest wizard is equally affected by magic he casts on others

19541: Nearest wizard is exposed as a fraud and a charlatan

19542: Nearest wizard is unable to cast magic upon himself

19543: Nearest wizard suspects that he's a fraud and a charlatan

19544: Next 1d4 people to draw weapons nearby fall unconscious

19545: Next 1d4 people to draw weapons nearby forget how to use them

19546: Next 1d4+1 spells cast in this area also trigger Chaos Bursts

19547: Next area-effect magic used nearby affects only a single target

19548: Next area-effect magic used nearby affects only males

19549: Next area-effect magic used nearby centers on a point miles away

19550: Next area-effect magic used nearby centers on its caster

19551: Next fire-based magic used nearby causes panic in all who see it

19552: Next fire-based magic used nearby detonates on its caster

19553: Next fire-based magic used nearby produces cold instead of heat

19554: Next fire-based magic used nearby produces impenetrable darkness

19555: Next fire-based magic used nearby produces smoke but no fire

19556: Next fire-based magic used nearby produces water instead of fire

19557: Next person nearby to draw blood also loses that many hit points

19558: Next person nearby to draw blood appears in the nearest prison

19559: Next person nearby to draw blood becomes water soluble

19560: Next person nearby to draw blood can use no weapon for 2d12 hours

19561: Next person nearby to draw blood can't be blinded by smoke

19562: Next person nearby to draw blood dies if he's wounded before dawn

19563: Next person nearby to draw blood disgorges a large steel bowl

19564: Next person nearby to draw blood gains that many hit points

19565: Next person nearby to draw blood has a +4 ToHit bonus until dawn

19566: Next person nearby to draw blood howls like a wolf under the moon

19567: Next person nearby to draw blood is 10% likely to crumble to dust

19568: Next person nearby to draw blood is 10% likely to explode

19569: Next person nearby to draw blood is himself sprayed with blood

19570: Next person nearby to draw blood is sought by the authorities

19571: Next person nearby to draw blood is swarmed by innumerable bats

19572: Next person nearby to draw blood is whisked away into the sky

19573: Next person nearby to draw blood never needs to sleep again

19574: Next person nearby to draw blood shrinks by 8d10%

19575: Next person nearby to draw blood suffers extensive amnesia

19576: Next person nearby to draw blood then tries to destroy his weapon

19577: Next person nearby to draw blood thereafter thinks he's a vampire

19578: Next person nearby to draw blood thinks that on fire

19579: Next person nearby to draw blood vanishes for 1d4 days

19580: Next person nearby to draw blood wakes tomorrow as a chimpanzee

19581: Next person nearby to draw blood wakes tomorrow soaked in blood

19582: Next person nearby to miss an attack can't attack for 4d6 hours

19583: Next person nearby to miss an attack collapses into a deep coma

19584: Next person nearby to miss an attack cries like a baby until dawn

19585: Next person nearby to miss an attack shrieks wildly for 4d6 hours

19586: Next person nearby to say his name can't use magic for 1d10 days

19587: Next person nearby to say his name goes berserk

19588: Next person nearby to say his name is attacked by rabbits

19589: Next person nearby to say his name is attacked by rodents

19590: Next person nearby to say his name is healed for 2d6 hit points

19591: Next person nearby to say his name is targeted for assassination

19592: Next person nearby to say his name permanently forgets his name

19593: Next person nearby to say his name teleports into a nearby cave

19594: Next person nearby to say his name then runs away at top speed

19595: Next person nearby to say his name wakes 5d10 miles away tomorrow

19596: Next person nearby to speak finds that his mouth has vanished

19597: Next person nearby to speak is bound in coils of steel wire

19598: Next person nearby to speak is hurled 10d10 feet in the air

19599: Next person nearby to speak is thrown into a deep well

19600: Next person nearby to use magic becomes two dimensional

19601: Next person nearby to use magic is 5% likely to be disemboweled

19602: Next person nearby to use magic is enslaved to someone nearby

19603: Next person nearby to use magic is restored to full hit points

19604: Next person nearby to use magic is turned to wood

19605: Next person nearby to use magic is wrapped in a cocoon

19606: Next person nearby to use magic loses the ability to feel pain

19607: Next person nearby to use magic rises one level

19608: Next person nearby to use magic sees illusory giraffes everywhere

19609: Next person nearby to use magic then shuns all magic for 1d4 weeks

19610: Next person nearby to use magic turns bright pink for 1d4 weeks

19611: Next person nearby to use magic turns into a frog or a dove

19612: Next person nearby to use magic turns into a zombie for 1d8 days

19613: Next person nearby to use magic turns invisible above his nose

19614: Next person nearby to use profanity is fined 500,000 gold pieces

19615: Next person nearby to use profanity is stricken mute for one week

19616: Next person slain nearby crumbles into a heap of toxic ash

19617: Next person slain nearby disappears without a trace

19618: Next person slain nearby explodes messily

19619: Next person slain nearby flies into the air and vanishes

19620: Next person slain nearby has his skull and spine torn out

19621: Next person slain nearby haunts the area for hundreds of years

