Divine Intervention is one of the coolest class features in the game
Right now, divine intervention can let us wield Eilistraee’s sword, summon an aspect of Bahamut, be surrounded by empowering music from Oghma
But in one dnd… it’s been reduced to a bland and boring “5th level spell or lower”
this ruins the coolest feature clerics have… and it takes creativity away from the DM and player’s hand
And it takes all the way till level 20 to get the better version of it… but even that is a problem, because instead of letting a dm come up with a creative way for a deity to intervene it is instead a “wish” spell. Not to mention, this is at level 20. Most people don’t get to play at level 20, wether that’s because of time or because WoTC refuses to make adventures that go to level 20. The fact a player might have to wait all the way till level 20 so they can do cool things like wield Eilistaeen’s sword or summon an aspect of Bahamut is a problem.
I do think it really dampens the fun. I really enjoyed during a climactic battle against a lich, being able to make the sunrise, and help turn the tide of the battle. It’s a little sad, but I think it was necessary. There’s only so much the dm can do at once, this feature can be a little stressful for newer ones.
An Aspect of Bahamut? The CR 30*2 monster, one of the two strongest stat blocks in the game? Yeah, you should definitely have to wait until level 20 for that. Or, ideally, you shouldn't be able to do that at all.
And that's kinda the point of the changes. Getting away from mother-may-I features (i.e. things that just say "your god helps you out. IDK, ask your DM") has been a big goal of 1D&D. There's no way to judge how powerful a feature is if one DM gives you an Aspect of Bahamut for it and another gives you a little Bahamut figurine.
Anyways, the old version never felt good. You're gonna use an action for a 10% chance for your DM to throw you a bone? And then, in the unlikely event you succeed, effectively not have that feature for a week? I'd definitely take a 100% chance to do something that I know is useful any day of the week.
If you want a visage of your god to come down and plop a divine aspect to assist you, I'll point out that summon celestial is 5th level, and has been confirmed to be in the 2024 PHB.
By the way, wishis straight up asking your god for something. By 20th level, pretty much the only differences in the feature are that it's got a shorter cooldown and you can still reliably cast lower level spells without said cooldown.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
At 11th level, you have access to commune and planar ally, two spells that collectively give you a hotline to your deity to ask them directly for amazing shit (knowledge in the case of commune, and a potentially strong buddy to help you out in the case of planar ally).
With that in mind, Divine Intervention copying a 5th level or lower cleric spell at no cost just makes sense to me, because it goes beyond anything else your class is able to do up to that point, but without feeling almost like flavour text due to failing to do anything most of the time (or always if you're unlucky).
I’ve said it before: The 2014 version was the clerics deity intervening and worked in an antimagic field
The playtest version is an extra resource that does not work in antimagic, it is a spell gifted by the clerics deity but the cleric still has to take the magic action to cast it
it is not the god taking the action, it is the priest casting a spell, ergo it does not work in antimagic field and in the very literal sense of the word it is not a divine intervention
And finally the current playtest version can be counterspelled.
I know the intent is to make DMs life easier, but it needs work with rewording.
I’ve said it before: The 2014 version was the clerics deity intervening and worked in an antimagic field
The playtest version is an extra resource that does not work in antimagic, it is a spell gifted by the clerics deity but the cleric still has to take the magic action to cast it
it is not the god taking the action, it is the priest casting a spell, ergo it does not work in antimagic field and in the very literal sense of the word it is not a divine intervention
And finally the current playtest version can be counterspelled.
I know the intent is to make DMs life easier, but it needs work with rewording.
Currently it is no good.
Those are fair points, but it honestly wouldn't take much to word it so those are no longer issues.
As I understand it, the argument was that this doesn't have the "feel" of the 2014 Divine Intervention where anything goes if it works, but at the cost of being extremely unreliable.
As a mechanical game feature 5eR Divine Intervention is better, but for narrative purposes it is far worse. "mother may I" is simply a feature that requires cooperation between players and DMs, in a cooperative TTRPG this seems like a good thing to me. Making characters completely self sufficient takes out the cooperative nature of the game, and feels like it is moving towards automation. Remove all necessity for DMs to be creative, improvisational, or know anything about their players' characters....
