What's Stopping Me from Gaining Multiple Wishes at Level 12?

pawsplay said:
Essentially, I feel that the fact that efreeti can grant wishes, but not use them themselves, is just silly. The whole idea behind bottling genies is to force them to use their magic. The whole problem disappears if you simply up their CR and give them wish 3/day.
Well, bottling them wouldn't work very well if they could use their Wishes on themselves, could it?
 

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Jack Simth said:
"I want to be stronger"
Duplicate Bull's Strength. Lasts 10 minutes.
"I want to be strong as an ox"
Duplicate Polymorph Any Object. Permanent. Oh, and you now have an Int of 2.
"Oh.... did you have a third wish? Ah, you're in heat now. Sure, I can bring in a suitable male ox."

I thought the whole point of oxen was that they are (a) male and (b) castrated? :D
 

Jack Simth said:
"I want to be strong as an ox"
Duplicate Polymorph Any Object. Permanent. Oh, and you now have an Int of 2.
"Oh.... did you have a third wish? Ah, you're in heat now. Sure, I can bring in a suitable male ox."

<pedantic>
OX: An adult castrated bull of the genus Bos, especially B. taurus, used chiefly as a draft animal.
</pedantic>
 

Brother MacLaren said:
I don't think this would work. Under "Magic Circle Against Evil," it notes that "the trapped creature can do nothing that disturbs the circle, directly or indirectly..."
Sending an ally to disrupt the circle certainly qualifies as indirect interference. And if this tactic worked, it would be used SO often as to make the Planar Binding spells useless.

Hmmm... good point. That "indirect" clause is definitely a sticky one.

Ozmar the Thwarted Djinni
 

So how about this?

My character is a karrnathi dread necromancer (Ozmarius Necromunda Wormfiend). He's kind of a "dark" character - a daelkyr half-blood, he's obtained 8 different symbionts, including a fiendish familiar that whispers evil thoughts to him. He's been tortured and driven insane, but he's marginally "sane" now. He still wears the mask of his torturer. His companions can usually predict his actions, and he is usually helpful toward them.

He is obsessed with death. He's a believer in the Blood of Vol, and wants above all to avoid death and live forever. He's also obsessed with the prophesied Age of Worms, and believes that through researching the life of Kyuss, he may find a path to personal immortality. He has founded a cabal called the Brotherhood of Blood, dedicated to researching the Age of Worms and studying necromancy.

He also has a brother who went missing a while back, and he's concerned for his fate. His brother was replaced by a doppleganger, who traveled with Oz for a while, but was eventually discovered and slain. We've never found out what happened to Oz's brother.

So... I am thinking that Oz will use his new-found powers to bind an efreeti and demand some wishes. But of course I want to make them "in character", and be mindful of "game balance", and just give the DM opportunity to find some creative responses.

What will Oz wish for? He wants 1) immortality, 2) to find his brother, and 3) to learn more about the Age of Worms. He's chaotic, unbalanced, not particularly smart or wise, and spiralling towards evil. (Technically CN now, but I am thinking he'll be CE soon at this rate.)

He's probably smart enough not to wish for immortality outright. Legends probably tell of the dire results of wishing for such overt power. Maybe he'll wish to know "the secrets of immortality." He will probably also wish to know the fate of his brother. If he can be rescued, he might wish for that as well. And as for the third, well, I think he recently recovered an artifact that may be related to Kyuss, or the Wind Dukes. But he can't use it safely. I think he'd like to be able to investigate it without triggering its protective wards, so maybe he'll wish for that.

The nice thing about this is that he will feel that he can wish for whatever he likes, and doesn't need to conserve this power. If he wants to know where a dragon's lair is then he can just wish for it. If he needs a magical tome from Sharn, why not just wish it to his base? Assuming the first few bindings go according to plan, I think he'll see no reason not to continue.

Of course, he'll still go adventuring. This will just be another source of information, and a way to overcome a few obstacles here and there.

Yes... I definitely see this power going to his head. Oz is sliding towards evil. It will be fun to see if anything happens to make him wiser or more cautious.

Gonna be a fun game tonight!
Ozmarius the Dread Necromancer
 


Ozmar said:
So how about this?

