Thiesm Miracle Descriptions in Ravnica: The Overlord | World Anvil
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Thiesm Miracle Descriptions

Every divine miracle is defined by a series of traits explaining how it is used follow by a description of the spell's precise effects. In most cases, the physical and temporal parameters of miracles can be hand waved unless the GM wishes to keep track during tactical situations. Theists need not call forth miracles at their maximum effects if they wish to be more selective.  

Area (X)

The miracle affects all targets within a specified radius, described as Meters, Tens of Meters, Kilometers. The defined units are multiplied by the Intensity of the miracle to determine the actual radius. If the miracle lacks the Ranged trait, the effect is centered upon the casting theist or whatever he touches.  

Duration (X)

The miracle's effect stay in place for an amount of time defined as either Instant, Minutes, Hours, Days or Months. The defined period is multiplied by the Intensity of the miracle to calculate the actual duration, except of course if the miracle is instantaneous. At the end of this period the miracle vanishes.  

Ranged (X)

Ranged miracles may be cast upon targets within a range defined as either Meters or Tens of Meters. The defined units are multiplied by the Intensity of the miracle to determine the actual distance. Miracles which lack the Ranged trait may only be cast on others if they can be touched for the entirety of the exhortation.  

Rank

The minimum cult rank the spell is available to. This is a guideline only. Cults of gods which specialize or control a particular sphere of power may offer certain miracles to lower ranking cult members.  

Resist (Evade/Endurance/Willpower)

Offensive miracles do not necessarily take effect automatically. Resisting targets may make an Opposed Evade, Endurance, or Willpower test (as specified) in order to avoid the effect of the miracle entirely. Note that Resist (Evade) spells require the target to have Combat Actions available in order to throw themselves clear.  
Note that some of the following spells can be extremely potent. This is deliberate, and GMs who fear abuse should limit the availability of these miracles to antagonistic cults, for which they are primarily designed. No specific guidance is provided for whether certain miracles are restricted to the exhorting theist or can be cast on others; nor whether the recipient must be a member of that cult. Such things must be decided by the GM.  
Absorption

Absorption

Duration (Minutes), Rank Initiate
This miracle absorbs incoming magic aimed at the recipient or his equipment, converting its energy into Magic Points which then replenish his personal Magic Points attribute, assuming there is space for the additional points. Excess Magic Points are garnered through Absorption simply vanish. Absorption does not affect spells already in existence, prior to the miracle's manifestation. The effects of Absorption depend on the relative Magnitude of both itself and the incoming spell. Any spell absorbed by this miracle is cancelled, and has no effect.

• Incoming spell's Magnitude is equal to or weaker than Absorption magnitude, the incoming spell is absorbed and Absorption remains.
• 1 or more points stronger than Absorption's Magnitude, Absorption eliminated and incoming spell takes effect.


Aegis

Aegis

Duration (Minutes), Rank Initiate
Creates or augments a shield which glows with the cult symbols of the deity. The magical shield takes the attributes of a Hoplite shield, although its parrying size depends on the Intensity of the miracle. Intensity 1-2 is a Small shield, 3-4 Medium, 5-6 Large, 7-8 Huge, 9-10 Enormous, and 11+ Colossal.
The Aegis is immune to all damage. If cast upon an existent shield, it is protected until the miracle ends.


Awaken

Awaken

Duration (Minutes), Ranged (Tens of meters), Rank Priest
Awaken brings part of the god's awareness into its consecrated shrine or temple, enabling the deity to animate its sanctified idol or take control of its sacred animal(s), depending on the nature of the cult. It is normally reserved for cult holy days, except in times of emergency. The embodied god cannot leave the consecrated area, but during that time it can awe its worshipers, express its displeasure or defend its own shrine.
The limits of the miracle depend on what is used for the embodiment. An awakened statue or cult idol can have a combined STR+SIZ of up to ten times the Intensity. This value is used to calculate both the idol's Damage Modifier and its Hit Points per location. Its Armor Points deped upon the material it is contructed from, usually 6 for wooden idols, 8 for hollow metal, and 10 for stone. The idol performs all action at the same value as the caster's Devotion Point per four levels of Intensity (or fraction thereof). Other physical attributes should be created based on upon the shape and size of the idol.
Awakened creatures are handled slightly differently. Like idols the diety may awaken a creature of up to a maximum STR+SIZ of ten times the Intensity of the miracle. However, if the shrine or temple lacks a giant example of the sacred, the diety can instead awaken multiple beasts procided their combined total does not exceed the limit set by the Intensiy. Other than that the creature of creatures possess their normal Action Points, Damage Modifier, Hit Points, Initiative Bonus, and Armor Points. They perform skills at either their base (or trained) value or at the value of the caster's Devotion skill, whichever is higher.
  Backlash

