


A Gothic Surge differs from a Wild Surge insofar as it is always malignant, although the level of malignancy varies. Such surges would be appropriate for a Ravenloft game, as "Corruption" effects in the Abyss, or for splatterpunk effects in any other dark fantasy campaign. Some of these effects are brutal or grotesque, so the DM should remember to exercise the right to ignore an effect if it seems inappropriate. A Gothic Surge may require the caster and any witnesses to make a Fear or Horror check as per the Raveloft rules, at DM's discretion (also consider using Reid Bluebaugh's Insanity attribute).
Unless otherwise specified, all effects occur as soon as the spell is cast. A Dispel Magic must attack the surge effect at the caster's level at the time the spell was cast. Effects are cumulative if reasonable, and though some PCs may want to "keep" some of the permanent effects, these effects will still go away if the PC is hit by a blanket Dispel Magic at any time during his/her adventuring career. Roll 1d100; the effects listed here are random, so there is no pattern such as "high is worse." 1" = 10 feet or 10 yards on this chart as per normal AD&D, not the 1-movement-unit of Skills & Powers/Combat & Tactics. (Note that the 3-inch eyestalks are to be read in regular inches - not huge 30' eyestalks!)
1. Caster is covered by scales (fish, snake, gila monster, horned toad, etc) until cancelled by a Dispel Magic. Reduce Charisma by -4. The scales have no game effect. (If caster is already scaled, scales turn into smooth skin.)
2. Caster falls unconscious, but compatriots see an illusion of caster dying of a cranial explosion. The illusion continues for 10 rounds, showing the caster dead and mutilated. After the 10th round the illusion vanishes and the caster wakes up unharmed (unless s/he was stepped on or otherwise injured during the illusion, of course).
3. Caster is enveloped in flames (heatless, no damage) until spell's duration ends or for 10 rounds, whichever is longest.
4. Caster is enveloped in flames (1d6 damage per round) until spell's duration ends or 10 rounds (whichever is longest).
5. Walls, ceiling and floor in a 20" radius begin to bleed until spell's duration ends. The blood is real and of the caster's type; it will not vanish after the spell ends. Note that the slippery surface may require everyone to make Dexterity checks.
6. Caster hallucinates thousands of live spiders crawling over his/her body for the duration of the spell. Caster must save vs. spell or be affected as per a "Fear" spell. A successful save means the caster is still squirming but able to function relatively normally.
7. Caster coughs up 10d4 cockroaches for 1d4 rounds. This prevents any spellcasting that requires V components, and DM may require a Spellcraft check for caster to cast spells with a S component. The cockroaches are real, although they'll run away as soon as possible.
8. Maggots crawl out of any open wounds (PC or NPC) in a 20" area, causing no damage. If there are no open wounds, maggots crawl out of all surfaces. The maggots are real, but only last for the spell's duration.
9. Caster's eyes become multifaceted (but sight is unaffected) until cancelled by a Dispel Magic. Reduce Charisma by -2 due to this subtle but unnerving effect.
10. Caster looks like a living skeleton until the spell's duration is over. This does not affect any of the caster's abilities and caster cannot be turned, but reduce Charisma by -4 for the duration.
11. All of caster's nonmagical clothing turns into crawling insects. The bugs can be brushed away and are otherwise normal. A successful Dispel Magic will return the garments if all of the bugs are still present - otherwise, the clothing is lost forever. The bugs are real and will run away as soon as possible.
12. Caster feels excrutiating pain immediately after casting, lasting until the next round. In the next round, caster's chest bulges as if s/he were giving "birth" to some horrible creature. Caster can do nothing for the duration of that round except scream. On the third round the caster recovers, taking only 2d4 points of damage from the experience. A nod to Alien/s.
13. Caster's eyes turn blood red (but sight is unaffected) until cancelled by a Dispel Magic. Reduce Charisma by -2 due to this subtle but unnerving effect.
14. Bloodmist covers a 50" radius, billowing in crimson waves like a thick fog. Sight is obscured as per "Heavy Fog" rules. The bloodmist will gradually seep away after 10 rounds. Note: This effect may drive any vampires in the area into a Blood Frenzy because of the enticing but elusive smell.
15. Caster sees everyone except self within a 10' radius as a long-dead, rotting corpse. The effect is unnerving but otherwise harmless, and lasts for 30 minutes. Note: Caster may have trouble telling friends from zombie foes.
