AN AD&D GAME FEATURE
Wishes have their limits



by Kim Mohan
 
Polyhedron - 1st Ed. AD&D - Polyhedron #17

Hornrim was a very smart magic-user
There was no disputing that, because you 
don't get to use the 9th-level spells without 
having a lot upstairs. He was smart 
enough to know that when he got to the 
18th level of experience, he would have a 
chance of being able ot learn how to cast a 
Wish spell. Everything was working out 
just the way Hornrim wanted it to. 

He had been thinking about this day 
almost since the start of his adventuring 
career, and now all the preliminaries were 
over. He had reached 18th level, and 
he was about to utter what he called "the 
ultimate Wish." It would be the first Wish 
he had ever used, but he wasn't worried 
about the consequences -- Hornrim was 
convinced that his Wish would unlock all 
the secrets of the universe for him, bringing 
him all the knowledge and power he 
had waited so long to get. 

He committed the spell to memory, 
settled back in his overstuffed wizard's 
recliner, took a deep breath, and spoke 
the words he had so carefully chosen: 

"I wish to know everything there is to 
know about the Wish spell.
"

And, just as he had hoped, his Wish 
came true. In less tiem than it takes to tell 
it, Hornrim's head was filled with everything 
there is to know about the Wish 
spell. An instant later, all the facts started 
crashing into one another inside of his cranium. 
Contradictions bounced off one 
another, setting in motion a cataclysmic 
cerebral chain reaction. Two instants 
later, Hornrim's brain simply gave up. 
He turned into a gibbering, insane idiot, 
and when his family found him they 
cashed in a few magic items and got him 
a room in the Home for Wizards Who 
Knew Too Much. He's still there, and 
you can talk to him if you want, but don't 
expect him to make any sense. 


. . . . And that's why this article does 
not include everything there is to know 
about the Wish spell. I don't want ot end 
up like old Hornrim, and I assume you 
don't either. Be we can at least take a 
look at the AD&D rules to see what 
there is to know about the Wish spell. :
Nobody's gone crazy from simply 
studying the rules, although I know of a few 
people who've had some close calls. 

Wishes are not all-powerful; after all 
Wish is "only" a 9th-level spell, and it is 
only one of a dozen such spells in the <list the spells here>
Players Handbook. Other more powerful 
forms of magic exist in the AD&D game 
universe, such as some of the powers of 
deities, artifacts, and relics. And the 
AD&D game rule books are replete with 
specific mentions of things a Wish cannot 
accomplish.

For instance: A Wish cannot prevent a 
character from dying of old age, or enable 
such a character to brought back from 
death, (DMG, p.15). 

A Wish cannot make it possible to cast 
the same spell from a scroll more than 
one, (DMG, p.128)

A Wish cannot reduce the time needed 
to cast an Enchant an Item spell, (Players 
Handbook
, p.83). 

A Wish cannot endow a character with 
more hit points than the character 
originally possessed, (PH, p.34)

. . . And so on. Other examples exist, 
and we'll get to a few more of them later. 
These first few examples help us to 
establish . . .
The First Law of Wishes

A Wish can do anything not specifically prohibited by the rules, as long as 
no clear-cut violation of the rules is involved.
 

That sounds okay, except we don't 
know what a "clear-cut violation of the 
rules" is. Well, that requires some judgment 
on the part of you, the DM, or you, 
the player (whichever one you happen to 
be). You have to be familiar enough with 
the AD&D rule system to make some 
justifiable assumptions about the intent of 
the rules -- which means, in a nutshell, 
that you have to keep the campaign from getting 
out of control. 

For instance, I would rule that a Wish 
cannot remove a class or level restriction 
for a non-human player character -- not 
without changing something else at the 
same time so that no rules violation 
occurs. If an 11th-level elven magic-user 
gets ahold of a Ring of Three Wishes and 
says, "I want ot be able to go higher than 
11th level ," the wish may be granted -- 
turning the 11th-level elven magic-user 
into a 1st-level human magic-user. Now
the character can advance as many levels 
as he wants to, or is able to, and no rules 
were broken in the process. If the same 
character makes the same wish but adds, 
"and I want to stay an elf," then the DM 
is perfectly within his rights to rule that 
the Wish simply doesn't, and can't, work 
-- and to punish the player/character for 
trying to break a rule, he might also 
decide that the "impossible Wish" put 
such a strain on the ring that all of its 
remaining Wishes were dissipated at the 
same time. 

One aspect of what a Wish cannot do is 
distinctive and important enough to be in 
a class by itself. In fact, we'll steal the 
words directly from the DMG (p.130) 
and turn them into . . .


The Second Law of Wishes

No Wish is able to cancel the decrees of 
god-like beings, unless it comes from 
another such creature. 
 