Backlash

Duration (Minutes), Ranged (Meters), Rank Initiate
Backlash makes physical assault upon the recipient extremely dangerous, redirecting an inflicted injury back upon the attacker. The magic only affects wounds that inflict equal or less Hit Points than the Intensity of the miracle -- translocating the damage so that it affects the attacker in precisely the same location they struck, ignoring any armor.
This miracle affects both hand to hand and ranged attack, providing the assailant is within range. Even though the recipient may near immune to injury, it does not provide immunity to any Special Effect they may have suffered as part of the attack.
  Beast Form

Beast Form

Duration (Hours), Ranged (Meters), Rank Acolyte, Resist (Endurance)
This miracle transforms the target and all his personal belongings into an animal that is sacred to the cult. The target retains his INT, CHA, and POW, scores but exchanges his STR, DEX, CON, and SIZ scores for average values for that of the animal type, and gains a bonus to each physical Characteristic of +1 per point of Intensity. He also gains the natural abilities of the creature. The animal cannot be mystical or magical in any way, and the GM should have final say as to what manner of creature would fit specific cult if it not obvious.
  Behold

Behold

Area (Meters), Duration (Minutes), Rank Initiative, Resist (Willpower)
Behold summons a vision of what a fellow cult member of lesser rank is currently experiencing. The image required some sort of cult related paraphernalia in which to manifest, such as a sacred mirror, pool of pure water or even narcotic smoke rising from a brazier.
The view provided is limited to the defined area, centered upon the target of the miracle, which may permit identification of their location if enough clues are visible. Behold conveys only a single primary sense, which for most cults is a visual image. Some however, depending on the deity in question, use sound or even scent instead; in which case the medium through which the information is transmitted is different.
If the target is either magically protected against scrying by a spell of greater Magnitude, held (or hiding) within the consecrated ground of a different cult, or dead, then the miracle fails. The target of the Behold may attempt to resist the miracle if desired.
  Berserk

Berserk

Duration (Minutes), Rank Initiate, Resist (Willpower)
The recipient of Berserk is overcome with bloodlust, causing him to disregard his own safety in exchange for being imbued with tremendous stamina and toughness. For the duration of the miracle the Damage Modifier of the recipient is increased by two steps, the Size of his weapon counts as one step larger for the purpose of penetrating parries, and he is immune to all the detrimental effect of Serious Woulds and Fatigue. A Major wound will still incapacitate him.
In return the subject may not Parry, Evade or cast any magic while under the influence of Berserk. However the berserker automatically succeeds in resisting any Special Effects used against him.
Unwilling recipients receive a chance to resist. Normally, the recipient remains in the Berserk state for the entire duration of the spell, but GMs may allow a Berserk character to shake off the effects with an unopposed Willpower test. At the end of the spell, the recipient immediately suffers twice the deferred Fatigue levels they would have lost during the entire combat.
  Bind Ghost

Bind Ghost

Duration (Days), Rank Acolyte, Resist (Willpower)
Bind Ghost takes the soul of a creature or person just slain, and temporarily turns them into a Haunt bound to the place of its death. The miracle is usually performed on animal sacrifices or willing volunteers, but in cases where the victim does not wish to be so bound they are permitted the opportunity to resist.
For the duration of the miracle the ghost must obey commands given to it by the theist. However, the way it performs its duties is guided by the nature or personality of the victim. Once the miracle ends, the soul is freed from all obligations, and permitted to depart to its intended afterlife. The theist is limited to binding souls whose POW is no more than twice the Intensity of the miracle.
  Bless Crops

Bless Crops

Area (Tens of Meters), Duration (Months), Rank Acolyte
When cast on cultivated farmland this miracle protects the crops within its area against naturally occurring bad weather, blight, and insect infestation, guaranteeing a nominal harvest if the magic is maintained from sowing to harvest. Bless Crops can also provide protection against magical disasters, providing the Magnitude of the adverse magic does not exceed the blessing.
  Breath Water

Breath Water

Duration (Hours), Rank Initiative
Breath Water permits the recipient to breath water (the subject will still be able to breath air as well) for the duration of the miracle. It also protects against pressure if diving deep below the surface of a lake or the sea. Under the influence of this miracle the recipient can speak and cast magic as normal.
  Call Winds

Call Winds

Area (Kilometers), Duration (Hours), Rank Acolyte
This miracle permits the theist to bend the winds to his will. The maximum strength of winds they can unleash depends on their cult rank. Acolytes can control or summon up to Strong Breezes, Priests up to Moderate Gales, and High Priests up to Storms. If the caster can control the wind he may reduce it to a complete Calm or change its direction if desired. If two or more weather magics are in contest over control of the winds, the spell or miracle with the greatest Magnitude takes precedence.
  Chameleon

