Prayers Rank 4th

Banish Daemons
Prayer Rank: Fourth
Magic Points: 20
Range: 10 yards
Duration: instantaneous
Area of Effect: 4-yard-radius sphere
Resistance: WP

	The cleric is granted the power to banish any daemons within the area of effect. The affected daemons may each test vs. WP at a -40 penalty to resist.
	If the test fails, the daemon is immediately banished from the Material Realm. If the test fails, the daemon is not banished, but is pervented from taking actions other than parrying or fleeing for 1d3 rounds.
	This prayer affects all daemons, whether summoned by sorcery, by divine prayer, or present by other means.
	This prayer also affects any daemon possessing a creature. The daemon may not defend itself in spirit combat. If the daemon fails to resist, it is banished from the possessed victim and the Material Realm. If it resists successfully, it remains in possession of its victim, but may take no action other than parrying or fleeing for 1d3 rounds.

Banish Divine Avatar
Prayer Rank: Fourth
Magic Points: 15/30 (see below)
Range: 10 yards
Duration: instantaneous
Area of Effect: one divine avatar
Resistance: none/WP (see below)

	The cleric is granted the power to banish divine avatars.
	At the cost of 15 MP the prayer is automatically successful (no WP test) in banishing avatars of the cult's own alignment. At a cost of 30 MP avatars of other cult alignments may be banished. Such avatars may test vs. WP to resist banishment. If the test is failed, the avatar is banished. If the test is successful, the avatar is not banished, but is prevented from taking actions other than parrying or fleeing for 1d3 rounds.
	A successfully banished avatar 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 Elementals
Prayer Rank: Fourth
Magic Points: 20
Range: 10 yards
Duration: instantaneous
Area of Effect: 4-yard-radius sphere
Resistance: WP

	The cleric is granted the power to banish any elemental sprites within the area of effect. The affected elemental sprites may each test vs. WP at a -40 penalty to resist. If the test fails, the elemental sprite is immediately banished from the Material Realm. If the test fails, the elemental sprite is not banished, but is pervented from taking actions other than parrying or fleeing for 1d3 rounds.
	This prayer affects all elemental sprites, whether summoned by sorcery, by divine prayer, or present by other means.

Banish Profane Enchantment
Prayer Rank: Fourth
Magic Points: See below
Range: cleric touches enchanted artifact
Duration: Instantaneous
Area of Effect: One magical artifact
Resistance: None

	The cleric is granted the power to dispel the enchantments upon a sorcerous artifact. The cleric need not know the name of the enchantment, who cast it, or its specific effects; he need only indicate to his divine patron in general terms what magickal effects he wishes to have nullified. For example, "O Shallya, please dispel the powers of that fell sword! In thy name, we beseech thee!"
	Cost and chance to successfully dispel enchantments are as follows: For a sorcerous lesser artifact: all enchantments are permanently dispelled. 20 MP Base Cost + 5MP per 10% chance of successful dispel. Declare MP spent before rolling dice.
	For a sorcerous greater artifact: all enchantments are permanently dispelled. 30 MP Base Cost + 5MP per 5% chance of successful dispel. Declare MP spentbefore rolling dice.
	Only the enchantments upon the affected artifact can be dispelled. Physical damage caused (eg, wounds lost or critical effects), psychological damage caused (eg, Insanity Points gained), and beings summoned by sorcery are not affected.

Banish Undead
Prayer Rank: Fourth
Magic Points: 20
Range: 10 yards
Duration: instantaneous
Area of Effect: 4-yard-radius sphere
Resistance: WP

	The cleric is granted the power to banish or destroy any undead beings within the area of effect. The affected undead beings may each test vs. WP at a -40 penalty to resist. If the test fails, the undead being is immediately banished from the Material Realm (sorcerous undead are destroyed rather than banished). If the test fails, the undead being is not banished (or destroyed), but is prevented from taking actions other than parrying or fleeing for 1d3 rounds.
	This prayer affects all undead beings, whether summoned by sorcery, by divine prayer, or present by other means.

