New Miracle Descriptions

Level 1

Name: Divine Inspiration

Duration: Until next skill/attribute check

Range: Self

Description: The Cleric asks their deity for help and guidance, in doing so, they receive a +2 to their next non-combat skill or attribute check.


Name: Nourish

Duration: 1 day

Range: Touch

Description: Upon touching the target, the miracle relieves all effects of hunger and thirst, and provides the body the nutrients, energy and hydration required for one day.


Level 2

Name: Call Aid

Duration: Until target's next skill/attribute check

Range: Touch

Description: The Cleric asks their deity to give help and guidance to the target. In doing so, the target receives a +2 to their next non-combat skill or attribute check.


Name: Cleanse

Duration: Instant

Range: 30' Radius

Description: The Cleric asks their deity to purify an area.  In doing so, any putrid, rotting, infected or corrupt matter dissolves away, leaving the area cleansed.


Name: Detect Lies

Duration: 1 Turn

Range: 30'

Description: The Cleric asks their deity for the power to tell when a specific person is lying.  The cleric cannot tell what the truth is, nor compel the target to speak the truth, only that what has been said is a lie.  The target may make a save versus spell to resist.


Name: Know Intent

Duration: Instant

Range: 30'

Description: The Cleric receives an insight into the intentions of a single target in sight.  The insight will be at the level of their immediate motivation, rather than detailed plans or thoughts, for example 'to deceive', 'to help' 'to attack' etc.


Name: Purify Air / Poison Air

Duration: 6 Turns

Range: 60'

Description: The Cleric asks their deity to cleanse the air in a 90 degree arc for 60'.  This has a two-fold effect of dissipating poisonous and noxious gases, and well as killing any airborne bacteria/viruses.  If invoked as Poison Air, anyone caught in the area of effect must make a Save Vs Poison or take 2D6 points of damage each round until they clear the effected area.


Name: Mind Sight

Duration: 1 Turn

Range: Range: Caster + 2D6 targets with 60'

Description: Description: Blind Targets gain the ability to 'see' a mental picture of their surroundings for the duration. The effect enables the same degree of visual awareness as a normal sighted person.  The spell only affect those who have been blinded by natural, magical or divine means.  Someone blindfolded, or simply with their eyes closed are not affected.


Level 3

Name: Courage / Dishearten

Duration: 1 Turn

Range: 60'

Description: The Cleric asks their deity to give courage to any allies within a 60' radius.  Affected targets receive +2 to morale checks and Saving throws for the duration.  If prayed as Dishearten, any enemies within a 60' radius of the Cleric suffer a -2 to morale checks and saving throws.


Name: Cure Mind

Duration: Permanent

Range: Touch

Description: The Cleric asks their deity to heal the mind of the target.  This cures the target of a single mental trauma, phobia, psychosis or addiction, restoring 1 point Wisdom (if lost) as a result of the condition. The Cleric must pray undisturbed for 12 hours for the miracle to be granted, and given the length of the meditation, the Wisdom check is made at a minus 2 penalty.  


Name: Holy Aura / Shroud

Duration: 1 Turn per level of the Cleric

Range: 30'

Description: The Cleric's prayers result in their piety being made visible; this could manifest as an almost imperceivable radiance, or halo.  The aura increases the Cleric's armour class by 2.  A secondary effect is that the radiance inspires awe resulting in a +2 bonus to reaction rolls.

The effect for evil Clerics is the manifestation of an ethereal shroud, which again increases armour class by 2.   A secondary effect is that the shroud causes discomfort to others resulting in a +2 bonus in situations of coercion and intimidation.


Name: Mind Shield

Duration: 1 turn

Range: Self

Description: The Cleric asks their deity to steal their mind against the effects of magic sorcery, resulting in a +4 bonus to saves versus spells.  The effect is cumulative with other Save versus Spell bonuses


Name: Seek Truth

Duration: 1 turn

Range: Touch

Description: The Cleric asks their deity to compel another person to only speak the truth.  The target is not compelled to proffer truthful information, but must answer any questions truthfully.  The target may attempt a Save vs Spell to resist the effect.


Level 4

Name: Call Rain

Duration: 6 Turns

Range: 360'

Description: The Cleric asks their deity to send rain, which results in a heavy rain falling in a radius of 360' around the caster for 6 turns.  The rain does not move with the caster.