Chameleon

Duration (Minutes), Rank Acolyte
This miracle permits the recipient to fade into the background, becoming near invisible to normal observation. However Chameleon is only effective when present in an environment specific to the nature of the cult. The Chameleon miracle provided by a sylvan cult, for example, would only be effective in woods and forests; whereas a thief cult might instead provide Chameleon which works in darkness and shadow.
Whilst the recipient remains motionless, crouched or flattened against the terrain, they cannot be spotted by normal perception rolls relying on vision. If they move however, the constantly shifting patterns across their body will reveal them to sharp sighted individuals. In these circumstances any attempt to interact with the recipient -- whether observing where they go, attacking, parrying, and so on -- inflicts a penalty against the observer of one difficulty grade per four points of Intensity. Creatures with other primary senses or observers with magical perceptions are immune to this miracle.
  Clear Skies

Clear Skies

Area (Kilometers), Duration (Hours), Rank Acolyte
This miracle grants a reprieve from cloudy or overcast weather. Rain dwindles, sweltering humidity is reduced, and dark clouds separate to reveal the sky. The scale of the effect depends on the cult rank of the theist. Acolytes can disperse up to Heavy Cloud cover and Moderate rains, Priests up to Moderately Overcast cloud cover and Very Heavy rains, and High Priests up to Storm Clouds and Deluges. Clear Skies cannot alter magically-created weather effects of a greater Magnitude.
  Cloud Call

Cloud Call

Area (Kilometers), Duration (Hours), Rank Acolyte
This miracle gathers together shreds and wisps of cloud, weaving them together to bring rain, block out the sun or even for concealing fogs. Like Clear Skies the extent of the effect depends on the cult rank. Acolytes can create Heavy Cloud cover, Moderate rains or mists, Priests can gather up to Moderately Overcast cloud cover, Very Heavy rains or thick fog, and High Priests up to Storm Clouds, Deluges, and Pea-soup fogs. Cloud Call can not alter magically-created weather effects of a greater Magnitude.
  Consecrate

Consecrate

Area (Tens of Meters), Duration (Months), Rank Acolyte
Consecrate is vital to the creation of sanctified ground, upon which theists may communicate with their gods. It is usually as fundamental a part of a shrine or temple foundation as its cornerstone, but may actually be cast almost anywhere providing some form of temporary altar or image of the deity is erected prior to the casting.
The minimum labor required to create a temporary sanctuary depends on the setting, but it should be significant enough to be considered a major effort; for example an entire day of collecting stones and rocks to form a crude altar. In exceptional circumstances it can be cast on cult artifacts.
The effects of the miracle are many fold. Not only does the consecrated area permit cult worshipers to recharge their Devotional Pool, but also allows for a number of additional cult miracles (up to the consecration's Intensity to be embedded or bound to the area, extending their duration (or held readiness) to that of the Consecrate.
These extra miracles need not come from whoever performs the consecration, but the cult rank of the magic cannot exceed that of the consecrating acolyte or priest. Furthermore, each embedded miracle counts against the devotional pool of whichever theist cast it, until the consecrate itself expires or, if of Instant duration, the miracle is triggered.
Such is the strength of the divine presence within the sanctified area, that requesting miracles from unaligned gods whist inside the perimeter of the consecration becomes more difficult. Exhorting the deities of neutral cults suffer one grade of difficulty, whereas those of hostile cults are two grades harder.
  Corruption

Corruption

Duration (Hours), Ranged, Rank Acolyte, Resist (Endurance)
This dire miracle is used as a curse against enemies or those that transgress cult tenets. If the target of the spell fails to resist, they begin to deteriorate physically in the manner suitable to the god. This could be anything from pestilent oils, vegetative outgrowths, or even a slow transformation of flesh to sand.
At the end of each hour, the victim must make an unopposed Endurance roll and depending on the level of success level, suffer the following.
• If the roll is a critical success, the victim takes no damage.
• If the roll is successful, the victim sustains 1d3 point of damage to every location.
• If the roll fails, the victim sustains 1d6 points of damage to every location.
• If the roll is fumbled, the victim dies in a horrific transformation of their body.
Those who realize what they have contracted either seek out someone capable of dispelling the curse, or return to the cult temple, begging for forgiveness and premature cessation of the punishment.
  Cure Malady

Cure Malady

Duration (Instant), Rank Initiate
This miracle cures the effects of any mundane disease or poison afflicting the target; or magical ones whose potency is less than the value of the Devotion skill of the caster. If the recipient is suffering from the possession of a Disease Spirit, the spell exorcises the hostile spirit provided its Intensity does not exceed half the Intensity of the miracle (rounded up). For example, an Intensity 5 Cure Malady can exorcise any Disease Spirit of Intensity 3 or less.
  Cure Sense

Cure Sense

Duration (Instant), Rank Acolyte
Cure sense enables the theist to cure a specific type of sensory injury such as deafness, blindness, and so on. The effects of the miracle are permanent.
  Dismiss Elemental

Dismiss Elemental

Duration (Instant), Ranged (Tens of Meters), Rank Initiate, Resist (Willpower)
The spell affects an elemental of up to 1 cubic meter in size per point of Intensity Failure to resist the spell causes the elemental to be dismissed, leaving the material substance of its body in place.
  Dismiss Magic

