|Level: ||Clr 9, Luck 9 |
|Components: ||V, S, XP; see text |
|Casting Time: ||1 standard action |
|Range: ||See text |
|Target, Effect, or Area: ||See text |
|Duration: ||See text |
|Saving Throw: ||See text |
|Spell Resistance: ||Yes |
You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
- Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).
- Duplicate any other spell of 7th level or lower.
- 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 has no experience point cost.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
5,000 XP (for some uses of the miracle spell; see above).