View Full Version : 1001 Random magical effects

2015-10-11, 12:02 AM
Hey, let's make a list of silly random magical effects that might happen from a Rod of Wonder, Chaos Magic, Mr. Mxyzptlk, etc.

I'll start with a few

1. Nearest person is showered with 10 gallons of warm maple syrup
2. Nearest container is emptied of its contents and filled with strawberry ice cream
3. 1d1000 clothing-eating locusts appear
4. Nearest person's name is changed to "Mc[unflattering adjective]". They think that's always been their name, and that's how everyone else remembers it.

EDIT: Let's try not to make these too complicated! Like, keep it to a sentence or two!

2015-10-11, 12:11 AM
5. Your left shoe vanishes, never to be seen again.
6. Your right hand is replaces with a living head of a housecat. A viciously tempered one.
7. You can no longer see the color green.
8. It begins raining hedgehogs.
9. You turn into an owlbear. Everyone thinks a Wizard did it.

2015-10-11, 03:13 AM
10. A hat falls from the sky, landing neatly on the nearest head.

11. A flightless black imp appears, disappearing 1d4 rounds later.

12. The sky appears to turn bright yellow for you.

13. You see actions or sounds as text over the action or source.

14. A tinny voice in your ear exclaims "press x to not die" whenever you're in a life threatening situation.

15. A human commoner appears and starts compaining about moral choice.

Lvl 2 Expert
2015-10-11, 06:49 AM
16. The object or person who initiated the random effect is transported to a random location on another continent.
17. For 24 hours, background music accompanies the caster, adjusting itself to any situation they encounter.
18. The person nearest to the caster starts ranting about how overdone zombies are, and how the zombie related effects that will no doubt appear later in this list are utter bull****. They won't stop until everyone says they agree and the ranter is right.
19. A group of wildly colored ponies arrive, equal in number to the amount of humans in the vicinity. Aside from their color they're perfectly normal ponies, what else were you expecting?
20. The landscape in a sphere with a radius of 1500 foot around the caster turns into food. Trees turn to broccoli or leek, soft ground turns into sturdy custard, rocks into chocolate and water into whatever anyone near but the caster prefers. The food does not go bad and regrows if eaten, and the area stays this way for as long as anyone has ever kept track of it unless eaten completely with too little time to regrow.
21. A very loud noise is produced by the object or the caster, it lasts for 3 rounds.
22. Everyone rolls initiative and combat starts, this effect does not produce any creatures or adversaries to fight.
23. For the next 48 hours, the person closest to the back of the caster has a hugely inflated head.
24. Until the next long rest the caster only gets to roll a d12 every time he should get a d20.
25. The ground cracks open and a gaping chasm appears.

2015-10-11, 07:55 AM
26. A pit appears above the caster head and the caster does falls toward the farthest ally or opponent he can see.

Fosco the Swift
2015-10-11, 08:38 AM
27. Everything the caster does must be narrated by the GM in a British accent, and the GM must always call the caster "Stanley".
28. The caster's nose size and carrying capacity doubles, but his allies force him to carry a ridiculously large object that they can see that can be sold for at least 50 gold pieces. For example stone throne, iron gate or stone altar. Bonus points for the allies for calling the caster "Nodwick".
29. For the next 1d4+1 days, the caster must make a DC 25 Will save whenever he casts a ranged attack spell or magic missile, or he will close one eye, spin 360 degrees and the cast the spell. This gives a 50% miss chance to the spell. However, if it hits, the target gets a -1 on attacks against the caster for the rest of the combat due to embarrassment. If the caster uses magic missile and fails the Will save, the spell functions as normal (no 50% miss chance) but everyone must immediately call the caster a "hack3r" and demand that he be banned. Enemies get a +1 to attack against the caster for the rest of the combat.

2015-10-11, 09:23 AM
30: Everyone becomes convinced the caster has no magical ability, unless the caster makes elaborate gestures and says faux-latin incantations while waving a stick in the air.
31: Material components fly from the hand of anyone who casts a spell if someone yells a certain word while pointing at them.
32: Teacups in the vicinity prophecy doom for their drinkers.
33: Speech in a 50ft radius is replaced with snake-like hissing. Serpentine monsters are excluded from this effect.
34: All cleaning supplies in the vicinity levitate for 1 minute.

2015-10-11, 09:29 AM
35. The caster believes he acquire a template and that it is imposing him an horrible LA and so that he will never ever be able to gain levels he also loose the ability to split role-playing and stats.

Jelly d6
2015-10-11, 10:59 AM
36. Obscenity Bane I : The target's middle fingers disappear for a number of hours equal to caster level. Fortitude negates. If there were any rings on affected fingers, they are lost and can be recovered only by Wish.

37. Obscenity Bane II : Each time the target swears, a little bird flies out of their mouth instead of inappropriate words. The effect lasts indefinitely. Will negates.

38. Squid Row : a row of nasty-looking tentacles grows around the target's mouth. The duration of the effect equals caster level in hours. There are several consequences. First, anyone willing to recognise what the affected creature saying must succeed on DC 12 Listen check. Second, if the affected creature has Bite attack, it applies -4 penalty to it. Third, the affected creature gets Frightful Presence.