Dismiss Magic

Duration (Instant), Ranged (Tens of Meters), Rank Initiate
Dismiss Magic may be cast against either a general target, or a specific miracle or spell. Dismiss Magic will eliminate a combined Magnitude of spells equal to its own Magnitude. A spell cannot be partially eliminated. When used against a spell of equal or lower Magnitude which normally counters magic (such as Absorption, Spell Resistance, or Reflection) then Dismiss Magic takes precedence.
If not aimed at a specific spell, Dismiss Magic starts with the most powerful magic affecting the target. If it fails to eliminate any spell (because the spell's Magnitude is too high), then the miracle ends, and no more spells with be eliminated.
Dismiss Magic may be fired defensively to neutralize incoming offensive spells, by using the Counter Spell reactive action.
  Earthquake

Earthquake

Area (Tens of Meters), Duration (Instant), Rank Priest, Resist (Evade)
Earthquake causes a ground tremor capable of knocking people from their feet and collapsing rigid buildings. At the very minimum, failing to resist the miracle causes the victim to fall prone. If located within a building, built up area or something vulnerable location (such as a forest or beneath a cliff), failing to evade also indicates that the person is struck and trapped by falling debris. For secondary effects, consult the following table. Use the size of the damage dice in a Contest of Strength (see Brawn) to determine the difficulty of being extracted from the wreckage.
  Elemental Summoning

Elemental Summoning

Duration (Hours), Ranged (Meters), Rank Initiate
This miracle calls up an elemental associated with the cult to assist as a personal guard or servant. For example cults associated with the God of Storms would summon sylphs. The miracle summons an elemental of one cubic meter per point of Intensity in 1d3 Combat Rounds, which remains under the command of the theist for the entire duration but cannot stray further than the range. For obvious reasons, the caster much have access to the same volume of the elemental's material to cast this spell successfully. If less material is available, then the caster can summon a smaller elemental if desired.
  Entangle

Entangle

Duration (Minutes), Ranged (Tens of Meters), Rank Acolyte, Resist (Evade)
Entangle animates natural vegetation so that it lashes about, snagging and gripping the target. The victim must resist the miracle or be held immobile for its entire duration.
  Enthrall

Enthrall

Duration (Hours), Rank Initiate
Enthrall increases the recipient's sexual attraction, making all those naturally interested in the recipient friendlier and more focused upon them -- which could be a very good or very bad thing depending on the circumstances. Members of the opposite sex (or those of the same sex that would find the target sexually attractive) who attempt to resist any Influence or Streetwise rolls from the recipient suffer one grade of difficulty. Resisting Seduction attempts are treated as two grades harder.
  Excommunicate

Excommunicate

Duration (Instant), Ranged (Meters), Rank Priest, Resist (Willpower)
Excommunicate can only be called down upon a worshiper of the caster's cult. It serves the mystical link the worshiper shares with his god, causing the target's devotional pool to be drained of all Magic Points, and permanently removing access to miracles from that cult. Unless the target can make amends for whatever transgression caused the excommunication to be cast in the first place, their cult specific skills of Devotion and Exhort become mere academic knowledge with no power.
  Exorcism

Exorcism

Duration (Instant), Rank Acolyte, Resist (Willpower)
By means of this miracle, the theist calls upon their god to drive out a spirit currently possessing a corporeal being. Whether the possession is dominant or covert is immaterial. The magic exorcises spirits with an Intensity of up to half the Intensity of the miracle. What occurs next depends on the attitude and type of spirit, but belligerent ones with the power to discorporate may be tempted to engage other nearby targets in Spirit Combat. Thus this spell can be potentially dangerous for the caster or his fellows.
  Extension

Extension

Duration (Special), Rank Priest
Extension lengthens the duration of any miracle with a non-instantaneous duration, for as long as caster wishes to maintain it. Extension can be cast any tie, provided the miracle being extended is still functioning. Other than reducing the theist's devotional pool by several Magic Points (three for Extension, and one or more for the extended miracle) the miracle has no other maintenance requirements; unless the GM wishes to add any to match his setting.
  Fear

Fear

Duration (Minutes), Ranged (Meters), Rank Initiate, Resist (Willpower)
This miracle causes the target to be gripped with overwhelming fear. Targets which fail to resist will flee in terror away from the theist, and avoid engaging in combat unless brought to bay. It has no effect on unconscious targets, targets with an INT or INS Characteristic, or targets that are currently under the effect of another emotion-controlling spell of higher Intensity.
  Fecundity

Fecundity

Duration (Months), Rank Acolyte
When cast on a person or creature, Fecundity will -- depending on its sex -- ensure it will bear or sire offspring the next time it performs a reproductive act. Provided the miracle is maintained for the full term of gestation or pregnancy, the progeny will be born healthy. Fecundity also provides the antenatal young protection against magical curses, provided the Magnitude of the adverse magic does not exceed that of the miracle.
  Fortify

