| UltimaGabe |
So, my players are just entering the Library of Last Resort, and, as you know, an encounter with Darl Quethos could happen at any moment. It's all fine and dandy, he's got his bunch of baddies, all that. But there's one question I had, which is more a question of how a monster works than anything about the Adventure PAth- but it's listed as one of its tactics, so I might as well ask here.
So, the Efreeti henchman Darl has lists one of his tactics as "granting wishes to Darl" or something like that. How exactly does granting wishes work? Like, for example, let's say it's the Efreeti's turn. Does he have to spend any actions? Does he have to be near Darl? Then, let's say it's Darl's turn next. Does he have to spend any actions?
I mean, does the Efreeti actually have to spend a tandard action, as if he's casting Wish himself? Or does Darl need to spend the standard action? If Darl uses his own action to cast Wish, what kind of an action is it for the Efreeti to "grant" the wish to Darl? A free action? A standard action?
I'm afraid that's one aspect of D&D (that and staking a vampire) that was put in mostly for historical purposes, and they never felt like explaining how it worked, mechanic-wise.
James Jacobs
Creative Director
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The efreeti takes a standard action to cast wish on his action for Darl. Darl speaks his wish (talking is free) and it happens. On Darl's turn, he gets to do whatever he wants, but the efreeti spent his using a spell-like ability. He can take a move-equivalent action, but can't attack or cast anything else.
At least... that's how I'd run it.