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forgottengods:magic:make_miracles

Making Miracles

Characters marked by a forgotten god can perform miracles—small acts of divine or mythic resonance tied to their god’s domain.

There are two tiers of miracles:

Minor Miracles

Small, narrative-only effects that do not impact mechanics, rolls, or conflict. These are flavor-rich moments of wonder.

  • A breeze lifts a dying prayer into the sky
  • A shadow refuses to follow your movement
  • Forgotten ink appears on a page

No roll is required. No mechanical cost is imposed. But these things still change the world and perhaps serve to increase the god's presence.

Major Miracles

These are effects that shift events, create tension, or reshape reality in meaningful ways. They require a roll or similar narrative mechanics.

The GM and player negotiate whether a cost will be imposed.The GM may invoke a Hard Bargain or Success at a Cost:

  • “You can do this… but it will crack one of your Lenses.”
  • “You’ll succeed—but the god will be seen.”
  • “It will work—but it’ll change how they remember you.”
  • An echo of the god’s will lingers, complicating the scene

Characters are miraculous, but miracles shape and strain the self. Nothing divine comes without risk. Miracles always leave a trace—narrative, emotional, or metaphysical. These consequences may be subtle or dramatic, but they should always feel meaningful. Using miracles changes you.

forgottengods/magic/make_miracles.txt · Last modified: by 127.0.0.1

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