39. Wreak Havoc : randomly swaps the content of all potion vials in posession of the target. Water flasks and similar vessels also count. The effect is unnoticed unless Spellcraft check with DC 30 was successfully made at the time of triggering. Each time the target tries to imbibe any liquid affected by Wreak Havoc, roll randomly to determine what exactly the creature have just swallowed. Potions and liquids can be re-Identified in usual manner. No saving throw allowed.

40. Moon Tiara Action : the caster (50% chance) or the target (50% chance) can now use the item on top of their head to make a Ranged Weapon Attack with +10 bonus to usual modifiers. The Range Increment is 500 feet. The thrown object is treated as magic and Good-aligned. On a successful attack the thrown object deals 2d8+5 physical and 1d8 Force damage. If the thrown object hits the target, it is expended and cannot be recovered by any means other than Wish. If the target isn't hit and the item meets some obstacle in its course, both the item and the obstacle suffer 2d8+5 damage. If the thrown object was aimed at a point above the horizon, it continues its momentum indefinitely and still can be recovered by appropriate means. Whenever it's making its extraterrestrial course or the wearer simply decided not to waste their +6 helmet, the special effect vanishes after three rounds.

41. Salesperson's Curse: The target is forced to smile continuously, no matter what their feelings or circumstances are. This effect lasts for 1 hour. The target gets -4 penalty to Intimidate and, if they have a Charisma penalty, reduce this penalty by 1. No bonuses are granted if target's Charisma modifier is equal or greater than zero. Will negates, you can add your rank in Profession:(Salesperson) or similar to the result.

42. Doom I : A crosshair appears in your field of view. This adds +4 to your ranged magical attacks. Attacks made with traditional weapons (subject to ballistic laws) are unaffected. The effect lasts for 1 min./caster lvl. Will negates (harmless).

43. Doom II : Target's hit points are set at 100. Each time the affected creature goes at another level (i.e. by stairs, ramp or another means), the hp amount is reset to 100. At the same time all slain creatures on the level the affected creature has just left are revived as per True Ressurection spell. Constructs regain their full HP and normal abilities scores. The effect lasts for 1 min./caster lvl. After the end of the effect, the amount of target's hp returns to its original value. The reviving effect on monsters is not reversed though.

44. Shounen Nightmare : Everyone's weapons within 100-feet area centered on the caster grow 2 Size category bigger. However, it's just an illusion, and every weapon characteristic including damage and reach retains its basic value. The only side effect is following: when an unaffected creature sees the combat where affected creatures take part, it must succeed a DC 12 Will Save or be stricken as per Tasha's Hideous Laughter Spell. The effect of Shounen Nightmare lasts for 24 hours. Will negates.

2015-10-11, 11:22 AM
(Let's try not to make these too complicated! Like, keep it to a sentence or two!)

2015-10-11, 11:28 AM
45. Your skin takes on a color that is unnatural for your race, such as lavender or carrot-orange. This effect is permanent, save for another activation of this effect, or a Wish or Miracle spell.
46. All your teeth fall out, only to regrow as fangs in 1d6 days. You cannot speak normally until the teeth are regrown, nor can you cast spells with verbal components. Once the teeth are regrown, you gain a bite attack dealing 1d4 damage plus your Str modifier. (Assuming medium size, change accordingly for smaller and larger races.) If you already had a natural bite attack, use those stats for it instead.
47. You die, and 1d4 hours later, you are Reincarnated as the spell, except your new body has some sort of disfiguring birthmark on the face, and you have no memories of your previous life except for the last 1d4 hours prior to your death. A DC 20 Knowledge (Arcana) check reveals the birthmark to be a magical seal repressing your memories, and casting a Limited Wish, Wish, or Miracle will remove it and allow you access to your previous memories as normal.

Jay R
2015-10-11, 01:08 PM
46. All items move one person to the left; all clothes and armor one person to the right. So the cleric is wearing the rogue's leather armor and carrying the wizard's staff; the wizard is wearing the cleric's armor and carrying the fighter's sword. The fighter is wearing the wizard's robes and carrying the bard's harp, etc.

Lvl 2 Expert
2015-10-11, 03:19 PM
47. The caster grows a tail.
48. The target (or the closest person in front of the caster) gains a superhero identity. They now wear an identity concealing costume and nobody remembers their real name.
49. An extremely large fireball (jonguh) encases the caster and his surroundings.
50. The target attracts bears, of all types, for 2D12 days. This spell does not affect how (un)friendly said bears are to the target or others.

2015-10-11, 03:25 PM
51.. You lose all memories of the summer when you were six years old.
52. Profanity is replaced with harmless words. Long tirades are replaced with show tunes (aka the Barry Ween-chip).
53. All your written vowels are reversed.
54. All future spells now have a specific and very noticable scent.
55. Future verbal components are just the spell's name backwards. Llaberif!
56. The nails on your thumbs disappear forever.
57. You grow nictitating membrane (transculent third eyelid).
58. Your eyes glow faintly with starlight.
59. One of your hands gain a new finger.
60. Your canine-teeth grow to double-length.
61. Your tongue turns purple.
62. Your hair always billows and flows slowly, like being stuck in a shampoo-commercial.
63. Lose all bodyhair.
64. Sweet now taste sour, and sour taste sweet.
65. Haircolor changes to something radically different from what is normal.
66. Must always speak in rhyme in stressful situations.
67. Whenever you lie, you sing instead of speaking normally.
68. All spells become very flamboyent and extravagant.
69. Your sneezes produces small clouds of glitter.
70. Your ears shrink to half their normal size.
71. Your teeth turn black.

