My Homebrew and Droogan

**Spell Effect**: Creature makes a Intelligence saving throw on a failure for duration the creature effected starts seeing hallucinations as their brain is warped they suffer 1d4 Psychic damage and disadvantage on saving throws for the duration. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

#### ***Claw's Of Darkness***

* ***Spell School:** Necromancy*
* ***Spell Components:** Somatic*
* ***Activation Cost:** 1 Bonus Action*
* ***Target:** Self*
* ***Range:** Self*
* ***Duration:** 1 Minute*
* ***Classes:** Wizard, Warlock,*

**Spell Effect**: You shape shadows into claws that grow from your fingers and drip inky blackness. You can make a melee spell attack with these claws that does 1d10 cold damage, and the claws have a reach of 10 feet.

#### ***Blood Tide (Blood)***

* ***Spell School:** Necromancy*
* ***Spell Components**: Verbal, Somatic*
* ***Activation Cost:** 1 Action*
* ***Target**: 1 Creature*
* ***Range** 25 Feet*
* ***Duration**: 4 Rounds*
* ***Classes**: Wizard, Warlock, Sorcerer, Bard*

***Spell Effect:** When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a -2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.*

*A bleeding creature might attract the attention of creatures such as sharks, giant mosquitoes,, or Infected Abberations depending on the circumstances.*

*A  cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.*

*The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level*

#### ***Void Burst (Void)***

* ***Spell School:** Evocation*
* ***Spell Components**: Verbal, Somatic*
* ***Activation Cost:** 1 Action*
* ***Target**: 2 Creatures*
* ***Range** 90ft*
* ***Duration**: Instantaneous*
* ***Classes**: Wizard, Ranger, Sorcerer, Void Reaper, Bard*

***Spell Effect:** You Hurl a Burst of the Void Energy at 2 creatures or Objects (Targets must be within 30ft of each other) within range it is hurled 6oft and then Explodes into two Blasts of energy. Make a Ranged spell attack against the targets on a hit, the target takes 2d4 Void Damage. This spells Damage increases by 2d4 when you reach 5th Level (4d4) 11th (6d4) and 17th (8d4)*

#### ***Malediction (Blood)***

* ***Spell School:*** *Necromancy*
* ***Spell Components:*** *Verbal, Somatic, Material (A Humanoid's Finger Bone)*
* ***Activation Cost:*** *1 Action*
* ***Target:*** *1 Creature*
* ***Range:*** *90 ft*
* ***Duration:*** *Instantaneous*
* ***Classes:*** Wizard, Witch, Warlock

***Spell Effect:*** You inflict a momentary blood curse, causing a creature's blood to writhe in their form. Choose a creature you can see within range, that creature must make a charisma saving throw. On a failure a creature suffers 1d8 bludgeoning, piercing, or slashing damage (your choice) as their blood bursts from their veins creating bruising, needle-like spikes, or long gashes. A creature who fails and is of large size or smaller is also pulled 5ft along the ground in a direction of your choice. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you reach 11th level the distance moved increases to 10ft.

### ***1st Level***

#### ***Void Shock (Void)***

* ***Spell School**: Evocation*
* ***Spell Components**, Verbal Somatic*
* ***Activation Cost**: 1 Action*
* ***Target** 1 Creature*
* ***Range:** 60ft*
* ***Duration:** Instantaneous*
* ***Class:** Wizard, Sorcerer, Ranger, Bard, Void Reaper*

***Spell Effect:** You thrust your hands outward and Dark energy releases outward into a target you can see within range. That target must make a Constitution saving throw. On a failed save, it takes 1d8 Void Damage and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage and isn't incapacitated. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 or you can arc it towards a new target*

#### ***Celeste's Might***

* ***Spell School**: Evocation*
* ***Spell Components**: Verbal, Somatic*
* ***Activation Cost**: 1 Action*
* ***Target**: 1 Creature*
* ***Range** 120 ft*
* ***Duration:** Instantaneous*
* ***Class:** Cleric, Bard, Paladin*

***Spell Effect:** Light energy converges on a creature you can see within range. The creature makes a charisma saving throw. This energy erupts with great force, searing the target creature with 3d6 radiant damage on a failed save and half as much on a successful save. **At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 2nd.*

