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Miracles

From The Wandering Inn Wiki
(Redirected from Miracle)

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. They generally can do a great deal more than spells, but are consisdered less consistent due to a miracle's power being based on the user's faith.

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]

Faith can be gathered and stored if there is a vessel to anchor it. Unlike spells, Miracles have little variance or adaptibility. They cannot be altered to have a different effect. However, the power of faith is more easily pooled together and combined from multiple practitioners than magical power. While linking spells needs to be taught at institutions like Wistram, a hundred level 10 [Faithfuls] can call upon a Miracle equivalent to a Tier 5 spell together with enough faith.[2]

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. They started spreading more as the People of God gained members and notoriety, and the Dead Gods empowered their followers like Eldavin. The spreading knowledge of the gods eventually prompted the Grand Design to explain <Faith> classes to Sorgen Nilhor with the intention of spreading this power.[3]

List of Miracles edit edit source

Name Effect Reference Chapter(s)
[A Ray of Sunlight] Generates a ray of pure light, with an undead-destroying effect. 10.36 (Pt. 2)
[Amass the Faithful's Will]
[Arrow of Fever]
  • Fire from the finger an arrow that has a twisting crackling eerie crimson glow, at the enemy. The arrows can go through ordinary armor and shields, and they make those struck feverish.
  • The fever isn’t contagious, or so it seemed, and will pass in merely an hour after the enemy had collapsed.
  • Can be used multiple times like being able to firing nearly three dozen off.
Hectval (Pt. 2)
[Avatar of Faith] 10.58 FP
[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
[Biblical Earthquake]
[Big Kick] A powerful kick that can send a much bigger person into the air. 10.37 GDI (Pt. 1)
[Blind Foe] Inflicts blindness on the target. 10.58 FP
[Breath of Giants] Creats a vast windstorm strong enough to blow a person over. 10.58 FP
[Canticle of Mending] Repairs objects. 10.30 GGMG
[Combined Miracle: The Light of Faith] Creates a ball of light. In its surroundings, bugs are repelled, wounds heal, fear and grief of those that stare at it are dispelled, the unfaithful are blinded, and the undead destroyed. 10.56 F
[Condemned by Hellfire] Consumes the Target in red flames. 10.35 (Pt. 1)
[Cure Ailments] Removes ailments, such as diseases and fungal infections. 9.13
[Cure Mundane Wounds]
  • Heal with a light like sunlight, all wounds that are mundane.
  • Advanced poisons, and anything from a Spell or enchanted blade, stymied this miracle power.
  • At Low Level it can be used twice before the User falls over.
Hectval (Pt. 2)
[Cursed Hands]
  • Summons long, semi-transparent, like a shadow come to life, spectral arms from a circle nearly 30 feet wide to the ground, to grab and drag down into the earth every enemy in sight. It's currently unknown if there is something down there.
  • The hands moved about as fast as a zombie’s, a slow grab. But each hand is strong enough to pull a person down hard and are able to break a leg.
  • The arm are immune to ordinary weapons as they pass through them harmlessly, but are vulnerable to Magic attacks as even a [Light Arrow] can blast a hand apart.
Hectval (Pt. 2)
[Divine Protection] A protective mircale that freezes projectiles in place when the hit the miracle. 10.35 (Pt. 1)
[Explosion of Faith (Orb)]
[Flood of Life's Colors] Summons a flood of colorful water that surges forth. The people affected by the miracle can dissolve into and emerge out of the water at will. 10.58 FP
[Greater Miracle: Give Me Something to Believe In] 10.36 - Pt.2
[Greater Miracle: Shield of the Faithful] Protects the User from harm, even from Dragonfire. Age and Tales
[Hammer of Faith]
[Hammer of God] Summons a giant hammer swinging down. 10.58 FP
[Hand of God]
[Heal] TBA Trade and Travel
[Heal Damage]
  • Mends injuries on a target in a glow of light.
  • The User specifies what kind of damage they are healing, an can heal as much as they would be able to inflict, or close enough.
9.13
[Heal Major Wounds]
  • TBA
  • Using it on an Undead, like a Draugr, will heal their flesh only for it to be vaporized right after, thus ending them.
9.66
[Heal Minor Wounds]
  • The User is able to heal one moderate wound, or they can repeat using the Miracle to close a larger wound, but inefficiently.
  • The User must rest after using it repeatedly, as they become extremely fatigued afterwards.
  • At first the Miracle could be used 6 timed per Hour at [Acolyte] Lv. 18, but it can be used up to 12 times at [Priest] Lv. 23. It can also be used at least 3 or more times before the User collapse, but by doing so it will heal less next time.
6.30
6.62 L
[Holy Barrier]
  • The User is enfolded into a barrier that has a brilliant warm white light to them, but is searing to the enemies.
  • The barrier protects by repelling and blocking attacks.
7.16 L
[Holy Blade: Sword of Judgment]
[Sword of Judgement]
Hectval (Pt. 2)
[Holy Hammer]
  • Conjures a carpenter’s hammer, large enough for a Giant to use it, to swing down and crush everything in its path.
9.66
[Holy Sword] 9.12
[Lance of Light] Conjures a glowing lance that is launched at a target. It's more powerful than a [Light Arrow] spell. 10.58 FP
[Marked For Hell]
  • Just by the User pointing a finger at someone, a red mark is inscribed on that person chest, so that when they die, they be damned for Hell.
  • In the moment the marked ones die, they vanish in a void that opens under them, as something with a clawed hands reach up and drags them down, all while they scream as their body burns and twisting into wisps of agonized, terrified smoke.
Hectval (Pt. 3)
[Mass Heal Minor Wounds] Heal multiple people's lesser wounds. 9.30
[Mass Prayer of Magic's Denial]
[Mend All Wounds] 10.32 (Pt. 2)
[Minor Radiance of Healing]
  • People around the User passively heal faster.
  • Rate of healing: a cut will begin to scab in fifteen seconds.
9.13
[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)
[Purify Wounds] Heals longstanding wounds and scar tissue. 10.58 FP
[Ray of Sunfire] Produces a searing beam of light that turns what it touches into ash. 10.35 (Pt. 2)
[Restore Thy Flesh] Regenerates the User. 10.32 (Pt. 2)
[Retribution of the Defender]
[Return Vengeance to Thee] Turns an incoming attack back to the attacker. 10.58 FP
[Sacrament: Summon the Divine (Angel)] The faithful build a sacrament and gather faith to it, eventually creating a gateway from which angels can emerge from. 10.58 FP
[Shield of the Faithful] Conjures a misma of golden light that surrounds allies and prevents them from taking damage. 10.32 (Pt. 2)
[Summon Heaven's Guardians]
[Summon Workers (Holy)]
[The Sky is Falling] Collapses a cave. 10.36 (Pt. 2)
[True Lightning] Conjres a lightningstrike on a target. 10.58 FP
[Upgrade Spell (Futuristic Magic)]
[We Return to Safe Harbors] Teleports the User and allies in a dome back to their camp. 10.56 F

References edit edit source