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The Desire spell is one of the first D&D spells. Some people like a spell, some people hate it, and most of us spend our time figuring out how to formulate it correctly so DM doesn’t fool us. Desire is probably the most discussed and controversial topic in D&D, because what you can and cannot do is the subject of endless discussion. None of the DMs we’ve played with have done the same. Although the description of a spell gives some indication of some of the things that can happen, DM probably has more freedom with this spell than with any other.
Stephen wants everyone to know that he has three rules for vows:
A sentence has to start with the words I will do and is pronounced in six seconds.
In return, he promises his players not to be a jerk, but only his desire to manipulate, for the sake of the game and the action.
Chris thinks it’s all bullshit.
How did this happen? Let’s look at the wishful thinking spell in the history of D&D.
RECEIPT AND VERIFICATION
In the original D&D, there was no game of wishing (and many would probably prefer it to stay that way). The first mention of a vow can be found in Greyhock Appendix 1, which was published in 1976. The wish was essentially divided into two parts – the limited wish and the wish.
A Level 7 spell
A spell that changes the reality of the past, present, or future, but only within limited limits cannot, for example, create or bring treasure in any form, and only part of the desire can actually come true. (See Images and drawings, Samples and TRANSITIONAL MEASURES, page 33, Three Wishes)
Magic User Level 9
Same saying as in Wish Ring (PICK UP AND MOUNT, MONSTER AND TRAESURE, page 33). However, the use of the Wish spell requires a spell large enough to allow the user to cast nothing else for 2 to 8 days.
The above information is taken from the Ring of the Three Vows, which reads as follows
Three Wishes Ring (Help & Drawing, Samples & TRANSERS) :As with all wishes, the wishes made by the ring must be of limited strength to maintain balance in the game. This requires the utmost discretion of the judge. Usually greedy symbols ask for more wishes, for example than one of them. The judge must then place this character in an endless closed time loop and bring him back to the moment he first got the greeting ring. Once again, the wish of any powerful object can be fulfilled without the person who wants it (I wish the mirror of the fall for life!, and then the judge puts the character in what is his!). The wish that unfortunate adventures never happen. Classes can be given when there is a desire for powerful objects or great treasures.
There is a lot of information here, but at the same time many other things remain unclear. A limited desire is rather a spell of change. According to the description, you can’t expect to get many physical things like magic items or gold. But with the possibility of changing the scheme, here are some examples that one can imagine, so that this limited wish can be used to
Past – Change the outcome of the battle. Change what the NPC told you. Go back in time before the player died.
Present – Change the city, the continent or even the plane. Change the result of the Rescue Throw, Skill Test or Attack Throw.
Future – Change the likely outcome of a fight that goes wrong. Your position in society, like a knight or a nobleman.
The ability to change the future is perhaps the most interesting and the most difficult. Changing the future is the solution most likely to bring something like prosperity. By changing the future, you can choose to make yourself king of the earth. So we can assume that you can have as much wealth as you want, not to mention the castle, the armed guards and the beautiful queen next door.
At this point, Gary G. decided to add his usual damn OD&D rules. He spends more time making suggestions to DM to ignore a character’s desire than describing a real spell. Of course, the basic concept of what desire is simple enough, but in reality it is not. Why only give examples of how you deal with people? It’s one thing to keep your balance, but it’s another to actively mislead the player.
So, using the above example of a change in the future DM, one could say that you could of course be king, but depending on how Gary describes fate, DM could decide that you are under siege by the neighbouring kingdoms so that you spend all your money on your troops, weapons and fortifications. Oh, and your wife is from an arranged marriage, and she’s more troll than a blushing bride.
The spell is also based on the rules of the Ring of Three Wishes, but has no other limitations than the exhaustion of the spell. Based on the information provided (or lack thereof) the player can now demand anything. But on the other hand, the emphasis seems to be on turning the player around, whatever he wants.
Secondly, the spells remain for the most part the same, but without any useful tips on how to rotate the players. In order to save time, we will now waive the limited fun period.
Range : Parts
unlimited : Q
Duration : Special casting time
: Specific impact area
: Special rescue waste: Special Wish Spell
is a more powerful version of the limited wish spell. If it is used to change the reality in terms of damage caused by a camp, to revive a dead creature or to get out of a difficult situation by lifting a wizard (and his camp) from one place to another, it will not hinder a wizard. However, other forms of desire weaken the charmer (-3 to strength) and require 2d4 days of bed rest due to the tensions to which the charmer is exposed in time, space and body. No matter what one wishes, the exact tennisology of the spell is likely to be completed. A desirable spell makes a wizard five years older.
