Torg Eternity Miracles Keefee

Main.TorgEternityMiraclesKeefee History

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June 14, 2020, at 01:45 PM by 66.18.61.107 -
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Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternity?fnord=yes | Torg Eternity]]
to:
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | Torg Eternity Miracles]]
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Return to [[Torg Eternity]]
to:
Return to [[Torg Eternity Miracles]]
Deleted lines 13-16:
The first section on this page is a list of all relevant religions, sorted first by cosm, then by archetype, to better help players decide how to build their Storm Knights. They also include TorgHacker's excellent "alternative arcane failure modes" ([[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | originally posted here]]), which go a long way toward helping different types of arcane Storm Knights feel different.

The second is a list of all Torg miracles, using the same page reference format as my Perk list, for ease of reference.

Changed lines 17-104 from:
!! %center% Empowered Religions

On a failure the invoker suffers 2 Shock.

On a Mishap, the invoker suffers 2 Shock and succumbs to inner doubt. They are at -4 to all rolls to invoke miracles until the next scene. If they suffer ''another'' Mishap, they cannot invoke miracles ''at all'' until the next scene.

Miracles marked with a * may be cast without the Miracles perk in certain situations; check the description for details. For example, ward enemy can be cast by ''anyone'' who meets the faith prerequisite. Any miracle marked with a (β) requires Beta clearance.

!! Aysle

'''Exemplars of Light (Dunad)'''
* Banish, bless, bounty, break curse, break storm (β), call animals, commune with animals, commune with spirits, cure disease, curse, doom (β), healing, lightning strike, penance, repel, soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic, word of the gods.

'''Exemplars of Darkness (Corba'al)'''
* banish, bless, call animals, command undead, commune with animals, commune with spirits, curse, doom (β), healing, hellfire, plague (β), repel, sicken, soothe, strike, ward enemy*, ward magic, wither, word of the gods.

'''Mysterians (Elmiir), the Elves'''
* banish, bless, bounty, break curse, call animals, commune with animals, commune with spirits, cure disease, Elmiir’s assistance (β), healing, lightning strike, repel, soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic, word of the gods.

'''Theomagicians (Shali)'''
* banish, bless, bounty, break curse, break storm (β), command undead, commune with spirits, cure disease, curse, doom (β), healing, hellfire, lightning strike, repel, Shali’s blessing (β), soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic.

'''Yonders (Rak), the Outsiders'''
* balancing act (β), bless, break storm (β), call animals, commune with animals, commune with spirits, cure disease, curse, doom (β), healing, lightning strike, penance, plague (β), sicken, soothe, strike, summon storm, treeskin, ward cold, ward enemy*, ward magic, wither.

!! Core Earth

Miracles marked with † can be obtained via the Religious Scholar perk. (Captivate for "Fire and Brimstone" Christianity is a house rule.)

'''Bantu (and other Traditional African) Mythology'''
* banish, bless, bounty, break curse, call animals, commune with animals, commune with spirits†, control animal, cure disease, cure poison, dream, healing, pass without trace†, repel, soothe, ward enemy*

'''Buddhism'''
* banish, bless, bounty, commune with spirits, contort, cure disease, dream, healing, holy water, incognito, meditation†, pass without trace, prophecy, repel, soothe, strike, ward enemy*, word of the gods, yin and yang†

'''Chinese Folk Religion'''
* banish, bless, bounty, call animals, commune with animals†, commune with spirits, control animal, cure disease, cure poison, dream, healing, incognito, meditation, pass without trace, prophecy, repel, soothe, ward enemy*, word of the gods, yin and yang†

'''Christianity (“Fire and Brimstone”)'''
* banish, bless, captivate†, commune with spirits, curse, hellfire, holy water, prophecy, repel, strike, ward enemy*, ward flames, walk on water†

'''Christianity (“Prince of Peace”)'''
* banish, bless, bounty†, captivate, commune with spirits, cure disease, dream, healing, holy water, prophecy, repel, soothe, walk on water†, ward enemy*, ward flames, word of the gods

'''Hinduism'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, contort†, control animal, cure disease, cure poison, healing, holy water, meditation†, prophecy, repel, soothe, ward enemy*, ward flames, word of the gods

'''Indigenous Faiths'''
* banish†, bless, blind, bounty, call animals, commune with animals, commune with spirits, cure disease, cure poison, curse, dream†, flame aura, healing, hunter’s ear, lightning strike, pass without trace, repel, ride beast, soothe, strike, ward enemy*, ward flames

'''Islam'''
* banish, bless, bounty, call animals, captivate, commune with animals, commune with spirits, cure disease, curse, dream, healing, holy water, hellfire, incognito, pass without trace†, prophecy, repel, walk on water†, ward enemy*

'''Judaism'''
* banish, bless, bounty, call animals, captivate, commune with animals, commune with spirits, cure disease, cure poison, curse, dream, healing, holy water, lightning strike, pass without trace, prophecy†, repel, snake staff†, summon storm, ward enemy*, word of the gods

'''Los Asangrados'''
* banish, bless, bloodlust, bone blades, captivate, commune with spirits, conjure poison, cure disease, cure poison, curse, healing, kill, preserve, regenerate, repel, soothe, strike, ward enemy*, word of the gods

'''Neopaganism'''
* banish, bless, bounty, break curse†, break storm, call animals, commune with animals, commune with spirits†, cure disease, curse, healing, lightning strike, meditation, prophecy, repel, soothe, summon storm, ward enemy*

'''Sikhism'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, contort†, cure disease, cure poison, healing, holy water, meditation†, prophecy, repel, soothe, ward enemy*, word of the gods

'''Shinto'''
* banish, bless, bounty, break curse, call animals, commune with animals†, commune with spirits, control animal, curse, cure disease, cure poison, dream, healing, incognito, repel, soothe, ward enemy*, word of the gods, yin and yang†

'''Other Core Earth Religions'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, cure disease, holy water, healing, repel, soothe, ward enemy*

!! Cyberpapacy

'''Cyberchurch'''
* Banish, bless, bounty, commune with spirits, cure disease, curse, healing, hellfire, lightning strike, repel, soothe, strike, ward enemy*.

!! Living Land

While in the Living Land, anyone who meets the Faith prerequisite may attempt the ''bless'' and ''curse'' miracles. Jakatts who meet the Faith prerequisite may also attempt ''grasping vines, invoke Lanala,'' and ''shape plant.'' For these cases, the Miracles perk is not even necessary.

For Los Asangrados, see Core Earth, above.

'''Keta Kalles (general Miracles perk)'''
* Bless*, bounty, call animals, commune with animals, cure disease, healing, repel, soothe, strike, ward enemy*.

'''Keta Kalles (Gotak)'''
* Banish, bless*, breathe fire, commune with spirits, curse*, earthquake, grasping vines*, hunter’s ear, invoke Lanala*, kill, mend corpse, repel, strike, touch of time, ward enemy*.

to:
'''Raya (Keefee)'''
* Banish, bless*, blind, bounty, commune with spirits, cure disease, cure poison, healing, regenerate, shape plant, strike, ward enemy*, wither.
>><<

>>padding=20px bgcolor=#ffffee<<
!! %center% Miracles

'''Banish''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 5-meter radius\\
''Duration:'' Instant

Changed lines 33-45 from:
'''[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiraclesOptant?fnord=yes | Keta Kalles (Optant)]]'''
to:
Banish repels spirits, ghosts, or other ethereal
beings back to whatever nether realm they came
from. The invoker should not linger in such haunted
places, however, for even banished spirits can return!

Compare the invoker’s faith total to the willpower
or Spirit of every such entity within five meters
of the caster. Creatures affected fade into nothing
for 15 minutes.

Success Levels:
* Good: Affected entities are banished for one hour.
* Outstanding: Affected entities are banished for one day.
Changed line 47 from:
'''[[Torg Eternity Miracles Optant| Keta Kalles (Optant)]]'''
to:
Temporarily drive spirits away from our world.
Changed lines 49-105 from:
* Bless*, bounty, call animals, commune with animals, cure disease, cure poison, curse*, grasping vines*, healing, hunter’s ear, invoke Lanala*, regenerate, repel, resurrect, ride beast, shape plant*, soothe, strike, touch of time, uncounted spears, ward enemy*.

'''Neo Shaman'''
* banish, bless*, blind, bounty, call animals, commune with animals, commune with spirits, cure disease, cure poison, curse*, flame aura, healing, hunter’s ear, lightning strike, repel, ride beast, soothe, strike, ward enemy*, ward flames.

'''Rec Stalek (Gotak)'''
* Ash cloud, banish, bless*, blind, bone blades, commune with spirits, curse*, earthquake, kill, mend corpse, preserve, repel, resurrect, sculpt bone, strike, unlife, ward enemy*, wither.

'''Cult of the Consuming Fire''' (from ''Ruins of Washington'')
* Ash cloud, breathe fire, commune with spirits, cure disease, curse*, flame aura, healing, hellfire, repel, strike, ward enemy*, ward flames.

!!!! Living Land: Merretika
From ''The God Box''

'''Darok and Karruk (Pyrian Fire Tamers)'''
* Ash cloud, banish, bless*, bounty, breathe fire, commune with spirits, cure disease, curse*, flame aura, healing, hellfire, repel, soothe, strike, ward enemy*, ward flames. (See ''The God Box'' p. 107 for additional Pyrian Fire Priest rules that apply only while the Tamer is in Merretika.)

'''The Father of Serpents (Serpentors)'''
* Bless*, bloodlust, call animals, commune with animals, conjure poison, curse*, kill, regenerate, repel, soothe, strike, ward enemy*, wither.

'''Greater Mehret (Ohibi)'''
* Banish, bless*, blind, commune with spirits, cure disease, cure poison, earthquake, healing, hunter’s ear, preserve, regenerate, shape plant, ward enemy*.

'''Holuku (Leopard Tribes)'''
* Bless*, bloodlust, call animals, commune with animals, commune with spirits, cure poison, curse*, hunter’s ear, preserve, repel, ride beast, soothe, strike, uncounted spears, ward enemy*.

'''Raya (Keefee)'''
* Banish, bless*, blind, bounty, commune with spirits, cure disease, cure poison, healing, regenerate, shape plant, strike, ward enemy*, wither.

'''The Wasp Mother (Darooni Wasp Riders)'''
* Banish, bless*, call animals, commune with animals, commune with spirits, conjure poison, curse*, healing, hunter's ear, repel, ride beast, soothe, strike, uncounted spears, ward enemy*, wither.

!! Nile Empire

'''Amaatism'''
* Banish, bless, bounty, call animals, commune with animals, commune with spirits, cure disease, curse, healing, lightning strike, repel, soothe, strike, ward enemy*, wither.

'''Amaatist Hem-Netjer'''
* Animate mummy, blinding dust, cure poison, death shout, drain life, dream, empower ankh, pronouncement of doom, prophecy, recall spirit, sandstorm, scarab swarm, snake staff, sundew, wings of the hawk.

!! Orrorsh

'''Sacellum'''
* Banish, bless, bounty, commune with spirits, cure disease, curse, healing, hellfire, repel, strike, ward enemy*.
>><<

>>padding=20px bgcolor=#ffffee<<
!! %center% Miracles

'''Animate Mummy''' (p. N45)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 hour\\
''DN:'' Challenging (DN 12)\\
''Range:'' Touch\\
''Duration:'' Permanent

to:


'''Bless''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5-meter radius\\
''Duration:'' 3 rounds

Changed lines 60-68 from:
This ritual allows the invoker to animate and
command a corpse which has been properly
mummified. The supplicant can command the
mummy to perform a specific task (“kill Rama
Tut!” or “bring me
the Possibility Chalice!”). The
mummy remains animated until it performs
the
task or is destroyed. The mummy’s statistics are
found on page N130
.
to:
Bless surrounds and infuses the caster and his
allies with spiritual energy that boosts their physical
or mental abilities. The priest chooses any one
attribute and calls on his deity to enhance it. “May

the Lord give us the might of Daniel in the Lion’s
Den!“ increases Strength, for example. Or “May
Vishnu grant you clarity!“ might enhance Mind.

If successful, every ally in range adds +1 to that
attribute. Increasing Strength or Spirit does not
increase the derived statistics of Toughness and
Shock, however
.
Changed lines 74-75 from:
* Good: The mummy has 2 Wounds.
* Outstanding: The mummy has Strength 15 and Toughness 15.
to:
* Good: Duration increases to 1 minute.
* Outstanding: As Good, and the attribute increases by +2.
Changed line 77 from:
Raise a corpse as an undead mummy (p. N130).
to:
Temporarily increase one attribute for yourself and others nearby.
Changed lines 80-83 from:

'''Ash Cloud''' (p. L20)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12
\\
to:
(''Special:'' Within the Living Land, this miracle may be attempted without the Miracles Perk &mdash; by anyone, not just jakatts &mdash; if the faith prerequisite is met.)


'''Blind''' (p. L21)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14
\\
Changed lines 87-90 from:
''DN:'' Very Hard (DN 16)\\
''Range:'' 50-meter radius around the invoker\\
''Duration:'' 1 minute
to:
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' 3 rounds
Changed lines 92-105 from:
After the supplicant’s heartfelt prayers are
answered,
the ground rends open and hot ash
billows into the air. The cloud spreads out from
the invoker’s position, but doesn’t move if he does.

Everyone inside the effect suffers 1 Shock each
round for the duration unless they don’t need to
breathe or have special protection. A filter mask or
a cloth soaked in water can keep the ash at bay.
Most heroes can fashion something appropriate
with an action and a survival test. The thick cloud
creates a −4 Darkness penalty for all attacks against
targets within it
.
to:
This miracle robs the target of the ability to
experience the wonders of life by shrouding his
eyes in shades of unrelenting gray. On a success
the target suffers the −2 penalty for Dim lighting on
find tests and ranged attacks. The penalty applies
even to targets who can normally see in the dark
and ignore such modifiers
.
Changed lines 101-102 from:
* Good: The invoker no longer suffers Shock each round from the cloud.
* Outstanding: As a Good result, and the invoker doesn’t suffer the cloud’s Darkness penalty to attacks
.
to:
* Good: The Darkness penalty increases to −4.
* Outstanding: The Darkness penalty increases to the maximum –6
.
Changed line 104 from:
Summon an ash cloud that chokes and obscures vision.
to:
Fully or partially removes the subject's ability to see.
Changed lines 108-116 from:
'''(&beta;) Balancing Act''' (p. A43)\\
''Prerequisite:'' Beta Clearance\\
''Axiom Level:'' 16\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Heroic (DN 18) but see below\\
''Range:'' Self\\
''Duration:'' 1 scene or until used

to:
'''Bounty''' (p. 200)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 3 minutes\\
''DN:'' Easy (DN 8)\\
''Range:'' 10 meters\\
''Duration:'' Permanent
Changed lines 117-134 from:
The priest gains the effects of one Darkness or
Light Perk. The miracle ends once the scene ends,
or a test is attempted using that Perk’s effects. The
priest can ask for
a Perk for which he doesn’t meet
the prerequisites, but
the invocation is at –2 for each
missing prerequisite. This
miracle may not Multi-Target. Also if the priest has any Light or Darkness
Perk (even if inactive), the test is Disfavored.

If the priest last used this miracle to receive
a Light
Perk, invoking this miracle to receive a Light Perk
is at –6. If the priest last used this miracle to receive
a Darkness Perk, invoking this miracle to receive a
Darkness Perk is at –6.

This miracle can only be attempted once per scene,
and a Mishap deals additional Shock equal to the
total casting penalty
.
to:
Bounty multiplies a single meal of food and water
so that more may partake. The food also becomes
more succulent and nutritious. A Standard success
doubles the available food.

Invoking the bounty requires
a prayer of about
three minutes. Additional success increases
the
amount of food, as shown below. Once the miracle
is invoked, the caster cannot invoke it again until
that food is consumed.

A caster with bounty virtually ensures survival
tests for food and water, but doesn’t help with
shelter if that’s
a concern.
Changed lines 133-134 from:
* Good: The test that uses the acquired Perk is Favored.
* Outstanding:  As Good and this miracle may be attempted again this scene
.
to:
* Good: ×3 the available food.
* Outstanding: ×5 the available food
.
Changed line 136 from:
Temporarily gain a Darkness or Light perk.
to:
Turn one meal into several.
Changed lines 140-147 from:
'''Banish''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 5-meter radius\\
''Duration:'' Instant
to:
'''Commune with Spirits''' (p. 200)\\
''Axiom Level:'' 5\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' 5 meters\\
''Duration:'' 5 minutes
Changed lines 149-158 from:
Banish repels spirits, ghosts, or other ethereal
beings back
to whatever nether realm they came
from. The invoker should not linger in such haunted
places, however, for even banished spirits can return!

Compare
the invoker’s faith total to the willpower
or Spirit of every such entity within five meters
of the caster. Creatures affected fade into nothing
for 15 minutes
.
to:
This miracle allows the invoker to talk to whatever
spirits are appropriate to his mythos. A Christian
might speak to the restless shades while a Sioux
shaman communes with nature spirits.

Invoking
the dialogue assumes the character is
in a place where the spirit should be present—a
church for saints, a stream for water spirits, a great
tree for a nature spirit, etc. If not and the mythos
allows communication with the spirits outside their
usual domain, the caster suffers a −4 penalty. The
Game Master may also decide it’s just not possible
in certain situations—there are likely no earth
spirits aboard an airplane, for example.

Spirits know different things depending on
the type, and see things from their perspective.
They are not omniscient and generally only have
knowledge of subjects directly connected to their
former life for the dead or their local area for animal
spirits and the like. Unlike the speak with dead spell,
this miracle compels the spirit to tell only truth—
though it may be vague or difficult to understand
as the Game Master sees fit.

The chosen may ask a single question with a
Standard success. Once contacted, spirits are
unavailable again for a scene
.
Changed lines 179-180 from:
* Good: Affected entities are banished for one hour.
* Outstanding: Affected entities are banished for one day
.
to:
* Good: Two questions.
* Outstanding: Three questions
.
Changed line 182 from:
Temporarily drive spirits away from our world.
to:
Speak with and question local spirits.
Changed lines 186-193 from:
'''Bless''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5-meter radius\\
''Duration:'' 3 rounds
to:
'''Cure Disease''' (p. 201)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Instant
Changed lines 195-207 from:
Bless surrounds and infuses the caster and his
allies with spiritual energy that boosts their physical
or mental abilities. The priest chooses any one
attribute and calls on his deity to enhance it
. “May
the Lord give us the might of Daniel in the Lion’s
Den!“ increases Strength, for example. Or “May
Vishnu grant you clarity!“ might enhance Mind.

