Level: Cleric 9
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Spell Points: 17; see text
A Miracle is not cast. It is requested.
A Miracle can do any of the following things without an experience cost:
Duplicate any spell of 8th level or lower that appears on the spell lists of domains available to you. If you are not a Cleric, your Miracles cannot duplicate 8th level spells.
Duplicate any other spell of 7th level or lower.
Produce any other effect whose power level is in line with the above effects.
Duplicated spells allow saves and spell resistance as normal (but save DCs are for the number of spell points spent on the Miracle).
Alternatively, a cleric can make a very powerful request. Casting such a Miracle costs the cleric 5,000XP due to 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.
Effects significantly more powerful than these are beyond even a Miracle.
A reasonable Miracle is always fulfilled, there is always some power who sees a benefit in granting a Miracle, even if the caster’s patron deity (if any) does not choose to grant the Miracle.
Experience Cost: When a Miracle has an effect more powerful than those specifically mentioned to not incur an experience cost, the spell costs 5,000XP to cast. When a Miracle duplicates a spell that has an XP cost, you must pay that cost (possibly in addition to the XP cost associated with an especially powerful Miracle).