Barrier
Prayer Rank: Fourth
Magic Points: 15
Range: 10 yards
Duration: instantaneous
Area of Effect: 4x4x4-yard-cubic volume
Resistance: none

	The cleric is granted the power to create a invisible magickal barrier which blocks passage of creatures, missiles, and magick. The barrier itself is in the form of an invisible cube of magickal force enclosing a 4x4x4-yard cubic volume. No missile of any kind, and no magick of any kind, can penetrate the outer surface of this cube.
	A creature may penetrate this invisible barrier only by successfully passing all of a series of five characteristic tests -- one each in five successive rounds -- while the creature is in direct contact with the barrier.
	The invoking cleric determines which characteristics the barrier will test when the barrier is invoked. The tests may all be against the same characteristic, or against five different characteristics, or against any combination of single or multiple tests of different characteristics, so long as there are no more than a total of five characteristic tests. (For example, all five tests may all be against the Strength characteristic, or they may be against the Leadership, Intelligence, Cool, Will Power, and Fellowship characteristics, or two tests each against Leadership and Intelligence and one test against Cool.)
	In each successive round the characteristic tests are secretly rolled out of sight of the testing creature's player (or GM). Only at the end of the five rounds does the creature learn whether it has passed the five tests and penetrated the barrier.
	A creature attempting to penetrate the barrier enters a dream-like trance in which it perceives the characteristic tests as a series of five riddles, questions, or physical challenges the creature is commanded to overcome by an unseen speaker. Once engaged in an attempt to penetrate the barrier, the creature may not disengage until it has passed or failed all five tests; during these five rounds the creature is unaware of events around him, and is attacked as if prone.
	The barrier may be invoked to enclose one or more creatures within its area of effect. No creature other than the invoking cleric can penetrate the barrier without passing the five characteristic tests.
	Note: In the dreamlike trance of a creature attempting to penetrate a barrier,  it may seem that the events involved in each characteristic test take longer than one round to complete. For example, a creature challenged with a Weapon Skill test may fight an imaginary battle against an imaginary opponent, or a creature challenged with a Fellowship test may imagine himself in a short dramatic scene with an obvious moral.

Bless Hero
Prayer Rank: Fourth
Magic Points: 10
Range: touch
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow cultist
Resistance: none 

	The cleric is granted the power to bless himself or a fellow cultist temporarily with extraordinary fighting ability.
	For the duration of the prayer the affected cultist is granted bonuses to characteristics as follows: WS = +20      S = +2     T= +2    I = +20  A = +1

Consecrate Altar
Prayer Rank: Fourth
Magic Points: see below 
Range: NA
Duration: indefinite
Area of Effect: one altar
Resistance: none 

	The cleric is granted the power to permanently consecrate an altar to the use of his cult. A permanent investment of 3d6 MP creates a consecrated altar producing an 10-yard-cubic volume of sacred ground with the altar at its center. Additional magickal effects may be associated with the altar for an additional permanent investment of magick points.
	A permanent investment of magick points reduces the invoking cleric's Basic Magick Point score by the number of points invested in the altar. So long as the altar remains consecrated, the MP invested in the altar is not available to the cleric. If the consecration of the altar is cancelled or ended in any way, the cleric regains the use of the magick points. 
	See Divine Instruments, "Consecrated Altars," page ??, for MP costs and magickal effects available for consecrated altars.

Consecrate Greater Instrument
Prayer Rank: Fourth
Magic Points: see below 
Range: NA
Duration: varies
Area of Effect: one object
Resistance: none 

	The cleric is granted the power to consecrate an object to the use of his cult. The object receives one or more greater virtues (divine magickal powers) as a blessing from the cleric's divine patron.
	The cost of invoking this prayer is 4d6 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 greater instrument and attempts to justify his need for such a gift.
	When the prayer is answered, a greater instrument is produced. At this time cleric must make a permanent investment of 1 MP for each greater virtue possessed by the greater instrument.
	A permanent investment of magick points reduces the invoking cleric's Basic Magick Point score by the number of points invested in the greater instrument. So long as the greater instrument remains consecrated, the MP invested in the greater instrument is not available to the cleric. If the consecration of the greater 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 "Greater Instrument Descriptions," pages ??-??.

