Spells (3e)

NameMiracle
Subschool
Descriptors
LevelClr 9, Luck 9
ComponentsV, S, XP (see text)
CastingTime1 action
RangeSee text
TargetSee text
Effect
Area
DurationSee text
SavingThrowSee text
SpellResistanceYes
Description

The character doesn’t so much cast a miracle as request one. The character states what the character would like to have happen and requests that the character's deity (or the power the character prays to for spells) intercede. The DM then determines the particular effect of the miracle.

A miracle can do any of the following:

  • Duplicate any cleric spell of up to 8th level (including spells to which the character has access because of the character's domains).
  • Duplicate any other spell of up to 7th level.
  • Undo the harmful effects of certain spells, such as feeblemind or insanity.
  • Have any effect whose power level is in line with the above effects.

If the miracle has any of the above effects, casting it carries no experience point cost.

Alternatively, the cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. A request that is out of line with the deity’s (or alignment’s) nature is refused.

A duplicated spell allows saving throws and SR as normal (but save DCs are for a 9th-level spell). When a miracle duplicates a spell that has an XP cost, the character must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, the character must provide that component.

BaseSpell
XPCost5,000 XP (for some uses of the miracle spell; see above).
Focus
MaterialComponents
BlurbMiracle. Requests a deity's intercession.
id314
SchoolEvocation