Prayers Rank 3rd

Banish Divine Servant
Prayer Rank: Third
Magic Points: 10/20 (see below)
Range: 10 yards
Duration: instantaneous
Area of Effect: one divine servant
Resistance: none/WP (see below)

	The cleric is granted the power to banish divine servants.
	At the cost of 10 MP the prayer is automatically successful (no WP test) in banishing servants of the cult's own alignment. 
	At a cost of 20 MP servants of other cult alignments may be banished. Such servants may test vs. WP to resist banishment. If the test is failed, the servant is banished. If the test is successful, the servant is not banished, but is prevented from taking actions other than parrying or fleeing for 1d3 rounds.
	A successfully banished servant 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.

Banish Ensorcelment
Prayer Rank: Third
Magic Points: 8
Range: touch
Duration: instantaneous
Area of Effect: cleric or fellow cultist
Resistance: none/WP (see below) 

	The cleric is granted the power to remove mental influences magickally imposed upon a creature, whether the influences were imposed by sorcerous or divine magickal means. The cleric may also cast out daemonic possession by challenging the daemon to spirit combat; further, the cleric receives divine aid for his spirit combat with the daemon.
	Any divine or sorcerous magick which tampers with or influences the mind of the touched creature is removed. This includes effects of spells, rituals, prayers, and magickal and divine artifacts. The creature may choose to resist the removal of the ensorcelment; in that case, the creature tests vs. WP to resist. If the test is failed, the removal is successful. If the test is passed, the ensorcelment is not removed.
	Note: In many cases an ensorceled creature believes that it wishes to resist removal of the ensorcelment as a direct result of the ensorcelment -- that is, it ironically may resist the efforts of a cleric trying to free it from an ensorcelment.
	This prayer also permits the cleric to challenge a possessing daemon to spirit combat (see Sorcerous Magick, Elemental and Daemon Summoning, "Spirit Combat," page (??, ms. 16) and "Possessed Characters," page (??, ms 18)). The cleric immediately engages the daemon in Spirit Combat, and receives a +6 to his spirit combat attack rolls.

Blind Enemy
Prayer Rank: Third
Magic Points: 6
Range: 10 yards
Duration: 1d6+3 rounds
Area of Effect: One Creature
Resistance: WP

	The cleric is granted the power to blind a creature.
	The creature tests vs. WP. If successful, the prayer has no effect. If the test fails, the prayer takes effect as follows.
	The blinded creature cannot see at all. Game effects of blindness are at the GM's discretion, with the following suggested guidelines: -90 penalty to BS, -50 penalty to WS, Risk tests for movement, modified by the GM to account for footing and obstacles.

Consecrate Lesser Instrument
Prayer Rank: Third
Magic Points: see below 
Range: NA
Duration: varies
Area of Effect: one object or site
Resistance: none 

	The cleric is granted the power to consecrate an object to the use of his cult. The object receives one or more lesser virtues (divine magickal powers) as a blessing from the cleric's divine patron.
	The cost of invoking this prayer is 3d6 MP. This prayer must be invoked an indefinite number of times before it is answered. During each invocation of the prayer the cleric requests the gift of a magickal lesser instrument and attempts to justify his need for such a gift.
	When the prayer is answered, a lesser instrument is produced. At this time cleric must make a permanent investment of 1 MP for each lesser virtue possessed by the lesser instrument.
	A permanent investment of magick points reduces the invoking cleric's Basic Magick Point score by the number of points invested in the lesser instrument.
	So long as the lesser instrument remains consecrated, the MP invested in the lesser instrument is not available to the cleric. If the consecration of the lesser instrument is cancelled or ended in any way, the cleric regains the use of the magick points.
	For details of consecrating objects with this prayer, see Divine Instruments, "Praying for Divine Instruments," page ?? and "Lesser Instrument Descriptions," pages ??-??.

Contact Soul of the Faithful
Prayer Rank: Third
Magic Points: 4 
Range: 1d100 miles
Duration: instantaneous
Area of Effect: one fellow cultist
Resistance: none 

	The cleric is granted the power to telepathically send a 10-word message to a fellow cultist in a remote location. The identity of the cultist to receive the message must be clearly indicated, or the divine patron may simply pick the closest cultist, or any cultist god thinks should get the message.
	Each time this prayer is invoked the gamemaster secretly rolls 1d100 to determine the range of the prayer. If the range rolled is too short to deliver the message, the intended recipient doesn't get the message. The cleric NEVER knows whether his message got through. There is no two-way communication with this prayer, though acknowledging a received message with a return spread the word or contact soul of the faithful prayer is a common practice for clerics.
	(See spread the word, page ??, a similar prayer, but note that with contact soul of the faithful, the receiving cultist need not be on sacred ground to receive the message.)