Curse of Corruption
Prayer Rank: Fourth
Magic Points: 10
Range: NA
Duration: instantaneous
Area of Effect: 10-yard-sphere
Resistance: WP

	The cleric is granted the power to cause all living things to wither as if decaying rapidly after death. All living things within 10 yards of the cleric test vs. WP to resist. If successful, the prayer has no effect. If failed, the living thing loses 1d6 wound points, regardless of toughness or armor.
	The injury caused to living creatures by this prayer is ghastly in appearance and odor. In addition, affected creatures must make an immediate Disease test to avoid infection. (See WFRP, "Wound Infection," page 83.)

Divine Judgement
Prayer Rank: Fourth
Magic Points: 4
Range: cleric's token
Duration: 6 turns
Area of Effect: one creature
Resistance: WP 

	The cleric is granted the power to place a creature's statements before the divine judgement of his patron.
	The creature is given the cleric's token to hold. The creature then makes any statements it wishes to make for 6 turns. At the end of the 6 turns,  the creature's statements are judged by the cleric's divine patron. If the divine patron judges that the creature's staements have been false, untruthful, or deliberately misleading, the creature tests vs. WP to resist the divine judgement. If the test succeed, the creature receives 1d6+3 wounds of fire damage disregarding armor and toughness. If the test fails, the creature receives 3d6+9 wounds of fire damage disregarding armor and toughness.
	Note: This prayer does not compel a creature to speak; it only judges the truthfulness of any statements it chooses to make voluntarily.

Divine Vision
Prayer Rank: Fourth
Magic Points: 10 (+3d6 MP if granted)
Range: cleric
Duration: indefinite
Area of Effect: cleric
Resistance: WP 

	The cleric petitions his patron for a divine vision.
	If the vision is not granted, the prayer costs 10 MP, and the cleric receives no vision.
	If the vision is granted, the prayer costs 10 MP + 3d6 MP, and the vision is granted.
	The cleric may request one of the the three following types of divine vision:
	Vision of Departed Time: The cleric may be granted a vision of the place where he stands as it appeared at some time in the past. The cleric may request a specific time, or he may ask his divine patron to show him some person, object, or event of the past. If granted, the vision usually appears to the cleric as if he were an invisible, immaterial witness observing past events as they occur; however, at the divine patron's discretion, the vision sometimes appears as a dream or allegory.
	Vision of the Distant Present: The cleric may be granted a vision of events in another place as they occur in the present. The cleric may request to view a specific place, or he may ask the divine patron to show him a specific person, object, or event occurring at the present moment. If granted, the vision appears to the cleric as if he were an invisible, immaterial witness observing the distant events as they occur.
	Vision of the Obscure Prospect: The cleric may be granted a vision of future events. The cleric may request a vision of the future of a specific person, object, or anticipated event. If granted, the vision appears to the cleric as a dream or allegory containing symbolic representations suggesting the future the divine patron anticipates.
	During receipt of a vision, the cleric falls into a trance-like sleep. He may not be awakened from this sleep; the duration of the trance itself is unpredictable, from a minute to several hours, according to the complexity and duration of the vision the cleric has sought, or the detail the divine patron has chosen to bless the cleric with.
	Notes: A divine vision may be denied for a variety of reasons:
	1. The divine patron wishes for personal reasons to conceal what he is asked to reveal. For example, the divine patron intends that a certain event be obscure and miraculous, or he desires to hide some part he or his cult has played in an event.
	2. The vision requested concerns a person, place, or event unknown to the divine patron. Gods are most knowledgeable about persons, places, and events directly related to their cult, cultists, and personal interests. They are often ignorant about affairs that don't interest them (Khorne takes little interest in the monthly meetings of the Basketweavers Guild, for instance).
	They also are ill-informed concerning activities on the sacred grounds of other cults -- especially sacred grounds of enemy cults.
	3. The divine patron feels the petitioning cleric is lazy, and should do the legwork himself instead of bothering his ever-so-busy divine patron.
	4. The cleric is sloppy or vague in expressing himself about the vision he hopes to see. God can't be bothered to figure out what the cleric wants.
	Sometimes god will just give the cleric any old vision that fits, and charge him for the 3d6 MP; sometimes the god will just ignore the cleric.
	5. The divine patron may feel he has no better idea of what the future will bring than the cleric has, and may refuse to mislead the cleric with worthless prophecies. (Unfortunately, in such situations the god is just as likely to fabricate a prophecy that suits the god's personal objectives and motives, regardless of the plausibility or likelihood of the prophecy proving useful or accurate. For example, Ulric has a disconcerting habit of prophecizing glorious roles in great battles for his clerics, regardless of the likelihood of a battle in the future or a givien cleric's chance of taking part in it.)
	See Staging Gods, Their Servants, and Divine Magicks, page ??, for GM tips on staging divine visions.

