The wishes are offered as a traditional courtesy for letting the djinn escape. You are not actually their master, and if you offend them by acting like a tit they will annihilate you.

Wishmasters have access to a powerful and versatile, but limited ability that also has a chance to carry nasty consequences. It's a good fit for players who enjoy the gambler's thrill of high-risk and high-reward, or for more prudent types can make for an excellent support ability if used as a more calculated risk.

Wishmaster Get your heart's desire.
caret-right Ambitious Better results on self-serving wishes.
caret-right Beneficent Better results on supportive wishes.
caret-right Bestowal Grant others' wishes.
caret-right Humble Small things carry no consequence.
caret-right Warranty Refunds on faulty wishes.

Wishmaster

Utility plus-circleMake a Wish: You have the power to make a wish for your choice of Destruction, Happiness, Health, Love, More Wishes, Mulligan, Power, Safety, Success, or Wealth. See the Wishes sidebar below for more information on the various rewards and risks of wishes. Making a wish takes one action.

minus-circleStandard Quantity: Wishes are powerful things, and you can normally only make up to three of them per session.

minus-circleMonkey's Paw: When you make a wish, you always get what you wished for but there are often also consequences. Roll a consequence check and check the associated table for the wish you made. Dice rolled for consequence checks are not trigger dice and cannot have their values manipulated/altered by any effect that can change trigger die results.

plus-circleAbstention and Greed: You may optionally choose to wish for less (a “Safe” wish) or more (a “Risky” wish) than the standard effect. Making a Safe wish allows you to roll twice on the consequences chart and take the higher result, while making a Risky wish requires you to roll twice and take the lower result.
Sidebar: Wishes
Destruction Safe Instantly kill a subject of up to half your level or destroy up to a you-sized chunk of material the approximate toughness of wood or less (ice, plastic, glass, bone, etc).
Normal Instantly kill a subject of up to your own level or destroy a you-sized chunk of material the approximate toughness of stone or less (concrete, brick walls, etc).
Risky Instantly kill a target up to twice your level or destroy a you-sized chunk of any material.
Complications
10-12 Perfect execution. Whatever you wanted broken is broken.
7-9 Feedback stuns you, making you lose your next turn.
4-6 You damage more than you intended- the referee picks a you-sized chunk of the environment that also gets destroyed, preferably whatever chunk leads to the most direct consequences (the bottom of your boat, the floor under your feet, the base of a nearby tree, etc).
1-3 You accidentally also destroy yourself, reducing your current Flesh to 0. You may make a death & dismemberment roll to survive as normal.
Happiness Safe Remove up to 3 Stress from a willing target.
Normal Reset willing target's Stress to 0.
Risky Reset willing target's Stress to 0 and make them completely immune to all Stress until the end of the current session. They don't even need to eat or anything.
Complications
10-12 Just straight vibing on life. No negative side-effects.
7-9 The target passes out from bliss until the beginning of the next exploration turn.
4-6 The target's too cheerful to worry much about their own safety, and cannot make recovery actions for the remainder of the current session.
1-3 The target achieves momentary enlightenment, and in so doing destroys all of their resources (Provisions, Supplies, Mojo). They cannot hold more than 1 of any resource until the end of the current session (so if they have 1 point of Mojo, they can't gain any more Mojo or carry any Provisions/Supplies at all).
Health Safe Restore all lost Flesh to a single willing creature.
Normal Restore all lost Flesh, Energy, and Attention to a single willing creature.
Risky Restore all lost Flesh/Energy/Attention to and remove all injuries/diseases from a single willing creature. Brings the dead back to full life so long as they died within the current exploration turn.
Complications
10-12 The healing is instantaneous and without any side-effects.
7-9 The target's body grows back strangely. They gain a random mutation.
4-6 The process is excruciatingly painful. The target is healed, but gains a new random injury and 3 points of Stress immediately afterwards. Roll for Cracks for each point separately.
1-3 The target is healed, but is also knocked unconscious for the remainder of the current session.
Love Safe An enemy loses all immediate interest in harming you.
Normal You gain a relationship of Friend with any creature.
Risky You gain a relationship of Bond with any creature.
Complications
10-12 Something about you causes your target's feelings to soften. Their change of heart is immediate, profound, and sincere.
7-9 Your target's heart is changed slowly. The wish takes effect at the end of the session- until then, they have the same attitude towards you as before.
4-6 Your target will suspect trickery or foul play of some sort, but their feelings for you will change nonetheless… and they will hate themselves for it. They will do everything in their power to keep you as far away from them as possible at all times, preferring to love you from a distance in order to keep their dignity intact.
1-3 Your target is gripped with a dangerous, psychotic obsession with you. This will likely start as stalking and quickly escalate to violence against “rivals” and possibly even attempts to capture and confine you. Have fun with that.
More Wishes Safe You gotta try, right? You may make +1 additional wish this session.
Normal You may make +2 additional wishes this session.
Risky You may make +3 additional wishes this session.
Complications
10-12 Making the wish to get more wishes didn't count against your session limit on wishing. Pure bonus, yo.
7-9 You get your bonus wish(es), but you also had to spend one getting them.
4-6 All your bonus wishes automatically have a complication roll of 1 (worst possible result).
1-3 As 4-6 (worst possible result each time) but you have to make all your bonus wishes and you have to do so right now (cannot take any other actions until all bonus wishes have been made). Every granted wish for the remainder of the session also inflicts 1 point of Stress to you.
Mulligan Safe Undo any decision/action you made in the last round.
Normal Undo any decision/action you made in the current exploration turn.
Risky Undo any decision/action you made in the current session.
Complications
10-12 You made the oopsie go away, reality is completely rewritten.
7-9 Even though things happened differently this time, everybody still remembers the other timeline you truncated and knows what you did.
4-6 Your bad decision is reversed, but you were doomed to repeat it anyway. Fingers crossed you get a different result this time.
1-3 Whatever bad situation you were trying to avoid, your wish made it significantly worse. Referee decides what happens to you, but it ain't good.
Power Safe Gain +1 XP.
Normal Gain +2 XP.
Risky Gain +3 XP and a keystone of your choice.
Complications
10-12 Nothing interferes with your accumulation of power.
7-9 You are corrupted and twisted. If your new XP results in a level-up, you gain your level in a random archetype from the Heritage category instead of being able to choose for yourself. This doesn't cost you a keystone. If the XP granted from your wish doesn't result in a new level, you can ignore this effect.
4-6 Shatter your health. You gain three random injuries.
1-3 Forsake your bonds. The referee chooses a random ally; you must immediately attack them and fight until either they're dead or you are defeated.
Safety Safe All incoming attacks have a failure chance of 3 for remainder of session.
Normal All incoming attacks have a failure chance of 6 for remainder of session.
Risky All incoming attacks have a failure chance of 9 for remainder of session.
Complications
10-12 No side effects whatsoever. Enjoy your special protection.
7-9 All enemies can see that you're clearly protected and can avoid wasting attacks on you/strategize around it.
4-6 If you attack or make any other offensive actions of your own, you immediately lose your protection.
1-3 You are immediately turned to stone for the remainder of the session (as endstate of the Petrifying effect). Restoring you to normal early also removes your protection.
Success Safe Turn any 1 trigger die result into a 12.
Normal Turn any 2 trigger die results into 12.
Risky Turn any 5 trigger die results into 12.
Complications
10-12 Save your free 12 results for whenever you need them. Unused ones go away at the end of the session.
7-9 You cannot save your 12s for later and must use them on your next available trigger die rolls.
4-6 You cannot save your 12s for later. After using all your automatic 12s, you immediately have an equal number of automatic 1s on further trigger die rolls afterward.
1-3 You cannot save your 12s for later. Every time you roll a trigger die and make it an automatic 12, you also lose 1 point of Flesh.
Wealth Safe Gain 2 Dosh.
Normal Gain 5 Dosh.
Risky Gain 10 Dosh.
Complications
10-12 The Dosh appears immediately in your inventory or sitting before you. No strings attached whatsoever.
7-9 The Dosh appears immediately, but it's counterfeit (and kind of sloppy counterfeit at that). Whenever you try to spend it, roll a trigger die: 1-6 and the vendor sees through it and won't take it (and will probably be really pissed at you, too).
4-6 Somebody close/important to you just died in a freak accident (referee decides who). The Dosh will be delivered to you as inheritance at the end of the session. If you've run out of important NPCs because you're a murderhobo that nobody likes, this result simply gives you nothing.
1-3 The Dosh will soon show up (it falls off the back of a cart or something). It belongs to somebody powerful and vengeful. No matter what you do, they will know you have it and will be coming to get what's theirs.

