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\subsection{Wish}\label{wish}

\emph{9th-level conjuration}

\begin{itemize}
\tightlist
\item
  \textbf{Casting Time:} 1 action
\item
  \textbf{Range:} Self
\item
  \textbf{Components:} V
\item
  \textbf{Duration:} Instantaneous
\end{itemize}

Wish is the mightiest spell a mortal creature can cast. By simply
speaking aloud, you can alter the very foundations of reality in accord
with your desires.

The basic use of this spell is to duplicate any other spell of 8th level
or lower. You don't need to meet any requirements in that spell.
including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your
choice:

\begin{itemize}
\tightlist
\item
  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 unoc--- cupied space you can see on the ground.
\item
  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.
\item
  You grant up to ten creatures that you can see resis-tance to a damage
  type you choose.
\item
  You grant up to ten creatures you can see immunity to a single spell
  or other magical effect for 8 hours. For instance, you could make
  yourself and all your com-panions immune to a lich's life drain
  attack.
\item
  You undo a single recent event by forcing a reroll of any 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 opponent's successful save, a foe's critical hit, or a
  friend's failed save. You can force the reroll to be made with
  advantage or disadvantage, and you can choose whether to use the
  reroll or the original roll.
\end{itemize}

You might be able to achieve something beyond the scope of the above
examples. 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 only be partly
achieved, or you might suffer some 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 artifact 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 long rest, you take lle
necrotic damage per level of that spell. This damage can't be reduced or
prevented in any way. In addition, your Strength drops to 3, if it isn't
3 or lower already, 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.