Ward-hammer Supplemental 4

Divinity and Divine Magic
Version 0.30

Fourth in a series of expanded treatises on the variant rules used in the Ward-hammer variant form of WFRP.  Being an expanded discussion of the Magic system.  Recommended to be read in conjunction with other Ward-hammer Supplementals.

By Ian Ward
Last edited 8th June 2003

Version History:
0.01 : 14th May 2003 : Created with title Divine Magic, split off from Supplemental 2.
0.10 : 21st May 2003 : Updated.
0.20 : 6th June 2003 : Renamed Divinity and merged with the Divine Document.
0.30 : 8th June 2003 : Reformatted, added details on the gods from the Divine Document.

This document is valid alongside the following Ward-hammer document versions:
Ward-hammer : version 6.01+
Skills, Careers and Task Resolution : version 0.84+
Magic : version 0.65
Traits : version 0.60+
Divine Magic : 0.30

Introduction

This document started as part of Ward-hammer Supplemental 2 - Magic.  I then split it off from that document to become Ward-hammer Supplemental 4 - Divine Magic, while at that time considering its relationship to the Divine Document, my index of the WFRP gods.   Interest in the Divine Document, based on download statistics from my website, was limited at best, and I decided to set about merging it with the newly born Ward-hammer Supplemental 4 - Divine Magic as a combined guide to the divine in WFRP.  The document you now read is the result.  It lists the WFRP gods, discusses where they come from, their origins, and their essential divine nature, and the magic that they grant to their priests, as well as giving the variant rules on those topics used in the Ward-hammer variant form of WFRP, ie. my WFRP house rules.  It discussses in detail changes and new rules in the Magic system.

Contents

Introduction	1
Contents	1
Divinity	2
Demons	3
Mortals	3
Divine Miracles	4
Divine Magic	4
The Nature of Divine Magic	4
Learning and Casting Divine Magic	5
Divine Power	6
Interrupted Casting	6
Grimoire	7
Common Prayers	7
Specialist Prayers	9
Prayer Availability	14
Appendix A - Gods Listed Alphabetically	18
Appendix B - Gods By Race	21
Chaos Gods	21
Dwarven Gods	22
Elven Gods	23
Gnomic Gods	25
Goblinoid Gods	25
Halfling Gods	26
Human Gods - the Old World	26
Human Gods - Cathay and Nippon	28
Human Gods - Albion and Norsca	29
Law Gods	30
Lizardman Gods	30
Ogrish Gods	31
Pygmy Gods	31
Skaven Gods	31

Divinity

OK, lets start from the top - literally.  What and who are the gods?  They are Warp entities, manifested in the Warhammer World after the collapse of the polar Warp gates.  In the Warp, emotions and other strong thought forms can survive even death, and over time tend to be attracted to other similar thoughts and emotions on the currents and eddies of the Warp.  Such pools of emotional energy grow and as they grow can gain a form of sentience in one sense wholely alien to the limited understanding of humanity and the mortal denizens of the Warhammer World, and yet being formed of the raw dream stuff of mortals manifest an innate link to the corporeal world on the other side of the Warp gates.

This sentience is usually only short lived, before the savage Warp currents rip the forming entity apart and once more spread the raw emotional 'stuff' to the four corners of the Warp to begin coallescing once more.  Sometimes the new growing entity shines briefly for a short time, before its energy is spent and it fades back into the ever shifting background of Warpspace.  And sometimes the being invests all of its power in a vessel that will allow it to move in Warpspace and manifest on the material plane - as an independent demon.  Even more rarely, the entity - now a focussed spinning of the Warp with its key emotion or thought pattern that created it at the heart of the spinning vortex - becomes truly self-aware, sentient, and powerful; growing and absorbing more emotional power of the same kind that spawned it.  These rare entities are the gods of Warpspace, beings of pure dream stuff, but able to spin off a little of themselves to manifest on the corporeal plane either as magical projections, or using physical avatars and servants - demons of the god.  This is how the gods form.

They continue and grow by drawing upon the power of the same emotion or thought form that created them.  "Emotion or thought form" means anything a mortal can create, feel, or imagine, and the stronger the feeling or mental vision that embodies, the more likely it will coalesce and form a god in the Warp, usually a being that will take that emotion or vision (the simple word 'emotion' will henceforth be used to mean "emotion, thought form or vision", to save typing and space!) to an extreme, obsessing as only a god can.  This usually then means the raw emotions at least - anger, fear, despair, hope - and the powerful Chaos gods are made of such raw emotional stuff, whose essence is magnified a thousand fold.  Khorne is anger and bloodthirst incarnate.  Slaanesh is physical feeling and carnality taken to its most sensual extremes.  Tzeentch is the primal spark of hope and ambition all mortals harbour, and the combined effect of all those hopes and ambitions creates the powerful force for plotting and changing history that Tzeentch embodies.  Nurgle is the essence of mortal perseverance against the inevitabilities of death, disease and decay.

The same goes for all the WFRP gods, each is an embodiment of a concept.  Shallya, for example, embodies compassion.  Verena embodies knowledge.  Ulric embodies the ferocity of battle.  Sigmar embodies the combined national will and belief in the Empire.

Demons

The gods themselves cannot leave the Warp, though they can use some of their energy to manifest outside of the Warp as a projection or influence mortal dreams.  It should also be noted that they are neither omniscient, nor omnipotent.  For gathering information about the mortal world, and a wide range of other purposes, they have mortal agents and demons.  They create demons by "spinning off" a little of their power into a form that can move among the Warp, and materialise onto the physical plane in a solid vessel.

