Prayers Rank 2nd

Artful Dodger
Prayer Rank: Second
Magic Points: 8
Range: cleric
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow cultist
Resistance: none

	The cleric is granted the power to permit himself or a fellow cultist to dodge one blow each round.
	The affected cultist is automatically successful in dodging one successful melee hit each round for the duration. All damage from a dodged blow is ignored. Characters with the dodge blow skill may attempt to dodge a second successful melee hit per round in addition to the automatic dodge permitted by this prayer; this is an exception to the "one-dodge-per-combat-round" rule of the dodge blow skill.

Banish Lesser Numina
Prayer Rank: Second
Magic Points: 6 or 15 (see below)
Range: 10 yards
Duration: instantaneous
Area of Effect: one divine counselor or guardian
Resistance: none/WP (see below)

	The cleric is granted the power to banish divine counselors and guardians
	At a cost of 6 MP the prayer is automatically successful (no WP test) in banishing numina of the cult's own alignment.
	At a cost of 15 MP numina of other cult alignments may be banished. Such numina may test vs. WP to resist banishment. If the test is failed, the numina is banished. If the test is successful, the numina is not banished, but is prevented from taking actions other than parrying or fleeing for 1d3 rounds.
	A successfully banished numen immediately disappears and returns to the shadowrealm of its divine patron.
	This spell does not affect daemons, elementals, or undead summoned or created by sorcerous means.

Bless Thy Servant
Prayer Rank: Second
Magic Points: 4
Range: touch
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow cultist
Resistance: none

	The cleric is granted the power to confer the blessing of his divine patron upon all endeavors of the cleric or a a fellow cultist. The affected cultist receives a +10 bonus to all 1d100 tests for 1d6+3 rounds.

Corrupt Spirit
Prayer Rank: Second
Magic Points: 1
Range: 10 yards
Duration: instantaneous
Area of Effect: one normal or magickal creature or plant
Resistance: WP

	The cleric is granted the power to corrupt the spirit of a normal or magickal creature or plant so that it cannot maintain and restore its life energy.
	The affected creature or plant tests vs. WP to resist. If successful, the prayer has no effect. If failed, the creature or plant loses 1 wound point.
	This wound point is lost permanently, or until the corruption is removed through the invocation of a banish ensorcelment prayer.
	A living thing reduced to zero wound points with this prayer lapses into a cataleptic or dormant state and dies within a number of days equal to its Wound characteristic score. A magickal creature reduced to zero wound points with this prayer ceases to be able to manifest in the material world and disappears.

Create Ghoul
Prayer Rank: Second
Magic Points: 10
Range: touch
Duration: indefinite
Area of Effect: NA
Resistance: None

	The cleric is granted the power to bind a recently deceased spirit into the corpse from which the spirit came. The undead creature thus created is known as a ghoul. A ghoul cannot be destroyed excpt by destroying its head, which releases its spirit. (See Divine Summonings, "Ghoul," page ??)
	Ghouls attempt to move and follow commands of any controller, but are subject to stupidity and animosity toward all living creatures, and frequently fail to follow directions.

Detect Chaos
Prayer Rank: Second
Magic Points: 6
Range: 2 yards
Duration: 1d6+3 rounds
Area of Effect: one creature or object per turn
Resistance: WP

	The cleric is granted the power to perceive the Mark of Chaos in creatures or objects he sees. Creatures may test vs. WP to resist this prayer; if successful, the prayer has no affect. The cleric must be within range of the creature or object, and must be able to see it. If the creature or object is tainted with chaos, or if warpstone, warpdust, or any of its derivatives are within range, the cleric sees the creature or object shimmer with a ghostly green aura.