Fosco the Swift
2015-10-11, 03:46 PM
52. Profanity is replaced with harmless words. Long tirades are replaced with show tunes (aka the Barry Ween-chip).
I cannot begin to describe how happy this reference makes me :smallbiggrin:

72. The caster now speaks in a random language fluently and forgets his/her original native language.
73. At the GM's choice, the caster and everyone within 60ft of him/her must immediately break out in a show tune based on the current situation.
74. Whenever the caster says the name of a color, all of his clothes change to that color.
75. Every round for 1d4+2 rounds, the caster casts a random spell at a random target.

2015-10-11, 03:49 PM
76: Every time you try to refer to a race (saying orc, elf, halfling, etc. or slang variations of those) you shout "SKONK" in a nasally squawking voice as loud as you can.
77: Your hands become roughly calloused with red rusty growths
78: Your walk becomes an oddly gaited dance.
79: The nearest person of the same race as you grows 4", if multiple members of your race are the same distance away, they all grow 2"
80: You gain the ability to speak to and understand cheese, and in fact become obsessed with it. The cheese have a lot to say about mystical sciences.
81: Your nose turns into iron and can sense the presence of rusty metal at a range of 2'
82: Any wounds or bruises you acquire become patched with a Hello Kitty Bandaid in 30 seconds. This is an effect that lasts until your character dies, at which time you become mummified and wrapped in Hello Kitty Bandaids
83: Your walking created the sound of dice clattering softly
84: Your tears become highly alcoholic, tasting like expensive tequila.
85: Your hair smells like freshly cut grass for a week
86: Your blood becomes green instead of red
87: Your equipment becomes ensconced in velvet
88: Your dandruff forever turns into grave dust as it develops.
89: Your parents switch gender for 2 years
90: Your hands switch places and your fingers bend the other way
91: The next time it rains or hails, the drops/hailstones are replaced with rock salt if they hit you.
92: The next drink you order is on the house
93: Your voice becomes metallic and hollow sounding for a week
94: You become able to play the piano for a week, and will do so with violent enthusiasm at any opportunity

2015-10-11, 04:04 PM
95. You and everyone withing 100 feet of you must stop what you are doing and break into an impromptu dance routine, which you all mysteriously know the choreography to.
96. All of your copper, silver, and gold pieces permanently transform into platinum pieces.
97. You become paranoid that you're being watched at all times.
98. Everyone now believes the world is flat.
99. You mysteriously find yourself in modern-day New York.
100. Everything you eat for the next week tastes too salty.

2015-10-11, 05:07 PM
101: all the caster's food turns into broccoli.

2015-10-11, 07:51 PM
I cannot begin to describe how happy this reference makes me :smallbiggrin:

73. At the GM's choice, the caster and everyone within 60ft of him/her must immediately break out in a show tune based on the current situation.

Now that just makes me think of that Nodwick-issue Phantom of the way way off-Broadway Musical. :smallbiggrin:

102. Any weapons you hold glow with bright light and make sound effects (https://www.youtube.com/watch?v=__sDEWIjQ_g).
103. Specific words will be censored with sounds of a guitar.
104. Any language you speak will sound badly pronounced and will have faulty grammar. "I ams, how do you says way more gooders than you." (https://www.youtube.com/watch?v=dpcE9QgqnPQ)
105. The gap between your front-teeth increases by 50%.
106. The clothing of the casters and everyone nearby turns invisible. Armor does not count as clothing in this case.

2015-10-11, 08:02 PM
Check this out: 10,000 spell effects: http://www.traykon.com/pdf/The_Net_Libram_of_Random_Magical_Effects.pdf

2015-10-11, 09:07 PM
107: Every time you open your mouth, nothing comes out save dolphin noises.

Fosco the Swift
2015-10-11, 09:12 PM
Oh why not...
108. The caster becomes convinced that by decapitating anyone nearby, his power will increase until he has the ability to remake the world.
109. Any attempt the caster makes to cast spells for the next 13 days automatically fails and is accompanied by an error message.
110. The next person the caster kisses may immediately make one wish as per the Wish spell.
111. The caster has the ability to break the fourth wall and tell me to stop making obvious references to other comics :smallbiggrin:
112. The laws of the universe are eternally rewritten, changing the very foundations of reality. AKA, the playing mat is immediately replaced with hexes, unless it is already a hex map. In that case, it becomes a grid.
113. The next 4d2 times the caster must roll dice, the two numbers are switched and rounded down to the nearest die. So 9d4 becomes 4d8. Remember to switch this roll as well.

2015-10-11, 09:13 PM
113. You begin to reek of old fish.
114. You become unable to pronounce the word "disestablishmentarianism."
115. Whichever living being is closest to your location is turned into a bunny. If it's already a bunny, it instead mutates into a Tarrasque.