If successful
, every ally in range adds +1 to that
attribute. Increasing Strength or Spirit does not
increase the derived statistics of Toughness and
Shock, however
.
to:
Cure disease eradicates any sort of malignant
condition, infection, or malady. This doesn’t heal
the victim of any damage she’s already sustained,
it simply removes the disease or illness and stops
any future symptoms
.

A character may only attempt to cure disease once
for each particular malady, per person. The same
person may attempt to cure a new disease on the
same patient
, should he contract one.

A Standard success cures common ailments like
colds. Additional successes are required for more
advanced diseases
.
Changed lines 211-212 from:
* Good: Duration increases to 1 minute.
* Outstanding: As Good, and the attribute increases by +2
.
to:
* Good: Flu, pneumonia, most infections caused by non-supernatural creatures.
* Outstanding: AIDS, cancer, or infections caused by supernatural creatures
.
Changed line 214 from:
Temporarily increase one attribute for yourself and others nearby.
to:
Cure someone of a disease; usable once per malady per person.
Changed lines 217-220 from:
(''Special:'' Within the Living Land, this miracle may be attempted without the Miracles Perk &mdash; by anyone, not just jakatts &mdash; if the faith prerequisite is met.)


'''Blind''' (p. L21
)\\
to:

'''Cure Poison''' (p. L22, N45)\\
Changed line 220 from:
''Skill:'' Faith 14\\
to:
''Skill:'' Faith 10\\
Changed lines 222-225 from:
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' 3 rounds
to:
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant
Changed lines 227-234 from:
This miracle robs the target of the ability to
experience
the wonders of life by shrouding his
eyes in shades of unrelenting gray. On a success
the target suffers
the −2 penalty for Dim lighting on
find tests and ranged attacks. The penalty applies
even to targets who can normally see in
the dark
and ignore such modifiers
.
to:
This miracle quickly flushes any toxins out of the
target’s system. On a success the target makes a
Strength test as if the full minute of
the poison’s
effects had expired. Any of the toxin’s modifiers for
the test remain in place. If the test fails, the poison
continues to affect
the target normally.
Changed lines 235-236 from:
* Good: The Darkness penalty increases to −4.
* Outstanding: The Darkness penalty increases to
the maximum –6.
to:
* Good: The poison ends its duration immediately without requiring a Strength test from the target. Conditions caused by the poison linger normally.
* Outstanding: The poison ends its duration immediately without requiring a Strength test from the target and any conditions caused by the poison are removed. This includes conditions like Stymied and Vulnerable, but also the KO’ed condition
.
Changed line 238 from:
Fully or partially removes the subject's ability to see.
to:
Remove a poison, though not necessarily its effects, from a person's system.
Changed lines 242-243 from:
'''Blinding Dust''' (p. N45)\\
''Axiom Level:'' 14\\
to:
'''Healing''' (p. 201)\\
''Axiom Level:'' 10\\
Changed lines 246-249 from:
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration
to:
''DN:'' Standard (DN 10), plus wounds\\
''Range:'' Touch\\
''Duration:'' Instant
Changed lines 251-259 from:
Blinding dust creates an area 10 meters in radius
filled with blowing dust. Any physical attacks at
targets within the the blowing dust, or by characters
in the dust attacking out, are treated as having a
Dim (–2) Darkness Penalty.

If the miracle is invoked in a sandy area,
the faith
test has a +4 bonus
.
to:
Perhaps the most important ability a chosen one
brings to a band of Storm Knights is her ability to
heal. Whether she’s patching up her teammate’s
wounds or winning over injured villagers, healing
is a critical skill.

The invoker’s total is modified by the target’s
Wound penalties (as well as
the caster’s if he
happens to be wounded). A success heals 1 Wound,
all Shock, and removes KO.

Healing may only be attempted on a single
individual once per scene—choose wisely! If Maru
is injured in a fight and healed by Father Damien,
he won’t be able to heal her again until the next
scene. He could still use first aid on her, and may
use healing on his other comrades
.
Changed lines 270-271 from:
* Good: The Darkness Penalty is increased to Dark (-4).
* Outstanding: The zone of dust is treated as Pitch Black (-6)
.
to:
* Good: 2 Wounds are healed.
* Outstanding: 3 Wounds are healed
.
Changed line 273 from:
Summon a cloud that penalizes attacks.
to:
Heal a subject's wounds, shock, and KO status.
Changed lines 276-280 from:
(''Clarification:'' Despite the name, it does not penalize vision in any way. Go figure.)

'''Bloodlust''' (p. L21)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12
\\
to:

'''Regenerate''' (p. L24)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14
\\
Changed lines 281-284 from:
''DN:'' Target's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' One minute
to:
''DN:'' Very Hard (DN 16)\\
''Range:'' Touch\\
''Duration:'' 3 rounds
Changed lines 286-291 from:
The miracle worker anoints herself with blood
and calls for wrath to stir the hearts of the faithful.
Affected living creatures gain +1BD to melee
attacks, but are Very Vulnerable each round during

the duration.
to:
The miracle worker utters a prayer for mercy
and touches the subject. The subject heals one
Wound each round, until he has only one Wound.
Regenerate can’t heal that last Wound, but
the
subject recovers one Shock each round for the rest
of the
duration when there isn’t a Wound it can
affect
.
Changed lines 295-296 from:
* Good: Each affected target is only Vulnerable for the duration.
* Outstanding: Affected targets aren’t more Vulnerable while under the influence of bloodlust
.
to:
* Good: The duration increases to one minute.
* Outstanding: The recovers two Shock each round if there’s no Wound to heal
.
Changed line 298 from:
Make the subject(s) more potent in combat, but with worse defenses.
to:
Empower the subject to heal rapidly from most Wounds and Shock.
Changed line 302 from:
'''Bone Blades''' (p. L21)\\
to:
'''Shape Plant''' (p. L26)\\
Changed lines 304-309 from:
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds
to:
''Skill:'' Faith 8\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8) or the Value of the item\\
''Range:'' Touch\\
''Duration:'' Permanent
Changed lines 311-323 from:
Sharp and spiky spurs grow from the target’s very
bones. The target must have a skeleton, otherwise
this miracle automatically fails. The process and
effect is excruciating, dealing 2 Shock to the target
each round. The spikes make a nasty weapon
,
however, allowing the target to deal Strength +2
damage as a Bite/Claws attack and granting a +2
bonus to defenses against Grapples.

Gotaks of Rec Stalek often employ bone blades
on their creations since the drawbacks don’t harm
most undead
.
to:
This miracle is known to most jakatts in the Living
Land. Shape plant induces flora (living or dead) to
bend, twist, or weave together to create various
simple items. The ubiquitous hrockt plant is the
most common subject of this miracle: light
, fastgrowing,
and sturdy enough
to retain a sharp point
after the shaping has done its work.

The invoker may create weapons, armor, or other
items from nearby vegetation, assuming there’s
enough plant matter available to create the item—
GM’s call. This miracle affects only stationary and
non-sentient plants. It doesn’t affect carnivorous
plants or Living Land gospog.

The DN is 8 for a simple object the invoker can
hold in his hands. More complex objects are crafted
using the item’s Value as the DN, with a minimum
DN of 8. For example, creating a hrockt-shoot spear
uses the minimum DN 8, but hrockt-root armor is
DN 13 to shape.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
so long as the faith prerequisite is met
.
Changed lines 338-339 from:
* Good: Strength +3 Bite/Claw damage and +3 bonus to defenses against Grapples.
* Outstanding: As a Good result and the duration increases to one minute.
to:
* Good: Up to two matching items are created, if there’s enough material for each.
* Outstanding: Up to three matching items are created, if enough material is present for all three.
Changed line 341 from:
Turn the subject's bones into weapons, at the cost of extreme pain.
to:
Turn vegetation into useful items.
Changed lines 345-346 from:
'''Bounty''' (p. 200)\\
''Axiom Level:'' 10\\
to:
'''Strike''' (p. 203)\\
''Axiom Level:'' 12\\
Changed lines 348-352 from:
''Casting Time:'' 3 minutes\\
''DN:'' Easy (DN 8)\\
''Range:'' 10 meters\\
''Duration:'' Permanent
to:
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 3 rounds
Changed lines 354-368 from:
Bounty multiplies a single meal of food and water
so that more may partake
. The food also becomes
more succulent and nutritious. A Standard success
doubles the available food.

Invoking the bounty requires a prayer of about
three minutes
. Additional success increases the
amount
of food, as shown below. Once the miracle
is invoked,
the caster cannot invoke it again until
that food is consumed.

A caster with bounty virtually ensures survival
tests for food and water
, but doesn’t help with
shelter if that’s a concern.
to:
Sometimes even the most peaceful of the chosen
must pick up the staff
. This powerful miracle makes
sure that staff packs a punch. Strike affects a single
melee or missile weapon, no Multi-Targeting is allowed
.

Strike increases the damage value
of a weapon
by +1. It doesn’t matter if
the weapon is ranged
or designed for melee — its base damage is
still increased. Strike must be cast on a weapon
,
not ammunition.

A weapon blessed
with strike counts as
magical for purposes of affecting foes with the
Ethereal or similar abilities that generally ignore
normal weapons
.
Changed lines 371-372 from:
* Good: ×3 the available food.
* Outstanding: ×5 the available food.
to:
* Good: Damage +2.
* Outstanding: Damage +3.
Changed line 374 from:
Turn one meal into several.
to:
Enhances the damage caused by a specific weapon.
Changed lines 378-380 from:
'''Break Curse''' (p. A44)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 12\\
to:
'''Ward Enemy''' (p. 203)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 8\\
Changed lines 383-385 from:
''Range:'' Touch\\
''Duration:'' 1 scene
to:
''Range:'' 5 meter radius\\
''Duration:'' Concentration
Changed lines 387-388 from:
One curse on a person, location, or item is suppressed for the duration.
to:
Ward enemy protects the faithful from supernatural
beings that prey on or seek to harm humanity.
To cast, the invoker must brandish a holy symbol,
recite prayers, or otherwise clearly call on the source
of his power, making him an obvious target for the
taunts of spirits, demons, or other antagonists likely
to be affected.

While the ward is active, all allies within five meters
add +1 to their defenses versus supernaturally
evil creatures and their attacks. The bonus counts
toward both physical and interaction defenses.

''Special:'' This miracle may be attempted without
the Miracles Perk if the faith prerequisite is met.

Changed lines 404-405 from:
* Good: Duration becomes 1 act.
* Outstanding: The curse is permanently removed
.
to:
* Good: Those protected add +2 to all defenses.
* Outstanding: As the Good result, and supernaturally evil creatures who fail an attack against any of the protected individuals are Stymied
.
Changed line 407 from:
Suppress or possibly remove a curse.
to:
Improve defenses against supernatural foes for you and nearby allies.
Changed lines 411-412 from:
'''(&beta;) Break Storm''' (p. A44)\\
''Prerequisite:'' Beta Clearance
\\
to:
'''Wither''' (p. 203)\\
Changed lines 413-418 from:
''Skill:'' Faith 16\\
''Casting Time:'' 1 full round\\
''DN:'' Hard (DN 14)\\
''Range:'' 100 meters\\
''Duration:'' 1 minute
to:
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 5 meters\\
''Duration:'' Instant
Changed lines 420-429 from:
Natural storm activity within range dissipates.
The storm may continue to rage in the surrounding
area, but winds become light, seas become calm,
and lightning strikes stop within the miracle’s
range.

Tests involving spells, miracles, and other effects
which feature storms or lightning are Disfavored if
attempted within the miracle’s range
.
to:
This dark miracle drains the life force of any
living thing it touches.

With a successful faith roll, the invocation causes
12 damage that ignores all physical armor. Wither
works only on living things—it has no effect on
objects, constructs, undead, etc
.
Changed lines 429-430 from:
* Good: Duration 1 hour and spells, miracles, or other effects involving lightning cannot be cast or activated at all.
* Outstanding: As Good and can even suppress a natural or invoked reality storm.
to:
* Good: Damage +1BD.
* Outstanding: Damage +2BD
.
Changed line 432 from:
Suppress storms and lightning effects, maybe even reality storms.
to:
Damage any living thing, ignoring armor.
Changed lines 435-443 from:

'''Breathe Fire''' (p. L22)\\
''Axiom Level:'' 20 (per errata)\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

to:
>><<

----

Changed lines 440-450 from:
Gouts of divine flame pour from the believer’s
mouth, burning away sin and everything else! The
flames deal 16 damage to a Medium Blast, which
means adjacent allies and even the invoker herself
may be affected. The damage applies to each
target’s lowest Armor value, unless protected by
full coverage.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and the invoker may choose to miss specific targets who would normally be affected by the blast—including herself.
to:
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiracles?fnord=yes | Torg Eternity Miracles]]
Changed lines 442-2434 from:
Fill an area with fire, hurting friend and foe alike.
(:ifend:)


'''Call Animals''' (p. 200)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1 kilometer\\
''Duration:'' 1 hour

(:if request fnord:)
The blessed of many religions find comfort in
nature’s beasts. This miracle draws them from the
area, if they exist there (GM’s call). Once completed
the creatures arrive on the invoker’s next turn.

Calling such creatures doesn’t mean control,
however. That must be done via commune with
animals (below). Those who want to run with the
beasts must take care that they are not eaten by them.

A Standard success summons a flock of sparrows,
a few foxes or cats, etc., or a single large creature
such as a wolf, bear, or crocodile. The miracle
worker doesn’t have to see the animals to call them.

Success Levels:
* Good: The caster can summon one bonus die of crocodiles, wolves, lions, or similar size creatures.
* Outstanding: The caster can summon two bonus dice of the creatures listed under a Good success, or a single Large or Very Large creature such as a dragon or tyrannosaurus rex (in the Living Land). Remember, call animals doesn’t grant control, however!
(:else:)
Summon (but do not control) animals.
(:ifend:)


'''Captivate''' (p. R22)\\
''Axiom Level:'' 7\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 full round\\
''DN:'' Each target's Mind or willpower\\
''Range:'' Huge Blast Radius\\
''Duration:'' Concentration

(:if request fnord:)
The cleric gains a supernatural ability to keep
those who hear his voice focused on him, listening
to his sermon. The priest invokes this miracle in
a Huge Blast Radius centered on himself. Targets
that do not understand the language the priest
is speaking are immune to this miracle. This
miracle can only be invoked outside of combat. If
combat ever starts in the vicinity, the miracle ends
immediately. Captivate requires the cleric to speak
continuously. No other actions involving speech,
including invoking other miracles, are allowed.
Also, the priest cannot move more than a few
meters from his initial location while this miracle
is active.

The faith test to invoke this miracle is Favored if all
targets follow the same religion as the priest.

On a success the targets listen atttentively to the
preaching but may take non-hostile actions such as
reporting unusual activity.

Success Levels
* Good: The target is enthralled and cannot take any action other than listening to the cleric. Find tests to notice unusual circumstances have a -2 penalty.
* Outstanding: As Good, plus the target is Stymied and Vulnerable the first round after the miracle ends
(:else:)
Preach to hold the attention of everyone nearby.
(:ifend:)


'''Command Undead''' (p. A44)\\
''Axiom Level:'' 15\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 30 meters\\
''Duration:'' Concentration

(:if request fnord:)
The invoker can issue a command to a Mindless
undead creature within range, which it will obey
to the best of its ability. When the command is
obeyed or rendered impossible, the undead makes
a willpower or Spirit test. On a success, the miracle
ends, otherwise the invoker can issue another
command.

Success Levels:
* Good: Tests to end this miracle are Hard (DN 14).
* Outstanding: As Good, plus the duration changes to the rest of the scene. This does not prevent the undead from attempting to break the miracle.
(:else:)
Take control of Mindless undead.
(:ifend:)


'''Commune with Animals''' (p. 200)\\
''Axiom Level:'' 6\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' 5 minutes

(:if request fnord:)
Speaking with beasts is a rare but ancient tradition
in certain cultures. Most animals are very simpleminded
and can only communicate basic ideas.

Most can only count to about three and cannot
understand human speech. They can communicate
whether people they encountered spoke happily,
calmly, angrily, etc., however.

The miracle affects all animals of the same type
in Range: all wolves, all ravens, etc. Commune with
animals doesn’t summon the beasts, however. They
must be present or attracted somehow, such as by
the call animals miracle.

Success Levels:
* Good: The animal also obeys basic commands if instructed, as long as it doesn’t recklessly endanger its life.
* Outstanding: The animal obeys basic commands even if it means danger or certain death.
(:else:)
Speak with, and possibly command, nearby animals.
(:ifend:)


'''Commune with Spirits''' (p. 200)\\
''Axiom Level:'' 5\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' 5 meters\\
''Duration:'' 5 minutes

(:if request fnord:)
This miracle allows the invoker to talk to whatever
spirits are appropriate to his mythos. A Christian
might speak to the restless shades while a Sioux
shaman communes with nature spirits.

Invoking the dialogue assumes the character is
in a place where the spirit should be present—a
church for saints, a stream for water spirits, a great
tree for a nature spirit, etc. If not and the mythos
allows communication with the spirits outside their
usual domain, the caster suffers a −4 penalty. The
Game Master may also decide it’s just not possible
in certain situations—there are likely no earth
spirits aboard an airplane, for example.

Spirits know different things depending on
the type, and see things from their perspective.
They are not omniscient and generally only have
knowledge of subjects directly connected to their
former life for the dead or their local area for animal
spirits and the like. Unlike the speak with dead spell,
this miracle compels the spirit to tell only truth—
though it may be vague or difficult to understand
as the Game Master sees fit.

The chosen may ask a single question with a
Standard success. Once contacted, spirits are
unavailable again for a scene.

Success Levels:
* Good: Two questions.
* Outstanding: Three questions.
(:else:)
Speak with and question local spirits.
(:ifend:)


'''Conjure Poison''' (p. L22)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or Target's dodge or Dexterity\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
Some deities bask in toxins and venom, and pass
those gifts on to their faithful. This miracle may
coat a weapon with dangerous poison, or be aimed
at a foe to directly poison him. The base effect of
the poison is to make the target Very Stymied, and
it stops affecting any hit target immediately when
the miracle’s duration ends.

Success Levels:
* Good: The poison also deals 1 Shock each round it affects a target.
* Outstanding: The poison also deals 2 Shock each round it affects a target.
(:else:)
Envenom a weapon, or directly poison a victim.
(:ifend:)


'''Contort''' (p. R22)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
This miracle allows the invoker to bend and even
temporarily dislocate his arms, legs, and digits
in ways that would otherwise be impossible or
extremely painful. On a success the invoker’s tests
to succeed at escaping bonds or fit through small
spaces (large enough to fit the character’s head, at
least) are Favored. The character can move only
one meter per round while attempting these feats.