Distraction
Prayer Rank: Second
Magic Points: 6
Range: 10 yards
Duration: 1d6+3 rounds
Area of Effect: one creature
Resistance: WP =

	The cleric is granted the power to distract the attention of a single creature away from the cleric and fellow cultist companions nearby.
	The affected creature tests vs. WP to resist. This test should be rolled secretly and concealed from the player of the invoking cleric.
	If the test is failed, the creature is distracted from the sight of the prayer-invoking cleric and any fellow cultist companions within one yard of the cleric for 1d6+3 rounds. If the test is passed, the creature is distracted from the sight of the prayer-invoking cultist for one round only.
	The creature's distraction can be interrupted by any loud sound (yelling, a door slamming, speech in a normal voice) or disturbing physical sensation (any physical attack, rough contact with any creature or object, etc.).
	Note: The affected creature's attention is magickally drawn away from the cleric and his companions. The creature is not aware that it is magickally distracted, whether it passes or fails its resistance test; in both cases, the creature simply found something else very interesting and failed to notice the cleric and his companions

Faith Provides
Prayer Rank: Second
Magic Points: see below
Range: NA
Duration: instantaneous
Area of Effect: NA
Resistance: None

	The cleric is granted the authority to request that his divine patron provide for satisfaction of a material need. The prayer can only be used to benefit a fellow cultist, or to benefit the Greater Good of the cult.
	The cleric must choose one of the two methods of expending MP for this prayer before rolling any dice. 
	Method 1: The cleric may make a permanent sacrifice of 1 MP to invoke the prayer. One MP is immediately subtracted from his BMP, and the material need is provided automatically.
	Method 2: Roll 6d6 to determine the number of MP required to invoke the prayer. If the cleric has sufficient CMP to invoke the prayer, the prayer is granted, and the MP are subtracted from his CMP. If the cleric does not have sufficient CMP to invoke the prayer, his CMP is immediately reduced to zero, and the prayer is not granted.
	If the faith provides prayer is granted, the cleric requests that his divine patron deliver some physical object or material to the cleric. The cleric briefly describes the object or material he needs, the reason for his requesting it, and the urgency of his request. The cleric also vows to donate the monetary value of any object or material provided to the cult, said donation to take place as soon as possible.
	The divine patron (ie, GM) judges the dignity, justice, and cult propriety of the cleric's request, and considers the scale of the miracle requested, and the greed, pride, or presumption of the cleric requesting the miracle. Then the divine patron decides how the he will grant the miracle. If the cleric's request is appropriate, the patron may provide the object or material more or less as requested. The divine patron may feel that another form of material aid is more appropriate, and may choose to provide in his own chosen manner.
	The object or material may be delivered miraculously out of the air, or may be delivered by a magickal cult messenger, or may be delivered by a nearby cult priest or layman.
	Clerics are not permitted to use soullink or greater soullink to provide MP to invoke this prayer (this is an exceptional case). 
	A divine patron may refuse to answer this prayer on the following grounds: 1.The use of this prayer to increase the personal wealth of another is prohibited. 2. Frivolous use of this prayer to provide a material need when it might be easily provided by mundane means is also prohibited.
	Note: Clerics who ask for very little, and only for what is in the cult's best interests, have a fair chance of getting what they ask for -- depending on how arbitrary the God is. The divine patron may also require that the object or material be returned to some person or place, or that it be donated to the cult, after it is used.
	The value of an object or material provided is determined by reference to the "WFRP Consumer Guide," WFRP, pages 293-297, or at the GM's discretion.
	Failure to donate the value of a granted object or material in a timely fashion may result in the temporary loss of clerical powers or permanent expulsion from the cult.
	The following objects and materials are most often granted in response to this prayer:
	 weapons
	 armor
	 plain but nourishing food
	 water
	 common tools (shovel, map, grappling hook)
	 emergency supplies required by travelers (blankets, dry firewood, etc... )
The following objects are never granted:
	 living things
	 coin, precious metal or jewels, or other materials or artifacts used as currency
	 magickal artifacts or materials

Giant Animal Mastery
Prayer Rank: Second
Magic Points: 4 per turn
Range: 10 yards
Duration: 1 turn per 4 points spent
Area of Effect: One Giant Creature of Nature
Resistance: WP

