: Clr 9, Luck 9, Sor/Wiz 9Components
: V, XP; See textCasting Time
: 1 standard action; See textRange
: Medium (100 ft. + 10 ft./level); See textTarget, Effect, or Area
: See textDuration
: Instantaneous; See textSaving Throw
: Will negates (harmless); See textSR
: Yes; See text
Miracle and Wish are actually the same spell, much like Geas and Quest. Divine spellcasters commonly refer to it as Miracle, while arcane spellcasters commonly refer to it as Wish.
Miracle/Wish fundamentally alters the fabric of the universe. While specific spells may offer more raw power in their focused field, Miracle/Wish can produce nearly any imaginable effect. A Miracle/Wish can do any of the following:
- Duplicate a castable spell of 8th level or lower. You must know the spell and be able to cast it (have it prepared, have an appropriate unused spell slot, etc.).
- Duplicate a known, uncastable spell of 7th level or lower. You must know the spell. This usage costs 50 xp per spell level.
- Duplicate an unknown spell of 6th level or lower. You need not know the spell, but it must be on your spell list and may not be a prohibited spell (such as being from a banned school or having an alignment descriptor opposed to your deity's alignment). This usage costs 100 xp per spell level.
- Duplicate any spell of 5th level or lower. This can be any spell on any spell list, even if it is prohibited to you. This usage costs 200 xp per spell level.
- Undo the harmful effects of certain spells, such as feeblemind or insanity. Such spells specifically call out Miracle/Wish as a method of undoing their effects. This usage targets a specific creature or spell aura.
- Transport travelers. A Miracle/Wish can lift you and up to one creature per caster level within range and place those creatures anywhere else on any plane. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. This is not a teleportation effect. This usage costs 500 xp.
- Undo misfortune. A Miracle/Wish can undo a single recent event. The spell forces a reroll of any roll made since the beginning of your last turn. Reality reshapes itself to accommodate the new result. For example, a 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 reroll, however, may be as bad as or worse than the original roll. The spell targets the creature (or object) that made the roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
A duplicated spell functions in all ways as the duplicated spell (including range, area, saving throws, casting time, and components), but the save DCs are as for a 9th-level spell. Metamagic and other spell modifications can be applied to Wish/Miracle, but only affect the duplicated spell if they could be applied to the duplicated spell. XP Cost
Certain uses of Miracle/Wish have XP costs, as described above. A Miracle/Wish that duplicates a spell with an existing XP cost uses the sum of both costs.