The term Numina is the accepted parlance for a gods' divine spirit servants in theological  circles - even if wizards and other academics more often tend to categorise them under the more general heading of demons.  To these scholars, "demon" is often simply an academic term describing a supernatural being of or related to the divine.  Nothing, however, is more guaranteed to annoy a Cleric more than a sorceror or scholarly academic "dismissing" his divine patrons' spirit servants as demons with the implications of Chaos that term commonly engenders.  Gods generally use their demons to answer prayers and summons for them, as there's just too much else for a god to do among the many levels of existence that each one simultaneously inhabits.  They can be broadly classed into two categories, Lesser Demons and Greater Demons.  It is usually a Lesser Numina that answers a petition made in ritual prayer and actually produces the magic effect or answers any request for divine guidance.  Demons of most gods rarely actually show themselves unless directly summoned, however, and those who know of such things - Demonologists - generally go for a different class of demon, the Chaotic variety.

Powerful demons can and sometimes do have different agendas than their divine employers.  One such god that allows his Numina a high degree of autonomy is Sigmar.  Sigmar himself is often quite far removed from the mundane level, and his demons handle most aspects of mundane interaction.  This goes some way to explaining why Sigmar appears to be relatively unaware of what is evolving into an intense feud between the Sigmarite and Ulrician cults on the mortal cult level.

The abilities of demons varies enormously, and their appearance even more.  They can remain invisible on the material plane, or take the form of non-descript mortals to blend into a crowd if they wish.  Most greater demons cause Terror, can fly, and take a herculean effort to kill or destroy by mortal means.  Lesser demons cause Fear, generally are considerably weaker, and can usually by dealt with by a sufficiently determined and well equipped mortal, if they choose to be seen.  Many simply answer the prayers of the priesthood quietly in the background, unless specifically summoned.  Superstition says that if banished from the corporeal by either magic or destruction of the physical vessel, demons cannot return to the material world for 1000 years and a day.  Perhaps powerful magics will do this, but it does not generally take so long for a demon to renew his energy and return to the corporeal.  Corporeal vessels are expensive in terms of a demons energy to create, however, and a year is probably closer to the truth than most superstition will claim.

Mortals

Much more common than demons in the world are the gods mortal agents, usually Clerics, who form the core of their earthly cult and work to keep belief in the god strong.  This can be vital, especially for the weaker gods.  Some of the stronger gods would be able to survive without belief, maintained by their own inertia in the Warp and their ability to attract like ene rgy and emotions to those that first created them, as it floats on the currents of the Warp.  The weaker gods could disband to Warp entropy without energy to maintain them, and the best energy comes from the same emotions, thoughts and beliefs that created them in the first place.

Clerics are expected to live by certain strictures, that are generally believed to give the god strength when followed.  In return, they are granted boons of magic.  They may pray for magical assistance, which will generally be answered by a Numina.

Just as important to a gods spiritual health as the priesthood, however, are the laymen of the world.  The common people of the Old World who live their lives under the aegis of religion and the gods, and the many beliefs and superstitions surrounding them.  The combined faith of those who worship any given god also provides spiritual energy to the god to a small extent - the currents of the Warp respond to such unconscious faith by large numbers of mortals so as to carry energy to them, or so the gods simplistically explain to the limited minds of mortals who couldn't otherwise comprehend the full cosmic explanation of the phenomenon.  Moreover, mortal followers of a god, whether cleric or layman, often perform acts that feed the concept of the god and give them energy.  Most acts of seeking knowledge help Verena.  Acts of callous murder will help Khaine.  Acting to help the poor or sick lends power to Shallya.

Divine Miracles

We've established the gods can't themselves leave the Warp - effectively they form part of the Warp, and it part of them.  So how do the gods influence the material world, grow their cults, and help their mortal followers?  One answer is demons, as described already, the other is miracles.

Beings of power in the Warp, gods can see in a limited way through the veil between worlds, and into the Material world.  They are not omniscient, nor omnipotent, and this attention is by need focuses on no more than a handful of earthly locations at any one time.  Even the gods have only limited resources, even if the scale of those resources is often incomprensibly huge to mortal minds.  However they can manipulate the ambient magical energy - Winds of Magic - almost anywhere in the world to produce specific magical effects, aka miracles, and being entities born of the Warp they have an innate ability to weave that energy into almost any imaginable configuration to do almost anything, whether or not a mortal spellcaster could do it.  When a god chooses to intervene personally, this is what s/he will do, using this ability to manifest (as a vision, or projection, or possibly to possess a nearby mortal or friendly demon to use as a mouthpiece) or create a suitable miracle as the mortals in question require.

Demons of a god, of course, who are abroad in the world create miracles directly, using their own small power to manipulate the ambient local Warp energy in much the same way as a mortal spellcaster might, except with a hundred times more innate ability and precision (being born of the Warp themselves).  In this way incorporeal agents of the god - the Numina - answer most mortal clerical prayers on behalf of the god, and the god rarely has to get personally involved.  If the god takes notice, however, anything could happen... :o)

Divine Magic

The Nature of Divine Magic

Divine magic is, theoretically at least, wholely different from sorcery in that Clerics try to have little to do with Chaotic energies.  They generally try not to touch it, bind it, channel it, or do anything with it that they don't have to.  Instead, the magical effects Clerics produce are made by the god they worship or by divine minions of that god.  The Cleric "merely" makes a prayer to the god or goddess they worship to request it be done - ask for a divine miracle from their patron deity.

Unfortunately, Gods being Warp entities, contacting them requires what amounts to a specialised spell that 'pages' the god or their servants.  As such, Clerics use the ambient winds of magic to power this celestial message to the god.  For this they have Magic Points, just as wizards do.  The more complex the prayer, the more power is needed to ensure the prayer is 'transmitted' accurately to the god or their spiritual servants, the Numina.

Assuming you can beep this celestial pager, nor is it as simple as telling them "Oh please mighty <insert gods name here>, bring a plague of locusts on my enemy...." - petitions to gods for magical effects are made in precise, formal incantations that are unique to each god.  Nevertheless, Clerics in favour with their god and who perform the correct incantations are able to quite literally perform miracles.

