Psionic Enchantment (DK)

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For wizards, psionic enchantments are 10th-level spells. These spells are described in Appendix 1 of this book. 
Defiling psionic enchantment: When dragons cast psionic enchantments, they defile the land in the same manner as a 9th-level spell, as given on the Defiler Magical Destruction Table. However, in addition to destroying plant life, the enchantment can also injure or destroy living creatures. 
When a 10th-level defiling spell is cast, all living creatures (except the caster) within 30 yards of the caster are affected, regardless of terrain. In game terms, the creatures take 1d6 damage for every level of the caster above 20. This damage cannot be naturally healed, though magical healing repairs it. 
The affected creature has effectively had a portion of its living tissue turned to ash. The ash is distributed evenly throughout its body; if more than half the victim's hit points are lost to defiler magic, much of its skin falls away as ash. If the victim is reduced to zero hit points, its entire body is turned to ash and he is killed. Th e DM may decide that no character killed in th is way can be resurrected. 
==The Wish Spell==
Psionic enchantments are more difficult to learn and master than even 9th-level spells. The spells themselves are very specific in preparation and effect, and are usually tied to historical or present-day conditions on Athas. Yet the 9th-level wish spell, by its very nature, can recreate any spell effect, without lengthy preparation time. Granted, psionic enchantments don't automatically age the caster one year as a wish does, but sometimes their preparations last more than a year anyway. Why, then, would anyone undertake a psionic enchantment? 
The DM has several options: 
# Wishes are supreme. The wish really can duplicate any psionic enchantment without major problem. Spellcasters become much more powerful. 
# Wishes work less well. The DM may decide that a wish cannot duplicate any spell above 9th level. Alternately, the wish duplicates the spell, but it takes the enchantment's listed preparation time to work. 
# Wishes don't work. The DM may remove the wish spell from the campaign and subsume its effects as various new psionic enchantments. 
# Wishes draw attention. As in option 1, the wish works, but it is inherently perilous. It achieves the desired effect, but grand yet subtle dangers present themselves as watchers elsewhere note the spellcaster. These include elemental powers, spirits of the land, the Order (see the "Psionicists" section), and advanced beings who don't like presumptuous meddlers in their reality. Immediate and long-term dangers to the caster are many.