This discretion of the DM is necessary to maintain the balance of the game. For example, because it would not be fair to want to kill another creature, your DM could push the launcher in a future period when the creature is no longer alive, which would push the desired character out of the landscape.
The description of the spells is quite fast and accurate. It is interesting to note that there is no mention of the effects of other spells that are easily copied on the wizard’s body, as noted in later editions, but there are a few things that the wizard might want without limitation, such as Healing, Resurrection and Teleportation (or, if you are very persistent and follow the specific spell wording) : Levitation).
We appreciate the last paragraph where the DM(s) know that this spell is an absolute blast, and we ask that anything that can influence the story or can be a giant McGuffin for a game, can be adapted to the desired cast, even if you don’t specifically ask for it. This margin gives DM the power over fate, which, frankly, is necessary. Desire is a spell that breaks the rules, and if a player decides to return to RAW, this simple paragraph allows DM to curb the player’s wildest desires. This disclaimer is included to a certain extent in all future editions.
As with 3.5, things get more complicated and not always better. Wait, that’s a lot of information.
Level: Sor/Wiz 9
Components: V, XP
Casting time: 1 Standard Action
Range: See Text
Purpose, Effect, or Region:See Text
Catch Roll:See Text
Desire is the most powerful spell a wizard or sorcerer can cast. If you say it out loud, you can change reality so that it suits you better.
But desire also has its limits.
The request may have one of the following effects.
– Duplicate a Master or Wizard spell of level 8 or lower, provided the spell does not belong to a school that is forbidden for you.
– Duplicate any other spell of level 6 or lower, provided that the spell does not belong to the school from which you have been expelled.
– Duplicate a wizard or sorcerer’s spell of level 7 or lower, even if it is forbidden in the school.
– Duplicate any other spell of level 5 or lower, even if it is forbidden in the school.
– Overcome the harmful effects of many other spells, such as geysers, spells or madness.
– Create a non-magical element with a maximum value of 25,000 pg
– Create a magic object or extend the power of an existing magic object.
– Give the creature a +1 bonus to the power. Spells cast in a direct order of two to five can give the creature a +2 to +5 bonus to his ability (two wishes for a +2 bonus, three for a +3 bonus, etc.). Internal bonuses are immediately available, so they cannot be removed. Pay attention: Inner bonuses cannot exceed +5 per skill, and inborn bonuses for a particular skill will not be stacked, so only the best bonus will be applied.
– Eliminate injuries and illnesses. A wish can help a creature at all levels of spelling, and all subjects are cured of the same kind of suffering. For example, you can heal all the damage you and your companions have suffered, or remove all toxic effects from all members of the group, but not both with the same desire. Desire can never restore the loss of the point of experience of the enchantment or the loss of the level or constitution of the resurrection of the dead.
– Raising the dead. Desire can bring a dead creature back to life by duplicating the resurrection spell. The wish can bring a dead being whose body has been destroyed back to life, but this task requires two wishes: one to recreate the body and the other to fill the body with life again. Desire cannot prevent a figure who has come back to life from losing his level of experience.
– Carrying passengers. Desire can elevate a creature from any place in any airplane to the level of a sorcerer and place those creatures somewhere else in any airplane, regardless of local conditions. In case of an unwanted target, the villa will be saved to cancel the effect and a possible spell resistance will be cast.
– Turn the disaster around. A wish can undo a recent event. The wish makes it necessary to repeat every movement in the last round (including the last movement). Reality is adapted to the new result. For example, a wish can cancel a successful rescue of an opponent, a successful critical hit of an opponent (or an attack or critical throw), a failed rescue of a friend, etc. However, the backwash can be just as bad or worse than the original backwash. In case of an unwanted target, the villa will be saved to cancel the effect and a possible spell resistance will be cast.
You can try to use your desire for more effect, but it’s dangerous. (A wish can turn your intention into a literal but unwanted performance or only a partial performance).
Double spells allow you to save and maintain the spell resistance as usual (but for level 9 spells, the DCs are saved).
Hardware component: If a wish reproduces a spell with a hardware component costing more than 10,000 gp, you must supply this component.
XP costs: The minimum costs for the desired casting are 5,000 XP. If a wish reproduces a spell that costs XP, you have to pay 5000 XP or this cost, whichever is the highest. If a wish creates or enhances a magical item, you must pay double the normal cost of XP to create or enhance the item, plus an additional 5000 XP.
