|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
GameMastery Guide
/
Rewards
/
PCs Controlling Rewards
Wishes
Source
GameMastery Guide pg. 116
The monstrous four-armed demon spoke in a surprisingly pleasant tenor voice. “And what, pray tell, is it you so desire?” Seltyiel paused, steeling his resolve. “I wish suffering for my family, tenfold for each wrong visited upon myself. I wish the lord mayor’s daughter and rank, and his head resting beneath my boot. I wish for such wealth that even a Qadiran merchant would weep with envy.” The demon’s laugh boomed throughout the cavern. “Is that all, little one? I expected ambition.”
More so than almost any other ability,
wish
and its cousin
miracle
have the potential to drastically change a campaign. When your players reach the upper echelons of the game at 15th level and beyond, you should consider whether or not you want to allow your players access to
wishes
, as even if they can’t buy them, they’ll soon enough be able to cast the
wish
spell themselves.
The easiest way to control wish is to restrict it to those options listed in the
Pathfinder RPG Core Rulebook
. None of these uses are game-breaking. However, by expanding the boundaries of
wish
and
miracle
, you open up roleplaying and story opportunities that can keep your high-level game fresh and exciting for many adventures to come.
Types of Wishes
: One of the first boundaries to set is whether or not all wishes are created equal, and have similar constraints. Treating all
wishes
the same has the virtues of consistency and simplicity, and helps keep your game under control. Having a hierarchy of
wishes
gives fodder for the story in your game, letting PCs alter their local reality with their wishes, but leaving the option of seeking out higher powers to grant the wishes spoken of in legends. A suggested hierarchy is
wishes
from spells or magic items, followed by
miracle
,
wishes
granted by artifacts and relics,
wishes
granted by powerful outsiders like the efreet and djinn, and finally those
wishes
bestowed directly by gods and other entities beyond mortal ken.
Making Good Wishes
: The best
wishes
are short, unambiguous, related to matters immediately at hand, and usually aimed at a simple (if powerful) task. A
wish
for a sundered
mirror of mental prowess
to be made whole or a
wish
to reveal the identity of the thief of the crown jewels is unlikely to go awry.
Making Bad Wishes
:
Wishes
born of greed or vengeance have a way of turning sour. Attempts to guard against mishap with a list of conditions and qualifiers are rarely successful, most often resulting in partial fulfillment of the
wish
.
Wishes
that stretch the limits of the power granting them are always ill advised. If the
wish
is from a spell or magic item, failure or backlash is likely, while if the
wish
is from an outside source, the granter of the
wish
may be angered by mortal temerity and twist the
wish
or otherwise seek retribution against the wisher.
Twisting Wishes
: Folklore is filled with tales of
wishes
gone awry, bringing heartbreak, misery, and perhaps eventually wisdom to the hapless wisher. The
wishes
most likely to be perverted away from the wisher’s intent are
wishes
granted by hostile outsiders,
wishes
from cursed objects, and bad
wishes
as described above. Evil outsiders in particular are loath to grant
wishes
that don’t serve evil ends, and take every opportunity to twist them toward harm and suffering. A
wish
for eternal life may leave the wisher imprisoned in a decrepit yet still undying body. A
wish
for a powerful magic item can be granted by stealing the item from a powerful and vengeful lord.
Wishes
are best turned awry by adhering closely to the letter of the
wish
, but violating the spirit.
Deferred Results
: Rather than denying a particularly powerful
wish
, such as for the throne of a kingdom, the
wish
can be granted over an extended period. The
wish
subtly reshapes reality, guiding the wisher through seeming coincidence, good fortune, and the timely appearance of helpful NPCs. Success is not assured unless the PC takes advantage of her opportunities.