19622: Next person slain nearby is borne away by wonder-working dolphins

19623: Next person slain nearby is found to contain hundreds of mice

19624: Next person slain nearby is immediately breaded and deep-fried

19625: Next person slain nearby is immediately butchered like a deer

19626: Next person slain nearby is immediately plated in chrome

19627: Next person slain nearby is resurrected with full hit points

19628: Next person slain nearby is soon thereafter worshipped as a god

19629: Next person slain nearby is welcomed into his deity's pantheon

19630: Next person slain nearby never really existed

19631: Next person slain nearby slowly transforms into solid gold

19632: Next person slain nearby sputters about like a deflating balloon

19633: Next person slain nearby turns into a large swine as he dies

19634: Next person slain nearby was the offspring of a god

19635: Next person struck by magic nearby thinks he's a toddler

19636: Next person to be injured nearby is permanently crippled

19637: Next person to be injured nearby is restored to full hit points

19638: Next person to cross the nearest bridge turns into a troll

19639: Next plant-based magic used nearby turns its user to a scarecrow

19640: Next plant-based magic uses nearby turns its user to a vegetarian

19641: Next polymorph magic used nearby affects 1d4 other targets nearby

19642: Next polymorph magic used nearby affects a random target nearby

19643: Next polymorph magic used nearby can't be undone

19644: Next polymorph magic used nearby completely heals its caster

19645: Next polymorph magic used nearby doubles its caster's height

19646: Next polymorph magic used nearby is only 50% effective

19647: Next polymorph magic used nearby knocks its caster unconscious

19648: Next polymorph magic used nearby lapses after one round

19649: Next polymorph magic used nearby lasts for 1d100 days

19650: Next polymorph magic used nearby leaves its caster badly deformed

19651: Next polymorph magic used nearby makes its caster a quadruped

19652: Next polymorph magic used nearby splits its target in two

19653: Next polymorph magic used nearby turns its caster into a rooster

19654: Next polymorph magic used nearby turns its caster into its target

19655: Next polymorph magic used nearby turns its target into a whale

19656: Next polymorph magic used nearby turns its target to living metal

19657: Next polymorph magic used nearby turns its target to stone

19658: Next polymorph magic used nearby yields a random result

19659: Next spell cast in this area equally affects all within 50 yards

19660: Next spell cast in this area has a permanent duration

19661: Next weapon drawn nearby attacks its wielder

19662: Next weapon drawn nearby becomes twice as heavy as its wielder

19663: Next weapon drawn nearby can't cross running water

19664: Next weapon drawn nearby can't kill anyone while its owner lives

19665: Next weapon drawn nearby causes its wielder to distrust magic

19666: Next weapon drawn nearby chills to -200°

19667: Next weapon drawn nearby damages the sanity of its wielder

19668: Next weapon drawn nearby disintegrates if used to kill someone

19669: Next weapon drawn nearby fills its wielder with crippling fear

19670: Next weapon drawn nearby forces its wielder to attack his allies

19671: Next weapon drawn nearby hurls itself into the sky

19672: Next weapon drawn nearby ignites and burns like magnesium

19673: Next weapon drawn nearby inflicts only illusory damage

19674: Next weapon drawn nearby inflicts only minimum possible damage

19675: Next weapon drawn nearby instantly quadruples in size

19676: Next weapon drawn nearby is as soft as silk until sunset tomorrow

19677: Next weapon drawn nearby is attracted to the spell's target point

19678: Next weapon drawn nearby is instantly struck by lightning

19679: Next weapon drawn nearby makes its user's foes invisible to him

19680: Next weapon drawn nearby makes its wielder seem far more powerful

19681: Next weapon drawn nearby makes its wielder think he's immortal

19682: Next weapon drawn nearby makes its wielder think he's invisible

19683: Next weapon drawn nearby mimics its wielder's personality

19684: Next weapon drawn nearby pulses with strange lights and music

19685: Next weapon drawn nearby quickly becomes as hot as the Sun

19686: Next weapon drawn nearby seizes control of its wielder's body

19687: Next weapon drawn nearby vanishes until the melee is over

19688: Next weapon drawn nearby was stolen from the royal armory

19689: Next weapon nearby to draw blood appears to be horribly evil

19690: Next weapon nearby to draw blood attracts a demon's attention

19691: Next weapon nearby to draw blood becomes invisible to its wielder

19692: Next weapon nearby to draw blood becomes legendary

19693: Next weapon nearby to draw blood can thereafter cut through steel

19694: Next weapon nearby to draw blood can't draw blood for 1d4 weeks

19695: Next weapon nearby to draw blood ceases to exist

19696: Next weapon nearby to draw blood doubles in length until sunrise

19697: Next weapon nearby to draw blood glows in the presence of humans

19698: Next weapon nearby to draw blood has been used to murder a king

19699: Next weapon nearby to draw blood heats to 800°

19700: Next weapon nearby to draw blood imparts visions of perdition

19701: Next weapon nearby to draw blood induces bloodlust in its wielder

19702: Next weapon nearby to draw blood induces envy in its wielder

19703: Next weapon nearby to draw blood induces lethargy in its wielder