16. A 10' diameter, 10' deep pit filled with bubbling and smoking pitch appears 2' in front of the caster. If caster declared forward movement after casting, s/he must make a Dexterity check or fall in. Damage from the pitch is 1d6 per round of contact, + 1d4 until the pitch is removed from the body, to a maximum of 10d4 (after which the pitch is cooled). Note that pitch is nearly impossible to remove quickly from the flesh, but that fire resistances should apply. Pit and pitch last for 10 rounds after the spell is cast.
17. All characters' backpacks (within a 20" radius of caster, including caster) are filled with insects/maggots that are devouring all non-magical food, cloth and wood. Characters can make Intelligence or Wisdom/Intuition checks to detect the squirming. Insects given 5 rounds of access to items have weakened them to half-value and -efficiency, and given 10 rounds have rendered them useless. Insects disappear after 10 rounds.
18. A scrawny, mangy dog appears (preferably by slinking around a corner) and begins to scratch at some area of the surroundings (a corner, a boulder, etc.) The dog will not leave its position, and its paws are bloody and worn down from the continual effort. If magically communicated with, it obsessively indicates that it's "owner" is beneath the indicated area. The dog leaves/vanishes after 10 rounds. DM's discretion whether some corpse is actually buried in that spot.
19. The room or area sways and begins to crack, as if affected by a 6.0 or higher earthquake (size of area affected up to DM, 50" suggested). Through the cracks pour forth thousands of insects (or gallons of blood, buckets of slime, internal organs, a bright white light, etc.). This effect lasts 5 rounds, during which time all in the affected area must make Dexterity checks for all actions. Whatever pours out of the cracks will still remain once the effect is over.
20. Any dead meat in the area (player, monster, dinner, etc.) splits open with squirming maggots, is eaten, and flies pour from it, all in the round the spell was cast. If the meat is not important to the game (i.e., not a PC or important NPC), it truly is destroyed. If the meat is important to the game, it is simply rotten - no effect on Raise Dead or Resurrection attempts.
21. Caster hears cruel laughter every time s/he casts a spell for the next 72 hours. The laughter is inaudible to everyone else.
22. A planar window opens up onto some scene of atrocity in one of the Lower Planes. The window will only stay open for 1 full round (e.g., if caster cast a spell on segment 8, window is open until segment 8 of the next round), and once closed stays closed. DM should tailor scene to horrify any good characters in the party. Nothing will come from the Lower Planes to the Prime through the window, but passage in the other direction is possible, if stupid.
23. Blood begins to seep from the caster's pores. The "wound" is minor and only causes 1d4 per hour, but caster must make Dexterity checks to hold anything, including spell components. Effect lasts until cancelled by a Dispel Magic (or caster dies of blood loss).
24. Caster is consumed with the desire to drink blood - preferably a compatriot's (especially is caster is romantically interested in any of them). Caster can make Wisdom (or Willpower) checks to resist this urge every hour, starting the moment the spell is cast. If caster fails, s/he will try to obtain a mouthful of someone's blood, but may do so in secret if possible. This effect is permanent until cancelled by a Dispel Magic.
25. Thin grey slime drips over the room or area that the caster is in (about a 20" cubic area). The slime is harmless but slippery - all must roll Dexterity checks each round until out of the slime's effect, or fall down. The slime will drip for 10 rounds and then stop, although the slime will not vanish.
26. The floor or ground in a 50" radius is suddenly covered with fish skeletons, scales and guts. The smell is terrible and insects will be attracted to the mess. Anyone taking a Run or Sprint movement, or Galloping, must save versus Dexterity or slip and fall. The effect is permanent, although the fish offal can be cleaned up normally if desired.
27. The sulferous reek of brimstone fills the air in a 10' radius of the caster. The stench lasts for 10 rounds after the spell is cast, and will linger on the caster's flesh for another 24 hours. No game effect, except possibly on scent-oriented tracking.
28. A shower of sparks falls in a 10' radius around the caster, causing no damage but delaying all actions after the spell is cast until the end of the round by 1 segment or phase, due to the startling nature of the effect.
29. A spray of blood comes from nowhere, drenching the caster and all within a 10' radius. The blood is normal, of the caster's type, and can be wiped off normally.
30. A long, horrible scream sounds every time the caster casts a spell until cancelled by a Dispel Magic. This has no effect but may alert foes to the caster's presence.
31. The caster's palms begin to bleed in a stigmata-like effect until cancelled by a Dispel Magic. Caster suffers no damage, but must make a Dexterity check to hold on to things unless care is taken (i.e., caster must delay all actions 1 segment to carefully cast spells, etc.)