Ambitious

Protection plus-circleAlways Hungry: When you make a wish for Destruction, Power, More Wishes, Success, or Wealth you may choose to spend a point of Mojo in order to change the consequence you roll to the next-higher consequence on the chart. For example, if you get the worst consequence by rolling 1-3, you can change it to the second-worst consequence as if you'd rolled a 4-6 instead.

minus-circleLimited Twist: You can only change a wish's consequence a maximum of one time per wish with this ability.

Beneficent

Protection plus-circleSpread Positivity: When you make a wish for Happiness, Health, Love, Mulligan, or Safety you may choose to spend a point of Mojo in order to change the consequence you roll to the next-higher consequence on the chart. For example, if you get the worst consequence by rolling 1-3, you can change it to the second-worst consequence as if you'd rolled a 4-6 instead.

minus-circleLimited Twist: You can only change a wish's consequence a maximum of one time per wish with this ability.

Bestowal

Utility plus-circleGranter of Desires: You may grant wishes to other creatures instead of only your own. Wishes granted to others don't count against your normal limit of wishes made per session.

minus-circlePetitioning: In order to make a wish from you, a creature must be able to clearly communicate what they want to you in some fashion. Doing so costs the target one action and 1 point of Mojo.

minus-circleOne Per Customer: No creature can ask for more than one wish from you per session.

minus-circlePlaying With Fire: Consequences of another's wish are suffered by them, not by you. Petitioners suffer the consequence one step worse than the one they actually rolled- for example, if they roll a 10-12 and thus would normally suffer no consequence at all, they instead take the mildest consequence as if they had rolled a 7-9.

plus-circleThumb on the Scale: If you know the Ambitious and/or Beneficent abilities from this archetype, you can choose to spend Mojo of your own to cancel the increased consequences to a petitioner making a wish of the appropriate type.

Humble

Utility plus-circleDon't Need Much: You can choose to spend your wishes on something small and mundane. This can provide you with 1 point of any resource of your choice (Provisions, Supplies, Mojo) or give you a common item that you want such as a sandwich or a hammer. Making simple, small wishes in this way never carries any kind of consequence at all.

Warranty

Utility plus-circleWish I Was a Lawyer: Your wishes come with some small form of magical guarantee that doesn't protect you from bad results, but does grant you refunds on faulty wishes. Every time you make a wish and get the worst possible consequence (1-3), then the wish doesn't count against your normal limit of three per session and you can use it again on something else.
caret-right Alternative plus-circleLesser Defects: You can also choose to get a refund on wishes that had the second-worst possible result (4-6).

minus-circleMojo: Refunding a partially-defective wish in this way costs 1 Mojo.