19704: Next weapon nearby to draw blood induces mad panic in its wielder

19705: Next weapon nearby to draw blood induces pacifism in its wielder

19706: Next weapon nearby to draw blood infects its wielder with leprosy

19707: Next weapon nearby to draw blood is +1 ToHit for one week

19708: Next weapon nearby to draw blood is 10% likely to disintegrate

19709: Next weapon nearby to draw blood is 10% likely to explode

19710: Next weapon nearby to draw blood is -2 ToHit for one month

19711: Next weapon nearby to draw blood is 25% likely to turn to ice

19712: Next weapon nearby to draw blood is coveted by dragons

19713: Next weapon nearby to draw blood is discovered to be a cheap copy

19714: Next weapon nearby to draw blood is discovered to be an illusion

19715: Next weapon nearby to draw blood is encased in a plaster cast

19716: Next weapon nearby to draw blood is forever indestructible

19717: Next weapon nearby to draw blood is found to be a mighty artifact

19718: Next weapon nearby to draw blood is fused to its wielder's hand

19719: Next weapon nearby to draw blood is replaced by an imperfect copy

19720: Next weapon nearby to draw blood is slicked with butter

19721: Next weapon nearby to draw blood is struck by lightning 1d6 times

19722: Next weapon nearby to draw blood is suddenly as light as hydrogen

19723: Next weapon nearby to draw blood is thereafter highly flammable

19724: Next weapon nearby to draw blood is thereafter stolen by goblins

19725: Next weapon nearby to draw blood is worth

19726: its normal value

19727: Next weapon nearby to draw blood knocks its wielder unconscious

19728: Next weapon nearby to draw blood laughs malevolently until sunset

19729: Next weapon nearby to draw blood leaps 1d4 months into the future

19730: Next weapon nearby to draw blood makes its wielder smell horrible

19731: Next weapon nearby to draw blood quickly ages 1d10000 years

19732: Next weapon nearby to draw blood returns to its original owner

19733: Next weapon nearby to draw blood returns to this spot in 6d6 days

19734: Next weapon nearby to draw blood sinks 1d10 feet into the ground

19735: Next weapon nearby to draw blood soaks its wielder in blood

19736: Next weapon nearby to draw blood sprouts thorny projections

19737: Next weapon nearby to draw blood suddenly weighs 1d4 tons

19738: Next weapon nearby to draw blood suffers an inconvenient curse

19739: Next weapon nearby to draw blood teleports to some dragon's horde

19740: Next weapon nearby to draw blood thereafter craves blood

19741: Next weapon nearby to draw blood thereby fulfills a prophecy

19742: Next weapon nearby to draw blood vanishes if that victim dies

19743: Next weapon nearby to draw blood was forged on another planet

19744: Next weapon nearby to draw blood will vanish if it's cleaned

19745: Next weapon nearby to draw blood winds up at the bottom of a well

19746: Night falls in 1d4 rounds and lasts 2d4-1 days

19747: No bipedal creatures can come within 10 yards of the target point

19748: No bipedal creatures can speak within 100 yards of this place

19749: No blade within one mile can be sharpened for 1d4 weeks

19750: No blade within one mile can cut live flesh until noon tomorrow

19751: No females within 50 yards can be injured by males for 6d8 hours

19752: No females within one mile can speak until sunset tomorrow

19753: No males within one mile can be injured for 1d4 rounds

19754: No males within one mile can speak until sunset tomorrow

19755: No memory, record, or evidence exists about the last 1d10 turns

19756: No one currently wearing shoes nearby can speak until dawn

19757: No one currently wearing shoes nearby can use magic for one week

19758: No one in the world can die or be slain for 3d8 hours

19759: No one in the world can sleep for 1d6 days

19760: No one in the world can speak for 10d10 rounds

19761: No one in the world can tell a lie for the next 24 hours

19762: No one nearby can eat food for 1d8 days

19763: No one nearby can teleport or be teleported for 1d4 years

19764: No one nearby can use any form of scrying magic for one year

19765: No one within 1,000 miles can successfully cast Dispel Magic

19766: No one within 1,000 miles knows the spell Remove Curse

19767: No one within 50 yards benefits from healing magic for 1d10 weeks

19768: No one within 50 yards can cross running water for 1d4 days

19769: No one within 50 yards can draw a weapon for 1d10 rounds

19770: No one within 50 yards can leave the area for 4d6 hours

19771: No one within 50 yards can see artificial light sources

19772: No one within 50 yards can speak until dawn

19773: No one within 50 yards can use rope or the like for 2d4 days

19774: No one within 50 yards can wear armor for 1d6 days

19775: No one within 50 yards ever again feels hunger

19776: No one within 50 yards has eaten in 3d4 days

19777: No one within 50 yards has slept in 4d6 days

19778: No one within 50 yards is welcome in any city within 100 miles

19779: No one within 50 yards needs to breathe until dawn tomorrow

19780: No one within 50 yards needs to eat for the next month

19781: No one within 50 yards trusts anyone else for 1d6 hours

19782: No plants can ever grow again within 50 yards of the target point

19783: No precipitation falls within 10 miles for 4d6 months

19784: Non-magical gold is toxic to all within 50 yards

19785: Non-sentient animals shun this area forever

19786: Numerous fires erupt in the nearest town

19787: One magic potion nearby is instantly lethal