Drawing Down the Moon
Prayer Rank: Fourth
Magic Points: 12
Range: 10 yards
Duration: 1d6+3 rounds
Area of Effect: 4-yard-radius sphere
Resistance: WP 

	The cleric is granted the power to call down a form of moon madness upon creatures in the area of effect.
	Each creature tests vs. WP to resist. If the test succeeds, the creature is not affected. If the test fails, the creature is affected as follows (roll 1d6 for each affected creature):
	1-2: Mesmerized: Creature stands still, gazing up at the moon. Creature may take no other actions for the duration, and is struck as if prone.
	3-4: Dazzled: Creature is distracted and bewildered by phantasms and hallucinations. Creature may take no action other than parrying or fleeing for the duration.
	5-6: Spooked: Creature is panicked by sweeping feelings of dread and horror. Creature flees in a random direction (roll 1d12 for direction) for the duration.
	At the end of the duration, all affected creatures test vs. Cool. If the Cool test is failed, the creature gains 1d4 Insanity points.
	This prayer can affect neither creatures with an INT of 6 or less, nor creautre immune to psychological affects, like undead and daemons.
	Note: This prayer may be invoked only when moonlight is present (ie, when the moon is in the sky and when cloud cover does not totally obscure the sky.) As a guideline, assume an 80% chance of some glimmer of moonlight during darkness hours, or a 10% if it is raining.

Entanglement
Prayer Rank: Fourth
Magic Points: 12
Range: 12 yards
Duration: 3 turns
Area of Effect: 48 square yards
Resistance: none 

	The cleric is granted the power to command vegetation to snare and entangle creatures within an area. This prayer is only granted outdoors, on areas of open earth or ground covered only by natural vegetation (if the earth is open, vegetation instantly sprouts to cover the affected area.).
	The entangling vegetation covers an area of up to 48 square yards and counts as difficult ground, slowing movement of creatures to half-normal movement rate. All creatures are entangled and firmly held by the vegetation in the first round of the effect (no movement in the first round). In the second and subsequent rounds, creatures must test vs. Strength to move at half-rate. All creatures in the area of effect suffer -20 penalties to WS and BS for the duration. The effect lasts for three turns or until cancelled by the invoking cleric.

Godsfire
Prayer Rank: Fourth
Magic Points: 12
Range: cleric
Duration: 1d6+3 rounds
Area of Effect: cleric
Resistance: WP 

	The cleric is filled with the burning wrath of god. All the cleric's melee attacks cause damage to all creatures as if the cleric's attacks were flaming and the attacked creatures were inflammable and ignited by the flaming attacks. The fire is spiritual, however, and does not affect anything but creatures with spirits (including living creatures, daemons, elemental sprites, divine and sorcerous undead, monstrous beings, Chaotic creatures, and so forth).
	Creatures hit in melee must test vs. WP to resist. If the test succeeds, the creature is not affected. If the test fails, the creature is affected. Affected creatures immediately receive 1d4 wounds of spiritual fire damage in addition to any damage taken from the cleric's melee attack. Moreover, in subsequent rounds, the affected creatures must test vs. WP. If the test is successful, the spiritual fire is extinguished, and the creature takes no further damage. If the test is failed, the creature will continue to burn with a spiritual fire, taking a further 2d4 points of damage per round thereafter until it succeeds in testing vs. WP, or until the duration of the prayer is ended, or until the creature is dead. Creatures reduced to zero wounds by this prayer must roll on the Sudden Death and Critical Hit Table (WFRP, page 125).