Success Levels
* Good: Tests to escape bonds or move through small spaces also gain a +4 bonus
* Outstanding: The invoker’s bones soften and he can even squeeze between the bars of a typical jail cell
(:else:)
Dislocate limbs and squeeze into small spaces.
(:ifend:)


'''Control Animal''' (p. R22)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Spirit or willpower, plus Size Modifier\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Some people are able to charm animals using
music, either by playing an instrument or by
singing or humming. While the invoker does not
need to physically touch the target, he does need
to be within touching distance. This miracle may
only target one animal (for example, lizards, birds,
dinosaurs, mammals, or fish, but not insects) with
a Mind of 4 or less. Mindless animals are immune.
The invoker automatically senses whether a target
is eligible.

On a success, the invoker takes spiritual control of
the animal’s body. He may use his actions to move
and act with the target’s body—or perform both
using Multi-Actions. The animal may be made to
perform actions using its own skills and abilities
while within line of sight of its controller. The
controller cannot use the animal’s senses directly.

A controlled animal must sacrifice an entire turn
to attempt to break free—it may take no other
actions, whether or not it succeeds—by making a
contest of willpower or Spirit against the invoker’s
faith. If successful, the invoker’s Concentration is
broken and the power ends.

Once an animal breaks free, it may not be the
subject of this miracle for the rest of the scene.

Success Levels
* Good: The animal’s attempts to break free have a -4 penalty
* Outstanding: The animal is unable to break free of the control on its own — the invoker must lose Concentration (which automatically happens at the end of the scene).
(:else:)
Take complete control of one animal.
(:ifend:)


'''Cure Disease''' (p. 201)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Cure disease eradicates any sort of malignant
condition, infection, or malady. This doesn’t heal
the victim of any damage she’s already sustained,
it simply removes the disease or illness and stops
any future symptoms.

A character may only attempt to cure disease once
for each particular malady, per person. The same
person may attempt to cure a new disease on the
same patient, should he contract one.

A Standard success cures common ailments like
colds. Additional successes are required for more
advanced diseases.

Success Levels:
* Good: Flu, pneumonia, most infections caused by non-supernatural creatures.
* Outstanding: AIDS, cancer, or infections caused by supernatural creatures.
(:else:)
Cure someone of a disease; usable once per malady per person.
(:ifend:)


'''Cure Poison''' (p. L22, N45)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This miracle quickly flushes any toxins out of the
target’s system. On a success the target makes a
Strength test as if the full minute of the poison’s
effects had expired. Any of the toxin’s modifiers for
the test remain in place. If the test fails, the poison
continues to affect the target normally.

Success Levels:
* Good: The poison ends its duration immediately without requiring a Strength test from the target. Conditions caused by the poison linger normally.
* Outstanding: The poison ends its duration immediately without requiring a Strength test from the target and any conditions caused by the poison are removed. This includes conditions like Stymied and Vulnerable, but also the KO’ed condition.
(:else:)
Remove a poison, though not necessarily its effects, from a person's system.
(:ifend:)


'''Curse''' (p. 201)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 25 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Curse diminishes a foe’s luck, challenging his
faith in the very forces that drive him, whether they
be religious, personal, or otherwise.

A cursed individual suffers a −1 penalty to all
skill or attribute totals. Powerful casters can Multi-Target
to affect large numbers of the faithless.

Success Levels:
* Good: −2 penalty.
* Outstanding: –3 penalty
(:else:)
Temporarily reduce all of a foe's attribute and skill totals.
(:ifend:)

(''Special:'' Within the Living Land, this miracle may be attempted without the Miracles Perk &mdash; by anyone, not just jakatts &mdash; if the faith prerequisite is met.)

(''Clarification:'' This does not affect defenses, Toughness, Shock, etc.)


'''Death Shout''' (p. N56)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 13\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
The invoker shouts at a target with such force it
can actually kill a person. Death shout causes 12
damage and attacks the target’s lowest Armor.
If the target has Full Body armor, the damage
increases by +1 BD.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD. Additionally, the target is deafened for one minute.
(:else:)
Shout at a target strong enough to harm or kill them.
(:ifend:)


'''(&beta;) Doom''' (p. A44)\\
''Prerequisite:'' Beta Clearance, curse miracle\\
''Axiom Level:'' 13\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Everything goes wrong for the target. They are Stymied or Vulnerable for the duration.

Success Levels:
* Good: The target is Stymied ''and'' Vulnerable for the duration.
* Outstanding: As Good and the next test the character makes before the duration ends is Disfavored.
(:else:)
Everything goes wrong for the target, hindering them.
(:ifend:)


'''Drain Life''' (p. N46)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This miracle, only invoked by evil priests,
particularly those who favor Anubis, Set, and
Sebek, actually drains the life energy from the target
grants it to the priest, possibly even regenerating
the priest’s wounds.

This miracle may only be invoked on a single
target (no Multi-Targeting) and may not be
invoked as a Multi-Action as it requires the priest's
full attention. The target may choose to make this a
contest after being declared the target, but becomes
Vulnerable and Stymied after the contest.

On a success, the target takes 12 damage which
ignores all armor. Any Shock or Wounds drain life
actually causes are recovered by the priest. The
target may attempt to Soak Damage, but the test
has a Hard (-4) penalty.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Wound the subject to heal yourself.
(:ifend:)


'''Dream''' (p. N46)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' One act

(:if request fnord:)
The priest invokes this miracle on herself as he
goes to sleep. On a success, she has a dream in
which she solves a future problem. She does not
remember the particulars of the dream once she
awakens, but when the problem presents itself in
the form of a Dramatic Skill Resolution, the dream
comes to her and enables her to help solve the
problem for real.

The priest may declare that she is using the
knowledge gained through her dream during
any Dramatic Skill Resolution. She may make
tests herself or assist others making tests through
a Combined Action. All tests to solve steps of the
Dramatic Skill Resolution the priest is involved
with are Favored.

The supplicant can only invoke this miracle once
per act, and once the Dramatic Skill Resolution is
complete, this miracle ends.

Success Levels:
* Good: As Standard, and the dreamer may cancel the negative consequence of failing a test that she attempted when a dilemma is showing on the Drama Deck.
* Outstanding: As Good and once per Dramatic Skill Resolution the character automatically succeeds at one step associated with a dilemma.
(:else:)
Use a dream's imagery to help with a Dramatic Skill Resolution.
(:ifend:)


'''Earthquake''' (p. L22)\\
''Axiom Level:'' 20\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Heroic (DN 18)\\
''Range:'' 500 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The fury of the earth can be terrifying to behold
when unleashed. This miracle forces the ground to
shake, quiver, and tear itself apart. Everyone within
a Large Blast suffers 15 damage +1BD each round
they remain within the affected area. Objects fixed
to the ground (such as buildings) suffer 30 damage
+2BD each round instead.

Success Levels:
* Good: The area of effect increases to affect everything within 100 meters of the targeted epicenter.
* Outstanding: The area of effect increases to affect everything within 500 meters of the targeted epicenter.
(:else:)
Damage everyone and everything (especially fixed structures) in the area.
(:ifend:)


'''(&beta;) Elmiir's Assistance''' (p. A44)\\
''Prerequisite:'' Beta Clearance, Elf\\
''Axiom Level:'' 18\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Heroic (DN 18)\\
''Range:'' Self\\
''Duration:'' 1 round

(:if request fnord:)
The invoker may use the faith skill for any one
test that does not involve a Multi-Target or MultiAction. This miracle may only be attempted once
per scene.

Success Levels:
* Good:  The test may involve Multi-Target or Multi-Actions (but not both).
* Outstanding: The test may involve both Multi-Targets and Multi-Actions.
(:else:)
Replace any one skill with the faith skill.
(:ifend:)


'''Empower Ankh''' (p. N46)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 week

(:if request fnord:)
To invoke this miracle, the priest requires at least
one ankh with a jewel assoicated with a particular
variety of ankh (see the Nile Empire's Gear chapter for some
examples), which are relatively easily acquired in
the Nile Empire (Value 10) but are otherwise Rare.
The priest touches the ankh invoking the power of
Wadjet to aid and protect the bearer.

On a success this miracle infuses the ankh with
spiritual energy.

The ankh must be attuned to a target in a ritual
that takes one hour to conduct. One attuned, the
ankh has no effect if worn by another person.
Additionally if the bearer is already attuned to
another ankh, that ankh's power fades.

''Protective Ankhs:'' Protective ankhs normally only
provide +1 Full Body Armor, but can be empowered
to higher levels. The DN to infuse a protective ankh
with enough energy to provide +2 Armor is Hard
(DN 14), or Heroic (DN 18) for +3 Armor.

Success Levels:
* Good: The priest retains enough spiritual power to immediately empower a second ankh.
* Outstanding: The priest can empower a total of three ankhs.
(:else:)
Give an ankh temporary powers, usually protective.
(:ifend:)


'''Flame Aura''' (p. L23)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
A corona of bright
flames surrounds the
invoker and wards off
foes. Once successfully
activated all attacks against
the character suffer a −2
penalty. In addition, anyone
who grapples or hits the
character with an unarmed
attack suffers 14 damage.
Likewise the invoker’s own
unarmed attacks deal at least 14
damage thanks to the writhing
flames.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: As a Good result the flames grow stronger, increasing the damage they deal to 16.
(:else:)
Surround yourself with flames, providing defensive and offensive benefits.
(:ifend:)


'''Grasping Vines''' (p. L23)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Vegetation in the area squirms to life and wraps
around limbs or forms a net. The vines attack all
targets within a Large Blast, and anyone affected
may not run for the duration. If this miracle is cast
during a chase, targets who can’t run may not test
to gain Steps.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
so long as the faith prerequisite is met.

Success Levels:
* Good: Affected targets may not move at all for the duration.
* Outstanding: As a Good result, plus targets are Very Stymied.
(:else:)
Partially or fully restrain everyone in the area.
(:ifend:)


'''Healing''' (p. 201)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10), plus wounds\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Perhaps the most important ability a chosen one
brings to a band of Storm Knights is her ability to
heal. Whether she’s patching up her teammate’s
wounds or winning over injured villagers, healing
is a critical skill.

The invoker’s total is modified by the target’s
Wound penalties (as well as the caster’s if he
happens to be wounded). A success heals 1 Wound,
all Shock, and removes KO.

Healing may only be attempted on a single
individual once per scene—choose wisely! If Maru
is injured in a fight and healed by Father Damien,
he won’t be able to heal her again until the next
scene. He could still use first aid on her, and may
use healing on his other comrades.

Success Levels:
* Good: 2 Wounds are healed.
* Outstanding: 3 Wounds are healed.
(:else:)
Heal a subject's wounds, shock, and KO status.
(:ifend:)


'''Hellfire''' (p. 201)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Hellfire projects a gout of flame from the invoker’s
outstretched palm. The flames deal 13 fire damage.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Burn a target with fire damage.
(:ifend:)


'''Holy Water''' (p. R24)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 30 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' The rest of the act

(:if request fnord:)
This ritual must be invoked on consecrated
ground, such as a church, temple, or hallowed
grove, and requires at least one glass vial (Value
10 for 10 regular vials or one large vial) to hold the
blessed water. The supplicant blesses a container
of pure, clean water (not puddles, ponds, or any
water that has been partially drunk). On a success,
this miracle creates one vial of holy water. One vial
of holy water can be thrown, using missile weapons,
at a target, dealing 12 damage to a supernaturally
evil creature (plus the usual extra bonus dice for
Good or Outstanding hits). If the creature is not
supernaturally evil, it takes no damage. A large
vial can hit up to three creatures within a Medium
Blast Radius.

Alternatively, a vial can be used to anoint a melee
weapon as a simple action. A hit does +2 damage
to supernaturally-evil creatures, but the weapon
must be anointed again after a successful hit.

When the duration expires, the vials of holy water
revert to their original state.

Success Levels
* Good: Creates five vials’ worth of water
* Outstanding: Blesses enough water to fill 10 vials
(:else:)
Bless water so it may harm supernaturally evil beings.
(:ifend:)


'''Hunter's Ear''' (p. L23)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 hour

(:if request fnord:)
This miracle invokes
Lanala’s awareness and protection.
For the duration, tracking becomes a
Favored skill and the invoker doesn’t
count as Surprised (see Torg Eternity)
during any ambush.

Success Levels:
* Good: The duration increases to 12 hours.
* Outstanding: The duration increases to one day
(:else:)
Greatly enhance tracking ability and awareness of ambushes.
(:ifend:)


'''Incognito''' (p. R24)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Incognito allows the supplicant to walk among other
people without being challenged or recognized.
This miracle does not make the character invisible
or allow the character to move soundlessly, nor
does it change the character’s appearance. People
who see the invoker merely think he’s supposed
to be there.

To invoke this miracle, the character mimes
donning a cloak and says a prayer. On a success,
as long as they are not specifically on guard,
anyone observing the character automatically gets
a +0 bonus on their evidence analysis tests against a
Challenging (DN 12) difficulty.

A character on guard may make an evidence
analysis test as usual. Combined Actions cannot be
made to improve the test. If the test succeeds, the
viewer sees through the charade, the invoker loses
Concentration, and the miracle ends.

Success Levels
* Good: The evidence analysis test is Hard (DN 14)
* Outstanding: The evidence analysis test is Very Hard (DN 16)
(:else:)
Others believe that you belong here, wherever "here" is.
(:ifend:)


'''Invoke Lanala''' (p. L23)\\
''Axiom Level:'' 24\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 minute\\
''DN:'' Near Impossible (DN 20)\\
''Range:'' See below\\
''Duration:'' See below

(:if request fnord:)
One of the most potent miracles
known to exist in the Living Land,
invocation directly petitions Lanala
for divine intervention. The
miracle worker utters profound prayers and opens
both hands toward the sky.

If the test succeeds an Avatar of Lanala (page 80)
appears on the scene and may grant a boon to the
petitioner. Her powers are vast, but her mood is
unpredictable. She might summon a huge storm or
earthquake, transport the entire group to a distant
location, or disconnect any “dead things“ within
her sight. Any request inappropriate to her nature
(for example, asking her to create an undead being)
causes the miracle to fail.

Lanala acts as she sees fit, battling abominations
or judging those who have abused power in
her name—including the Storm Knights. She
wanders away after 30 seconds (three rounds)
unless something in the area keeps her attention.
Summoning Lanala too often (usually more than
once per game year, GM’s call) or for purposes that
anger her draw her direct wrath.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
if the faith prerequisite is met.

Success Levels:
* Good: The invoker isn’t affected by Lanala’s Awe special ability.
* Outstanding: The invoker isn’t affected by Lanala’s Awe special ability. Lanala acts to grant a request within her nature and power, regardless of her mood.
(:else:)
Summon an Avatar of Lanala.
(:ifend:)


'''Kill''' (p. L24)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
This dark miracle invokes the corrupting touch of
Rec Stalek, bringing death where once there was
life. When cast, the miracle causes flesh to decay
into black, disgusting slime.

The miracle inflicts 10 damage against living
targets, and ignores Armor. The miracle has no
effect at all against objects or unliving targets.

Success Levels:
* Good: +1BD damage, and the target becomes Vulnerable.
* Outstanding: +2BD damage, and the target becomes Very Vulnerable.
(:else:)
Injure and cause pain to living targets, ignoring armor.
(:ifend:)


'''Lightning Strike''' (p. 202)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' See below\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant

(:if request fnord:)
Lightning strike is a rare display of divine wrath.
To invoke it, the blessed individual spends one
entire turn doing nothing but castigating a single
foe. The caller must be able to see his foe when the
miracle begins, and may only take simple actions
during this turn.

While the lightning builds, tendrils of holy
power, storm clouds, and arcs of electricity gather
around the invoker. If he is injured during this
time, he must make a willpower or Spirit test, see
Concentration, 197.

On his next turn, he may use an action to complete
the invocation and make his faith test. If successful,
the target is struck by a bolt of lightning that causes
20 damage, AP 4.

There is no penalty for range, cover, or darkness.
Perks and other spells, miracles, powers, or
supernatural abilities apply normally.

Lightning strike may only be used once per scene—
such forces do not lend their attention lightly!

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Spend two consecutive actions to fire lightning at a single target (once per scene).
(:ifend:)


'''Meditation''' (p. R24)\\
''Axiom Level:'' 6\\
''Skill:'' Faith 8\\
''Casting Time:'' 30 minutes\\
''DN:'' Easy (DN 8)\\
''Range:'' Self\\
''Duration:'' 24 hours

(:if request fnord:)
To meditate, the invoker must sit calmly on the
ground and focus on senses and steady breathing.
If the environment is not quiet and calm, the GM
may assign a -2 or -4 penalty, as desired. Any
combat immediately interrupts the invocation of
this miracle.

On a success, any one test the character makes in
the next 24 hours is Favored.

The character may make a test to invoke meditation
only once every 24 hours.

Success Levels
* Good: The test is Favored and also gains a +2 bonus
* Outstanding: The test is Favored and also gains a +4 bonus
(:else:)
Make one future test Favored.
(:ifend:)


'''Mend Corpse''' (p. L24)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
Mend corpse stitches together rotting flesh and
shattered bones, but it only works on a subject that’s
already dead—or undead. It’s extremely useful
for keeping Gospog and other undead creatures
functional and fighting. Successfully invoking this
miracle heals one Wound for such a creature, or
restores a KO’ed corpse where it fell, though it still
has any Wounds it suffered.

Success Levels:
* Good: Restores two Wounds, or two different fallen undead within range.
* Outstanding: Restores three Wounds, or three different fallen undead within range.
(:else:)
Repairs a dead body; very useful for "healing" undead.
(:ifend:)


'''Pass Without Trace''' (p. R25)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
The invoker touches each target and
asks her deity to obscure their passage
(using the Multi-Targeting rules if
necessary). On a success anyone
attempting a tracking test to follow
takes a -4 penalty.

Success Levels
* Good: The penalty is -6
* Outstanding: The penalty is -8
(:else:)
Impose a penalty to anyone tracking you.
(:ifend:)


'''Penance''' (p. A45)\\
''Axiom Level:'' 17\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
This miracle fails against a target with no Darkness
Perks. If the target has two or more Darkness Perks,
the faith test to cast this miracle is Favored.

An affected target takes damage value 13 that ignores all armor.

Success Levels:
* Good: +1BD damage.
* Outstanding: +1BD damage plus another BD for every two Darkness Perks the target possesses (rounded up).
(:else:)
Seriously injure a target who has Darkness perks.
(:ifend:)


'''(&beta;) Plague''' (p. A45)\\
''Prerequisite:'' Beta Clearance, sicken miracle\\
''Axiom Level:'' 17\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Disfavored vs target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' 1 hour

(:if request fnord:)
This miracle can only be invoked on a living
sentient being and has two stages. In the first stage,
the target is Stymied for the duration. At the end of
each round, she can make a willpower or Spirit test
to end this stage and begin the second stage. If the
target does not begin the second stage, she takes 12
damage at the end of the duration.

