True Wish is the mightiest magic a mortal creature can perform. By speaking/singing aloud, you can appeal to all of cre-ation and alter the very foundations of reality in accord with your desires. While Wish is known as a fiddly, purely verbal spell with too many side effects to be safe, this original form was lost when an impatient sorcerer accidentally found out that the ritual components of the spell were optional to its casting, used to increase the spell's power and protect its caster.
The basic use of this magic is to duplicate any other spell. You do not need to meet any requirements in that spell, including components whose cost or casting time exceeds that of those of True Wish. It simply takes effect.
However, to perform this magic, you must prepare a ritual site correctly, kneel and make a verbal offering – a wizard or sorcerer will declare themselves before the Multiverse, a bard offer their greatest work of art, a druid pay supplication to nature; otherwise, it might decrease into a regular Wish, with all its drawbacks, and the True Wish will behave in a way that is not your intention. True Wish must be cast as a ritual.
Alternatively, you can create one of the following effects of your choice:
- You create a group of objects or one item of up to 60,000 gp in value. The object(s) can be no more than 300 feet in any dimension, and appear 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 permanent resistance or permanent immunity to up to two creatures within your sight 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 days. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
- You undo a single recent event within the last 24 hrs (including your last turn). Reality reshapes itself to accommodate the wish. For example, a True Wish could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You may replace those with a non-critical opposite.
- You can resurrect up to eight creatures that you can see, have parts of or know the name of, regardless if their soul is unwilling, has been stolen, sealed away or consumed, and you apply all the effects of True Resurrection to them.
You are able to achieve something beyond the scope of the above examples.
Describe your ritual preparations and state your True Wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance, provided that your ritual preparations are less than perfect: If you cannot supply a well-prepared magic circle meeting the location and/or material components, cannot provide the required gestures or verbal offering, the chances of your wish going horribly wrong or right rise by 25% for each missing component (the GM rolls the percentage of the True Wish going sideways). Inversely, performing True Wish on the dawn or dusk of an equinox will raise the likelihood of it going your way by 25%. If you can supply all components and an equinox, the description of the wish's effects is yours to do.
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 an artifact such as Baba Yaga's Mortar and Pestle 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 short rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way.
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