Name: Bless Object / Curse Object

Duration: Permanent

Range: Touch

Description: The Cleric must spend 12 hours in constant prayer to ask their deity to bless an object with holy power.  A successful prayer check must be made each hour. The object is treated thereafter as magical, and will be imbued with a random holy power as below. Cursing an object will imbue it with one of the negative effects below.  Cursed objects cannot be discarded with a Remove Curse miracle, but blessing a cursed object will return it to a mundane status.  Roll 1D4 for power:

1. Affects anyone carrying the object with permanent Protection from/Susceptible to Enemies 

2. Heals 1 target / causes the bearer 1D4 hit points, once per day

3. Affects anyone carrying the object with a permanent Bless / Blight

4. Affects anyone carrying the object with a permanent Nourish / Famish

It takes 3 turns to invoke the miracle


Name: Repel Demon

Duration: 1 Turn per level of the caster

Range: 60'

Description: The Cleric asks their deity to turn demonic creatures away.  The Demon must attempt a save versus spell to resist, cannot approach or attack the cleric in any way for the duration.  If the Cleric moves towards the demon, it is compelled to move away.


Name: Sanctify / Desecrate 

Duration: Permanent

Range: 60'

Description: The Cleric asks their deity to Sanctify an area 60' in radius from the Cleric.   Once sanctified, undead creatures cannot enter the space.  Evil creatures and followers of the dark gods suffer the effects of Blight whilst in the space, whereas 'good' creatures are bestowed the effects of Bless.  Desecrate has the opposite effect.  It takes 6 turns to invoke the miracle, and if the Cleric's prayers are disrupted during this time (e.g. they suffer damage) then the Miracle must be restarted  at the cost of another 4th level miracle.


Name: Soul Shield

Duration: 1 Turn per level of the caster

Range: Self

Description: The Cleric asks their deity to protect their soul from demonic influences.  Any Saves against attacks which result in energy drain, possession, soul loss or stat loss are made with a +4 bonus


Level 5

Name: Banish Demon

Duration: Special / Concentration (up to 1 turn)

Range: 60 feet

Description: The Cleric enters a state of absolute spiritual concentration to engage a single demon, devil, or extraplanar entity in a psychic battle of wills. This creates an immediate spiritual link. While linked, neither the Cleric nor the Demon can move, attack, or take any other actions.
Spiritual Hit Points (SHP): Before the battle begins, calculate the SHP for both combatants.
  • SHP = Wisdom Score + Hit Dice (or Character Level).
    (Note: If unlisted, the Demon's Wisdom is equal to its Intelligence).
Resolving the Battle of Wills:
Each combat round, both the Cleric and the Demon must roll 1d20 against their own Wisdom score.
  • To Succeed: A combatant must roll equal to or lower than their Wisdom score.
  • Determining the Winner:
    • One Success, One Failure: The successful combatant wins the round.
    • Double Success: The combatant who rolled the highest number (without going over their Wisdom score) wins the round.
    • Double Failure or Tie: A stalemate occurs. No damage is dealt, and the battle continues into the next round.
  • Spiritual Damage: The loser of the round subtracts the difference between the two d20 rolls from their current SHP.
  • Interruption: If either combatant takes physical damage from outside sources during a round, they suffer a cumulative -4 penalty to their Wisdom score for the next round's roll.
Outcomes
  • Demon hits 0 SHP: The entity is violently ripped from the Prime Material Plane and banished back to its home dimension. It cannot return by any means for 100 years.
  • Cleric hits 0 SHP: The Cleric falls unconscious for 1d6 turns and must immediately make a Saving Throw vs. Death. If they fail, their soul is utterly consumed and claimed by the Abyss, resulting in permanent death.


Demonic Stats by Hit Dice (Tier)
Demon TierExample / EquivalentHit DiceIntelligence / Wisdom
MinorQuasit, Dretch, Babau3 to 5 HD9 – 11 (Average)
LesserVrock, Succubus, Hezrou6 to 8 HD12 – 14 (Clever)
GreaterGlabrezu, Nalfeshnee, Marilith9 to 12 HD15 – 17 (Genius)
Arch-DemonBalor, Pit Fiend, Orcus13+ HD18 – 20 (Supra-Genius)


Name: Blessed Harvest / Wither Crops
Duration: Instantaneous (The effects mature at the next harvest)
Range: 0 (Centered on the Cleric)
Area of Effect: 240' Radius Circle
Description: The Cleric invokes their deity to directly bless or curse the agricultural lifecycle of all domesticated plants, tilled soil, and fruit-bearing trees within a 240' radius. This miracle has two versions:

  • Blessed Harvest: The targeted flora is supernaturally enriched. At the next standard harvest season, the affected area will yield 50% extra crops and fruits, and the plants are completely immune to standard blight, rot, or insect swarms for the remainder of the season.
  • Wither Crops: The targeted flora is cursed. If cast during the growing season, the final yield at harvest is reduced by 50%. If cast on crops that are already mature and ready for harvest, the plants immediately blacken, rot, and spoil over the course of 1 turn, rendering them completely inedible.