In the second stage, when the target first comes
within 10 meters of a living creature other than the
caster and her allies, the other creature makes a
willpower or Spirit test. If it fails, the miracle takes
effect on it as though it had been the original target.
This stage lasts for the remaining duration of the
miracle, and all effects of Good or Outstanding
results apply to any subsequent victims infected
during this stage.

Targets immune to disease ignore this miracle’s
effects. The invoker may revoke this miracle before
the end of the duration, stopping the spread of the
plague and eliminating any effects which would be
suffered at the end of the second stage.

Success Levels:
* Good: The target is Very Stymied during the first stage.
* Outstanding: At the end of the second stage the target suffers 1 Wound.
(:else:)
Give someone a terribly infectious disease.
(:ifend:)


'''Preserve''' (p. L24)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 day

(:if request fnord:)
This miracle halts the decay of dead flesh on a
single human-sized body. The most common use
is to protect corpses until proper funerary customs
can be observed, otherwise difficult in a land where
a corpse decays to bare bones in less than a day.
It’s also useful for preserving food which might
otherwise spoil or rot too quickly.

Success Levels:
* Good: The duration extends one week.
* Outstanding: The duration extends to one month.
(:else:)
Prevents a body, food, etc. from spoiling, even in the Living Land.
(:ifend:)


'''Pronouncement of Doom''' (p. N47)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Target's faith or Spirit\\
''Range:'' N/A\\
''Duration:'' 24 hours

(:if request fnord:)
The pronouncement of doom is the most powerful
curse that can be invoked by Amaatist priests.
The priest invoking pronouncement of doom doesn’t
even need to be in the vicinity of the target (but the
target must be in the same cosm or stelae boundary
as the invoker). He merely needs an object once
possessed by the target for at least a week and an
offering to a member of the Ennead worth at least
Value Level 8.

A character with a pronouncement of doom inflicted
upon him is Stymied for the next 24 hours and
cannot remove this condition until the duration
ends.

Success Levels:
* Good: The character is also Vulnerable for the next 24 hours.
* Outstanding: As Good, but if an additional offering of at least Value Level 15 is sacrificed by the invoker, the target must make a Defeat test at the end of the 24 hours.
(:else:)
Curse a target, dooming his luck and possibly life.
(:ifend:)


'''Prophecy''' (p. N47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 hour\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' One act

(:if request fnord:)
Sacred texts are full of prophecies, some
fulfilled, many that have not, and all are open to
interpretation.

The priest performs a ritual that involves prayer
and symbolic sacrifices, and puts himself into an
altered state of conciousness, hoping that he is
blessed with a vision of the future. Preferably one
that's useful and correct.

On a success the priest receives a vision of the next
Dramatic scene, and if the GM knows the details
can she may provide vague details.

Once in the next Dramatic scene, immediately
after a Drama card is flipped the priest may choose
to make the Standard Conflict Line in effect for the
round instead of the Dramatic Conflict Line.

Success Levels:
* Good: The priest may choose twice in the next Dramatic scene instead of once.
* Outstanding: The priest may choose the Standard Conflict line every round when the card is revealed.
(:else:)
Learn about and gain a great advantage in the next Dramatic scene.
(:ifend:)


'''Recall Spirit''' (p. N47)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Very Hard (DN 16)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Death isn’t permanent in the Nile Empire, and it
is possible to resurrect certain individuals. A body
which has been dead for longer than three days
cannot be resurrected unless the miracle is invoked
under special circumstances—certain planets must
align and the body must have been mummified
and the organs properly contained within nearby
canopic jars (see page N51).

The priest touches the corpse and asks his deity
to return the spirit to the body. If the person was
ever previously the target of this miracle (whether
it succeeded or not), the invocation automatically
fails.

On a success, the corpse is reunited with its spirit
and the body is reanimated as a Mummy. The
character suffers a permanent Injury but gains the
Mummy Perk, which must be paid
for with XPs when possible.

Success Levels:
* Good: As Standard but the target suffers no Injury.
* Outstanding: The person is truly returned to life with no Injury and does not gain the Mummy Perk.
(:else:)
Return a subject to life as a Mummy.
(:ifend:)


'''Regenerate''' (p. L24)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Very Hard (DN 16)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The miracle worker utters a prayer for mercy
and touches the subject. The subject heals one
Wound each round, until he has only one Wound.
Regenerate can’t heal that last Wound, but the
subject recovers one Shock each round for the rest
of the duration when there isn’t a Wound it can
affect.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: The recovers two Shock each round if there’s no Wound to heal.
(:else:)
Empower the subject to heal rapidly from most Wounds and Shock.
(:ifend:)


'''Repel''' (p. 202)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Sometimes a holy champion simply needs to clear
a path through his foes or humble a nonbeliever
with a visible display of otherworldly might.

Repel summons an invisible force radiating out
from the caster in a circle that pushes away all hostile
characters and creatures (allies are unaffected).

The force has Strength equal to the invoker’s
faith and affects those enemies of equal or lesser
Strength. Those affected are pushed back five
meters and Stymied.

Success Levels:
* Good: The effective Strength is equal to faith +2.
* Outstanding: As a Good result, and the foes are Very Stymied.
(:else:)
Push back and Stymie all but the strongest enemies near you.
(:ifend:)


'''Resurrect''' (p. L25)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Near Impossible (DN 20)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
The invoker petitions her deity to return the
recently deceased back to life. The invoker
must have a mostly intact corpse which may
not have been dead for more than three days.

If successful the target returns to life KO’ed, at
his maximum Wounds, and with a permanent
injury from Defeat (see Torg Eternity).

Success Levels:
* Good: The subject isn’t KO’ed and only has a temporary injury, eliminated once any Wounds heal.
* Outstanding: The subject is returned to perfect health.
(:else:)
Bring someone, dead no more than three days, back to life.
(:ifend:)


'''Ride Beast''' (p. L25)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit plus any Size modifier\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The invoker must calmly approach a beast and pray
for acceptance. The DN is the creature’s willpower
or Spirit. Larger animals are more difficult to affect
so any Size modifier is added to the DN instead of
the attack. If the invocation succeeds, the creature
accepts the caster as a rider for the duration and
obeys commands to move or attack. It only obeys
so long as the rider is mounted, however. If the
beast suffers any damage the duration ends.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: The duration increases to a full scene.
(:else:)
Turn a beast into your temporary mount.
(:ifend:)


'''Salt Suffering''' (''Delphi Missions: Aysle,'' p. 67)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Salt suffering draws the salt out of a living creature's body. The base damage is 10, but ignores any Armor.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage ''and'' target is Fatigued.
(:else:)
Harm a living creature via dehydration, ignoring Armor.
(:ifend:)


'''Sandstorm''' (p. N48)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 hour\\
''DN:'' Very Hard (DN 16)\\
''Range:'' 100 kilometers (or LRC)\\
''Duration:'' Special

(:if request fnord:)
This miracle requires a large source of loose sand
(like a desert) within 100 kilometers. The supplicant calls upon a sandstorm to inflict an
area the size of a town. The storm begins to build
immediately upon beginning the miracle, and one
hour later takes effect.

During the storm, the entire area is subject to
Medium Concealment (–4) due to blowing sand.
The invoker must continue to spend an action
each round maintaining the sandstorm, and at the
end of each hour must make a Very Hard (DN 16)
Concentration test to maintain the storm.

This miracle can be invoked only once per week.

Success Levels:
* Good: Each hour, those exposed to the sandstorm must make a survival test or suffer Fatigue. Those who are KO’ed automatically take 1 Wound every hour. Recovery of Shock is not possible while within the sandstorm for the duration of the miracle.
* Outstanding: As Good, but the survival test is Hard (DN 14).
(:else:)
Blanket a town-sized area in a sandstorm.
(:ifend:)

(''Clarification:'' This miracle lasts until one of the following happens: the priest goes a round without taking an action to maintain it, the priest fails a Concentration check, or eight hours passes. Unlike most Concentration-duration spells, it's fine to leave this one active for that long.)

'''Scarab Swarm''' (p. N48)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
The invoker summons a single massive swarm of
scarab beetles, which can rapidly envelop a target
and chew them down to bones in seconds. The
priest can direct the beetles to move and attack
telepathically as a simple action, out to a range of
25 meters.

In addition to the damage a creature takes at the
start of their turn, the scarab swarm may make a
Shred attack to directly attack targets it is touching.

Only one swarm can be summoned at a time.
When the miracle ends the swarm immediately
dissipates and no additional swarms may be
summoned until the start of the next scene. The
scarab swarm otherwise uses the "insect swarm"
statistics are found on page N130.

Success Levels:
* Good: The scarab swarm’s speed becomes 10.
* Outstanding: The swarm’s speed increases to 10 and it may fly at a speed of 10 meters per round.
(:else:)
Summon an insect swarm to devour foes.
(:ifend:)


'''Sculpt Bone''' (p. L26)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8) or the Value of the item\\
''Range:'' Touch\\
''Duration:'' Permanent

(:if request fnord:)
This miracle’s power allows the caster to shape
dead bones as if they were made of clay, a process
known as boneforging.

The miracle worker may create weapons, armor,
or other items from the bones of the dead, assuming
there’s enough bone available to create the item—
GM’s call. A single average-size skeleton has
enough bone to create three clubs or two spears.
Armor requires two skeletons or larger dinosaur
bones.

The DN is 8 for a simple object the invoker can
hold in his hands. More complex objects are crafted
using the item’s Value as the DN, with a minimum
DN of 8. For example, creating a boneforged spear
is DN 10.

Success Levels:
* Good: Up to two matching items are created, if there’s enough bone for each.
* Outstanding: Up to three matching items are created, if enough bone is present for all three.
(:else:)
Turn bone into useful items.
(:ifend:)


'''(&beta;) Shali's Blessing''' (p. A45)\\
''Prerequisite:'' Beta Clearance, all four magic skills at 1+\\
''Axiom Level:'' 18\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Target's highest magic skill\\
''Range:'' Touch\\
''Duration:'' 1 scene

(:if request fnord:)
This miracle may be attempted only once per
scene. On a success the target’s spellcasting tests
are Favored. If any target has no magic skills, the
miracle fails.

Success Levels:
* Good: In addition, the first time the target rolls a 1 for a spellcasting test, ignore that test and try again.
* Outstanding: As Good, plus all spell backlash is reduced by 1.
(:else:)
Improve the subject's spellcasting ability.
(:ifend:)


'''Shape Plant''' (p. L26)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8) or the Value of the item\\
''Range:'' Touch\\
''Duration:'' Permanent

(:if request fnord:)
This miracle is known to most jakatts in the Living
Land. Shape plant induces flora (living or dead) to
bend, twist, or weave together to create various
simple items. The ubiquitous hrockt plant is the
most common subject of this miracle: light, fastgrowing,
and sturdy enough to retain a sharp point
after the shaping has done its work.

The invoker may create weapons, armor, or other
items from nearby vegetation, assuming there’s
enough plant matter available to create the item—
GM’s call. This miracle affects only stationary and
non-sentient plants. It doesn’t affect carnivorous
plants or Living Land gospog.

The DN is 8 for a simple object the invoker can
hold in his hands. More complex objects are crafted
using the item’s Value as the DN, with a minimum
DN of 8. For example, creating a hrockt-shoot spear
uses the minimum DN 8, but hrockt-root armor is
DN 13 to shape.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
so long as the faith prerequisite is met.

Success Levels:
* Good: Up to two matching items are created, if there’s enough material for each.
* Outstanding: Up to three matching items are created, if enough material is present for all three.
(:else:)
Turn vegetation into useful items.
(:ifend:)


'''Sicken''' (p. A46)\\
''Axiom Level:'' 15\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
The target becomes Stymied until the miracle ends.

Success Levels:
* Good: The target becomes Very Stymied.
* Outstanding: As Good, plus when the miracle ends, the target takes 12 +1BD damage that ignores armor.
(:else:)
Stymie and possibly harm the target.
(:ifend:)


'''Snake Staff''' (p. N48)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
The invoker transforms her staff into a dangerous
asp (see page N124). The priest can telepathically
direct the asp to move and attack as a simple action.

If the asp is KO’ed, the miracle ends and the snake
transforms back into a staff. If the asp is killed, it
transforms into a staff, broken into several pieces.

The invoker may only have one staff transformed
into a snake at a time.

Success Levels:
* Good: The asp’s fangs do Strength +2 damage.
* Outstanding: As Good plus the asp's poison deals 3 Shock each round instead of 2.
(:else:)
Turn the priest's staff into a poisonous asp.
(:ifend:)


'''Soothe''' (p. 203)\\
''Axiom Level:'' 7\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Soothe sends out a refreshing wave of energy
to the invoker and allies in range. Those affected
instantly recover 2 Shock.

Success Levels:
* Good: The affected recover 3 Shock.
* Outstanding: The affected recover 4 Shock
(:else:)
You and all allies near you recover Shock.
(:ifend:)


'''Strike''' (p. 203)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
Sometimes even the most peaceful of the chosen
must pick up the staff. This powerful miracle makes
sure that staff packs a punch. Strike affects a single
melee or missile weapon, no Multi-Targeting is allowed.

Strike increases the damage value of a weapon
by +1. It doesn’t matter if the weapon is ranged
or designed for melee — its base damage is
still increased. Strike must be cast on a weapon,
not ammunition.

A weapon blessed with strike counts as
magical for purposes of affecting foes with the
Ethereal or similar abilities that generally ignore
normal weapons.

Success Levels:
* Good: Damage +2.
* Outstanding: Damage +3.
(:else:)
Enhances the damage caused by a specific weapon.
(:ifend:)


'''Summon Storm''' (p. A46)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The area around the caster in a 100-meter radius
erupts in a storm. The storm moves with the
spellcaster but the spellcaster may end it at any
time.

Creatures (including the spellcaster) in the area
moving more than half their movement speed
must make a Strength test at the beginning of their
turn or be Stymied. Missile weapons and fire combat
attacks and attacks involving fire with the area are
Disfavored. Lightning based attacks are Favored.

Success Levels:
* Good: At the end of each round a random target in the area is hit by a lightning bolt dealing 13 +1BD damage, AP 4 unless they make a successful dodge test. A dodge Mishap adds +1BD damage.
* Outstanding: As Good but the lightning bolt always targets a (random) foe of the caster.
(:else:)
A chaotic storm buffets (and may even electrocute) everyone in a huge area, even the caster.
(:ifend:)


'''Sundew''' (p. N49)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
Sundew can only be invoked when the targets are
outside or otherwise exposed to the sky. When this
miracle is invoked, a burst of sunlight descends
from the sky and strikes the invoker and those
around him in a Medium Burst Radius. A success
heals one Wound.

An individual may only be the target of sundew
once per day.

Success Levels:
* Good: Heals 2 Wounds.
* Outstanding: Heals 3 Wounds.
(:else:)
Once per day, heal you and those around you.
(:ifend:)


'''Touch of Time''' (p. L26)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Touch of time invokes the same accelerated rot and
decay that courses through the Living Land. This
miracle may only target lifeless objects, but this
includes undead such as gospog. Once invoked,
touch of time deals 14 damage to the object, ignoring
all Armor. An undead creature destroyed by
damage from this miracle is rendered down to a
clean pile of bones.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage.
(:else:)
Wear down any unliving objects, including undead.
(:ifend:)


'''Treeskin''' (p. A46)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Invoker's Strength\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
This miracle transforms the invoker’s skin to wood. On a success she gains +2 Toughness but becomes Vulnerable to fire attacks.

Success Levels:
* Good: As Standard but no longer Vulnerable to fire attacks.
* Outstanding: As Good, and instead gains +3 Toughness.
(:else:)
Turn your own skin into wooden armor.
(:ifend:)


'''Turn Undead''' (p. A46)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
This miracle targets all undead within 10 meters
of the caster. This is an area effect miracle; no
Multi-Targeting applies. Each affected undead is
Very Stymied while it remains within 10 meters of
the caster. The miracle’s effect ends on a specific
undead once it is hit with an attack or interaction.

Success Levels:
* Good: Mindless undead must rush directly away from the invoker on their turns while within range.
* Outstanding: As Good, plus the Mindless undead take 14 +1BD damage when initially affected.
(:else:)
Stymie, and possibly repel or damage, all undead within range.
(:ifend:)


'''Uncounted Spears''' (p. L27)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
This miracle requires two spears. The character
may throw a single spear per turn, and it is replaced
by an identical one. If both spears are thrown in
a turn, the miracle ends and all spears vanish. If
the duration expires normally, any thrown spears
vanish, leaving the two originals in the invoker’s
possession.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: As for Good, plus spears appear quickly enough for the character to Multi-Target and throw up to three spears each round.
(:else:)
From two or more spears, throw unlimited spears.
(:ifend:)


'''Unlife''' (p. L27)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' Permanent

(:if request fnord:)
This dark miracle transforms a corpse into a
shambling undead creature. This miracle requires
an intact skeleton or body of roughly human size to
function. When the miracle is complete, the corpse
is transformed into an undead creature: skeleton
warriors for humans or edeinos, or skeleraptors for
most medium-sized animals.

Success Levels:
* Good: Two standard-sized creatures are created or one large creature is created, depending on the corpses available.
* Outstanding: Four standard-sized creatures or one very large creature is created, depending on the corpses available.
(:else:)
Transform corpses into undead monsters.
(:ifend:)

(''Note:'' The similar miracle ''raise dead things'' (''The God Box,'' p. 62) is restricted to very specific NPCs and is thus not covered here.)


'''Walk on Water''' (p. R25)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' 30 seconds

(:if request fnord:)
Walk on water allows affected targets
to move their normal speed (not run)
atop liquids as if the surface were
solid ground. A submerged target
may climb up and out of the water,
and those on the surface may dive
under water if they choose. The invoker
may attempt to affect multiple people
by taking the usual Multi-Targeting
penalties.

Success Levels
* Good: The duration increases to 1 minute
* Outstanding: Affected targets may run atop liquid surfaces as well
(:else:)
Allow subjects to walk on liquids as if solid.
(:ifend:)


'''Ward Cold''' (p. A46)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 24 hours

(:if request fnord:)
This miracle may be invoked once per day. The target is protected from natural cold up to –40°C (–40°F).

Success Levels:
* Good: The target gains +5 Armor vs. ice damage.
* Outstanding: The target gains +8 Armor vs. ice damage.
(:else:)
Protect against environmental cold, and possibly against ice attacks.
(:ifend:)


'''Ward Enemy''' (p. 203)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meter radius\\
''Duration:'' Concentration

(:if request fnord:)
Ward enemy protects the faithful from supernatural
beings that prey on or seek to harm humanity.
To cast, the invoker must brandish a holy symbol,
recite prayers, or otherwise clearly call on the source
of his power, making him an obvious target for the
taunts of spirits, demons, or other antagonists likely
to be affected.