2015-10-12, 03:04 AM
116: whenever you take damage during this encounter, variously-coloured plastic blocks fall out of you. These can be replaced by an ally within 5ft with a DC10 Intelligence check. If you are reduced to 0hp, your component blocks are scattered until reassembled.

117: As above, except it affects one ally.

118: As 116, except it affects one enemy.

119: As 116, except it affects all allies.

120: As 116, except it affects all enemies.

121: As 116: except it affects whoever thought these effects were a good idea.

2015-10-12, 03:50 AM
Check this out: 10,000 spell effects: http://www.traykon.com/pdf/The_Net_Libram_of_Random_Magical_Effects.pdf

Beat me to it.

Lvl 2 Expert
2015-10-12, 04:57 AM
122: Caster gets too old for this ****.
123: All orcs nearby go home to play video games.
124: All allies of the caster sit down for a Lord of the Rings movie marathon.
125: The caster chooses another living being nearby, that being now has to roll for a random magical effect.
126: The largest being within 500 feet of the caster grows two size categories, even if it's already in one of the two largest official categories. This effect lasts 3d20 days.

2015-10-12, 12:18 PM
127: The caster ages by one category (maximum Venerable). Mental stats unchanged.
128: The caster gets younger by one category (minimum Child). Mental stats unchanged.
129: The target(s) age by one category (maximum Venerable). Mental stats unchanged.
130: The target(s) get younger by one category (minimum Child). Mental stats unchanged.
131: The caster believes he has returned from 1d4 days in the future, and immediately spends the next round taking specific actions to stave off the horrible events he foresaw. Whether he's right or not is an open question.
132: The caster changes races as per the reincarnate spell.
133: The target changes races as per the reincarnate spell.
134: The target gains alignment subtype tags matching the caster's alignment.
135: Any target slain or incapacitated by the spell is turned to stone. The effect wears off if the incapacitation would.

2015-10-12, 12:31 PM
136: The caster's familiar or animal companion becomes a child or adolescent (as appropriate to personality of the creature prior to transformation) of the caster's race, and is a level 1 sorcerer. The bond is broken, though the caster may summon a new one.

137: The caster transforms into a creature suitable to be a familiar, losing all class features. He may teach any level 1 commoner or aristocrat how to bond with him, granting them a level of his former class. They gain experience at twice the normal rate until they've reached the now-familiar's prior level.

138: The spell is modified by Fell Animate.

139: The spell is modified by Invisible Spell.

140: The caster casts magic missile instead of the spell he intended. The spell slot is not expended.

2015-10-12, 01:38 PM
141. For 24 hours, all the caster's actions are accompanied by Hanna-Barbera style sound effects.

142. The caster may speak only in rhyming couplets for one week.

143. Everyone within 100 feet of the caster gains a lemony-fresh scent for 4d6 hours.

144. The caster's hair transforms into brightly colored spiky hair and they are compelled to narrate every action they take in combat for 2d4 rounds.

145. 1d6+1 scantily-clad elves appear adjacent to the caster and begin an impromptu dance party.

146. 1d6+1 scantily-clad ogres appear adjacent to the caster and begin an impromptu dance party.

147. Caster immediately grows a handlebar mustache which remains until shaved off.

2015-10-12, 02:10 PM
148.You gain additional tentacle but they does not gives you natural attacks and have an hard time doing fine manipulation those tentacles fades after three rounds
149.The target becomes a god of magic and does not fail like karsus the target can not be the caster.

2015-10-12, 02:19 PM
150. The target becomes a gnome.
151. You become a gnome.
152. Every humanoid on the Material Plane becomes a gnome.

Fosco the Swift
2015-10-12, 08:50 PM
153. Whenever the casters speaks common, his/her "L"'s become "P"'s.
154. The caster forgets how to ride a horse.
155. The caster can punch down trees with his fists.
156. The nearest piece of grass shrivels to a crisp.
157. A rock falls on the caster. He/she dies.
158. The target permanently has a high pitch whining sound in his/her ear, similar to a mosquito.
159. The target can no longer remember which sock goes on which foot.

Jay R
2015-10-12, 08:51 PM
153. Every magic item is re-rolled. The +5 Flamestrike Sword might become a -2 cursed sword, while the Ring of Water-Walking might change to a Ring of Three Wishes.

2015-10-13, 01:56 AM
154: All nearby monkeys gain wings and sentience
155: Each spell or attack movement has coloured afterimages.
156: Green symbols begin to fall from the sky. All creatures gain partial cover.
157: All humanoids in the spell's range gain a carapace.
158: All nonhumanoids in the spell's range lose their carapace.
159: All humanoids become incredibly attractive members of their species for 1d6 days.
160: All worn items gain Greater Invisibility as the spell. This does not impede their function.

2015-10-13, 06:07 AM
161: Your gender switches for 1d6 days. Not physical sex, gender.
162: You gain the ability to be equipped as a magic item. Roll for slot.
163: You can roll your eyes all the way back and you can see through your own head.
164: Your skin becomes transparent.
165: Your teeth become precious gems worth 1d6x10 gold pieces each (or equivalent.) when pulled from your jaw.

