Wishtouched (CR +1)[3pp]

Wishtouched” is an acquired template that can be added to any creature that has successfully wished upon a star. The base creature retains all abilities except as noted here.

CR: +1

Defensive Abilities: A creature under 10 HD gains DR 5/cold iron. Creatures with more HD instead gain DR 10/cold iron.

Fey Magic Vulnerability: A wishtouched creature gains a -3 penalty on saving throws against the spells and spell-like abilities of fey, and fey-touched celestial phenomenon.

Starquiet: A wishtouched creature becomes quieter as it ages. Upon reaching adulthood a wishtouched creature becomes soft-spoken, and any abilities that require others to hear the wishtouched only become effective at half the usual range. At middle-age, the wishtouched becomes mute, and replaces verbal components with emotional components in all their spells and spell-like abilities.

Spell-Like Abilities: A wishtouched creature has a cumulative number of spell-like abilities set by its HD. All abilities are usable 1/day. The CL equals the base creature’s HD.

Spell-like Abilities by CR
HD Spell-Like Abilities
1-3 Faerie fire
4-6 Silence
7-9 Gravity bow
9-13 Geas, lesser
14-16 Life bubble
17+ voidflight (see below)

Abilities: A wishtouched creature gets a +4 inherent to one ability score, usually an ability score associated with the wish that it was granted.

It has long been said that if you are the first to wish upon a shooting star your wish shall be granted. This is not entirely true. You have to wish on the correct shooting star. Most comets are actually rather mundane and possess no supernatural abilities. The few that do however are quite powerful and can grant almost any wish to those who observe them and believe so very much in the idea that the wish could happen.

In addition to fulfilling the wish, this also forms a bond between the wisher and the comet that granted the wish, a bond that may even last beyond death. The wishtouched gains abilities tied to the comet over time, even as the comet slowly steals away their voice.

Those who do become wishtouched suffer from a grim destiny, when the comet that blessed them passes by the world for a second time, the wishtouched from its last passage rarely survive the night, either dying through random accident or simply passing in their sleep. It may be this harvest that fuels the wishes of the next generation of wishers.


School transmutation; Level mystic 4, technomancer 4


Casting Time 1 standard action
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)


The creature touched gains the ability to fly through the vacuum of space at Speed 1 with 1 Acceleration. For the duration of this spell, the creature’s body is altered so it can survive the g-forces involved when traveling at this high rate of travel, however the spell does not provide a means to breathe in space. Within an atmosphere, the subject may only fly at a rate of 50 feet per round for each Speed rate, e.g. 50 ft./round at Speed 1.

The creature can ascend at half speed, descend at double speed, and its maneuverability is good.

Otherwise, this spell functions as flight cast as a 3rd-level spell.

Voidflight Speed by Caster Level
Caster Level Speed Acceleration Atmosphere Flight
13 or less 1 1 50 ft.
14-15 2 1 100 ft.
16-17 3 2 150 ft.
18-19 4 2 200 ft.
20 5 3 250 ft.

Example Wishtouched

The Silent Knight CR 5

This older figure remains silent, clad in heavy armor and armed with sword and shield, his eyes twinkle like distant stars.

XP 1,600
LG Medium humanoid (human)
Init +4; Perception +0


AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
hp 38 (4d10+12);
Fort +6, Ref +3, Will +6
Defensive Abilities DR 5/cold ironWeaknesses fey magic vulnerability, starquiet


Speed 20 ft.
Melee mwk longsword +10 (1d8+4)
Ranged sling +4 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy, detect evil, lay on hands 4/day, mercy (shaken), smite evil 2/day
Spell-Like Abilities (CL 4th; concentration +6)

1/dayfaerie fire, silence (DC 14)

Prepared Spells (CL 1st, concentration +6)

1stprotection from evil


Str 18, Dex 11, Con 12, Int 11, Wis 9, Cha 15
Base Atk +4; CMB +8; CMD 18
Feats Improved Initiative, Toughness, Weapon Focus (longsword)
Skills Diplomacy +6, Heal +3, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +0, Ride -5, Sense Motive +3, Spellcraft +4
Languages Common (listen only)
SQ aura of courage, aura of good, divine grace, divine health, starquiet


Environment small villages
Organization solitary
Treasure 20 bullets, masterwork longsword, half-plate, heavy steel shield, sling, 30 gp

Since he was a young boy, the silent knight wished to become a powerful protector of the innocent, as it pained him to see his friends and others bullied and oppressed, but growing up he lacked the strength to do anything about it.  One night, he wished upon a shooting star that he could become a great paladin, and by the next morning, his strength had grown far beyond his peers. By the time the week was out, a traveling paladin took him on as an apprentice and began to train him to be a paladin.

As he grew though, his voice grew quieter and quieter, until finally, he could no longer utter a single word, nor call out any verbal utterance. Yet this did not prevent him from casting his spells, and he even seemed to cast a few spells normally denied to paladins. Officially, this was seen as an unfortunate circumstance of fate, but all these years the silent knight wondered if the star had taken as much as it had given him.

Still, he was content.

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