While the ward is active, all allies within five meters
add +1 to their defenses versus supernaturally
evil creatures and their attacks. The bonus counts
toward both physical and interaction defenses.

''Special:'' This miracle may be attempted without
the Miracles Perk if the faith prerequisite is met.

Success Levels:
* Good: Those protected add +2 to all defenses.
* Outstanding: As the Good result, and supernaturally evil creatures who fail an attack against any of the protected individuals are Stymied.
(:else:)
Improve defenses against supernatural foes for you and nearby allies.
(:ifend:)


'''Ward Flames''' (p. L27)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The supplicant beseeches the powers above for
protection from the harmful effects of heat and fire.
The invoker picks target within range to affect, and
may attempt to protect multiple people by taking
the usual Multi-Targeting penalties. Once activated,
the target gains +6 Armor against any fire- or heatbased
attack for the duration, and doesn’t suffer ill
effects from smoke inhalation.

Success Levels:
* Good: The protection increases to +8 Armor against fire and heat damage.
* Outstanding: The protection increases to +10 Armor against fire and heat damage.
(:else:)
Grant the target(s) protection against smoke, heat, and fire.
(:ifend:)


'''Ward Magic''' (p. A47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Spells targeting the invoker take a Challenging (-2)
penalty to affect her.

Success Levels:
* Good: The penalty increases to Hard (-4).
* Outstanding: Spells targeting the invoker, including in an area of effect, are Disfavored.
(:else:)
The invoker is much harder to affect with magic spells.
(:ifend:)


'''Wings of the Hawk''' (p. N49)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
When this miracle is invoked, the supplicant grows
hawk wings from her back, and is temporarily able
to fly, with a speed of 50 meters per round. Flying
faster than Dexterity meters counts as running. The invoker may haul whatever
weight she normally carries. A heavy load drops
the maximum speed by half and causes her 1 Shock
each round.

Success Levels:
* Good: The invoker may move at maximum speed without suffering a –2 penalty.
* Outstanding: Maximum speed is increased to 100 meters per round.
(:else:)
Grow functional hawk wings.
(:ifend:)


'''Wither''' (p. 203)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
This dark miracle drains the life force of any
living thing it touches.

With a successful faith roll, the invocation causes
12 damage that ignores all physical armor. Wither
works only on living things—it has no effect on
objects, constructs, undead, etc.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Damage any living thing, ignoring armor.
(:ifend:)


'''Word of the Gods''' (p. A47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
This miracle allows the caster to gain a flash of
insight. On a success, the Storm Knight gains a clue
or indicating the next course of action she should
take &mdash; ''or'' she may choose to make the Approved
Action of the Drama Deck “Any” just as if playing
an Idea card.

The gods do not like to be pestered, and so this
miracle may only be attempted once per day.

Success Levels:
* Good: The player may instead search for an Idea card in the Destiny deck or discard, then shuffle the deck afterward.
* Outstanding: As Good and the gods feel gracious and the cleric may invoke this miracle again.
(:else:)
Get a flash of insight from your god(s).
(:ifend:)


'''Yin and Yang''' (p. R25)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' The end of the scene

(:if request fnord:)
By invoking this miracle, the character taps into
the belief that people, events, and things have
complimentary aspects, and while bad luck may
be ascendant, good luck may be just around the
corner.

On a success, the hero’s luck flattens out. For the
rest of the scene, if the character rolls a 1 at any
time, including after spending a Possibility or
in an Up condition, he immediately re-rolls
the die. However, if the character rolls a
20 at any time, he immediately re-rolls
as well.

This miracle may only be attempted
once every scene.

Success Levels
* Good: The character immediately rerolls on a 1-2, as well as 20
* Outstanding: The character rerolls on a 1-4, as well as 20
(:else:)
Mitigate bad luck at the expense of good luck.
(:ifend:)


>><<

----

(:if request fnord:)
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternity?fnord=yes | Torg Eternity]]
(:else:)
Return to [[Torg Eternity]]

(:ifend:)
to:
Return to [[Torg Eternity Miracles]]
(:ifend:)
June 14, 2020, at 01:39 PM by 66.18.61.107 -
Added lines 1-2512:
(:if request fnord:)
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternity?fnord=yes | Torg Eternity]]
(:else:)
Return to [[Torg Eternity]]
(:ifend:)

----

(:if request fnord:)
%red% '''Additional Info Mode Unlocked! Please do not share this page.''' %%

(:else:)
(:ifend:)
The first section on this page is a list of all relevant religions, sorted first by cosm, then by archetype, to better help players decide how to build their Storm Knights. They also include TorgHacker's excellent "alternative arcane failure modes" ([[http://www.ulisses-us.com/forum/viewtopic.php?f=31&t=1331 | originally posted here]]), which go a long way toward helping different types of arcane Storm Knights feel different.

The second is a list of all Torg miracles, using the same page reference format as my Perk list, for ease of reference.

'''Note:''' The addendum "(or LRC)" in the Range stat is a reminder that ''contradictory'' effects are limited to a range of one kilometer, per the Long-Range Contradictions rules on p. 180.

>>padding=20px bgcolor=#eeeeff<<
!! %center% Empowered Religions

On a failure the invoker suffers 2 Shock.

On a Mishap, the invoker suffers 2 Shock and succumbs to inner doubt. They are at -4 to all rolls to invoke miracles until the next scene. If they suffer ''another'' Mishap, they cannot invoke miracles ''at all'' until the next scene.

Miracles marked with a * may be cast without the Miracles perk in certain situations; check the description for details. For example, ward enemy can be cast by ''anyone'' who meets the faith prerequisite. Any miracle marked with a (&beta;) requires Beta clearance.

!! Aysle

'''Exemplars of Light (Dunad)'''
* Banish, bless, bounty, break curse, break storm (&beta;), call animals, commune with animals, commune with spirits, cure disease, curse, doom (&beta;), healing, lightning strike, penance, repel, soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic, word of the gods.

'''Exemplars of Darkness (Corba'al)'''
* banish, bless, call animals, command undead, commune with animals, commune with spirits, curse, doom (&beta;), healing, hellfire, plague (&beta;), repel, sicken, soothe, strike, ward enemy*, ward magic, wither, word of the gods.

'''Mysterians (Elmiir), the Elves'''
* banish, bless, bounty, break curse, call animals, commune with animals, commune with spirits, cure disease, Elmiir’s assistance (&beta;), healing, lightning strike, repel, soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic, word of the gods.

'''Theomagicians (Shali)'''
* banish, bless, bounty, break curse, break storm (&beta;), command undead, commune with spirits, cure disease, curse, doom (&beta;), healing, hellfire, lightning strike, repel, Shali’s blessing (&beta;), soothe, strike, summon storm, treeskin, turn undead, ward cold, ward enemy*, ward magic.

'''Yonders (Rak), the Outsiders'''
* balancing act (&beta;), bless, break storm (&beta;), call animals, commune with animals, commune with spirits, cure disease, curse, doom (&beta;), healing, lightning strike, penance, plague (&beta;), sicken, soothe, strike, summon storm, treeskin, ward cold, ward enemy*, ward magic, wither.

!! Core Earth

Miracles marked with &dagger; can be obtained via the Religious Scholar perk. (Captivate for "Fire and Brimstone" Christianity is a house rule.)

'''Bantu (and other Traditional African) Mythology'''
* banish, bless, bounty, break curse, call animals, commune with animals, commune with spirits&dagger;, control animal, cure disease, cure poison, dream, healing, pass without trace&dagger;, repel, soothe, ward enemy*

'''Buddhism'''
* banish, bless, bounty, commune with spirits, contort, cure disease, dream, healing, holy water, incognito, meditation&dagger;, pass without trace, prophecy, repel, soothe, strike, ward enemy*, word of the gods, yin and yang&dagger;

'''Chinese Folk Religion'''
* banish, bless, bounty, call animals, commune with animals&dagger;, commune with spirits, control animal, cure disease, cure poison, dream, healing, incognito, meditation, pass without trace, prophecy, repel, soothe, ward enemy*, word of the gods, yin and yang&dagger;

'''Christianity (“Fire and Brimstone”)'''
* banish, bless, captivate&dagger;, commune with spirits, curse, hellfire, holy water, prophecy, repel, strike, ward enemy*, ward flames, walk on water&dagger;

'''Christianity (“Prince of Peace”)'''
* banish, bless, bounty&dagger;, captivate, commune with spirits, cure disease, dream, healing, holy water, prophecy, repel, soothe, walk on water&dagger;, ward enemy*, ward flames, word of the gods

'''Hinduism'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, contort&dagger;, control animal, cure disease, cure poison, healing, holy water, meditation&dagger;, prophecy, repel, soothe, ward enemy*, ward flames, word of the gods

'''Indigenous Faiths'''
* banish&dagger;, bless, blind, bounty, call animals, commune with animals, commune with spirits, cure disease, cure poison, curse, dream&dagger;, flame aura, healing, hunter’s ear, lightning strike, pass without trace, repel, ride beast, soothe, strike, ward enemy*, ward flames

'''Islam'''
* banish, bless, bounty, call animals, captivate, commune with animals, commune with spirits, cure disease, curse, dream, healing, holy water, hellfire, incognito, pass without trace&dagger;, prophecy, repel, walk on water&dagger;, ward enemy*

'''Judaism'''
* banish, bless, bounty, call animals, captivate, commune with animals, commune with spirits, cure disease, cure poison, curse, dream, healing, holy water, lightning strike, pass without trace, prophecy&dagger;, repel, snake staff&dagger;, summon storm, ward enemy*, word of the gods

'''Los Asangrados'''
* banish, bless, bloodlust, bone blades, captivate, commune with spirits, conjure poison, cure disease, cure poison, curse, healing, kill, preserve, regenerate, repel, soothe, strike, ward enemy*, word of the gods

'''Neopaganism'''
* banish, bless, bounty, break curse&dagger;, break storm, call animals, commune with animals, commune with spirits&dagger;, cure disease, curse, healing, lightning strike, meditation, prophecy, repel, soothe, summon storm, ward enemy*

'''Sikhism'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, contort&dagger;, cure disease, cure poison, healing, holy water, meditation&dagger;, prophecy, repel, soothe, ward enemy*, word of the gods

'''Shinto'''
* banish, bless, bounty, break curse, call animals, commune with animals&dagger;, commune with spirits, control animal, curse, cure disease, cure poison, dream, healing, incognito, repel, soothe, ward enemy*, word of the gods, yin and yang&dagger;

'''Other Core Earth Religions'''
* banish, bless, bounty, call animals, commune with animals, commune with spirits, cure disease, holy water, healing, repel, soothe, ward enemy*

!! Cyberpapacy

'''Cyberchurch'''
* Banish, bless, bounty, commune with spirits, cure disease, curse, healing, hellfire, lightning strike, repel, soothe, strike, ward enemy*.

!! Living Land

While in the Living Land, anyone who meets the Faith prerequisite may attempt the ''bless'' and ''curse'' miracles. Jakatts who meet the Faith prerequisite may also attempt ''grasping vines, invoke Lanala,'' and ''shape plant.'' For these cases, the Miracles perk is not even necessary.

For Los Asangrados, see Core Earth, above.

'''Keta Kalles (general Miracles perk)'''
* Bless*, bounty, call animals, commune with animals, cure disease, healing, repel, soothe, strike, ward enemy*.

'''Keta Kalles (Gotak)'''
* Banish, bless*, breathe fire, commune with spirits, curse*, earthquake, grasping vines*, hunter’s ear, invoke Lanala*, kill, mend corpse, repel, strike, touch of time, ward enemy*.

(:if request fnord:)
'''[[http://mygurps.com/pmwiki.php?n=Main.TorgEternityMiraclesOptant?fnord=yes | Keta Kalles (Optant)]]'''
(:else:)
'''[[Torg Eternity Miracles Optant| Keta Kalles (Optant)]]'''
(:ifend:)
* Bless*, bounty, call animals, commune with animals, cure disease, cure poison, curse*, grasping vines*, healing, hunter’s ear, invoke Lanala*, regenerate, repel, resurrect, ride beast, shape plant*, soothe, strike, touch of time, uncounted spears, ward enemy*.

'''Neo Shaman'''
* banish, bless*, blind, bounty, call animals, commune with animals, commune with spirits, cure disease, cure poison, curse*, flame aura, healing, hunter’s ear, lightning strike, repel, ride beast, soothe, strike, ward enemy*, ward flames.

'''Rec Stalek (Gotak)'''
* Ash cloud, banish, bless*, blind, bone blades, commune with spirits, curse*, earthquake, kill, mend corpse, preserve, repel, resurrect, sculpt bone, strike, unlife, ward enemy*, wither.

'''Cult of the Consuming Fire''' (from ''Ruins of Washington'')
* Ash cloud, breathe fire, commune with spirits, cure disease, curse*, flame aura, healing, hellfire, repel, strike, ward enemy*, ward flames.

!!!! Living Land: Merretika
From ''The God Box''

'''Darok and Karruk (Pyrian Fire Tamers)'''
* Ash cloud, banish, bless*, bounty, breathe fire, commune with spirits, cure disease, curse*, flame aura, healing, hellfire, repel, soothe, strike, ward enemy*, ward flames. (See ''The God Box'' p. 107 for additional Pyrian Fire Priest rules that apply only while the Tamer is in Merretika.)

'''The Father of Serpents (Serpentors)'''
* Bless*, bloodlust, call animals, commune with animals, conjure poison, curse*, kill, regenerate, repel, soothe, strike, ward enemy*, wither.

'''Greater Mehret (Ohibi)'''
* Banish, bless*, blind, commune with spirits, cure disease, cure poison, earthquake, healing, hunter’s ear, preserve, regenerate, shape plant, ward enemy*.

'''Holuku (Leopard Tribes)'''
* Bless*, bloodlust, call animals, commune with animals, commune with spirits, cure poison, curse*, hunter’s ear, preserve, repel, ride beast, soothe, strike, uncounted spears, ward enemy*.

'''Raya (Keefee)'''
* Banish, bless*, blind, bounty, commune with spirits, cure disease, cure poison, healing, regenerate, shape plant, strike, ward enemy*, wither.

'''The Wasp Mother (Darooni Wasp Riders)'''
* Banish, bless*, call animals, commune with animals, commune with spirits, conjure poison, curse*, healing, hunter's ear, repel, ride beast, soothe, strike, uncounted spears, ward enemy*, wither.

!! Nile Empire

'''Amaatism'''
* Banish, bless, bounty, call animals, commune with animals, commune with spirits, cure disease, curse, healing, lightning strike, repel, soothe, strike, ward enemy*, wither.

'''Amaatist Hem-Netjer'''
* Animate mummy, blinding dust, cure poison, death shout, drain life, dream, empower ankh, pronouncement of doom, prophecy, recall spirit, sandstorm, scarab swarm, snake staff, sundew, wings of the hawk.

!! Orrorsh

'''Sacellum'''
* Banish, bless, bounty, commune with spirits, cure disease, curse, healing, hellfire, repel, strike, ward enemy*.
>><<

>>padding=20px bgcolor=#ffffee<<
!! %center% Miracles

'''Animate Mummy''' (p. N45)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 hour\\
''DN:'' Challenging (DN 12)\\
''Range:'' Touch\\
''Duration:'' Permanent

(:if request fnord:)
This ritual allows the invoker to animate and
command a corpse which has been properly
mummified. The supplicant can command the
mummy to perform a specific task (“kill Rama
Tut!” or “bring me the Possibility Chalice!”). The
mummy remains animated until it performs the
task or is destroyed. The mummy’s statistics are
found on page N130.

Success Levels:
* Good: The mummy has 2 Wounds.
* Outstanding: The mummy has Strength 15 and Toughness 15.
(:else:)
Raise a corpse as an undead mummy (p. N130).
(:ifend:)


'''Ash Cloud''' (p. L20)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Very Hard (DN 16)\\
''Range:'' 50-meter radius around the invoker\\
''Duration:'' 1 minute

(:if request fnord:)
After the supplicant’s heartfelt prayers are
answered, the ground rends open and hot ash
billows into the air. The cloud spreads out from
the invoker’s position, but doesn’t move if he does.

Everyone inside the effect suffers 1 Shock each
round for the duration unless they don’t need to
breathe or have special protection. A filter mask or
a cloth soaked in water can keep the ash at bay.
Most heroes can fashion something appropriate
with an action and a survival test. The thick cloud
creates a −4 Darkness penalty for all attacks against
targets within it.

Success Levels:
* Good: The invoker no longer suffers Shock each round from the cloud.
* Outstanding: As a Good result, and the invoker doesn’t suffer the cloud’s Darkness penalty to attacks.
(:else:)
Summon an ash cloud that chokes and obscures vision.
(:ifend:)


'''(&beta;) Balancing Act''' (p. A43)\\
''Prerequisite:'' Beta Clearance\\
''Axiom Level:'' 16\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Heroic (DN 18) but see below\\
''Range:'' Self\\
''Duration:'' 1 scene or until used

(:if request fnord:)
The priest gains the effects of one Darkness or
Light Perk. The miracle ends once the scene ends,
or a test is attempted using that Perk’s effects. The
priest can ask for a Perk for which he doesn’t meet
the prerequisites, but the invocation is at –2 for each
missing prerequisite. This miracle may not Multi-Target. Also if the priest has any Light or Darkness
Perk (even if inactive), the test is Disfavored.

If the priest last used this miracle to receive a Light
Perk, invoking this miracle to receive a Light Perk
is at –6. If the priest last used this miracle to receive
a Darkness Perk, invoking this miracle to receive a
Darkness Perk is at –6.

This miracle can only be attempted once per scene,
and a Mishap deals additional Shock equal to the
total casting penalty.

Success Levels:
* Good: The test that uses the acquired Perk is Favored.
* Outstanding:  As Good and this miracle may be attempted again this scene.
(:else:)
Temporarily gain a Darkness or Light perk.
(:ifend:)


'''Banish''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 5-meter radius\\
''Duration:'' Instant

(:if request fnord:)
Banish repels spirits, ghosts, or other ethereal
beings back to whatever nether realm they came
from. The invoker should not linger in such haunted
places, however, for even banished spirits can return!

Compare the invoker’s faith total to the willpower
or Spirit of every such entity within five meters
of the caster. Creatures affected fade into nothing
for 15 minutes.