Because each god generally uses its own specialised form of ritual prayer, characters wishing to learn and use any of these must first learn the Ritual Prayer skill specialising the skill to the god or goddess.  There are some prayers that almost all gods grant in some similar form, but this does not mean that a Cleric of Verena, for example, could petition Shallya with a prayer for a miracle using Verenas' ritual form.

Wood Elves have been observed, by trusted individuals, singing "tree songs", a distinctly Wood Elven style of magic.  They must sing to start the magical effect, but need not sing for it to continue (although many do continue singing because they enjoy it).  Human observers who have commented on the proceedings speculate the Wood Elves call on a god of the forest, possibly Taal, possibly Rhya, possibly the Earth Mother of the Old Faith, possibly some other alien Elven god.  The rare Wood Elves questioned on the matter do not comment.

Some Wizards declare divine Numina to be little more than Chaos demons granting power to deceived clergy, but this view is strongly denied by the clergy and generally regarded as heretical.  In a suitable campaign world, however, with gods or demons whose motivations were suitably Warped, they might even be right...  Also, consider what a suitably powerful wizard - especially a demonologist - might be able to do if he could "trace" a prayer to a weak god in the Warp, or to a Numina who answers it.  Could he manipulate the god (only even possibly if the god were weak enough - most gods could crush the wizard or strike him with a lightning bolt with the merest whim)?  Could he manipulate, use or abuse the Numina (again, the god once it found out could probably crush the demonologist with a thought, but gods aren't omniscient, and it might never find out)?  All interesting thoughts.

Learning and Casting Divine Magic

To petition their god or goddess to intervene in a situation, characters use the Ritual Prayer and Cast Prayer skills.  Characters must know the Ritual Prayer skill at a specialisation for the god or goddess s/he wishes to petition.  They must also possess the Cast Prayer skill, separately bought and specialised per god per prayer, due to the complexities of the precise incantations that creating a divine miracle requires.

Clerics must study to learn prayers in much the same way as sorcerors must to learn their prayers.  This is either by seeking tuition from another priest of the characters religious persuasion who knows the prayer concerned, or studying the prayer in their religions' holy book.  Such prayers are only ever written in one of the magical Arcane Languages, and as such the character must know the Arcane Language the prayer is written in to read, understand and learn it.  They must also know the Ritual Prayer forms of the god concerned.  If all these conditions are true, they can spend time and Experience Points learning the prayer - at a cost specified in the Cast Prayer skill.

Casting the prayer then requires the Cast Prayer skill specialised for the particular god.  Details of the test are in the description of the Cast Prayer skill, but suffice it to say here that casting is not always successful.  Sometimes Clerics are in good favour with their god, sometimes not, and sometimes the god is too busy to answer every prayer the priest sends.  The GM can assign bonuses or penalties to the test according to the whim of the god and the level of divine favour the character currently enjoys.

Prayers take 1 round to cast and take effect at the start of the following round on successful casting.

Divine Power

The "power source" of  divine miracles themselves may come from the god, but the character still has to send their celestial beacon for help.  This means using the same power as Wizards do, Magic Points (MPs), which represents the inherent ability to channel sorcerous magic.  See the section on this energy above under Sorcery for its background and how a Wizard or Cleric can recover lost MPs.

The number of Magic Points a Cleric can channel is initially very small but which grows as the character becomes more experienced.  This is known in game terms as the Clerics Power Level.  The Power Level is equal to the maximum number of Magic Points s/he has held, or the level of the Meditation skill, whichever is higher.

Note, however, that Clerics relatively light use of this sorcerous power tends to protect them from the Warping effects of Sorcery, and they are not subject to it when casting prayers.  They will still be subject to it if they choose to cast actual sorcerous magic of other varieties, however - they are not totally immune.

Interrupted Casting

If a Cleric is whacked or otherwise distracted while casting a prayer (which takes a whole round of concentration and chanting), s/he must roll against Willpower to keep concentration.  A failed roll means the casting roll is automatically failed, though no MPs are lost.  The prayer simply fails automatically, with no magical effect.  Note that a spellcaster taking a blow causing one or more Wounds will fail the roll automatically.

Grimoire

Note: Unless specifically cast on an object, prayers do not require ingredients to cast.  However, the GM may decide that certain objects being present at the casting aids the chances of successful casting, and give the casting character a bonus to the casting roll as appropriate.  This is left to the GMs discretion to decide.

Prayers with (#)'s indicated are changed in the area marked from the form they are published.

Prayers with (*)'s indicated are changed in their effects, in the way described later for the particular prayer.

All prayers whose effects or durations vary based on the magic level of the caster no longer do so (as characters no longer have magic levels themselves).  Instead, these prayers cost the indicated cost per hour (or turn, or round, etc.) as indicated in the respective table below, renewable by the caster.

Note also that petitions for healing prayers to Morr and both an increased chance of working and an increased effectiveness if the subject being healed sustained their injury or disease in some way connected to the Undead - infected wounds, Tomb Rot and the like.  In these circumstances healing prayers have double the percentile chance of succeeding and restore double the indicated number of wounds.  The Magic Point cost remains the same.

Common Prayers

These prayers, or forms of them, are available to servants of almost all gods.  All the normal rules above apply to how, where and when they are cast.