Eww. It’s a lot of rules and regulations, and the part I like least is… Casting costs XP! We think it’s a way to control the actors, but it’s still a high price to pay for what will ruin the DM and distort your words.
But, uh… It might be better to add a few lines to the spell of the wish list and limit its power. After all, you are not a god, but merely a mortal endowed with an unpleasant magic that can change the shape of the world and time itself. Another Tuesday for an adventurer.
We like very much that we add a few wishful thinking restrictions for years and unlimited releases of power that DM would have to tinker with. Actors now have a clear set of suggestions on what they can or should do. And while they have the ability to use the spell for something bigger and more powerful than the actions mentioned, DM restores some flexibility to ensure that players don’t do something completely ridiculous.
Again, 4th does not follow any of the rules as in previous issues. Wish spells have been removed from the list of spells available to players and have become a historical way to use DM during the campaign.
And it’s fucking awesome.
With all the pictures that 4th took, it’s probably the best I’ve seen in 4th (well, there’s a lot of really good stuff in 4th, but it’s just my favorite). The ability to banish a wish from players’ hands eliminates so many problems and gives DM the freedom to make a really important wish. Isn’t that the wish?
Casting time:1 Action
Classes: Wizard, wizard.
Desire is the most powerful spell a mortal being can create. If you simply speak, you can change the basis of reality to meet your own needs.
The main purpose of this spell is to duplicate any other spell of level 8 or lower. During this period you have no requirements to meet, not even expensive parts. The spell has just come into effect.
You can also create one of the following effects of your choice:
– You create an object with a value of up to 25,000 gp that is not a magic element. An object cannot be larger than 300 feet in any dimension, and it appears in an empty space visible on the ground.
– You show up to twenty creatures that you can see to restore all health points, and you complete all the effects on them as described in the great restoration spell.
– You release up to ten creatures whose resistance to your chosen type of damage can be detected.
– They give up to ten creatures immunity to a spell or other magical effect within 8 hours. So you can immunize yourself and all your comrades against the budding lichens.
– You cancel a recent Event by forcing a turn on a roll made at the last turn (including your last move). Reality is adapted to the new result. For example, a wish spell can cancel a successful rescue of an enemy, a critical attack of an enemy or a failed rescue of a friend. You can force the rewind with one advantage or disadvantage, and you can choose to use the original rewind or rewind machine.
Perhaps you can achieve something that goes beyond the above examples. Explain your request to the GMO as precisely as possible. The GM has a lot of room to decide what is going to happen in this case; the greater the wish, the greater the chance that something will go wrong. It may be that the spell just doesn’t work, that the effect you wish for can only be partially achieved, or that you experience unintended consequences due to the way you have formulated your wish. For example, if you want the bad guy to be dead, you can move forward in time to the time when that bad guy isn’t alive, and you’ll be kicked out of the game. Even if you want a legendary magical object or artifact, you can be transported directly in the presence of the current owner of the object.
The excitement of casting this spell to get a different effect than duplicating another one weakens you. Once you have endured this stress, every time you cast a spell until you have a long pause, you will suffer 1d10 times necrotic damage for each level of that spell. This damage cannot be reduced or avoided in any way. What’s more, your power drops to 3 or less within 2d4 days. For each of those days when you are on holiday and only doing light activities, your remaining recovery time will be reduced by 2 days. After all, there is a 33% chance that you will never be able to make a wish again if you suffer from this stress.
Finally, we come to the 5th, which does a good job with what the 3rd has to offer and brings a turnaround. We have restrictions on the wish spell (good) and a pretty big trick, 33% chance of never saying the wish again. It will take away your desire to have a pony when you may never be able to say the Hail Mary spell again.
Again, the description of the spell gives more details about what a character can and cannot do. Moreover, the sanctions are no longer as severe as in the previous versions. The formulation that allows DM to be creative is how it can handle some of the most absurd requests. That makes it interesting and challenging, both for the player and for the DM.
After all, a wish spell can be a total game break, but only if players try to do something stupid and DM allows it. The wish can be a big spell, because it allows the pitcher to create his own fun and/or party with deep shit. Below are our final thoughts on this spell.
Stephen – As in previous editions, I love the infinite potential that can create the wish spell, but sometimes the player is willing to spoil the fun by wishing for something ridiculous, like being a god or for BOEG to die. Grandmasters must get up when their players reach wish.
Chris – As far as I’m concerned, Stephen has to worry if I’ll ever get a chance to give up Desire, because I’m finally going to have my Elephant Mountain War and there’s nothing he can do about it.
Loan of works of art : Lisa Hunt
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