Success Levels:
* Good: Affected entities are banished for one hour.
* Outstanding: Affected entities are banished for one day.
(:else:)
Temporarily drive spirits away from our world.
(:ifend:)


'''Bless''' (p. 199)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5-meter radius\\
''Duration:'' 3 rounds

(:if request fnord:)
Bless surrounds and infuses the caster and his
allies with spiritual energy that boosts their physical
or mental abilities. The priest chooses any one
attribute and calls on his deity to enhance it. “May
the Lord give us the might of Daniel in the Lion’s
Den!“ increases Strength, for example. Or “May
Vishnu grant you clarity!“ might enhance Mind.

If successful, every ally in range adds +1 to that
attribute. Increasing Strength or Spirit does not
increase the derived statistics of Toughness and
Shock, however.

Success Levels:
* Good: Duration increases to 1 minute.
* Outstanding: As Good, and the attribute increases by +2.
(:else:)
Temporarily increase one attribute for yourself and others nearby.
(:ifend:)

(''Special:'' Within the Living Land, this miracle may be attempted without the Miracles Perk &mdash; by anyone, not just jakatts &mdash; if the faith prerequisite is met.)


'''Blind''' (p. L21)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 100 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
This miracle robs the target of the ability to
experience the wonders of life by shrouding his
eyes in shades of unrelenting gray. On a success
the target suffers the −2 penalty for Dim lighting on
find tests and ranged attacks. The penalty applies
even to targets who can normally see in the dark
and ignore such modifiers.

Success Levels:
* Good: The Darkness penalty increases to −4.
* Outstanding: The Darkness penalty increases to the maximum –6.
(:else:)
Fully or partially removes the subject's ability to see.
(:ifend:)


'''Blinding Dust''' (p. N45)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Concentration

(:if request fnord:)
Blinding dust creates an area 10 meters in radius
filled with blowing dust. Any physical attacks at
targets within the the blowing dust, or by characters
in the dust attacking out, are treated as having a
Dim (–2) Darkness Penalty.

If the miracle is invoked in a sandy area, the faith
test has a +4 bonus.

Success Levels:
* Good: The Darkness Penalty is increased to Dark (-4).
* Outstanding: The zone of dust is treated as Pitch Black (-6).
(:else:)
Summon a cloud that penalizes attacks.
(:ifend:)

(''Clarification:'' Despite the name, it does not penalize vision in any way. Go figure.)

'''Bloodlust''' (p. L21)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 25 meters\\
''Duration:'' One minute

(:if request fnord:)
The miracle worker anoints herself with blood
and calls for wrath to stir the hearts of the faithful.
Affected living creatures gain +1BD to melee
attacks, but are Very Vulnerable each round during
the duration.

Success Levels:
* Good: Each affected target is only Vulnerable for the duration.
* Outstanding: Affected targets aren’t more Vulnerable while under the influence of bloodlust.
(:else:)
Make the subject(s) more potent in combat, but with worse defenses.
(:ifend:)


'''Bone Blades''' (p. L21)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Sharp and spiky spurs grow from the target’s very
bones. The target must have a skeleton, otherwise
this miracle automatically fails. The process and
effect is excruciating, dealing 2 Shock to the target
each round. The spikes make a nasty weapon,
however, allowing the target to deal Strength +2
damage as a Bite/Claws attack and granting a +2
bonus to defenses against Grapples.

Gotaks of Rec Stalek often employ bone blades
on their creations since the drawbacks don’t harm
most undead.

Success Levels:
* Good: Strength +3 Bite/Claw damage and +3 bonus to defenses against Grapples.
* Outstanding: As a Good result and the duration increases to one minute.
(:else:)
Turn the subject's bones into weapons, at the cost of extreme pain.
(:ifend:)


'''Bounty''' (p. 200)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 3 minutes\\
''DN:'' Easy (DN 8)\\
''Range:'' 10 meters\\
''Duration:'' Permanent

(:if request fnord:)
Bounty multiplies a single meal of food and water
so that more may partake. The food also becomes
more succulent and nutritious. A Standard success
doubles the available food.

Invoking the bounty requires a prayer of about
three minutes. Additional success increases the
amount of food, as shown below. Once the miracle
is invoked, the caster cannot invoke it again until
that food is consumed.

A caster with bounty virtually ensures survival
tests for food and water, but doesn’t help with
shelter if that’s a concern.

Success Levels:
* Good: ×3 the available food.
* Outstanding: ×5 the available food.
(:else:)
Turn one meal into several.
(:ifend:)


'''Break Curse''' (p. A44)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 scene

(:if request fnord:)
One curse on a person, location, or item is suppressed for the duration.

Success Levels:
* Good: Duration becomes 1 act.
* Outstanding: The curse is permanently removed.
(:else:)
Suppress or possibly remove a curse.
(:ifend:)


'''(&beta;) Break Storm''' (p. A44)\\
''Prerequisite:'' Beta Clearance\\
''Axiom Level:'' 16\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 full round\\
''DN:'' Hard (DN 14)\\
''Range:'' 100 meters\\
''Duration:'' 1 minute

(:if request fnord:)
Natural storm activity within range dissipates.
The storm may continue to rage in the surrounding
area, but winds become light, seas become calm,
and lightning strikes stop within the miracle’s
range.

Tests involving spells, miracles, and other effects
which feature storms or lightning are Disfavored if
attempted within the miracle’s range.

Success Levels:
* Good: Duration 1 hour and spells, miracles, or other effects involving lightning cannot be cast or activated at all.
* Outstanding: As Good and can even suppress a natural or invoked reality storm.
(:else:)
Suppress storms and lightning effects, maybe even reality storms.
(:ifend:)


'''Breathe Fire''' (p. L22)\\
''Axiom Level:'' 20 (per errata)\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
Gouts of divine flame pour from the believer’s
mouth, burning away sin and everything else! The
flames deal 16 damage to a Medium Blast, which
means adjacent allies and even the invoker herself
may be affected. The damage applies to each
target’s lowest Armor value, unless protected by
full coverage.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage and the invoker may choose to miss specific targets who would normally be affected by the blast—including herself.
(:else:)
Fill an area with fire, hurting friend and foe alike.
(:ifend:)


'''Call Animals''' (p. 200)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' 1 kilometer\\
''Duration:'' 1 hour

(:if request fnord:)
The blessed of many religions find comfort in
nature’s beasts. This miracle draws them from the
area, if they exist there (GM’s call). Once completed
the creatures arrive on the invoker’s next turn.

Calling such creatures doesn’t mean control,
however. That must be done via commune with
animals (below). Those who want to run with the
beasts must take care that they are not eaten by them.

A Standard success summons a flock of sparrows,
a few foxes or cats, etc., or a single large creature
such as a wolf, bear, or crocodile. The miracle
worker doesn’t have to see the animals to call them.

Success Levels:
* Good: The caster can summon one bonus die of crocodiles, wolves, lions, or similar size creatures.
* Outstanding: The caster can summon two bonus dice of the creatures listed under a Good success, or a single Large or Very Large creature such as a dragon or tyrannosaurus rex (in the Living Land). Remember, call animals doesn’t grant control, however!
(:else:)
Summon (but do not control) animals.
(:ifend:)


'''Captivate''' (p. R22)\\
''Axiom Level:'' 7\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 full round\\
''DN:'' Each target's Mind or willpower\\
''Range:'' Huge Blast Radius\\
''Duration:'' Concentration

(:if request fnord:)
The cleric gains a supernatural ability to keep
those who hear his voice focused on him, listening
to his sermon. The priest invokes this miracle in
a Huge Blast Radius centered on himself. Targets
that do not understand the language the priest
is speaking are immune to this miracle. This
miracle can only be invoked outside of combat. If
combat ever starts in the vicinity, the miracle ends
immediately. Captivate requires the cleric to speak
continuously. No other actions involving speech,
including invoking other miracles, are allowed.
Also, the priest cannot move more than a few
meters from his initial location while this miracle
is active.

The faith test to invoke this miracle is Favored if all
targets follow the same religion as the priest.

On a success the targets listen atttentively to the
preaching but may take non-hostile actions such as
reporting unusual activity.

Success Levels
* Good: The target is enthralled and cannot take any action other than listening to the cleric. Find tests to notice unusual circumstances have a -2 penalty.
* Outstanding: As Good, plus the target is Stymied and Vulnerable the first round after the miracle ends
(:else:)
Preach to hold the attention of everyone nearby.
(:ifend:)


'''Command Undead''' (p. A44)\\
''Axiom Level:'' 15\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 30 meters\\
''Duration:'' Concentration

(:if request fnord:)
The invoker can issue a command to a Mindless
undead creature within range, which it will obey
to the best of its ability. When the command is
obeyed or rendered impossible, the undead makes
a willpower or Spirit test. On a success, the miracle
ends, otherwise the invoker can issue another
command.

Success Levels:
* Good: Tests to end this miracle are Hard (DN 14).
* Outstanding: As Good, plus the duration changes to the rest of the scene. This does not prevent the undead from attempting to break the miracle.
(:else:)
Take control of Mindless undead.
(:ifend:)


'''Commune with Animals''' (p. 200)\\
''Axiom Level:'' 6\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 10 meters\\
''Duration:'' 5 minutes

(:if request fnord:)
Speaking with beasts is a rare but ancient tradition
in certain cultures. Most animals are very simpleminded
and can only communicate basic ideas.

Most can only count to about three and cannot
understand human speech. They can communicate
whether people they encountered spoke happily,
calmly, angrily, etc., however.

The miracle affects all animals of the same type
in Range: all wolves, all ravens, etc. Commune with
animals doesn’t summon the beasts, however. They
must be present or attracted somehow, such as by
the call animals miracle.

Success Levels:
* Good: The animal also obeys basic commands if instructed, as long as it doesn’t recklessly endanger its life.
* Outstanding: The animal obeys basic commands even if it means danger or certain death.
(:else:)
Speak with, and possibly command, nearby animals.
(:ifend:)


'''Commune with Spirits''' (p. 200)\\
''Axiom Level:'' 5\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Challenging (DN 12)\\
''Range:'' 5 meters\\
''Duration:'' 5 minutes

(:if request fnord:)
This miracle allows the invoker to talk to whatever
spirits are appropriate to his mythos. A Christian
might speak to the restless shades while a Sioux
shaman communes with nature spirits.

Invoking the dialogue assumes the character is
in a place where the spirit should be present—a
church for saints, a stream for water spirits, a great
tree for a nature spirit, etc. If not and the mythos
allows communication with the spirits outside their
usual domain, the caster suffers a −4 penalty. The
Game Master may also decide it’s just not possible
in certain situations—there are likely no earth
spirits aboard an airplane, for example.

Spirits know different things depending on
the type, and see things from their perspective.
They are not omniscient and generally only have
knowledge of subjects directly connected to their
former life for the dead or their local area for animal
spirits and the like. Unlike the speak with dead spell,
this miracle compels the spirit to tell only truth—
though it may be vague or difficult to understand
as the Game Master sees fit.

The chosen may ask a single question with a
Standard success. Once contacted, spirits are
unavailable again for a scene.

Success Levels:
* Good: Two questions.
* Outstanding: Three questions.
(:else:)
Speak with and question local spirits.
(:ifend:)


'''Conjure Poison''' (p. L22)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10) or Target's dodge or Dexterity\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
Some deities bask in toxins and venom, and pass
those gifts on to their faithful. This miracle may
coat a weapon with dangerous poison, or be aimed
at a foe to directly poison him. The base effect of
the poison is to make the target Very Stymied, and
it stops affecting any hit target immediately when
the miracle’s duration ends.

Success Levels:
* Good: The poison also deals 1 Shock each round it affects a target.
* Outstanding: The poison also deals 2 Shock each round it affects a target.
(:else:)
Envenom a weapon, or directly poison a victim.
(:ifend:)


'''Contort''' (p. R22)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
This miracle allows the invoker to bend and even
temporarily dislocate his arms, legs, and digits
in ways that would otherwise be impossible or
extremely painful. On a success the invoker’s tests
to succeed at escaping bonds or fit through small
spaces (large enough to fit the character’s head, at
least) are Favored. The character can move only
one meter per round while attempting these feats.

Success Levels
* Good: Tests to escape bonds or move through small spaces also gain a +4 bonus
* Outstanding: The invoker’s bones soften and he can even squeeze between the bars of a typical jail cell
(:else:)
Dislocate limbs and squeeze into small spaces.
(:ifend:)


'''Control Animal''' (p. R22)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's Spirit or willpower, plus Size Modifier\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
Some people are able to charm animals using
music, either by playing an instrument or by
singing or humming. While the invoker does not
need to physically touch the target, he does need
to be within touching distance. This miracle may
only target one animal (for example, lizards, birds,
dinosaurs, mammals, or fish, but not insects) with
a Mind of 4 or less. Mindless animals are immune.
The invoker automatically senses whether a target
is eligible.

On a success, the invoker takes spiritual control of
the animal’s body. He may use his actions to move
and act with the target’s body—or perform both
using Multi-Actions. The animal may be made to
perform actions using its own skills and abilities
while within line of sight of its controller. The
controller cannot use the animal’s senses directly.

A controlled animal must sacrifice an entire turn
to attempt to break free—it may take no other
actions, whether or not it succeeds—by making a
contest of willpower or Spirit against the invoker’s
faith. If successful, the invoker’s Concentration is
broken and the power ends.

Once an animal breaks free, it may not be the
subject of this miracle for the rest of the scene.

Success Levels
* Good: The animal’s attempts to break free have a -4 penalty
* Outstanding: The animal is unable to break free of the control on its own — the invoker must lose Concentration (which automatically happens at the end of the scene).
(:else:)
Take complete control of one animal.
(:ifend:)


'''Cure Disease''' (p. 201)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Cure disease eradicates any sort of malignant
condition, infection, or malady. This doesn’t heal
the victim of any damage she’s already sustained,
it simply removes the disease or illness and stops
any future symptoms.

A character may only attempt to cure disease once
for each particular malady, per person. The same
person may attempt to cure a new disease on the
same patient, should he contract one.

A Standard success cures common ailments like
colds. Additional successes are required for more
advanced diseases.

Success Levels:
* Good: Flu, pneumonia, most infections caused by non-supernatural creatures.
* Outstanding: AIDS, cancer, or infections caused by supernatural creatures.
(:else:)
Cure someone of a disease; usable once per malady per person.
(:ifend:)


'''Cure Poison''' (p. L22, N45)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This miracle quickly flushes any toxins out of the
target’s system. On a success the target makes a
Strength test as if the full minute of the poison’s
effects had expired. Any of the toxin’s modifiers for
the test remain in place. If the test fails, the poison
continues to affect the target normally.

Success Levels:
* Good: The poison ends its duration immediately without requiring a Strength test from the target. Conditions caused by the poison linger normally.
* Outstanding: The poison ends its duration immediately without requiring a Strength test from the target and any conditions caused by the poison are removed. This includes conditions like Stymied and Vulnerable, but also the KO’ed condition.
(:else:)
Remove a poison, though not necessarily its effects, from a person's system.
(:ifend:)


'''Curse''' (p. 201)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 25 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Curse diminishes a foe’s luck, challenging his
faith in the very forces that drive him, whether they
be religious, personal, or otherwise.

A cursed individual suffers a −1 penalty to all
skill or attribute totals. Powerful casters can Multi-Target
to affect large numbers of the faithless.

Success Levels:
* Good: −2 penalty.
* Outstanding: –3 penalty
(:else:)
Temporarily reduce all of a foe's attribute and skill totals.
(:ifend:)

(''Special:'' Within the Living Land, this miracle may be attempted without the Miracles Perk &mdash; by anyone, not just jakatts &mdash; if the faith prerequisite is met.)

(''Clarification:'' This does not affect defenses, Toughness, Shock, etc.)


'''Death Shout''' (p. N56)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 13\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 10 meters\\
''Duration:'' Instant

(:if request fnord:)
The invoker shouts at a target with such force it
can actually kill a person. Death shout causes 12
damage and attacks the target’s lowest Armor.
If the target has Full Body armor, the damage
increases by +1 BD.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD. Additionally, the target is deafened for one minute.
(:else:)
Shout at a target strong enough to harm or kill them.
(:ifend:)


'''(&beta;) Doom''' (p. A44)\\
''Prerequisite:'' Beta Clearance, curse miracle\\
''Axiom Level:'' 13\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 50 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Everything goes wrong for the target. They are Stymied or Vulnerable for the duration.

Success Levels:
* Good: The target is Stymied ''and'' Vulnerable for the duration.
* Outstanding: As Good and the next test the character makes before the duration ends is Disfavored.
(:else:)
Everything goes wrong for the target, hindering them.
(:ifend:)


'''Drain Life''' (p. N46)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
This miracle, only invoked by evil priests,
particularly those who favor Anubis, Set, and
Sebek, actually drains the life energy from the target
grants it to the priest, possibly even regenerating
the priest’s wounds.

This miracle may only be invoked on a single
target (no Multi-Targeting) and may not be
invoked as a Multi-Action as it requires the priest's
full attention. The target may choose to make this a
contest after being declared the target, but becomes
Vulnerable and Stymied after the contest.

On a success, the target takes 12 damage which
ignores all armor. Any Shock or Wounds drain life
actually causes are recovered by the priest. The
target may attempt to Soak Damage, but the test
has a Hard (-4) penalty.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Wound the subject to heal yourself.
(:ifend:)


'''Dream''' (p. N46)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' One act

(:if request fnord:)
The priest invokes this miracle on herself as he
goes to sleep. On a success, she has a dream in
which she solves a future problem. She does not
remember the particulars of the dream once she
awakens, but when the problem presents itself in
the form of a Dramatic Skill Resolution, the dream
comes to her and enables her to help solve the
problem for real.

The priest may declare that she is using the
knowledge gained through her dream during
any Dramatic Skill Resolution. She may make
tests herself or assist others making tests through
a Combined Action. All tests to solve steps of the
Dramatic Skill Resolution the priest is involved
with are Favored.

The supplicant can only invoke this miracle once
per act, and once the Dramatic Skill Resolution is
complete, this miracle ends.

Success Levels:
* Good: As Standard, and the dreamer may cancel the negative consequence of failing a test that she attempted when a dilemma is showing on the Drama Deck.
* Outstanding: As Good and once per Dramatic Skill Resolution the character automatically succeeds at one step associated with a dilemma.
(:else:)
Use a dream's imagery to help with a Dramatic Skill Resolution.
(:ifend:)


'''Earthquake''' (p. L22)\\
''Axiom Level:'' 20\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Heroic (DN 18)\\
''Range:'' 500 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The fury of the earth can be terrifying to behold
when unleashed. This miracle forces the ground to
shake, quiver, and tear itself apart. Everyone within
a Large Blast suffers 15 damage +1BD each round
they remain within the affected area. Objects fixed
to the ground (such as buildings) suffer 30 damage
+2BD each round instead.