2015-10-14, 05:58 PM
166: Have the caster's player pick any letter of the alphabet. Assign the caster the first template you can think of or find that starts with that letter for the next 24 hours.

2015-10-14, 09:08 PM
167: Gain a familiar which takes the form of a weasel. After 1d8 hours, the weasel chooses a coin from your purse at random and disappears with it.
168: Become adorable. Your age changes to a very young age for your species for 1d6 hours. Do not adjust your mental scores or alignment.
169: Become repulsive. You gain a smell considered unattractive by your society for 1d6 hours.
170: Become colorful. Roll a 1d6 and become red, orange, yellow, green, blue, or purple for 1 hour.
171: Emit sparks for 2d6 seconds. After the sparks cease, a flag pops out of your ears and unfurls to reveal the word "Bang!" You accrue no direct physical harm from this.
172: Fall unconscious and emit an image of yourself, but with a misty cone in place of legs, all white, and with a halo and wings, which flies upward for 3d6 seconds. Awaken as the effect ends.
173: Become a sheep for 1d6 minutes.
174: Roll 3d6 instead of 1d20 until the end of your next rest.
175: Roll 1d20-1 instead of 1d20 until the end of your next long rest.
176: A black cat appears and crosses your path.
177: A letter appears in your hands indicating that you have been summoned to serve as a juror in a place the name of which you do not know. The letter is not legally binding.

2015-10-14, 09:19 PM
168: Become adorable. Your age changes to a very young age for your species for 1d6 hours. Do not adjust your mental scores or alignment.

But what if the young of your species is rather repulsive?

2015-10-15, 07:56 PM
But what if the young of your species is rather repulsive?

Then you are the adorable exception?

2015-10-15, 08:01 PM
But what if the young of your species is rather repulsive?

You lose a level, only to regain it in the form of the Adorable Creature template class (http://www.minmaxboards.com/index.php?topic=15853.msg279370#msg279370), even if you don't meet the prerequisites. :smalltongue:

2015-10-16, 04:25 AM
That would be the most horrible stuff which could happen to a caster basically you loose one level in omnipotence of gaining only one level into a class using mind affecting stuff(that everybody knows that it does not works because everybody is immune to it).
178: You die and by exploding you deal 20d6 to all the people who knows you in a radius of seven kilometers.
179: Your opponents gains the following templates: creature swarm, apocalypse swarm and 17 levels in any casting class if they already had all that they gains the ability to split in two times more opponents than before each time they are hit(stacks multiplicatively so if it happens ten times your opponents splits in 1024 opponents each time they are hit).
180: The GM slaps you because he wants that you stop playing an ADND 2 chaos wizard.
181: Your quasit is eaten by a familiar who then becomes your quasit.(do you remember all those PRC which made a quasit eat your familiar no matter what he is even if he is omnipotent and immune to everything and infinitely huge)
182: Your character int and str are swapped for three rounds and he can stop being conscious if you dumped str like any real caster.
183: A gigantic cone of 1000 to 2000 eyes is thrown in place of the effects of the spell. Each eye fixate to the person it hits and becomes a part of his body.

2015-10-17, 03:26 AM
184: You become unconvinced of the effectiveness of magic that's not a type you can use. This renders cleric/wizards completely dumbfounded by their own abilities.
185: Giant yellow balloons cascade down upon the battlefield for 1 round. Anyone moving into a square with a balloon realizes the balloons are actually white, and the yellow is the contents. DMs are encouraged to come up with the most disturbing non-damaging liquids to splatter all over the character and into their armour, clothes and hair.

2015-10-17, 06:19 AM
186: the person who's closed to you standing is getting power word killed

Fosco the Swift
2015-10-17, 05:27 PM
187. The caster may only speak in puns and euphemisms. Bad puns or euphemisms (DM and other players vote) result in 1 point of Charisma damage until a good pun/euphemism is spoken.
188. The target can only speak by rhyming. Failing to do so results in 1d4 damage.
189. The caster summons 3872 orcs in a radius burst. They cannot spawn in open air or solid objects. The orcs immediately begin attacking everyone.
190. Nothing happens. Not all magic mishaps can be special. [This doesn't really count, but we had two 113's so I thought this is a good filler]

2015-10-17, 05:38 PM
191: the caster is shape-changed into itself but if this shape-change effect is dispelled or removed the caster takes another shape: an impossible to represent non euclidean stack of magical spells and twisted dimensions and matter under curious shapes.
192: the target of the spell is hit by his own attacks if he could not attack he falls onto itself from its own height.

2015-10-17, 05:47 PM
193. Whenever anything within 100 feet would make a sound, it doesn't. Instead, a bubble is emitted which floats lazily around until popping, which then releases the sound at twice the volume it would have been otherwise.

194. The caster sees everything in photo negative (black is white, white is black, etc.) for 2d10 minutes.

195. Gravity reverses for 10 seconds, causing everybody and everything in the area to fall upward.

196. All slain enemies and allies respawn as soon as they're outside the caster's field of vision, like an old NES game.

197. For the next 2d4 hours, whenever the caster tries to speak, whisper, mumble, or otherwise vocalize anything, it comes out as though they sung it power metal style, complete with appropriate hand gestures and poses for emphasis.

