System Reference Document 5.2.1
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Wish
Level 9 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V
Duration: Instantaneous
Wish is the mightiest spell a mortal can cast. By 
simply speaking aloud, you can alter reality itself.
 The basic use of this spell is to duplicate any other 
spell of level 8 or lower. If you use it this way, you 
don’t need to meet any requirements to cast that 
spell, including costly components. The spell simply 
takes effect.
 Alternatively, you can create one of the following 
effects of your choice:
Object Creation.  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 dimen -
sion, and it appears in an unoccupied space that 
you can see on the ground.
Instant Health.  You allow yourself and up to 
twenty creatures that you can see to regain all Hit 
Points, and you end all effects on them listed in 
the Greater Restoration  spell.
Resistance.  You grant up to ten creatures that you 
can see Resistance to one damage type that you 
choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you 
can see immunity to a single spell or other magi -
cal effect for 8 hours.
Sudden Learning. You replace one of your feats with 
another feat for which you are eligible. You lose all 
the benefits of the old feat and gain the benefits of 
the new one. You can’t replace a feat that is a pre -
requisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing 
a reroll of any die 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 ally’s failed saving throw or a 
foe’s Critical Hit. You can force the reroll to be made 
with Advantage or Disadvantage, and you choose 
whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not 
included in any of the other effects. To do so, 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 
be achieved only in part, or you might suffer an 
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 
an Artifact might instantly transport you to the 
presence of the item’s current owner. If your wish 
is granted and its effects have consequences for a 
whole community, region, or world, you are likely 
to attract powerful foes. If your wish would affect 
a god, the god’s divine servants might instantly in -
tervene to prevent it or to encourage you to craft 
the wish in a particular way. If your wish would 
undo the multiverse itself, your wish fails.
The stress of casting Wish 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 per level of that spell. This damage 
can’t be reduced or prevented in any way. In addi -
tion, your Strength score becomes 3 for 2d4 days. 
For each of those days that you spend resting and 
doing nothing more than light activity, your remain -
ing 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.
Word of Recall
Level 6 Conjuration (Cleric)
Casting Time: Action
Range: 5 feet
Components: V
Duration: Instantaneous
You and up to five willing creatures within 5 feet 
of you instantly teleport to a previously designated 
sanctuary. You and any creatures that teleport with 
you appear in the nearest unoccupied space to the 
spot you designated when you prepared your sanc -
tuary (see below). If you cast this spell without first 
preparing a sanctuary, the spell has no effect.
 You must designate a location, such as a temple, as 
a sanctuary by casting this spell there.
Zone of Truth
Level 2 Enchantment (Bard, Cleric, Paladin)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a magical zone that guards against de -
ception in a 15-foot-radius Sphere centered on a 
point within range. Until the spell ends, a creature 
that enters the spell’s area for the first time on a 
turn or starts its turn there makes a Charisma sav -
ing throw. On a failed save, a creature can’t speak a 
deliberate lie while in the radius. You know whether 
a creature succeeds or fails on this save.
 An affected creature is aware of the spell and 
can avoid answering questions to which it would 
normally respond with a lie. Such a creature can be 
evasive yet must be truthful. 