Success Levels:
* Good: The area of effect increases to affect everything within 100 meters of the targeted epicenter.
* Outstanding: The area of effect increases to affect everything within 500 meters of the targeted epicenter.
(:else:)
Damage everyone and everything (especially fixed structures) in the area.
(:ifend:)


'''(&beta;) Elmiir's Assistance''' (p. A44)\\
''Prerequisite:'' Beta Clearance, Elf\\
''Axiom Level:'' 18\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Heroic (DN 18)\\
''Range:'' Self\\
''Duration:'' 1 round

(:if request fnord:)
The invoker may use the faith skill for any one
test that does not involve a Multi-Target or MultiAction. This miracle may only be attempted once
per scene.

Success Levels:
* Good:  The test may involve Multi-Target or Multi-Actions (but not both).
* Outstanding: The test may involve both Multi-Targets and Multi-Actions.
(:else:)
Replace any one skill with the faith skill.
(:ifend:)


'''Empower Ankh''' (p. N46)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 10 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 week

(:if request fnord:)
To invoke this miracle, the priest requires at least
one ankh with a jewel assoicated with a particular
variety of ankh (see the Nile Empire's Gear chapter for some
examples), which are relatively easily acquired in
the Nile Empire (Value 10) but are otherwise Rare.
The priest touches the ankh invoking the power of
Wadjet to aid and protect the bearer.

On a success this miracle infuses the ankh with
spiritual energy.

The ankh must be attuned to a target in a ritual
that takes one hour to conduct. One attuned, the
ankh has no effect if worn by another person.
Additionally if the bearer is already attuned to
another ankh, that ankh's power fades.

''Protective Ankhs:'' Protective ankhs normally only
provide +1 Full Body Armor, but can be empowered
to higher levels. The DN to infuse a protective ankh
with enough energy to provide +2 Armor is Hard
(DN 14), or Heroic (DN 18) for +3 Armor.

Success Levels:
* Good: The priest retains enough spiritual power to immediately empower a second ankh.
* Outstanding: The priest can empower a total of three ankhs.
(:else:)
Give an ankh temporary powers, usually protective.
(:ifend:)


'''Flame Aura''' (p. L23)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
A corona of bright
flames surrounds the
invoker and wards off
foes. Once successfully
activated all attacks against
the character suffer a −2
penalty. In addition, anyone
who grapples or hits the
character with an unarmed
attack suffers 14 damage.
Likewise the invoker’s own
unarmed attacks deal at least 14
damage thanks to the writhing
flames.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: As a Good result the flames grow stronger, increasing the damage they deal to 16.
(:else:)
Surround yourself with flames, providing defensive and offensive benefits.
(:ifend:)


'''Grasping Vines''' (p. L23)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 25 meters\\
''Duration:'' 3 rounds

(:if request fnord:)
Vegetation in the area squirms to life and wraps
around limbs or forms a net. The vines attack all
targets within a Large Blast, and anyone affected
may not run for the duration. If this miracle is cast
during a chase, targets who can’t run may not test
to gain Steps.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
so long as the faith prerequisite is met.

Success Levels:
* Good: Affected targets may not move at all for the duration.
* Outstanding: As a Good result, plus targets are Very Stymied.
(:else:)
Partially or fully restrain everyone in the area.
(:ifend:)


'''Healing''' (p. 201)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10), plus wounds\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Perhaps the most important ability a chosen one
brings to a band of Storm Knights is her ability to
heal. Whether she’s patching up her teammate’s
wounds or winning over injured villagers, healing
is a critical skill.

The invoker’s total is modified by the target’s
Wound penalties (as well as the caster’s if he
happens to be wounded). A success heals 1 Wound,
all Shock, and removes KO.

Healing may only be attempted on a single
individual once per scene—choose wisely! If Maru
is injured in a fight and healed by Father Damien,
he won’t be able to heal her again until the next
scene. He could still use first aid on her, and may
use healing on his other comrades.

Success Levels:
* Good: 2 Wounds are healed.
* Outstanding: 3 Wounds are healed.
(:else:)
Heal a subject's wounds, shock, and KO status.
(:ifend:)


'''Hellfire''' (p. 201)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Hellfire projects a gout of flame from the invoker’s
outstretched palm. The flames deal 13 fire damage.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Burn a target with fire damage.
(:ifend:)


'''Holy Water''' (p. R24)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 30 minutes\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' The rest of the act

(:if request fnord:)
This ritual must be invoked on consecrated
ground, such as a church, temple, or hallowed
grove, and requires at least one glass vial (Value
10 for 10 regular vials or one large vial) to hold the
blessed water. The supplicant blesses a container
of pure, clean water (not puddles, ponds, or any
water that has been partially drunk). On a success,
this miracle creates one vial of holy water. One vial
of holy water can be thrown, using missile weapons,
at a target, dealing 12 damage to a supernaturally
evil creature (plus the usual extra bonus dice for
Good or Outstanding hits). If the creature is not
supernaturally evil, it takes no damage. A large
vial can hit up to three creatures within a Medium
Blast Radius.

Alternatively, a vial can be used to anoint a melee
weapon as a simple action. A hit does +2 damage
to supernaturally-evil creatures, but the weapon
must be anointed again after a successful hit.

When the duration expires, the vials of holy water
revert to their original state.

Success Levels
* Good: Creates five vials’ worth of water
* Outstanding: Blesses enough water to fill 10 vials
(:else:)
Bless water so it may harm supernaturally evil beings.
(:ifend:)


'''Hunter's Ear''' (p. L23)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 hour

(:if request fnord:)
This miracle invokes
Lanala’s awareness and protection.
For the duration, tracking becomes a
Favored skill and the invoker doesn’t
count as Surprised (see Torg Eternity)
during any ambush.

Success Levels:
* Good: The duration increases to 12 hours.
* Outstanding: The duration increases to one day
(:else:)
Greatly enhance tracking ability and awareness of ambushes.
(:ifend:)


'''Incognito''' (p. R24)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Incognito allows the supplicant to walk among other
people without being challenged or recognized.
This miracle does not make the character invisible
or allow the character to move soundlessly, nor
does it change the character’s appearance. People
who see the invoker merely think he’s supposed
to be there.

To invoke this miracle, the character mimes
donning a cloak and says a prayer. On a success,
as long as they are not specifically on guard,
anyone observing the character automatically gets
a +0 bonus on their evidence analysis tests against a
Challenging (DN 12) difficulty.

A character on guard may make an evidence
analysis test as usual. Combined Actions cannot be
made to improve the test. If the test succeeds, the
viewer sees through the charade, the invoker loses
Concentration, and the miracle ends.

Success Levels
* Good: The evidence analysis test is Hard (DN 14)
* Outstanding: The evidence analysis test is Very Hard (DN 16)
(:else:)
Others believe that you belong here, wherever "here" is.
(:ifend:)


'''Invoke Lanala''' (p. L23)\\
''Axiom Level:'' 24\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 minute\\
''DN:'' Near Impossible (DN 20)\\
''Range:'' See below\\
''Duration:'' See below

(:if request fnord:)
One of the most potent miracles
known to exist in the Living Land,
invocation directly petitions Lanala
for divine intervention. The
miracle worker utters profound prayers and opens
both hands toward the sky.

If the test succeeds an Avatar of Lanala (page 80)
appears on the scene and may grant a boon to the
petitioner. Her powers are vast, but her mood is
unpredictable. She might summon a huge storm or
earthquake, transport the entire group to a distant
location, or disconnect any “dead things“ within
her sight. Any request inappropriate to her nature
(for example, asking her to create an undead being)
causes the miracle to fail.

Lanala acts as she sees fit, battling abominations
or judging those who have abused power in
her name—including the Storm Knights. She
wanders away after 30 seconds (three rounds)
unless something in the area keeps her attention.
Summoning Lanala too often (usually more than
once per game year, GM’s call) or for purposes that
anger her draw her direct wrath.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
if the faith prerequisite is met.

Success Levels:
* Good: The invoker isn’t affected by Lanala’s Awe special ability.
* Outstanding: The invoker isn’t affected by Lanala’s Awe special ability. Lanala acts to grant a request within her nature and power, regardless of her mood.
(:else:)
Summon an Avatar of Lanala.
(:ifend:)


'''Kill''' (p. L24)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
This dark miracle invokes the corrupting touch of
Rec Stalek, bringing death where once there was
life. When cast, the miracle causes flesh to decay
into black, disgusting slime.

The miracle inflicts 10 damage against living
targets, and ignores Armor. The miracle has no
effect at all against objects or unliving targets.

Success Levels:
* Good: +1BD damage, and the target becomes Vulnerable.
* Outstanding: +2BD damage, and the target becomes Very Vulnerable.
(:else:)
Injure and cause pain to living targets, ignoring armor.
(:ifend:)


'''Lightning Strike''' (p. 202)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' See below\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 100 meters\\
''Duration:'' Instant

(:if request fnord:)
Lightning strike is a rare display of divine wrath.
To invoke it, the blessed individual spends one
entire turn doing nothing but castigating a single
foe. The caller must be able to see his foe when the
miracle begins, and may only take simple actions
during this turn.

While the lightning builds, tendrils of holy
power, storm clouds, and arcs of electricity gather
around the invoker. If he is injured during this
time, he must make a willpower or Spirit test, see
Concentration, 197.

On his next turn, he may use an action to complete
the invocation and make his faith test. If successful,
the target is struck by a bolt of lightning that causes
20 damage, AP 4.

There is no penalty for range, cover, or darkness.
Perks and other spells, miracles, powers, or
supernatural abilities apply normally.

Lightning strike may only be used once per scene—
such forces do not lend their attention lightly!

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Spend two consecutive actions to fire lightning at a single target (once per scene).
(:ifend:)


'''Meditation''' (p. R24)\\
''Axiom Level:'' 6\\
''Skill:'' Faith 8\\
''Casting Time:'' 30 minutes\\
''DN:'' Easy (DN 8)\\
''Range:'' Self\\
''Duration:'' 24 hours

(:if request fnord:)
To meditate, the invoker must sit calmly on the
ground and focus on senses and steady breathing.
If the environment is not quiet and calm, the GM
may assign a -2 or -4 penalty, as desired. Any
combat immediately interrupts the invocation of
this miracle.

On a success, any one test the character makes in
the next 24 hours is Favored.

The character may make a test to invoke meditation
only once every 24 hours.

Success Levels
* Good: The test is Favored and also gains a +2 bonus
* Outstanding: The test is Favored and also gains a +4 bonus
(:else:)
Make one future test Favored.
(:ifend:)


'''Mend Corpse''' (p. L24)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 50 meters\\
''Duration:'' Instant

(:if request fnord:)
Mend corpse stitches together rotting flesh and
shattered bones, but it only works on a subject that’s
already dead—or undead. It’s extremely useful
for keeping Gospog and other undead creatures
functional and fighting. Successfully invoking this
miracle heals one Wound for such a creature, or
restores a KO’ed corpse where it fell, though it still
has any Wounds it suffered.

Success Levels:
* Good: Restores two Wounds, or two different fallen undead within range.
* Outstanding: Restores three Wounds, or three different fallen undead within range.
(:else:)
Repairs a dead body; very useful for "healing" undead.
(:ifend:)


'''Pass Without Trace''' (p. R25)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
The invoker touches each target and
asks her deity to obscure their passage
(using the Multi-Targeting rules if
necessary). On a success anyone
attempting a tracking test to follow
takes a -4 penalty.

Success Levels
* Good: The penalty is -6
* Outstanding: The penalty is -8
(:else:)
Impose a penalty to anyone tracking you.
(:ifend:)


'''Penance''' (p. A45)\\
''Axiom Level:'' 17\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 25 meters\\
''Duration:'' Instant

(:if request fnord:)
This miracle fails against a target with no Darkness
Perks. If the target has two or more Darkness Perks,
the faith test to cast this miracle is Favored.

An affected target takes damage value 13 that ignores all armor.

Success Levels:
* Good: +1BD damage.
* Outstanding: +1BD damage plus another BD for every two Darkness Perks the target possesses (rounded up).
(:else:)
Seriously injure a target who has Darkness perks.
(:ifend:)


'''(&beta;) Plague''' (p. A45)\\
''Prerequisite:'' Beta Clearance, sicken miracle\\
''Axiom Level:'' 17\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Disfavored vs target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' 1 hour

(:if request fnord:)
This miracle can only be invoked on a living
sentient being and has two stages. In the first stage,
the target is Stymied for the duration. At the end of
each round, she can make a willpower or Spirit test
to end this stage and begin the second stage. If the
target does not begin the second stage, she takes 12
damage at the end of the duration.

In the second stage, when the target first comes
within 10 meters of a living creature other than the
caster and her allies, the other creature makes a
willpower or Spirit test. If it fails, the miracle takes
effect on it as though it had been the original target.
This stage lasts for the remaining duration of the
miracle, and all effects of Good or Outstanding
results apply to any subsequent victims infected
during this stage.

Targets immune to disease ignore this miracle’s
effects. The invoker may revoke this miracle before
the end of the duration, stopping the spread of the
plague and eliminating any effects which would be
suffered at the end of the second stage.

Success Levels:
* Good: The target is Very Stymied during the first stage.
* Outstanding: At the end of the second stage the target suffers 1 Wound.
(:else:)
Give someone a terribly infectious disease.
(:ifend:)


'''Preserve''' (p. L24)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 day

(:if request fnord:)
This miracle halts the decay of dead flesh on a
single human-sized body. The most common use
is to protect corpses until proper funerary customs
can be observed, otherwise difficult in a land where
a corpse decays to bare bones in less than a day.
It’s also useful for preserving food which might
otherwise spoil or rot too quickly.

Success Levels:
* Good: The duration extends one week.
* Outstanding: The duration extends to one month.
(:else:)
Prevents a body, food, etc. from spoiling, even in the Living Land.
(:ifend:)


'''Pronouncement of Doom''' (p. N47)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Target's faith or Spirit\\
''Range:'' N/A\\
''Duration:'' 24 hours

(:if request fnord:)
The pronouncement of doom is the most powerful
curse that can be invoked by Amaatist priests.
The priest invoking pronouncement of doom doesn’t
even need to be in the vicinity of the target (but the
target must be in the same cosm or stelae boundary
as the invoker). He merely needs an object once
possessed by the target for at least a week and an
offering to a member of the Ennead worth at least
Value Level 8.

A character with a pronouncement of doom inflicted
upon him is Stymied for the next 24 hours and
cannot remove this condition until the duration
ends.

Success Levels:
* Good: The character is also Vulnerable for the next 24 hours.
* Outstanding: As Good, but if an additional offering of at least Value Level 15 is sacrificed by the invoker, the target must make a Defeat test at the end of the 24 hours.
(:else:)
Curse a target, dooming his luck and possibly life.
(:ifend:)


'''Prophecy''' (p. N47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 hour\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' One act

(:if request fnord:)
Sacred texts are full of prophecies, some
fulfilled, many that have not, and all are open to
interpretation.

The priest performs a ritual that involves prayer
and symbolic sacrifices, and puts himself into an
altered state of conciousness, hoping that he is
blessed with a vision of the future. Preferably one
that's useful and correct.

On a success the priest receives a vision of the next
Dramatic scene, and if the GM knows the details
can she may provide vague details.

Once in the next Dramatic scene, immediately
after a Drama card is flipped the priest may choose
to make the Standard Conflict Line in effect for the
round instead of the Dramatic Conflict Line.

Success Levels:
* Good: The priest may choose twice in the next Dramatic scene instead of once.
* Outstanding: The priest may choose the Standard Conflict line every round when the card is revealed.
(:else:)
Learn about and gain a great advantage in the next Dramatic scene.
(:ifend:)


'''Recall Spirit''' (p. N47)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Very Hard (DN 16)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Death isn’t permanent in the Nile Empire, and it
is possible to resurrect certain individuals. A body
which has been dead for longer than three days
cannot be resurrected unless the miracle is invoked
under special circumstances—certain planets must
align and the body must have been mummified
and the organs properly contained within nearby
canopic jars (see page N51).

The priest touches the corpse and asks his deity
to return the spirit to the body. If the person was
ever previously the target of this miracle (whether
it succeeded or not), the invocation automatically
fails.

On a success, the corpse is reunited with its spirit
and the body is reanimated as a Mummy. The
character suffers a permanent Injury but gains the
Mummy Perk, which must be paid
for with XPs when possible.

Success Levels:
* Good: As Standard but the target suffers no Injury.
* Outstanding: The person is truly returned to life with no Injury and does not gain the Mummy Perk.
(:else:)
Return a subject to life as a Mummy.
(:ifend:)


'''Regenerate''' (p. L24)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Very Hard (DN 16)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The miracle worker utters a prayer for mercy
and touches the subject. The subject heals one
Wound each round, until he has only one Wound.
Regenerate can’t heal that last Wound, but the
subject recovers one Shock each round for the rest
of the duration when there isn’t a Wound it can
affect.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: The recovers two Shock each round if there’s no Wound to heal.
(:else:)
Empower the subject to heal rapidly from most Wounds and Shock.
(:ifend:)


'''Repel''' (p. 202)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Sometimes a holy champion simply needs to clear
a path through his foes or humble a nonbeliever
with a visible display of otherworldly might.

Repel summons an invisible force radiating out
from the caster in a circle that pushes away all hostile
characters and creatures (allies are unaffected).

The force has Strength equal to the invoker’s
faith and affects those enemies of equal or lesser
Strength. Those affected are pushed back five
meters and Stymied.

Success Levels:
* Good: The effective Strength is equal to faith +2.
* Outstanding: As a Good result, and the foes are Very Stymied.
(:else:)
Push back and Stymie all but the strongest enemies near you.
(:ifend:)


'''Resurrect''' (p. L25)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 10 minutes\\
''DN:'' Near Impossible (DN 20)\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
The invoker petitions her deity to return the
recently deceased back to life. The invoker
must have a mostly intact corpse which may
not have been dead for more than three days.

If successful the target returns to life KO’ed, at
his maximum Wounds, and with a permanent
injury from Defeat (see Torg Eternity).