198. A mundane musical instrument appears in the caster's hands, and they gain virtuoso-level skill in playing it for 1d6 hours before returning to normal.

199. A small thundercloud appears over the caster's head, shooting small harmless bolts of lightning and creating a torrential downpour that follows the character for 1d10 minutes.

200. Flip a coin. If heads, the target vomits live canaries for 1d4 rounds. If tails, the caster does.

201. For 1d8 minutes, every time the caster speaks, three ghostly entities pop out from behind him, repeat the last three words of any sentence or phrase, then disappear.

202. All of the previous 201 things in this topic happen at once.

Fosco the Swift
2015-10-17, 07:02 PM
107: Every time you open your mouth, nothing comes out save dolphin noises.

193. Whenever anything within 100 feet would make a sound, it doesn't. Instead, a bubble is emitted which floats lazily around until popping, which then releases the sound at twice the volume it would have been otherwise.
202. All of the previous 201 things in this topic happen at once.
Interesting combination.
203. The caster must immediately say everything that pops into his head for 1d4 rounds.

Jay R
2015-10-17, 10:43 PM
Then you are the adorable exception?

Then you are stuck in the story of The Ugly Duckling until you reach maturity.

[Well, until you pass puberty. D&D players don't actually reach maturity.]

2015-10-18, 02:51 AM
203: A disembodied voice starts narrating the action for 1 hour per level of the spell cast. If the players do nothing, it will narrate the surroundings, potentially making them aware of enemies.

204: The caster gains a soap-bubble-textured replica that copies their movements for 1d6 rounds.

205: The target gains a soap-bubble-textured chameleon that floats over their head and tries to guilt them for 1d6 rounds.

2015-10-18, 03:23 PM
206: The next time the caster or target is knocked out (whoever falls first), their name is changed to a different, thematically fitting, name. Nobody else will acknowledge the change, acting as if this was their name the entire time.

207: Water within 30ft becomes acidic, and hurts you if you enter it.

208: Hailstones made of alkali metals start falling from any clouds within a 1 mile radius. Yes, this is probably as destructive as you think it is.

2015-10-18, 03:48 PM
209: You suddenly discover that killing people is evil if you did not knew that before.

2015-10-19, 02:18 AM
210: All creatures within the spell's effect have a crisis of conscience and start questioning everything about their life. The effect spreads to anyone killing a creature under this effect.

211: Creatures within the spell effect sincerely believe that they have been polymorphed into their current form and demand they be 'restored'

2015-10-19, 10:14 AM
212: Instead of the spell you cast, a different spell of the same level with the same targeting criteria takes effect.
213: Your skin and clothing are soaked in oil, which catches on (perfectly mundane) fire.
214: You retroactively have not eaten for the last 1d4 days. Meals you may have eaten are simply gone; you are already suffering appropriate starvation effects (if any), and are probably VERY hungry.
215: The target's outfit changes completely, becoming a perfectly clean and brand-new suit of the same general quality (workman's, noble's, winter, armor, etc.), but a totally random style chosen from all the cultures of all the history of the world.
216: Darkness and light have reversed effects on visibility for you. You can see in the dark, but can't see in the light unless you have Darkvision (which would let you see black and white) or something similar to help you. A second result of this flips it back.

Lvl 2 Expert
2015-10-19, 02:56 PM
217: The caster gets to pick a spell from his own spells known list (for classes who prepare their spells this means no spells of a higher level than you could normally cast) that will take effect on the target. No spell slots are expended (XP and material cost still apply).
218: The caster gets to pick a spell from any spell list and any level that will take effect on the target. No spell slots are expended (XP and material cost still apply).
219: The caster gets to name any effect that will magically take hold of the target, the only limitation is that this effect can't replicate any actual existing spells.
220: The targets polar bear escapes. If the target had no polar bear, it now does.
221: The caster transforms for 1d% hours into their (the character's, not the player's) favorite legendary (or not quite so legendary from the perspective of the character perhaps) creature.
222: The player playing the caster suddenly remembers that clever thing he was going to suggest turns ago but which slipped his mind as soon as he opened his mouth.
223: The target explodes, extremely violently. It doesn't deal damage to anyone or anything else but it makes a righteous mess to all the senses of everyone within a 5d20 foot radius.
224: 99 balloons appear.
225: The spell creates a save point. The caster realizes that at any point in the future he could say "postaliscarnagis poof" and the world will reset to this moment, with only him retaining his memories about what happened afterwards.
226: The spell turns into fireball. When the spell hits, 12 more fireballs appear in that point, getting fired off in random directions along the earths surface.
227: The target now has a wife and three kids to think about, and should really contemplate giving up this dangerous lifestyle.
228: See effect 113, roll 1d2 to determine which effect 113 to see.

2015-10-19, 03:34 PM
229: Caster pierces the veil of reality and realizes they are a character in a game and their place in this game. The caster gains a compulsion to share this with others, and they can then spend 10 minutes, if done one on one, an hour if a group within speaking distance, explaining this to others they speak the same language as, upon which they gain the same compulsion and capability.

