Wish

Also, take heed that whenever you introduce wishes in your campaign, they have the potential to severely derail the plot. This is why I always put limits on what the players can wish for.
In the case of the genie, I added the rule that the genie is not obligated to fulfill wishes that she does not want to grant for personal reasons. Wishing was a service that she provided volentarily, but that still meant that she had a final say on what gets granted.

-She only grants material things. She cannot give superpowers, eternal life, god-like powers, or more wishes.
-Her wishes must always come from somewhere.
-She prefers not to intrude on the territory of other wish fulfilling beings.
-She does not grant items that grant more wishes, or deliver yet another lamp that has a genie in it.
-She refuses to take on higher powers than herself. She cannot destroy a god, or kill a dragon with a wish.
-As a free service she provides council, and allows her clients to visit her world within the lamp.

That last one was a very important rule. It meant the genie had no intention to screw over her clients.
 

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I brought back mythals and am actually using them to deal with some of the more severe wish threats. Greater effects being particularly relevant.

Mythals still generally consume the essence of many casters involved in making even the amallest and weakest of them in this campaign too, making it technically possible for a player to get one made but highly undesireable and a chore.

It takes a village('s lives) to raise a mythal as they say. I think thats how the saying goes. (or more accurately a circle's?)
 

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