- Type
- (see text)
- Level
- Cleric 9
- Casting Time
- Full-round action or 8 hours (see text)
- Components
- V, S, Special (see text)
- Range, Targets, Area, Duration
See text
- Saving Throw
- None, see text
- Spell Resistance
- Yes
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede, by channeling divine power through you to accomplish the task.
A miracle is guaranteed to be able to accomplish any of the following things:
- Duplicate any cleric spell of 8th level or lower.
- Duplicate any other spell of 7th level or lower.
- Undo the harmful effects of certain spells, such as feeblemind or insanity.
- Grant a creature a +1 inherent bonus to an ability score. (Multiple inherent bonuses to a particular ability score do not stack.)
- Remove injuries and afflictions. A single miracle can aid one creature per caster level, and all subjects are cured of the same kind of affliction. (For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same miracle.)
- Revive the dead. A miracle can bring a dead creature back to life by duplicating a resurrection spell. A miracle can revive a dead creature whose body has been destroyed, but the task takes two miracles: one to recreate the body and another to infuse the body with life again. (Note that if a character's soul is imprisoned, or in the possession of a powerful outsider, or otherwise indisposed to return, the miracle fails to resurrect him, only revealing the nature and location of imprisonment.)
- Transport travelers. A miracle can lift one creature per caster level from anywhere on any plane and bring them to the caster, or else take a like number of creatures from the caster's presence (who may include himself or not, at his discretion) and place them anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
- Undo the immediate past. A miracle can undo a single event that took place within the last round (including your own last turn). Reality reshapes itself to accommodate the new result. (For example, a miracle could undo an opponent's successful save, a foe's successful critical hit (either the attack roll or the critical confirmation roll), a friend's failed save, and so on. The re-roll, however, may be as bad or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
Making a request for a miracle with one of the above effects cause the caster no disability. Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). When a miracle spell duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
Effects beyond the above, that may exceed these in scope and power, may be requested: turning the tide of a battle by raising fallen allies to continue fighting, protecting a city from a natural disaster, etc. (See Wishes & Miracles for a discussion about how these mighty magics work in the Worlds of Adventure campaign.) Channeling the effects of a miracle greater than the above deals the caster 2d6 points of Strength damage (but can't bring Strength below 1), and makes the caster exhausted; the exhaustion and ability damage are not curable with magic (except for an instant weekend or instant vacation potion).
Components: If miracle is cast as a standard action, it has no costly components, but if the miracle requested is one that serves the caster's personal goals, or does anything other than directly benefit the deity and the faith, a messenger of the deity soon appears and tasks the caster with a quest to be performed in payment for the miracle (the DM has the final word on such distinctions). The spell may also be cast as a ritual taking 8 hours; no quest is (usually) required in this case, but the caster must provide magical components totaling 25,000 gp (special incenses, costly sacrifices, rare crystals arranged in the right way, etc.); these are consumed in the process of the ritual. (Consult your DM for details on the acquisition of such components, as well as any special requirements — location, time of year, etc. — that such a ritual may have.)