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Write the first paragraph of your page here. Describing Clerical Miracles as a whole.

 

Absorb Spell

When performed on a sorcerer, witch or other spellcaster casts their next spell into this Miracle which absorbs and destroys the power of the spell unless the magic user saves vs. Miracles. This Miracle does not affect magic items or Rune configurations.

Target: Other (magic user)

Range: 10 ft per PB

Duration: Instant

Faith Cost: 3

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Cure Poisoning

This Miracle completely neutralizes the affect of a poison and prevents further DAM or affect. It also restores any Life lost by the poisoning.

Target: Self or Other

Range: Touch

Duration: Instant

Faith Cost: 7

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Disable Magic Item

This Miracle disables the power of a magic item for 2 rounds per PB of the Cleric. The item can save vs. Miracle as if it were an enemy, rendering the Miracle's effect null.

Target: Object (magic item)

Range: 10 ft. per PB

Duration: Instant

Faith Cost: 7

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Disable Runes

This Miracle disables the power of a rune configuration for a ten-round (30 seconds). This Miracle does not disable magic items. The Rune configuration can save vs. Miracles as an enemy, rendering the Miracle's effect null.

Target: Object (rune configuration)

Range: 5 ft. per PB

Duration: 10 rounds

Faith Cost: 5

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Dispel Runes

This Miracle permanently destroys the power of an active rune configuration. It does not dispel disable runes or magic items. the Runes can save vs. Miracle as if it were an enemy, rendering the Miracle's effect null.

Target: Object (rune configuration)

Range: 5 ft. per PB

Duration: Instant

Faith Cost: 9

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Exorcism

This Miracle allows the Clergy to exorcise a demon out of a possessed individual or animal. This is a very painful and exhausting process for the possessed person and the demon inside. To eliminate the demon from a being, the Clergy must show a cross, Crucifix or Holy Item to the demon while performing this Miracle (this component is required for success).

Target: Other

Range: 5 ft. per PB

Duration: Instant

Faith Cost: 7

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Group Heal

This Miracle restores 10 Life to one target being per PB within range.

Target: Area

Range: 50 ft. from Cleric

Duration: Instant

Faith Cost: 5

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Heal

This Miracle heals 2d6 Life plus an additional +2 per PB to one individual.

Target: Self or Other

Range: Touch

Duration: Instant

Faith Cost: =5

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Justice

This Miracle allows the Clergy to return half the damage of the next blow back to the attacker. The blow must come from a physical melee attack (not missile or thrown) and the attacker must be within range. After the Miracle occurs, the power lapses. The Damage done uses one AtR for both the Clergy and the attacker.

Target: Self

Range: 5 ft.

Duration: Until struck in melee combat

Faith Cost: 7

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Mute

This Miracle causes the Target to be completely incapable of making any verbal or guttural sounds. Sorcerers and other magic users cannot cast spells or activate the power magic weapons. Likewise, demons cannot release fire of poison breath attacks.

Target: Other

Range: 5 ft. per PB

Duration: within range or until dismissed

Faith Cost: 3

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Relieve Coma

This Miracle restores a comatose victim to 1 Life. Note:Only the successful use of the Medical Skill can determine if a victim is still alive in a coma or actually dead, which requires a resurrection.

Target: Other

Range: Touch

Duration: Instant

Faith Cost: 7

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Reflect Spell

This Miracle causes the blessed target to reflect to the next spell cast on him or her back to the caster, hwo must now save vs. sorcery to avoid or halve the damage/effect. This Miracle works against curses and Magic Items as well.

Target: Self or Other

Range: 5 ft per PB

Duration: 1 hr. max

Faith Cost: 7

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Remove Curse

Once this miracle is performed on a cursed character, it begins the process of removing the curse. the curse weakens during the duration causing pain and discomfort as it withdraws from the victim's body. During this time, the character has penalties of -5 to all skills and combat rolls until the cures is completely removed.

Target: Others

Range: Touch

Duration: Permanent after one hr.

Faith Cost: 23

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Restore Limb

This Miracle mends and restores recently withered or severed limbs (within 3 hrs.)

Target: Self or Other

Range: Touch

Duration: Instant

Faith Cost: 21

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Restore Sight

This Miracle restores sight to one blinded individual per PB.

Target: Self or Other

Range: Touch

Duration: Instant

Faith Cost: 9

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Resurrection

This Miracle resurrects a victim if the resurrections process begins within 7 hrs or the victim's death. The entire process takes a half hour for the victim to come alive, and then he or she returns to life with half of their maximum Life. Note: only the successful use of the Medical skill can determine if a unknown victim has been dead for more than 7 hours.

Target: Other

Range: Touch

Duration: Instant

Faith Cost: 25

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See Runes

This Miracle allows the clergy to see rune configurations that would be otherwise invisible to normal vision, including magically invisible runes. Any rune configuration within range glows up to a one foot radius through all materials.

Target: Runes

Range: 100 ft

Duration: 10 min per PB

Faith Cost: 3

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Sober

Once touched by the Clergy performing this Miracle, a person who is mentally impaired by alcohol, herbal drugs, poisons, or magic becomes completely sober and level headed. This Miracle can also negate the affects of hangovers, withdrawals and other negative mental side effects.

Target: Self or Other

Range: Touch

Duration: Instant

Faith Cost: 3

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Spiritual Missile

This Miracle allows the clergy to hurl a white bolt of supernatural energy from the clergy's hand. The vicitim can roll to Dodge or Defend versus Missiles if he or she knows the attack is coming. The victim must roll an 18 or higher (-1 per additional 10 ft of distance) to avoid being hit. When hit, the missile causes 2d6 +1/PB.

Target: Other

Range: 10 ft per PB

Duration: Instant

Faith Cost: 7

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Truth

This Miracle causes the target to speak and behave in a truthful manner to any question put to them during the duration. A save vs. Miracle, the target realizes that the Miracle is affecting them. The target can attempt an INT (d12) roll each round to realize they may be giving away sensitive information, but must roll a 1 or 2 to be successful.

Target: Other

Range: 5 ft per PB

Duration:

Faith Cost: 5

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Turn Undead

This Miracle causes one lesser undead to turn and flee from the clergy to a minimum safe distance of 100 ft. from the clergy at the time of invocation. The undead take one point of damage until they have cleared the minimum distance, at that time the Miracle lapses. A save vs. Miracle causes the undead to be stunned for one round with no other ill effect.

Target: Lesser Undead

Range: 10 ft per PB (100 ft AOE)

Duration: Persistent until target leaves AOE.

Faith Cost: 5

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Wake

This Miracle wakes any target that is in either a natural or supernatural slumber. This includes drugs, potions, spells, or curses. The miracle also removes any of the side effects of the sleep within 30 seconds (10 round).

Target: Other

Range: Touch

Duration: 10 rounds

Faith Cost: 3

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