2015-10-19, 10:00 PM
230: Nothing immediately appears to happen, and the caster is not informed of the result of his roll. The next thing the caster says that could possibly be construed as a wish is granted in the most literal sense possible.

2015-10-20, 08:12 AM
231: Acquire a compulsion to throw your dwarves (if any) at your problems. If you ARE a dwarf, acquire a compulsion to be thrown at your party's problems. The compulsion lasts 1d6 days, but nobody says you have to stop if you think it's working out for you.

232: Nothing immediately happens unless you are outside. The next time you are outside, you will be magically catapulted in the direction of the nearest town or city with such force that you actually will land there unless intercepted. You take no damage from this, but the landing is rough.

233: Explode into gold. You will be found intact and with your normal, non-gold body in the next treasure hoard your friends investigate, having the hit point total you had before exploding.

2015-10-20, 08:49 AM
234. Every spell the caster casts for the next 24 hours gets replaced by the spell of that level from the Chaos domain. This doesn't apply to cantrips they work normally.

2015-10-20, 10:49 AM
235: Suffer the effects of a Ring of Bureaucratic Wizardry for the next 30 day period. Also, fill out this form. Failure to do so incurs a fine of $100, and you may have your Wizard impounded.

2015-10-20, 08:32 PM
236: Grow beard with 2d10 +5 inches in length. Regardless of whether target has the ability to grow hair or not.
237: Dwarves gain elven hair but lose beard. Elves gain dwarf beard but lose hair. All other races are unaffected.

2015-10-21, 02:18 AM
238: Lose all hair on the top of your head. All body hair immediately grows to an equivalent length and cannot be removed until you leave the area.
289: Lose all armour. You gain a natural AC equivalent to the armour you lost as it gets absorbed into your body
290: Lose all weapons. Your unarmed strike gains the same properties and damage dice as your hands are replaced by the business end of the weapon.

2015-10-21, 02:59 AM
291: You gain an intense itching sensation that lasts until one round equivalent is spent scratching with whatever is in hand.
292: You gain a silver tongue, but you lose all sense of taste.

2015-10-21, 08:47 AM
293: The caster is polymorphed (as per polymorph any object) into a race and appearance that is the most romantically and sexually desirable creature possible, from the target's perspective.

294: The target is affected by mirror image as if the caster had cast it, in addition to any other effects of the spell. The images all accuse the others and the original of being fakes, and insist loudly that they are the real one.

295: The target is affected by mirror image as if the caster had cast it, in addition to any other effects of the spell. The images desperately insist that they are just illusions; they do not know which is the real one, but may lie to try to get others targeted.

2015-10-21, 12:40 PM
296: Speak in gibberish for 3d6 minutes. You cast spells normally.

297: All of your body hair falls out, except a three inch wide line going from the front of your head to the back, which stands on end.

298: Cry inconsolably. You are sad about EVERYTHING :(

299: Turn into a giant dragon and go on a rampage. In three minutes, realize you have been hallucinating and performing an embarrassing dragon pantomime.

Lvl 2 Expert
2015-10-21, 02:18 PM
238: Lose all hair on the top of your head. All body hair immediately grows to an equivalent length and cannot be removed until you leave the area.

I really want to see this happen to a bald barbarian or something like that (think stereotypical cave man, not Conan). He won't even know anything happened until he undresses that night and realizes he's all smooth and soft and naked.

2015-10-22, 02:19 AM
300: Your entire vocabulary is replaced with macho one-liners and insults of your enemies' courage and masculinity. You also have the urge to run screaming into battle wearing only the minimum amount of clothing and/armour.

301: You take violent offense at being called mad, and will attack the nearest creature that has done so.

302: Your AC is increased by 5pts for every piece of armour you're not wearing. In addition, you gain an additional bonus according to your gender; males get advantage on intimidation checks, and females on persuasion checks.

303: Whenever you reduce an enemy to 0hp or less, all creatures on the battlefield must spend a bonus round staring at your awesome kill as the enemy's blood flies artistically through the air.

304: whenever you inflict a wound on an enemy, an amount of coin falls to the floor equal to the amount of HP lost. 0-5: CP, 6-10: SP, 11-15: GP, 16-20+: PP

305: Your allies gently remind you that you've started talking in Ancient Greek, and that the language is inappropriate for the setting. Unless you're playing a historical campaign, in which case you are ignored.

2015-10-22, 05:48 AM
306: Your allies believe the target is the GM and is metagaming
307: You start loving explosions and everything you own becomes explosive and explodes randomly when you carry it and when you cast spells it makes bonus explosions centered on you it deals your level in damage at each time and is explosion damage rather than fire damage.

Lvl 2 Expert
2015-10-22, 09:14 AM
308: The targets main weapon's damage type is randomly changed, a swords damage can not just turn into say bludgeoning damage but also into poison or fire damage.
309: The targets armor (if any) loses one point of armor class but grants resistance to a random damage type.
310: The target wants to live after the example of its favorite animal and will from this moment forward endeavor to be able to change as completely and as permanently as possible into that animal by any means possible.
311: The target now hates animals, hate hate hate hate.
312: The target gets to pick one person who will undergo effect 310, and one who will undergo effect 11.
313: The caster now has cake, and wants to celebrate that event.