Create Bog
Prayer Rank: Third
Magic Points: 10
Range: 10 yards
Duration: 3 turns
Area of Effect: 48 square yards
Resistance: none 

	The cleric is granted the power to turn an area of earth into a wet, sucking bog. This prayer is only granted outdoors, on areas of open ground or ground covered only by natural vegetation; it is not granted upon rock, stone, or pavement.
	The bog covers an area of up to 48 square yards and counts as difficult ground, slowing movement of creatures to half-normal movement rate. The effect lasts for three turns or until cancelled by the invoking cleric.

Cure Insanity
Prayer Rank: Third
Magic Points: 6 
Range: touch
Duration: instantaneous
Area of Effect: one creature
Resistance: WP

	The cleric is granted the power to cure a creature of a mental disorder.
	The creature must first test vs. WP to resist the prayer (creatures instinctively resist tampering with their minds). If the test is successful, the prayer has no effect. If the test is unsuccessful, the creature may yet be cured. The affected creature tests vs. Cool, with a bonus equal to the cleric's WP. If this test is successful, one disorder is immediately cured.
	(See WFRP, "Insanity," pp. 83-87.)

Decompose
Prayer Rank: Third
Magic Points: 6 
Range: touch
Duration: 1d6+3 rounds
Area of Effect: one wooden, leather, cloth, or paper object
Resistance: none

	The cleric is granted the power to cause a single wooden, leather, cloth, or paper object to rot to dust in seconds. Approximately one pound of wooden, leather, cloth, or paper material rots per round of the prayer's duration, for a maximum of nine pounds of material destroyed. No more than one object may be affected by a single prayer; an object composed of many smaller pieces may be considered as a single object so long as each smaller piece is in direct contact with the other smaller pieces. (For example, a book, shield, or weapon may be considered as one object, though it is in fact made up of many smaller pieces.) The rot spreads from the initial point of decomposition at the cleric's command, though the cleric's control of the process is clumsy and unreliable (ie, at the GM's discretion). Sorcerous artifacts and divine instruments are not affected by this prayer, regardless of their composition.

Dread of Doom
Prayer Rank: Third
Magic Points: 10
Range: touch
Duration: 1d6+3 rounds
Area of Effect: one creature
Resistance: WP
	The cleric is granted the power to give a living creature a horrifying vision of the experience of death. The living creature tests vs. WP or is affected as by Terror for the duration of the prayer effect. In addition, the living creature tests to resist vs. WP each round for the duration of the effect. In each round that the test fails, the creature's MPs are reduced by one point.
	A humanoid reduced to zero MP by this prayer dies of fear. A humanoid who survives this experience receives 1d6 Insanity points.
	This prayer does not affect undead, elementals, daemons, or other magickal creatures.

Heal Injury
Prayer Rank: Third
Magic Points: 8
Range: touch
Duration: instantaneous
Area of Effect: one creature
Resistance: none 

	The cleric is given the power to restore to health one body location that has been incapacitated as a result of a critical hit. The affected creature tests vs. Toughness x 10 with a bonus equal to the cleric's WP. If the test is successful, one body location which has been incapacitated by a critcal hit is restored to full health (see WFRP, "Critical Hits," pages 123-23). This prayer cannot, however, rejoin or regenerate a severed part.

Heal the Faithful
Prayer Rank: Third
Magic Points: 4+1 per cultist healed
Range: cleric
Duration: instantaneous
Area of Effect: 6-yard-diameter sphere
Resistance: none 

	The cleric is granted the power to heal 1d6+1 (2-7) wounds for each fellow cultist within range and on sacred ground. (Roll 1d6+1 for each cultist to be healed.) Heavily wounded charactrers start to recover naturally after being healed by this prayer. Terminal bleeding is also stopped by this prayer.

Inspired Fervor
Prayer Rank: Third
Magic Points: 8
Range: touch
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow follower
Resistance: none 

	The cleric is granted the power to inspire himself or a fellow cultist to move and act with supernatural speed.
	For the duration of the prayer, the affected cultist moves at double his movement rate, may make an extra attack (or parry) per round, and receives a +20 bonus to initiative.