Fortify

Area (Tens of Meters), Duration (Instant), Rank Initiate, Resist (Evade)
Fortify strengthens large scale constructions, making them more resilient to damage from natural disasters, siege weapon, and magical attack. The miracle adds its Intensity to the natural armor points of all buildings and walls within its area of effect. Offensive magic which seeks to damage or modify a construction under the protection of Fortify has its Intensity reduced by that of the Fortify miracle.
  Growth

Growth

Area (Tens of Meters), Duration (Hours), Rank Priest
Growth accelerates the growing speed of vegetation, ageing it by one year for each hour until the miracle concludes. Under its effects, trees and bushes can increase in size and verdure dramatically, although at the cost of wildly sprawling, tangled proliferation of every plant within the area of effect. Repeated use of this miracle can potentially grow a thick forest over what had been open fields a few days previously.
  Haste

Haste

Duration (Minutes), Rank Priest
Haste causes the user to be able to perform actions and to move far faster than they normally would be able to. Movement speed is increased by one step per two Intensity, the user is allowed to use the Open Range Special Effect as a proactive action, any reloading is one turn shorter, and any action that takes time to complete is reduced by 10% per two levels of Intensity.
  Harmonize

Harmonize

Duration (Minutes), Ranged (Tens of Meters), Rank Initiate, Resist (Willpower)
Harmonize causes the target to do exactly what the theist does. If not resisted the victim must mimic every physical move, albeit in a jerky, almost puppet-like manner. It only works on being with roughly the same physiology as the caster; with limbs or locations not shared by both participants remaining unaffected b the magic. The miracle only controls gross motor skills, and does not permit control of the victim's speech. Use of this magic can humiliate someone from afar, or perhaps even force them into performing a murderous or suicidal act.
If Harmonize is used to force the subject to attack or defend, the combat style rolls are automatically one grade harder to accomplish owing to the jerky movements of the victim.
  Heal Body

Heal Body

Duration (Instant), Rank Acolyte
This powerful miracle instantly heals all Minor and Serious Wounds suffered by the target. Like Heal Wound, this miracle has no effect on Major Wounds save to stabilize the injury, preventing death. To repair maimed or dismembered body location requires the Rejuvenate miracle.
  Heal Mind

Heal Mind

Duration (Instant), Rank Acolyte
This miracle removes all madness and mental derangement from a single target. In the case of magically-induced madness, the spell works if its Magnitude is equal to or greater than that of the magical disorder.
  Heal Wound

Heal Wound

Duration (Instant), Rank Initiate
Heals a single body location back to its full Hit Points, provided the injury is no more severe than a Serious Wound. It has no effect on Major Wounds save for stabilizing the injury, preventing death.
  Heart Seizure

Heart Seizure

Duration (Instant), Ranged (Meters), Rank Priest, Resist (Endurance)
Another dreadful miracle known to the darkest gods, whoever suffers this dire magic feels the veritable hand of the deity reach within his chest, squeezing his heart or perhaps tearing it out compeltely. Those that fail to resist the miracle suffer a fatal heart attack and die instantly. If the resistance roll suceeds, the target still suffers a number of Hit Points damage equal to the Intensity of the spell, directly tothe location where their heart is contained, normally the chest for humanoids. Creatures without hears are immune to this miracle.
Different forms of this miracle exist, affecting different organs according to the nature of the deity offering it (Brain Seizure, for example).
  Illusion

Illusion

Area (Meters), Duration (Hours), Rank Initiate, Resist (Special)
Illusion is used to change the sensory projections of an area or single target, making it seem to be something completely different. For example a tiger can be made to look like a harmless cat, sound like it meows when it roars, and feel silky soft instead of course wiry fur. The theist can adjust one sensory projection per two points of Intensity. Once set, the illusion can no longer be modified.
The largest target which can be affected must be able to fit within the perimeter of the miracle. Unwilling living targets may resist with Endurance. Observers who interact with the ullusion are permitted an opposed Willpower roll against the miracle, in order to resist any debilitating psychosomatic effect it creates, e.g. deafness, pain, nausea. Whilst the illusion itself is incapable of causing harm, the underlying target or area remains as dangerous as it was before the miracle.
  Lay to Rest

Lay to Rest

Duration (Instant), Rank Initiate
This miracle us used to ensure that the soul of the recently killed person or creature reaches a deserving afterlife. Its primary purpose is to prevent angry, possibly coerced victims returning from death as vengeful spirits or reinhabiting their bodies as corporal undead.
  Leeching

Leeching

Area (Tens of Meters), Duration (Minutes), Rank Acolyte
Using the blood of sacrifices scattered over an area, this miracle disrupts the flow of magic which enters the zone, dissipating its power. Within the area all magic, even that of the caster, is suppressed by the Magnitude of the miracle. Any encroaching spell whose Magnitude is reduced to zero is rendered inactive until the target of its effect leaves the area. Spells cast within the region with equal or less Magnitude automatically fail.
  Lightning

