Wish
(Conjuration/Summoning)


L^: mu9, wj9
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R#: U
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D^: S
C^: v
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CT: S
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S^: S
A^: S
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MP: 79

Effect: The wish spell is a more potent version of a limited wish (q.v.).

If it is used to alter reality with respect to:
    HP sustained by a party,
    to bring a dead character to life,
    or to escape from a difficult situation by lifting the spell caster (and his or her party) from one place to another,
it will not cause the M-U any disability.
<>

Other forms of wishes, however, will cause the spell caster to be weak (-3 on STR) and
require 2 to 8 days of bed REST due to the stresses the wish places upon time, space, and his || her body.
Regardless of what is wished for, the exact terminology of the wish spell is likely to be carried through.
(This discretionary power of the referee is necessary in order to maintain game balance.
As wishing another character dead would be grossly unfair, for example,
your DM might well advance the spell caster to a future period where the object is no longer alive, i.e. putting the wishing character out of the campaign.)

The Effect of Wishes on Character Ability Scores.

SA: Using a wish to change race.
 

Question: Can a character that failed to make his system shock roll while being resurrected still be brought back via a wish?

Answer: Yes.
 

Question: Is it possible for a character to use a wish spell to become immune to psionic attack?
Answer: Yes.
 

Q: How about some guidelines on the
wish spell?

A:
* In one Lake Geneva campaign, wishes
were sometimes used to gain treasure. A
random amount of 5,000-40,000 gp (5d8 x
1,000) was the usual range. Experience
was never awarded for this treasure, and
a few local campaigns now actually deduct
experience (½-1 xp per 1 gp gained). A
wish may never be used to gain experience
or levels.

* A wish will produce a magical item (not
of artifact quality) of up to +5 enchantment,
lasting for one hour. The item is not
actually created; it is just ?borrowed" from
somewhere. When the duration is up, the
item disappears, returning ?home." (Such
an absence might anger the item?s owner,
of course.)

* The DMG says that a
wish can be used to permanently gain one
ability score point as long as the score is
not raised above 16. If the score is 16 or
higher, it takes 10 wishes to raise it one
point. Thus, it would take 20 wishes to
raise an ability score from 16 to 18.
A wish can temporarily raise an ability
to 18. In some Lake Geneva campaigns, the
duration for this effect is anywhere from
1d6 turns to 1d6 hours (6-36 turns),
depending on how low the original score
was to begin with.

* A wish can change a character?s race,
but it can?t remove a racial class or level
restriction entirely. Thus, an elf made into
a human can rise as high as a human can
in levels, but an elf (as itself) can at best
only slightly exceed racial restrictions on
maximum levels using a wish spell.

* A wish can duplicate other spells. One
Lake Geneva campaign allows wishes to
duplicate any other spells; another limits
this to first- to seventh-level spells.

* Wishes can usually negate or change bad
events. This can range from the previous
hour to the previous week, depending on
how many creatures are involved, the
creatures? relative power, and how specific
the change is. A bad adventure involving a
few adventurers could be wiped out completely
after as much as a week, but a
wish that negated the bad effects of the
same adventure while preserving everything
gained would have to be made within
a day. The results of a minor battle
involving normal troops could be changed
after as much as a day. If the fate of a
whole empire hinged on the battle, however,
and there were powerful demons
present, the wish would have to be made
within the hour and be limited to changing
the result a single key melee (which might
or might not change the outcome of the
battle).

* A wish which shows excessive greed or
promises to be a campaign-buster should
be twisted so that the exact wording is
met, but the intent is not served. For
example: ?I wish to know everything there
is to know about this dungeon,? would
result in the character getting deluged
with information which is quickly forgotten.
If the party is being lazy and trying to
avoid a piece of campaign business with
which it ought to be concerned, it is
incumbent upon the DM to see to it that
the wish winds up costing the party more
than it gains. If a wish is to be used in a
tricky situation, players should limit the
number of words in the wish.

* This list could go on. Ultimately, the DM
must decide on his own guidelines for
using wishes. A useful article on this topic
appeared in the Best of DRAGON Magazine
Anthology, volume 5: "Best wishes!"
(133.72)
 

Q: Can a ring of spell turning turn a
wish spell?

A: This depends upon how the wish is
used. If the wish is used so as to have a
personal effect (one not involving a broad
area) on the ring?s wearer, and the effect is
not delivered by touch, then the wish is
subject to turning, and the wearer and
wisher each get saves (unless the turning
fails or is total). See the ring?s description
in the DMG, page 131.
(133.72)


wj9

This spell is a more potent form of the limited wish.
If used to replace lost HP, or escape from a difficult situation, there is no ill effect on the caster.
Otherwise, the wu jen loses 3 points of Strength and must rest 2-8 days to recover.
The wish spell literally grants the desire of the character, altering reality to do so.



 


Yrag used a wish to gain a horn of blasting.
He got a map that he followed through perilous lands to finally arrive at a cavern in which he had to fight several hydras.
Sadly, the length of the {quest} and the hard fight at its conclusion made me {forget} that my character was seeking a magical treasure of specific sort.
He left with some treasure but not the horn he had wished for.