	The cleric is granted the power to communicate telepathically with a giant wild or domesticated beast and to command it to follow his bidding.
	The beast must have an intelligence in the range of 2-14: less intelligent creatures cannot communicate or understand commands; more intelligent creatures are not accessible with this prayer. Communication between the cleric and the creature is limited to concepts familiar to the creature through its own experience, behavior, and limited intelligence. (Note that giant animals are no more intelligent than their normal-sized versions.)
	Clerics familiar with a creature's experience, behavior, and intelligence may expect more effective communication and control of the creature, while unfamiliar creatures will be especially difficult to communicate with and control.
	This power lasts one turn, but the duration may be extended by expending additional points, so long as the creature is still within 6 yards of the cleric. Once a creature moves beyond 6 yards from the cleric, telepathic communication is no longer possible.
	If the creature moves beyond 6 yards from the cleric, it may test vs. WP to resist any commands previous given.
	Neither magickal nor unnatural creatures nor giant humanoids (eg, trolls, ogres, giants, fimir, etc.) are accessible through this prayer. Specifically affected animals include: giant bats, beetles, rats, scorpions, snakes, and spiders and dire and great wolves. Not included are giant owls and eagles.
	Note: [perhaps for WFRP II? be nice to have some rationale for cool giant creatures] Giant Races are experiments of the Great Slann back in the mists of the past. The Giant Race creatures are generally no smarter than their smaller counterparts. Ironically, giant race humanoids are much less smart than their smaller counterparts. The Giant Race creatures are now rare and solitary -- declining races of great longevity -- and are to be found primarily in remote wildernesses. They are still fertile, but extremely succeptible to Chaos. Most offspring are born dead, horrible monsters. Rarely do the giant race creatures breed true. Some extraordinary Chaos-tainted offspring are ancient wizards and godlings.

Grant Greater Prayer
Prayer Rank: Second
Magic Points: see below
Range: NA
Duration: instantaneous
Area of Effect: self
Resistance: none

	The cleric is temporarily granted the authority to ask for a single invocation of a prayer of 3rd or 4th rank.
	To invoke a 3rd rank prayer, the cleric tests vs. WP. If the test fails, the 3rd rank prayer is not granted. If the test fails by 30 points or more, the 3rd rank prayer is not granted and the cleric suffers 7 wounds as a punishment for presumption. If the test is successful, the requested 3rd rank prayer is immediately granted. The cost of invoking a 3rd rank prayer is 10 MP plus the normal MP cost of the 3rd rank prayer.
	To invoke a 4th rank prayer, the cleric tests vs. WP. If failure, prayer not granted. If the test fails by 30 points or more, the 4th rank prayer is not granted and the cleric suffers 10 wounds as a punishment for presumption. If the test is successful, the requested 4th rank prayer is immediately granted.
	The cost of invoking a 4th rank prayer is 12 MP plus the normal MP cost of the 4th rank prayer.
	Note: The authority to invoke this prayer is almost never granted to clerics on a permanent basis. Typically this prayer is granted on a single-use basis to an especially worthy cultist or as a special blessing for a cultist on a mission for his cult.

Great Soullink
Prayer Rank: Second
Magic Points: 15
Range: cleric
Duration: see below
Area of Effect: 10-yard-radius sphere
Resistance: None/WP

	The cleric is granted the power to link the spirits of all fellow cultists within the area of effect for the purpose of invoking a single prayer by drawing spiritual energy from the cleric and fellow cultists. The cleric and fellow cultists must be on sacred ground, in flesh contact with the cleric or other soullinked cutlists, and remain in a linked circle no larger than 10 yards in radius.
	Once a soullink is established, the cleric and soullinked cultists must remain motionless, in flesh-to-flesh contact, and in a flesh-to-flesh linked circle no larger than 10 yards in radius, performing no other actions, until the cleric invokes a prayer using MP from the soullinked individuals. If flesh contact is interrupted between any of the soullinked participants, the soullink is broken. It is possible, but very difficult, for the linked participants to move together (Risk test each turn, modified according to terrain).
	The cleric and soullinked cultists remain soullinked indefinitely until the cleric invokes a prayer. When the cleric invokes a prayer, the MPs to invoke that prayer are drawn from the cleric and soullinked cultists.
	MP is drained equally from all participants, beginning with the cleric, and continuing in order from the other participant with the highest Base MP to the participant with the lowest Base MP. This cycle continues until the necessary MP for the prayer has been collected. The process of drawing MP from the cleric and cultists is instantaneous; the prayer is invoked
immediately as if the cleric himself has provided all the MPs.
	When the necessary MPs have been collected, it is channeled through the cleric, the prayer is invoked, and the soullink is broken.
	Notes: If used to drain MP from an unwilling and physically restrained fellow cultist, the cultist may test against WP to resist.