Know Alignment
Prayer Rank: Third
Magic Points: 8
Range: 10 yards
Duration: instantaneous
Area of Effect: one creature
Resistance: WP 

	The cleric is granted knowledge of the cult alignment of a single creature. The creature may test vs. WP to resist. If successful, the creature's cult alignment is not revealed (ie, the creature's cult alignment is obscured from the cleric). If the test fails, the creature's cult alignment is revealed to the cleric.
	Note: Witch hunters depend on this crucial tool of the Inquisition to reveal creatures of heretical cults. Know Alignment only reveals the creature's cult affiliation; it does not analyze ethical positions or practices, though such may be roughly inferred by those who know something about the Old World cult alignments (test vs. cult lore skill).

Light of Day/Darkness of Night
Prayer Rank: Third
Magic Points: 6
Range: 10 yards
Duration: 1 hour
Area of Effect: 10-yard-diameter sphere
Resistance: none
	The cleric is granted the power to summon the light of day or the darkness of night over a large area. The area of light or darkness may not be moved once it is summoned. Normal sources of light (ie, torches, lanterns, etc.) and night vision work in the darkness of night as usual (see WFRP, "Light and Darkness," page 76).
	[[A playtester recommends reducing this to 2nd level. Comment?]]

Nullify Lesser Instrument
Prayer Rank: Third
Magic Points: 6
Range: 10 yards
Duration: 1d6+3 rounds
Area of Effect: one lesser instrument
Resistance: none 

	The cleric is granted the power to cancel the magickal properties of a single lesser divine instrument for the duration of the prayer.
	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.

Quicken Tree
Prayer Rank: Third
Magic Points: 12
Range: touch
Duration: 1d6+3 rounds
Area of Effect: one tree
Resistance: none 

	The cleric is granted the power to animate and command a single tree. The cleric must concentrate to control the quickened tree by telepathic commands to the tree's spirit; if the cleric's concentration is broken, the prayer's effect is cancelled. The cleric may move at a cautious rate, but attacking in melee, invoking prayers, or receiving a wound breaks the concentration. If the cleric is hit but not wounded, he may test vs. WP to maintain concentration.
	This prayer will not work on old, rootbound trees or on younger saplings; only fairly young trees which have not lost the vitality and flexibility of youth, but which are still old and substantial enough to have developed a respectable spirit, may be quickened with this prayer. Such trees are as follows:
	Quickened Tree: 10-15 feet high, with bark counting as 2 points of armor, making four attacks per round with larger branches. Flammable; subject to frenzy when taking fire damage. Cause fear in creatures under ten foot tall.
	Throw 1-4 rocks up to 24 yards with Strength 6; cannot throw rocks and move or melee in the same round.
	Quickened Tree
M	WS	BS	S	T	W	I	A	Dex	Ld	Int	Cl	WP	Fel	MP	
3	40	20	6	7	18	10	4	14	10	10	24	24	-	7	

Riddling the Signs
Prayer Rank: Third
Magic Points: 15
Range: cleric
Duration: indefinite
Area of Effect: NA
Resistance: none 

	The cleric is granted insight into the past, present, and future as they are represented in dreams and natural potents. The cleric describes the dreams or natural phenomena he wishes interpreted to his divine patron and is given hints or explanations to hidden or obscure meanings.
	Notes: Sometimes dreams and wierd natural phenomena are obscure indications or reflections of past, present, or future events. If there is some special significance to a dream or a peculiar set of wierd phenomena, this prayer will aid the cleric in discovering that special significance. If there is no special significance to the dreams or natural phenomena, the prayer will so indicate.
	Since dreams and wierd natural phenomena in the campaign are provided by the GM, he of course knows their significance, if any, concerning past, present, and future events. It is up to the GM how he wishes to use this prayer to help interpret these mysterious signs. The hint may be indirect, in the form of a riddle or puzzle, or it may be expressed as a direct statement (eg, "These signs tell of an ancient battle between men and unnatural beasts on this sacred ground, and foretell the coming of another great battle here before the leaves of summer have turned to gold.").

Self-Defense
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow cultist
Resistance: none

	The cleric is granted the power to defend himself or a fellow cultist from melee and missile attacks.
	When an affected cultist is successfully hit by a missile or melee weapon, test vs. the cultist's WP. If the test is successful, any successful hit upon a cult member affected by this prayer causes the the missile or attacker's weapon to break; the cultist receives no wounds from the attack. Magickal missiles or weapons (sorcerous artifacts or divine instruments) do not break, but can cause no damage to the cultist, and lose their powers for 1d6+3 rounds. If the WP test fails, damage from the missile or melee hit is automatically reduced by 1d6.

