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Write the first paragraph of your page here. A description of High Miracles would be nice.  

 

Absorb Blow

This Miracle completely absorbs the entire amount of damage that occurs from the next immediate blow within the duration. The absorbed blow can come from any physical attack, including hand, missile or thrown attacks. While this Miracle does not absorb damage from spells, it will absorb physical damage from magically manipulated objects such as levitated bottles.

Target: Self or Other

Range: Touch

Duration: 1 min per PB

Faith Cost: 5

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Become Shadow

This miracle allows the target to physically become his own shadow. In this state the character is limited to the shape of its own shadow (a character can't transform into the shadow of an ogre for example). The player can't travel any faster in shadow form than they can in regular physical form. In shadow form, the character can move along any surface that a shadow would be able to at a speed no greater than the character's normal speed. The shadows of other objects can be used to traverse the environment, such as the shadow of a ladder or stack of crates. The character can not affect, or be affected by anything physical. Miracles and magic can still interact with the character in shadow form.

Target: Self or Other

Range: Touch Only

Duration: 5 min per PB

Faith Cost: 5

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Blessed Silence

Performing this miracle allows the clergy and one other character per proficiency bonus to become totally silent to the rest of the world. No sounds that the character makes or items that they touch can be heard. This includes footsteps, armor, items, and speaking. Only things that are affected secondarily make noise, such as moving a branch that hits another branch, the floor than creaks from your weight, etc. All silenced characters can hear each other as if they were not silenced. Those who would otherwise be able to hear the characters can roll to save vs miracles. A success would all the person to be able to hear low, muffled sounds indicative of where the silenced characters are.

Target: Self or Other

Range: 100 feet

Duration: 1 round per PB

Faith Cost: 7

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Bolster Door

This miracle allows the clergy to shut a door and keep it closed from any distance within range without ever touching it physically. The door will be reinforced up to the duration or until the player loses focus. While reinforced, nothing can break, push, or otherwise damage the bolstered door. This miracle can reinforce any door/gate like structure up to the size of a drawbridge.

Target: Object (door, gate, hatch)

Range: 10 feet per PB

Duration: 1 round

Faith Cost: 5

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Climbable Surface

This Miracle makes any unclimbable natural wall into a climbable surface by way of supernatural forces. The wall remains climbable for the duration or until the clergy wills it gone. Anyone except the clergy who uses the climbable surface must make a standard climb roll per 10 feet of use.

Target: Object (wall)

Range: 10 x 5 feet per PB

Duration: 1 round per PB

Faith Cost: 3

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Cloak

This miracle allows the clergy to become nearly transparent to normal eyes. The cloaked Clergy is identifiable (with Perception Roll) if clergy moves faster than a Speed of 3 or is in active combat.

Target: Self Only

Range: Self Only

Duration: 1 round per PB

Faith Cost: 7

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Commence Motion

This Miracle slowly commences a natural motion on any lightweight object (WF 1 or less) such as: tipping, lifting, pushing, or pulling. The object must be free to move in the desired direction without significant resistance beyond gravity. The maximum speed of the object is limited to 2 (10 feet per round). The object must be in plain sight of the clergy, and not hidden. The clergy can continue the miracle where it leaves off by spending the faith cost each new round.

Target: Object

Range: 10 feet per PB

Duration: Instant

Faith Cost: 5

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Fumble Weapon

This miracle causes the target victim to lose grip and drop a single object being used as a weapon, costing at least 2 rounds of delay to pick it up (1 round if saved vs miracles).

Target: Other

Range: 10 feet per PB

Duration: 1-2 rounds

Faith Cost: 5

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Hellfire

This powerful miracle creates a pillar of white fire that automatically causes 1d8 points of damage per proficiency bonus (half if saved vs miracles). This miracle requires the victim to be touching the ground and moving at no more than a speed of 2. It will ignite highly flammable items.

Target: Other

Range: 10 feet per PB

Duration: Instant

Faith Cost: 9

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Holy Fire

This miracle automatically hits the target if within range. It creates a puff of white fire that disappears after causing 2d6 damage plus an addition +2 per proficiency bonus (half if saved vs miracles).