As a mechanical game feature 5eR Divine Intervention is better, but for narrative purposes it is far worse. "mother may I" is simply a feature that requires cooperation between players and DMs, in a cooperative TTRPG this seems like a good thing to me. Making characters completely self sufficient takes out the cooperative nature of the game, and feels like it is moving towards automation. Remove all necessity for DMs to be creative, improvisational, or know anything about their players' characters....
Maybe a compromise is to have Divine Intervention work like before, but the reliability goes up the more immediate danger the party is in. Like they're on the cusp of a TPK, and Divine Intervention is much more probable to go off than if the cleric is just asking God to give them some love while they're sipping tea.
I don't know the best way to translate that to mechanics though.
As a mechanical game feature 5eR Divine Intervention is better, but for narrative purposes it is far worse. "mother may I" is simply a feature that requires cooperation between players and DMs, in a cooperative TTRPG this seems like a good thing to me. Making characters completely self sufficient takes out the cooperative nature of the game, and feels like it is moving towards automation. Remove all necessity for DMs to be creative, improvisational, or know anything about their players' characters....
There's a difference between cooperation between players and DMs and needing to get a thumbs up every time you want to use your class.
And I'd also say the narrative of "you can entreat your deity for assistance in your most dire moment, but there's only about a 10% chance they'll give a shit lol" isn't especially strong. I'd definitely flavor the new Divine Intervention as a visage of the Cleric's deity showing up and producing the effect themself, so to me the feature barely loses any flavor while gaining a great deal of consistency. I guess some people might describe it as just another spell, but... too bad for them.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
As a mechanical game feature 5eR Divine Intervention is better, but for narrative purposes it is far worse. "mother may I" is simply a feature that requires cooperation between players and DMs, in a cooperative TTRPG this seems like a good thing to me. Making characters completely self sufficient takes out the cooperative nature of the game, and feels like it is moving towards automation. Remove all necessity for DMs to be creative, improvisational, or know anything about their players' characters....
Maybe a compromise is to have Divine Intervention work like before, but the reliability goes up the more immediate danger the party is in. Like they're on the cusp of a TPK, and Divine Intervention is much more probable to go off than if the cleric is just asking God to give them some love while they're sipping tea.
I don't know the best way to translate that to mechanics though.
Something related to the cleric's hit points could potentially work (e.g. 10% normally but 50% chance if below 1/2 your hitpoint maximum), or have it guaranteed to work but then have a long recharge time.
I’m fine with the spell effects if the wording is adjusted so that the cleric isn’t casting a spell
that was the suggestion in the 2014 version anyway
Another consideration could be that for the split second you become the focal point of the deity - any cleric spell effect, with the point of activation being your square and you are immune to any damaging effects of the spell for its duration
call down Dawn on yourself at L10, or at L20 Hallow or Sunburst
There's a difference between cooperation between players and DMs and needing to get a thumbs up every time you want to use your class.
One feature that you could only use 1/adventuring day is hardly "everytime you want to use your class". Players are constantly asking the DM questions anyway, so what's the big deal?
Yeah, changing Divine Intervention like this was... not the route I would've taken on this.
One of the lessons we really ought to learn from past game designs is, the more clearly you define something, the more you exclude everything else. Creativity and imagination became the victims of quantification. In its current form, it is a flexible spell-slot with a chance of failure on use. Previously, it was a literal miracle.
Do I understand why the rewrite was made? Yeeess, begrudgingly, since I can unfortunately imagine how a very inconsiderate interpretation of the feature could lead to conflict in the player group. But that, honestly, feels more like a PICNIC situation (Problem in Chair, Not in Corebook).
Ideally, every D&D player (including the DM, who is also a player but with a different hat) would be mature enough, considerate enough, and charitable enough to use the original class feature for the RP awesomeness that I truly believe was its original intention.
