Domain: Community Domain: 9; Curse Subdomain: 9; Divine Subdomain: 9; Family Subdomain: 9; Fate Subdomain: 9; Home Subdomain: 9; Luck Domain: 9
Level: Cleric: 9; Oracle: 9; Warpriest: 9
Components: V, S; see text
Casting time: 1 standard action
Range: see text
Duration: see text
Saving Throws: see text
Spell Resistance: yes
Target, Effect, or Area: see text
Description: Requests a deity's intercession.
You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
- Duplicate any cleric spell of 8th level or lower.
- 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.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following:
- Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
- Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error.
- Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity's (or alignment's) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.