Great Warding
Prayer Rank: Second
Magic Points: 1 per cubic yard of effect
Range: touch
Duration: 1d6+3 hours
Area of Effect: 1 cubic yard per MP spent
Resistance: None

	The cleric is granted the power to extend the protection of a sacred warding over a greater volume of space for an extended time period. The space to be protected need not be sacred ground.
	The volume to be warded must be marked off with holy symbols. (For example, if a volume of empty space is to be warded, poles bearing the holy symbols must be erected.) [AN ILLUSTRATION WILL BE MUCH CLEARER THAN TEXT!]
	For the duration of the prayer's effects, no divine magicks other than the cult's divine magicks may affect the warded space. (Sorcerous magics are not affected.)
	The following magical beings may not enter the warded space or physically attack anyone in the warded space:
	 elemental nodes or elementals of size 4 or smaller.
	 daemonic imps, steeds, daemon creatures, or lesser daemons
	 divine zombies, skeletons, ghosts, haunts, or spectres
	Note: With the aid of the great soullink prayer, a cult can provide considerable magickal protection for temple precincts, monasteries, and even town and city defenses. This prayer permits powerful cults to protect a city's walls from divine magick during a siege. Once this provided fortified towns with a decisive defensive edge in warfare, but the ascendancy of battle sorcery has greatly diminished the significance of this prayer and shifted the odds in favor of besieging forces supported by battlefield sorcery.

Hand of God
Prayer Rank: Second
Magic Points: see below
Range: NA
Duration: instantaneous
Area of Effect: NA
Resistance: None

	The cleric is granted the authority to request the direct intervention of his divine patron in the form of a miracle.
	The benefit provided by this prayer is equivalent to the use of a fate point. The prayer can only be used to benefit a fellow cultist, or to benefit the Greater Good of the cult.
	The cleric must choose one of the two methods of expending MP for this prayer before rolling any dice. 
	Method 1: The cleric may make a permanent sacrifice of 1 MP to invoke the prayer. One MP is immediately subtracted from his BMP, and the miracle occurs automatically.
	Method 2: Roll 6d6 to determine the number of MP required to invoke the prayer. If the cleric has sufficient CMP to invoke the prayer, the prayer is granted, and the MP are subtracted from his CMP. If the cleric does not have sufficient CMP to invoke the prayer, his CMP is immediately reduced to zero, and the prayer is not granted.
	If the hand of god prayer is granted, the cleric requests that his divine patron allow one character to be miraculously saved from certain death. The miracle must be requested in the round of the event that threatens certain death for the character. Clerics are not permitted to use psychlink or greater soullink to provide MP to invoke this prayer (this is an exceptional case).
	When requesting the intervention of the divine patron, the cleric may briefly describe the form of the miracle he is praying for. The divine patron (ie, GM) judges the dignity, justice, and cult propriety of the cleric's request, and considers the scale of the miracle requested, and the greed, pride, or presumption of the cleric requesting the miracle. Then the divine patron decides how the he will grant the miracle. If the cleric's request is appropriate, the patron may provide the miralce more or less as requested.
	The divine patron may feel that another form of miracle is more appropriate, and may choose to intervene in his own chosen manner.
	Clerics who abuse the privilege or requesting miracles are often sorry when they get what they ask for (cf, "The Monkey's Paw"). Clerics who ask for very ittle, and only for what is in the cult's best interests, have a fair chance of getting a fair deal -- depending on how arbitrary the God is.
	Note: Hand of god is an all-purpose spell covering many functions more economically handled by certain cult special spells, but costs a lot, and is less specific and effective. For example, cure disease of Shallya and hand of god may produce the same effect, but hand of god is much more expensive and limited.

Inspired Attack
Prayer Rank: Second
Magic Points: 6
Range: Touch
Duration: 1d6+3 turns
Area of Effect: one hand weapon borne by a member of cleric's cult
Resistance: None

	The prayer grants the cleric the power to temporarily inspire a cult member with exceptional skill in battle.
	An inspired cult member receives a +10 bonus to WS and BS and a +1 bonus to the Strength of a successful hit for the duration of the prayer's effect.
	When parrying, the cult member receives a +10 bonus to WS and +1 bonus to damage stopped by the parry.