But now we have... this. And I has a bit of a sad. :(
Yeah, changing Divine Intervention like this was... not the route I would've taken on this.
One of the lessons we really ought to learn from past game designs is, the more clearly you define something, the more you exclude everything else. Creativity and imagination became the victims of quantification. In its current form, it is a flexible spell-slot with a chance of failure on use. Previously, it was a literal miracle.
Do I understand why the rewrite was made? Yeeess, begrudgingly, since I can unfortunately imagine how a very inconsiderate interpretation of the feature could lead to conflict in the player group. But that, honestly, feels more like a PICNIC situation (Problem in Chair, Not in Corebook).
Ideally, every D&D player (including the DM, who is also a player but with a different hat) would be mature enough, considerate enough, and charitable enough to use the original class feature for the RP awesomeness that I truly believe was its original intention.
But now we have... this. And I has a bit of a sad. :(
The problem with the original Divine Intervention wasn't just an interpretation of what it can do. The issue with it was that you had to be extremely lucky for it to do anything at all.
Even worse if you're in a dire situation as mentioned before, about to be TPK'ed, and it's the last thing you use your action on in a desperate last attempt to save yourself and your party....and it just whiffs like always.
At least with this, assuming you saved it for emergencies, you can do an emergency Revivify or Mass Cure Wounds or something to at least give the party a chance to leave the encounter alive.
See, I never saw that as a problem, but as an intended feature. To me, it was never meant to be a certain thing. It was always such a slim, near on impossibility, that you could successfully beseech your deity into giving you direct aid. Something you would do when all hope was lost, and all that remained was... faith. But the stories around the table it created when you finally rolled that 08! That's the stuff players talk about for years later. Or at least weeks. I mean, attention spans being what they are these days. You know how it is.
I guess it comes down to personal taste on this one, right? An absolute and clearly defined effect: press button, get cake. Or a nebulous, roll-and-pray feature that's honestly more flavour than crunch?
An Aspect of Bahamut? The CR 30*2 monster, one of the two strongest stat blocks in the game? Yeah, you should definitely have to wait until level 20 for that. Or, ideally, you shouldn't be able to do that at all.
And that's kinda the point of the changes. Getting away from mother-may-I features (i.e. things that just say "your god helps you out. IDK, ask your DM") has been a big goal of 1D&D. There's no way to judge how powerful a feature is if one DM gives you an Aspect of Bahamut for it and another gives you a little Bahamut figurine.
Anyways, the old version never felt good. You're gonna use an action for a 10% chance for your DM to throw you a bone? And then, in the unlikely event you succeed, effectively not have that feature for a week? I'd definitely take a 100% chance to do something that I know is useful any day of the week.
If you want a visage of your god to come down and plop a divine aspect to assist you, I'll point out that summon celestial is 5th level, and has been confirmed to be in the 2024 PHB.
By the way, wishis straight up asking your god for something. By 20th level, pretty much the only differences in the feature are that it's got a shorter cooldown and you can still reliably cast lower level spells without said cooldown.
Agreed. However I wouldn’t mind a some improvements. Like no concentration required, advantage on any attack rolls, enemies have disadvantage on saving throws, max damage. And have like a 1d4 day cooldown.
I guess it comes down to personal taste on this one, right? An absolute and clearly defined effect: press button, get cake. Or a nebulous, roll-and-pray feature that's honestly more flavour than crunch?
Oh well :)
This is the one feature you get at 10th level as a cleric. You don't get anything else new. Having a feature that is a probabilistic blank isn't what I prefer in that context, unless something else is gained with it.
if you've brought your in-game deity to every previous battle, praised them loudly after every previous victory, paid your tithes, and made as much of this adventure as possible seem like that particular god's quest, then why would you ever accept that "10% chance" represents appropriately their involvement in this most dire moment?? whereas if you're more of a 'high holidays' cleric, maybe 10% seems quite generous. or perhaps your favorite dm always rolls this one behind the screen and questions are for the faithless.
the new spell narrows scope from three deities to one. dev team tryin'a keep you from makin false idols of the dm and the dice.