Shelter against Daemons
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 1d6+3 turns
Area of Effect: 2-yard-radius sphere
Resistance: none

	This prayer adds protection against daemons to a sacred circle or other sacred ground for the duration of this prayer. The area of effect is a 2-yard-radius sphere measured from the point touched by the cleric; only sacred ground is affected. If the sacred ground affected is a blessed token, for the cost of 1MP per round the area of effect may be moved at a Cautious pace.
	No daemon, whether summoned by sorcery, divine prayer, or present by any other agency, may enter the area of effect, nor may any daemon affect those within the circle with missiles or magick. Any daemon within the area of effect when the prayer is invoked is instantly moved just beyond the area of effect at the GM's discretion.

Shelter Against Elementals
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 1d6+3 turns
Area of Effect: 2-yard-radius sphere
Resistance: none

	This prayer adds protection against elemental sprites to a sacred circle or other sacred ground for the duration of this prayer. The area of effect is a 2-yard-radius sphere measured from the point touched by the cleric; only sacred ground is affected. If the sacred ground affected is a blessed token, for the cost of 1MP per round the area of effect may be moved at a Cautious pace.
	No elemental sprite, whether summoned by sorcery, divine prayer, or present by any other agency, may enter the area of effect, nor may any elemental sprite affect those within the circle with missiles or magick. Any elemental sprite within the area of effect when the prayer is invoked is instantly moved just beyond the area of effect at the GM's discretion.

Shelter against Undead
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 1d6+3 turns
Area of Effect: 2-yard-radius sphere
Resistance: none

	This prayer adds protection against undead creatures to a sacred circle or other sacred ground for the duration of this prayer. The area of effect is a 2-yard-radius sphere measured from the point touched by the cleric; only sacred ground is affected. If the sacred ground affected is a blessed token, for the cost of 1MP per round the area of effect may be moved at a Cautious pace.
	No undead creature, whether created by sorcery, summoned by divine prayer, or present by any other agency, may enter the area of effect, nor may any undead creature affect those within the circle with missiles or magick. Any undead creature within the area of effect when the prayer is invoked is instantly moved just beyond the area of effect at the GM's discretion.

Smite the Abomination
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 1d6+3 rounds
Area of Effect: one daemon, undead, or Chaotic creature
Resistance: none

	The cleric is granted the power to strike and injure a daemonic, undead, or Chaotic creature with a magickal attack. Only one attack is made per round, regardless of the number of attacks the cleric may normally make in melee.
	The attack is automatically successful and does 1d6+3 wounds regardless of armor or toughness.

Speak with the Departed Faithful
Prayer Rank: Third
Magic Points: 10
Range: the afterworld
Duration: 1d6 +3 rounds
Area of Effect: the departed spirit of a fellow cultist
Resistance: none

	The cleric is granted the power to summon the spirit of a specific departed cultist from the cult's after world to speak with the cleric.
	There are many souls in the afterworld. To summon the right spirit, the cleric must describe the spirit he wants as precisely as possible. To increase the chances of successfully contacting the right spirit, the cleric should report to his divine patron the following information listed in descending order of importance:
	 name of the deceased cultist
	 final resting place of earthly remains
	 date of death
	 location where the cultist died
	For each element of the information not available, there is a 25% chance that the departed spirit cannot be identified and successfully summoned, and the prayer is wasted.
	If the departed spirit is identified and summoned, it arrives and remains within 10 yards of the caster for the duration of the spell, during which time the cleric may converse with the spirit. As a guideline, consider that spirit can listen to one question and give one answer per round, subject to the GM's discretion. The spirit appears as a ghost visible and audible only to the summoning cleric, and when the prayer's duration ends, the spirit returns to the afterworld and disappears.
	Most spirits of departed cultists are happy to cooperate with the cleric, though some may have been unpleasant or uncooperative persons in life.
	Note: Priests of Morr may summon spirits from any Young God's afterworld.Priests of Khaine may summon spirits from any afterworld according to special rules --see Khaine's Cult Description, page ??.