	Prayer	Level	MPs	Range	Duration	Reference
	Bless Shrine	1 (#)	5 (#)	Touch	24 hrs	RoDM 71
	Heal Cultist	1 (#)	3	Touch	Instant	RoDM 67
	Heal Petitioner	1 (#)	3	Touch	Instant	RoDM 67
	Light the Path	1 (#)	1	Token	1 hour	RoDM 68
	Sacred Warding	1	4 (#)	Token	1D6+3 turns	RoDM 78

	Banish Elemental	2 (#)	3 (#)	24 yds	Instant	WFRP 168
	Banish Undead (+)	2	3	24 yds	Instant	New
	Dispel Lesser Demon	2 (#)	3 (#)	24 yds	Instant	WFRP 162
	(*) Faith Provides	2	6D6	Touch	Instant	RoDM 86
	Great Warding	2	1/cy	Touch	1D6+3 hours	RoDM 89
	(*) Hand of God	2	6D6	n/a	Instant	RoDM 89
	Minor Curse	2	4	10 yds	Permanent	RoDM 91
	Shadeward	2 (#)	3 (#)	Touch	1D6+3 rnds	RoDM 69

	Destroy Undead	3 (#)	4 (#)	24 yds	Instant	WFRP 176
	Strike Dumb	3 (#)	10	10 yds	1D6+3 rnds	RoDM 81
	Bless Token	3 (#)	4	Token	1D6+3 hours	RoDM 65
	Blind Enemy	3	6	10 yds	1D6+3 rnds	RoDM 96
	Dispel Demon Horde	3	10	48 yds	Instant	WFRP 165
	Dispel Sorcery	3 (#)	Varies	Touch	Instant	RoDM 72
	Nullify Prayer	3 (#)	Varies	Touch	Instant	RoDM 92
	Pillar of Flesh	3 (#)	1/W	10 yds	1D6+3 turns	RoDM 92
	Shelter Against Demons	3	6	Touch	1D6+3 turns	RoDM 102
	Shelter Against Elementals	3	6	Touch	1D6+3 turns	RoDM 102
	Shelter Against Undead	3	6	Touch	1D6+3 turns	RoDM 102
	Summon Elemental	3 (#)	10/hour	48 yds	1+ hours	WFRP 170
	Ward and Seal	3	6	Touch	12 hours	RoDM 105
	Ward Undead	3 (#)	4	Token	1D6+3 turns	RoDM 83

	Annihilate Undead	4 (#)	16 (#)	24 yds	Instant	WFRP 177
	Barrier	4	15	10 yds	Instant	RoDM 107
	Dispel Greater Demon	4	25	24 yds	Instant	WFRP 165
	Dispel Elementals	4	24	48 yds	Instant	WFRP 170
	Grant Sacrament of Prayer	4	Varies	Touch	Varies	RoDM 112
	Learn Gods Will	4 (#)	12 (#)	Self	Instant	RoDM 74
	Summon Elemental Horde	4	30/hour	48 yds	1+ hours	WFRP 171

Specialist Prayers

These prayers are specialised to only some gods, and some are available to only one god.  Which gods allow each of these can be determined by the list of gods and their allowed prayers following this prayer list.

	Prayer	Level	MPs	Range	Duration	Reference
	Acqiescence	1	1D3+3 (#)	Touch	2D6 minutes	RoC:StD 78, RoS 235
	Animal Empathy	1 (#)	1	6 yds	1 turn	RoDM 65
	Animal Mastery	1	2/turn	10 yds	1+ turns	RoDM 70
	Assault of Stones	1	3	48 yds	Instant	WFRP 166
	Beast Sense	1	2/turn	10 yds	1+ turns	RoDM 70
	Bless Weapon	1	4	Touch	1D6+3 tns	RoDM 71
	Breathe Underwater	1	3 (#)	Touch	Until sunrise	WFRP 167
	Cure Poison	1 (#)	2 (#)	Touch	Instant	RoDM 72
	Deathsight	1	3	Touch	Instant	ApocTwo 26
	Delouse	1	1	Touch	Instant	WFRP 180
	Evade Magic Alarm	1	3/turn	Touch	1+ turns	RoDM 72
	Exalted Shield	1 (#)	2	6 yds	1D6+3 rnds	RoDM 66
	Follow Tracks	1	3	Self	12 hours	RoDM 73
	Fortune Smiles	1	3	Touch	1D6+3 rnds	RoDM 73
	Funeral Rite	1	2	Touch	Permanent	ApocTwo 26
	Frenzy	1	3	Touch	1D6+3 tns	RoDM 73
	Gift of Tongues	1 (#)	2	Touch	1D6+6 tns	RoDM 67
	Gift of Tzeentch	1	1D3+3+...	Self	1D3 days	RoS 234
	Heal Animal	1	1	Touch	Instant	RoDM 74
	Locate Corpse	1	1	15 yds	10 minutes	ApocTwo 26
	Mask Sight	1	3	Self	1D6+3 rnds	RoDM 75
	Oath	1	3	6 yds	1D6+3 rnds	RoDM 75
	Obscure the Path	1 (#)	3	Self	1 hour	RoDM 68
	Open	1	3	2 yds	1D6+3 rnds	RoDM 76
	Pick Magic Lock	1	4	1 yd	WP minutes	WFRP 199
	(*) Protection from Rain	1 (#)	4 (#)	Psnl	1 hour	WFRP 154
	Radiant Armour	1	8	Self	1D6+3 turns	RoDM 76
	Righteous Blow	1	1/W	Touch	Instant	RoDM 77
	Rising Mist	1	3	10 yds	3 turns	RoDM 77
	Sanctuary	1	3	Touch	1D6+3 rnds	RoDM 78
	Scourge Enemy	1	6	6 yds	Instant	RoDM 78
	Sense Land	1	1	Self	1D6+3 rnds	RoDM 79
	Skullcracker	1	8	Self	1 round	RoDM 79
	Stench of Nurgle	1	1D3 (#)	Touch	3D6 rounds (#)	RoC:LatD 22, RoS 234
	Summon Skeletal Warrior	1 (#)	3	10 yds	Until sunrise	RoDM 69
	Summon Skeletal Warband	1	6	10 yds	Until sunrise	RoDM 82
	Summon Marshlight	1	4 (#)	10 yds	Until sunrise	RoDM 82
	Valour	1	3	Touch	1D6+3 rnds	RoDM 82
	Vigilance	1 (#)	3	Self	1D6+3 hrs	RoDM 69
	Walk on Water	1	2 (#)	Psnl	Variable	WFRP 167
	(*) Windblast	1 (#)	2+1/tn (#)	48 yds	Concentrates	WFRP 156

