"Ugh, another day of getting everything I want."
So your wizard just became 11th level, and for your 2 spells you picked planer binding and something else unimportant because you picked planer binding. There are a few things you need, in addition to the planer binding spell, and a few things you're gonna want in order to get your factory up and running at peak efficiency:
- An Intelligence score of at least 15 at first level.
- Your 4th and 8th level ability points put into Intelligence.
- A minor magical item to provide an enhancement bonus to Intelligence; at 11th level the bonus is +4.
- A minor magical item to provide a competence bonus to Knowledge (The Planes); at 11th level the bonus is +11.
- A minor magical item to provide a competence bonus to Diplomacy; at 11th level the bonus is +11.
- 5 skill ranks in Bluff, Knowledge (Nobility and Royalty), and Sense Motive, for Synergy bonuses.
- Access to the spells magic circle against evil, dimensional anchor, and of course planer binding.
"Hi, my name is Agraham, and I am addicted to POWER!"
So there is a six step process that your wish factory needs to follow to function. Various steps can be done by hirelings and followers, but some steps can only be done by you. It would be wise do do all this indoors in a non-drafty and windowless clean room, just to make sure nothing interferes with the calling process. The six steps are as follows:
Step 1: Cast magic circle, using the focused inward option with diagram (DC 20 Spellcraft). Technically you could do this yourself in 10 minutes, as you have 14 ranks in Spellcraft and a minimum Intelligence modifier of +5 means you auto-succeed on a d20 roll of 1, but anybody with 1 rank in spell craft can just take 20 and do it in 3 hours and 20 minutes. Although the diagram will last for the caster's caster level in days, the minimum duration of 5 days from the lowest possible level caster is more than long enough.
Step 2: In the very next round cast dimensional anchor on the diagram. This will stop the Efreet from using plane shift to go home and ignore you. As above, this effect lasts for the caster's caster level in days, but the minimum duration of 7 days from the lowest possible caster is more than long enough.
Step 3: In the very next round cast planer binding for an Efreet. The Tome of Fiends says that you have to succeed a Knowledge (The Planes) check to summon an Efreet for the first time, and it works out in the worst case scenario to be DC 30 (10 + 10 (Hit Dice) + 10 (never seen one before)). This would be a problem if you didn't have a modifier of (+14 (Skill) + 5 (Intelligence score) + 11 (competence item)) +30, and therefore auto-succeed.
The next part is a little tricky. Planer binding allows a Wiillpower save to negate its effect. If you have been following the guide your spell save DC is 21; Efreeti have a +9 Willpower save, so you have a 55% chance of bagging a genie. If you fail to get an Efreet, start over again at Step 2 when you get access to another planer binding; If you succeed in getting an Efreet continue to Step 4.
Step 4: Interact with the bound Efreet for 10 minutes to increase its disposition to Friendly (DC 15 Diplomacy) or Helpful (DC 20 Diplomacy); with 5 ranks in bluff, knowledge (nobility and royalty), and sense motive you can get a cool +6 synergy bonus to your diplomacy check, and you can get/make a minor magic item that adds a competence bonus equal to your level (+11), so +17 Diplomacy modifier > DC 15 means auto-Friendly, or a 85% chance of Helpful if you are Scrooge McDuck. Or you don't want to screw around with Diplomacy bonus stacking you can skip this and bribe the Efreet with 23,200gp to automatically skip to Step 6.
Step 5: Bribe the Efreet with 5,800gp (if friendly), or 2,900gp (if Helpful).
Step 6: Make a wish. There is some ambiguity concerning whether you get three wishes or one wish. The ability is "1/day grant 3 wishes (to nongenies only)", so talk to your MC to see if this is one standard action or 3 individual standard actions; I personally believe it's three wishes as a standard action (as the ability does not say "3/day-wish"), but this guide is made assuming the MC only allows one. Either way your wish(es) must be one of these:
- 25,000gp in mundane wealth.
- One magic item of 15,000 gp or less.
- +1 Inherent Bonus (Max of +5) to an ability score.
- The effect of any Wizard spell of 8th level or less with no XP component
- Transport for 12 willing creatures anywhere in the multiverse.
"I wish I could wish for more wishes."
To the astute observer, it takes 20 minutes and 18 seconds to from "0" to "wish granted", and it takes one 3ed, 4th, and 6th level spell slot as well as somewhere in between 58 and 464 pounds of gold, and basically has a 55% chance of success. The first thing you are going to want to do is do it as much as you can.
Spell Slots: The real deal bottleneck is 6th level spell slots, as that is how many times per day you get that 55% chance to get your wish on. The easiest way to increase your number of 6th level spell slots is to be a Conjurer and gain a bonus spell slot at every spell level for conjuration spells.
