Wild Magic Surges
From Hayashi Park Potterverse for 5th ed. Dungeons and Dragons (5e)
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!