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Wish vs Miracle
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<blockquote data-quote="frankthedm" data-source="post: 3157033" data-attributes="member: 1164"><p>Wish lets one see the real face of magic, Miracle really lets a gods true nature show through</p><p></p><p>Wishing a city invading army be defeated might wind up causing a worse disaster where the invading army is destroyed along with the city. Requesting a similar miracle from a philosophy where the casting cleric got his War and Destruction domains from stands a decent chance of refusal.</p><p></p><p><span style="font-size: 9px"><strong>Wish</strong></span></p><p><span style="font-size: 9px">Universal</span></p><p><span style="font-size: 9px">Level: Sor/Wiz 9</span></p><p><span style="font-size: 9px">Components: V, XP</span></p><p><span style="font-size: 9px">Casting Time: 1 standard action</span></p><p><span style="font-size: 9px">Range: See text</span></p><p><span style="font-size: 9px">Target, Effect, or Area: See text</span></p><p><span style="font-size: 9px">Duration: See text</span></p><p><span style="font-size: 9px">Saving Throw: See text</span></p><p><span style="font-size: 9px">Spell Resistance: Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Even wish, however, has its limits.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A wish can produce any one of the following effects.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Undo the harmful effects of many other spells, such as geas/quest or insanity.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Create a nonmagical item of up to 25,000 gp in value.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Create a magic item, or add to the powers of an existing magic item.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px"><strong>Miracle</strong></span></p><p><span style="font-size: 9px">Evocation</span></p><p><span style="font-size: 9px">Level: Clr 9, Luck 9</span></p><p><span style="font-size: 9px">Components: V, S, XP; see text</span></p><p><span style="font-size: 9px">Casting Time: 1 standard action</span></p><p><span style="font-size: 9px">Range: See text</span></p><p><span style="font-size: 9px">Target, Effect, or Area: See text</span></p><p><span style="font-size: 9px">Duration: See text</span></p><p><span style="font-size: 9px">Saving Throw: See text</span></p><p><span style="font-size: 9px">Spell Resistance: Yes</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">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.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A miracle can do any of the following things.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Duplicate any other spell of 7th level or lower.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Undo the harmful effects of certain spells, such as feeblemind or insanity.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Have any effect whose power level is in line with the above effects.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If the miracle has any of the above effects, casting it has no experience point cost.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">XP Cost: 5,000 XP (for some uses of the miracle spell; see above).</span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3157033, member: 1164"] Wish lets one see the real face of magic, Miracle really lets a gods true nature show through Wishing a city invading army be defeated might wind up causing a worse disaster where the invading army is destroyed along with the city. Requesting a similar miracle from a philosophy where the casting cleric got his War and Destruction domains from stands a decent chance of refusal. [SIZE=1][B]Wish[/B] Universal Level: Sor/Wiz 9 Components: V, XP Casting Time: 1 standard action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects. Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you. Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school. Duplicate any other spell of 5th level or lower even if it’s of a prohibited school. Undo the harmful effects of many other spells, such as geas/quest or insanity. Create a nonmagical item of up to 25,000 gp in value. Create a magic item, or add to the powers of an existing magic item. Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead. Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells). Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component. XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP. [B]Miracle[/B] Evocation Level: Clr 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. A miracle can do any of the following things. Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains). Duplicate any other spell of 7th level 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 any of the above effects, casting it has no experience point cost. Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following. Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. XP Cost: 5,000 XP (for some uses of the miracle spell; see above).[/SIZE] [/QUOTE]
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