New Miracles
Back to Weird Wars New Egyptian Miracles

Some Deadlands: Weird Wars House Rules

by T. Jordan "Greywolf" Peacock


Egyptian Blessed
Pantheon
Miracles Master List
New Miracles
Sacred Animals


The following are new Miracles unique to the followers of the Egyptian gods, and may be purchased and used in the regular way.


ANIMATE SACRED ANIMAL
TN: 9
Speed: 2
Duration: 1 minute/faith
Range: 5 yards/faith
This Miracle will cause the corpse of an animal sacred to one's deity to be temporarily restored to life, after a fashion, provided that the animal is reasonably well preserved and for the most part intact. (i.e., freshly dead or mummified) A raise is required to animate an animal that has been stuffed. Two raises are required to animate an animal that has been reduced to a skeleton, or that is only present in part - such as a head mounted on a wall, or a cow that is now someone's leather jacket.

Please note: At two raises, this could be used for some nasty effects, such as causing someone's crocodile-skin briefcase to burst apart and then reform into a crocodile. However, if you have two crocodile-skin boots from the same crocodile, that doesn't mean you could potentially get two crocodiles out of the bargain. Furthermore, this doesn't animate flesh that has been reduced to dust or ashes, or consumed. You can't get revenge on a monster that ate your pet cat by animating its digested remains inside its body. (Ewwwww!)

The animated animal will have the appearance and statistics it had in life, though this may be modified at the Marshal's discretion based on the extent of whatever damage it suffered, and how long will be required for it to "regenerate" before it starts moving again.

This does not compel the animal to behave under the direction of the caster. That may require additional invocations of Miracles (such as Lion's Den). If the animal is "slain" again, it will die normally, even if the duration has not yet expired.

A botch on this can be pretty severe. It can range from having the remains turned to dust and utterly beyond resurrection, to having the creature be resurrected ... but possessed by a Manitou, which then turns its violent attentions on the Blessed.

In certain special instances, there may be statues or figurines that can be animated with this Miracle. Such items are of a magical nature, and are quite rare, as the art of crafting them has been lost to history.


SHAPE CHANGE
TN: 9
Speed: 1
Duration: 1 hour/faith
Range: Self
This Miracle is only available to Blessed who follow a deity that has a Sacred Animal to its name, such as Bast or Anubis. By invoking this Miracle successfully, the Blessed may take on the physical form of a creature holy to her deity. The Blessed takes on the physical characteristics of this creature, but retains his or her mental abilities. This Miracle only transforms the Blessed's physical body - It does not change any possessions of the Blessed, and that means that a bit of preparation may be in order so that the Blessed need not suffer the embarrassment of changing back right in front of everyone, without a scrap of clothing on. (Not that this necessarily bothered the ancient Egyptians.)

The Blessed assumes the Strength, Deftness, Nimbleness, Vigor, Quickness, Mien, Size and Pace of the appropriate creature, and may possibly gain additional Aptitudes appropriate to the creature's "natural abilities". The Blessed retains her own Cognition, Knowledge, Smarts and Spirit, and also any Aptitudes, though the die type will be recalculated as need be to reflect the new Traits. There may be inherent advantages and disadvantages to the form - such as the lack of opposable thumbs, or the gaining of natural weapons.

At the end of the Miracle's duration, or whenever the Blessed desires, she returns to her normal, human form. Although the Blessed is, in spirit, still herself, in form she is truly whatever type of creature she has transformed into. She cannot communicate in human speech, but spells and powers that would allow one to "Speak with Animals" or "Commune" could well allow communication with the transformed Blessed. In the case of any powers or spells that might control or otherwise affect the animal that the Blessed has become, the Blessed is treated as an animal under the control of an opposing person (the Blessed, in this case), and thus gets an appropriate chance to resist. If the resistance roll calls for animal wranglin' or animal handlin', substitute the Blessed's Spirit Trait instead.