32. The area within a 50" radius of the caster is covered in a thick mist. Use "Heavy Fog" rules with regard to effect on sight and so forth.
33. Flames gout around the caster, causing 1d6 points of damage, no save. The flames vanish instantly afterwards.
34. A sickly-sweet smell of charred flesh fills the air in a 50" radius. Anyone not used to the charnel stench will take a 1-segment delay in action as they fight back their gag reflex. The smell lasts for 10 rounds, but anyone remaining in the area will not be affected after the first round (anyone newly entering the area will be affected, however).
35. A swirl of crematory ashes surrounds the caster and settles on the caster's clothing and exposed flesh. Caster must save vs. magic or cough for the remainder of the round, helpless. The ashes can be cleaned off normally.
36. Tentacles writhe out of a nearby surface (50" radius area maximum) and try to grab the caster. Treat as Evard's Black Tentacles with regard to strength and so forth. They will ignore everyone except the caster, and last for 10 rounds.
37. Lice begin to crawl all over the caster's hair and body, causing terrible itching and potential sores. They can be gotten rid of normally, but it will take some time - and in the meantime, the caster will be miserable.
38. A planar gate opens immediately behind or above the caster, and great slime-dripping skeletal jaws lunge out and snap at the caster, rolling to hit as if HD 10. Damage is 4d6. The jaws will retract thereafter - if they hit, they may rip flesh and clothing with them as they go. The planar window will close the next segment.
39. Dead rose petals swirl around the caster in a private whirlwind, obscuring the caster's sight and abilities as though they were "Heavy Fog." The effect will last 10 rounds.
40. A black, oily liquid rains down on the caster and everyone within a 10' radius, staining clothing and skin. The liquid is otherwise harmless and can be cleaned off normally, but the stains will require much scrubbing or magic to remove.
41. A distant baying sounds each time the caster casts a spell for the next 3 days. This baying increases the chance of a random encounter and is audible to all.
42. Caster is covered by a lycanthropic pelt (DM's discretion) that lasts until cancelled by a Dispel Magic. Caster does not, however, suffer from lycanthropy.
43. A Wall of Fire encircles the caster, with all effects of that spell. The Wall will last for only 10 rounds, however.
44. Caster ages 10 years, and caster's hair will grow in with a white streak from now on (or, if already white, a grey streak; if caster is scaled, some other age-related physical effect will manifest).
45. A poltergeist manifests and attacks the caster with whatever is available. At DM's discretion, it can be the spirit of someone the caster has killed recently.
46. The caster's touch will foul food and water for the next 3 days. The caster will probably get very hungry or develop a taste for moldy bread. At DM's discretion, someone of pure heart might be able to feed the caster safely.
47. Caster will not need to eat or drink for the next 3 days, and will retch if s/he tries.
48. Caster develops small fangs (1d2 damage) until cancelled by a Dispel Magic. Charisma is lowered by -1 due to this subtle effect. If caster already has fangs, they turn into blunt teeth (0 damage, -1 to Charisma is caster is of a fanged race).
49. Caster must eat all meat raw, or retch. This effect is permanent until cancelled by a Dispel Magic.
50. The caster will painfully Polymorph for 10 rounds, suffering cracking bones, ripping flesh and so forth as s/he changes from shape to shape. This effect will render the caster unable to do anything for the duration. The effect can be cancelled before the 10 round are over with a successful Dispel Magic (cast by somebody else, of course).
51. The caster must eat bones at least once a day, or suffer 1d4 points of damage, cumulative for every day the bone isn't eaten. Caster must also eat normally. This effect is permanent until cancelled by a Dispel Magic.
52. The caster is flayed alive, suffering 10d6 points of damage. Damage aside, the caster must also make a System Shock roll or die instantly from the shock. If the caster doesn't die, s/he is mortally wounded and only has 1d6 days left to live unless a Heal, Regeneration or similar magic is used to replace the lost skin - in the meantime, the caster cannot fight, cast spells, eat, drink, etc - useless. The skin itself vanishes (a malicious DM can put it somewhere else in the dungeon).
52. The caster is flayed alive, but suffers no damage. However, Charisma is dropped to 3 (or whatever minimum the DM allows) until the skin is Healed, Regenerated, and so forth. Putting on other skins is only a temporary measure, as they'll slowly rot off to horrific effect. The original may conceivably be graftable with high-level curing spells. Think Hellraiser II.
53. Caster's tongue is forked. Charisma drops by -2 due to this subtle but distasteful effect. Permanent until the effect is cancelled by a Dispel Magic.
