Lefel 9 hudo
Amser Hudo: 1 acsiwn
Amrediad: Hunain
Cydrannau: G
Parhad: Ar unwaith
Dymuniad yw’r swyn mwyaf pwerus y gall creadur marwol ei daflu. Trwy siarad yn uchel yn unig, gallwch chi newid union sylfeini realiti yn unol â’ch dymuniadau.
Defnydd sylfaenol y swyn hwn yw dyblygu unrhyw swyn arall o’r 8fed lefel neu’n is. Nid oes angen i chi fodloni unrhyw ofynion yn y swyn hwnnw, gan gynnwys cydrannau costus. Mae’r swyn yn syml yn dod i rym.
Fel arall, gallwch greu un o’r effeithiau canlynol o’ch dewis:
Efallai y byddwch yn gallu cyflawni rhywbeth y tu hwnt i gwmpas yr enghreifftiau uchod. Nodwch eich dymuniad i’r GM mor fanwl gywir â phosibl. Mae gan y DM ryddid mawr wrth reoli’r hyn sy’n digwydd mewn achos o’r fath; po fwyaf yw’r dymuniad, y mwyaf yw’r tebygolrwydd y bydd rhywbeth yn mynd o’i le. Efallai y bydd y swyn hwn yn methu’n syml, efallai mai dim ond yn rhannol y bydd yr effaith rydych chi’n ei dymuno yn cael ei chyflawni, neu efallai y byddwch chi’n dioddef rhywfaint o ganlyniad nas rhagwelwyd o ganlyniad i’r ffordd y gwnaethoch chi eirio’r dymuniad. Er enghraifft, gallai dymuno bod dihiryn wedi marw eich gyrru ymlaen mewn pryd i gyfnod pan nad yw’r dihiryn hwnnw’n fyw mwyach, gan eich tynnu o’r gêm i bob pwrpas. Yn yr un modd, gallai dymuno eitem hud chwedlonol neu arteffact eich cludo ar unwaith i bresenoldeb perchennog presennol yr eitem.
Mae’r straen o llunio’r swyn hwn i gynhyrchu unrhyw effaith heblaw am ddyblygu swyn arall yn eich gwanhau. Ar ôl dioddef y straen hwnnw, bob tro y byddwch chi’n treulio swyn nes i chi orffen saib hir, rydych chi’n cymryd 1d10 o ddifrod necrotig (difrod necrotig) fesul lefel o’r swyn hwnnw. Ni ellir lleihau nac atal y difrod hwn mewn unrhyw ffordd. Yn ogystal, mae eich Cryfder yn gostwng i 3, os nad yw eisoes yn 3 neu’n is, am 2d4 diwrnod. Am bob un o’r diwrnodau hynny rydych chi’n treulio’n saib a gwneud dim mwy na gweithgaredd ysgafn, mae’ch amser adfer sy’n weddill yn lleihau 2 ddiwrnod. Yn olaf, mae siawns o 33 y cant na allwch llunio dymuniad byth eto os ydych chi’n dioddef y straen hwn.
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:
- 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 you can see on the ground.
- 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.
- You grant up to ten creatures that you can see resistance to a damage type you choose.
- 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 companions immune to a lich’s life drain attack.
- 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.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM 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 1d10 necrotic damage (difrod necrotig) 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.