Wish

Wish

9th level Conjuration

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Casting Time: 1 action
Range: Self
Duration: Instantaneous
Classes: Sorcerer, Wizard
Components: Verbal

Lore

The Stream

Credits: SRD 5.1

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Identity

Title

Provide the official name of the spell, such as "Acid Arrow." This name is used for reference in spell lists, during gameplay, and when players or characters are selecting spells to learn or cast.

Level

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School

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Classes

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Description

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Writing a Spell Description

Begin with a clear statement of the spell's effects. Include specifics such as the type and amount of damage it deals, its range, duration, and any area of effect. Incorporate any rules that govern the spell's usage, such as saving throws, attack rolls, or how it interacts with other spells and abilities within the game. Add descriptive language that paints a picture of what happens when the spell is cast. This can include sensory details about the spell's appearance, sounds, sensations, and impact on the environment.

For example, Acid Arrow is described as:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Excerpt

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Casting

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Requires Concentration?

Toggle this switch if the spell requires the caster to maintain concentration. This means that certain activities, including taking damage, may break the caster's focus and end the spell's effects.

Can cast as ritual?

Some spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. A ritual casting doesn't expend a spell slot, which allows the spell to be used repeatedly without depleting a caster's magical reserves.

Duration

Specify how long the spell's effects last. 'Instantaneous' indicates that the spell occurs instantly and does not have a persistent effect.

Casting Time

Enter the time required to cast the spell, such as '1 action', which indicates the spell can be cast as part of the caster's actions during a turn.

Components

Verbal (V): Check this box if the spell requires spoken words to cast.

Somatic (S): Check this box if the spell requires a particular hand movement or gesture.

Material (M): Check this box if the spell requires material components.

Spellcasting Focus: Instead of material components, a caster can use a spellcasting focus, such as a wand, a crystal, or some other arcane object related to their class or magic tradition.

Focus (F): Some spells require a focus, a particular object of significance. A focus is not consumed when the spell is cast, but must be in the caster's possession throughout the casting.

Divine Focus (DF): Divine spells often require a divine focus, which is a spiritual or religious symbol, like a deity's holy symbol. This must be presented or held aloft, but like a regular focus, it is not consumed.

Experience Points (XP): Some particularly powerful spells may require the caster to expend experience points (XP) as part of the casting process. This reflects the personal sacrifice and exertion of life force or magical energy.

Material

Materials Required: List any specific materials needed to cast the spell, like 'Powdered rhubarb leaf and an adder's stomach.' Some spells might not need materials if the caster has a spellcasting focus.

Attack

Attack Type

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Range

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Attack Save

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Damage

Damage Type

If the spell inflicts damage, indicate the damage type, such as "Acid." This identifies the category of damage that the spell or ability deals, which can be significant for creatures with vulnerabilities, resistances, or immunities.

Damage at Slot Level

For spells that can be cast using higher-level spell slots, detail the additional damage incurred when using a higher slot. This might be in the form of extra dice rolled or a flat increase in damage.

Damage at Character Level

If the spell's damage increases with the caster's level, describe the progression here. This could include at which character levels the spell's damage increases and by what amount.

Higher Levels

For spells that become more potent when cast with higher-level spell slots, the "Higher Levels" section captures these scaling effects. Describe what additional benefits the spell gains when a higher-level slot is used. This could be anything from additional damage, longer duration, larger area of effect, or additional targets.

Provide specific details on the scaling. For example, Acid Arrow is described:

When this spell is cast using a spell slot of 3rd level or higher, the initial damage increases by 2d4, and the ongoing acid damage increases by 1d4 for each slot level above 2nd.

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