Kreegold's Malefactory Discernment (Detect Poison)
Illustrious success: The insight gained gives the caster a +5 for any Heal checks attempted to cure the poison, Craft (alchemy) to concoct a remedy, or a +5 for any caster level checks, if such are required by a magical poison.
Dismal Failure: If the target is poisoned, the caster is subjected to the same poison. In any case, the caster looses all sense of taste and smell. In some ways, this is a success...
Stern's Multitextural Overfusion of Exemplary Dialogues (Feeblemind)
Illustrious success: Affects 1d6+1 creatures, as all are pithed by the pithy harangues of the caster.
Dismal failure: The caster is caught up in his own overburdened verbiage. Caster is feebleminded, target is unaffected, though highly amused at the caster's efforts. This feeblemind effect lasts a mere hour, however.
Effusion of the Salamandry (Fireball)
Illustrious success: The fireball, spat from the caster's mouth, lasts a full round. There is no saving throw.
Dismal failure: The bead of salamandry, instead of leaving the caster's mouth, reverses... direction. The fireball goes off in the opposite direction from the caster as intended. Obstacles will cause the fireball to blossom early.
Calder's Weaving of Physiogenic Perfection (Iron Body)
Illustrious success: Caster is almost quicksilver. Only has a -4 penalty to Dex, and speed is x3/4. Arcane spell failure is 25%, and armor check penalty is -4.
Dismal failure: Caster becomes as rigid as iron as well, having a Dex of 0 and 1/4 speed. Arcane spell failure is 90%, and armor check penalty of -12.
Invitation of the Needful Host (Summon Monster)
Illustrious success: Creature summoned is particularly eager to help and will anticipate the caster's wishes. The creature may serve in a limited capacity for 1 minute per level (such as scouting, conveying information, or assisting in transportation, but no combat or serious physical exertion).
Dismal failure: Caster is, instead, conjured by a monster to some far-off realm. The spell level is the duration, in rounds, that the caster is absent from the group. While in the far-off land, the caster may feel that more time has gone by, though this is cut short if the caster is killed. The caster returns in the same condition as he left. Spells cast or items taken/used while away appear once again, and any damage taken (or death) in the other realm is erased.
It'd be nice if they gave me work as a result of this. Unlikely, but a writer can dream...
I actually would prefer the second prize, as I have the core book and don't have the collector urge.