Grant Sacrament of Prayer
Prayer Rank: Fourth
Magic Points: 12 + MP cost of prayer granted to fellow cultist
Range: touch
Duration: see below
Area of Effect: one fellow cultist
Resistance: none 

	The cleric is authorized to grant a single use of one cult prayer of petty, first, or second ranks to any single fellow cultist. The prayer may be any cult prayer granted for the invoking cleric's use by the cult. The fellow cultist to receive the prayer must be a cult member in good standing (ie, must not have lost his layman's benefits for any reason).
	When this prayer is invoked, the cleric must expend 6 MP to cast the grant sacrament of prayer prayer and must also expend the MP cost of the prayer to be granted to the cult follower.
	The affected fellow cultist may then invoke the granted prayer once at any time in the following 32 days. If the prayer has not been invoked within 32 days, the duration ends, and the granted prayer may no longer be invoked by the receiving cultist.
	No cultist may receive the benefits of this prayer more than once in a 32-day period.
	Note: The cleric may not grant third or fourth rank prayers to another cultist.

Nullify Greater Instrument
Prayer Rank: Fourth
Magic Points: 12
Range: 10 yards
Duration: 1d6+3 rounds
Area of Effect: one greater instrument
Resistance: none 

	The cleric is granted the power to cancel the magickal properties of a single greater 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.

Preach the Word
Prayer Rank: Fourth
Magic Points: 10
Range: cleric
Duration: 1d6+3 rounds
Area of Effect: 12-yard-radius sphere
Resistance: WP

	The cleric is granted the power to command the attention of those nearby to listen to his words. The cleric's voice sounds loud and clear, and carries the special authority and conviction of the divinely inspired.
	Each creature within the area of effect which can understand the cleric's language must test vs. WP to resist. If the test succeeds, the creature listens attentively for one round, taking no other action than listening, then continues doing whatever he wishes in following rounds. If the test fails, the creature listens attentively for 1d6+3 rounds, taking no other action than listening, and is thereafter Greatly Impressed by the cleric's words (see notes below).
	Creatures affected by this prayer are attacked as if prone; however, any creature hit by a missile, melee, or magickal attack immediately ceases to be affected by this prayer.
	Notes: The Young Gods and Old Faith cult alignments regard attacking creatures affected by this prayer as dishonorable;  offenders are sure to receive a penance for such craven behavior.
	The effects of listening attentively are clearly defined in game terms for this prayer. The effects of being Greatly Impressed are not clearly defined, and should be judged at the GM's discretion, with the inspired commentary of the players. Player characters Greatly Impressed by the effects of this prayer should be asked to roleplay their positive response to the cleric's speech in character. Greatly Impressed NPCs may make Cool, Intelligence, or Fellowship tests at the GM's discretion to reflect their positive response to the cleric's speech. GMs may assess bonuses or penalties according to the persuasiveness of the cleric's actual speech.

Remove Great Curse
Prayer Rank: Fourth
Magic Points: 10 (or more; see below)
Range: touch
Duration: instantaneous
Area of Effect: one creature
Resistance: None

	The cleric is granted the power to remove great curses placed on beings by divine powers.
	Curses placed on a creature by the cleric's divine patron are automatically removed by this prayer.
	Curses placed on a creature by a divine entity not of the cleric's cult are removed by this prayer as follows: for each MP spent (in addition to the basic 10 MP cost of the prayer), there is a 5% chance of successfully removing the great curse. For example, a cleric of Sigmar attempting to remove a great curse placed on a creature by Shallya might spend 10 MP to invoke this prayer, then an additional 10 MP to give him a 50% chance of removing the great curse.

Scourge the Abomination
Prayer Rank: Fourth
Magic Points: 12
Range: 10 yards
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 mighty magickal attack. White-hot, shimmering energies surge and pulse instantaneously throughout the cleric's spirit body, then are released at a gesture of the cleric's token toward the target.
	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 3d6+9 wounds regardless of armor or toughness.