19788: One magic potion nearby will trigger a Chaos Burst when consumed

19789: One random sword nearby is 40% likely to heal instead of wound

19790: One random sword nearby is bent like a horseshoe

19791: One random sword nearby is duplicated under every full moon

19792: One random sword nearby is permanently blunted

19793: One random sword nearby is razor-sharp and indestructible

19794: One random sword nearby leaves faint rainbow streaks in the air

19795: One random sword nearby opens like an umbrella

19796: One random sword nearby protects its owner against natural acid

19797: One random sword nearby protects its owner against natural cold

19798: One random sword nearby protests loudly when wielded in combat

19799: One random sword nearby turns into a flock of doves

19800: One random sword nearby was forged in the fires of hell by demons

19801: One random sword nearby will explode on contact with blood

19802: One suit of armor nearby becomes free- willed and belligerent

19803: One suit of armor nearby fuses into a single piece

19804: One suit of armor nearby heats to 600° the next time it's struck

19805: One suit of armor nearby is burned to slag

19806: Plans for a perpetual motion device appear at the target point

19807: Popular opinion nearby is sharply opposed to the use of magic

19808: Poverty is rampant because employers hire cheap kobold laborers

19809: Priestly magic is impossible within 10 miles for 1d4 hours

19810: Racial bigotry flares up within a 100 mile radius for 1d4 weeks

19811: Rats and similar vermin are drawn to this area in great numbers

19812: Ruins discovered nearby hint at an ancient, advanced civilization

19813: Scalding steam sprays violently from the spell's target point

19814: Seawater is highly toxic to all within 50 yards

19815: Several large saw blades whirl through the area for 2d6 rounds

19816: Shadows in this area seem to conceal malicious, mischievous imps

19817: Small pebbles pelt all within 50 yards who aren't wearing armor

19818: Snow falls heavily in the area for 2d4-1 days and nights

19819: Some dangerous anachronistic beast appears at the target point

19820: Some magic item nearby absorbs its owner and becomes an artifact

19821: Some magic item nearby gives off highly toxic light

19822: Some major race dies out in the next 2d4 years

19823: Some major race splits into two incompatible sub-species

19824: Some non-magical animal nearby becomes immortal

19825: Some non-magical animal nearby suddenly has 25 Intelligence

19826: Someone nearby acquires 10% magic resistance

19827: Someone nearby adopts a new mentor each day

19828: Someone nearby always thinks that it's raining

19829: Someone nearby attacks nobles on sight

19830: Someone nearby attracts 2d10 followers who think he's a prophet

19831: Someone nearby awakens tomorrow in a stone sepulcher

19832: Someone nearby babbles about cone-shaped beings who took his mind

19833: Someone nearby becomes intensely covetous of others' magic items

19834: Someone nearby briefly turns into a rooster at every sunrise

19835: Someone nearby can become a zombie for 1d6 hours per week

19836: Someone nearby can breathe only underwater for 4d6 hours

19837: Someone nearby can leap across streams or rivers with ease

19838: Someone nearby can never sit or lie down again

19839: Someone nearby can now only be wounded by magic or silver weapons

19840: Someone nearby can prove that all within 50 yards died years ago

19841: Someone nearby can regenerate 1 hit point per hour for 1d4 weeks

19842: Someone nearby can shrink to half his height at will

19843: Someone nearby can speak only in a whisper

19844: Someone nearby can subsist on twigs and grasses

19845: Someone nearby can survive 1d4 beheadings

19846: Someone nearby can turn invisible by holding a toad in his mouth

19847: Someone nearby can't approach within 10 yards of an open door

19848: Someone nearby can't be harmed by any nonferrous metal

19849: Someone nearby can't be harmed by smoke

19850: Someone nearby can't be physically harmed by demons

19851: Someone nearby can't be strangled by non-magical rope or cord

19852: Someone nearby can't move his arms in daylight

19853: Someone nearby claims to speak for the creator of the universe

19854: Someone nearby dances like a marionette for 1d10 rounds

19855: Someone nearby develops a radical new philosophy of magic

19856: Someone nearby discovers solid proof that he doesn't really exist

19857: Someone nearby discovers solid proof that no deities really exist

19858: Someone nearby disgorges 1d6 large housecats

19859: Someone nearby disgorges 1d6 severed hands

19860: Someone nearby disgorges a tin bucket of hot coals

19861: Someone nearby disgorges himself

19862: Someone nearby doubles in weight in each of the next 1d8 rounds

19863: Someone nearby engages in frenetic calisthenics for 1d12 hours

19864: Someone nearby feels crushing humiliation while in sunlight

19865: Someone nearby feels intensely cold in the presence of horses

19866: Someone nearby finds a book detailing horrific summoning rites

19867: Someone nearby finds a complete map of his own nervous system

19868: Someone nearby finds a large cloth bearing a bearded man's image

19869: Someone nearby finds a potion that causes its drinker to explode

19870: Someone nearby finds a potion that changes its drinker's sex

19871: Someone nearby finds a potion that cures any non-magical disease

19872: Someone nearby finds a potion that doubles its drinker's age

19873: Someone nearby finds a potion that halves its drinker's age

