I quite like the idea of a core class based around wishes. This is in response to another forum member asking for a prestige class based around limited wishes. It got me thinking...You could do away with most of the magic system if mages simply wished for things and they happened (true magic!). The XP penalty for casting Wish and Limited Wish might possibly work as balance for just such a class, but there'd probably have to be a 'minor wish' added for low levels. See below for a quick stab at this. Please note this has not been tested in any way, use at your own risk!
Wishmaster Core class
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The wishmaster is served by a genie familiar whom he keeps within a lamp. The genie is fully sentient and uses the wishmaster's own life force to manifest its powers. Unlike a traditional genie in a lamp, which grants three wishes, this genie has been bound to the wishmaster by a powerful sorceror and will be released upon the wishmaster's death.
See the wizard class for all abilities EXCEPT spells. Instead of spells, use the following abilities:
Little wish - duplicate the effects of any level 0-2 sorceror or wizard spell. Available at level 1. Costs 75 XP (or more, if the spell in question costs more XP then use that amount instead).
Lamp magic - The wishmaster may use any magical items that are lamps, torches or pertain to light in some way as though he met the requirements to use these items. In addition, lanterns that he carries do not get extinguished by draughts or the wind and oil lasts for ten times as long in the wishmaster's lantern. Available at level 3.
Half wish - duplicate the effects of any level 0-3 sorceror or wizard spell. This ability can also call forth the genie to defend the caster for as many rounds as levels he posseses, in which case, treat the genie as Djinni who will planeshift himself and his master out of harms way if the battle goes against them. Available at level 6. Costs 150 XP (or more, if the spell in question costs more XP then use that amount instead).
Lighthouse sensing - When at sea, the wishmaster may sense the location of any and all lighthouses within ten miles of where he currently is and use these to help navigate him. If he comes within sight of a lighthouse, and it is not lit, he can instantly magic its beacon to burn - even if there is nothing combustible to make this happen. Available at 9th level.
Limited wish - Available at 11th level.
Power over lamps - The wishmaster has full control of the brightness and intensity of any burning lanterns and lamps that he can see. He can instantly snuff them out at will or start them burning once more - even if the lanterns have no fuel. He can also make them explode their lantern oil (causing d6 damage for 2 rounds to the wielder) if he desires. He can also make his genie appear from any lamp or lantern that he sees, in which case it appears as a Djinn and stays for as many rounds as levels that the wishmaster has, or until a battle turns against it. Available at 13th level.
Wish - Available at 15th level.
The wishmaster may use as many of these wish abilities per day as he has levels, except for the full 'wish' ability, which can only be used once per day per level above 14. After this, the genie must rest for eight hours, undisturbed, to fulfill more wishes. If a wishmaster's genie dies, he must seek out another magic lamp with a genie within it and use one of the wishes it grants to make it his slave.
Wishmaster Core class
=================
The wishmaster is served by a genie familiar whom he keeps within a lamp. The genie is fully sentient and uses the wishmaster's own life force to manifest its powers. Unlike a traditional genie in a lamp, which grants three wishes, this genie has been bound to the wishmaster by a powerful sorceror and will be released upon the wishmaster's death.
See the wizard class for all abilities EXCEPT spells. Instead of spells, use the following abilities:
Little wish - duplicate the effects of any level 0-2 sorceror or wizard spell. Available at level 1. Costs 75 XP (or more, if the spell in question costs more XP then use that amount instead).
Lamp magic - The wishmaster may use any magical items that are lamps, torches or pertain to light in some way as though he met the requirements to use these items. In addition, lanterns that he carries do not get extinguished by draughts or the wind and oil lasts for ten times as long in the wishmaster's lantern. Available at level 3.
Half wish - duplicate the effects of any level 0-3 sorceror or wizard spell. This ability can also call forth the genie to defend the caster for as many rounds as levels he posseses, in which case, treat the genie as Djinni who will planeshift himself and his master out of harms way if the battle goes against them. Available at level 6. Costs 150 XP (or more, if the spell in question costs more XP then use that amount instead).
Lighthouse sensing - When at sea, the wishmaster may sense the location of any and all lighthouses within ten miles of where he currently is and use these to help navigate him. If he comes within sight of a lighthouse, and it is not lit, he can instantly magic its beacon to burn - even if there is nothing combustible to make this happen. Available at 9th level.
Limited wish - Available at 11th level.
Power over lamps - The wishmaster has full control of the brightness and intensity of any burning lanterns and lamps that he can see. He can instantly snuff them out at will or start them burning once more - even if the lanterns have no fuel. He can also make them explode their lantern oil (causing d6 damage for 2 rounds to the wielder) if he desires. He can also make his genie appear from any lamp or lantern that he sees, in which case it appears as a Djinn and stays for as many rounds as levels that the wishmaster has, or until a battle turns against it. Available at 13th level.
Wish - Available at 15th level.
The wishmaster may use as many of these wish abilities per day as he has levels, except for the full 'wish' ability, which can only be used once per day per level above 14. After this, the genie must rest for eight hours, undisturbed, to fulfill more wishes. If a wishmaster's genie dies, he must seek out another magic lamp with a genie within it and use one of the wishes it grants to make it his slave.
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