Lightning

Duration (Instant), Ranged (Tens of Meters), Rank Initiate, Resist (Evade)
This miracle causes a sizzling bolt of lightning to either streak down from the sky, or be projected form the hand or weapon of the theist, towards the target. If the bold is not evaded, it will inflict 1d6 damage per two points of Intensity to a random hit location. Natural and worn armor offers no protection against this damage, but magical projection does.
  Madness

Madness

Duration (Days), Ranges (Meters), Rank Initiate, Resist (Willpower)
This miracle infuses the target with gibbering madness. Targets which fail to resist will rant and rave uncontrollably, performing acts of utter insanity in a manner fitting to their personality, plot line, and dramatic circumstances. In general, mad characters should be more harmless distractions than ticking time bombs. In the case of player characters, until the madness subsides or is somehow cured, the insane victim should be placed under control of the GM unless he deems the player is capable of acting out the insanity.
  Mindblast

Mindblast

Duration (Days), Ranged (Meters), Rank Initiate, Resist (Willpower)
This spell blasts the intellect of the victim, obliterating their sapience. If not resisted, the victim's INT is temporarily converted to animalistic INS, removing from them the power of speech, writing or any other form of communication. IT also prevents them from utilizing equiptment and devices. If forced to fight in this condition, the victim will by default use their Unarmed skill. Although prevented from utilizing complex thought, it does not limit instinct and base cunning.
  Mindlink

Mindlink

Duration (Minutes), Ranged (Tens of Meters), Rank Initiate
This miracle allows mind-to-mind communication, theistic knowledge and devotional pool Magic Points to be shared between participants. Its use to normally restricted to those of the same or closely allied cults, since once the magical link is established; there are no safeguards as to what can be tapped from the participants -- all of whom must join the Mindlink willingly.
Mindlink has two main purposes. Either it allows an entire cult hierarchy to support a handful of its priests so that they may cast many miracles, powered by the devotional pools of associates and underlings; or it grants lesser ranked cult members the ability (albeit temporarily) to call forth miracles normally beyond their capabiility.
Each instance of Mindlink connects a part of individuals in a two way link. Several castings using the same individual but with different partners will make them the hub of a Mindlink network, able to draw on the resources of each of the partners.
If a mental or emotion-affecting spell is cast at someone participating in a Mindlink, then everyone else directly linked to them must also resist the spell or suffer its consequences. Although participants in a Mindlink share deliberately transmitted thoughts, they remain their own entity, and may sever their connection to the Mindlink by willing it so on their turn, or by leaving the spell's range.
  Mirage

Mirage

Area (Meters), Duration (Minutes), Rank Initiate
Mirage obscures a region, covering it with strange optical illusions, usually via the cult associations of the deity. An earth god might cause clouds of swirling sand which form unsettling faces; whereas a sun deity might infuse the area with blinding shimmering curtains of light. The effect of this disconcerting procurement is to conceal precisely what stands within the area, and make ranged attacks extremely difficult. Firing at anyone within the Mirage suffers one difficulty grade per four points of Intensity.
  Obliterate

Obliterate

Area (Kilometers), Duration (Instant), Rank Priest, Resist (Willpower)
A dire spell to those who seek fame or remembrance after death, Obliterate removes every record of their existence -- scouring it from scrolls, clay tablets, carved hieroglyphs, and every other method of inscribing knowledge. In addition the name of that person is wiped from the mind of everyone within range, save for the casting priest, unless they resist the miracle. Although this miracle is normally used to expunge the glory of those whose crimes are so unforgivable that they must be forgotten for all time, some darker gods offer this as a means for their worshipers to maintain secretive anonymity.
  Pacify

Pacify

Area (Tens of Meters), Duration (Minutes), Rank Acolyte, Resist (Willpower)
Pacify suppresses aggressive and violent behavior within its area of effect. Those that fail to resist the miracle are unable to cause harm to another, although they may defend themselves using non-harmful techniques. If unthreatened, those subject to the magic will sheath or drop weapons, stop belligerent demonstrations, and cease all arguments. The miracle does not change personal opinion, merely makes it difficult to act in a hostile manner.
  Perseverance

Perseverance

Duration (Hours), Rank Initiate
Through this miracle the recipient can channel the strength of his god, becoming inured to the effects of hard labor. Whilst the miracle remains active, the target of this spell will not receive another level of Fatigue, no matter the hardship faced. Perseverance does not grant any additional capability to lift, march, or work; it just ensures the recipient will keep on going. This miracle has no effect upon Fatigue lost from asphyxiation or blood loss.
  Propitiate

Propitiate

Area (Kilometers), Duration (Weeks), Rank Acolyte
Used by cults who try to appease darker, more hostile deities, Propitiate exchanges regular worship for the agreement to leave a region alone. The precise effect depends on the god being propitiated, but the area affected is centered upon the shrine or temple of that cult. Propitiating a lightning deity for example would not necessary prevent storms happening within the radius of the miracle, but no series fires or injuries would occur from lightning strikes. Similarly the tremors of an earthquake god would still be felt in a city, but no buildings would collapse -- assuming the propitiation were maintained of course.
  Rain of (Substance)

