V, S, XP; see text
Target, Effect, or Area:
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
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
XP Cost: 5,000 XP (for some uses of the miracle spell; see above).
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