54. A third eye grows in the center of the caster's forehead. Caster must save versus Intelligence until the save is made to move without needing to make a Dexterity check, due to disorientation. Once the save is made, the caster has oriented to the new eye. There are no other sight effects - the eye functions like the caster's normal eyes. The effect is permanent until cancelled by a Dispel Magic.
55. The caster is infected with Blood Frenzy. Whenever the caster comes within 10' of freshly spilled blood, s/he must save versus Wisdom (or Willpower) or else act as though "enraged" by a Confusion spell for 10 rounds. This effect is permanent until cancelled by a Dispel Magic.
56. The caster's blood turns into a protoplasmic slime. This has no effect on the caster, but the caster's wounds will "bleed" a watery green, opaque white, clear, or other type of fluid (DM's choice). At DM's discretion, this may deter vampires and cause problems with curing spells that are, after all, geared to replace lost blood. This effect is permanent until cancelled by a Dispel Magic.
57. One of the caster's magic items is cursed (DM's choice) - the curse will take effect the next time the item is used. Alternatively, the item is possessed by a Minor Animator (see Monstrous Compendium: Ravenloft).
58. A swarm of Scarab Beetles (see Monstrous Compendium: Ravenloft) rises from the ground in a 10" radius and begin devouring any flesh in the area - dead or unconscious friends and foes as well as the living. They will vanish in 10 rounds.
59. All of the stone (the ground, if there is no stone) in a 10" radius area around the caster splits open and skeletal hands grab anybody they can - especially unconscious or dead friends - and try to drag them, living or dead, into the ground. 2d4 hands per person, treat as Skeletons with regard to HD, etc. They will remain for 10 rounds or until destroyed.
60. The caster grows a second mouth inside his or her first one, so that pulling back the outer lips and teeth reveals a second set of lips and teeth. Eating and speaking are unaffected, although caster can will the two mouths to act differently if desired. Charisma drops by -4 from this unearthly change. The effect is permanent until cancelled by a Dispel Magic.
61. One of the caster's feet turns into a cloven hoof. Movement and so forth are unaffected, but normal boots won't fit (magical boots usually shrink to fit). The effect is permanent until cancelled by a Dispel Magic.
62. The caster's eyes extrude on 3-inch eyestalks. Caster gains a much wider range of vision, but Charisma drops to 3. This effect is permanent until cancelled by a Dispel Magic.
63. The caster's face disappears, leaving a blank expanse of featureless flesh. The caster's senses are unaffected, however (which means that Darkness spells and the like will still be effective). Charisma drops to 3. The effect is permanent until cancelled by a Dispel Magic.
64. The caster grows curled ram's horns that can do 1d2 of butting damage. Charisma drops by -4 from this alteration. The effect is permanent until cancelled by a Dispel Magic.
65. The caster's flesh rots fabric. Nonmagical clothing will rot off the caster, so that caster will need a new change of clothes every 12 hours. Magical fabric is immune to this effect, and the effect is so slow that it doesn't make a very effective weapon. The effect is permanent until cancelled by a Dispel Magic.
66. The caster begins to weep, and can't stop - tears pour steadily from caster's eyes. Sight is impaired by -2, since the effect isn't as bad as full blindness (this may effect spell ranges, since the caster has a harder time judging distance - DM may want to require a Spellcraft check). This effect is permanent until cancelled by a Dispel Magic.
67. The caster grows a tail - anything that cannot be used as a weapon, but otherwise DM's discretion. This may require tailoring trousers and skirts, but is otherwise harmless. Charisma drops by -2. This effect is permanent until cancelled by a Dispel Magic.
68. The underside of the caster's arms are covered with octopus-like suckers. They will add 10% to climbing or holding rolls involving the bared arms, but caster's Charisma drops by -2. This effect is will last 72 hours.
69. The caster's skin turns completely transparent, revealing all internal structure - skeleton, organs, and so forth. Charisma drops to 3 but there is no other effect. This effect will last 72 hours.
70. A crackling nimbus of lightning descends on a 10' radius area centered on the caster, causing lightning damage to anyone in the area equal to the caster's level d6. This effect is instantaneous.
71. A cloud of buzzing flies surrounds the caster in a nonstop miasma of noise and action. Caster is affected as though in "Heavy Fog" and the buzzing is clearly audible, preventing stealth. The effect will last 10 rounds.
