More PnP-ish Wish Spell (work in progress)
ZanathKariashi
Member Posts: 2,869
Static list of options, though wisdom and intelligence can affect the success of rate of some wishes.
(after several calculations I've finally come to a 2nd edition appropriate xp cost for spells that age the caster/recipient as a penalty, in lieu of an aging mechanic.)
Requires a minimum of 100,000 xp to use Wish or the Genie refuses to talk to the caster and despawns.
[Raise a stat by 1 - Costs 100,000 xp]
(Creates an invulnerable gas-cloud that anyone can speak to (lasts 1 turn or until an option is selected).
Brings up a dialog box with options for each stat.
Current stat : Result
14 or less = +1 stat
15 = +1 stat - 100,000
16 = +1 stat - 200,000 xp
17 = +1 stat - 300,000 xp
18 = +1 stat - 400,000
19 = +1 stat - 500,000 xp
20 = +1 stat - 600,000 xp
21 = +1 stat - 700,000 xp
22 = +1 stat - 800,000 xp
23 = +1 stat - 900,000 xp
24 = +1 stat - 1,000,000 xp
25 = N/A
If the user has less xp then required to pay the cost, that stat isn't displayed, also stats at 25 aren't displayed.
[Wish-Rest - Costs 100,000 xp]
Base success chance = 10%. +5% success rate for every point of intelligence and wisdom above 14.
Success = whole party is restored as if rested.
Failure = All party spells and abilities are expended, all party buffs under 8 hours are dispelled, and the party is immediately fatigued.
[Mass Heal - Costs 100,000 xp]
Base Success chance 30%. +5% per point of intelligence and wisdom over 14.
Success = Casts heal on the entire party
Failure = Casts Harm on the entire party
[Mass Raise - Costs 100,000 xp]
Base Success chance 40%. +5% per point of Intelligence and Wisdom above 14.
Success = All dead party members are raised, as per the spell Raise Dead.
Failure = Normal/easy - Spell fizzles. Core and above - Dead party members are removed from the party.
[2x Time-Stop with IA - Costs 100,000 xp]
Base success chance = 0%. +5% success rate for every point of intelligence and wisdom above 14.
Success = Double strength time stop and IA applied to the caster.
Failure = Caster is paralyzed for 2d4 rounds, no save, by-passes all protections. Can't be dispelled.
[Wealth - Costs 100,000 xp]
Base Success chance 50%. +5% success rate for every point of intelligence and wisdom above 14.
Success = Adds 25,000 gold to party funds
Fail = Takes 25,000 gold from party funds
[Wands - Costs 100,000 xp]
Creates 3 fully charged random wands from the list below
1 - Fire
2 - Lightning
3 - Fear
4 - Sleep
5 - Summoning
6 - Cloudkill
7- Paralysis
8 - Magic Missiles
9 - Frost
(after several calculations I've finally come to a 2nd edition appropriate xp cost for spells that age the caster/recipient as a penalty, in lieu of an aging mechanic.)
Requires a minimum of 100,000 xp to use Wish or the Genie refuses to talk to the caster and despawns.
[Raise a stat by 1 - Costs 100,000 xp]
(Creates an invulnerable gas-cloud that anyone can speak to (lasts 1 turn or until an option is selected).
Brings up a dialog box with options for each stat.
Current stat : Result
14 or less = +1 stat
15 = +1 stat - 100,000
16 = +1 stat - 200,000 xp
17 = +1 stat - 300,000 xp
18 = +1 stat - 400,000
19 = +1 stat - 500,000 xp
20 = +1 stat - 600,000 xp
21 = +1 stat - 700,000 xp
22 = +1 stat - 800,000 xp
23 = +1 stat - 900,000 xp
24 = +1 stat - 1,000,000 xp
25 = N/A
If the user has less xp then required to pay the cost, that stat isn't displayed, also stats at 25 aren't displayed.
[Wish-Rest - Costs 100,000 xp]
Base success chance = 10%. +5% success rate for every point of intelligence and wisdom above 14.
Success = whole party is restored as if rested.
Failure = All party spells and abilities are expended, all party buffs under 8 hours are dispelled, and the party is immediately fatigued.
[Mass Heal - Costs 100,000 xp]
Base Success chance 30%. +5% per point of intelligence and wisdom over 14.
Success = Casts heal on the entire party
Failure = Casts Harm on the entire party
[Mass Raise - Costs 100,000 xp]
Base Success chance 40%. +5% per point of Intelligence and Wisdom above 14.
Success = All dead party members are raised, as per the spell Raise Dead.
Failure = Normal/easy - Spell fizzles. Core and above - Dead party members are removed from the party.
[2x Time-Stop with IA - Costs 100,000 xp]
Base success chance = 0%. +5% success rate for every point of intelligence and wisdom above 14.
Success = Double strength time stop and IA applied to the caster.
Failure = Caster is paralyzed for 2d4 rounds, no save, by-passes all protections. Can't be dispelled.
[Wealth - Costs 100,000 xp]
Base Success chance 50%. +5% success rate for every point of intelligence and wisdom above 14.
Success = Adds 25,000 gold to party funds
Fail = Takes 25,000 gold from party funds
[Wands - Costs 100,000 xp]
Creates 3 fully charged random wands from the list below
1 - Fire
2 - Lightning
3 - Fear
4 - Sleep
5 - Summoning
6 - Cloudkill
7- Paralysis
8 - Magic Missiles
9 - Frost
2
Comments
Most of the Miracle results require it to be in line with your Deity's portfolio/goal/personality or it'll be denied out of hand. (like being a cleric of a good deity and trying to cast an [evil] spell with Miracle would be denied).
Though that is a little cheap they amended it's description...in 3.0 Miracle had a minimum xp cost no matter what, but in 3.5 they let it replicate spells for free.
The other option is making Wish reduce Con permanently by 5 per Wish...which even I feel that's excessive.