SPEAK WITH SACRED ANIMALS
TN: 5
Speed: 1 action
Duration: 1 hour/faith
Range: Self
This Miracle allows the Blessed to not only understand but communicate with creatures that are considered Sacred to his deity. This includes natural animals that would be considered Sacred, as well as werecreatures and persons who have become magically transformed (such as another Blessed that has used Shape Change), and quite possibly even Abomination forms of the animal in question (though this is by no means guaranteed).

This confers no control whatsoever over the creature in question, nor does it convey any intelligence upon the creature that it would not otherwise have. This Miracle will translate to some degree, but it may be necessary for the Blessed to still "speak the language" of the creature in question. An animal won't know how to read, it rarely cares about names of people, and it may not even grasp complex concepts that the Blessed might invoke.


Special Miracles

These Miracles are unique to various Egyptian deities, and the deities that make them available are listed as part of the description.


BURROW
Deities: Geb; Set
TN: 9
Speed: 1 round
Duration: 5 minutes/faith
Range: 1 square yard/faith
With this power, the Blessed conjures a tunnel through earth and stonework. If invoked by a servant of Geb, the earth just cleanly pushes itself aside, doing little damage to the surrounding environment. If invoked by a servant of Set, then the earth is burrowed through as if by an invisible snake, creating a tunnel a yard in diameter, and 1 yard long per level of faith - large enough to crawl through, but not to walk through, for most people.

When the duration expires, the earth fills itself back in, back to its original form. (That doesn't guarantee, however, that there won't be signs of disturbance.) If anyone (or anything) is caught in the tunnel, the earth swells behind him or her (or it) and pushes the foreign object out, displacing it without causing any injury. (Therefore, this isn't much use for digging a pit and burying someone in the bottom ... unless you hop down in the pit, dig a few more feet down before the duration expires, then drop someone in the naturally-created depression at the bottom.)

This only allows burrowing through stone, sand, clay and earth, not solid wood, metal, or other substances.


CALL LIGHTNING
Deities: Set; Shu
TN: 9
Speed: 2
Duration: Instant
Range: 10 yards/faith
In order for this Miracle to be usable, the target must be outside and open to the sky, and there must already be a storm brewing. (A storm summoned by a reverse application of Calm would work just fine for this.) This Miracle requires two actions: during the first action, the target (if a creature) will feel a tingling sensation, forewarning of the impending lightning strike. This may well give him an opportunity to seek cover before the lightning strikes on the Blessed's next action.

The faith roll made to activate this power is also used for the chance to hit, as if this were a ranged attack - though there are no modifiers for distance, and for any visibility penalties caused by the storm itself. (Please note that any bonuses or penalties due to the faith of the target are applied, however.) Upon a successful faith roll to hit, the target is struck by lightning for 1d10 damage, plus 1d10 for every raise. Alternatively, the Blessed may use raises to extend the range - Each raise can double the maximum range, instead of increasing damage.

Failure to hit the target means that the lightning strike will deviate by a number of yards equal to the amount by which the Blessed fell short of the required TN, in a random direction determined by the Marshal. It is entirely possible that the lightning bolt may strike another target - friend or foe - instead.

A botch on the Blessed's faith roll means that his deity is displeased at his impertinence, and he himself is struck with a lightning bolt blast of 1d10 damage.


CEDAR COFFIN
Deity: Set
TN: 9
Speed: 1
Duration: 1 minute/faith
Range: 10 yards/faith

This power allows the Blessed to reinact Set's imprisonment of Osiris in a coffin made of cedar ... albeit without having to bother with tricking the victim into entering the coffin in question. When this Miracle is invoked, thick planks of cedar appear, and quickly form a coffin around the intended victim. The victim must be roughly humanoid in shape, and cannot be any larger than Size 8, or this simply won't work.

Forcing the coffin open (from inside or outside) requires an Incredible (11) Strength test, or else can be done by hacking the coffin to pieces. The coffin has AV 1, and 30 Durability points. Each step of 6 points of damage it sustains will drop the Strength roll required to get out by 2. The victim is going to have very limited room to move, so large weapons like swords, spears and so forth aren't very effective in trying to get out.