72. The caster weeps blood. This effect is not likely to be immediately noticeable (but remember, sudden pain may cause involuntary tears - others might notice then, even if the caster doesn't) and has no game effect. The effect is permanent until cancelled by a Dispel Magic.
73. Heavy chains appear on the caster's body, fastened to a heavy neck collar, and manacles around caster's wrists and ankles. The weight is about 50 lbs. Caster suffers all encumbrance penalties and makes a racket when moving. All chains are welded shut. This effect will last for 10 rounds.
74. The caster's mouth is sewn together with bright red thread, from which a number of small and evil tokens are suspended (DM can choose something appropriate). Caster also suffers 1d4 damage and cannot speak or cast spells with a V component until the threads are removed (for another 1d4 damage unless magically dispelled). This effect is permanent until cancelled by a Dispel Magic or otherwise removed.
75. Numerous small nails are driven into the caster's head, hands, or back, causing an initial 2d4 damage, plus another 1d4 total if they are removed non-magically. While the nails are in, the caster feels pain but suffers no other game effects. This effect is permanent until cancelled by a Dispel Magic or otherwise removed.
76. A randomly chosen compatriot of the caster's who is within 5" radius suddenly has a spiked iron collar around his or her neck inscribed with the caster's name, with a chain leading from the collar to the caster's hand. The collar is welded shut and there is no lock or key. This effect is permanent until cancelled by a Dispel Magic or otherwise removed. The caster can, however, hand the victim his or her own chain to carry around.
77. Bees crawl all over the caster's body, entering the caster's mouth and ears. The bees don't bother the caster (s/he may feel a minor tickling, and knows they're there, but there are no adverse effects - the ones that "go inside" just vanish), but the unnerving sight causes the caster's Charisma to drop by 4. This effect is permanent until cancelled by a Dispel Magic.
78. 3d6 heavy iron chains with sharp hooks on the end appear from the air over a 10' radius area around the caster, automatically embedding themselves in living flesh. No individual will be hooked by more than 3 chains, and the caster will be the first targeted (although both friends and foes are viable targets thereafter). "Leftover" hooks will vanish. These chains will then try to draw the hooked invidual(s) into the air for another 1d4 points of damage per hook. Removing the hooks causes 2 hp of damage. Suspended characters will be left hooked in the air, suffering 2 hp of damage per round. This effect will vanish in 10 rounds. More Hellraiser.
79. The caster's flesh will begin to rot. The decay starts with a bluish tint in the first round, and each new effect occurs every 2 minutes thereafter: greenish tinge, blue-green mold growth, oozing sores, festering sores accompanied by bad smell, flesh falls off in chunks. After 10 minutes (the end of the cycle) the effect vanishes and the caster is normal again.
80. The ground in a 10" radius area around the caster is carpeted by the empty, flayed skins of creatures of the caster's race. (Maybe this is where the flayed skins go from other Gothic effects). They make footing a little hazardous - save versus Dexterity at +2 for anyone trying to fight or move quickly over them. The skins will vanish after 10 rounds.
81. A giant spiraling staircase appears behind the caster, rising 50' into the air (or just before hitting the ceiling, whichever is lower) and vanishing in a heavy, cold swirl of fog at the top. The architecture is gothic, with slender columns carved into the dark stone, grinning gargoyles holding up the steps, and so forth. Anyone climbing the stairs to the top will vanish into the Demiplane of Dread (or, DM's discretion). The staircase will vanish after 10 rounds.
82. The caster - whether male or female - will suddenly feel something inside his or her belly/womb, squirming and kicking. Looking at the bare belly will reveal a minor bulge through which a strange form can be seen writhing. The caster will suffer violent morning sickness each morning, too. This effect lasts 72 hours, then vanishes without a trace. There is no actual creature that can be spoken to or so forth, if such attempts are made, and Detect Life will detect no life there other than the caster.
83. The caster's nose turns into nothing but slits in the face (if the caster doesn't have a nose, s/he grows a humanoid nose). Reduce Charisma by 3. This effect is permanent until cancelled by a Dispel Magic.
84. The caster suddenly exudes a terrible and offensive stench. The effect is more or less harmless in game terms, but will last 72 hours to the dismay of all.
85. All of the caster's magic items turn into various bones (wands into femurs, brooches and rings into vertebrae) or flesh (cloaks into flayed skins). Their magical properties are unaffected. This effect will last for 72 hours and is likely to have a negative effect on strangers.
86. A magically impenetrable pitch darkness will descend on a 10" radius area centered around the caster. Neither Light nor Continual Light will dispel this darkness, nor can it be penetrated by Infravision, Ultravision or the like. It can, however, be left normally. Until then, everyone inside is affected as though by blindness with regard to combat and so forth. This effect will last 10 rounds.