That says it all -- almost. I'd expand 
and elaborate on that statement just a bit, 
for clarity's sake. No player character -- 
and no NPC either, for that matter -- can 
use a Wish to bring about divine intervention, 
to get a deity to come when and 
where it's called, or to get a deity to do 
anything that deity doesn't want to do, 
even if no actual "decree" is involved. If 
a character tries to do such a thing, it will 
certainly fail, and the possibilities for 
retribution on the part of the deity/DM 
are virtually limitless. A deity who got up 
on the right side of the bed might show up, 
shake a finger at the wisher, and say, 
"Don't ever do that again." One who 
wasn't so kindly disposed would simply 
raise his right eyebrow and blast the character 
into tiny smithereens. Either way, 
no character is liable to try such a thing 
twice. 

The Second Law also applies, generally 
and "usually" (as the DMG puts it), to 
artifacts and relics. A Wish or even the 
action of a deity, cannot counteract the 
effects of the prime powers of these 
extraordinary magic items, and a Wish is 
often useless against major powers and 
effects as well (the DM is obliged to make 
specific rulings in these cases). Since the 
relevant text on p. 156 of the DMG does 
not mention minor powers and effects or 
side effects, we can suppose that a Wish is 
able to undo these aspects of an artifafct or 
relic. You can get rid of acne (Minor 
Malevolent Effect A) or negate a reduction 
in charisma (Side Effect B) with a 
Wish, but you can't prevent the "capricious 
alignment change" caused by 
Major Malevolent Effect B. As further 
evidence of the fact that a deity's actions 
can carry more clout than a character's 
Wish, the DMG allows exceptions to the 
above guidelines in the case of a deity 
who created the artifact or relic  in question, 
or a deity who is able to fully control 
the item -- and these exceptions can only 
be granted by decision of the Dungeon 
Master. 

A Wish can do anything not 
specifically prohibited by the rules, 
as long as no clear-cut violation of 
the rules is involved. 


The First Law and the Second Law 
cover a lot of ground, and they're also 
pretty self-evident to anyone who's familiar 
with the AD&D game rules. The 
Third Law of Wishes, however, makes a 
stipulation that is drawn from an assumption 
instead of an outright statement: 


The Third Law of Wishes

A Wish is able to duplicate the effect 
of any other single spell, whenever 
the user of the Wish specifies this as 
his intent. 


This is particularly useful for countering 
the effects of a spell or magic item, in 
cases where the rules say that only a certain 
type of magic will work. For
instance, the indigo globe of a Prismatic 
Sphere spell is impervious to all magical 
spells, with the exception of Continual 
Light, which will negate that globe and its 
effect. If a character is in a life or death 
situation where negation of the indigo 
globe is crucial, and he doesn't have 
access to a Continual Light spell but 
happens to be carrying a Wish, then the 
latter spell can be used as the equivalent 
of Continual Light, and the globe can be 
dissipated. 

This may seem like a waste of the 
Wish, and in some cases it might be. But 
in a life-threatening situation, it may be a 
character's only option -- and it may be a 
real smart thing to do in a campaign 
where Wishes are relatively plentiful and 
Resurrections are relatively scarce. 

Notice that the Third Law says "any 
other single spell," and also note that it 
doesn't restrict which type of magic might 
be involved. Both of these assumptions 
are sort of shaky, since they're based on 
an assumption in the first place, but they 
seem fair and logical. You can't use a 
Wish to take the place of more than one 
spell, such as in the casting of a Simulacrum 
spell or the creatoin of a golem -- 
but a magic-user character (for instance) 
can duplicate the effect of a spell that is 
normally only usable by a member of 
some other class. In essence, what's what 
happens when a Wish, masquerading as a 
Cure Wounds spell, is used ot restore lost 
hit points to a character or a party. And 
that's what happens every time a member 
of a non-spell-casting class uses a Wish 
(from a ring, or through the "courtesy" 
of a creature like an efreeti). 

If a character uses a Wish to duplicate 
another spell, and it's important to know 
at what level that spell is "cast," use this 
simple rule of thumb: A spell cast through 
the use of a Wish is treated as though that 
spell was cast by an 18th-level character, 
since that is the minimum experience 
level a magic-user must have to be able to 
use a Wish spell. An exception to this rule 
is made for druid spells, where an effective 
level of 14th is assumed <UA, update>, because 
that's as high as experience levels go in 
the druid class. 

That leads to an interesting distinction: 
If a Wish is used to simulate a spell that's 
available to more than one class, the 
wording of the Wish must specify which 
version of the spell is desired. The magic-user 
version of Dispel Magic, for example, 
would be more powerful than the 
druid version of the same spell, because of 
the difference between 18th and 14th 
level. If, in this case, a player/character 
wanted to simulate Dispel Magic but 
didn't specify the magic-user or cleric 
version of the spell, the DM would be 
within his rights to fulfill the Wish with 
granting the druid version of Dispel 
Magic -- and the relative weakness of 
that form of the spell might cause the 
Dispel to fail when, as a cleric or magic-user 
spell, it would have succeeded.

If an 18th-level magic-user casts a Wish spell . . . his effort cannot be 
undone by someone else wearing a 
Ring of Wishes, even if that someone 
else is higher than 18th level. 



