119. Spell effects are illusory. In the case of spells that directly affect creatures when cast, those creatures are innately aware of what the spell should be doing and treat them as mind-affecting figments and glamers. They receive a Will save in place of any normal saves (even if the spell normally doesn't allow one but directly affects the target) at the spell's DC +2 or be deluded into believing they are fully under its effects, and acting appropriately, though it still has to be physically possible for them to do so (they will make checks to climb while believing they can spider climb, they will feel healed and not notice any wounds supposedly cured, they will move slower if slowed but can't move faster than normal if hasted believing they only wanted to move that far or that some other effect is interfering).
120. Caster is deluded into believing the spell worked as intended, but it didn't. Nothing happened. The spell or spell slot is lost, however.
121. Caster's clothing ages drastically. This only affects clothing (including hats, belts, boots, etc), not armor (but thick clothing, outfits, or even armored coats that grant armor bonuses may count) and typically only organic materials like cloth or leather are appreciably affected, losing 1 hardness and 1 hit point permanently. This effect never reduces an item below 1 hit point. The visual effects of this vary depending on the item (cloth may yellow, leather may become brittle or cracked). This can only be reversed with a limited wish or greater effect.
122. One random affected target is encased in a giant wheel or block of cheese. The cheese has a hardened rind but contains numerous sizable air holes (similar to Swiss, though you can make it any brand) and the creature's face will always be looking out one such hole, allowing speech and breathing to be relatively unhindered. Though they can also see, interference with peripheral vision and hearing may give penalties to Perception checks at GM discretion.
The target's legs (or leg analogues) are free, but each other limb (arms, tail, wings, tentacles, etc) has only a 20% chance to be protruding from such a hole and, if so, can be used with appropriate difficulty (ie. one free wing is likely of no help for flying, but could be used for a wing attack). The target is considered entangled and moves at half speed, losing shield bonuses to AC (unless their shield arm is free). Encased targets can break free with three successful, non-consecutive Strength checks (standard action, DC 12) or with 2 minutes of dedicated work wearing the cheese away (rubbing against a wall, falling onto the floor heavily, etc.) The cheese can intercept attacks and damage to the target (hardness 2, hit points equal to 2 x spell level, minimum 2 hit points) and does interfere with touch attacks unless the attacker can specifically target an exposed limb (with appropriate penalties at a GM's discretion). If the spell has no target or the target of the spell is unable to be encased (like a wall or door), a normal wheel of cheese appears nearby.
123. The spell is not cast and instead becomes a wand in the caster's hand (displacing a held object safely to the ground if necessary). The wand is at half the caster's caster level (or minimum for the spell) and contains [10 – 1 per spell level] charges. The command word is always the name of the spell, including any metamagic applied to it, which is clearly written in a language the caster can read along its length. Any expensive components or focuses for a stored spell must still be provided or on the caster's person or the spell fails (the charge is not expended). This effect can create wands containing spells greater than 4th level.
124. All targets (or targets in the area if an area effect) are given a personal, visible aura (treat as lesser globe of invulnerability), for 1 round per spell level immediately prior to the spell going off. This may prevent them from being affected by the cast spell if it was 3rd level or lower.
125. Caster's hands reverse (like a rakshasa's). They are fully functional but the caster receives a –2 penalty to any skills or checks involving their hands until they grow accustomed to their new orientation. This includes concentration checks for casting somatic spells and attacks with their hands. Every week, the caster may attempt a DC 15 Intelligence check to become accustomed. This check is at a +1 bonus for each previous check.