Target: Other

Range: 10 feet per PB

Duration: Instant

Faith Cost: 5

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Invisible Wall

Performing this miracle allows the clergy to create a solid, invisible barrier with the dimensions of 5ft. x 5ft per PB. This invisible wall is impenetrable to any known force, being, spiritual/physical thing, or spell. Nothing can teleport through this wall. Each time the wall is struck, it becomes slightly more visible until it is a glowing wall of energy.

Target: Vertical Area

Range: 5 feet per PB

Duration: 1 minutes per PB

Faith Cost: 5

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Piercing Vision

This powerful miracle allows the clergy to see through solid objects as if they weren't there. The clergy can see a field of view about ten feet wide in a tunnel or cylindrical form and can adjust the depth of view as need up to the maximum range.

Target: Self Only

Range: 10 feet per PB

Duration: 1 round per PB

Faith Cost: 7

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Redirect

This miracle redirects any thrown or missile weapon to a 45 degree path away from its intended path. Use one miracle skill roll to determine success (faith is spent regardless of the skill rolls outcome) in place of a defend roll.

Target: Object

Range: 10 feet per PB

Duration: Instant

Faith Cost: 3

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See the Invisible

This miracle allows the clergy to see invisible beings and objects withing the normal range of sight.

Target: Self Only

Range: Self Only

Duration: 1 round

Faith Cost: 3

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Shrink

This miracle allows the clergy to shrink to target down to a size of 6 inches tall. All of the targets immediate effects (weapons, clothing, armor, etc.) scale down as well. Most items are rendered useless. The maximum physical damage that a shrunken entity can inflict is 1 damage. The entity can still perform miracles, cast spells and use supernatural items.

Target: Self or Other

Range: 5 feet per PB

Duration: 10 minutes per PB

Faith Cost: 7

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Sphere of Light

Performing this miracle allows the clergy to create a sphere of light that has no apparent source. The light is equally bright throughout the area of effect and has a brightness of about one torchlight. The clergy can mentally move the light wherever and whenever he or she likes, and in any direction within range. This takes all of the casters attention (player can't have a sword fight and move the light at the same time for example). The sphere can be placed in one spot and left there while the caster performs some other task.

Target: Area, 5 feet per PB

Range: 100 feet

Duration: 10 minutes per PB

Faith Cost: 3

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Spirit

This miracle allows the clergy to become a visible spirit entity that can float and pass through walls. The clergy can't act upon anything, or be acted upon in this state. The maximum speed of the clergy in this state is 1 per proficiency bonus.

Target: Self or Other

Range: Touch

Duration: 10 seconds per PB

Faith Cost: 7

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Templar

This miracle allows the clergy to reduce the next single occurrence of damage by half.

Target: Self or Other

Range: Touch

Duration: 10 seconds per PB, or until hit

Faith Cost: 5

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Tongues

This miracle allows the clergy to speak and understand any spoken language.

Target: Self Only

Range: Self Only

Duration: 10 minutes per PB

Faith Cost: 3

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Vanish

This powerful miracle causes the target to completely and instantly vanish from the physical world. He or she is transported to a distant, empty, spiritual plane that parallels our world. The target can view the area where he has disappeared from for the duration. At will, or after the duration has passed, he returns to the exact position where he was before he vanished. The vanished person can't do anything physical while in the spirit realm.

Target: Self or Other

Range: Touch

Duration: 1 round per PB

Faith Cost: 7

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Water Walk

This miracle allows the clergy to walk on water as if it is a semisolid surface. For relatively calm surfaces, the users speed is limited to 1 half of normal speed. For rough surfaces, the users speed is reduced to a maximum of 1 quarter normal speed. If the surface is extremely rough, it can not be walked on at all. The Rac may require a balance check depending on how rough the surface in question is.

Target: Self or Other

Range: Touch, or 5 Feet per PB

Duration: 1 minute per PB

Faith Cost: 5

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Weapon to Snake

This miracle transforms any non magical weapon within range into a large, venomous snake that will attack the clergy's enemy upon transformation. It the enemy is holding the weapon at the time of transformation, he or she will not be able to gain advantage against the snake and will have -5 to dodge or defend against its first round of attacks.

Target: Other (non magic weapon only)

Range: Touch or 5 feet per PB

Duration: 1 minute per PB

Faith Cost: 5

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