Priest Miracles > Tier I

ABJURATION - Protection


1 - Bark Armor - Abjuration, Nature/Life

The caster touches a target, causing a layer of the same material to grow on top of their skin over 3 rounds. This material fuses with their clothing, immobilizing them if it happens to be inflexible metal armor or the like. It absorbs 3 points of damage at a time, and lasts 1 minute provided the caster maintains concentration. The bark falls off at the end.


1 - Protection from Good or Evil - Abjuration, Holy

By tracing a circle of powdered silver (or powdered iron to cast Protect from Good), the caster protects a target for 2 rounds per slot level. It causes all-evil (or good) aligned creatures which attack the target to do so at disadvantage, and fail all attempts at fear or charm).


1 - Protection from Vermin - Abjuration, Holy OR Nature/Life

By using a tiny bronze censer filled with ashes, the caster causes a chosen target they can touch to become repulsive to small insects and small rodents, which fail any attempt at biting or clawing at the target, and instinctively recoil from them. This effect lasts for 2 rounds per level.


1 - Sanctuary - Abjuration, Holy

The caster touches a target, granting them spiritual protection from any attacker. If any creature were to attack the target within five rounds, it must WIS roll or be forced to switch their target. If there is no other target in sight, the initial target is invisible to the attacker.


1 - Shield of Faith - Abjuration, Holy

While holding a small parchment of holy text, the caster may maintain concentration to increase the Armor of any target they can see by +2 by slot level for up to 1 minute.


CONJURATION - Transportation


1 - Ice Spike - Conjuration, Frost

Coalesces an icicle in mid-air and shoots it at a chosen target for 1d10 Frost damage. This spell can be cast at higher slot levels to add +1d10 damage per extra level.


1 - Mist - Conjuration, Nature/Water

Surrounds a 2^n meter area (n being slot level) in thick fog for 1 minute per caster level.


DIVINATION - Unnatural Sight


1 - Detect Magic* - Divination, Arcane

The caster's mind thrums with energy resonating along with the presence of any sort of magic within 5 ft per caster level.


1 - Detect Undeath - Divination, Holy

The caster's mind immediately senses the pungence of magical undeath within 5 ft per caster level. They may also detect if the area was recently desecrated by the presence of the undead, and in what direction the offending creature went,


ENCHANTMENT - Mind-Addling


1 - Charm Humanoid - Enchantment, Arcane

The caster causes a target within arm's reach to be magically comforted by their presence for 1 day per point of difference between their CHA and their target's WIS. Under the effect of magical charm, a target feels an inexplicable appreciation for the caster, which might lead to friendly treatment and higher likelihood of trust, aid and favorable bargain. A target that suspects they might be magically charmed will immediately snap out of it.


1 - Command - Enchantment, Holy OR Shadow

Forces a creature to obey a one-word command for 1 round per caster level.


1 - Heroism - Enchantment, Holy OR Nature/Life

Causes an allied target per slot level to become immune to fear for up to one minute.


EVOCATION - Energy Generation


1 - Faerie Fire - Evocation, Nature/Life

All sentient targets in the area are outlined with glowing purple light if they fail the AGI spell save for up to one minute. Affected targets cannot use magical invisibility or hide anywhere for the duration of this spell.


1 - Healing - Evocation, Holy OR Nature/Life

This miracle requires the caster to touch the target and focus on chanting for three rounds, during which they can take no other action. Once they have passed, it causes the target to restore Sd8 health points where S is the miracle slot level used to cast this miracle in. Druids may add their WIS modifier to the die. This miracle has no effect on constructs or the undead.

Additionally, the caster may perform this miracle from a distance, without having to touch their target, but the strength of the effect is reduced to Sd4.


ILLUSION - False Sensation


1 - Sound - Illusion, Arcane

The caster causes a sound of their choosing to occur with the strength of 2^n screaming man-sized humanoids per n slot level.


NECROMANCY - Decay


1 - Fear - Necromancy, Shadow

Causes a number of enemies equal to the caster's level to run away in trepidation for as long as the caster focuses on this spell, up to one minute per caster level.


1 - Wound - Necromancy, Shadow

Causes a target the caster can touch to take 3d10 Shadow damage +1d10 for each slot level used to cast this miracle in above the 1st.


TRANSMUTATION - Change


1 - Fist of Stone - Transmutation, Nature/Earth

Morphs a caster's hand of choice into a large fist of rock, allowing their next STR check within 1 minute to count as an attribute of 18.


1 - Humidify - Transmutation, Frost OR Nature/Water

The caster generates a gush of 10 gallons of clean water in a certain direction, with 10 more gallons per slot this miracle is cast in above the 1st, as a spray from their hand or as rain over a 30 foot area.


1 - Jump - Transmutation, Arcane OR Nature/Air

Using the hind leg of a frog or grasshopper, the caster empowers a touched creature or themselves to be able to jump up to 30 feet in any direction. This does not safeguard them from falling damage.


1 - Purify Food and Drink* - Transmutation, Holy OR Nature/Water

Any food and drink touched by the caster becomes clean, safe and free of toxins.