Miracles are a function of the System that governs Innworld. They are considered by some to be a form of magic and act similar to spells but are fueled by faith instead of mana.
Overview[edit | edit source]
Miracles are an older, nearly extinct form of magic. It is questioned, however, if it is really a form of magic. It is basically a form of prayer brought into existence. Such as wishing for a friend to be healed. A miracle would close his wounds and restore his essence through such faith. Once upon a time, miracles matched magic in its capacity to warp the world. It was said a [Cleric] in their earliest levels could do what an [Archmage] could not.
Miracles relied in the faith and belief in gods. As the gods have long since ceased to exist, at least in the eyes of the public, so have miracles likewise ended.
"By faith and faith alone do they warp the bounds of reality. Their desire and belief creates Gods and bridges the gap between impossibility and truth. Though blade and spell may take their lives, their inviolate will shall move this world.”
As a result, people have stopped receiving the [Cleric] class, which was replaced by [Healer] (see: Healing). The replacement lacks considerably in power, though. [Healers] are simply general practitioners of restorative arts, some of whom are able to cast spells. Many rely on potions or even simple bandages rather than miracles. The definition of the class has changed, and accordingly, so have the skills and spells learnt.[1]
Modern Miracles[edit | edit source]
Due to the widespread belief in Innworld that the Gods are dead, Miracles were thought to be an extinct function of the system until Pawn gained the power of one through his faith in the Antinium Heaven.
List of Miracles[edit | edit source]
Name | Effect | Reference Chapter(s) |
---|---|---|
[Arrow of Fever] |
|
Hectval (Pt. 2) |
[Bane of Luck] | An unavoidable luck-based Miracle that renders someone extremely unlucky, like slipping despite wearing boots enchanted to stick, being hit by friendly fire, etc. | Hectval (Pt. 3) |
[Barrier of Faith] | 9.12 | |
[Cure Ailments] | Removes ailments, such as diseases and fungal infections. | 9.13 |
[Cure Mundane Wounds] |
|
Hectval (Pt. 2) |
[Cursed Hands] |
|
Hectval (Pt. 2) |
[Divine Protection] | Protects the User from harm, even from Dragonfire. | Age and Tales |
[Heal] | TBA | Trade and Travel |
[Heal Damage] |
|
9.13 |
[Heal Major Wounds] |
|
9.66 |
[Heal Minor Wounds] |
|
6.30 6.62 L |
[Holy Barrier] |
|
7.16 L |
[Holy Blade: Sword of Judgment] [Sword of Judgement] |
Hectval (Pt. 2) | |
[Holy Hammer] |
|
9.66 |
[Marked For Hell] |
|
Hectval (Pt. 3) |
[Mass Heal Minor Wounds] | Heal multiple people's lesser wounds. | 9.30 |
[Minor Radiance of Healing] |
|
9.13 |
[Miracle: Holy Sword] | 9.12 | |
[My Noble Virtue: Protection] | A dome of light forms above the User which protects them and those around them from harm. | Hectval (Pt. 3) |
[My Noble Virtue: Sacrifice] | Hectval (Pt. 2) | |
[My Noble Virtue: Speech] | Unknown other than allowing the User to speak (even if they are physically incapable of talking) in a golden tone. | Hectval (Pt. 3) |
[My Noble Virtue: Stature] | Unknown other than allowing the User to grow a foot taller. | Hectval (Pt. 3) |
[Retribution of the Defender] | ||
[Summon Workers (Holy)] |