In short I overlooked the horn of blasting and so never did Yrag or any of his associates ever possess such an item.

Cheers,
Gary
 
 


Quote:
Originally posted by MerricB
G'day Gary!

Back again so soon?

Just been looking over Mordenkainen's Fantastic Adventure again (a Fantasy Word Adventure... oops!). I tried taking my character Meliander the Mage through that once... not good. Much respect for your playing skills from that experience!

Here's a question... how common were wish spells in your game? It seems that every time I look at tales of your characters exploits, a wish spell or two seems to be used to save them!

(Am I exaggerating? Possibly. Individual perception is a wonderful thing!)

Hmm... I notice that our 'local' mail order people have The Hermit in stock. I'll see if I can get it... Necropolis has renewed my interest in your adventures!

Cheers!
 


Hi Merric!

My fellows call and I respond in expeditious manner

There were all too few wishes from my POV.
Whenever one or another of my PCs discovered an item that granted one or more,
that prize went into the common treasury, and they were kept for emergency rescue use, so to speak.

Later on, of course, Mordie, and then Bigby rose to sufficient level to cast the spell personally.
Then potions of longevity became likewise prized items.

Now i trust that when you put The Hermit adventure into play, you will be using the LA game system version, right?

Heh,
Gary
 
 


Quote:
Originally posted by MerricB
G'day, Gary!

I was just wondering - how popular were demihumans in your AD&D games? Did they often reach the level limits? Did they go above them due to one method or another?

Cheers!
 


Hi Merric 

About half of the players had demi-human PCs, and that's when I saw the need to allow multi-classing more broadly, and not limit the thief level.
Also some of the sub-types were created and the level limits bumped up to accommodate those who insisted on playing non-human races in a human-dominated game and world setting. Actually, I allways allowed a Wish spell to bump up a level too...

It is worth noting, that most players never got PCs above around 12th level, so even an elf fighter/m-u of 5/8 was a viable member of a typical party.

Cheers,
Gary
 

Quote:
Originally Posted by PapersAndPaychecks
I'd also like to invite your comments on the "Wish" spell, particularly its uses for ressurecting dead players. I've heard it said that Wish could be used to raise any dead character (including those races which could not be raised through Ressurection) and that no system shock roll is required - would you agree or disagree?


I would agree with the caveat that the wish would have to be phrased properly, generaly one that prevented the deadly incident from having occurred.
thus, something like this should be required:
"I wish that our party had not encountered entered the cave in which the red dragon was laired,
thus preventing it from becoming aware of us,
attacking,
harming,
and killing Alfie the Elf,
even though such wish might mean we are not aware of the red dragon and that might remove from our knowledge and possession such items that led us to the cave."

Cheers,
Gary

Thanks in advance![/QUOTE]
 

Quote:
Originally Posted by Anson Caralya
Fair enough!

Sorry, I didn't mean "all-powerful" in the game-breaking, greedy-player way; more that it's the spell to call on when you have a problem without other solution, which I believe is the same usage you're citing from Mordenkainen's experiences (although I see how my post doesn't spell that out... "spell that out"... ouch). Perhaps "spell of last resort" would have been more accurate.

In my personal OAD&D experience, parties were of low enough level that a wish was extremely rare and never used in such a way as to invite a DM to create his own Arabian Nights tale in the interpretation.


Hail Anson Caralya!

Thanks for the added insight and the unintended pun <cool> Indeed, your explanation is very much the way I regard the wish spell.

In my campaign magic items granting wishes were quite rare and after a few hilarious times where the incautious PCs misused them, all such were saved for desperate situations.
without potions of longevity, Mordenkainen will not use a wish spell, and there are only two item-cointained wish spells in the whole of the Obsidian Citadel's magic repository.

Cheers,
Gary
 

Quote:
Originally Posted by SuStel
Speaking of wishes, I've always wondered how people worded wishes to raise ability scores. A wish can only raise a score a certain amount depending on how high it is, so what did a player character say? "I wish to be stronger"? "I wish I had a 16 strength"? "I wish to raise my strength score"? The first is in-character, but wouldn't a character be more likely to say, "I wish to be immensely strong," or something like that?
The pharsing of wishes is a matter of some consternation on the part of most players, that due to the devious and malign nature of most DMs... I have had some hilarious times "fulfilling" the wishes of PCs in my campaigns.


You are correct abot players using PC-held wishes to increase stat scores, and I am amongst the latter group. As with most cautious players a good knowledge of the DM's mind is a prerequisite to uttering a wish and having it come out anywhere near the result desired.

For instance, a reasonable DM being in charge, a whish phrased thus is likely to succeed in gaining a point of Intelligence:
"I wish to have my mental ability increased so as to emulate the most intelligent sane living human being of benign ethical and moral compass, this increase in my own intellect permanent and not detrimental, harmful, or incapacitating to me in any way."

Not perfect but difficult for a reasonable DM to pervert

Cheers,
Gary