2015-10-22, 09:28 AM
314: The caster gets a pi number of pies of a random flavor (roll 1d6 - apple, pear, cherry, strawberry, blueberry, raspberry).

315: The caster gets blackforest cake! Yay! ... or is it?

Lvl 2 Expert
2015-10-22, 09:34 AM
316: The caster's player is now an idiot and should see effect 317.
317: See effect 316.

2015-10-22, 09:43 AM
318: Submit to a math quiz. There are no penalties for failing, but choosing not to take the quiz teleports you to Mechanus, where you will be berated over your choice for 3d6 rounds before being teleported back to wherever you were.

319: The nearest hostile creature to you enlarges by two sizes (do not recalculate its statistics, damage dice, HP, etc) and takes on a subtle but noticeable discoloration to a primary color. Roll 1d6. On a 1-3, it takes on a red shade, on a 4 or 5, it tinges green, or on a 6, it tinges blue. This has no effect on its abilities whatsoever, and it is treated as if it were two sizes smaller for all effects.

320: Suffer 319 as though you were its target. This effect lasts for 1d12 rounds.

321: Until the end of your next turn, every creature within 30 feet of you (including you) is invulnerable to harm. The skin of all affected creatures becomes metallic red, and they emit red light in a 5 foot radius until the effect ends.

322: Acquire half of a diagonally-cut sandwich. It has both ham and bologna as well as lettuce and tomato, and is topped with an olive. Eating it restores all of your Hit Points, or you can throw it at a friend to restore half of their maximum hit points. The sandwich loses its magical properties after healing a target.

2015-10-22, 09:46 AM
322: Acquire half of a diagonally-cut sandwich. It has both ham and bologna as well as lettuce and tomato, and is topped with an olive. Eating it restores all of your Hit Points, or you can throw it at a friend to restore half of their maximum hit points. The sandwich loses its magical properties after healing a target.

So, after I throw it at my friend, I can still eat the sandwich for a tasty and healthy lunch that fills my stomach?

2015-10-22, 09:50 AM
323: A Djinn appears in front of the caster with a potion in each hand. The caster may now take one of the two potions, after which the Djinn will disappear. Take the blue potion, and the caster will fall asleep, waking up 1d4 days later with no memory of this event. Take the red potion, and the caster will stay in wonderland, and see just how deep this rabbit-hole goes.

324: All stones, stone objects, and layers of stone within a 1 mile radius become a particularly crumbly and fragile variety of shale.

325: The caster and target gain permanent amnesia regarding what color of underwear they are wearing.

2015-10-22, 09:59 AM
So, after I throw it at my friend, I can still eat the sandwich for a tasty and healthy lunch that fills my stomach?

Moist and delicious. Hmm.

Gideon Falcon
2015-10-22, 07:15 PM
326. The area surrounding the caster begins reeking of updog. Upon closer inspection, it seems to be coming from under there.

327. Chuck Norris, Mahatma Ghandi, Rich Burlew and Freddy Mercury appear nearby and begin performing a rousing performance of a Backstreet Boys hit, before disappearing again.

Lvl 2 Expert
2015-10-23, 03:04 AM
328: Pants have retroactively never been invented. (No, you dirty bastard, everyone wears skirts.)
329: Magic for all! For the next 1d4 days every non-caster in the casters party is gestalted with the adept NPC class.
330: The target can no longer say the word "three" or see the color red. On every mistake the player drinks. Effect stays into place until the end of the session or until remove curse is used, whichever one is longer.

2015-10-24, 05:38 PM
331. For the duration of the encounter (or scene if not in combat), all weapons, armor, magical implements, and other held objects disappear, and are replaced with Nerf guns and swords. Until the end of the Nerf battle, spells, supernatural abilities, natural weapons, and unarmed strikes cannot be used. Once it's over, the Nerf materials all disappear and everyone regains all items and capabilities that they had previously.

332. For 1d4 hours, the caster's attacks and spells, and any attacks or spells received, are accompanied by sound effects and word balloons similar to the Adam West Batman television series.

333. The caster permanently gains a sidekick named Cato that can communicate only with the caster, and will attack him at inopportune times. Cato is a Monk (or possesses similar abilities in any non-D&D system) of two levels lower than the caster, and always gains or loses levels at the same rate as the caster. Cato obeys no commands given to him, is immune to mind-affecting magic, and will reappear in 1d4 days if slain, regardless of how he was killed or what happened to the body. The only way to get rid of Cato for good is by trapping his soul after death or by using a Wish or Miracle spell.

334. The encounter becomes a musical song-and-dance number. All movement speeds are reduced by half and become dance moves. All verbalization, including words spoken, verbal components of spells, and even telepathic communication must be sung in rhythm of the song, but is otherwise unaffected. There is no save for any of this, and even creatures immune to mind-affecting effects and mindless creatures are affected. Immobile creatures such as plants temporarily gain the ability to move in place, allowing them to participate in the dance number. Everything returns to normal when the encounter is over.

335. All humanoid or bipedal creatures within 40 feet of either the caster or the target are suddenly on unicycles.