Know Enemies
Prayer Rank: Second
Magic Points: 4
Range: cleric
Duration: 1d6+3 rounds
Area of Effect: 10-yard-radius sphere
Resistance: none

	The cleric is granted knowledge of the presence of enemies in nearby surroundings. Enemies are perceived by the cleric as a faintly-glowing transparent image of the enemy superimposed over the real image of the enemy as seen through the cleric's eyes. If the enemy is not visible to the eyes of the cleric (eg, darkness or intervening objects or barriers block sight), the cleric still perceives the faintly-glowing transparent image. [ILLUSTRATION HERE?]
	Members of cults with alignments opposed to the cleric's cult alignment are automatically revealed. Creatures actively seeking the cleric to do the cleric harm are also revealed. Creatures which might wish the cleric harm but which do not presently intend any harmful actions (eg, creatures which hate the cleric, but aren't aware of his presence, or creatures that hate the cleric but have no immediate plans for harming the cleric) are not revealed.
	Note: In their wisdom (or notable lack of it), divine patrons sometimes have rather eccentric definitions of "enemy" and "harm." For example, Ranald does not consider a creature planning to rob a cleric as intending that cleric harm. Such fine judgements of what is and what isn't an enemy in the eyes of god are left to the discriminating insights of the GM.

Make Thy Servant Whole
Prayer Rank: Second
Magic Points: 6
Range: 2 yards
Duration: instantaneous
Area of Effect: cleric or one fellow cultist
Resistance: none

	The cleric is granted the power to heal a fellow cultist. The prayer restores lightly or heavily wounded cultists to full wound points immediately.
	Terminal bleeding is halted in severely wounded cultists, but critical hit damage (ie, damage associated with terminal bleeding, broken or dislocated bones, amputated limbs) is not repaired.

(The Touch of the) Master's Hand
Prayer Rank: Second
Magic Points: 6
Range: cleric
Duration: 1d6+3
Area of Effect: cleric
Resistance: none

	The cleric is temporarily blessed by the friendly possession of a minor spirit of his cult, granting the cleric the knowledge, training, and experience to use a single skill favored by his cult. The cleric remains in control of his body, but his body and mind is enhanced by the knowledge and skill of the friendly possessing spirit. The cleric may consult directly with the intelligence of the minor spirit which simultaneously inhabits his body.
	The cleric may do as he wishes with his enhanced abilities, but prudent consultation with the cooperating intelligence of his minor spirit may prevent the cleric from making foolish or fatal errors.
	If the cleric does not already possess the skill, he may test against the skill no more than once per round as if he possessed the skill.
	If the cleric already possesses the skill, he may test against the skill at a +10 bonus no more than once per round.
	Note: The friendly minor spirit permits the cleric to practice a skill as if he possessed it, but does not give the cleric the judgement to practice that skill wisely; he must confer with the spirit to use his ability properly. For example, a cleric granted the use of the scale sheer surface skill can certainly practice his skill climbing down a 50-foot-high rain-slicked smooth stone wall, but he would be wise to confer with his possessing spirit to learn that he will have to make a lot of Risk tests with severe penalties to perform such a feat.

Minor Curse
Prayer Rank: Second
Magic Points: 4
Range: 10 yards (see Note below)
Duration: indefinite (see below)
Area of Effect: one creature
Resistance: WP

	The cleric is granted the power to visit a minor curse on any creature which has committed a minor offense, intentional or unintentional, that dishonor's the cleric's divine patron, the patron's servants, the patron's sacred ground, shrines, or temples, or his cult's clerics.
	The creature may test vs. WP to resist. If the test is successful, the curse has no effect. If the test is failed, the curse takes effect.
	Each cult has a preferred minor curse. For details of the effects of each cult's minor curse, see Cult Descriptions. See also the discussion of curses in Layman's Benefits, "Earning a God's Curse," page ??.
	Note: Clerics of Ecat=82 are granted a more unrestricted use of this prayer than are clerics of other cults. The range of a minor curse for the Ecate cult is indefinite, and limited only by the requirement that the cleric must have in hand some sample of the flesh, hair, nails, or other bodily tissues of the subject creature.

