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: Instant

Range: 240

Description: The Cleric asks their deity to bring a bountiful harvest over a radius of 240' from the Cleric.  The area will yield 50% extra crops/fruits at the harvest.  If invoked as Wither Crops, then the area will yield 50% less crops/fruit at the harvest.


Name: Call Guardian

Duration: 6 Turns

Range: 60'

Description: The Cleric asks their deity to send a guardian to temporarily watch over them (or one other person) and offer protection.  The guardian may take the form of an angel (or demon if invoked by a dark cleric) which can only be seen by the Cleric.  The guardian has the ability to invoke miracles as a 14th Level Cleric. The Cleric cannot instruct the guardian, but the guardian will act in the Cleric's best interests.  If a Demon is invoked, there is a 50% chance they will attempt to trick the Cleric into some act of self-harm; physical, psychological or spiritual as determined by the referee.  An angel or demon cannot be summoned to a desecrated or sanctified place respectively.


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: 24 Hours / Permanent

Range: Touch

Description: The Cleric asks their deity to restore a lost body part of the target e.g. a hand, limb, eye etc. which is regrown over the course of 24 hours.  The target must rest for the duration


Name: Unblemished / Disfigure

Duration: Permanent

Range: Touch

Description: The Cleric asks their deity to remove scars, blemishes e.g. moles or any other disfigurement from the target, as agreed by the referee resulting in a permanent +1 increase to Charisma to a maximum of 18, or restoration of Charisma if invoked to counter the Disfigure miracle.  The target  This may also cure associated diseases e.g. skin cancer.  If invoked as Disfigure, the target's appearance become hideously disfigured e.g. warts, lesions, abnormal growths, hair in unwanted places etc.  A save versus spell may be attempted to resist the miracle, else the target permanently suffers -4 to Charisma and maybe shunned by others believing they carry some contagious disease.


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Episode 74 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. Audio...