Greater Wish (Pathfinder Spell)
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- Greater Wish
School universal; Level Sorcerer/Wizard 11
Casting Time Standard action
Components V, S, M (diamonds worth 100,000 gp)
Range see text
Duration see text
Saving Throw none, see text; Spell Resistance yes, see text
Greater wish pushes beyond the normal boundaries of mortal magic. Available only to those who have access to 11th level spell slots, and pushing those casters to the brink of oblivion, the greater wish truly stands above other magic. A greater wish can produce any of the following effects.
- Duplicate any spell of 9th level or lower, even if it belongs to one of your opposition schools
- Undo the harmful effects of many other spells, even those more powerful than geas/quest and insanity.
- Grant a creature a +6 inherent bonus to an ability score that already has a +5 inherent bonus.
- Remove injuries and afflictions. A single greater wish can aid one creature per caster level, and all subjects are cured of all kinds of afflictions. For example, you could heal all the damage you and your companions have taken, and remove all poison effects from everyone in the party.
- Revive the dead. A greater wish can bring a dead creature back to life by duplicating a true resurrection spell. A greater wish can also revive a dead creature whose body has been destroyed (unlike a wish spell which requires two wishes: one to recreate the body and another to infuse the body with life again). A greater wish also prevents a character who was brought back to life from gaining a permanent negative level.
- Transport travelers. A greater wish can lift two creatures per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
- Undo misfortune. A greater wish can undo a single recent event. The greater wish forces the success or failure of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a greater 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 result does not count as a natural 20 or a natural 1 but does count as a success or failure. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.
- You may try to use a greater wish to produce greater effects than these, but doing so is dangerous. (The greater wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion.)
Duplicated spells allow saves and Spell Resistance as normal (but save DCs are for 9th-level spells and are further increased by +2). Per GM discretion, the use of a greater wish may attract the attention of a deity or similarly powerful being.
After casting a greater wish you are exhausted and nauseated. After 10 minutes, a successful DC 25 Fortitude save reduces the nauseated condition to sickened; if the save is failed, it may be repeated every 10 minutes until success. While sickened, after 10 minutes, a successful DC 25 Fortitude save removes the sickened condition; this save attempt may also be repeated every 10 minutes until it is lifted. The exhausted condition persists indefinitely until 1 hour of complete rest or it is otherwise magically removed.
SIDEBAR
Obviously, something like the greater wish spell goes far beyond what the game normally allows. Clever GMs will be able to generate dozens of similarly higher-than-9th level spells if desired, but such things may be dangerous. Use with caution.
Original Source Rite Publishing's Pathways 82.
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