### ***2nd Level***

#### ***Void Blade (Void)***

* ***Spell School:** Enchantment*
* ***Spell Components:** Verbal, Somatic, Material (Far Realm Shard) ,Concentration*
* ***Activation Cost**: 1 Bonus Action*
* ***Target:** Self*
* ***Range** 5 ft*
* ***Duration**: 1 Minutes*
* ***Class:** Wizard, Void Reaper*

***Spell Effect:** You Summon a Blade made of Void Energy emanating out of your hand like a Katar make a Melee Spell Attack if you hit you deal 2d6 Void Damage , Creature that is hit must make a Constitution Saving throw on a Failure they gain 3 Levels of Exaustion (once a Creature is effected by this once they cannot by effected by this again during this combat). **At Higher Levels:** When you cast this spell using a spell slot of 3rd or Higher, The Damage of this Spell increases by 1d6 Each spell slot above 2nd*

#### ***Bloodshot (Blood)***

* ***Spell School** Necromancy*
* ***Spell Components,** Verbal, Somatic, Material (Drop of Blood)*
* ***Activation Cost**: 1 Action*
* ***Target:** 1 Target*
* ***Range** 30 ft*
* ***Duration**: Instantaneous*
* ***Class:** Wizard, Warlock*

***Spell Effect:** You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage. **Higher Level:** When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.*

#### **Power of Three**

* ***Spell School:*** *Necromancy*
* ***Spell Components:*** *Verbal, Somatic, Material (A Triquetra Symbol)*
* ***Activation Cost:*** *1 Action*
* ***Target:*** *up to 3 creatures*
* ***Range:*** *90 ft*
* ***Duration:*** Instantaneous
* ***Class:*** Witch

***Spell Effect:*** *Calling on some or all of the three major covens you create three spells intertwined into each other. Make three ranged spell attacks against one or multiple creatures, one for each blast. On a hit the damage type changes based on the coven that attack was tied to. Mortis: 1d12 Necrotic Thelaj: 2d6 Fire Norn: 3d4 Poison **At Higher Levels:** When you cast this spell at 3rd level or higher you create one additional blast (the type decided at your whim) for each level above 2nd.*

#### ***Corpse Party***

* **Spell School:** Necromancy
* ***Spell Components:*** *Verbal, Somatic, Material (Corpses)*
* ***Activation Cost:*** *1 Action*
* ***Target:***
* ***Range:*** 6*0 ft*
* ***Duration:*** Instantaneous
* ***Class:*** Witch

***Spell Effect:*** Each humanoid corpse within range explodes with dark energy. Each creature except you within 5 feet of such a corpse must make a Dexterity saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the radius of each explosion increases to 10 feet. The damage increases by 1d6 for each spell slot above 2nd.

### ***3rd Level***

#### ***Aetherium Purify (Void)***

* ***Spell School:** Abjuration*
* ***Spell Components**: Verbal, Somatic*
* ***Activation Cost:** 1 Action*
* ***Target**: 1 Creature*
* ***Range:** Touch*
* ***Duration:** Instantaneous*
* ***Class:** Wizard, Cleric*

***Spell Effect:** You Imbue a creature you touch with magickly sapping Energy to undo a level of Magical Sickness. If you are not a Void Weaver you can only benefit once from this Spell regardless of level. If you are a Void Weave you can cast this at higher levels you can remove more sickness starting at Level 5 2 Levels, at level 7 3 Levels at 9th 5 Levels (you can only benefit from the spell once per day)*

#### ***Void Bombardment (Void)***

* ***Spell School:** Evocation*
* ***Spell Components:** Somatic, Material (Shard of Obsidian)*
* ***Activation Cost** 1 Action*
* ***Target:** 20 ft Sphere*
* ***Range** 60 ft*
* ***Duration**: Instantaneous*
* ***Class:** Wizard, Warlock, Sorcerer*

***Spell Effect:** You Hurl a Destructive Ball of Energy creatures within the Sphere must take a Constitution Saving throw or take 4d10 Void Damage and are Knocked prone, **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, this spell deals an additional 1d10 For each spell slot above 3rd*

