Great Wish (True Dweomer)

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Great Wish (True Dweomer)


Spell Level: 12
School: Universal

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 55, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 45 and 54, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 45, or you roll a natural 1 on the die, the spell is cast at half damage, treated as though all targets succeeded on their saving throws, or it deals only half its effect.
  • True Dweomers can be cast as rituals, requiring a 1 hour casting time. The area of effect or number of targets is multiplied by 10. The range of the spell is doubled if it is longer than Touch.
Components: V, S, M(A diamond worth 47,925 gp or more.)

Effect

Range: see text
Target or Area: see text
Duration: see text
Saving Throw: see text
Save DC: see text
Spell Resistance: Yes

Description

Great Wish is the True Dweomer equivalent to Wish, and is one of the mightiest effects any spellcaster can cast, principally because of the tremendous flexibility of this incredible dweomer. Stronger effects can be created than a Great Wish, but nothing even approaches the wonderful utility of re-shaping reality at your whim. By simply speaking aloud, you can alter reality to better suit you. Of course, such unparalleled flexibility and ease is not cheap, as the beautiful diamond required for every casting will attest.

A Great Wish can produce any one of the following effects.
  • Duplicate any True Dweomer of 11th level or lower, provided the Vis Viva does not belong to one of your opposition schools.
  • Duplicate any Sorcerer/Wizard spell of 9th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any non-Sorcerer/Wizard spell of 9th level or lower, provided the spell does not belong to one of your opposition schools.
  • Duplicate any Sorcerer/Wizard spell of 8th level or lower, even if it belongs to one of your opposition schools.
  • Duplicate any non-Sorcerer/Wizard spell of 8th level or lower, even if it belongs to one of your opposition schools.
  • Undo the harmful effects of many other spells, such as Insanity (Sorcerer/Wizard Spell).
  • Remove Injuries or Afflictions: A single Great Wish can aid one creature per caster level, and all subjects are cured of up to two kinds of Affliction. For example, you could heal the damage you and your companions have taken, and remove all poison effects from everyone in the party, both with the same wish. If used to restore hit points, a single Great Wish can restore up to eight hit points per caster level of the Wish for each affected creature.
  • Revive the Dead: A Great Wish can bring a dead creature back to life by duplicating Resurrection (Cleric Spell). A Great Wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A Great Wish cannot prevent a character who was brought back to life from gaining a point of Essence Destruction.
  • Transport Travelers: A Great Wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. The main limitation of this effect is knowledge of remote Planes, which is left to the GM to adjudicate. An unwilling target may not be affected (since they're no longer travelers, but victims), and Spell Resistance (SR) (if any) applies.
  • Undo Misfortune: A Great Wish can undo up to two recent events. The Great Wish forces a reroll of up to two rolls made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Great Wish could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical roll), a friend's failed save, and so on. The re-roll, however, may be as bad as or worse than the original roll, but a Great Wish may be used to re-roll a re-roll if so desired. An unwilling target gets a WILL save to negate the effect, and SR (if any) applies.
  • Devil's Bargain: Note that many powerful entities are able to bestow Wishes. While a mortal spellcaster cannot hope to match the depths of cruel malice coupled with wicked wisdom such entities often possess, it is not impossible for mortals to emulate some or all of such an arrangement. If a player wishes to use their powers for such...enhanced uses, GM's are encouraged to follow the guidelines in the monstrous Devils. Players, however, have fair warning: Such deeds lead to woe.
You may try to use a Great Wish to produce greater effects than these, but doing so is dangerous. (The Great Wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)
Duplicated True Dweomers and Spells have the exact effects in their native writeup, but True Dweomers have their damage replaced with Strata 3 damage, and Spells have their damage replaced with Strata 1 damage. Wow.
Duplicated spells allow saves and SR as dictated in that spell's write-up (but save DCs are calculated using the Great Wish's spell level, usually 12th-level).
When a Great Wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the expensive diamond component for this spell).
As a True Dweomer, this spell requires three spell slots to Mana Burn for each Strata increase, and cannot be sacrificed to Mana Burn any other spells of any type.

Strata Damage for True Dweomers

Spell Strata Burn Cost Min Character Level (CL) Base Dice Max dice
1 N/A 19th 1d6+6/CL 35d6+210
2 +3 21st 1d6+7/CL 35d6+245
3 +3 23rd 1d6+8/CL 35d6+280
4 +3 25th 1d6+9/CL 35d6+315
5 +3 27th 1d6+10/CL 35d6+350
6 +3 29th 1d6+11/CL 35d6+385
7 +3 31st 1d6+12/CL 35d6+420
8 +3 33rd 1d6+14/CL 35d6+490
9 +3 35th 1d6+16/CL 35d6+560