87. The caster will be plagued by terrible nightmares for the next 72 hours, preventing spellcasting as per the reverse of the Dream spell. DM should tailor the nightmares to the campaign and, at DM's discretion, the Nightmare Court may be drawn to the caster (see Nightmare Lands, Ravenloft).
88. All plants within a 10" radius area around the caster lose their leaves, dry up, wither and die (except intensely magical plants such as Yggdrasil and the like). If there are no plants, all nonmagical wood in the area crumbles into a pile of dry rot. If there is no wood either, then nonmagical fabric crumbles into dust. This effect takes place over the duration of one round.
89. The caster must eat stones and dirt once a day, or suffer 1d4 points of damage, cumulative for every day the stones and dirt aren't eaten. Caster must also eat normally. This effect is permanent until cancelled by a Dispel Magic.
90. The caster must drink a cup of fresh blood once day, or suffer 1d4 points of damage, cumulative for every day the blood isn't drunk. The "damage" a creature takes from having a cup of its blood drained is equal to a quarter of its hit points, a minimum of 6 hp. Caster must also eat and drink normally. This effect is permanent until cancelled by a Dispel Magic.
91. The caster's flesh turns wax-like and soft. All damage the caster takes is doubled, and leaves great dents and gouges in the caster's body. The effect lasts 10 rounds, but all damage taken remains once the effect wears off.
92. The temperature drops to freezing in a 10" radius area centered on the caster (or rises to boiling if the temperature is already near-freezing or below). The normal cold or heat effects can be avoided by leaving the area. However, the caster will carry a "shroud of cold" (or heat) that emanates from her or his body for the next 72 hours, making touching the caster physically painful (1 hp per round touched). After 72 hours this effect vanishes.
93. The caster vomits intestine for the next 1d4 rounds, being able to take no other action for the duration. After the time is up, all of the intestine is on the ground and the caster may continue as usual. The intestine is real and of the same type as the caster.
94. Glowing sigils and arabesque runes appear all over the caster's body, spelling out tales of dread and woe in some archaic language (at DM's discretion, they may even lead to another adventure or give a clue to the existing one). These runes will last for 10 rounds, then disappear.
95. A large leatherbound book appears in front of the caster, shackled to an iron band encircling the caster's waist. The title is "Necronomicon" ("Names of the Dead") and the text consists of page upon page naming every being the caster has ever killed - if the caster doesn't pick it up, its covers will fall open and the pages turn one by one as if blown by a chill wind. At the DM's discretion, the book may show the caster glimpses of mourning families (even monsters have loved ones, right?), starving children, and other potentially malign effects of the caster's adventuring career. The book weighs 100 lbs with regard to encumbrance penalties. This effect will vanish after 10 rounds.
96. The caster will develop an insatiable desire to taste his or her own flesh. Caster must save versus Wisdom (or Willpower) each hour to avoid taking a bite (for 1d2 or caster's normal bite damage) from some portion of his or her own body. One bite will suffice each hour. This effect will last 72 hours unless cancelled by a Dispel Magic. Don't forget the bizarre scars this will leave, unless magically healed.
97. The ground within a 20' radius centered on the caster will tremble. At the beginning of the next round, it will burst open and a terrible miasma of offal and waste will geyser forth. Everyone still in the area must save versus Dexterity or be knocked down. Anyone knocked down will need to take a full action to stand next round. The stench is awful (and offal) and the mess will make movement perilous - a creature in the area of effect must save versus Dexterity each round or suffer a 2-segment delay before acting, due to the need to maintain balance. The mess will last for 10 rounds and then seep back into the ground.
98. The caster is affected by a Phantasmal Killer spell.
99. Long black iron spikes carved with maleficent runes skewer the caster's hands and feet, doing 1d4 of damage per spike (total of 4d4 for a normal bipedal humanoid) and going through any gauntlets or boots worn (magical items save versus crushing blow). The caster cannot cast spells with S components or take movement until the spikes are removed (doing another 2 hp of damage per spike and leaving bleeding wounds that must be bound). The spikes are real.
00. Teeth begin to push out of the caster's flesh, covering his or her body in a strange, spike-like growth of dentition. The pain and rupturing causes 3d6 of damage to the caster, but there is no other game effect. This will last for 10 rounds before the teeth will be sucked back into the caster's flesh (note that damage is only taken on the first round).