#### **Blighting**

* ***Spell School:** Necromancy*
* ***Spell Components:** Verbal, Somatic*
* ***Activation Cost** 1 Action or 8 Hours*
* ***Target:** 20 ft Radius*
* ***Range** 150 ft*
* ***Duration**: Instantaneous*
* ***Class:** Witch, Warlock, Cleric, Wizard (Necromancer)*

***Spell Effect:** This spell draws vitality from plants within a specific area. There are two possible uses for the spell granting either immediate devastating results or long term insidious results. If you cast this spell using 1 action, choose a point within range. All non-magical plants, and plants created by spells of 3rd level or lower in a 20-foot radius centered on that point wither and die, removing any difficult terrain caused by roots, shrubs, or vines. The corpses of particularly large plants such as trees will still remain, however they will only have half their original mass. If you cast this spell over 8 hours, you blight the land. The land in a half-mile radius centered on a point within range becomes blighted for 1 year. The plants yield half the normal amount of food when harvested.*

#### ***Pyre Scream***

* ***Spell School:** Evocation*
* ***Spell Components:** Verbal, Somatic, Material (Ashes or Other Remnants of a Fire that took a life)*
* ***Activation Cost:** 1 Action*
* ***Target:** 1 Creature*
* ***Range** Self (25 ft)*
* ***Duration**: Instantaneous*
* ***Class:** Witch, Druid (Wildfire), Cleric (Light)*

***Spell Effect:*** *Bringing the fires of the pyre to the ground you stand on with a furious roar, all that surrounds you becomes awash in flame. Your scream is audible from 300ft away and each creature in a 25-foot radius sphere centered on you must make a dexterity saving throw. A target takes 4d12 fire damage on a failed save, or half as much damage on a successful one. The fire you wield is indiscriminate and vengeful, you take 1d10 fire damage after the spell is cast, this damage does not provoke concentration checks. The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius effected by the spell increases by 10ft for each level above 3rd.*

#### ***Soul Spear***

* **Spell School:** Evocation
* **Spell Components:** Verbal, Somatic, Material (A Small Crystal Shard)
* **Range:** 100 ft line
* **Activation Cost**: 1 Action
* **Duration:** Instantaneous
* ***Class**: Witch, Cleric, Paladin, Druid, Sorcerer*

***Spell Effect:*** A Great Beam of Radiant Light Blast through Like a Arrow Piercing paper all creatures within this like must make a Dexterity saving throw. a creature takes 8d6 Radiant Damage on a Failed Save and half as much on a Successful one. ***At Higher Levels:*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

### ***4th Level***

#### ***Minor Regen***

* ***Spell School:** Enchantment*
* ***Spell Components**: Verbal, Somatic, Material (Slime from a Slimekin or Ooze)*
* ***Activation Cost** 1 Action*
* ***Target** 1 Creature*
* **Range:** 60 ft
* ***Duration**: 1 minute*
* ***Class**: Cleric, Paladin, Bard*

***Spell Effect:** The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.*

#### ***Witch's Contract***

* ***Spell School:** Enchantment*
* ***Spell Components**: Verbal, Somatic, Material (parchment, and rare inks worth 50gp, which the spell consumes)*
* ***Activation Cost** 10 minutes*
* ***Target** 1 Creature*
* ***Range:*** Touch
* ***Duration**: 30 days*
* ***Class**: Witch, Warlock*

***Spell Effect:** Using the inks you write a magically binding contract naming a creature in the process, this contract can force the creature to carry out some service or refrain from some action or course of activity as you decide. This contract is "active" for one hour after the spell is cast. Once the contract is no longer active it loses its magic, but you may cast contract arcanum again to reactivate it, casting the spell in this way does not require material components. If the creature named on the contract signs the dotted line at the bottom without being coerced by magic or being unaware that they were agreeing to something, they become charmed and are bound to the words of the contract. While a creature must be aware that they are agreeing to something, they do not need to be aware that the agreement is magical in nature, or that their words or agreement will be enforced by spellcraft. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to the contract, but no more than once each hour. If the contract denotes a time limit less than that of the duration of the spell the spell ends once said time limit is reached. The spell ends early if the contract is destroyed. You can issue any requests you wish of a creature short of an activity that would result in certain death. Should you draft a suicidal contract, the spell fails. And if a creature were to sign a contract they believe to be suicidal, the contract immediately bursts into flames. A remove curse, greater restoration, or wish spell targeting the signer also ends the spell early. At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, the duration is 1 year. When you cast this spell using a spell slot of 8th level or higher, the spell lasts until it is ended by one of the effects or conditions mentioned above.*

