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. Although, once cast, the outcome will never be as expected. For example, the spell might go out of control and hit one of your allies. Or, alternatively, the spell could have too much energy, and raise it as its own being.
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. Although, whenever touched by mortal hands, it would crumble into lead.
- 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. Yet the spell would be twisted, resulting in a terrible curse.
- You grant up to ten creatures that you can see resistance to a damage type you choose, and vulnerability to two other damage types.
- 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. Although, when affected, all creatures protected in this way gain one level of exhaustion
- 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 dark 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. Although, fate would be twisted in a way you may not have not foreseen. For example, an enemy might gain advantage on all their rolls, and an ally disadvantage.
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. But no matter what, it will never end as intended. For example, wishing that a villain were dead might kill the villain, but it might turn out that their magic was the only thing holding some great beast at bay, releasing a foe a hundred times more powerful. Similarly, wishing for a legendary magic item or artifact might bring forth a great curse upon the realm, upon the magic item being twisted in the process.
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 dark wish ever again if you suffer this stress.
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