Petty Divine Spells

Animal Empathy
Prayer Rank: Petty
Magic Points: 1
Range: 6 yards
Duration: 1 turn
Area of Effect: One Creature of Nature
Resistance: None
	
	The cleric is granted an awareness of the current emotions and instincts on the surface of a wild or domesticated beast's mind.
	The creature must have an intelligence in the range of 6-14: the minds of less intelligent creatures lack comprehensible detail; the minds of more intelligent creatures are not made accessible by this prayer. Common impressions gained include curiosity, fear, territoriality, hunger, killer lust, playfulness, etc. The cleric receives impressions in terms of the creature's mind, and must translate these impressions as best he can into human concepts; the prayer does not give special insight into the nature of the creature. Therefore clerics who are familiar with the creature's behavior in the wild will be better able to make sense of the impressions he receives through the prayer, while the impressions of unfamiliar species will be difficult to comprehend.
	This prayer does not permit control of the subject, nor does it permit communication. The minds of magickal or unnatural creatures (eg, mutants and Chaos spawn) are not accessible through this prayer.

Bless Token
Prayer Rank: Petty
Magic Points: 1
Range: token touched by cleric
Duration: 1d6+3 hours
Area of Effect: one sacred token
Resistance: None

	A sacred token blessed by this prayer becomes sacred ground for the duration of the blessing. A cleric holding a blessed token receives all the benefits of sacred ground (see Divine Terms and Rules, "Sacred Ground," page ??).
	The following magickal creatures struck (test vs. WS or BS) with a blessed token automatically lose 1d3 wounds: numina of any cult, Khaine's undead, daemons or elementals. This prayer also recharges the magickal power of a divine amulet, a lesser divine instrument (see Divine Instruments, pp. ??, for details). An amulet performs its function once, then must be blessed again with this prayer before the amulet may be used again.

Blessed Sacraments
Prayer Rank: Petty
Magic Points: 1
Range: touch
Duration: 1d6+3 turns
Area of Effect: Food and drink sufficient for 10 persons (or five halflings).
Resistance: None

	Each cult has foods or drinks favored for cultists' consumption by the divine patron. When blessed, such food or drink gives fellow cultists +10 to WP and Cool tests for 1d4 hours (concealed GM roll). This is a ceremonial acknowledgement of the hospitality the god extends to all his followers, and his followers are Profoundly Comforted.
	Note: Normally the benefits of this blessing are limited to laymen and clerics of a cult. However, a cleric may ask his god to extend the benefits to non-cultist under the following conditions:
	 the cleric must convince his god that the non-cultists in question are serving the doctrines and pricniples of the cult, and
	 the non-cultists in question must humbly and sincerely make their devotions to the god, requesting the blessing and acknowledging the god's generosity in conferring such a favor on a heathen.
	As such, requesting extension of the benefits of blessed sacraments is seen as a method of bringing the heathen to acknowledge the moral superiority of the cleric's cult. And it sure is fun watching those barbarians try to act humble and polite so they can get the bonus to WP and Cool.

Detect Magic
Prayer Rank: Petty
Magic Points: 2
Range: sacred token
Duration: Instantaneous
Area of Effect: see below
Resistance: None

	The area affected is 6-by-6-yards square, extending 3 yards above and 3 yards below the sacred token.
	This prayer reveals the presence of active AND passive sorcerous and divine magical effects in the area of effect. Intervening substances do not interfere with detection. The cleric closes eyes briefly, and perceives the invisible world of magick around him. When he opens his eyes again, he can cry to match his perceptions to objects and persons viewed in the mundane world.
	General location of magical item is known in terms of direction and distance, but specific nature and description of item is not known. The prayer does not indicate sorcerors, priests, or other beings with the ability to do sorcery (unless they are by their nature magical, like dragons and demons). It does not indicate an unblessed cult token. It does indicate permanent and temporary sacred ground. It does indicate the presence of magickal runes, and therefore reveals a sorceror's focus.
	This spell's duration is so brief that it may be hard to take in all the detail at once. In the presence of 10 or more sources, a cleric may become confused. Test vs. Int to distinguish and recall each source. Each subsequent casting of the spell normally permits the clear recognition and recall of another 10 sources.
	Example: St. Cuthbert prays for a Detect Magic. He closes his eyes for an instant, and senses three sources of magic about 5 yds. away from him to the north-north-east. He opens his eyes again and sees a man dressed like a sorceror sitting at a table in that direction at that range. The man has two rings, a staff, and a backpack. Cuthbert impulsively guesses that the rings and staff are the magic sources, but he's dead wrong. The wizard is wearing an enchanted wrist charm, and he has two alchemical preparations in his backpack. The staff and two rings are not magical.

Exalted Shield
Prayer Rank: Petty
Magic Points: 1
Range: 6 yards
Duration: 1d6+3 rounds
Area of Effect: one shield borne by member of cleric's cult
Resistance: None

	The cleric speaks the invocation ("Shield thy servant, Ulric!"). The bearer must take no other action during the round other than parrying with the shield. The bearer may parry one attack, either hand weapon or missile. That one attack is automatically parried. He may either choose which attack he is parrying against at the beginning of the round; or, if he does not specifically state which attack he parrying, the Exalted Shield will parry the first attack that hits the bearer during the current round.
	Note: Ulric, Sigmar, Grabasch, and other warrior deities do not approve of crouching behind shields except in desperate circumstances, and may rebuke overly-timid followers that rely on this prayer.