My attempt at a quick fix. 10TH LEVEL: DIVINE INTERVENTION You can call on your deity or pantheon to intervene on your behalf. As a action, choose any Divine spell of 5th level or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing any components. You then can’t use this feature again until you finish a Long Rest.
20TH LEVEL: GREATER DIVINE INTERVENTION You are able to call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Miracle when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests. When you cast Miracle with this feature if the deity is unwilling to fulfill your request exactly how you want they will know and you alter your request until both you and the deity are content with the result. Even if you request something vile in the eyes of the deity they will simply deny the request until you select a request they will fulfill, thus you will never suffer a penalty for casting Miracle with this feature.
New Spell
Miracle Level 9th Cast Time: 1 action Range: Self Component: V, S, M (symbol of a deity) School: Evocation
Miracle isn’t really cast as much as it is requested. You ask your deity to intervene in your favor. This may manifest in multiple ways.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect as if cast with a 9th level spell slot.
Alternatively, you can create one of the following effects of your choice:
You create enough food and water to feed up to 10,000 people. The food and water appears in barrels per 50 people being feed by this spell in unoccupied spaces. The food can be cooked bread, fish, meat, nuts, fruits or any combination of your choice. Any food or water not consumed within 24 hours vanishes a long with the barrels.
You attempt to resurrect any creatures of your choice that you can see as if you used the revivify spell on them.
You allow up to thirty creatures that you can see to regain all hit points, and you end any conditions on them.
You grant up to ten creatures you can see immunity to all damage until the start of your next turn.
You cast the hallow spell but the effect radius is up to 500ft and you may choose three special effects instead of just one.
You might be able to achieve something beyond the scope of the above examples. State your requested effect to the GM. The GM has great latitude in ruling what occurs in such an instance; the greater the request, the greater the likelihood that the deity refuses or does something more in line with their own desires. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of the deity’s method of manifesting the request. For example, requesting that a villain dies might bind your souls together as the deity expects you to sacrifice yourself to end the villains life. Similarly, requesting a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
If the request is against the deity’s nature or desires the spell fails and the action is wasted. You don’t lose the spell slot, but you can’t cast this spell again for 10d6 days. If the request is vile in the eyes of the deity you lose the ability to cast this spell forever.
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Divine Intervention is one of the coolest class features in the game
Right now, divine intervention can let us wield Eilistraee’s sword, summon an aspect of Bahamut, be surrounded by empowering music from Oghma
But in one dnd… it’s been reduced to a bland and boring “5th level spell or lower”
this ruins the coolest feature clerics have… and it takes creativity away from the DM and player’s hand
And it takes all the way till level 20 to get the better version of it… but even that is a problem, because instead of letting a dm come up with a creative way for a deity to intervene it is instead a “wish” spell. Not to mention, this is at level 20. Most people don’t get to play at level 20, wether that’s because of time or because WoTC refuses to make adventures that go to level 20. The fact a player might have to wait all the way till level 20 so they can do cool things like wield Eilistaeen’s sword or summon an aspect of Bahamut is a problem.
I do think it really dampens the fun. I really enjoyed during a climactic battle against a lich, being able to make the sunrise, and help turn the tide of the battle. It’s a little sad, but I think it was necessary. There’s only so much the dm can do at once, this feature can be a little stressful for newer ones.
Just bring back the Miracle spell if they want to change it to a spell.
An Aspect of Bahamut? The CR 30*2 monster, one of the two strongest stat blocks in the game? Yeah, you should definitely have to wait until level 20 for that. Or, ideally, you shouldn't be able to do that at all.
And that's kinda the point of the changes. Getting away from mother-may-I features (i.e. things that just say "your god helps you out. IDK, ask your DM") has been a big goal of 1D&D. There's no way to judge how powerful a feature is if one DM gives you an Aspect of Bahamut for it and another gives you a little Bahamut figurine.
