Expanding the D10 000 Wild Magic System: Homebrew Ideas and Variations

By admin

D10 000 Wild Magic: In the world of Dungeons and Dragons, wild magic is a powerful and unpredictable force. It is a type of magic that exists outside the bounds of normal spellcasting and can lead to a wide range of effects, both beneficial and detrimental. Wild magic can be found in many forms, from enchanted items to spells cast by sorcerers who have a natural affinity for it. One particular aspect of wild magic is the presence of D10 000 wild magic effects. These effects are incredibly rare and potent, with the potential to change the course of any battle or encounter. The sheer number of possibilities ensures that no two D10 000 wild magic effects are the same, making each encounter with this type of magic a unique and memorable experience.

D10 000 wild mwagic

The sheer number of possibilities ensures that no two D10 000 wild magic effects are the same, making each encounter with this type of magic a unique and memorable experience. These effects can range from simple alterations of reality, such as the sudden appearance of a patch of flowers or the transformation of a nearby object into gold, to more dramatic and powerful changes. For example, a D10 000 wild magic effect could cause an earthquake to shake the ground, turning the battlefield into a chaotic and dangerous environment.

You like wild surges? This has a lot of them. (1 Viewer)

It is a d10,000 chart of surge effects. You never have to worry about getting the same result twice with it. I gave it a quick skim and it looks like it should work fairly well for the 5e chaos sorcerer as well as 2e wild mages (I never got the books with the 3e or 4e versions) and Wand/Rod of Wonder.

Now if he would only write one for the Bag of Beans.

Zounds!

Frog of Paradise
Validated User

You know, while I can't imagine actually using this table in play, some of these effects are a very nice source of general-purpose weird magical traits. Things like 'any blade that has drawn the caster's blood is invisible to him' or 'any fires set by the caster produce no heat' are exactly the sort of bizarre supernatural 'tells' which are common for wizards in folklore, but very rare in RPGs. Well worth skimming through, I'd say.

Particle_Man

Semi-Retired
Validated User

Interesting. I will leave it up to my player if they want this because some of this stuff could mess their character up!

rumble

Better than Soylent Cola
Validated User 20 Year Hero! A number of these would also make excellent artifact side effects.

Castille

MetaTemporal Adventurer
Validated User

10,000 Random Magical Events are AWESOME. I've used these anytime a spellcaster botched a spell no matter the game. The most chilling words a DM can say is "No visible effect. " :
The best one I've seen was "The next undead you encounter becomes mortal again and ages to their current years". Which I said was that 'No Visible Effect'. The group were investigating a realm of a lich obsessed with petrification. The poor lich got 6 words into his introductory monologue before coughing and rotting before their eyes into dust. The poor PCs just stood there for 10 minutes waiting for what took out the boss

DMH

Master of Mutant Design
Validated User

Heh, that is cool.

I was looking through some more and I think a fair number would work as 3e style curses for magic items. Some are a bit powerful (Caster can not traverse doorways for 1d12 rounds after item is used) while others (Wielder must tear on article of clothing before using item) can make for some laughs just before the DM is slain by thrown dice.

Endless Rain

Pathfinder 1e DM
Validated User

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.

erik42

0

I love this list. Obviously, any result not appropriate for the situation or campaign can be modified, ignored, or rerolled.

DMH

Master of Mutant Design
Validated User

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.


That is what DM interpretation is for. Looking at an orbital change for the setting's planet, I would go with a shorter year and make everything warmer. Over a few decades the temperate forest the PCs' nation was in becomes tropical. Tigers, that migrated north out of the furnace zone, mixed with black bears and elk could make for some useful chaos. Not to mention weretigers and other tropical monsters.

Now if he would only write one for the Bag of Beans.
D10 000 wild mwagic

Alternatively, it could summon a celestial being to aid the party or create a zone of magical darkness, rendering everyone blind. One of the most fascinating aspects of D10 000 wild magic is its potential to both help and harm those who come into contact with it. While some effects may grant temporary abilities like flight or healing, others can be highly dangerous. There have been instances where an individual, expecting a positive outcome, has instead experienced a debilitating curse or turned into a small rodent for a certain period of time. Because of its unpredictable and potentially dangerous nature, D10 000 wild magic is often feared and avoided by those who have encountered it before. However, others seek it out, both out of curiosity and the potential for immense power. These individuals are often sorcerers who have a deep connection to wild magic and understand its chaotic nature. In conclusion, D10 000 wild magic is a powerful and unpredictable force in the world of Dungeons and Dragons. With a vast array of possible effects, it can drastically change the course of any encounter. Whether it's helping or harming, D10 000 wild magic is a force to be reckoned with, and those who encounter it will be forever changed..

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