	Artful Dodger	2	8	Self	1D6+3 rnds	RoDM 84
	Corrupt Spirit	2	4 (#)	10 yds	Instant	RoDM 84
	Create Ghoul	2	8 (#)	Touch	Permanent	RoDM 85
	Distraction	2	6	10 yds	1D6+3 rnds	RoDM 85
	Exorcism	2	4	10 yds	Instant	ApocTwo 27
	Extinguish Fire	2	3	200 yds	Instant	WFRP 168
	Giant Animal Mastery	2	4/turn	10 yds	1+ turns	RoDM 87
	Inspired Attack	2	6	Touch	1D6+3 turns	RoDM 90
	Invisibility to Undead	2	3	Touch	6 turns	ApocTwo 27
	Miasma of Pestilence (#1)	2	1D3	12 yds	Until wounded	RoC:LatD 22
	Miasma of Pestilence (#2)	2	1D3+3	12 yds	1D6 hours	RoS 234
	Mortify Flesh	2	8	10 yds	Instant	RoDM 92
	Nameless Funeral	2	4	Touch	Permanent	ApocTwo 27
	Pavane of Slaanesh	2	1D6+1 (#)	48 yds	Until dispelled	RoC:StD 78, RoS 235
	Pink Fire of Tzeentch	2	2D3+1 (#)	12 yds	Instant	RoC:LatD 41, RoS 235
	Resist Fire	2	3/hour	Psnl	1+ hours	WFRP 168
	Sense Hidden Danger	2	6	Token	Instant	RoDM 93
	Smite Thy Enemy	2	6	6 yds	Instant	RoDM 93
	Summon Ghost	2	6	10 yds	Until sunrise	RoDM 94
	Summon Skeletal Champion	2	8 (#)	10 yds	Until sunrise	RoDM 95
	Treat Illness	2	6	Touch	Instant	RoDM 95

	Animate Tree	3	10+4/round	Touch	1+ turns	WFRP 181
	Beam of Slaanesh	3	1D6+3 (#)	48 yds	Instant	RoC:StD 79, RoS 235
	Create Bog	3	10	10 yds	3 turns	RoDM 98
	Cure Insanity	3	6	Touch	Instant	RoDM 98
	Decompose	3	6	Touch	1D6+3 rnds	RoDM 98
	Dread of Doom	3	10	Touch	1D6+3 rnds	RoDM 98
	Heal Injury	3	8	Touch	Instant	RoDM 99
	Purification Rite	3	12	40 yds	Varies	ApocTwo 27
	Quicken Tree	3	12	Touch	1D6+3 rnds	RoDM 100
	Request Ki Power (+)	3	10+1/5%	Self	2D3 hrs	New
	Request Magic (+)	3	2D6+3+...	Self	One casting	New
	Riddling the Signs	3	13	Self	Instant	RoDM 101
	Self Defence	3	6	Touch	1D6+3 rnds	RoDM 101
	Shadow of Death	3	8	Self	1D6+3 rnds	RoDM 105
	Smite the Abomination	3	6	Touch	1D6+3 rnds	RoDM 103
	Stream of Corruption	3	1D6+6	16 yds	Instant	RoC:LatD 23, RoS 234
	Summon Spectre	3	10	10 yds	Until sunrise	RoDM 104
	Summon Swarm	3	12	10 yds	See desc.	RoDM 104
	Tap Earthpower	3	3	Psnl	Variable	WFRP 181
	Transformation of Tzeentch	3	2D6+6 (#)	24 yds	Instant	RoC:LatD 41, RoS 235
	Wrath of Morr	3	6	Self	4 turns	ApocTwo 27
	Zone of Purity	3	3	Psnl	1 hour	WFRP 181

	Animate Water	4	16	48 yds	1 hour	WFRP 170
	Create Sacred Grove	4	4/day	None	Variable	WFRP 181
	Curse of Corruption	4	14	10 yds	Instant	RoDM 109
	Divine Judgement	4	9 (#)	Token	6 turns	RoDM 109
	Divine Vision	4	Varies	Self	Varies	RoDM 110
	Drawing Down the Moon	4	12	10 yds	1D6+3 rnds	RoDM 111
	Entanglement	4	12	12 yds	3 turns	RoDM 111
	Fleshy Curse	4	2D6+3 (#)	48 yds	Permanent	RoC:StD 79, RoS 236
	Godsfire	4	12	Self	1D6+3 rnds	RoDM 112
	Plague Wind	4	2D6+10	48 yds	Instant	RoC:LatD 23, RoS 234
	Open Morr's Gates	4	12	10 yds	4 rounds	ApocTwo 28
	Request Power (+)	4	3D8+7	Self	Instant	New
	Scourge the Abomination	4	12	10 yds	1D6+3 rnds	RoDM 113
	Summon Wraith	4	20	10 yds	Until sunrise	RoDM 114
	Sunbeam	4	20	10 yds	Instant	RoDM 114
	(*) Tzeentchs Fire Storm	4	3D6+6 (#)	48 yds	Instant	RoC:LatD 41, RoS 235
	Wereform	4	12+1/turn	Self	3+ turns	RoDM 115

The Level 1 Protection from Rain prayer actually now does more than provide protection from rain.  It protects from all water and liquid sources.  No water may come within a foot of the caster, his/her presently worn clothing or immediately held belongings while the prayer is in force.  If the character put his arm in a container of water, the water would "part" for the characters arm and the arm would come out perfectly dry.  The character could walk through a flood unaffected.  Water elementals may not enter the area of the prayers effects, and are forced back if the caster moves such that the elemental in area.
The prayer may also be cast on an object (or other character) by touch, protecting that person/object instead of the caster.  Objects affected this way may be not be any larger than two metres in any dimension.  Persons this prayer is cast on may make a Magic Test to resist if they are unwilling participants.
Side effects of this prayer include:
 (a) Persons affected by this prayer cannot drink anything while the prayer is in operation, by definition.
 (b) Persons and objects affected have an increased degree of flammability while the prayer is in effect - they take an additional D3 wounds from fire based damage, with fires 10% more likely to "take" than otherwise if tested on a percentage basis.
 (c) Persons affected who go underwater only have enough air in their immediate "bubble" to last a number of minutes equal to their percentile T divided by 10.  After that period they will begin to suffocate.  If the character has the gumption to cast a Breathe Underwater prayer in or before this period (assuming they know it) they may avoid this fate.