Anyways, the old version never felt good. You're gonna use an action for a 10% chance for your DM to throw you a bone? And then, in the unlikely event you succeed, effectively not have that feature for a week? I'd definitely take a 100% chance to do something that I know is useful any day of the week.
If you want a visage of your god to come down and plop a divine aspect to assist you, I'll point out that summon celestial is 5th level, and has been confirmed to be in the 2024 PHB.
By the way, wish is straight up asking your god for something. By 20th level, pretty much the only differences in the feature are that it's got a shorter cooldown and you can still reliably cast lower level spells without said cooldown.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
At 11th level, you have access to commune and planar ally, two spells that collectively give you a hotline to your deity to ask them directly for amazing shit (knowledge in the case of commune, and a potentially strong buddy to help you out in the case of planar ally).
With that in mind, Divine Intervention copying a 5th level or lower cleric spell at no cost just makes sense to me, because it goes beyond anything else your class is able to do up to that point, but without feeling almost like flavour text due to failing to do anything most of the time (or always if you're unlucky).
I’ve said it before: The 2014 version was the clerics deity intervening and worked in an antimagic field
The playtest version is an extra resource that does not work in antimagic, it is a spell gifted by the clerics deity but the cleric still has to take the magic action to cast it
it is not the god taking the action, it is the priest casting a spell, ergo it does not work in antimagic field and in the very literal sense of the word it is not a divine intervention
And finally the current playtest version can be counterspelled.
I know the intent is to make DMs life easier, but it needs work with rewording.
Currently it is no good.
Those are fair points, but it honestly wouldn't take much to word it so those are no longer issues.
As I understand it, the argument was that this doesn't have the "feel" of the 2014 Divine Intervention where anything goes if it works, but at the cost of being extremely unreliable.
As a mechanical game feature 5eR Divine Intervention is better, but for narrative purposes it is far worse. "mother may I" is simply a feature that requires cooperation between players and DMs, in a cooperative TTRPG this seems like a good thing to me. Making characters completely self sufficient takes out the cooperative nature of the game, and feels like it is moving towards automation. Remove all necessity for DMs to be creative, improvisational, or know anything about their players' characters....
Maybe a compromise is to have Divine Intervention work like before, but the reliability goes up the more immediate danger the party is in. Like they're on the cusp of a TPK, and Divine Intervention is much more probable to go off than if the cleric is just asking God to give them some love while they're sipping tea.
I don't know the best way to translate that to mechanics though.
There's a difference between cooperation between players and DMs and needing to get a thumbs up every time you want to use your class.
And I'd also say the narrative of "you can entreat your deity for assistance in your most dire moment, but there's only about a 10% chance they'll give a shit lol" isn't especially strong. I'd definitely flavor the new Divine Intervention as a visage of the Cleric's deity showing up and producing the effect themself, so to me the feature barely loses any flavor while gaining a great deal of consistency. I guess some people might describe it as just another spell, but... too bad for them.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Something related to the cleric's hit points could potentially work (e.g. 10% normally but 50% chance if below 1/2 your hitpoint maximum), or have it guaranteed to work but then have a long recharge time.
I’m fine with the spell effects if the wording is adjusted so that the cleric isn’t casting a spell
that was the suggestion in the 2014 version anyway
Another consideration could be that for the split second you become the focal point of the deity - any cleric spell effect, with the point of activation being your square and you are immune to any damaging effects of the spell for its duration
call down Dawn on yourself at L10, or at L20 Hallow or Sunburst
One feature that you could only use 1/adventuring day is hardly "everytime you want to use your class". Players are constantly asking the DM questions anyway, so what's the big deal?
Yeah, changing Divine Intervention like this was... not the route I would've taken on this.
One of the lessons we really ought to learn from past game designs is, the more clearly you define something, the more you exclude everything else. Creativity and imagination became the victims of quantification. In its current form, it is a flexible spell-slot with a chance of failure on use. Previously, it was a literal miracle.