19874: Someone nearby finds a potion that turns its drinker into a gnome

19875: Someone nearby finds a potion that turns its drinker into a tree

19876: Someone nearby finds a potion that turns its drinker to sand

19877: Someone nearby finds a tunnel running straight through the planet

19878: Someone nearby finds an apparently simple wooden cup

19879: Someone nearby finds his own severed head from some future time

19880: Someone nearby flies into a terrible rage when he sees magic used

19881: Someone nearby forever refuses to believe that magic truly exists

19882: Someone nearby fosters rumors that he's a demigod

19883: Someone nearby gains 10d100 experience points

19884: Someone nearby glows from within as though he's swallowed a torch

19885: Someone nearby goes berserk and is invulnerable for 1d10 rounds

19886: Someone nearby habitually makes utterly improbable boasts

19887: Someone nearby has a legitimate claim to the throne

19888: Someone nearby has a potion that turns half of his body invisible

19889: Someone nearby has a transcendent religious experience

19890: Someone nearby has a treasure map carved into his back

19891: Someone nearby has deeply offended the ruling family

19892: Someone nearby has produced a child with a powerful demon

19893: Someone nearby has two extra thumbs jutting from his forehead

19894: Someone nearby hoots like an owl when he hears his name

19895: Someone nearby inflates like a puffer fish whenever he's angry

19896: Someone nearby inherits wealth equal to a small nation's treasury

19897: Someone nearby is 3% likely to explode whenever he draws a weapon

19898: Someone nearby is about to go totally insane

19899: Someone nearby is accused of assassinating the king

19900: Someone nearby is attended by 1d4 skeletal servants

19901: Someone nearby is blamed for looting the nearest magical library

19902: Someone nearby is blamed for some recent magical disaster

19903: Someone nearby is blown all out of proportion

19904: Someone nearby is bound in red-hot iron chains

19905: Someone nearby is bound to this area and can never leave it

19906: Someone nearby is carried away by a flock of vultures

19907: Someone nearby is carrying a long-lost and forbidden manuscript

19908: Someone nearby is carrying an artifact sacred to 1d4 races

19909: Someone nearby is carrying an incredibly virulent plague

19910: Someone nearby is certain that he's immune to poison

19911: Someone nearby is chained high in the branches of a nearby tree

19912: Someone nearby is completely fireproof for one year

19913: Someone nearby is completely immune to non-magical poisons

19914: Someone nearby is convinced that he'll be eternally damned

19915: Someone nearby is covered with countless hideous and fetid scabs

19916: Someone nearby is crushed as though at the bottom of the ocean

19917: Someone nearby is discovered to be a spy

19918: Someone nearby is discovered to be dangerously sociopathic

19919: Someone nearby is doomed to die in a horribly embarrassing manner

19920: Someone nearby is dragged bodily to hell

19921: Someone nearby is dragged into the sea by hideous fish-people

19922: Someone nearby is drawn and quartered

19923: Someone nearby is encased up to his chin in a large glass cube

19924: Someone nearby is entangled in a massive snarl of ribbons

19925: Someone nearby is exempt from all laws concerning public decency

19926: Someone nearby is fatally compressed into a small cube

19927: Someone nearby is hit by lightning in each of the next 1d4 rounds

19928: Someone nearby is immobilized at the spell's target point

19929: Someone nearby is immune to all priestly magic for 1d12 months

19930: Someone nearby is immune to bludgeoning weapons for 1d8 hours

19931: Someone nearby is immune to most poison, but meat is toxic to him

19932: Someone nearby is immune to stabbing weapons for 1d4 days

19933: Someone nearby is immune to the spell that triggered this Burst

19934: Someone nearby is implicated in a scandal involving livestock

19935: Someone nearby is infected with a malign, intelligent parasite

19936: Someone nearby is known to have destroyed one hundred dragon eggs

19937: Someone nearby is peeled like a banana

19938: Someone nearby is possessed by 1d8 demons

19939: Someone nearby is revealed to be a colony of intelligent insects

19940: Someone nearby is revealed to be many centuries old

19941: Someone nearby is revealed to be of demonic heritage

19942: Someone nearby is said to be the last prophet of a dying religion

19943: Someone nearby is savaged by vicious, invisible dogs

19944: Someone nearby is sentenced to be executed for heresy

19945: Someone nearby is sheathed in candle wax

19946: Someone nearby is stung by 1d1000 bees

19947: Someone nearby is suddenly dressed in provocative leather attire

19948: Someone nearby is suddenly hideously deformed

19949: Someone nearby is tattooed head to toe with graphic, lurid scenes

19950: Someone nearby is the illegitimate child of some local ruler

19951: Someone nearby is the subject of a vivisectionist's experiments

19952: Someone nearby is torn asunder by dozens of feral children

19953: Someone nearby is unable to bend his legs until sunrise

19954: Someone nearby is unable to move from this area until sunrise

19955: Someone nearby is wearing a suit of solid gold plate armor

19956: Someone nearby is wearing a suit of the finest sheer silk

19957: Someone nearby leaves footprints that smolder harmlessly

19958: Someone nearby must be killed before he destroys us all!

