TEXT: miracle
  BLESS
  On a successful Ability Check 
  (6) the cleric a +1 Bonus to 
  all rolls for a specific figure 
  within LOS. The blessing 
  lasts for as many GT as the 
  caster succeeded on the 
  check PLUS Ability. The 
  cleric can bless themselves.
  miracle
  COMMAND
  The cleric may give one 
  specific order that must be 
  obeyed. If the order goes 
  against the self preservation 
  or loyalties of the target the 
  figure must make an Ability 
  Check (6) to ignore the 
  command.
  miracle
  miracle
  HEAL
  Touching the target and mut-
  tering a prayer heals back a 
  number of Health Points as 
  the caster succeeded on the 
  check PLUS Ability. The 
  cleric can choose to heal 
  themselves.
  miracle
  HOLD
  This miracle ‘freezes’ a 
  number of figures
  equal to Ability. Target 
  makes Ability Check (9) or 
  be immobile for a number 
  of GT equal to the amount 
  missed. Undead and Elves are 
  immune. 
  miracle
  HOST
  Cleric invokes a host of 
  spirits that attack Ability x2 
  opponents for a number
  of GT equal to the success 
  of cleric’s Ability Check. 
  Target saves vs 2d6 (no ar-
  mour). Spirits are immune
  to any attacks or damage.
  miracle
  PROTECTION
  The Cleric or a chosen figure 
  is protected from damage for 
  a number of GT equal to the 
  success  of cleric’s Ability 
  Check (6). All non-magical 
  damage is ignored. Take no 
  damage from attacks or 
  terrain effects.
  miracle
  SMITE
  The Cleric makes an Ability 
  Check (6) before attacking. 
  The amount rolled over 6 is 
  multiplied by the amount 
  of Damage Points of a suc-
  cessful HtH attack 
  (no armour).
  miracle
  TRUE SIGHT
  The Cleric can understand 
  any language, see any hidden 
  figures (incl. invisible)
  and detect traps and secret 
  doors in LOS.
  This lasts for as many GT 
  as the caster succeeds on an 
  Ability Check (6). 
  miracle
  WRATH
  Invoking the wrath of a deity
  lays waste to an area chosen 
  by the Cleric. Make a 
  regular attack vs 1d6 Target. 
  The wrath fills a 2 square 
  radius area and adds the 
  Cleric’s Ability to the attack 
  in Health Points (no armour).
  spell
  CORRODE
   This spell destroys one 
  non-magical item used by an 
  opponent. On a successful 
  Challenged Ability Check the 
  opponent’s weapon or
  equipment withers to dust and 
  is lost forever.
  spell
  DISPEL MAGIC
  Roll a Challenged Ability 
  Check vs the opposing caster or 
  item (2d6 target) this spell ne-
  gates the effects of the magical 
  spell or effect for the remainder 
  of the game. If cast to stop a 
  spell the caster loses their next 
  GT like a dodge.
  spell
  FIREBALL
  Choose a square and make an 
  attack vs 1d6. Fireballs blast a 2 
  square radius area and adds the 
  caster’s ability to the success-
  ful attack in Damage Points. 
  A failed rolls misses by 1d6 
  squares in a random direction 
  and explodes as usual.
  spell
  INVISIBLE
  The figure is invisible to 
  everyone for a number of GT 
  equal to Ability x the differ-
  ence of a successful Ability 
  Check(6). Attacks that hit an 
  area (such as explosions or
  dangerous terrain) will still 
  affect the figure.
  spell
  LIGHTNING BOLT
  May attack up to Ax2 targets in 
  LOS and Ax10 squares away. 
  The caster rolls a ranged attack 
  roll against the first target. 
  Successful hits are +3 damage 
  (no armour). Once one target is 
  missed the rest are safe and the 
  caster stops rolling to attack.
  EXORCISM
  Targets figures with Vulnerable 
  to Holy. Total targets equal 
  2x Ability of cleric. Targets 
  must be equal or lower Ability. 
  Target rolls Ability Check (9) 
  or loses damage equal to the 
  amount missed in the Ability 
  Check (no armour).
  
  spell
  MAGIC MISSILE
  No attack roll is necessary. 
  The target of the spell must 
  make an Ability Check
   (9) or lose a number of 
  Health Points equal
  to the difference of the failure 
  multiplied by the caster’s 
  Ability (no armour)
  spell
  MAGIC SHIELD
  A magic force field surrounds 
  the caster for Ability in GT 
  per Magic Point spent. All
  non-magical damage is 
  ignored and the caster
  takes no damage from 
  attacks or terrain effects.
  spell
  SLEEP
  The caster may attack up to Ax2 
  targets that are in LOS and Ax10
  squares away. Target must make 
  an Ability Check (9) or fall 
  asleep for a number of GT equal 
  to the difference of the failure 
  multiplied by the caster’s Ability.
   Undead and Elves are immune.
  spell
  SUMMON 
  ELEMENTAL
  Summons an earth, water, fire 
  or air elemental that will act as 
  an ally for the current encoun-
  ter. Elemental has an Ability 
  equal to the caster and 6 Health 
  Points. The elemental adds the 
  caster’s ability to HtH damage.
  spell
  TELEPORT
  Can move caster or another figure 
  (in LOS) Ax6” away from the 
  figure’s current location. Unwill-
  ing targets must make an Ability 
  Check (6) to avoid the Teleport.
  To move to an unseen location, 
  they must make an Ability Check 
  (9). Failure indicates that the 
  spell fails to work.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Darkfast Dungeons/Tokens/miracles and spells.pdf