Unleash Chaos with the 10000 Wild Magic Table

By admin

The 10000 Wild Magic Table is a comprehensive and extensive table used in the game Dungeons and Dragons to determine the effects of a spell gone awry or a surge of wild magic. It is an essential tool for Dungeon Masters and players alike, adding an unpredictable and exciting element to the game. The table consists of 10000 unique and diverse effects that can range from simple cosmetic changes to powerful magical effects. Each effect is assigned a number between 1 and 10000, and players roll a dice to determine which effect occurs. The effects are designed to be random and unexpected, often leading to hilarious or chaotic situations. The 10000 Wild Magic Table includes a wide variety of effects, including both positive and negative outcomes.


For a little bit of flavor, here are the first few entries:

01 Wall of Force appears in front of caster 02 Caster smells like a skunk for spell s duration 03 Caster shoots forth eight non-poisonous snakes from fingertips. 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.

10000 wild maguc table

The 10000 Wild Magic Table includes a wide variety of effects, including both positive and negative outcomes. Some effects may grant the player additional abilities or strengths, while others may hinder their progress or cause harm. These effects can include anything from changing the color of their hair or creating a temporary illusion, to summoning creatures, creating explosions, or even teleporting the player to a different location.

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.

I love this list. Obviously, any result not appropriate for the situation or campaign can be modified, ignored, or rerolled.
10000 wild maguc table

One of the appeals of the 10000 Wild Magic Table is its unpredictability. Players never know what effect they will experience, adding an element of surprise and excitement to the game. It encourages creativity and improvisation from both players and Dungeon Masters, as they must adapt to the ever-changing circumstances created by wild magic surges. In addition to being a fun and entertaining aspect of the game, the 10000 Wild Magic Table also serves a practical purpose. In some situations, a spell can go wrong or be influenced by wild magic, and the table provides a quick and easy way to determine the outcome. This saves time and allows the game to flow smoothly without the need for the Dungeon Master to create individual effects for every situation. Overall, the 10000 Wild Magic Table is a valuable tool in the world of Dungeons and Dragons. It adds an unpredictable and exciting element to the game, allowing for unique and memorable experiences. Whether it's a minor cosmetic change or a powerful magical effect, the 10000 Wild Magic Table never fails to surprise and entertain players..

Reviews for "Mastering Chaos: The Secrets of the 10000 Wild Magic Table"

1. Jane - ★☆☆☆☆
I was really disappointed with the "10000 wild magic table". Firstly, the quality of the material was very poor. The pages were thin and easily ripped, which is not what I expect when buying a book. Secondly, the content itself was lacking in creativity. The magic effects listed were generic and uninspiring, making it difficult to come up with interesting scenarios for my tabletop game. Overall, I would not recommend this book to anyone looking for a comprehensive and imaginative collection of wild magic effects.
2. Mike - ★★☆☆☆
While the "10000 wild magic table" promised to be a definitive resource for wild magic, I found it to be a letdown. The organization of the book was confusing and hard to follow, making it difficult to find the specific magic effect I was looking for during gameplay. Additionally, many of the magic effects seemed repetitive, with slight variations that didn't add much value. Overall, I think there are better resources available for wild magic enthusiasts.
3. Sarah - ★★☆☆☆
I had high expectations for the "10000 wild magic table" based on the rave reviews, but I was disappointed with my purchase. The descriptions of the magic effects were often vague and lacking in detail, making it difficult to visualize how they would play out in a tabletop game. Furthermore, many of the effects seemed unbalanced and overpowered, which could potentially disrupt the game's balance and make it less enjoyable for everyone involved. I regret buying this book and would not recommend it to others looking for quality wild magic content.
4. David - ★☆☆☆☆
I really wanted to like the "10000 wild magic table" but it fell short of my expectations. Firstly, the layout of the book was poorly organized, making it frustrating to navigate and find specific magic effects. Secondly, the magic effects themselves seemed uninspired and lacked originality. It felt like I had seen them all before in other resources. Additionally, the book was riddled with spelling and grammatical errors, which further detracted from the overall experience. Unfortunately, I cannot recommend this book to fellow tabletop gamers.

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