Incidentally, until it sustains damage, the coffin is waterproof and airtight. It is technically possible to suffocate, but inflicting 6 points of damage is sufficient to create enough holes to breathe. The caster can also optionally create the coffin so that it is not airtight, if desired.

When the duration expires, what's left of the coffin disintegrates into sawdust, then vanishes.

A botch on this roll causes the coffin to form around the caster, airtight and waterproof. (If, for some reason, this is precisely what the Blessed wanted, then he's in luck.)


EYE OF RA
Deities: Ra
TN: 5
Speed: 1
Duration: Concentration
Range: 1 mile/faith
Upon invocation of this miracle, the Blessed's right or left eye (his choice) undergoes a transformation, turning into a stylized "Eye of Ra", and then lifting right off of his face. The Blessed's actual eye is still there, but goes white and blind for the duration. This disembodied "eye" can float about, under the control of the Blessed, at a Pace of 48. It is not technically solid, but it is nonetheless unable to pass through solid objects.

The Blessed can see through this eye with his normal vision - It doesn't grant him any bonuses above his normal vision, other than its increased mobility. Due to its supernatural nature, most people are unable to see this eye, although those who are observed for any length of time will get a sensation of "being watched". Anyone with Doubting Thomas is incapable of noticing the Eye. Others may notice it on a Cognition roll against a TN of 9, modified by conditions. (If anyone is specifically looking for such a thing, it's rather conspicuous ... unless, say, the Blessed was particularly clever and had the eye paste itself onto a wall of hieroglyphs.)

If the Eye is attacked by physical or magical means, calculate the damage against the Blessed for purpose of Wind only. Any attack capable of doing 6 points of damage or more will immediately dispel the Eye, delivering the appropriate Wind against the Blessed.

If the Miracle ends with the Eye being "destroyed", or if the Blessed's concentration is broken before he can retrieve the Eye, he is temporarily blinded in that eye for 1d6 hours.

A botch on invocation of this Miracle has the same result, blinding the invoker in one eye for 1d6 hours.


MEDICINE
Deity: Thoth
TN: 5
Speed: 1
Duration: 1 hour
Range: Self
For each success on the roll, the Blessed receives a +2 on medicine Aptitude checks. If the Blessed does not actually have the requisite medicine Concentration, he may opt to be treated as if he has 1 level in the appropriate Concentration, instead of taking whatever unskilled penalty applies, but this negates one success from the roll.

If the Blessed starts treatment of a patient within the hour duration of this Miracle while treating wounds, then he will receive the bonus for as long as he is continually treating the patient. If this is something that requires multiple applications over time, then multiple invocations of this Miracle will be required.

Please note that this power may seem to be a pittance compared to Lay on Hands, but it has some potential advantages. First of all, the recipient is the Blessed himself, so he doesn't run the risk of suffering a penalty to his roll if the patient is a believer in an opposing faith. Secondly, he doesn't run the risk of taking wounds himself if he fails or botches the roll. Third, this could be potentially useful if, for whatever reason, the situation calls for mundane means of treating wounds (such as if the recipient is cursed such that Blessed powers will not work on him).


NIGHTVISION
Deities: Anubis, Bast, Osiris, Ra, Sekhmet, Set, Thoth
TN: 5
Speed: 1
Duration: 10 minutes/faith
Range: Self

The Blessed can see in all but total darkness as if it were daylight, ignoring penalties due to darkness. For a raise, the Blessed can even see in total darkness without any penalties. On a botch, the Blessed is temporarily blinded for 1d6 minutes.


PROTECTION FROM ELEMENTS
Deities: Geb, Isis, Osiris, Ra, Set, Shu, Wapwawet
TN: 5
Speed: 1
Duration: Concentration
Range: 1 yard/faith
This Miracle provides an invisible shield of protection for the Blessed and all allies within the range of effect, against attacks that fall within the "element" of the invoker's deity. This is treated as armor with an AV of 1, plus 1 for every raise on the invocation. The caster may not move while this Miracle is in effect, and, indeed, may not do anything but stay in place, continuing to offer up prayers for protection to his deity. (Others within the area of effect, however, are free to act.) The armor is applied against any sort of attack that may fit within the given "element", but certain effects that do not necessarily cause damage may apply as well, as indicated below.