#### ***Burn at the Stake***

* ***Spell School:** Conjuration*
* ***Spell Components**: Verbal, Somatic, Material (Flint and steel or a holy symbol)*
* ***Activation Cost** 1 Action*
* ***Target** 1 Creature*
* **Range:** 60 ft
* ***Duration**: 1 Minute, Concentration*
* ***Class**: Witch, Warlock, Cleric, Paladin, Druid*

***Spell Effect:** One creature you can see of large size or smaller is magically pulled onto a flaming pillar of wood. The target must make a dexterity saving throw, on a failure the target is restrained for the duration and takes 5d8 fire damage. On a success, the creature takes half damage and the spell ends. At the end of each of its turns, the target can make a strength saving throw. On a failure a creature takes 5d8 fire damage, on a success the spell ends. A witch who suffers damage from this spell while unconscious at 0 hit points dies, a creature killed by this spell is reduced to ash. at higher levels: When you cast this spell at 5th level or higher, the damage increases by 1d8 per level above 4th.*

#### ***Explosive Faith***

* ***Spell School:** Evocation*
* ***Spell Components:** Verbal, Somatic,*
* ***Activation Cost:** 1 Action*
* ***Target:** Self*
* ***Range:*** 15 ft
* ***Duration** 1 Minute*
* ***Class**: Cleric, Paladin, Witch*

***Spell Effect:*** You create a burst of force around you. Each creature within 10 feet of you, other than yourself, must make a Strength saving throw. On a failed save, a creature takes 8d8 thunder damage and is pushed back 15 feet away from you, or takes half as much damage on a

### ***5th Level***

#### ***Void Field (Void)***

* ***Spell School:** Transmutation*
* ***Spell Components:** Verbal, Somatic, Concentration*
* ***Activation Cost:** 1 Action*
* ***Target** 20 ft Sphere*
* ***Range** 120 Ft*
* ***Duration** 1 Minute*
* ***Class**: Wizard, Void Reaper*

***Spell Effect**: Channeling the flow of time itself at a point within range, you create a semi-transparent, grey sphere of unstable crackling black energy. The sphere is 20ft in diameter, and creatures can pass harmlessly through it. Ally creatures gain benifits and Debuffs Enemies within the radius. Enemies must make a Constitution Save ,with the following exceptions:*

* *Allies: gain +1 AC and a Extra Bonus Action*

* Enemies: can only take a Action or Bonus action and have half movement

*A creature does not need to be fully within the sphere to trigger its effects, simply being in contact with it is enough. Additionally, the effects of Haste and Slow only last while within the sphere. Finally, if a creature is immune to the effects of Slow but can be affected by Haste, it is still treated as being able to be affected by Slow, and vice versa.*

***At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the diameter of Void Field increases by 5ft per slot level above 5th.*

#### ***Gravity***

* ***Spell School:** Evocation*
* ***Spell Components:** Verbal, Somatic, Material (Far Realm Shard)*
* ***Target:** 20 ft Radius*
* ***Range:** 150 feet*
* ***Duration:** Instantaneous*
* ***Class:** Wizard, Warlock, Bard, Sorcerer*

***Spell Effect:** You conjure the energies of the stars through your arcane focus to temporarily create a small, dense celestial body at a point in space within range. A spherical gravitational field appears around the body with 20ft. radius and produces a pulsing sound. Each creature within the field must make a Dexterity saving throw. A target takes 10d6 force damage on a failed save, and half as much on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.*

### ***6th Level***

#### ***Bouncing Chaos (Void)***

* ***Spell School:** Evocation*
* ***Spell Components**: Verbal, Somatic, Material (Pure Aetherium or Raw Aetherium 1 Pint)*
* ***Target** 20 ft Sphere*
* ***Range** 150 ft (40 ft)*
* ***Duration** Instantaneous*
* ***Class:** Wizard, Sorcerer*