Do I understand why the rewrite was made? Yeeess, begrudgingly, since I can unfortunately imagine how a very inconsiderate interpretation of the feature could lead to conflict in the player group. But that, honestly, feels more like a PICNIC situation (Problem in Chair, Not in Corebook).
Ideally, every D&D player (including the DM, who is also a player but with a different hat) would be mature enough, considerate enough, and charitable enough to use the original class feature for the RP awesomeness that I truly believe was its original intention.
But now we have... this. And I has a bit of a sad. :(
The problem with the original Divine Intervention wasn't just an interpretation of what it can do. The issue with it was that you had to be extremely lucky for it to do anything at all.
Even worse if you're in a dire situation as mentioned before, about to be TPK'ed, and it's the last thing you use your action on in a desperate last attempt to save yourself and your party....and it just whiffs like always.
At least with this, assuming you saved it for emergencies, you can do an emergency Revivify or Mass Cure Wounds or something to at least give the party a chance to leave the encounter alive.
See, I never saw that as a problem, but as an intended feature. To me, it was never meant to be a certain thing. It was always such a slim, near on impossibility, that you could successfully beseech your deity into giving you direct aid. Something you would do when all hope was lost, and all that remained was... faith. But the stories around the table it created when you finally rolled that 08! That's the stuff players talk about for years later. Or at least weeks. I mean, attention spans being what they are these days. You know how it is.
I guess it comes down to personal taste on this one, right? An absolute and clearly defined effect: press button, get cake. Or a nebulous, roll-and-pray feature that's honestly more flavour than crunch?
Oh well :)
Agreed. However I wouldn’t mind a some improvements. Like no concentration required, advantage on any attack rolls, enemies have disadvantage on saving throws, max damage. And have like a 1d4 day cooldown.
This is the one feature you get at 10th level as a cleric. You don't get anything else new. Having a feature that is a probabilistic blank isn't what I prefer in that context, unless something else is gained with it.
if you've brought your in-game deity to every previous battle, praised them loudly after every previous victory, paid your tithes, and made as much of this adventure as possible seem like that particular god's quest, then why would you ever accept that "10% chance" represents appropriately their involvement in this most dire moment?? whereas if you're more of a 'high holidays' cleric, maybe 10% seems quite generous. or perhaps your favorite dm always rolls this one behind the screen and questions are for the faithless.
the new spell narrows scope from three deities to one. dev team tryin'a keep you from makin false idols of the dm and the dice.
My attempt at a quick fix.
10TH LEVEL: DIVINE INTERVENTION
You can call on your deity or pantheon to intervene on your behalf. As a action, choose any Divine spell of 5th level or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing any components. You then can’t use this feature again until you finish a Long Rest.
20TH LEVEL: GREATER DIVINE
INTERVENTION
You are able to call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Miracle when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests. When you cast Miracle with this feature if the deity is unwilling to fulfill your request exactly how you want they will know and you alter your request until both you and the deity are content with the result. Even if you request something vile in the eyes of the deity they will simply deny the request until you select a request they will fulfill, thus you will never suffer a penalty for casting Miracle with this feature.
New Spell
Miracle
Level 9th
Cast Time: 1 action
Range: Self
Component: V, S, M (symbol of a deity)
School: Evocation
Miracle isn’t really cast as much as it is requested. You ask your deity to intervene in your favor. This may manifest in multiple ways.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect as if cast with a 9th level spell slot.
Alternatively, you can create one of the following effects of your choice:
You might be able to achieve something beyond the scope of the above examples. State your requested effect to the GM. The GM has great latitude in ruling what occurs in such an instance; the greater the request, the greater the likelihood that the deity refuses or does something more in line with their own desires. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of the deity’s method of manifesting the request. For example, requesting that a villain dies might bind your souls together as the deity expects you to sacrifice yourself to end the villains life. Similarly, requesting a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
If the request is against the deity’s nature or desires the spell fails and the action is wasted. You don’t lose the spell slot, but you can’t cast this spell again for 10d6 days. If the request is vile in the eyes of the deity you lose the ability to cast this spell forever.