Summon Divine Servant
Prayer Rank: Third
Magic Points: 12 base + 2 per 10% chance of successful summoning
Range: sacred ground within 10 yards
Duration: see below
Area of Effect: one divine servant
Resistance: none

	The cleric is temporarily granted the protection of a powerful divine servant of his cult. The divine servant will use his powers and abilities to aid the cleric as requested.
	The prayer must be invoked on sacred ground, but the divine servant is not restricted to that holy ground; it may move about freely at its own discretion. The cleric may request specific actions of the servant, but the servant may use its own judgement in deciding what actions will best serve the cult and the cleric.
	The servant remains in the service of the cleric for 1d6+3 turns or until it is engaged in combat; the servant is recalled to the divine patron 1d6+3 rounds after it has been engaged in melee or attacked with missiles or magick, or when the 1d6+3 turns expire.
	Divine servants of different cults have varying abilities, motivations, and personalities. Divine servants are very intelligent, proud, and independent, and typically they dislike being ordered around. They rightly are skeptical of the wisdom and judgement of the mortals that summon them, and are more cooperative when consulted for advice before requests for action are made. On the other hand, if summoned into a desperate situation, like a melee with a daemon or the immanent collapse of a tunnel, they act swiftly and on their own initiative to handle the emergency. For details, see Divine Summonings, "Divine Servants," pages ??-??, and individual cult descriptions.

Summon Lesser Elemental
Prayer Rank: Third
Magic Points: 10+1 per additional turn
Range: sacred ground with 10 yards
Duration: 1 turn + 1 turn per additional MP
Area of Effect: one lesser elemental
Resistance: none

	The cleric is granted to power to summon and command a single lesser elemental. The invoking cleric may choose from either of the two forms described for each elemental domain in "Lesser Elementals," pages ??-??, or from among any other forms the GM may permit. The lesser elemental is bound to the cleric's service for the duration, and may be commanded to perform tasks at the cleric's request. The response of the lesser elemental to each command is determined by Service tests against the node's Faithful and Vengeful scores. See Divine Terms and Rules, "Service Traits and Service Tests," page ??, and  Divine Summonings, "Elementals," page ??, for detailed discussions of elemental summonings, Service tests, and abilities of lesser elementals.

Summon Spectre of Khaine
Prayer Rank: Third
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 the deceased spirit of a Khaine cultist in the form of a spectre of Khaine from the Realm of the Raving Dead.
	The spectre must be summoned within 10 yards of the invoking cleric. The spectre will move and follow commands of any controller for the duration, but may also act independently without penalty. (See Divine Summonings, "Wraith," page ??.)

Summon Swarm
Prayer Rank: Third
Magic Points: 12
Range: 10 yards
Duration: 1d6+3 rounds to assemble/1d6+3 rounds to command
Area of Effect: 6-yard-diameter swarm
Resistance: none

	The cleric is granted the power to summon and command a swarm of small creatures or insects. (See WFRP, Bestiary, "Swarms," page 246.)
	The cleric may choose which type of swarm appears (ie, ants, bats, beetles, etc.). The swarm assembles in 1d6+3 rounds at a place within range as etermined by the cleric; while assembling, the swarm does not affect creatures as described below.
	Once assembled, the swarm may be commanded in each round of duration to remain in that place, to move to any other place within range, or to follow and attack a given creature.
	Effects on creatures partially or completely within the swarm vary according to the type of swarm summoned; see WFRP, page 246.
	At the end of the duration, the creatures or insects immediately disperse.
	Note: In addition to fire, water, and magic attacks listed in WFRP, page 246, wildwind spells, summoned air elementals, and other magickal attacks may be effective at the GM's discretion. Also, a nullify prayer immediately disperses a summoned swarm.
	[[A playtester recommends reducing this to 2nd or 1st level. I haven't used swarms, but they seem pretty touch to me. Comment?]]

The Shadow of Death
Prayer Rank: Third
Magic Points: 8
Range: cleric
Duration: 1d6+3 rounds
Area of Effect: 4-yard-by-2-yard shadow
Resistance: none

	The invoking cleric casts a dark shadow 4 yards long and 2 yards wide, beginning at the feet of the cleric and extending in a direction chosen by the cleric. The cleric may shift the direction of the shadow each round, so long as one 2-yard edge of the shadow remains at his feet. Those within the shadow test vs. Cool. Failure indicates the victim believes he has seen the Face of Death, and suffers as if having failed a Terror test. A successful Cool test means the victim must flee from the invoking cultist for 1d3 rounds.

Ward and Seal
Prayer Rank: Third
Magic Points: 6
Range: touch
Duration: 12 hours
Area of Effect: one lock, latch, door bar, or other similar device
Resistance: none

	The cleric is granted the power to seal one lock, latch, door bar, or other similar fastening device against thieves and intruders. The fastening device cannot be opened by anyone, not even the invoking cleric, until the prayer is nullified or the duration ends. Any creature which touches the affected fastening device receives 1d6 wounds disregarding armor and toughness.