Gift of Tongues
Prayer Rank: Petty
Magic Points: 2
Range: self or fellow cultist
Duration: 1d6+6 turns
Area of Effect: within 10 yards of affected cultist
Resistance: none

	The divine patron enables you to understand and speak the language of other intelligent species within the area of effect. Certain concepts alien to the cleric's culture may be unintelligible; the cleric must attempt to guess them from context. For example, the phrase "honorable surrender" does not translate into Orcish. The closest translation might be "volunteering to become a slave."

Heal Cultist
Prayer Rank: Petty
Magic Points: 3
Range: Touch
Duration: Instantaneous
Area of Effect: one fellow cultist
Resistance: None

	This prayer grants the cleric the healing of 1d6+1 (2-7) wounds for a fellow cultist. Heavily wounded characters start to recover naturally after being healed with this prayer. Terminal bleeding is stopped by this prayer.
	No creature may benefit from more than one heal cultist or heal petitioner prayer per day, unless that creature has been reduced to zero wounds. A creature reduced to zero wounds may always receive benefits from these prayers.

Heal Petitioner
Type of Magic: Divine Spell
Spell Level: Petty
Magic Points: 3
Range: Touch
Duration: Instantaneous
Area of Effect: one person not of the cleric's cult
Resistance: None

	This prayer grants the cleric the healing of 1d6-1 (0-5) wounds for a person not belonging to the cleric's cult. Heavily wounded characters start to recover naturally after being healed with this prayer. Terminal bleeding is stopped by this prayer.
	No creature may benefit from more than one heal cultist or heal petitioner prayer per day, unless that creature has been reduced to zero wounds. A creature reduced to zero wounds may always receive benefits from these prayers.

Know Follower
Prayer Rank: Petty
Magic Points: 1
Range: token
Duration: Instantaneous
Area of Effect: within 10 yds. of token
Resistance: None

	The cleric is granted knowledge of the presence and location of all fellow cultists in the area of effect. This benefit may not blocked by intervening matter or sorcerous magical effects, but fellow cultists on the sacred ground of other cults are concealed from the cleric.

Light the Path
Prayer Rank: Petty
Magic Points: 1
Range: sacred token
Duration: one hour
Area of Effect: 6 yard radius
Resistance: None

	The cleric's token sheds light like a lamp. The token may be sheathed and unsheathed to reveal or obscure the light. Just before the light goes out at the end of the prayer's effect, the light flickers to warn the cleric to renew it if necessary. This prayer is also used to measure time to indicate the proper hours for devotions in shrines and monasteries.

Obscure the Path
Prayer Rank: Petty
Magic Points: 3
Range: self
Duration: 1 hour
Area of Effect: the cleric's trail or trace
Resistance: None

	This prayer magickally obscures the trail of the cleric only from trackers or pursuers. Trackers and pursuers receive a -50 penalty to Follow Trail tests.
	Scent is obscured also; tracking animals are reduced to 1/4 normal tracking ability. If a party is traveling in single-file, and the cleric is the last in line, this prayer obscures the entire trail and all associated scents from trackers and pursuers. At the end of the hour, the trail and scents are no longer magickally obscured, and may be discovered normally by trackers and pursuers.

Seek Shrine
Prayer Rank: Petty
Magic Points: 1
Range: Self
Duration: Instantaneous
Area of Effect: Self
Resistance: None

	This prayer grants the cleric knowledge of the direction and distance to the nearest sacred ground of his cult. Alternatively, the cleric may request and be granted the direction and distance to:
	 a specific shrine or temple
	 a specific site sacred to the cult
	 a specific divine instrument sacred to the cult
	 a specific cult cleric standing on consecrated sacred ground
	 a specific cult cleric holding a blessed token or standing in a sacred circle)

Shadeward
Prayer Rank: Petty
Magic Points: 2
Range: touch
Duration: 1d6+3 rounds
Area of Effect: cleric or fellow cultist
Resistance: None
	The cleric or affected cultist is granted increased resistance to the attacks of spirit beings. The affected character is not affected by fear or terror caused by sorcerous or divine undead. In addition, the affected chaacter receives a +20 bonus to WP tests to resist the touch attacks of marshlights, ghosts, haunts, spectres, wights, and wraiths, and to resist possession by guardian spirits.

Summon Skeletal Warrior of Khaine
Prayer Rank: Petty
Magic Points: 3
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 one skeletal warrior of Khaine from the Realm of the Raving Dead. The skeletal warrior must be summoned within 10 yards of the invoking cleric. The skeletal warrior serves any controller for the duration. (See Divine Summonings, "Controllers and Khaine's Undead," page ??.)

Vigilance
Prayer Rank: Petty
Magic Points: 3
Range: Self
Duration: 1d6+3 hours
Area of Effect: Self
Resistance: None

	This prayer negates surprise to the cleric, who may act in the same round at normal initiative when confronted by attackers who would otherwise have achieved surprise, and have been entitled to a free round.
	The prayer gives +20 Initiative for the first round of an encounter where both parties are mutually surprised (eg, cleric turns corner and collides with a goblin). Cleric may use it to withdraw, parlay, or to get in the first shot, according to the circumstances and the cult policies.
	Only those blessed by the prayer avoid surprise; companions are surprised normally (ie, vigilance permits the blessed character to sense the attack, but not in time to warn companions).