Rain of (Substance)

Area (Kilometers), Duration (Days), Rank Acolyte
This miracle summons dark brooding clouds which then begin to rain a particular, and most likely horrible substance with specific relevance to the cult deity, anything from blood to frogs. The miracle is intended to inspire awe or terror rather than inflict direct harm, so the actual things raining down are relatively harmless. A rain of spider for instance would only produce non-venomous types; a rain of fire would look scary, but as each glowing ember reached the ground it would be extinguished. During the event, members of the cult should be treated as having the Intimidate ability.
  Raise Undead

Raise Undead

Duration (Hours), Ranged (Tens of Meters), Rank Acolyte
Raise undead uses the physical remains of a corpse to create either a skeleton or zombie. The miracle infuses the corpse with part of the deity's own consciousness, so that it can obey commands, and act with a degree of independent intelligence. However, the skill capabilities of the undead automaton are limited to those of the theist who creates them.
The number of corpses which can be raised is equal to the intensity of the miracle. Each skeleton or zombie also gains a bonus to its STR and CON characteristics, again equal to the Intensity. Thus a theist who exhorted his god to grant him an Intensity 9 Raise Dead, could animate 9 skeletons with +9 to STR and CON. Only creatures of a SIZ equal to or less than the caster's POW can be raised.
  Reflection

Reflection

Duration (Minutes), Rank Initiate
This miracle reflects incoming magic aimed at the target or his equipment, redirecting it back at the original caster, depending on their relative Magnitudes. It does not have any effect on spells that are already affecting the target, or spells the theist casts upon himself.
  Rejuvenate

Rejuvenate

Duration (Special), Rank Priest
This miracle heals a single body location suffering from a Major Wound, no matter whether it has been crushed, mutilated, or dismembered. The freshness of the injury affects the time taken for the miracle to complete. Provided the recipient is still alive, and the location was wounded within a number of hours equal to the Intensity of the miracle, then Rejuvenate will heal all the damage instantly.
Beyond this threshold the body part must undergo a more traumatic repair, which takes a number of days equal to the Hit Points lost on the location. If the miracle is allowed to lapse before the regrowth has completed, the location remains maimed and unusable, potentially left at a negative His Point level which cannot be cured.
  Resurrect

Resurrect

Duration (Instant), Rank Priest, Resist (Special)
This miracle can bring the dead back to life by summoning the spirit of the deceased and persuading it to re-enter its body. Or obvious reasons, the theist must cast Resurrect upon the corpse, which must possess at a minimum, those body locations vital for life. If the target died due to some lingering disease, poison, or magical curse, the ailment must be eliminated first or the miracle will fail.
Resurrection is not guaranteed. The deceased spirit will often have desired which preclude their return to life. The spirit may fear the hardship of their life, the linger pain of wounds, persistent illnesses, the feebleness of old age or may even piously wish to reach their loved ones in the afterlife. On the other hand a spirit might wish to return from the dead to protect their family, seek vengeance against their killer, or complete a holy quest.
To judge the primary motivation of the spirit, work out which of their passions or devotion skills has the highest value. If this indicates that the spirit will be unwilling to return to life, it may attempt to resist the miracle using that particular passion or Devotion skill.
Resurrect must be cast within a number of days equal to the Magnitude of the spell after death, otherwise the miracle will automatically fail. A resurrected character returns to life with 1 HP on all extant locations.
  Ripen

Ripen

Area (Meters), Duration (Instant), Rank Initiate
Ripen brings forth a single crop of fruits, tubers, roots, nuts, or seeds from the vegetation within the area of effect. The miracle does not guarantee they are edible since that depends on the plants, but does ensure the crop is at the peak of its ripeness, nor matter when during the year the miracle is cast. Ripen cannot cause a plant or tree to give forth more than a single crop annually, so if it is used early during the growing season, the vegetation will spend the remainder of the year recovering.
  Sacred Band

Sacred Band

Duration (Minutes), Ranged (Tens of Meters), Rank Initiate
When case upon a group of worshipers the miracle binds the recipients together as a sacred brotherhood, sharing their life force between them. This has little effect until one of their number is wounded, whereupon the surviving brothers spread the effects of the injury between them.
Damage is divided evenly amongst remaining recipients, applied to the same location which was injured. Any Special Effects which occur remain only with the originally wounded band member. Thus a band of six temple guardians linked by this miracle, if one is wounded in the arm for 8 points of damage -- normally a Serious Wounds -- the damage is instead split so that the original target and one other suffers 2 points in that arm whilst everyone else in the band suffers 1 point.
The maximum number of brothers who can be bound together in a band cannot exceed the Intensity of the miracle. They must also share the same basic physiology, or the miracle will fail.
The obvious application of the miracle is to augment the physical resilience of the unit of cult warriors in battle. However, it can also be used to strengthen a cult champion whilst the remainder of the pious participants remains safely hidden or out of reach of combat.
  Sever Spirit

