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Limits of Miracle spell to turn tide of battle
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<blockquote data-quote="zoroaster100" data-source="post: 3455923" data-attributes="member: 8538"><p>The group I DM for is in the middle of a massive battle. We had to stop mid-battle and will resume the fight next week, but at the very end of this session, the evil cleric used a miracle spell for the purpose of "Swinging the tide of a battle in your favor by raising fallen allies to continue fighting" as specified in the powerful uses of the spell. This brought up the questions, just how powerful is miracle in this situatation. </p><p></p><p>Here is the background: A party of 18th level characters is facing an epic level cleric/wizard/mystic theurge and her epic sorcerer spellweaver ally, as well as a powerful monk/shadow dancer vampire, a fighter/blackguard vampire and a swarm of lesser vampires. The party had already "utterly destroyed" the fighter/blackguard vampire with a disrupting weapon and his failed save. They had destroyed the lesser vampires with an undeath to death spell. They had destroyed the monk/shadowdancer vampire with a mass heal spell. And finally, they destroyed the spellweaver with a time stop spell followed by three delayed blast fireballs set to explode simultaneously. Following the defeat of the spellweaver, the cleric used a miracle spell to swing the tide of battle by raising her fallen allies to continue fighting. </p><p></p><p>As the DM, I ruled that all the allies that fell in this fight (the vampires and the spellweaver) were restored to full hit points. The players objected, but since we were breaking until next session anyway, rather than arguing I told them I'd post this up at ENWorld to hear what others had to say. Please help us sort out the following objections and whether they players have a point as to each:</p><p>Does the miracle spell have the power (when the cleric uses 5000 xp to cast it) to raise all allies who fell in the fight, or only one ally?</p><p>Does the miracle spell raise an ally up to full hp, or only up to 1 hp or something less than full hp?</p><p>Does the caster of miracle need a line of effect to each ally that is to be raised back to fight by the miracle?</p><p>Can the miracle spell used this way bring back a vampire that has been turned to gaseous form by being brought to 0 hp?</p><p>Does the miracle spell used this way bring back a vampire that has been destroyed by undeath to death?</p><p>Does the miracle spells used this way bring back a vampire destroyed "utterly" by a disrupting weapon?</p><p></p><p>Your opinions and any rules support are welcome on this. The fate of the party of characters, played from the lowest level all the way to 18th level over the course of a year and a half may depend on it, as may the fate of the ulitmate mortal opponent for the characters since early levels.</p></blockquote><p></p>
[QUOTE="zoroaster100, post: 3455923, member: 8538"] The group I DM for is in the middle of a massive battle. We had to stop mid-battle and will resume the fight next week, but at the very end of this session, the evil cleric used a miracle spell for the purpose of "Swinging the tide of a battle in your favor by raising fallen allies to continue fighting" as specified in the powerful uses of the spell. This brought up the questions, just how powerful is miracle in this situatation. Here is the background: A party of 18th level characters is facing an epic level cleric/wizard/mystic theurge and her epic sorcerer spellweaver ally, as well as a powerful monk/shadow dancer vampire, a fighter/blackguard vampire and a swarm of lesser vampires. The party had already "utterly destroyed" the fighter/blackguard vampire with a disrupting weapon and his failed save. They had destroyed the lesser vampires with an undeath to death spell. They had destroyed the monk/shadowdancer vampire with a mass heal spell. And finally, they destroyed the spellweaver with a time stop spell followed by three delayed blast fireballs set to explode simultaneously. Following the defeat of the spellweaver, the cleric used a miracle spell to swing the tide of battle by raising her fallen allies to continue fighting. As the DM, I ruled that all the allies that fell in this fight (the vampires and the spellweaver) were restored to full hit points. The players objected, but since we were breaking until next session anyway, rather than arguing I told them I'd post this up at ENWorld to hear what others had to say. Please help us sort out the following objections and whether they players have a point as to each: Does the miracle spell have the power (when the cleric uses 5000 xp to cast it) to raise all allies who fell in the fight, or only one ally? Does the miracle spell raise an ally up to full hp, or only up to 1 hp or something less than full hp? Does the caster of miracle need a line of effect to each ally that is to be raised back to fight by the miracle? Can the miracle spell used this way bring back a vampire that has been turned to gaseous form by being brought to 0 hp? Does the miracle spell used this way bring back a vampire that has been destroyed by undeath to death? Does the miracle spells used this way bring back a vampire destroyed "utterly" by a disrupting weapon? Your opinions and any rules support are welcome on this. The fate of the party of characters, played from the lowest level all the way to 18th level over the course of a year and a half may depend on it, as may the fate of the ulitmate mortal opponent for the characters since early levels. [/QUOTE]
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