Greater Wild Magic Image
Prerequisite: Wild magic feature
 

Either by dedication to studying the energies of chaos or by pure chance and the whim of chaos. You have managed to tap into the deeper and greater powers of chaos. This allows you to have a higher chance of triggering wild magic events and the chance to roll on a more powerful and chaotic table. When casting a spell roll a 1d100 instead of a d20. If you roll 10 or less trigger a wild magic event. In addition if you roll 5 or less trigger a greater wild magic event.

Greater Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield flickers around you and any other 2 enemy creatures within your sight, you choose. It gives +2 to AC and immunity to magic missile.
03-04 All invisible creatures within 120 ft are revealed for the next minute and glow brightly; any attacks against them have advantage. 53-54 Roll a d10 to summon: red, blue, green, black, white, copper, brass, silver, gold, or bronze Adult dragon, which is controlled by the DM for 1 minute. It acts as an average dragon of its respective coloring.
05-06 You summon a demon in the closest unoccupied square for 1d4 minutes. 55-56 For 1d4 hours, you grow a lot of hair. This gives you the blinded condition. All of your hair falls out after 1d4 hours.
07-08 You cast Circle of Death as a 5th-level spell centered on yourself. 57-58 For the next minute, all flammable objects within 5 ft that aren't being worn or carried by a creature burst into flame. They can't be doused by water, and the flames fade only after 1 minute.
09-10 You cast Magic Missile as a 9th-level spell, hitting random targets within range. 59-60 You must cast your total spell slots instantly and take 1d10 damage for each spell slot you have missing before casting. This triggers any other wild magic events.
11-12 All creatures have their immunities + resistances switched with weaknesses and vice versa. 61-62 Any time you speak, you cast Shatter centered on yourself (max once per turn).
13-14 You cast Confusion centered on yourself in a 120 ft diameter. 63-64 You cast Maelstrom centered on yourself.
15-16 For the next minute, at the start of your turn, you deal 5 necrotic damage to everyone within 5 ft of you and heal for the amount of damage this dealt. 65-66 One random creature is immune to damage for the next 1d4 rounds.
17-18 You are frightened of all creatures until the end of your next turn. 67-68 An aura of fear emanates from you for 10 minutes. Each creature within 120 ft must make a DC 16 wisdom saving throw or become frightened for 1 minute. They can roll again at the end of their turn.
19-20 Half of the creatures within 120 ft, dead or alive, are sent to an alternate dimension/astral plane where they can only interact with each other. This lasts 1 round, next casters turn. 69-70 All visible creatures have a dark shroud surrounding them, allowing them to have the invisible condition for the next minute.
21-22 Creature or creatures that you targeted with your spell have disadvantage on saving throws against all spell saving throws for the next minute. 71-72 You switch your location with a random creature. And you can pick another creature to be switched with a different random creature.
23-24 Your back grows 2d12 edible carrots. If not eaten, they explode after 2d4 rounds, each dealing 1d6 magic bludgeoning damage. 73-74 3 random creatures within 60 feet of you become poisoned for 1d4 hours, and take 2d8 damage.
25-26 An eye appears on your forehead for the next minute. During that time, you have true sight. 75-76 You catch on fire and glow with bright light in a 120-foot radius for the next minute. At the start of each of your turns, take 1d6 fire damage. Any creature that ends its turn within 30 feet of you or tries to attack you is blinded until the end of its next turn.
27-28 For the next minute, all spellcasters (you included) within 120 ft of you are affected when this is triggered. Have their spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into an elephant for the spell's duration, which attacks the nearest creature.
29-30 You teleport up to 500 feet to an unoccupied space of your choice that you can see and a random creature within 30 ft. 79-80 If there are no enemies within 120 ft, reroll the table. If there is an enemy within 120 ft, you and the closest enemy are sent to an alternate dimension/astral plane for 1 minute, where only you and the enemy can interact with each other. If one of you goes unconsiuos the effect neds early.
31-32 You are transported to the Astral Plane until the end of your next turn, after which roll a d2. If 1, repeat this; if 2, return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can cast one additional spell immediately without expending the spell slot, which triggers another greater wild magic event (no normal).
33-34 Maximize the damage of your damaging spells you cast within the next minute. 83-84 Roll 2 additional times on the normal wild magic event table.
35-36 Roll a d2 on a 1, nothing happens. On a 2, your race changes. Roll on a chart of all races and changes to it immediately for 1d4 days (DM discretion). 85-86 You create 3 copies with 1 hp and can't heal, but are in the same state otherwise. You can give them commands in your mind, and they have no will of their own. They can do the same things you can do. They act after your turn and start after your next turn. They fade after 1 minute.
37-38 1d6 owl bears controlled by the DM appear in unoccupied spaces within 60 feet of you. They vanish after 1 minute. 87-88 If there is a ceiling above you, reroll. You conjure a meteor. After 1d4 turns, it falls. On the space centered on you when you cast the spell. Any creatures within 30 ft of it take 5d10 fire and 5d10 bludgeoning damage. It also leaves a 5 ft deep crater.
39-40 Everyone who is fighting in this combat, that is NOT dead or has rolled all of their death saves, is fully restored. If there is no combat under the same conditions, everyone within 120 ft is affected. 89-90 You become invisible for the next minute. During that time, other creatures can't see or interact with you in any way. The invisibility ends if you attack or cast a spell.
41-42 You turn into a rubber duck and are glued to any surface you were on. While a rubber duck, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, the duck explodes, the spell Shatter is cast, and your form reverts. 91-92 A rift to another world opens for one minute. It can be the astral plane or something else.
43-44 For the next minute, you can teleport any creature within 20 ft of you up to 20 ft as a bonus action on each of your turns. 93-94 Your size increases to the huge category for the next hour. If there isn't enough space, you either break through the material and take 10d6 damage. Or if the material is strong enough, you become stuck and incapacitated, needing to roll strength saving throws DC 15, to move, and you move at half speed.
45-46 You cast Levitate on yourself and all creatures within 120 ft. 95-96 You and all creatures within 30 feet of you gain vulnerability to all damage for the next minute.
47-48 A Stone Golem controlled by the DM appears in a space within 5 feet of you. It attacks the closest creature on its turn, then disappears 1 minute later. 97-98 The spell Prismatic Wall is cast around you with a 120 ft diameter.
49-50 Your mouth disappears, and you can't speak for the next 1d4 hours. However, you can now telepathically communicate with any creature within 120 ft (they can't say anything back). 99-100 You regain all expended sorcery points and spell slots, and for the next minute, all of your spells have a 2 times higher chance to trigger wild magic events.
 Please note that these effects can be changed to better fit your campaign.

 

Greater Wild Magic Image

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