The Level 1 Windblast prayer is not generally used to knock people off their feet by the priests of Manann, but rather usually aimed squarely at the sails of a ship.  This enables the ship to move as though by a strong wind even when the immediate area of ocean is becalmed.

The Level 2 prayers Faith Provides and Hand of God are both restricted to operate only by "Method 2" (see the descriptions of those prayers in Realms of Divine Magic).

Banish Undead
Level : 2
MPs : 3
Range : 24 yds
Duration : Instant
Description : Banishes a single undead creature within the spells range, which must pass a test on Willpower to avoid either crumbling to dust or (in the case of ethereal undead) simply vanishing.  Undead which pass the test are unaffected by the prayer.

Request Ki Power
Prayer Level : 3
Magic Points : 10 plus 1 per 5% of skill.
Range: Self
Duration: 2D3 hours
Description : Ki is a form of far eastern magic unknown in the Old World.  It is the magic of perfecting ones skill in ones chosen field.  This prayer has the effect of augmenting one skill, designated at the time the prayer is cast.  The designated skill must be one that the character already possesses, whether as a non-zero default or having learned it to some level.  If successful, that skill is augmented by the requested amount.

Request Magic
Prayer Level : 3
Magic Points : 2D6+3+an additonal 1D3 per level of the spell being requested
Range: Self
Duration: Until gained spell is cast
Description : This prayer petitions Tzeentch for the one-shot knowledge of a sorcerous spell.  If successful, Tzeentch the character the knowledge of one spell, of any sorcerous type, that the character requests.  The character also temporarily gains the one-shot knowledge of the Spell Lore skill pertaining to the temporarily granted spell if s/he does not already possess it.

The Level 4 prayer Tzeentchs Fire Storm raises a maximum of D4 Pink Horrors from the ash, after which point the prayer expires.

Request Power
Prayer Level : 4
Magic Points : 3D8+7
Range: Self
Duration: Until gained points are spent
Description : This prayer petitions Tzeentch for magical power, in the form of Magic Points.  If successful, Tzeentch raises the characters Magic Points to their maximum level (his/her Power Level).  This prayer may only be cast once per day.

Prayer Availability

All Gods
Bless Shrine, Heal Cultist, Heal Petitioner, Light the Path, Sacred Warding
Banish Elemental, Banish Undead, Dispel Lesser Demon, Faith Provides, Great Warding, Hand of God, Minor Curse, Shadeward
Destroy Undead, Strike Dumb, Bless Token, Blind Enemy, Dispel Demon Horde, Dispel Sorcery, Nullify Prayer, Pillar of Flesh, Shelter Against Demons,
	Shelter Against Elementals, Shelter Against Undead, Summon Elemental, Ward and Seal, Ward Undead
Annihilate Undead, Barrier, Dispel Greater Demon, Dispel Elementals, Grant Sacrament of Prayer, Learn Gods Will, Summon Elemental Horde

Grugni
Assault of Stones, Bless Weapon, Exalted Shield, Radiant Armour, Righteous Blow, Sanctuary, Scourge Enemy, Skullcracker, Valour, Zone of Hiding
Inspired Attack, Smite Thy Enemy
Create Quicksand, Crumble Stone, Dust Storm, Smite the Abomination
Scourge the Abomination, Godsfire, Tunnel Through Stone, Wall Shaker

Karnos
Animal Empathy, Animal Mastery, Beast Sense, Cure Poison, Delouse, Follow Tracks, Heal Animal, Rising Mist, Sense Land
Giant Animal Mastery
Summon Swarm
Wereform

Khaine
Locate Corpse, Summon Skeletal Warrior, Summon Skeletal Warband, Summon Marshlight
Corrupt Spirit, Create Ghoul, Invisibility to Undead, Mortify Flesh, Summon Ghost, Summon Skeletal Champion
Dread of Doom, Shadow of Death, Summon Spectre
Curse of Corruption, Summon Wraith

Manann
Animal Empathy, Breathe Underwater, Protection from Rain, Walk on Water, Windblast
Extinguish Fire, Giant Animal Mastery, Resist Fire
Animate Water

Morr
Deathsight, Funeral Rite, Locate Corpse
Exorcism, Invisibility to Undead, Nameless Funeral
Purification Rite, Riddling the Signs, Wrath of Morr
Divine Vision, Open Morr's Gates

Mymidia
Bless Weapon, Exalted Shield, Radiant Armour, Righteous Blow, Sanctuary, Scourge Enemy, Skullcracker, Valour, Vigilance
Artful Dodger, Inspired Attack, Smite Thy Enemy
Self Defence, Smite the Abomination
Godsfire, Scourge the Abomination

Nurgle
Stench of Nurgle
Miasma of Pestilence (#1), Miasma of Pestilence (#2)
Stream of Corruption
Plague Wind

Old Faith
Animal Empathy, Beast Sense, Cure Poison, Delouse, Follow Tracks, Heal Animal, Rising Mist, Sense Land
Giant Animal Mastery
Animate Tree, Create Bog, Decompose, Quicken Tree, Summon Swarm, Tap Earthpower, Zone of Purity
Create Sacred Grove, Drawing Down the Moon, Entanglement, Sunbeam, Wereform