The next way is to maximize your Intelligence score. In the above example the minimum Intelligence score of 15 was used, but having a higher intelligence leads to more 6th level spells, so 18 (base) venerable (+3) Grey Elves (+2) start first level with a 23 Intelligence, and can add their level ability increases (+2), magic item (+4), and an inherent bonus (+5) for a 34 Intelligence, or an additional two 6th level spell slots. But an increased Intelligence also means an increased spell save DC; that same Grey Elf has a Willpower DC of 28 for planer binding, which means a 95% capture rate. For the thorough, consider acquiring the Lich or some other Intelligence increasing template.
In an extreme example, the 11th level venerable grey elf lich conjurer has an Intelligence score 36, and can cast planer binding 4 times a day for a total work day of 1 hour, 21 minutes, and 12 seconds.
Spellstitched: This template is found on page 161 of Complete Arcane, and can be applied to any corporeal undead by any wizard or sorcerer with the Craft Wondrous Item feat, 1000gp, and 500*the Wisdom score of the undead creature in experience points. What you care about is that if you can get an intelligent undead creature's Wisdom score up to 19, they can cast a 6th level spell from the conjuration, evocation, or necromancy school as a Spell Like Ability with a caster level equal to their hit dice. Incidentally, if your character is undead and has a base wisdom of at least 10 you can stack an Inherent bonus (+5) plus a magic item of Wisdom (+4) to get that additional 6th level slot.
If you are a straight wizard or somehow held onto your familiar progression, you should pick up the Stitched Flesh Familiar feat and, with a little boost from Inherent and magical item Wisdom bonuses, Spellstitch it to cast planer binding yet another time per day.
Souls: So you have an unhealthy number of intelligent undead all set to be Spellstitched, but the real problem is where are you going to find 9,500xp to burn for every minion spell stitched, and the answer is probably going to be souls. You could always collect the souls of your fallen enemies and channel them to create magical bling with the Soul Collector feat from the Book of Fiends. It takes a lot of souls to get 9,500xp for item crafting; to illustrate, here's a helpful table:
Soul CR Worth in GP Worth in XP 1 100 20 2 400 80 3 900 180 4 1,600 320 5 2,500 500 6 3,600 720 7 3,900 780 8 6,400 1,280 9 8,100 1,620 10 10,000 2,000 11 12,100 2,420 12 14,400 2,880 13 16,900 3,380 14 19,600 3,920 15 22,500 4,500 16 25,600 5,120 17 28,900 5,780 18 32,400 6,480 19 36,100 7,220 20 40,000 8,000
Leadership: So you have the souls, and the ability to Spellstitch intelligent corporeal undead minions, all you need now are minions. What you are going to want to use are Venerable 1 and 3 hit die wizards who became Ghouls or some other Tome +0 LA undead template as part of a Leadership feat you picked up.
So the only problem is that it takes 19 days to Spellstitch each minion, 19 days that you could spend getting wishes granted. So the sensible thing is to have your 3+ hit die undead wizards with the Craft Wondrous Item feat Spellstitch the lesser hit die underlings with the Spell Like Abilities provided from another Spellstitched minion using the souls from your defeated enemies. As a bonus, wish for them a passel of 1/day items of magic circle against evil and dimensional anchor so you can automate the entire process of getting everything you want.
The tricky part is making sure that the minion you've invested so heavily in can actually call an Efreeti; if they blow their knowledge (the planes) check they were a 19 day waste of time. So you will want them to view an actual Efreet (sets the initial knowledge check to a DC 20), while compile a written work detailing everything about Efreeti and have them read it (-10 DC), and to study an Efreeti whose service was to stand in a completely safe room and not kill anyone for at least a week before you got your wishes from it (-10 DC), thereby assuring that they can make a knowledge check of DC 0.
What follows is a helpful table of the most useful followers for your [Leadership] feat of choice:
CR Minions 1/2 Whatever 1 Whatever 1 1/2 Spellstitched Venerable Grey Elf Adept 1 Swordwraith/Ghoul 2 Spellstitched Venerable Grey Elf Adept 2 Swordwraith/Ghoul 2 1/2 Spellstitched Venerable Grey Elf Adept 3 Swordwraith/Ghoul 3 Spellstitched Venerable Grey Elf Wizard 2 Swordwraith/Ghoul 4+ Spell Stitched Venerable Grey Elf Cleric 3+ Swordwraith/Ghoul with Craft Wondrous Item
"So for reals, this will rape the game, right?"
This section is unwritten, but will be finished later.