Miracle

Miracle is a plea answered by divine power. It is less a spell of personal mastery than a petition that bends fate, restores the ruined, carries the faithful across impossible boundaries, or turns catastrophe aside—provided the request remains within the will of the power being invoked.

Miracle — a desperate petition is answered as divine power restores the fallen and changes the course of catastrophe.

Miracle

SpiralWorlds-compatible build. This adaptation preserves Miracle as a supreme divine petition while keeping its effects bounded enough for current play.

Level
9th
School
Evocation
Casting Time
1 Action
Range
Self
Components
V; see text
Duration
Instantaneous
Available To
Cleric
You do not so much cast a miracle as ask for one. State what you want to happen and call upon your deity or other divine source to intervene.

Reliable Uses

  • Duplicate any Cleric spell of 8th level or lower.
  • Duplicate any other spell of 7th level or lower.
  • Undo the harmful effects of certain magic, including effects equivalent to Feeblemind or Insanity.
  • Produce another effect whose power is clearly in line with the examples above.

Bounded Divine Intervention

A miracle may also accomplish a stronger request if the effect still feels like divine intervention rather than unrestricted reality rewriting. Typical examples include restoring several fallen allies to continue fighting, carrying you and your companions through planar barriers to a precise destination, or shielding a settlement from a major natural disaster.

Greater Request Cost: A greater request requires powdered diamonds worth 25,000 gp. If the request runs against the nature, portfolio, or moral will of the power being invoked, the miracle fails.

Rules Notes

  • A duplicated spell uses its normal attack roll, saving throw, damage, conditions, and other mechanical requirements.
  • Use your normal spell save DC and spell attack modifier for any duplicated spell that requires them.
  • If the duplicated spell requires a consumed material component worth more than 100 gp, you must provide that component.
  • Miracle is strongest when the request is precise, bounded, and consistent with the divine source being invoked.

Miracle

School
Evocation
Level
Cleric 9
Casting Time
1 standard action
Components
V, S; see text
Range
See text
Target, Effect, or Area
See text
Duration
See text
Saving Throw
See text
Spell Resistance
Yes
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity—or the power you pray to for spells—intercede.

What Miracle Can Do

  • Duplicate any cleric spell of 8th level or lower.
  • Duplicate any other spell of 7th level or lower.
  • Undo the harmful effects of certain spells, such as Feeblemind or Insanity.
  • Have any effect whose power level is in line with the above effects.
Greater Request Cost: Casting a very powerful miracle costs 25,000 gp in powdered diamond.

Typical Greater Requests

  • Swing the tide of a battle by raising fallen allies to continue fighting.
  • Move you and your allies, with all gear, through planar barriers to a specific locale with no chance of error.
  • Protect a city from an earthquake, volcanic eruption, flood, or another major natural disaster.

Rules Notes

  • A request out of line with the deity’s or alignment’s nature is refused.
  • A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell.
  • When Miracle duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

Miracle

School
Evocation
Level
Cleric 9, Luck 9
Components
V, S, XP; see text
Casting Time
1 standard action
Range
See text
Target, Effect, or Area
See text
Duration
See text
Saving Throw
See text
Spell Resistance
Yes
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity—or the power you pray to for spells—intercede.

What Miracle Can Do

  • Duplicate any cleric spell of 8th level or lower, including spells to which you have access because of your domains.
  • Duplicate any other spell of 7th level or lower.
  • Undo the harmful effects of certain spells, such as Feeblemind or Insanity.
  • Have any effect whose power level is in line with the above effects.

If the miracle has one of the effects above, casting it has no experience point cost.

Greater Request Cost: A very powerful miracle costs the cleric 5,000 XP.

Typical Greater Requests

  • Swing the tide of a battle by raising fallen allies to continue fighting.
  • Move you and your allies, with all gear, from one plane to another through planar barriers to a specific locale with no chance of error.
  • Protect a city from an earthquake, volcanic eruption, flood, or another major natural disaster.

Rules Notes

  • A request out of line with the deity’s or alignment’s nature is refused.
  • A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell.
  • If Miracle duplicates a spell with an XP cost, you must pay that cost.
  • If Miracle duplicates a spell with a material component that costs more than 100 gp, you must provide that component.

Overview

Miracle is one of the defining expressions of high divine magic because it solves problems other spells merely approach. It can reproduce lower magic, repair magical ruin, deliver exact rescue across planes, and answer situations too large for a normal spell slot to feel sufficient. Yet it is never purely transactional. Miracle works best when it is framed as divine intercession rather than magical entitlement.

That makes the spell uniquely dramatic. A wizard’s greatest magic may feel like command over reality. A miracle feels like reality answering faith.

Why This Spell Matters in the World

It Changes Catastrophe

Miracle can reverse a battlefield collapse, repair magical devastation, or protect a city from disaster. Once it exists, rulers and temples plan for intervention, not merely endurance.

