3 wishes to spend.. [Archive] - Wizards Community

Post/Author/DateTimePost
The Changeling

05-19-04, 10:03 PM
I'm new to these boards, so Hello everyone!

We are in final moments of long campaign called RttToEE, it's very popular one, so I think many of you know it. We are currently playing by 3rd edition rules.

My character is LN, Samurai 6/Iaijutsu master 8 and few sessions ago I was granted 3 Wishes because something I did.. don't want to spoil it for anyone so won't go more detailed.

Anyway our group has 4 other players, and imo these wishes belong to whole group.. problem is who should get Wish and who shouldn't. I don't really even know what Wish can grant etc., but I have thought I'll use one to get +1 charisma, it should be possible(?)

Now 2 wishes left and 4 players.. I know my group is mature enough not to whine about my decisions but I'd like to be fair for all.
So should I throw a dice to decide who gets one OR just keep them safe for "Rainy day"??

Also could someone gimme examples what Wish can do? :confused:

PS. Hopefully my english doesn't suck too much :D
Veton

05-19-04, 10:17 PM
One thing you might want to know is if your DM perverts a Wish in a stupid manner if it is too much, ie. If you wish for more then 25,000 gold, it comes down as a metor that instantly kills you, no save.

If not, you are probably good. I would save them for a rainy day, as you said.
Edymnion

05-19-04, 10:47 PM
Yes, Wish can give you that +1 to a stat, its one of the listed uses for Wish.

What I'd do, if I wanted that +1, would be use one wish to boost my stat. I would then give one wish to the party, let them use it for whatever they want, then keep the last wish as the emergency backup "rainy day" thing.
The Changeling

05-19-04, 11:50 PM
Thanks for your replies! I have heard horror stories about Wishes going really wrong, but thanks for warning Veton :)

Edymnion your suggestion is good, never thought I could "hand" one to whole party and let them decide together what they need. That way everyone gets to say their opinion

Also it's nice to have backup if things go really wrong, and that can easily happen in RttToEE :angel:
krichaiushii

05-20-04, 12:38 AM
From the 3.5 SRD:

Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.

A wish can produce any one of the following effects.

• Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.

• Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.

• Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.

• Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.

• Undo the harmful effects of many other spells, such as geas/quest or insanity.

• Create a nonmagical item of up to 25,000 gp in value.

• Create a magic item, or add to the powers of an existing magic item.

• Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

• Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.

• Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.

• Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

• Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including 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. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

My advice is to sit on those last wishes until you need them for a resurrection, special, immediate healing (to prevent a TPK), or an emergency get-away.

Now, think about the source of those Wishes. If it is an Evil outsider granting your wishes, they might be twisted. If it is a Good outsider, or most any sort of mortal, then there should be no problem.
Moonstonedragon

05-21-04, 12:41 AM
I usally try to save wishes for emericany spells like heal and such (sorry for the horriable spelling)
Shapedoctor

05-21-04, 12:57 AM
There's nothing better than a wish or two in your pocket. Unless you have even more than that I suppose.
Zyphus

05-21-04, 02:01 AM
Omnipotence, omniscience,... hmm, one left.

Well since those are thankfully beyond the listed powers, my players do like to try to use such powers to get answers to things going on in the campaign.

Examples (which I still need to answer sometime - I just told them "you now know", but the interim since they asked and they will start to implement will cause some problems. They asked about a month ago game time, and the delay seems likely to increase)

"How can I bring together all the Dwarven barbarian tribes of my homeland with our goodly mountain dwarf cousins from my homeland to unite against and drive away the orcs that have invaded our homelands?"

"What are the locations of all Dwarven settlements, cities, and fortresses in the Volkrad frontier mountains?"

"... can you explain to me what I am and how I can best use this to achieve my goals?"

While the answer may not be as complete as from a 9th level divination, I think a wish should give some general ideas, and thankfully help direct where the campaign is going.
hekker

05-21-04, 03:05 AM
Originally posted by The Changeling

PS. Hopefully my english doesn't suck too much :D
In fact, your english is better than many american poster's english.

I don't really even know what Wish can grant etc.
Look at the page from the SRD krichaiushii posted. If you wish for any of these things, you should be ok. If you wish for more that that, there's a fat chance your DM perverts your wish aka something goes horribly wrong.
Brand Finbuck

05-21-04, 03:44 AM
I prefer to wish for stats. +3 to your prime stat would have very far reaching benefits.

Wishing for items is moot, any item you can wish for can probably be found or bought (though I am not well familiar with RttToEE).
Derren S.

05-21-04, 04:47 AM
Considering the how deadly RTTOEE is, save the wishes for an emergency.

A high level spell of your chioce when you need it is imo better than a +1 to a stat.
The Changeling

05-21-04, 10:19 AM
Thanks for replies ones again!

krichaiushii, we are playing with 3rd edition rules(gonna chance to 3.5 after RttToEE), so I don't know if it's much different.. well atleast I get some idea about the spells power, thanks. Gotta read that spell description at next gaming session as I don't have PHB myself.. :sad:

As many have pointed out it will be wise to save atleast one Wish for mass healing/ escape plan. That I'll do.

Reason why I'd like to spend one for +1 cha; my charisma would rise to 18 and that effects many things for Samurai.. better Initiative, more damage with Iaijutsu strike, skills etc.

Thanks all, you have been in much help!
Edymnion

05-22-04, 01:35 PM
Originally posted by The Changeling
Gotta read that spell description at next gaming session as I don't have PHB myself.. :sad: Look in my signature for the links to both the 3.0 and the 3.5 SRDs. You can read up on the spell there for yourself whenever you like, and just about everything else in the main books (certain things aren't in there however, as its more of a document to tell third party publishers what they can use, not as an online cheat sheet for us players).
Thanks all, you have been in much help! Hey, thats what we're here for :D