DeityElementNotes
GebEarthProtection against rockfalls, stone weapons. Each success gives +2 to any applicable rolls to resist earth-based hazards, such as quicksand.
IsisMagicProtection against spell damage caused by Hexes, Black Magic, Voodoo, Syker powers, Witchcraft. No effect against any non-damage effects, or against the powers of Blessed.
OsirisWaterProtects against ice-based and water-based damage-causing attacks. Each success gives +2 to any applicable rolls to resist drowning or exposure in water.
RaFireProtects against fire. Each success gives +2 to any applicable rolls to resist extreme heat.
SetStormsProtects against lightning, hail, and anything else nasty that rains down during a storm.
ShuAirProtects against lightning. Each success gives +2 to any applicable rolls to resist asphyxiation or poison gas.
WapwawetWar (Arrows)Protects against spears, arrows, bolts and sling stones. Doesn't do a blessed thing against bullets, grenades, etc. (Wapwawet is a little behind the times.)


SCRIBE
Deities: Thoth
TN: 5
Speed: 1
Duration: Permanent
Range: 5 yards/faith
This ability invokes the power of Thoth as the scribe of the gods, quickly copying down words, symbols and even images onto any paper or papyrus that the invoker has handy. (If the invoker doesn't have any, then this Miracle is useless.) The article to be written must be within the Blessed's line of sight. Writing magically appears on the paper in the same way as the Copy trick of Hucksters, as if an unseen hand were quickly copying the text. Each invocation of this Miracle is capable of transcribing approximately a page's worth of information. The copy will be finely written, but it is still easily distinguished from the original. (This can't be effectively used for forgery of signatures, creating false documents, and so forth.) If the invoker wishes to Scribe many pages, subsequent actions can be spent to "renew" the Miracle without requiring additional faith rolls, until the invoker performs some action other than the use of this Miracle.

This Miracle does not grant nor require the ability to read the language of whatever text is being copied. However, it does not "copy" magical effects that may be tied to such symbols or scripts (such as magical scrolls).


VISCERA
Deities: Sons of Horus (Duamutef, Hapi, Qehbehsenuef, Imseti)
TN: Special
Speed: 1 minute
Duration: Permanent
Range: Touch
This is a very specialized version of Panacea and Lay on Hands rolled into one, focusing on the particular organ sacred to one's deity.

Duamutef is the guardian of the stomach; Imseti is guardian of the liver; Qehbesenuef is guardian of the intestines; Hapi is guardian of the lungs. Each of these deities can only deal with the organ that falls under their jurisdiction.

If used to heal wounds, this Miracle can be used in the same way as Lay on Hands. To determine whether someone has actually specifically been hurt in the organ in question, it's either a call for the Marshal, or else when damage is taken in combat to the Gizzards, you need to determine whether the organ in question was injured. Roll 1d6. On a 1, there's a potential that this Miracle may come into use, and you should record the number of wounds suffered in this way.

Roll against the usual TN determined by the table under Lay on Hands, except that the Blessed gets a bonus of +2 to his roll. If he passes his faith test, then all wounds tied to that organ are healed. Alas, nothing else is touched. If he fails, unlike Lay on Hands, he doesn't take the wounds himself ... unless he botches, in which case he takes the highest wound level to his guts. (This is not cumulative with any wounds he may already have there.)

Alternatively, this may be used like Panacea to attempt to cure illnesses tied to the organ in question. In this case, it will not heal any attached wounds (that will require another attempt), but it may be used against any illnesses tied to the organ in question. (Marshal's call.) Ingested poisons may affect the stomach or liver. A case of tummy twisters calls for the stomach or intestines. Inhaling fumes, poison gas, water or sucking vacuum calls for some healing to the lungs.

Unlike Lay on Hands, this may be used by the Blessed on himself, but it cannot be used to heal wounds that were suffered due to a lack of faith (such as rolling a botch while using this power).


Egyptian Blessed
Pantheon
Miracles Master List
New Miracles
Sacred Animals


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