Miraculous Castings

Clerics might be said to perform a kind of magic, but it is of a miraculous nature. A Cleric’s Etheric Power comes to him from “On High” through an Intervention by the Deity rather than through his own manipulation of etheric forces. All miracles are at the discretion of the Deity and thus dependent on the target’s faith as much (or even more) than the cleric’s. Therefor all healing/beneficial miracles are rolled against the Target’s Miracle rating. The Cleric applies his study, affinity, faith in the form of pool points in the same manner as Magic Spell Casting.


HEAL MINOR WOUNDS:

Fatigue:

1

Range:

0

Area of affect:

touch

Duration:

permanent

Difficulty:

Challenging (D3)

A miracle which restores a total of 5-10 points (1d6+4) to a character's Body and/or Stamina levels. I can be used to “heal” the damage from critical wounds, but will not heal the additional effects (broken bones, pierced lungs, damaged organs, etc). Target number is the Recipients Miracle attribute. It may be received once per day.

PROTECTION FROM EVIL:

Fatigue:

2

Range:

0

Area of affect:

[Miracle] ft radius

Duration:

[Miracle] minutes

Difficulty:

Challenging (D3)

A miracle which imparts the Glory of the Deity into physical space, preventing those of Evil nature or intent from coming within [Miracle] feet of the caster. Evil or Unholy beings are repelled from the castor by the appearance of Holy luminescence emanating from a holy symbol held aloft.

PROTECTION FROM MAGIC:

Fatigue:

4

Range:

0

Area of affect:

[Miracle] ft radius

Duration:

[Miracle] minutes

Difficulty:

Difficult (D4)

A miracle which acts to form a holy shield against magic cast into the protected radius around the castor. This spell appears as a faintly glowing sphere centered on the castor’s holy symbol equal in radius to the castors [Miracle] rating. Targeted spells (physical magic, etc) must overcome the shield by doing damage to it equal to the castor’s [Miracle] attribute as if targeting the castor. All other spells are cast at those protected at two levels of difficulty higher than otherwise required.

PURIFY FOOD & WATER

Fatigue:

1

Range:

0

Area of affect:

touch

Duration:

permanent

Difficulty:

Challenging (D3)

A miracle which will make spoiled or poisoned food and water usable for l-10 people. It must first be determined whether the targeted food is poisoned, or merely spoiled as the prayers are slightly different for the two conditions.

REMOVE CURSE:

Fatigue:

2

Range:

100 ft

Area of affect:

10 * Miracle ft.

Duration:

permanent

Difficulty:

Strenuous (D5)

A miracle which will dispel any one Curse or Evil sending. Priests under official recognition of their orders (Ordained, Bishop, Cardinal, or similar) reduce difficulty to Difficult (D4).

CURE DISEASE:

Fatigue:

3

Range:

0

Area of affect:

touch

Duration:

permanent

Difficulty:

Difficult (D4)

A miracle which will arrest a disease and begin recovery. Recovery time is ld20 days. It may be received once per day.

HEAL SERIOUS WOUND:

Fatigue:

2

Range:

0

Area of affect:

touch

Duration:

permanent

Difficulty:

Strenuous (D5)

A miracle which restores 10 points to a character's body plus 3 points for each additional point of Stamina lost by the Cleric. Target number is the Recipients Miracle attribute. This Miracle may be placed in a flask of Holy Water (about 4 ounces) with the application of a 1 hour Ritual. When poured onto wounds this restores a total of 2-12 points (2d6) to a character's Body and/or Stamina levels per the Cure Minor Wounds Miracle. Regardless of the source this may be received but once per day.

STRENGTH OF THE HOLY:

Fatigue:

2

Range:

self

Area of affect:

self

Duration:

1 hour

Difficulty:

Difficult (D4)

A miracle that imbibes the Cleric with Holy strength, increasing his carrying capacity 50% and adds 1d6 to all damage against enemies of the Church. Applies against: intelligent enemies with effective Ethics or Faith of 4 or less, all Undead or Demons. Does not apply against “hungry” aligned or “natural” type monsters.

HEAL GRIEVOUS WOUND:

Fatigue:

3

Range:

0

Area of affect:

touch

Duration:

permanent

Difficulty:

Strenuous (D5)

A miracle which acts as a Serious Wound cure restoring 10 points to a character's body plus 3 points for each additional point of Stamina lost by the Cleric. Target number is the Recipients Miracle attribute. This healing can mend bones and restore organ function of Critical Wounds, though severed limbs are beyond the pale. It may cure paralysis if performed once per week for the time taken for paralysis to heal (10 x normal) to restore use of a limb. Similarly, disease caused by Mummies may be reduced to 1-20 days for recovery if such a miracle is performed.

SUMMON LAWFUL MONSTER:

Fatigue:

3

Range:

25 ft/ 2 mi

Area of affect:

1 Monster

Duration:

special

Difficulty:

Challenging (D3)

A miracle which will summon any lawful monster within 25 feet in a dungeon or underground complex and within 2 miles above ground. The Lawful monster will give assistance to the Cleric until the immediate danger is over or, if it can communicate the answer, it will answer up to 3 questions. The time taken to arrive is relative to the speed of the creature and the distance to be travelled.

