Sunday, June 7, 2020


Okay, here is my first pass at some rules around wishes for my Perilous Realms campaign. These are inspired by the Judges Guild Ready Ref Sheets.


First, note level of granter:

  1. Object
  2. Well/Fountain
  3. Rainbow
  4. Moon, full, midnight
  5. Star, first seen
  6. Spirit
  7. Djinn/Efreet
  8. Power
  9. Spell
  10. Item
Objects include but are not limited to:
  • Wishstone
  • Wishbone
  • Found single copper piece
  • White horse, first sight
  • Talisman
  • Statue
Major gems are special objects with their own granter value.


Well/fountain, in general, any given character gets one wish per instance.

Spirits are elemental and otherwise neutral powers, especially, e.g., elementals themselves, and also sometimes sylvan beings of the classical variety, such as dryads or centaurs, or of the gothic variety such as pixies and unicorns.

Powers are cosmic spirits of either lawful or chaotic alignment such as gods and goddesses, angels, demons, and the like.

The Wish spell is a 7th level arcane spell that can only be found through research.

Items are magic items with wishes like rings and swords.

Next, discern level of intent:

2 Trivial
3 Selfless
4 Altruistic
5 Mutual
6 Greedy
8 Selfish
9 Malicious
10 Give/take life

Trivial indicates that no one directly benefits and there is no possible harm.

Selfless indicates the wisher benefits from the wish in no way.

Altruistic indicates that one or more parties benefit from the wish but the wisher benefit only indirectly.

Mutual indicates mutually beneficial to wisher and one or more other parties.

Greedy indicates the wish is only for material gain, and / or that there may be one or more other parties that benefit, but only indirectly.

Selfish indicates that the wish is only beneficial to the wisher.

Malicious indicates harmful intent.

Give/take life indicates wishes to kill or restore life, including restoration from flesh turned to stone.

Next, determine likelihood of granting, together with likelihood of repercussion upon wisher and splash on any beneficiaries. Divide Granter by Intent for percent chance granted. Subtract percent chance granted from 100 for percent chance of repercussion for the wish. Roll for repercussion whether wish is granted or not. If granted, halve the chance for repercussion for percent chance of splash on others who benefit from the wish, if any.


Roll d100 for repercussion. Roll d50 for splash back. For both repercussion and splash, add 10 for malicious or murderous intent, subtract 10 for selfless or life-granting intent. Less than zero indicates no repercussion or splash.

Charm indicates wisher or beneficiary charmed by person place or thing related to the context of the wish and/or the situation of the granting. Referee determines.

Fight on!

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