The recipient of this Miracle gains the ability to produce a single form of matter, either simple forms such as water or stone, but including complex forms such as rice, marbles, marinara sauce, as well as "impossible" forms such as "solid darkness" or "metallic cold". (To create more than one type of matter, multiple miracles are required.) The recipient can produce a volume of matter up to the measure of Faith total in liters. The base material strength of all projected elements is 15, which can be pushed on using the Power Push table. If used as an attack, the elemental stream has a Damage Value equal to the Faith total. If used for defense, the elemental shield provides an Armor value equal to the Faith total. The recipient may not attack more than one target a round, or defend anyone but themselves with the Power unless they also have Elemental Manipulation.
The recipient of this Miracle gains the ability to manipulate the form and motion of one type of matter, from simple stone to mechanical gears to "solid light". (To manipulate more than one type, multiple Miracles are required. The complexity of shapes is determined by comparing a Faith check to the Artist difficulty, simple 8, complex 12, elaborate 15, and intricate 22.) For movement, the recipient can move a total mass of the specific element at a speed equal to the measure of the Faith total minus the weight of the element moved. To use the element to carry other objects, such as people or vehicles, and equal weight of element must be used, for a total weight measure of weight carried+2. The manipulated element must remain within Faith total in meters of the recipient at all times. If the element exists naturally in this range, it can also be moved to attack, with a Damage Value equal to the Faith total, or to defend, with an Amor Value equal to the Faith total. If mutiple targets in range are attacked/defended, normal Many-on-One penalties apply. If the element does not naturally exist, but the recipient also has Elemental Projection, Elemental Manipulation can be used to move or shape the element as a Multi-Action. (Note that as a Multi-action, the Manipulation must always have an adjusted total greater than or equal to the Projection to have an effect.)
The recipient of this Miracle gains the ability project a single form of energy, from simple fire radiation, to structured forms such as lasers or plasma bolts, and even "negative energies" like cold or anti-matter. (To generate more than one type, multiple Miracles are required.) These energies have a Damage Value equal to the Faith total. The energy can be fired in a single stream out with Range penalties at 10m/Value (Faith - 1) m/Value of Faith in meters, using Faith to hit. It can also be emitted in a burst, covering everything in a radius of Value (Faith - 5) in meters. Everything in the radius, with the exception of the character, will be struck with the full DV, unless Energy Manipulation is also employed.
The recipient of this miracle gains the ability to control the path and increase, decrease, or even eliminate the effects of a single form of energy, from fire and electricity to lasers and "hard" radiation such as X- and Gamma Rays. (To manipulate more than one type, multiple Miracles are required.) Simple deflection of energies within a range of Faith value in meters and up to a DV equal to the Faith value is automatic. Reflecting the energies to a specific target uses Faith at a -4 penalty. The energies can be moved along a specific path, within range, or held in a specific pattern with a Faith check versus the Artist difficulty (simple 8, complex 12, elaborate 15, and intricate 22). The recipient can increase the DV of the energy by a Power Push versus the Faith total, or reduce a DV that is less than the total by any ammount, even down to 0. (Items that run on energy, from batteries to boilers to a power grid, can be shut down in this manner if their power source can be fully negated. Items not specifically shielded from power surges take damage result points equal to the Power Push bonus.) Energies can be reduced for specific targets within range of the miracle with appropriate One-on-Many penalties.
Expanded Perception grants the recipient senses beyond those of normal humans. Result points are read through the (Expanded) Power Push Table, and the recipient gains one new sense per resulting bonus. This is not an improvement of existing senses, such as the ability to hear a pin drop in a noisy room, see a distance of one mile, or read a newspaper by touch, which is handled by Super Attribute. Rather, the miracle grants totally new sensory abilities, such as IR, UV, or X-Ray vision, the ability to hear Ultra High or Extra Low Frequencies or even Radio Waves, the ability to emit Sonar or Radar, or even nearly "magical" abilities, such as detecting living beings or the presence of gold or water or "chronal energies". The recipient can use their new senses on any Perception check, or with appropriate skills such as Find or Tracking.
Quite possibly the simplest of the Powers, and yet the rarest, this Miracle grants the ability to Fly at a rate equal to the Faith total. The recipient still requires the Flight skill to do anything more than travel in straight lines.
Super Attribute increases a single attribute of the recipient by the result points, effectively replacing the attribute with the Faith total if successful. This increase applies to all rolls and measures requiring the attribute, as well as any skills based on the attribute. A character can be the recipient of more than one Super Attribute with no penalties, enhancing all seven if desired, but the Miracle can only be invoked once per attribute. Further enhancements of an attribute, through cyber, spells, or other miracles, are based on the new attribute value, not the original one.
Super Growth allows the recipient to increase their hight up to a maximum value of 2 (Human Average) + one third the result points of the miracle. (In actuality, it is the receipient's mass that is being increased, the one third ratio corresponding to the cube root relationship between mass and hight.) In addition to the increase in Hight, the recipient gains an equivalent ammount in Armor Value and To Hit Bonus, but all attacks targeting the recipient are made at an equivalent Bonus to Hit and all Stealth checks are made at an equivalent penalty. Though taller and with a longer stride, the recipient does not increase their Movement Values, nor do they increase their Lifting Value, because the Miracle only grants sufficient additional power to move the increased mass, no more. Similarly, the miracle grants only enough enough additional resiliance to withstand the strain due to such a mass, and TOU remains the same.
Super Shrinking allows a character to reduce their size, down to a minimum of 2 (Human Average) - three times the result points of the miracle. (Since it should be one third, as with Super Growth, the effects of this miracle have been the cause of some debate among Dei Civitas scientists. Some say it is a conservation of mass effect, even though the mass of the recipient doesn't change. Others claim that it is not a linear but rather a fractal dimension that is being altered, and this is why those shrunk often find themselves "sub-atomic universes" rather than electron clouds.) All attacks and PER checks made against the character suffer an penalty equal to the result points, and all of the recipient's Movement Limit Values are reduced by the same ammount. (Negative Values can be computed by -1=0.6, -2=0.4, -3=0.25, -4=0.15, and -5=0.1, which each additional -5 being equal to an additional multiplication of 0.1.) All of the character's equipment is similarly reduced in size, and range. (Note, however, that the damage value for the character and their equipment remains the same, just as their mass is not altered.) It is possible for the recipient to reduce to sub-atomic (Value -50), even sub-photonic sizes, with the miracle providing breathable air and a visual interpretation of the surroundings.
The Axioms and World Laws of Dei Civitas.