19959: Someone nearby must be restrained or he'll cut off his own hands

19960: Someone nearby must eat 2X as much food as normal to survive

19961: Someone nearby must Save each day or grow slightly more frog-like

19962: Someone nearby must Save each day or lose 5d100 experience points

19963: Someone nearby must Save each day or permanently lose a hit point

19964: Someone nearby must Save vs Death or air becomes poisonous to him

19965: Someone nearby must Save vs Death or become a paper mache statue

19966: Someone nearby must Save vs Death or freeze solid

19967: Someone nearby must Save vs Death or grow supernaturally ugly

19968: Someone nearby must Save vs Death or grow terrifyingly beautiful

19969: Someone nearby must Save vs Death or his age doubles 2d6 times

19970: Someone nearby must Save vs Death or his bones explode

19971: Someone nearby must Save vs Death or his bones turn to soap

19972: Someone nearby must Save vs Death or his clothing attacks him

19973: Someone nearby must Save vs Death or his clothing turns to gold

19974: Someone nearby must Save vs Death or his head doubles in size

19975: Someone nearby must Save vs Death or his skin burns from his body

19976: Someone nearby must Save vs Death or his teeth turn to glass

19977: Someone nearby no longer heals naturally

19978: Someone nearby no longer needs to breathe

19979: Someone nearby no longer needs to eat

19980: Someone nearby now has a blowhole but no nose

19981: Someone nearby now has baleen instead of conventional teeth

19982: Someone nearby now has three legs spaced evenly around his pelvis

19983: Someone nearby now has two feet jutting from each ankle

19984: Someone nearby owns the deed to the soul of someone else nearby

19985: Someone nearby pitches a wacky investment scheme to the king

19986: Someone nearby realizes that he's a dragon in humanoid form

19987: Someone nearby realizes that he's been dead for centuries

19988: Someone nearby realizes that he's carrying a dangerous artifact

19989: Someone nearby realizes that he's just a fictional character

19990: Someone nearby realizes that he's the avatar of a deity

19991: Someone nearby realizes that his hands are someone else's hands

19992: Someone nearby realizes that his skin is slowly dissolving

19993: Someone nearby recalls being tortured by someone else nearby

19994: Someone nearby refers to some noble as "Lord Manure of Excrement"