Oshiki
Bless Weapon, Exalted Shield, Radiant Armour, Righteous Blow, Sanctuary, Scourge Enemy, Skullcracker, Valour, Vigilance
Inspired Attack, Smite Thy Enemy
Request Ki Power, Self Defence, Smite the Abomination
Godsfire, Scourge the Abomination

Ranald
Evade Magic Alarm, Fortune Smiles, Mask Sight, Obscure the Path, Open, Pick Magic Lock
Distraction, Sense Hidden Danger

Shallya
Cure Poison
Treat Illness
Cure Insanity, Heal Injury

Sigmar
Bless Weapon, Exalted Shield, Radiant Armour, Righteous Blow, Sanctuary, Scourge Enemy,Skullcracker, Valour, Vigilance
Inspired Attack, Smite Thy Enemy
Self Defence, Smite the Abomination
Godsfire, Scourge the Abomination

Slaanesh
Acqiescence, Scourge Enemy
Pavane of Slaanesh
Beam of Slaanesh
Fleshy Curse

Solkan
Bless Weapon, Exalted Shield, Radiant Armour, Righteous Blow, Sanctuary, Scourge Enemy, Skullcracker, Valour, Vigilance
Inspired Attack, Smite Thy Enemy
Self Defence, Smite the Abomination
Godsfire, Scourge the Abomination

Taal
Animal Empathy, Beast Sense, Cure Poison, Delouse, Follow Tracks, Heal Animal, Rising Mist, Sense Land
Giant Animal Mastery
Create Bog, Decompose, Summon Swarm
Entanglement, Wereform

Tzeentch
Gift of Tzeentch
Pink Fire of Tzeentch
Request Magic, Transformation of Tzeentch
Request Power, Tzeentchs Fire Storm

Ulric
Bless Weapon, Frenzy, Radiant Armour, Righteous Blow, Scourge Enemy, Skullcracker, Valour, Vigilance
Inspired Attack, Smite Thy Enemy, Smite the Abomination
Godsfire, Scourge the Abomination

Verena
Gift of Tongues, Oath
Divine Judgement

Appendix A - Gods Listed Alphabetically

To start with, a few notes, which apply also to Appendix B, later.  No effort has been made in either appendix to give one name or form of a god/dess higher priority than any other name/form.  Thus, for example, Karnos and Kurnous are listed separately, despite their similar nature and name.  Also, this means that Khorne, Khaine and Khakkekk have been treated as entirely separate despite the occasional debating on the mailing list as to whether or not they are one and the same (though I think of them as distinct gods, myself) and the similarities between the three.

On with the list...

 (Abreviations: El=Elves, Dw=Dwarves, Hl=Halflings, Ch=Chaos, La=Law, Lz=Lizardmen, H-OW=Humans-Old World, H-AN=Humans-Albion/Norsca, H-CN=Humans-Cathay/Nippon, Gb=Goblinoids, Py=Pygmy, Sk=Skaven, Og=Ogre, Gn=Gnome.  These refer to which part of section 2.2 the god can be found in.)

 Adamnan-na-Brionha (m)  		El
	Affairiche (m)		H-OW
	Alluminas (m)		La
	Annu-Minato (m)		La, H-CN
	Arianka (f)		La
	Arrak (m)		Gb
	Ashinaga (f)		La, H-CN
	Asuryan (m)		El
	Ayrin (f)		H-AN
	Ayvi (f)		El
	Azverse (f)		El
 Beesbok (m?)  		Py
	Bila (m)		H-AN
	Bogenauer (m)		H-OW
	Brobat (m?)		Py
 Catshit (m)		Ch, H-CN
	Chotek (m)  		Lz
	Crom-Cruarch (m)		H-AN
 Danu (f)  		H-AN
	Dyrath (f)		H-OW
 Ecate (f)  		H-OW
	Esmerelda (f)		Hl
 Findol (m)  		Hl
	Forsagh (m)		H-OW
 Gandargil (m)  		Gn
	Gangee (m)		Hl
	Gazul (m)		Dw
	Gork (m)		Gb
	Great Gojira (m)		Ch, H-CN
	Great Harlequin (m)		El
	Great Maw (m?)		Og
	Grimnir (m)		Dw
	Grommo the Wanderer (m)		Dw
	Grungni (m)		Dw
 Haleth (f)  		H-OW
	Halni (f)		H-AN
	Handrich (m)		H-OW
	Hashut (m)		Dw, Ch
	Helenir (f)		H-AN
	Hoeth (m)		El
	Horned Rat (m)		Sk, Ch
	Hrungnor (m)		Dw, H-AN
	Hu (m)		H-AN
	Huanchi (m)		Lz
 Isha (f)  		El
	Itzl (m)		Lz
 Jean the Pios (m)  		H-OW
	Jeanne du Lac (f)		H-OW
 Karnos (m)  		El, H-OW
	Kalita (m)		H-OW
	Karog (m)		H-OW
	Khaela Mensha Khaine (m)		El
	Khaine (m)		H-OW
	Khakkekk (m)		Gb, Ch
	Kharnath / Kharneth (m)		Ch
	Khorne (m)		Ch
	Krignar (m)		Dw
	Kurnous (m)		El
 Lady of the Lake (f)  		H-OW
	Landrani (f)		Hl
	Laughing God (m)		El
	Liadriel (m/f)		El
	Lileath (f)		El
	Loec (m)		El
	Lucan (m)		H-OW
	Luccina (f)		H-OW
 Malal (m)  		Ch
	Malor (m)		H-AN
	Manann (m)		H-OW
	Mathlann (m)		El
	Melith (f)		Gn
	Meneloth (m/f)		El, Ch
	Mercopio (m)		H-OW
	Mermedus (m)		Ch
	Merrill (m)		Hl
	Morai-heg (f)		El
	Mork (m)		Gb
	Morngrim (m)		Dw
	Morr (m)		H-OW
	Myrmidia (f)		H-OW
 Necoho (m)  		Ch
	Nurgle (m)		Ch
 Obscuras (m)  		Ch
	Ogmios (m)		H-AN
	Old faith (f)		H-OW
	Olric (m)		H-AN
	O Prospero (m)		H-OW
	Oshiki (m)		La, H-CN
 Pilgrim (m)  		Hl
	Praseeda (f)		Hl
 Quatl (m)  		Lz
	Querchi (m)		Lz
	Quorn (m)		Ch
 Ranald (m)  		H-OW
	Randandil (m)		Hl
	Rhasneth (m)		Ch
	Rhya (f)		H-OW
	Ringil (m)		Gn
	Rota-Himmel (f)		El
	Rukh (m)		Dw
 Samortha (f)  		Hl
	Sarriel (m)		El
	Senparae (m)		El
	Shallya (f)		H-OW
	Shinto (f)		H-CN
	Sho’sarrah (f)		El
	Sigmar Heldenhammer (m)		H-OW
	Slaanesh (m/f)		Ch
	Smednir (m)		Dw
	Solkan (m)		La
	Sotek (m)		Lz
	Stromfels (m)		H-OW
	Sylra (f)		H-AN
 Taal (m)  		H-OW
	Taldur (m)		H-AN
	Tepoc (m)		Lz
	Throrin (m)		Dw
	Thrungi (m)		Dw
	Torothal (m)		El
	Tlaxcotl		Lz
	Tsien-Tsin (m)		Ch, H-CN
	Tzeentch (m)		Ch
	Tzunki (m)		Lz
 Ulric (m)  		H-OW
 Valaya (f)  		Dw
	Valdin (m)		H-AN
	Vaul (m)		El
	Verena (f)		H-OW  
 Xapati (m)  		Lz
 Zai-Neshi (m/f)  		Ch, H-CN
	Zotan-Lufutatar (m)		Gb
	Zuvassin (m)		Ch

