Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
Object Creation. 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 that you can see on the ground.
Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.
Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing a reroll of any die 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 ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM 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 be achieved only in part, or you might suffer an 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 an Artifact might instantly transport you to the presence of the item’s current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god’s divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment; she shakes her head, and your wish fails.
The stress of casting Wish 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 score becomes 3 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.
"The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect."
Ok so duplicating the spell, is the spell treated as its regular spell level, 8th level cause it can duplicate spells up to 8th level, or 9th level as it uses a spell slot.
Im in the 9th level camp, but have seen compelling arguements for the other two. I wish (see what i did there) we had an official ruling
Or the boon of fate
Doesn't work, a % chance is a D100 test.
So you can wish to become a god
Boon of fate doesn't work, but shockingly inspiration does. This would also apply to rerolling wild magic surge since heroic inspiration just lets you reroll any die.
So, have the people complaining about 2024 version of Greater Divine Intervention ever read the 2014 version of Divine Intervention?
"The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate."
This has literally always been their intent for this feature. It was never a "do anything" button. Also...
"Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes."
...this sucks. I would never want a 10%-19% chance for something amazing to happen rather than a guaranteed 1 Action casting of any level 5 or lower Cleric spell (including Prayer of Healing and Hallow) every Long Rest.
I'd also like to comment on a few things people have said about Wish.
"So you can wish to become a god"
"The DM 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 be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish."
The answer is really DM dependent. The answer could be "yes, wish granted!", but it could also instead turn you into a demigod, the god of something stupid (Zezepyz, God of Bedsheets), or just "no." It's risky, especially if your DM still applies the wish stress if you're denied.
"They did absolutely ruin divine intervention...but why don't people think about the FLAVOUR?"
The flavor is up to you, the player, as you describe the holy manifestation your god has granted you. If you really want, you can have your DM choose the spell and describe the magnificent way in which it's conjured. That's basically how it worked before, unless your DM actually does want you to pray your way out of their carefully planned encounter, wiping out everything on the board with effects rivaling those of the coveted 10th level spells.
"too op"
Yes.
"Where I draw the line is the 1 spell in the game that lets you rewrite reality. It also does not make sense in the high magic type setting I run. 1 person having Wish is a problem, but hundreds or thousands throughout history? It ceases to work from a world building perspective"
It absolutely could though. Perhaps Wish is a secret spell, whispered only by the lips of those within the royal bloodline? Maybe a player character is the very first person to succeed in attaining the power of Wish as their moment of arcane apotheosis? It could even be that the Wish spell is a pseudo-sentient form of magic, choosing a champion every hundred-or-so years to bless them with its power. Besides, I would think that any being experienced/intelligent enough to cast Wish would be smart enough to not attempt to Reshape Reality due to the immense stress and possibility of losing their ultimate form of power, permanently. You shouldn't draw a line that punishes your players, especially if they've climbed high enough to even obtain this spell.
"So, they didn't fix the fact that this spell breaks your world's economy as soon as a high level caster is able to cast it. Wonderful!"
If your players haven't crashed your world's economy before 10th level, they're either merciful or not trying hard enough. Not to mention that if they use Wish to create an item worth 25,000 GP, there's a 33% chance they'll never be able to do it again, as well as the other downsides of wish stress. Besides, are your players not already swimming in GP by 17th+ level?
"The solution is, as always, ban Wish."
No. That is a simple, boring, and needlessly punishing solution. Stop thinking above your players; think alongside them. If your players really want to break your campaign that badly, then that's your real problem. Establish some kind of mutual respect between your group for the world and their characters living in it. D&D is not about the DM vs. the players.
In conclusion: stop banning Wish, it's iconic and incredibly powerful for a reason. Alright, I'm done yapping now.
"If your players can cast that spell, it's time to end the campaign. Give it an epic closure and prepare for the next — carrying only the tales of the old epic wizard who once knew how to reshape reality."
Yep.