Mortify Flesh
Prayer Rank: Second
Magic Points: 8
Range: 10 yards
Duration: instantaneous
Area of Effect: one creature
Resistance: none

	The cleric is granted the power to cause the flesh of a creature to mortify as if decaying after death. The affected creature receives 1d6+6 wounds in a location chosen by the cleric, reduced by Toughness, but not armor protection, except that each plus of magickal protection reduces the wound damage by 1 point. The injury causes by this prayer is ghastly in appearance and odor. In addition, the victim must make an immediate Disease test to avoid infection. (See WFRP, "Wound Infection," page 83.)

Nullify Prayer
Prayer Rank: Second
Magic Points: see below
Range: cleric touches area, item or being affected by prayer
Duration: instantaneous
Area of Effect: magical effects caused by a single prayer
Resistance: none

	The cleric is granted the power to cancel the magickal effects of a single prayer.
	The cleric must spend 4 MP plus one additional MP for each MP originally spent to invoke the prayer to be nullified. The cleric need not know the name of the prayer, who invoked it, its divine patron, or its specific effects; he need only indicate to his divine patron in general terms what magickal effect he wishes to have nullified. (For example, "O Sigmar, please nullify whatever prayer is making that poor trollslayer dance and... is that singing? O PLEASE, make it stop!") 
	If the cleric does not have enough CMP to cover the cost of this prayer, the cleric is immediately reduced to 1 CMP and the nullify prayer prayer fails; the magickal effects of the target prayer are not affected.
	Only magical effects can be dispelled. Physical damage caused (eg, wounds lost or critical effects), psychological damage caused (eg, Insanity Points gained), and beings summoned by prayers are not affected.
	Note: To make a prayer more difficult to nullify, clerics may spend additional magic points to invoke prayers. For example, a Sigmar cleric casting a bless token prayer need only spend 1 MP to invoke the prayer, but, in order to prevent an enemy cleric from nullifying the bless token prayer, the Sigmar cleric may spend additional MP (say, 5MP, or 10MP) to make the bless amulet prayer more expensive to nullify.

Pillar of Flesh
Prayer Rank: Second
Magic Points: 1 per creature wound characteristic
Range: 10 yards
Duration: 1d6+3 turns
Area of Effect: one non-magickal creature
Resistance: WP

	The cleric is granted the power to paralyze a single non-magickal creature, instantly binding the creature into a rigid statue of flesh.
	The creature tests vs. WP to resist. If the test succeeds, the prayer has no effect.
	The affected creature is not completely paralyzed; respiration, blood circulation, and other essential bodily functions continue in order to prevent permanent harm to the creature. As a result, speech is still possible, though badly slurred  due to paralysis of the jaws and tongue. The creature continues to think and perceive sensations normally.
	Note: Murder of pillar of flesh victims is considered cowardly and blasphemous by many cults. Abuse of this prayer is likely to result in temporary loss of clerical powers, or, in cases of repeated abuses, the permanent loss revocation of the authority to invoke this prayer. That someone else committed the murder is rarely considered an excuse, as long as you were responsible in some way for the death, though extenuating circumstances may be considered.

Protection from Chaos Taint
Prayer Rank: Second
Magic Points: 6
Range: touch
Duration: 1 hour
Area of Effect: cleric or fellow cultist
Resistance: WP

	The cleric is granted the power to protect himself or a fellow cultist from the Taint of Chaos. While protected by this prayer a cultist is not affected by the taint of chaos prayer, by contact with warpstone or its derivatives, or by other sources of Chaos contamination.

Sense Hidden Danger
Prayer Rank: Second
Magic Points: 6
Range: cleric's token
Duration: instantaneous
Area of Effect: 10-yard-radius sphere
Resistance: none =

	The cleric is granted knowledge of concealed weapons, traps, poisons, creatures in ambush or out of sight, and other hidden dangers within the area of effect. The cleric is also granted awareness of the presence of illusions, though the illusions are not dispelled and things concealed by the illusions are not revealed.
	The cleric is not actually granted the sight and exact location of the dangers, but is told by the divine patron of the hidden dangers (eg, "Beyond this door lurks a fearsome beast," or "The sheathed blade of the red-headed-warrior's weapon is poisoned," or "The path ahead is within range of bowmen concealed on the ridge.).
	Note: The degree of detail in the divine patron's danger report depends on the personality of the granting patron and the GM's whim. It is a sad truth that the gods are somewhat inconsistent and occasionally unreliable in their attendance to the welfare of their clerics.

