Miracles

From The Wandering Inn Wiki

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]
  • 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)
[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]
  • 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 fall 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] Protects the User from harm, even from Dragonfire. Age and Tales
[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
[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 lesser wounds. 9.30
[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
[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)]

References[edit | edit source]