CALL FOOD ANIMAL:

Fatigue:

2

Range:

1 mi

Area of affect:

Sufficient for up to 5 people

Duration:

special

Difficulty:

Challenging (D3)

A miracle which will summon a food animal(s) from within 1 mile above ground. The following table may be used to determine type of animal – but results should be adjusted to account for the environment. The miracle only calls wild or feral animals – domesticated beasts will not be affected.

Family (example)

Chance (1d100)

Time to Arrive

Fowl (duck, goose, pheasant, hen, grouse)

01-50

1d20 minutes

Small Game (Hare, Rabbit, Squirrel)

51-75

1d8 minutes

Cervidae (Deer, Elk, Moose)

76-88

3d8 minutes

Swine (Pig, Boar)

89-96

4d8 minutes

Bovine (Cow, Ox, Buffalo)

97-100

3d8 minutes

The quantity and or size will be sufficient to prepare good quality meal for a party of up to twelve. The quantity will not exceed that required for the party (there will be no “left-overs”). The time taken to arrive is relative to the speed of the creature and the distance to be travelled. The animal(s) will wander into camp and generally not resist capture – though if unduly startled they will flee.

WATER TO WINE:

Fatigue:

1

Range:

Touch

Area of affect:

1 Gallon

Duration:

permanent

Difficulty:

Simple (D2)

This miracle will change one gallon of moderately clean water into good quality, low alcohol, wine appropriate for the religious rites to which it is prescribed. The effect will sterilize tainted, poisoned, or brackish water, but cannot remove major contaminants such as mud or heavy metals.

FIND THE OPEN WAY:

Fatigue:

2

Range:

Self

Area of affect:

100 ft

Duration:

Up to 10 minutes

Difficulty:

Challenging (D3)

A miracle which will show the Cleric the safest and best route out of danger for 1-10 minutes. Roll 1d10 at the end of each minute – on a roll of “1” the spell ends. During the course of the miracle, the Cleric will detect the presence of enemies, etc., up to 100 feet away, but will know their numbers or nature only 20% of the time.

RECOGNIZE EVIL:

Fatigue:

1

Range:

Self

Area of affect:

60 ft

Duration:

1d6+2 minutes

Difficulty:

Challenging (D3)

The Cleric will know which of his companions or those-whom he meets are Evil, and he will recognize lies for what they are.

SMITE THE GODLESS:

Fatigue:

3

Range:

Self

Area of affect:

Self

Duration:

1 hour

Difficulty:

Difficult (D4)

A miracle which increases his hit probability by +10%, his chance of a critical hit by +10% (all hit location rolls ending in “7” are critical in addition to “0” and “5”), and adds +ld10 damage when he is fighting Evil creatures and all servants of Darkness.


 Up ] In eXile ]

comments to gamemaster@beenexiled.com

updated on:   25 Aug 2015

 

14. PART THE WATERS: A miracle which will open a path through the water 10 feet wide and up to 50 feet deep for a distance of 10 feet for each 10 experience factors the Cleric possesses. It will be employed only to effect safe crossings of large bodies of water and to aid in flight, never to attack an enemy directly. Duration: until all have crossed over or until dismissed by the Cleric.

16. THE GREAT CURE: A miracle which acts as a Cure Grievous wound, only 25% of the time a total cure is effected, with no recovery required. Diseases may be healed, the use of limbs restored, and even amputated limbs may begin to regenerate (1 month to complete restoration of 1 limb). Sight may also be restored, hearing, etc. If a Great Cure has happened, the Cleric will expend 10% to 60% of his fatigue points.

17. CONTROL WEATHER: A miracle similar to the level 7 spell of Ancient Lore.

19. VISIONS: A miracle appearing only to those with humility (qv), whereby the Cleric has visions of the Saints and is able to speak with them asking 7 questions which they will answer truthfully. Only one Vision may be attempted per month, after fasting for 21 days without any other activity except prayer and meditation.

20. THE WRATH OF GOD: A miracle which only the Saintly may perform, the Wrath is a bolt of lightning which will harm only those who are chaotic, godless, or the enemies of the Church and its servants. The bolt strikes from the heavens and affects an area 10-60 feet in diameter and all those in it. Each figure in the blast zone suffer 20 + 9 x 1-6 dice of damage, are stunned for 1-6 turns, and will flee upon arising, if possible. No Magick Circle will stop the Wrath, but damage will be reduced to 50%. Even Demons will flee from such a terrifying blast of energy. If directed against the walls of a structure, the Wrath does instantly the damage of l-20 Trebuchets striking that section of wall simultaneously.

EXORCISM: The ability to drive out a Demon possessing any individual, creature, or place. The Exorcism is always cast as a Magic spell, with targeting equal to the level of the Demon. If successful, the Demon must depart immediately and cannot trouble the victim or place for 2-7 months thereafter. The Cleric must be standing within 100 feet of the Demon and, once he has begun the rite, the Demon is powerless to stop him or harm him or his companions until the rite i.s completed.

INTERNMENT: The rite by which a body is placed in hallowed ground and protected from disturbance by those who would defile it. Internment protects a body by rendering it even potentially usable by a Necromancer, etc., only 10% of the time.