Summon Divine Avatar
Prayer Rank: Fourth
Magic Points: 12 base + 3 per 10% chance of successful summoning
Range: sacred ground within 10 yards
Duration: see below
Area of Effect: one divine avatar
Resistance: none

	The cleric is granted the authority to summon a divine avatar to take friendly possession of his body. The cleric remains in control of his body, but the body is enhanced with extraordinary powers and abilities, and the cleric may consult directly with the divine intelligence of the avatar which simultaneously inhabits his body. The cleric may do as he wishes with his enhanced powers and abilities, but prudent consultation with the cooperating intelligence of his avatar will aid the cleric in best serving his divine patron's desires.
	The prayer must be invoked on sacred ground, but thereafter the cleric and his possessing avatar are not restricted to that sacred ground, but may move about freely at their discretion. 
	The avatar remains in friendly possession of the cleric for 1d6+3 turns or until it is engaged in combat; the avatar 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 avatars of different cults have varying abilities, motivations, and personalities. For details, see Divine Summonings, "Divine Avatars," pages ??-??, and individual cult descriptions.

Summon Wraith of Khaine
Prayer Rank: Fourth
Magic Points: 30
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 wraith of Khaine from the Realm of the Raving Dead.
	The wraith must be summoned within 10 yards of the invoking cleric. The wraith will move and follow commands of any controller for the duration, but may also act independently without penalty. (See Divine Summonings, "Wraith," page ??.)

Sunbeam
Prayer Rank: Fourth
Magic Points: 20
Range: 10 yards
Duration: instantaneous
Area of Effect: 4-yard-radius circle
Resistance: None 

	The cleric is granted the power to call down from the heavens a blinding beam of incandescent light which burns all creatures within the area of effect.
	This prayer is granted only when the sun is above the horizon; cloud cover does not prevent the granting of this prayer.
	Non-flammable creatures receive 1d6+3 wounds at Strength 8. Flammable creatures receive 2d6+6 wounds at Strength 8. Flammable objects struck by the sunbeam burst into flame.
	The sunbeam is especially ruinous to the aberrant natures of daemons, divine undead, and Chaotic beings, causing 2d6+6 wounds at Strength 8. Such creatures are also blinded for 1d4 rounds and must make an instability test immediately. Any control exercised over divine undead within the area of effect is immediately interrupted, and any controller within the area of effect loses control over undead inside or outside the area of effect.

Wereform
Prayer Rank: Fourth
Magic Points: 12 +1 per additional turn
Range: cleric
Duration: 3 turns +1 turn per additional MP
Area of Effect: cleric
Resistance: none 

	The cleric is granted the power to temporarily assume the shape and form of a beast. While in this form the cleric has the beast's profile, abilities, and limitations, but retains a simple, instinctual self-awareness.
	The cleric may assume one of the following forms: crow, owl, great wolf, horse, rat, wild cat, otter. See WFRP, Bestiary for profiles. The cleric may remain in beast form for 3 turns plus one turn for each additional MP expended. While in beast form, the cleric may not use any of his human form's skills (including speaking, reading, or writing human languages), nor can he invoke prayers or divine instruments. 
	Any wounds, critical injuries, psychological effects, or other conditions affecting a character's profile or psychology are carried over into the other form when shapeshifting, and vice versa. (For example, any wounds lost in beast form are carried over into the human form when it is resumed). If any characteristic in the human profile has been reduced below the maximum value of the characteristic in the beast's profile, the prayer is not granted, and the 12 MP are lost. (For example, a cleric who has lost 6 wounds may not shift his form to that of an otter, which has a maximum of 5 wounds.)
	At the end of the prayer's duration, the cleric automatically resumes his human form. The cleric may also resume his human form at any time, ending the prayer's effects. When the cleric returns to human form, he clearly remembers what he has seen and heard while in beast form, and while reviewing those memories in his mind, he is likely to better understand them than his beast form's mind could have.
	Note: While in beastform, the cleric knows he's a cleric, but thinks like a beast. The cleric can remember simple things from his human consciousness, like tasks and objectives, friends and enemies, but tends to understand them in very simple terms ("Get the key -- good. Be quiet. Hide in shadows. Run from bad men. Take key back to nice men -- my friends," or "Fly across valley. See everything below. Give nice lady the note in my claws. Then come back real fast to my friends.") Warning: if the beastform is maimed or slain, the human form is also maimed or slain.