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General Tabletop Discussion
*Dungeons & Dragons
The good, bad, and ugly of the Wish spell
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<blockquote data-quote="fuindordm" data-source="post: 6683236" data-attributes="member: 5435"><p>I also make a distinction between mortal and legendary wishes.</p><p></p><p>Wish spell--its main, consequence-free use is as a joker to duplicate any spell in the game, and it can produce other effects in line with mortal spells.</p><p></p><p>Demon lord, noble genie, archangel: as above, and could go a bit farther keeping in mind that the entity granting the wish will do it in the most expedient way possible, and act according to their alignment and relationship with the PC. E.g. wishing for a vorpal sword might work, if the entity knows where one is and is powerful enough to go fetch it; otherwise they might transport the PC to the location, or declare that the wish is beyond their power but they can tell the PC where to find it. Typically the most expedient way of granting an unreasonable wish is through teleportation. But you only get the monkey's paw if the entity granting the wish is evil or you managed to piss off a neutral entity before it grants the wish.</p><p></p><p>Wish granted by Deck of Many Things or a god: the sky's the limit, with a spin based on alignment. The DoMT is pure chaos, so it will grant wishes (and other boons) fully but in such a way as to create more chaos in the world. A benevolent god will grant your wish and only spin it if it feels the need to protect others from the consequences of your wish; an evil god will grant your wish and might spin it to have larger consequences that advance its aims.</p><p></p><p>p.s. love the idea of a kitty elemental plane. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="fuindordm, post: 6683236, member: 5435"] I also make a distinction between mortal and legendary wishes. Wish spell--its main, consequence-free use is as a joker to duplicate any spell in the game, and it can produce other effects in line with mortal spells. Demon lord, noble genie, archangel: as above, and could go a bit farther keeping in mind that the entity granting the wish will do it in the most expedient way possible, and act according to their alignment and relationship with the PC. E.g. wishing for a vorpal sword might work, if the entity knows where one is and is powerful enough to go fetch it; otherwise they might transport the PC to the location, or declare that the wish is beyond their power but they can tell the PC where to find it. Typically the most expedient way of granting an unreasonable wish is through teleportation. But you only get the monkey's paw if the entity granting the wish is evil or you managed to piss off a neutral entity before it grants the wish. Wish granted by Deck of Many Things or a god: the sky's the limit, with a spin based on alignment. The DoMT is pure chaos, so it will grant wishes (and other boons) fully but in such a way as to create more chaos in the world. A benevolent god will grant your wish and only spin it if it feels the need to protect others from the consequences of your wish; an evil god will grant your wish and might spin it to have larger consequences that advance its aims. p.s. love the idea of a kitty elemental plane. :-) [/QUOTE]
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The good, bad, and ugly of the Wish spell
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