| 11 | There is a flash followed by a shriek - the wizard has turned into a pig. | 41 | Everyone in the vicinity turns into a pig except for one embarrassed wizard. |
| 12 | Twenty-five years of the wizard’s life drop away in an instant, possibly making them a very small child. If the wizard is younger than twenty-five then they disappear into cosmic pre-birth. | 42 | An overflow of plasmic fluid has found its way into the wizard’s head, which has expanded to the size of a pumpkin. If the wizard is struck for 5+ Damage in one go they must Test their Luck or their head explodes, killing them and dealing 2d6 Damage to anyone standing nearby. |
| 13 | A small shoal of herring and the water they had previously swum in appear above the wizard, soaking everyone nearby with freezing sea water. | 43 | All vegetation within a mile withers and dies. |
| 14 | The wizard no longer speaks or understands any known tongue, instead favouring a slightly unpleasant language made up of shrieks and mumbles. | 44 | A pool of colour opens up under the wizard, sucking them and any other unlucky nearby souls into it. They will be whisked off to a random sphere of existence. |
| 15 | The most feared of adolescent academy curses: hiccups! Until dispelled the wizard hiccups uncontrollably, suffering a -4 penalty to further attempts at magic. | 45 | All exposed liquid within 12 metres turns to milk. That milk then curdles. |
| 16 | The wizard grows an attractive tail. If removed it does not grow back. | 46 | A random spectator’s bones mysteriously disappear. Even more mysteriously they don’t seem overly put out by it. They can’t fight or cast spells and can only very slowly shuffle about as a gelatinous blob of flesh but they’re generally unphased. After 1d6 hours the bones pop back into place from wherever they went. |
| 21 | All currency in the wizard’s possession turns into beautiful butterflies that flap off into the sky. | 51 | An inanimate object in the wizard’s possession gains sentience and a voice. Its attitude is up to the GM to decide. |
| 22 | A very surprised orc appears beside the wizard (7/8/2 - Club). | 52 | A portal is opened to a paradigmatic battleground, allowing an angelic or demonic figure to pop through. |
| 23 | The wizard catches the Red Eye Curse. Whenever they open their eyes fire shoots out at random (as Fire Bolt). | 53 | The wizard flies off in a random direction at great speed, landing 50 metres away (or falling back down to earth, as it may be). |
| 24 | All shoes in the vicinity catch fire. | 54 | The wizard suffers a coughing fit for 1d6 turns after which 1d6 gremlins tumble out of their mouth and start biting people’s faces. |
| 25 | The wizard grows a small pair of horns. | 55 | The wizard instantly grows an enormous shaggy beard. It tumbles down to the floor and gets in the way. The wizard suffers a -2 penalty to everything until they tame that magnificent beast. |
| 26 | All of the wizard’s body hair falls out with an audible “fuff!” | 56 | The wizard becomes 20 years old. Today is their new birthday and they will feel terrible if no one notices. |
| 31 | All weapons of war in the vicinity turn into flowers. | 61 | A calm and healthy pig appears in place of the Spell. |
| 32 | The wizard’s old face melts off and reveals a new one. It is quite handsome. | 62 | The wizard’s teeth all fall out. The sudden loss causes them to suffer a -4 penalty to making magic due to their poor diction. After an hour a fresh set grows in. |
| 33 | The wizard disappears in a puff of smoke, never to be seen again. | 63 | An entirely different and random Spell goes off, directed at the same target. |
| 34 | The wizard’s hands find a mind of their own and take a severe disliking to the tyranny of control. They set about choking the wizard to death only to lapse back into servitude as soon as they pass out. | 64 | The wizard is cursed with curses. They are unable to speak without swearing, thus making magic impossible for the duration. Lasts 1d6 hours. |
| 35 | All animals in the vicinity are brought back to life. This includes rations and leather, which will crawl and flap about blindly. | 65 | The wizard issues forth a mighty sneeze, knocking everyone over in front of them and dealing 1d6 Damage unless they successfully Test their Luck. |
| 36 | A sickness overcomes the wizard, causing them to cough up a thick black fluid. The fluid flows away as though in a hurry to be somewhere. The wizard will soon hear rumours and suffer accusations due to the workings of a sinister doppelgänger. | 66 | The Spell being cast won’t stop. It goes completely haywire, out of control, firing off madly until the wizard is subdued. |