Embrace the chaos: unraveling the D10 000 wild magic table

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A D10 000 wild magic table is a random table used in tabletop role-playing games, specifically in games that incorporate the concept of wild magic. Wild magic is a type of magic that is unpredictable and can have unexpected and chaotic effects. The D10 000 wild magic table consists of 10 000 different possible outcomes, each corresponding to a unique result or effect. When a player or character triggers or encounters wild magic, they roll a D10 000 dice to determine which outcome from the table applies to them. These outcomes can range from minor inconveniences or changes in the environment to powerful and game-changing effects. Some examples of possible outcomes on a D10 000 wild magic table include summoning a powerful creature for assistance, turning invisible for a limited time, causing a sudden earthquake, or transforming into a different creature altogether.


Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren’t subject to spell resistance.

Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them. At the beginning of the creature s next turn, the creature s spell resistance automatically returns unless the creature intentionally keeps it down also a standard action that does not provoke an attack of opportunity.

Unbelievable spell immunity

Some examples of possible outcomes on a D10 000 wild magic table include summoning a powerful creature for assistance, turning invisible for a limited time, causing a sudden earthquake, or transforming into a different creature altogether. The purpose of a D10 000 wild magic table is to add an element of unpredictability and excitement to the game. It can create memorable and unexpected moments, as players never know what effect their actions might have when wild magic is involved.

Spell Immunity

The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Spell Immunity, Greater

This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower. A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Spell Immunity, Communal

School abjuration; Level cleric 5, inquisitor 5
Target creatures touched

Casting Time 1 standard action
Components V, S, DF

Range touch
Target creatures touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell functions like spell immunity, except you divide the duration in 10-minute intervals among the creatures touched.

Spell Immunity, Greater Communal

School abjuration; Level cleric 9

Casting Time 1 standard action
Components V, S, DF

Range touch
Target creatures touched
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell functions like greater spell immunity, except you divide the duration among the creatures in 10-minute intervals among the creatures touched.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
D10 000 wild magic tbale

It also allows for a wide range of possibilities, ensuring that no two encounters with wild magic are the same. When using a D10 000 wild magic table, it's important for the game master or dungeon master to carefully balance the effects and ensure they are appropriate for the game and the level of randomness desired. Some games may choose to use a smaller table with fewer outcomes or customize the table to fit the specific setting and theme of the game. Overall, a D10 000 wild magic table is a tool used in tabletop role-playing games to introduce chaos and unpredictability into the world of magic. It adds an element of surprise and excitement for players and allows for unique and memorable gameplay experiences..

Reviews for "Unlock the secrets of the D10 000 wild magic table"

1. Alex - 2/5
I was really disappointed with "D10 000 wild magic table". The concept seemed interesting at first, but the execution fell flat. The random wild magic effects didn't make much sense and often led to confusing or frustrating outcomes. It felt like there was no real structure or purpose to the table, making it difficult to enjoy or utilize in my games. I wish there had been more thought put into developing a cohesive and engaging system for wild magic.
2. Sarah - 1/5
I regret purchasing "D10 000 wild magic table". The sheer number of possibilities promised seemed exciting, but in reality, it became overwhelming and tedious. Trying to roll on this table during gameplay slowed things down significantly and took away from the flow of the game. Additionally, many of the effects were unbalanced or poorly explained, leading to further frustration. I would not recommend this product to anyone looking for a fun and seamless wild magic experience.
3. Mark - 2/5
I have mixed feelings about "D10 000 wild magic table". While it does offer a vast array of wild magic effects, the overall quality and usability of the table is lacking. The effects feel haphazardly put together, and there are many repetitive or underwhelming outcomes. It's also disappointing to see the lack of creativity in some of the effects, with generic concepts being recycled over and over. It's clear that more thought and refinement could have greatly improved this product.

Unraveling the mysteries of the D10 000 wild magic table

Prepare for a rollercoaster of magic with the D10 000 wild magic table