What will Oz wish for? He wants 1) immortality, 2) to find his brother, and 3) to learn more about the Age of Worms. He's chaotic, unbalanced, not particularly smart or wise, and spiralling towards evil. (Technically CN now, but I am thinking he'll be CE soon at this rate.)

He's probably smart enough not to wish for immortality outright. Legends probably tell of the dire results of wishing for such overt power. Maybe he'll wish to know "the secrets of immortality."

Efreeti: "Go froth from this place to Sharn (or some other DM assigned city). Enter the lowest ward and find a store run by the lady with one tooth. On the third shelf behind the blue vase you will find a way to immortality."

[DM note: the efreeti has directed the character to find a book called, "The writing of Degus d'Pharlain: Literature to outlast a lifetime." It's a common book, can be found anywhere (the Efreet is just playing with the character by sending him to Sharn). Bascially, the efreet is telling the character one method to immortality... literature or art that lasts beyond the creator's own life time, thus granting him a kind of immortality. (Yes, the Efreet is mocking the character, but such things are to be expected when you ask for immortality.)]

He will probably also wish to know the fate of his brother. If he can be rescued, he might wish for that as well.

Efreeti: "You have called me here, toyed with the forces beyond your reckoning when you could have hired a Tharaskh master to cast Discern Location? A fool you are."

And as for the third, well, I think he recently recovered an artifact that may be related to Kyuss, or the Wind Dukes. But he can't use it safely. I think he'd like to be able to investigate it without triggering its protective wards, so maybe he'll wish for that.

Efreeti: "You do not want to risk the wards? You are a coward. In one breath you seek immortality, and in the next you will not take the risks needed to achieve that most precious of prizes. You are a worm mortal, one who wants without sacrifice: you are nothing more than a crying child whining at the world. I will answer your question with a legend lore, but know that this will be the only answer you will ever get via this method. For any further knowledge you must do it yourself, for only suffereing brings true growth."

The nice thing about this is that he will feel that he can wish for whatever he likes, and doesn't need to conserve this power. If he wants to know where a dragon's lair is then he can just wish for it. If he needs a magical tome from Sharn, why not just wish it to his base? Assuming the first few bindings go according to plan, I think he'll see no reason not to continue.

Which is why any DM worth their salt will do something to put an end to such things. Nobody really has any fun when presented with a challenge a player says, "I'll just have my bound Efreet do it for me."

Not saying its not a great method to set your character up for a future fall, but honestly... why bother playing if that's all you're going to do?
 

Nail said:
Why not just kill the genie after 2 wishes? No more revenge difficulties.

I think the genies collectively look out for each other and send an assassin squad after mortals who do such things.

Just a thought.
 

or, you could try...

This is sort of side-stepping the "is this RAW" issue, but another idea would be to house-rule the efreeti's wish-granting ability to 1% of their population, just like djinni. Then, your players would effecitively have a 1% chance each calling of finding an efreeti who could actually grant them wishes.

(This also potentially leads into interesting DM options, considering the efreeti's +15 bluff - such as an efreeti lying about its ability and how far it can go to make it seem like the players wishes have come true. "Yup, you're stronger alright. I can tell from here. Wow. Way to totally trick me into giving you those wishes.")
 

Loincloth of Armour said:
Not saying its not a great method to set your character up for a future fall, but honestly... why bother playing if that's all you're going to do?

Indeed. Well, why bother playing a flawed character with a disturbed background of personal troubles. Why bother going on dangerous adventures which places your character in greater danger and inconvenience, when he could make a fortune casting cure light wounds safely at home?

Its basically just taking risks (sometimes extraordinary risks) and setting up challenges to see if you can get out of them. Or playing a character to see what that character will do with the situation. Sometimes I don't know what my character will do in advance, but it is fun to find out.

BTW - I like that genie's responses. I would be perfectly fine with it, and it would probably prompt my character to try again, only this time he'd be more careful with his wishes. And he might look into a silence spell after he makes the wishes so he doesn't have to listen to the genie's arrogant and condescending comments. :)

Ozmar the Arrogant
 

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