Name: Call Guardian
Duration: 1 Hour (6 Turns)
Range: 60'
Description: The cleric asks their deity to send an invisible guardian to temporarily watch over them and their allies and offer protection.
The guardian is completely invisible to everyone, including the casting cleric. Its presence is known only to the cleric via a disembodied voice that speaks directly into their mind. No one else can hear it.
The guardian's nature is strictly tied to the cleric's chosen deity. Benevolent gods will send an Angel, while a malevolent god will send a Demon. An angel cannot be summoned to a desecrated place and a demon cannot be summoned to a sanctified place.
The guardian cannot be directly instructed, but will act autonomously in the target's best interests for the duration. Throughout the hour, the guardian's unseen presence automatically radiates a Protection from Enemies 10' radius centered on themselves as they follow the target.
Additionally, the guardian has the authority to automatically invoke exactly one Cure Serious Wounds miracle, or dissipate early to completely negate a single fatal attack meant for the target or an ally.
The Demon Rule: If a Demon is invoked, there is a 3-in-6 chance it will actively betray the cleric. The referee can trigger this betrayal at any critical moment during the hour in one of two ways:
  1. The demon whispers telepathic lies which the Cleric implicitly believes unless they succeed on a Saving Throw vs. Spells.
  2. It forces the Cleric to make a Saving Throw vs. Spells or be briefly possessed, spending 1 round performing a highly self-destructive act chosen by the referee.

Name: Exorcism

Duration: Permanent

Range: 10'

Description: This powerful miracle forces possessing spirits, demons, or magic out of a living creature.

  • Target Saving Throw: The possessing entity must make a Saving Throw vs. Spells.
  • If the Entity Fails: It is immediately ejected from the host, suffering 3d6 damage. It cannot re-enter that host for 101 days.
  • If the Entity Succeeds: The host takes 3d6 points of damage from the spiritual trauma. The caster may attempt the exorcism again the following day.

Name: Restore Corpus
Duration: Instantaneous (Re-attachment process takes 1 hour)
Range: Touch
Description: The Cleric petitions their deity for a profound physical miracle to mend broken flesh and bone. This spell strictly targets pure physical trauma. It cannot cleanse diseases, neutralise poisons, or lift curses.
The Cleric may invoke this miracle for one of the two following effects:

  1. Emergency Re-attachment: The Cleric touches a target to re-attach an extremity (such as a hand, foot, arm, or leg) that was severed within the past 1 hour, provided the severed limb is present. The process takes 1 hour of complete, uninterrupted rest to fully bond; if the target exerts themselves during this time, the spell fails. This miracle cannot restore lost eyes or internal organs.
  2. Restoration: The target's broken structure is knitted back together. They are instantly healed up to exactly half of their maximum hit point total (rounded down), and any debilitating physical injuries (such as fractured skulls or internal bleeding) are immediately mended.


Name: Unblemished / Disfigure
Duration: Instantaneous (The physical effects are permanent)
Range: Touch
Description: The Cleric petitions their deity to fundamentally reshape a target's flesh, either perfecting or corrupting their physical form. This miracle has two versions:
  • Unblemished: The Cleric removes all scars, blemishes, moles, or physical defects from a willing target. This exceptional refinement grants a permanent +1 increase to Charisma (up to a maximum of 18). A single individual can only ever benefit from this stat increase once in their lifetime. Alternatively, it can be used to completely reverse the effects of a Disfigure miracle.
  • Disfigure: The Cleric attempts to touch a target to warp their appearance into something hideous (e.g., severe lesions, painful warts, or chaotic growths). In combat, a successful attack roll is required to touch an unwilling target. The target may make a Saving Throw vs. Spells to completely resist the effect. On a failure, their body is permanently warped, they suffer a -4 penalty to Charisma, and common folk may completely shun them out of fear of contagion.


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Epsiode 76 Show Notes

  Thank You  A huge thank you to everyone who has listened to and supported the show, and particularly those who have contributed to it. Aud...