Sever Spirit

Duration (Instant), Ranged (Tens of Meters), Rank Priest, Resist (Endurance)
This miracle servers the bond between body and soul, with dire effect. If not resisted, the victim is slain instantly. If however, the victim does throw off the miracle, they still receive 1 point of damage for every 2 levels of Intensity to each Hit Location simultaneously -- which may, in some cases, still seriously injure or even kill the victim.
  Shield

Shield

Duration (Minutes), Rank Initiate
This miracle protects the caster from physical attacks. Each point of Intensity grants the recipient one Armor Point on all hit locations. This protection does not stack on top of worn armor, rather it supplants it in those areas less protected than what the miracle itself provides. In some circumstances, even if the protective value of the Shield is less than the worn armor, it may still ward against certain types of magical damage.
  Slow Wounds

Slow Wounds

Duration (Hours), Rank Initiate
Slow Wounds helps prevent the target from bleeding out and succumbing to poisons and venom. When cast on an individual, any bleeding is halted, and any poisons and venom are rendered inert until the spell ends or until the condition is healed.
  Soul Sight

Soul Sight

Duration (Minutes), Rank Initiate
This miracle enables the recipient to see the magical aura of anyone he looks at, enabling him to discern that creature or spirit's current Magic Points, as well as the nature of any active spells, the source of their magic, and any enchanted items the creature is carrying. It also permits the recipient to see into the spirit world, and see beyond any visual illusions which may be concealing a creature's true form -- although this may not necessarily be a good thing in certain circumstances.
  Spirit Block

Spirit Block

Duration (Minutes), Rank Initiate
Spirit Block is a powerful way of preventing the malign influence of spirits. The recipient receives complete protection from spirits with an Intensity of up to half the Intensity of the miracle (rounded up). So an acolyte invoking the spell at an Intensity 7 could protect themselves from Intensity 4 spirits.
This miracle protects against spiritual assault only. Thus it prevents discorporation, spirit combat, possession, and the like. On the other hand, it provides no warding against the spells of a Haunt or physical attacks of an incorporated Predator Spirit for example.
  Steadfast

Steadfast

Area (Meters), Duration (Minutes), Rank Initiate, Resist (Willpower)
Used when facing overwhelming odds or terrifying challenges, this miracle renders those within its area immune to any natural mental or emotional manipulation. Magical attacks which generate a similar effect, such as Fear, Fanaticism, Domination, and the like, must exceed the Magnitude of the miracle to stand a chance of affecting the target.
  Sunspear

Sunspear

Duration (Instant), Ranged (Tens of Meters), Rank Acolyte, Resist (Evade) Sunspear summons a shaft of blazing light down from the sky to blast a single target. If not evaded, the scorching light will burn the victim for 1d6 damage per two points of Intensity in every hit location. Natural and worn armor counts against this damage. This miracle will only function in direct sunlight.
  Sureshot

Sureshot

Duration (Minutes), Ranged (Tens of Meters), Rank Initiate
Sureshot magically guides the trajectory of missiles thrown or fired by the recipient so that they almost always hit, no matter the situational modifiers or cover; provided at least some part of the target is visible, and they are within range of both the miracle and the weapon itself. Any failed ranged attack roll is treated as a success instead. Fumbles, normal successes, and critical successes remain unaffected. The target of the missile attack can still attempt to Parry or Evade as normal.
  Thunderclap

Thunderclap

Area (Tens of Meters), Duration (Minutes), Rank Acolyte, Resist (Endurance)
This miracle summons a powerful blast of thunder from the open sky, to smite down foes. All non-cult members must resist the magic. Those who fail are knocked prone by the expanding wall of sound and struck deaf for the remainder of the miracle. Should anyone fumble the resistance roll against the spell, they are struck permanently deaf. Also, any items of glass or pottery will shatter automatically within the area of the spell.
  True Weapon

True (Weapon)

Duration (Minutes), Rank Initiate
True (Weapon) augments the harm the recipient inflicts when wielding a cult-specified weapon. The miracle doubles that type of weapon's damage up to the maximum that the weapon can inflict, and increases its Size by one step for the purposes of overcoming parries. Thus under the effect of a True (Sword) miracle the wielder would roll 1d8 twice for a broadsword, but would not receive more than 8 points. Other bonuses, such as Damage modifiers, are not affected.
  Walk of Peace

Walk of Peace

Area (Meters), Duration (Minutes), Rank Initiate, Resist (Willpower)
Walk of Peace will render any foes within the area with molasses-like movement. Anything the caster considers to be an enemy is affected, making them unable to move faster than a walk and make evade checks one grade harder. Attacks are not affected and the effect is removed if the enemy leaves the area, but the effect will return should they re-enter it.

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