Unpredictable Yet Powerful: A Look into 10,000 Wild Magic Spells

By admin

In the realm of fantasy, magic is often portrayed as a powerful force that can shape the world. From spells to enchantments, wizards and sorcerers have the ability to tap into this mystical energy and manipulate it to their will. But what if magic itself was wild, untamed, and unpredictable? This is the concept behind the intriguing concept of "10,000 wild magic." In this world, magic is not something that can easily be controlled or harnessed. Instead, it is a chaotic force that is constantly changing and shifting. The idea of "10,000 wild magic" suggests that there are countless variations and manifestations of this power, each with its unique effects and consequences.



Wild Magic Surge Generator

Generate random wild magic surges for a wild magic sorcerer or any time your players take a walk through a wild magic zone.

d20 surge roll (if casting 1st level spell or higher): 1. Wild Magic Surge!

Wild magic surge: You cast Fireball as a 3rd level spell (20 ft, 8d6, DEX) centered on yourself.

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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 20 Year Hero!

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 20 Year Hero!

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.

Wild Surge Table

A sorcerer whose innate arcane ability comes from the wild forces of chaos can unleash surges of untamed magic. When a sorcerer casts a sorcerer spell, the DM can have the player roll a d20. If a 1 is rolled, the DM may have the player roll on the Wild Magic Surge table to create a random magical effect.

You are surrounded by faint, ethereal music for the next minute.

Random Roll: d50 = 49

d50 d100 Effect
1 d100: 01-02 Effect: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 d100: 03-04 Effect: For the next minute, you can see any invisible creature if you have line of sight to it.
3 d100: 05-06 Effect: A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
4 d100: 07-08 Effect: You cast Fireball as a 3rd-level spell centered on yourself.
5 d100: 09-10 Effect: You cast Magic Missile as a 5th-level spell.
6 d100: 11-12 Effect: Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
7 d100: 13-14 Effect: You cast Confusion centered on yourself.
8 d100: 15-16 Effect: For the next minute, you regain 5 hit points at the start of each of your turns.
9 d100: 17-18 Effect: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
10 d100: 19-20 Effect: You cast Grease centered on yourself.
11 d100: 21-22 Effect: Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
12 d100: 23-24 Effect: Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
13 d100: 25-26 Effect: An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
14 d100: 27-28 Effect: For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
15 d100: 29-30 Effect: You teleport up to 60 feet to an unoccupied space of your choice that you can see.
16 d100: 31-32 Effect: You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
17 d100: 33-34 Effect: Maximize the damage of the next damaging spell you cast within the next minute.
18 d100: 35-36 Effect: Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
19 d100: 37-38 Effect: 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
20 d100: 39-40 Effect: You regain 2d10 hit points.
21 d100: 41-42 Effect: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
22 d100: 43-44 Effect: For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
23 d100: 45-46 Effect: You cast Levitate on yourself.
24 d100: 47-48 Effect: A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
25 d100: 49-50 Effect: You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
26 d100: 51-52 Effect: A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
27 d100: 53-54 Effect: You are immune to being intoxicated by alcohol for the next 5d6 days.
28 d100: 55-56 Effect: Your hair falls out but grows back within 24 hours.
29 d100: 57-58 Effect: For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
30 d100: 59-60 Effect: You regain your lowest-level expended spell slot.
31 d100: 61-62 Effect: For the next minute, you must shout when you speak.
32 d100: 63-64 Effect: You cast Fog Cloud centered on yourself.
33 d100: 65-66 Effect: Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
34 d100: 67-68 Effect: You are frightened by the nearest creature until the end of your next turn.
35 d100: 69-70 Effect: Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
36 d100: 71-72 Effect: You gain resistance to all damage for the next minute.
37 d100: 73-74 Effect: A random creature within 60 feet of you becomes poisoned for 1d4 hours.
38 d100: 75-76 Effect: You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
39 d100: 77-78 Effect: You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
40 d100: 79-80 Effect: Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
41 d100: 81-82 Effect: You can take one additional action immediately.
42 d100: 83-84 Effect: Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
43 d100: 85-86 Effect: You cast Mirror Image.
44 d100: 87-88 Effect: You cast Fly on a random creature within 60 feet of you.
45 d100: 89-90 Effect: You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
46 d100: 91-92 Effect: If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
47 d100: 93-94 Effect: Your size increases by one size category for the next minute.
48 d100: 95-96 Effect: You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
49 d100: 97-98 Effect: You are surrounded by faint, ethereal music for the next minute.
50 d100: 99-00 Effect: You regain all expended sorcery points.

The idea of "10,000 wild magic" suggests that there are countless variations and manifestations of this power, each with its unique effects and consequences. Imagine a wizard attempting to cast a simple fireball spell. In a world of wild magic, this seemingly straightforward incantation could have unexpected outcomes.

10000 wild magic

Perhaps instead of a fireball, the wizard conjures a swarm of butterflies or a rain of confetti. The possibilities are endless and unpredictable. The idea of "10,000 wild magic" opens up a whole new realm of storytelling potential. It allows for unexpected twists and turns, as characters must navigate through a world where even the simplest spells do not always produce the desired results. This element of unpredictability adds an element of danger and excitement to the narrative, as characters must constantly adapt and think on their feet. Furthermore, the concept of "10,000 wild magic" also raises questions about the nature of magic itself. If magic is inherently wild and uncontrollable, what implications does this have for those who wield it? Does it call into question the morality of using such a power? And what are the consequences of inadvertently unleashing this wild magic into the world? In conclusion, "10,000 wild magic" presents a fascinating concept within the realm of fantasy. It challenges traditional notions of magic and introduces an element of unpredictability and chaos. By exploring this concept, authors can create unique and imaginative stories that keep readers captivated and on the edge of their seats. Whether it be a wizard struggling to control their powers or a world consumed by the effects of wild magic, the possibilities are endless in a world where magic is untamed..

Reviews for "The Realm of Possibilities: A Journey through 10,000 Wild Magic Spells"

1. Sarah - 2 stars
I was really disappointed with "10000 Wild Magic". The plot was convoluted and confusing, making it hard to follow the story. The characters lacked depth and development, and I couldn't connect with any of them. Additionally, the writing style was stilted and repetitive, making it a chore to read. Overall, I found this book to be a letdown and wouldn't recommend it to others.
2. Mark - 1 star
I found "10000 Wild Magic" to be a complete waste of time. The concept sounded intriguing, but the execution was terrible. The pacing was incredibly slow, and I lost interest quickly. The world-building was poorly done, leaving me with more questions than answers. Furthermore, the dialogue was unrealistic and forced, making it hard to get invested in the characters or their relationships. I regret picking up this book and wish I hadn't bothered reading it.
3. Emily - 2 stars
"10000 Wild Magic" had potential, but it fell flat for me. The story felt disjointed, with too many subplots that didn't tie together well. The writing lacked polish, with grammatical errors and awkward phrasing throughout. I also found the romance in the book to be clichéd and predictable, adding nothing to the overall plot. I had high hopes for this book, but it failed to deliver on its promises.

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