***Spell Effect**: A bolt of flame streaks from your finger toward a point you choose within range, then explodes into an inferno of flame. Each creature within 20 feet of the explosion takes 7d6 Plasma damage, or half damage with a successful Dexterity saving throw. Immediately afterward, a second bolt of purple energy streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful Dexterity saving throw). the Purple energy jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately. **Higher Level:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.*

#### ***Investiture of Mortis***

* ***Spell School:*** *Necromancy*
* ***Spell Components:*** *Verbal, Somatic*
* ***Activation Cost:*** *1 Action*
* ***Target:*** *Self*
* ***Range:*** Self
* ***Duration:*** *Up to 10 minutes Concentration*
* ***Class:*** *Witch, Wizard (Necromancy), Warlock (Undead/Undying)*

***Spell Effect:*** *Calling upon the witches of the past, you set yourself alight with the flames of a martyr. Until the spell ends, you gain the following effects: •The spectral flames surround you, shedding dim light in a 30ft radius. •Whenever a creature within 5ft of you makes a melee attack against you, they take 1d8 fire damage. •You can use your action to invoke your power, ripping the life force from a living creature you can see within 30ft of you, forcing them to make a constitution saving throw. They take 4d8 necrotic damage on a failure, or half as much on a success. Immediately after stealing their life essence you can then imbue another creature with that stolen life, choose a creature within 20ft of your target, they regain 2d8 hit points.*

### ***7th Level***

#### ***Hexward:***

* ***Spell School:*** *Abjuration*
* ***Spell Components:*** *Verbal, Somatic, Material (an Ape Femur, and a piece of Jade worth at least 200gp, which the spell consumes)*
* ***Activation Cost:*** *1 action*
* ***Target:*** *ranging from 5ft radius upwards of 50 ft Radius*
* ***Range:*** *30 ft*
* ***Duration:*** *until Dispelled*
* ***Class:*** *Witch, Warlock*

***Spell Effect:*** *You ward an area with a powerful curse. The cursed area must be no larger than 50ft on a side but can be as small as a 5ft radius circle. You can curse multiple separate locations within the area and they need not be connected so long as the total effected area is within the 50ft limit. You must be able to touch and interact with all the effected areas during the casting of the spell. Areas within the curse are treated as desecrated by divine detection magic and cannot be affected by the hallow spell. When you cast the spell, you may designate certain creatures to be ignored by the curse. This can mean specific creatures that you are familiar with or can name, or creatures of a specific type (dragons, humanoids, undead, orcs, people who put the milk in the bowl first). Choose up up to two of the following three effects for the curse, you may only choose one of the curses to affect any particular area within the spell.*

***•Curse of Dullness** Creatures effected by the curse have disadvantage on intelligence, wisdom, and charisma checks, and whenever they cast a spell they must make a spellcasting check (DC=8+spell level) or the spell fails.*

***•Curse of Weakness** Creatures effected by the curse have disadvantage on attack rolls and ability checks using strength or dexterity. Additionally, the time they can hold their breath, carry weight, and jump distance are all halved.*

***•Curse of Frailty** Whenever a creature effected by the curse takes damage they take an additional 1d8 necrotic damage. Additionally whenever the cursed creature makes a saving throw, they must roll 1d4 and lower the save by the result.*

*Finally, you may choose to make all affected areas considered difficult terrain and be considered lightly obscured as a grey magical magical fog hinders a creature's movement and vision. A creature with true sight may see through the fog as though it wasn't there but is still hindered in its movement; only a creature who is immune to curses is entirely unaffected by the hexward.*

### ***9th Level***

#### -Template-

* ***Spell School:***
* ***Spell Components:***
* ***Activation Cost:***
* ***Target:***
* ***Range:***
* ***Duration:***
* ***Class:***

***Spell Effect:***

### ***10th/ Multicaster Spells***

#### ***Wish ( Minimum of 3 full casters all using their 9th level spell slots)***

* ***Spell School:*** *Conjuration*
* ***Spell Components:*** *Verbal, (on a Night of a shooting star)*
* ***Target:*** *Casters*
* ***Range:*** *Casters*
* ***Duration:*** *Instantaneous*
* ***Classes that can help Cast:*** Wizard, Sorcerer,

**Spell Effect:** 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 might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM 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 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.