Success Levels:
* Good: The subject isn’t KO’ed and only has a temporary injury, eliminated once any Wounds heal.
* Outstanding: The subject is returned to perfect health.
(:else:)
Bring someone, dead no more than three days, back to life.
(:ifend:)


'''Ride Beast''' (p. L25)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit plus any Size modifier\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
The invoker must calmly approach a beast and pray
for acceptance. The DN is the creature’s willpower
or Spirit. Larger animals are more difficult to affect
so any Size modifier is added to the DN instead of
the attack. If the invocation succeeds, the creature
accepts the caster as a rider for the duration and
obeys commands to move or attack. It only obeys
so long as the rider is mounted, however. If the
beast suffers any damage the duration ends.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: The duration increases to a full scene.
(:else:)
Turn a beast into your temporary mount.
(:ifend:)


'''Salt Suffering''' (''Delphi Missions: Aysle,'' p. 67)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Salt suffering draws the salt out of a living creature's body. The base damage is 10, but ignores any Armor.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage ''and'' target is Fatigued.
(:else:)
Harm a living creature via dehydration, ignoring Armor.
(:ifend:)


'''Sandstorm''' (p. N48)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 hour\\
''DN:'' Very Hard (DN 16)\\
''Range:'' 100 kilometers (or LRC)\\
''Duration:'' Special

(:if request fnord:)
This miracle requires a large source of loose sand
(like a desert) within 100 kilometers. The supplicant calls upon a sandstorm to inflict an
area the size of a town. The storm begins to build
immediately upon beginning the miracle, and one
hour later takes effect.

During the storm, the entire area is subject to
Medium Concealment (–4) due to blowing sand.
The invoker must continue to spend an action
each round maintaining the sandstorm, and at the
end of each hour must make a Very Hard (DN 16)
Concentration test to maintain the storm.

This miracle can be invoked only once per week.

Success Levels:
* Good: Each hour, those exposed to the sandstorm must make a survival test or suffer Fatigue. Those who are KO’ed automatically take 1 Wound every hour. Recovery of Shock is not possible while within the sandstorm for the duration of the miracle.
* Outstanding: As Good, but the survival test is Hard (DN 14).
(:else:)
Blanket a town-sized area in a sandstorm.
(:ifend:)

(''Clarification:'' This miracle lasts until one of the following happens: the priest goes a round without taking an action to maintain it, the priest fails a Concentration check, or eight hours passes. Unlike most Concentration-duration spells, it's fine to leave this one active for that long.)

'''Scarab Swarm''' (p. N48)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
The invoker summons a single massive swarm of
scarab beetles, which can rapidly envelop a target
and chew them down to bones in seconds. The
priest can direct the beetles to move and attack
telepathically as a simple action, out to a range of
25 meters.

In addition to the damage a creature takes at the
start of their turn, the scarab swarm may make a
Shred attack to directly attack targets it is touching.

Only one swarm can be summoned at a time.
When the miracle ends the swarm immediately
dissipates and no additional swarms may be
summoned until the start of the next scene. The
scarab swarm otherwise uses the "insect swarm"
statistics are found on page N130.

Success Levels:
* Good: The scarab swarm’s speed becomes 10.
* Outstanding: The swarm’s speed increases to 10 and it may fly at a speed of 10 meters per round.
(:else:)
Summon an insect swarm to devour foes.
(:ifend:)


'''Sculpt Bone''' (p. L26)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8) or the Value of the item\\
''Range:'' Touch\\
''Duration:'' Permanent

(:if request fnord:)
This miracle’s power allows the caster to shape
dead bones as if they were made of clay, a process
known as boneforging.

The miracle worker may create weapons, armor,
or other items from the bones of the dead, assuming
there’s enough bone available to create the item—
GM’s call. A single average-size skeleton has
enough bone to create three clubs or two spears.
Armor requires two skeletons or larger dinosaur
bones.

The DN is 8 for a simple object the invoker can
hold in his hands. More complex objects are crafted
using the item’s Value as the DN, with a minimum
DN of 8. For example, creating a boneforged spear
is DN 10.

Success Levels:
* Good: Up to two matching items are created, if there’s enough bone for each.
* Outstanding: Up to three matching items are created, if enough bone is present for all three.
(:else:)
Turn bone into useful items.
(:ifend:)


'''(&beta;) Shali's Blessing''' (p. A45)\\
''Prerequisite:'' Beta Clearance, all four magic skills at 1+\\
''Axiom Level:'' 18\\
''Skill:'' Faith 18\\
''Casting Time:'' 1 action\\
''DN:'' Target's highest magic skill\\
''Range:'' Touch\\
''Duration:'' 1 scene

(:if request fnord:)
This miracle may be attempted only once per
scene. On a success the target’s spellcasting tests
are Favored. If any target has no magic skills, the
miracle fails.

Success Levels:
* Good: In addition, the first time the target rolls a 1 for a spellcasting test, ignore that test and try again.
* Outstanding: As Good, plus all spell backlash is reduced by 1.
(:else:)
Improve the subject's spellcasting ability.
(:ifend:)


'''Shape Plant''' (p. L26)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 minute\\
''DN:'' Easy (DN 8) or the Value of the item\\
''Range:'' Touch\\
''Duration:'' Permanent

(:if request fnord:)
This miracle is known to most jakatts in the Living
Land. Shape plant induces flora (living or dead) to
bend, twist, or weave together to create various
simple items. The ubiquitous hrockt plant is the
most common subject of this miracle: light, fastgrowing,
and sturdy enough to retain a sharp point
after the shaping has done its work.

The invoker may create weapons, armor, or other
items from nearby vegetation, assuming there’s
enough plant matter available to create the item—
GM’s call. This miracle affects only stationary and
non-sentient plants. It doesn’t affect carnivorous
plants or Living Land gospog.

The DN is 8 for a simple object the invoker can
hold in his hands. More complex objects are crafted
using the item’s Value as the DN, with a minimum
DN of 8. For example, creating a hrockt-shoot spear
uses the minimum DN 8, but hrockt-root armor is
DN 13 to shape.

''Special:'' Within the Living Land, this miracle may
be attempted without the Miracles Perk by jakatts
so long as the faith prerequisite is met.

Success Levels:
* Good: Up to two matching items are created, if there’s enough material for each.
* Outstanding: Up to three matching items are created, if enough material is present for all three.
(:else:)
Turn vegetation into useful items.
(:ifend:)


'''Sicken''' (p. A46)\\
''Axiom Level:'' 15\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' Touch\\
''Duration:'' Concentration

(:if request fnord:)
The target becomes Stymied until the miracle ends.

Success Levels:
* Good: The target becomes Very Stymied.
* Outstanding: As Good, plus when the miracle ends, the target takes 12 +1BD damage that ignores armor.
(:else:)
Stymie and possibly harm the target.
(:ifend:)


'''Snake Staff''' (p. N48)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 1 minute

(:if request fnord:)
The invoker transforms her staff into a dangerous
asp (see page N124). The priest can telepathically
direct the asp to move and attack as a simple action.

If the asp is KO’ed, the miracle ends and the snake
transforms back into a staff. If the asp is killed, it
transforms into a staff, broken into several pieces.

The invoker may only have one staff transformed
into a snake at a time.

Success Levels:
* Good: The asp’s fangs do Strength +2 damage.
* Outstanding: As Good plus the asp's poison deals 3 Shock each round instead of 2.
(:else:)
Turn the priest's staff into a poisonous asp.
(:ifend:)


'''Soothe''' (p. 203)\\
''Axiom Level:'' 7\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
Soothe sends out a refreshing wave of energy
to the invoker and allies in range. Those affected
instantly recover 2 Shock.

Success Levels:
* Good: The affected recover 3 Shock.
* Outstanding: The affected recover 4 Shock
(:else:)
You and all allies near you recover Shock.
(:ifend:)


'''Strike''' (p. 203)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 3 rounds

(:if request fnord:)
Sometimes even the most peaceful of the chosen
must pick up the staff. This powerful miracle makes
sure that staff packs a punch. Strike affects a single
melee or missile weapon, no Multi-Targeting is allowed.

Strike increases the damage value of a weapon
by +1. It doesn’t matter if the weapon is ranged
or designed for melee — its base damage is
still increased. Strike must be cast on a weapon,
not ammunition.

A weapon blessed with strike counts as
magical for purposes of affecting foes with the
Ethereal or similar abilities that generally ignore
normal weapons.

Success Levels:
* Good: Damage +2.
* Outstanding: Damage +3.
(:else:)
Enhances the damage caused by a specific weapon.
(:ifend:)


'''Summon Storm''' (p. A46)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 full round\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 1 minute

(:if request fnord:)
The area around the caster in a 100-meter radius
erupts in a storm. The storm moves with the
spellcaster but the spellcaster may end it at any
time.

Creatures (including the spellcaster) in the area
moving more than half their movement speed
must make a Strength test at the beginning of their
turn or be Stymied. Missile weapons and fire combat
attacks and attacks involving fire with the area are
Disfavored. Lightning based attacks are Favored.

Success Levels:
* Good: At the end of each round a random target in the area is hit by a lightning bolt dealing 13 +1BD damage, AP 4 unless they make a successful dodge test. A dodge Mishap adds +1BD damage.
* Outstanding: As Good but the lightning bolt always targets a (random) foe of the caster.
(:else:)
A chaotic storm buffets (and may even electrocute) everyone in a huge area, even the caster.
(:ifend:)


'''Sundew''' (p. N49)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Hard (DN 14)\\
''Range:'' Self\\
''Duration:'' Instant

(:if request fnord:)
Sundew can only be invoked when the targets are
outside or otherwise exposed to the sky. When this
miracle is invoked, a burst of sunlight descends
from the sky and strikes the invoker and those
around him in a Medium Burst Radius. A success
heals one Wound.

An individual may only be the target of sundew
once per day.

Success Levels:
* Good: Heals 2 Wounds.
* Outstanding: Heals 3 Wounds.
(:else:)
Once per day, heal you and those around you.
(:ifend:)


'''Touch of Time''' (p. L26)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's dodge or Dexterity\\
''Range:'' Touch\\
''Duration:'' Instant

(:if request fnord:)
Touch of time invokes the same accelerated rot and
decay that courses through the Living Land. This
miracle may only target lifeless objects, but this
includes undead such as gospog. Once invoked,
touch of time deals 14 damage to the object, ignoring
all Armor. An undead creature destroyed by
damage from this miracle is rendered down to a
clean pile of bones.

Success Levels:
* Good: +1BD damage.
* Outstanding: +2BD damage.
(:else:)
Wear down any unliving objects, including undead.
(:ifend:)


'''Treeskin''' (p. A46)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Invoker's Strength\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
This miracle transforms the invoker’s skin to wood. On a success she gains +2 Toughness but becomes Vulnerable to fire attacks.

Success Levels:
* Good: As Standard but no longer Vulnerable to fire attacks.
* Outstanding: As Good, and instead gains +3 Toughness.
(:else:)
Turn your own skin into wooden armor.
(:ifend:)


'''Turn Undead''' (p. A46)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Target's willpower or Spirit\\
''Range:'' 10 meters\\
''Duration:'' Concentration

(:if request fnord:)
This miracle targets all undead within 10 meters
of the caster. This is an area effect miracle; no
Multi-Targeting applies. Each affected undead is
Very Stymied while it remains within 10 meters of
the caster. The miracle’s effect ends on a specific
undead once it is hit with an attack or interaction.

Success Levels:
* Good: Mindless undead must rush directly away from the invoker on their turns while within range.
* Outstanding: As Good, plus the Mindless undead take 14 +1BD damage when initially affected.
(:else:)
Stymie, and possibly repel or damage, all undead within range.
(:ifend:)


'''Uncounted Spears''' (p. L27)\\
''Axiom Level:'' 18\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' 3 rounds

(:if request fnord:)
This miracle requires two spears. The character
may throw a single spear per turn, and it is replaced
by an identical one. If both spears are thrown in
a turn, the miracle ends and all spears vanish. If
the duration expires normally, any thrown spears
vanish, leaving the two originals in the invoker’s
possession.

Success Levels:
* Good: The duration increases to one minute.
* Outstanding: As for Good, plus spears appear quickly enough for the character to Multi-Target and throw up to three spears each round.
(:else:)
From two or more spears, throw unlimited spears.
(:ifend:)


'''Unlife''' (p. L27)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 16\\
''Casting Time:'' 1 minute\\
''DN:'' Hard (DN 14)\\
''Range:'' 25 meters\\
''Duration:'' Permanent

(:if request fnord:)
This dark miracle transforms a corpse into a
shambling undead creature. This miracle requires
an intact skeleton or body of roughly human size to
function. When the miracle is complete, the corpse
is transformed into an undead creature: skeleton
warriors for humans or edeinos, or skeleraptors for
most medium-sized animals.

Success Levels:
* Good: Two standard-sized creatures are created or one large creature is created, depending on the corpses available.
* Outstanding: Four standard-sized creatures or one very large creature is created, depending on the corpses available.
(:else:)
Transform corpses into undead monsters.
(:ifend:)

(''Note:'' The similar miracle ''raise dead things'' (''The God Box,'' p. 62) is restricted to very specific NPCs and is thus not covered here.)


'''Walk on Water''' (p. R25)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' 30 seconds

(:if request fnord:)
Walk on water allows affected targets
to move their normal speed (not run)
atop liquids as if the surface were
solid ground. A submerged target
may climb up and out of the water,
and those on the surface may dive
under water if they choose. The invoker
may attempt to affect multiple people
by taking the usual Multi-Targeting
penalties.

Success Levels
* Good: The duration increases to 1 minute
* Outstanding: Affected targets may run atop liquid surfaces as well
(:else:)
Allow subjects to walk on liquids as if solid.
(:ifend:)


'''Ward Cold''' (p. A46)\\
''Axiom Level:'' 9\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 minute\\
''DN:'' Standard (DN 10)\\
''Range:'' Touch\\
''Duration:'' 24 hours

(:if request fnord:)
This miracle may be invoked once per day. The target is protected from natural cold up to –40°C (–40°F).

Success Levels:
* Good: The target gains +5 Armor vs. ice damage.
* Outstanding: The target gains +8 Armor vs. ice damage.
(:else:)
Protect against environmental cold, and possibly against ice attacks.
(:ifend:)


'''Ward Enemy''' (p. 203)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 8\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 5 meter radius\\
''Duration:'' Concentration

(:if request fnord:)
Ward enemy protects the faithful from supernatural
beings that prey on or seek to harm humanity.
To cast, the invoker must brandish a holy symbol,
recite prayers, or otherwise clearly call on the source
of his power, making him an obvious target for the
taunts of spirits, demons, or other antagonists likely
to be affected.

While the ward is active, all allies within five meters
add +1 to their defenses versus supernaturally
evil creatures and their attacks. The bonus counts
toward both physical and interaction defenses.

''Special:'' This miracle may be attempted without
the Miracles Perk if the faith prerequisite is met.

Success Levels:
* Good: Those protected add +2 to all defenses.
* Outstanding: As the Good result, and supernaturally evil creatures who fail an attack against any of the protected individuals are Stymied.
(:else:)
Improve defenses against supernatural foes for you and nearby allies.
(:ifend:)


'''Ward Flames''' (p. L27)\\
''Axiom Level:'' 12\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' 25 meters\\
''Duration:'' 1 minute

(:if request fnord:)
The supplicant beseeches the powers above for
protection from the harmful effects of heat and fire.
The invoker picks target within range to affect, and
may attempt to protect multiple people by taking
the usual Multi-Targeting penalties. Once activated,
the target gains +6 Armor against any fire- or heatbased
attack for the duration, and doesn’t suffer ill
effects from smoke inhalation.

Success Levels:
* Good: The protection increases to +8 Armor against fire and heat damage.
* Outstanding: The protection increases to +10 Armor against fire and heat damage.
(:else:)
Grant the target(s) protection against smoke, heat, and fire.
(:ifend:)


'''Ward Magic''' (p. A47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
Spells targeting the invoker take a Challenging (-2)
penalty to affect her.

Success Levels:
* Good: The penalty increases to Hard (-4).
* Outstanding: Spells targeting the invoker, including in an area of effect, are Disfavored.
(:else:)
The invoker is much harder to affect with magic spells.
(:ifend:)


'''Wings of the Hawk''' (p. N49)\\
''Axiom Level:'' 14\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Challenging (DN 12)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
When this miracle is invoked, the supplicant grows
hawk wings from her back, and is temporarily able
to fly, with a speed of 50 meters per round. Flying
faster than Dexterity meters counts as running. The invoker may haul whatever
weight she normally carries. A heavy load drops
the maximum speed by half and causes her 1 Shock
each round.

Success Levels:
* Good: The invoker may move at maximum speed without suffering a –2 penalty.
* Outstanding: Maximum speed is increased to 100 meters per round.
(:else:)
Grow functional hawk wings.
(:ifend:)


'''Wither''' (p. 203)\\
''Axiom Level:'' 16\\
''Skill:'' Faith 14\\
''Casting Time:'' 1 action\\
''DN:'' Target's faith or Spirit\\
''Range:'' 5 meters\\
''Duration:'' Instant

(:if request fnord:)
This dark miracle drains the life force of any
living thing it touches.

With a successful faith roll, the invocation causes
12 damage that ignores all physical armor. Wither
works only on living things—it has no effect on
objects, constructs, undead, etc.

Success Levels:
* Good: Damage +1BD.
* Outstanding: Damage +2BD.
(:else:)
Damage any living thing, ignoring armor.
(:ifend:)


'''Word of the Gods''' (p. A47)\\
''Axiom Level:'' 10\\
''Skill:'' Faith 10\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' Concentration

(:if request fnord:)
This miracle allows the caster to gain a flash of
insight. On a success, the Storm Knight gains a clue
or indicating the next course of action she should
take &mdash; ''or'' she may choose to make the Approved
Action of the Drama Deck “Any” just as if playing
an Idea card.

The gods do not like to be pestered, and so this
miracle may only be attempted once per day.

Success Levels:
* Good: The player may instead search for an Idea card in the Destiny deck or discard, then shuffle the deck afterward.
* Outstanding: As Good and the gods feel gracious and the cleric may invoke this miracle again.
(:else:)
Get a flash of insight from your god(s).
(:ifend:)


'''Yin and Yang''' (p. R25)\\
''Axiom Level:'' 8\\
''Skill:'' Faith 12\\
''Casting Time:'' 1 action\\
''DN:'' Standard (DN 10)\\
''Range:'' Self\\
''Duration:'' The end of the scene

(:if request fnord:)
By invoking this miracle, the character taps into
the belief that people, events, and things have
complimentary aspects, and while bad luck may
be ascendant, good luck may be just around the
corner.

On a success, the hero’s luck flattens out. For the
rest of the scene, if the character rolls a 1 at any
time, including after spending a Possibility or
in an Up condition, he immediately re-rolls
the die. However, if the character rolls a
20 at any time, he immediately re-rolls
as well.

This miracle may only be attempted
once every scene.

Success Levels
* Good: The character immediately rerolls on a 1-2, as well as 20
* Outstanding: The character rerolls on a 1-4, as well as 20
(:else:)
Mitigate bad luck at the expense of good luck.
(:ifend:)


>><<

----

(:if request fnord:)
Return to [[http://mygurps.com/pmwiki.php?n=Main.TorgEternity?fnord=yes | Torg Eternity]]
(:else:)
Return to [[Torg Eternity]]
(:ifend:)