19995: Someone nearby remembers 1d4 fictitious past lives

19996: Someone nearby renounces all possessions and becomes an ascetic

19997: Someone nearby rings like a bell whenever he sees magic used

19998: Someone nearby sees the figure of Death standing beside him

19999: Someone nearby sets fire to a tree and climbs into its branches

20000: Someone nearby shows all the signs of late-term pregnancy

20001: Someone nearby shrieks in horror until sunrise tomorrow

20002: Someone nearby shrinks by 1d100%

20003: Someone nearby shrinks by 50% from the waist up

20004: Someone nearby smells like a corpse in the presence of magic

20005: Someone nearby speculates about the virtues of dwarf-skin leather

20006: Someone nearby spins and spits water like a garden sprinkler

20007: Someone nearby sprays blood-red foam from his nose for 1d6 rounds

20008: Someone nearby sprouts a troll's arm from the center of his chest

20009: Someone nearby sprouts a turtle's shell atop his head

20010: Someone nearby sprouts hideous, non-functional bat wings

20011: Someone nearby sprouts inflatable sacs from his shoulder blades

20012: Someone nearby sprouts ornate feathers from his tongue

20013: Someone nearby sprouts plates from his back like a stegosaurus

20014: Someone nearby suddenly has a neck like a giraffe

20015: Someone nearby suddenly has eight eyes like a spider

20016: Someone nearby suddenly has eight legs

20017: Someone nearby suddenly has feet like a chicken

20018: Someone nearby suffers cannibalistic mania while his allies sleep

20019: Someone nearby suspects that he's trying to kill himself

20020: Someone nearby swallowed a small explosive device this morning

20021: Someone nearby teleports 1d10 yards in each of 1d10 rounds

20022: Someone nearby thinks he can snuff fires by sitting in them

20023: Someone nearby thinks he'll die if he says his name in moonlight

20024: Someone nearby thinks he's invisible in the presence of royalty

20025: Someone nearby thinks he's the last survivor of an extinct race

20026: Someone nearby thinks that he smells like a corpse

20027: Someone nearby tries suicide with the next silver weapon he sees

20028: Someone nearby tries to cut himself in half lengthwise

20029: Someone nearby tries to eat his own hands

20030: Someone nearby tries to kill every cow he sees

20031: Someone nearby tries to scalp himself

20032: Someone nearby tries to swallow his own arm, elbow first

20033: Someone nearby triggers a Burst when he next crosses a bridge

20034: Someone nearby triggers a Burst when he next traverses a doorway

20035: Someone nearby truly believes that he's a prophesized redeemer

20036: Someone nearby turns to a heap of gold dust

20037: Someone nearby turns to a heap of moist sand

20038: Someone nearby turns to salt over the next 1d8 days

20039: Someone nearby turns to stone over the next 5d6 days

20040: Someone nearby turns to water

20041: Someone nearby turns to wood when he drops to one hit point

20042: Someone nearby vanishes and is replaced by a handsome wax replica

20043: Someone nearby wakes tomorrow in a roc's nest

20044: Someone nearby wakes tomorrow in the king's torture chamber

20045: Someone nearby weeps tears of honey when he feels pain

20046: Someone nearby who can read is rendered illiterate for 1d4 weeks

20047: Someone nearby who can't read can suddenly read 1d6 languages

20048: Someone nearby who has never before used magic finds an artifact

20049: Someone nearby who is carrying a magic item tries to eat it

20050: Someone nearby will be vital to a major truce between two races

20051: Someone nearby will combust if he lights a fire by dawn tomorrow

20052: Someone nearby will combust when he next crosses moving water

20053: Someone nearby will die if he says his name backwards

20054: Someone nearby will die if he travels more than a mile in one day

20055: Someone nearby will explode if he draws blood by sunset today

20056: Someone nearby will fall into a vat of molten cheese before dawn

20057: Someone nearby will soon incite a war between two major races

20058: Sparks dance along any blades that strike one another nearby

20059: Suddenly it's raining harder than anyone has ever experienced

20060: Suddenly the area is snowbound as from a year-long blizzard

20061: Summonings are impossible within one mile of the target point

20062: Temperature within 100 yards drops 1° per minute for 1d4 hours

20063: Temperature within 100 yards rises 1° per minute for 1d4 hours

20064: The arms of someone nearby turn into wings like those of a duck

20065: The complete skeleton of a huge red dragon tumbles from the sky

20066: The corpse of a forgotten deity is discovered in a nearby cave

20067: The entire area begins sinking at a rate of one foot per week

20068: The entire area enjoys full daylight for 1d10 years

20069: The entire area gives an impression of peace and tranquility

20070: The entire area gives off a powerful impression of evil

20071: The entire area has been surrounded by an invading horde

20072: The entire area hums as if vast machinery is buried in the ground

20073: The entire area induces fear in those of four or fewer hit dice

20074: The entire area induces sloth and lethargy in humans

20075: The entire area is a dumping ground for dangerous magical waste

20076: The entire area is a haven for zombies

20077: The entire area is a massive shrine to an abominable god

20078: The entire area is an illusion; it's actually barren and rocky

20079: The entire area is as hot and steamy as a sauna for 2d12 hours

20080: The entire area is blasted as if a huge conflagration has passed

20081: The entire area is circled by a salt-water moat full of sharks

20082: The entire area is claimed as a sacred goblin burial ground

20083: The entire area is dark as midnight for 1d4 weeks

20084: The entire area is directly over a gigantic vein of gold

20085: The entire area is encircled by tall Corinthian columns of marble

20086: The entire area is inimical to life for 4d12 months

20087: The entire area is littered with hideously mutilated corpses

20088: The entire area is located over a gargantuan termite colony

20089: The entire area is located over the lair of an enormous dragon

20090: The entire area is mirror-reversed

20091: The entire area is shrouded in a thick and pungent fog

20092: The entire area is strewn with jellyfish like a shore at low tide

20093: The entire area is thickly shrouded by dust and cobwebs

20094: The entire area is transported to a small island far out to sea

20095: The entire area looks as if a huge battle took place yesterday

20096: The entire area looks exactly as it did 1d10 centuries ago

20097: The entire area looks exactly as it will 1d10 centuries from now

20098: The entire area suffers an intense blizzard for 2d6 rounds

20099: The entire area swirls with fine white powder

20100: The entire area was at the bottom of the sea 1d4 weeks ago

20101: The entire area will be the site of a monumental battle tomorrow

20102: The entire planet experiences full daylight for 5d10+24 hours

20103: The gates of hell open for 4d6 hours

20104: The ground beneath the target point collapses into a vast cavern

20105: The ground beneath the target point heats to its combustion point

20106: The ground beneath the target point is charged with electricity

20107: The ground beneath the target point looks like the portal to hell

20108: The ground is totally flat from here to the horizon for 4d6 hours

20109: The ground nearby harbors enormous, carnivorous earthworms

20110: The ground nearby is highly susceptible to erosion

20111: The ground nearby splits open to a depth of 1d10 miles

20112: The ground within 50 yards has never been trod by a human foot