Smite Thy Enemy
Prayer Rank: Second
Magic Points: 6
Range: 6 yards
Duration: instantaneous
Area of Effect: one creature
Resistance: WP

	The cleric is granted the power to deliver a magickal blow to an enemy. The enemy suffers as if struck by a physical weapon.
	The creature tests vs. WP to resist; if successful, the prayer has no effect.
	An affected creature loses 1d6+1 wounds disregarding toughness and armor.

Summon Ghost of Khaine
Prayer Rank: Second
Magic Points: 6
Range: within 10 yards of cleric
Duration: until the next dawn
Area of Effect: NA
Resistance: None

	The cleric is granted the power to summon a deceased spirit in the form of a ghost of Khaine from the Realm of the Raving Dead. The ghost must be summoned within 10 yards of the invoking cleric.
	A ghost may be bound to a territory by the cleric, or may be left free to move and act according to command.
	A bound ghost may not move more than 10 yards from the point where the invoking cleric stood when the ghost was summoned; this becomes the ghost's territory.  A bound ghost within its territory is neither subject to instability, nor is it subject to stupidity if not controlled.
	A free ghost may move and follow commands of any controller for the duration.
	Free ghosts are subject to instability, and are subject to stupidity if uncontrolled. (See Divine Summonings, "Controllers and Khaine's Undead," page ??.)

Summon Guardian
Prayer Rank: Second
Magic Points: 9 base + 2 per 10% chance of successful summoning
Range: sacred ground within 10 yards
Duration: see below
Area of Effect: one divine guardian or guardian spirit
Resistance: none

	The cleric is temporarily granted the protection of a minor divine creature or spirit of his cult. The minor creature or spirit can guard an area to warn against and attack intruders, or may be commanded directly into combat with creatures threatening the cleric.
	The prayer must be invoked on sacred ground, and the divine guardian only serves the cleric on the sacred ground where the prayer is invoked; if sent beyond the perimeter of the sacred ground, the guardian immediately is recalled to its divine patron. (If the sacred ground of the invocation is the cleric's blessed token, the guardian must remain within 2 yards of the invoking cleric and his blessed token for the duration of the prayer.) Other fellow cultists may be given the authority to command the guardian at the cleric's option, but the summoning cleric may always override another cultist's commands.
	A guardian may be summoned to guard sacred ground. The guardian is given a definition of intruders by the cleric, and may be commanded to automatically attack any creatures identified as intruders, or it may be commanded to sound an alarm upon discovery of intruders and required to wait for explicit orders to attack from the cleric. The guardian remains on guard in the service of the cleric for 1d6+3 hours or until it is engaged in combat; the guardian is recalled to the divine patron 1d6+3 turns after it has been engaged in melee or attacked with missiles or magick, or when the 1d6+3 hours of the prayer's duration expire.
	A guardian may be summoned and commanded immediately into combat. The guardian will follow the verbal commands of the cleric to the best of its ability and comprehension. The guardian is recalled to the divine patron 1d6+3 turns after it has been engaged in melee or attacked with missiles or magick.
	Divine guardians of different cults may have varying abilities, motivations, and personalities. In guarding against intruders and enemies and in physical combat they are generally gifted and skillful; in performance of other tasks they are extremely unreliable. For details, see Divine Summonings, "Divine Guardians," pages ??-??, and individual cult descriptions.

Summon Skeletal Champion of Khaine
Prayer Rank: Second
Magic Points: 10
Range: within 10 yards of cleric
Duration: until the next dawn
Area of Effect: NA
Resistance: None

	The cleric is granted the power to summon a skeletal champion of Khaine from the Realm of the Raving Dead. The skeletal champion must be summoned within 10 yards of the invoking cleric. The skeletal champion serves any controller for the duration. (See Divine Summonings, "Controllers and Khaine's Undead," page ??.)

Treat Illness
Prayer Rank: Second
Magic Points: 6
Range: touch
Duration: instantaneous
Area of Effect: one creature
Resistance: none

	The cleric is granted the power to cure a creature of a single disease.
	The creature affected tests vs. Toughness x 10 with a bonus equal to the WP of the cleric; if failed the prayer has no effect. If successful, the creature is cured of the disease, and recovery time, if any is required, begins immediately (see WFRP, "Disease," page 82-83).