When a character simulates another 
spell by use of a Wish, it isn't possible 
for that same Wish to make the spell 
special or super-powerful in any way that 
isn't allowed by the spell description in 
the Players Handbook. For instance, a 
Wish can be used to simulate a Fireball 
-- in this case, a Fireball that does 18d6 
of damage -- but the Wish does not allow 
the character to stipulate that the 
Fireball will do maximum damage (6 
points per die). If you want a maximum-damage 
Fireball, you have to make that 
request with a Wish that's phrased before 
the Fireball is cast. 

The Fourth (and final) Law of Wishes 
is sort of a companion ot the Third Law, 
but a couple of particular differences 
make it worth listing as a separate law. It 
goes like this: 


The Fourth Law of Wishes

A Wish can counteract any 
magic spell, including another Wish. 


If a Wish can simulate any other spell, 
it stands to reason that a Wish can "unsimulate" 
just as well. This isn't too 
tough to understand or justify, except 
when another Wish is the magic that's 
being acted upon. Can a Wish undo or 
neutralize a previous Wish? Well . . .

Yes, if the second Wish comes from a 
character of equal or higher level than the 
originator of the first Wish, and if both 
Wishes are "pure" magic. For this purpose, 
we have to draw a distinction 
between a Wish as a cast spell and a Wish 
that comes from the use of a magic item 
(typically a Ring of Three Wishes or a 
Ring of Multiple Wishes). The "pure" 
Wish that comes from the casting of the 
spell or through the actions of a magically 
endowed creature has more clout than the 
"second-hand" Wish obtainable through 
the use of a ring or other item. If an 18th-level 
magic-user casts a Wish spell and succeeds 
in getting what he asked for, his 
effort cannot be undone by someone else 
wearing a Ring of Wishes, even if that 
someone else is higher than 18th level. 

Yes, if both Wishes are "second-hand" 
magic (as defined above). A character 
using a Wish from a ring can always 
neutralize or cancel the effects of another 
Wish also brought forth from a ring or 
other type of wish-containing item, even 
if the second wisher is lower in level than 
the first one. 

No, in any case where neither of the 
"yes" conditions is satisfied. A Wish from 
a ring cannot counteract a "pure" Wish 
(although two second-hand Wishes, used 
in succession, might be able to do so). 
And, like it says in the Second Law 
above, no Wish made by a character of 
any level can counteract the effects of a 
Wish that came from a "deity level" 
being, even if that being is not definable 
as having a particular experience level. 
(Whatever that level might be, it's certainly 
higher than any level a player character 
or NPC could attain.) 


For the record, here's a fairly complete 
list of the limitations that the official 
AD&D game rules place on the Wish 
spell, above and beyond the particular 
prohibitions given earlier in this article -- 
designed to drive home even harder the 
point that a Wish can't do whatever a 
wisher wants it to. 

* A Wish cannot raise a character's ability 
scores higher than 16, except at the 
slowed-down rate of 1/10 point per Wish, 
so that it takes 10 Wishes to go from 16 to 
17, or 17 to 18 -- and the beneficiary of 
all these Wishes doesn't get the benefit of 
the higher ability score until the next whole 
number is reached; a strength of 
16.9 is still treated as a strength of 16 for 
game purposes. The Dungeon Masters 
Guide
is very specific on this point, in an 
obvious attempt to keep characters (and 
their players) from abusing the Wish in 
this manner. Unfortunately, we aren't 
given this kind of specific guidance in lots
of other areas -- but the intent of the  
rules is still clear. 

* A Wish cannot restore magical power 
to items that are drained by a Rod of 
Cancellation
.

* It cannot save the life of a character 
who drowns in a Bowl of Watery Death.

* It cannot "bring the character back" 
after that character draws (and suffers the 
effects of) the Void card from a Deck of 
Many Things. 

* It cannot necessarily (50% chance) 
restore the gender of a character affected 
by a Girdle of Masculinity/Femininity.

* If calamity befalls the caster of a 
Leomund's Secret Chest spell, it cannot 
bring back the large chest from the ethereal 
plane when the miniature chest is lost 
or destroyed.

* It cannot "break through the cloaking 
protection": of a Mind Blank spell -- but 
"exceedingly powerful deities would be 
able to penetrate the spell's powers."

* It cannot be used to conduct a "magical 
search" to reveal the fact that a creature 
or character is under the effect of an 
Imprisonment spell. 

* It cannot bring back a character or 
creature killed by a ghost, because this is 
the same as dying of old age; see the text 
preceding the First Law of Wishes. 

For all the difficulties it can and does 
cause, the magic of a Wish is an important 
and perhaps even vital part of the 
AD&D game universe. It gives characters 
and their players -- and yes, even the 
Dungeon Master -- a degree of flexibility 
and freedom that's essential for that universe 
to have the open-endedness that a 
magical world must have. It's often said 
in this non-magical real world we live in, 
that you can accomplish anything you put 
your mind to. Of course, that's not literally 
true, just as it's not literally true that 
a Wish can accomplish anything in the AD&D 
game universe. But what sorry 
worlds they both would be if we didn't at 
least have the opportunity to try. 

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