Great Wish (VH)

Enchantment
This spell can do just about anything. In particular:
(1) It can be used to cast any one spell, at no energy cost, with automat-
ic success and no chance of resistance (for spells with variable cost, the max-
imum energy available is 1,000). The caster does not have to know the spell,
or even have it in a book – he just has to know the spell exists. If the spell is
a “continuing” one, it is up to the GM to determine how long it should last.
(2) It can permanently improve a character’s scores. It will increase any
one attribute by 1 level, or any one skill or spell by 3 levels. It can also
reduce an enemy’s scores, but only if that enemy is present when the wish is
made.
(3) It will grant any one advantage worth 20 points or less, or remove any
one disadvantage worth 20 points or less. An enemy can likewise be cursed
by losing an advantage or gaining a disadvantage, but only if that enemy is
present when the wish is made. The enemy does not get a chance to resist!
(4) It can do absolutely anything else that the GM feels will not ridicu-
lously unbalance the adventure or the campaign!
Though incredibly powerful, this spell is not used often. It can never be
learned at a level better than 15. Furthermore, any failed roll when cre-
ating a Great Wish costs the caster, and each helper, 1 point of IQ and 6d
damage! Critical failures have toppled civilizations. Great Wishes are not
normally found for sale. If they are, the price should be at least $100,000.

Cost: 2,000.
Prerequisites: Magery 3, Wish (VH), and a combined DX and IQ of 30+.