It Makes Priests Strategic

A high priest with Miracle is not just a healer. They are a negotiator with divine power, able to decide whether a crisis is solved by restoration, transport, rescue, or sacred refusal.

It Is Not Value-Neutral

The spell is limited not only by cost but by the will of the power being invoked. That moral boundary is what keeps Miracle distinct from open-ended reality rewriting.

Best Uses

Limits That Matter

  • Miracle is powerful, but not infinite. A request must stay in line with the spell’s established scale and the nature of the divine source.
  • Costs still matter. Duplicated costly components are not erased. Greater requests demand serious sacrifice.
  • Precision matters. A vague plea invites a vague answer. The best Miracle requests are specific, bounded, and narratively appropriate.
  • Divine refusal is real. A selfish, contradictory, or morally alien request may simply fail.

Common Rulings

Can Miracle raise the dead?

Yes. A powerful request can restore fallen allies, and spell duplication can reproduce appropriate resurrection magic when the underlying requirements are met. Miracle should not, however, be treated as casual or consequence-free mass resurrection.

Does Miracle ignore expensive components?

No. If the duplicated spell requires a costly component that Miracle does not expressly waive, you still provide it. The spell’s flexibility is not a universal exemption from material costs.

Can Miracle move a party through planes exactly?

Yes. Precise transplanar transport is one of Miracle’s classic greater uses, which makes Plane Shift the natural comparison. Miracle is exceptional because it can justify precision where lesser planar travel may not.

Can a deity refuse the request?

Absolutely. The request must remain within the source’s nature, priorities, and tolerated moral frame. Miracle is a plea answered, not a contract enforced.

How is Miracle different from Wish?

Wish represents reality altered by supreme magical power. Miracle represents divine intervention. Miracle is therefore judged not only by the scale of the desired effect, but also by whether the request is appropriate to the power being invoked.

Can Miracle undo Feeblemind or Insanity?

Yes. Feeblemind and Insanity are classic examples of severe magical harm Miracle can reverse.

What does Miracle fix especially well?

Magical crippling, battlefield collapse, divine rescue, and severe but bounded crises. It overlaps naturally with Greater Restoration, but operates at a much larger strategic scale.

Tactics

Prepare Miracle like a commander, not a gambler. If you cast it only after disaster fully unfolds, it is still powerful; if you approach it with clear priorities, it becomes decisive. Know in advance whether your emergency use is restoration, extraction, reversal, or protection.

  • Use it to answer the one problem no other prepared spell can solve in time.
  • Phrase the request around the outcome rather than ornamental detail.
  • When possible, stay within the spell’s known examples instead of stretching it into a precedent-breaking cosmic rewrite.
  • Remember that a smaller, clear request usually receives a cleaner ruling than a grandiose but ambiguous one.

For Game Masters

Miracle is strongest when it feels momentous but legible. Let it accomplish what its established examples clearly support. Avoid reducing it to an ordinary utility spell, but do not turn it into consequence-free omnipotence.

Useful adjudication questions include:

  • Is the request in line with the power being invoked?
  • Is the effect clearly comparable to the spell’s established uses?
  • Does the sacrifice match the scale of the intervention?
  • Would a precise answer preserve the drama better than an arbitrary refusal?

Miracle should feel rare, sacred, and costly—even when it succeeds.

Good Combinations

  • Greater Restoration — Together these define the high end of divine repair, with Miracle handling the broader crisis.
  • Plane Shift — A useful comparison for rescue, pilgrimage, pursuit, and precise interplanar intervention.
  • Cleric — The class most closely associated with the spell’s strategic and theological weight.
  • Insanity — One of the clearest examples of magical ruin Miracle can undo.
  • Wish — The natural arcane comparison when judging the limits of reality-altering high magic.
  • Feeblemind — A classic example of severe magical harm that Miracle can reverse.

Using Miracle in Your Game

In a late-medieval world of siege, plague memory, pilgrimage, relics, temple politics, and competing divine powers, Miracle belongs in the hands of high priests, sacred judges, warrior-priests, temple oracles, and the few desperate adventurers whose need is grave enough to justify direct intervention.

Its existence changes how rulers negotiate with temples, how cities prepare for catastrophe, and how ordinary people understand history itself.

A successful Miracle should feel like a remembered event. People build shrines where it happened. Chroniclers disagree over what they saw. Survivors treat it as proof that the world is not closed.

Historical and Mythical Context

Ancient imagination is full of divine interventions that resemble Miracle more than routine spellcasting. The healing cult of Asclepius treated restoration as an act of sacred favour rather than simple technique. At Epidaurus, accounts of extraordinary cures became part of the sanctuary’s tradition, preserving the idea that petition, ritual, and divine response could interrupt the expected course of illness or injury.

Pausanias’ account of Epidaurus describes inscriptions associated with those said to have been healed there. The same mythic tradition also remembers Asclepius restoring Hippolytus to life.

That is the territory Miracle occupies: not ordinary medicine and not routine magic, but an intervention so extreme that people remember where it happened, who asked for it, and which power answered.

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