True Wish (True Dweomer)

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True Wish (True Dweomer)


Spell Level: 14
School: Universal

Casting

Casting Time: True Dweomers require a Full-Round Action to cast normally.
  • If your roll equals or exceeds a DC of 62, you Fast Cast it as a Standard Action.
  • If your roll is a non-1 result between 52 and 61, you cast it as a Full-Round Action, as normal.
  • If your roll is less than 52, 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 85,305 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

True Wish is the mightiest effect any spellcaster can cast, principally because of the tremendous flexibility of this incredible dweomer. Stronger effects can perhaps be created than a True 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 True Wish can produce any one of the following effects.
  • Duplicate any True Dweomer of 12th level or lower, even if it is in an opposition school.
  • Duplicate any True Dweomer of 13th 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, even if it belongs to one of your opposition schools.
  • Duplicate any non-Sorcerer/Wizard spell of 9th 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 True Wish can aid one creature per caster level, and all subjects are cured of up to three 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, and remove all curses, all with the same wish. If used to restore hit points, a single True Wish can restore up to ten hit points per caster level of the Wish for each affected creature.
  • Revive the Dead: A True Wish can bring a dead creature back to life by duplicating Resurrection (Cleric Spell). A True Wish can revive a dead creature whose body has been destroyed: one casting recreates the body and infuses the body with life again. A True Wish cannot prevent a character who was brought back to life from gaining a point of Essence Destruction.
  • Transport Travelers: A True 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 True Wish can undo up to three recent events. The True Wish forces a re-roll of up to three rolls made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a True 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 True Wish may be used to re-roll a re-roll of 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 True Wish to produce greater effects than these, but doing so is dangerous. (The True 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 5 damage, and Spells have their damage replaced with Strata 2 damage. Wow.
Duplicated spells allow saves and SR as dictated in that spell's write-up (but save DCs are calculated using the True Wish's spell level, usually 14th-level).
When a True 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