20113: The ground within 50 yards heaves like a bubble on a pond

20114: The ground within 50 yards is carpeted

20115: The ground within 50 yards is covered by terra cotta tile

20116: The ground within 50 yards is found to be completely artificial

20117: The ground within 50 yards is incredibly sticky

20118: The ground within 50 yards is now perfectly smooth steel

20119: The ground within 50 yards is permanently swampy and waterlogged

20120: The ground within 50 yards is tangled with invisible vines

20121: The ground within 50 yards is the sanctum of a temperamental god

20122: The ground within 50 yards shows signs of a recent meteor strike

20123: The ground within 50 yards sinks to a point like a funnel or cone

20124: The ground within 50 yards slowly turns into a deep, calm lake

20125: The ground within 50 yards swarms with biting insects

20126: The ground within 50 yards yields only poisonous vegetation

20127: The high priest of some deity appears at the target point

20128: The largest creature nearby doubles in size

20129: The largest creature nearby turns invisible for 4d6 hours

20130: The moon appears to blaze with cool blue fire for 1d12 months

20131: The moon came into existence only 1d4 days ago

20132: The moon doubles in size

20133: The moon explodes

20134: The moon has a huge bite taken out of it

20135: The moon has a large hole all the way through it

20136: The moon is full every night for the next year

20137: The moon is no moon; it's a space station

20138: The moon is now a cube

20139: The moon is now geostationary

20140: The moon is now solid gold except for a thin cover of dust

20141: The moon moves 50% closer to the Earth

20142: The moon resembles the face of someone nearby

20143: The moon revolves around the planet at 1d4X its current rate

20144: The moon suddenly holds untold riches and unimaginable dangers

20145: The moon vanishes for 1d12 months

20146: The moon whirls wildly through the sky for 7d4 days

20147: The most powerful wizard nearby vanishes for 3d8 hours

20148: The most powerful wizard within 10 miles changes sex

20149: The most powerful wizard within 10 miles goes on a rampage

20150: The most powerful wizard within 10 miles is actually a demon

20151: The most valuable item within 50 yards turns out to be a fake

20152: The most valuable sword within 50 yards turns to mercury

20153: The nearest town's entire population appears nearby

20154: The nearest town's entire population is linked into a hive-mind

20155: The past 1d10 rounds were only an illusion

20156: The Philosopher's Stone appears at the target point

20157: The planet breaks loose from the Sun's gravity

20158: The planet no longer rotates

20159: The planet now has a ring around it

20160: The planet now rotates half as fast

20161: The planet now rotates in the opposite direction

20162: The planet now rotates north-to-south

20163: The planet now rotates twice as fast

20164: The planet splits into two stable hemispheres 10 yards apart

20165: The planet tumbles into another ice age

20166: The planet's atmosphere leaks into space over the next 1d6 months

20167: The planet's average temperature rises 1° per week for 4d6 weeks

20168: The planet's hemispheres rotate at slightly different rates

20169: The planet's oceans are becalmed

20170: The planet's orbital radius shrinks by 1d8 x 10,000 miles

20171: The royal family appears in the vicinity

20172: The scent of honey and roses permeates everything within 50 yards

20173: The scent of rotten eggs permeates everything within 50 yards

20174: The sky appears to be ablaze as far as the eye can see

20175: The sky appears to teem with a vast host of angels

20176: The sky overhead swirls with dark colors for 1d4 turns

20177: The sky whirls with dazzling colors until sunset tomorrow

20178: The sound of hundreds of barking dogs fills the air

20179: The sound of mighty winds fills the air, but the air is calm

20180: The spell discharges randomly in each of the next 4d4 rounds

20181: The spell discharges upon the next person nearby to draw blood

20182: The sun appears pale blue from now on

20183: The sun splits into a stable binary pair

20184: The Burst is delayed until blood is drawn nearby; roll for effect

20185: The Burst only affects females; roll for the underlying effect

20186: The Burst only affects males; roll for the underlying effect

20187: The Burst only appears to occur; roll again for apparent effect

20188: The tallest person in the area develops an acute fear of heights

20189: The tallest person in the area grows by 50%

20190: The tallest person in the area is attacked by beavers

20191: The tallest person in the area shrinks by 50%

20192: The tallest tree nearby burns to the ground in 1d4 rounds

20193: The target point acquires intelligence and free will

20194: The target point becomes a window for seeing into other worlds

20195: The target point becomes an open gateway to hell

20196: The target point is a conduit to interstellar space

20197: The target point is a tiny gateway to some distant world

20198: The target point is direct conduit to Elemental Air

20199: The target point is encircled by bright red plastic cones

20200: The target point is intensely magnetic for 4d6 hours

20201: The target point is rumored to be a site of healing

20202: The target point is sealed in a 10 foot globe of force

20203: The target point is the center of a zone of anti-magic

20204: The target point is the site of some powerful deity's murder

20205: The target point makes a noise like an air raid siren

20206: The target point radiates intense cold for 4d6 hours

20207: The target point radiates intense heat for 4d6 hours

20208: The target point scrambles any effort to teleport near it

20209: The temperature within 50 yards drops 10d10 degrees for one hour

20210: The temperature within 50 yards rises 10d10 degrees for one hour

20211: This day hasn't happened; time is reset to midnight last night

20212: Thousands of carpenter's nails fall from the sky

20213: Thousands of teeth rain down from the sky

20214: Thousands of tiny glass ovoids fall from the sky

20215: Time no longer passes within 1d4 yards of the target point

20216: Time passes 10X as fast within 1d4 yards of the target point

20217: Tomorrow's high tide crests at the spell's target point

20218: Townspeople nearby are easily cowed by a charismatic speaker

20219: Triumphant fanfare fills the air for 1d6 turns

20220: Undead lobby the local ruler for legislative representation

20221: Very salty rain falls for 1d4 hours

20222: Viscous pus oozes from all wounds suffered within 50 yards

20223: Viscous yellow goo seeps from any bladed weapons nearby

20224: Volcanic ash blankets the area to a depth of 1d4 inches

20225: Walking in this area is as arduous as trudging through deep snow

20226: Water consumed in this area induces delusions of amphibiousness

20227: Water consumed in this area tastes like the finest wine

20228: Water consumed in this area tastes strongly of manure

20229: Water flows from the target point to fill a 100-yard hemisphere

20230: Water in this area boils at 70° Fahrenheit

20231: Water in this area freezes at 70° Fahrenheit

20232: Weather in this area changes drastically each hour for one week

20233: Weather in this area is supernaturally intense for 1d4 months

20234: While in this area, males are invisible to females, and vice versa

20235: While in this area, no one can include nouns in their speech

20236: While in this area, no one can inflict or suffer any injury

20237: While in this area, no one can speak of anything outside the area

20238: While in this area, no one can speak to anyone else in the area

20239: The Stars Are Right!

Surges 15000 - 20000+