Appendix B - Gods By Race

Chaos Gods

Catshit
This a name given for Nurgle in some of the older Warhammer novels, used in the Far East of Nippon and/or Cathay.  A somewhat unfortunate name, if read literally in English. :o)

Great Gojira
This a name given for Khorne in some of the older Warhammer novels, used in the Far East of Nippon and/or Cathay.

Hashut
The Father of Darkness, as written in the Chaos Dwarf army book, worshipped mostly by the pointy-hatted Chaos Dwarfs of the Darklands - if they exist in your version of the Warhammer World.

The Horned Rat
The god of the Skaven.  Information on him can be found in the WFRP rulebook, and unofficially in Garett Leppers excellent Book of the Rat, available from his website and from the Warhammer Archives.

Khakkekk
This goblinoid Chaotic god is mentioned in Empire in Flames, as worshipped there by shaman Ratscrote Boggobbler and the  Bloodied Nose Goblins.  He seems to resemble Khorne to an extent, but allows magic.  Unofficial information on him can be found in my Goblinoid Project.

Kharnath / Kharneth
Alternative names for Khorne.

Khorne
One of the four main Chaos Powers.  The blood god, lord of carnage, etc.  Hates magic.  Excellent information in the first volume of the old Realm of Chaos books, Slaves to Darkness.  Additional information can be garnered from the new Hordes of Chaos book, and Liber Chaotica: Khorne.

Malal
The renegade Chaos god.  Mentioned in the WFRP rulebook, but never mentioned anywhere again in the official sources due to his being dropped by Games Workshop.  He did feature, along with Arianka, in the old Kaleb Daark (possibly spelled wrong) comic strips.  The limited info in the WFRP rulebook says he wants to destroy the Chaos gods.

Meneloth
Elven name for Slaanesh, as implied (though not categorically stated) in the WFRP rulebook.

Mermedus
Mentioned in Liber Chaotica: Khorne, thought to be a Chaos corruption of the worship of Manann.

Necoho
A renegate Chaos god, "the doubter".  Paradoxical god whose worship is based around the belief that there are no gods!  Covered in Something Rotten in Kislev.

Nurgle
One of the four main Chaos Powers.  Chaos god of disease, decay and corruption, and paradoxically of the mortal defiance born of this that keeps them striving from day to day in spite of the inevitable decay of their own minds and bodies.  Excellent information in the second volume of the old Realm of Chaos books, The Lost and the Damned.  Additional information can be garnered from the new Hordes of Chaos book, and eventually from Liber Chaotica: Nurgle.

Obscuras (unofficial)
An unofficial Chaos god of my creation some time ago.  Chaos god of darkness and shadow.  Downloadable from my website.

Quorn (unofficial)
A wonderfully jokey and unofficial Chaos god created by Colin "Psychodelic Goblin" Chapman on the WFRP list a long, long time ago.  God of vegetable vengeance.  I created some equally irreverent demons for him when I was bored.

Rhasneth (unofficial)
An unofficial Chaos god, the god of madness and insanity.  Can be found in the Warhammer Archives.

Slaanesh
One of the four main Chaos Powers.  Lord of pleasure, prince of lust.  Embodies all the sensual feelings of mortals, taken to their depraved extremes.  Excellent information in the first volume of the old Realm of Chaos books, Slaves to Darkness.  Additional information can be garnered from the new Hordes of Chaos book, and Liber Chaotica: Slaanesh.

Tristaris (unofficial)
An unofficial Chaos god, in the Warhammer Archives.  God of misery.  If misery has to have a god, it may as well be Tristaris. :o)  Arguably, consider Nurgle also, as the feelings of misery Tristaris is about could also equally feed the defiance born of despair that is Nurgle.

Tzeentch
One of the four main Chaos Powers.  The Changer of the Ways, Architect of Fate.  He is the Chaos god of change for changes own sake, of ambition and hope.  The collective mortal hopes and dreams of ambition and improvement of their lives can change the course of history of whole countries, and created the powerful Changer of the Ways.
Tzeentch is the ultimate GM blank cheque, an almost omniscient god who sees the skeins of history as they fold and unfold, all the possibilities of mortal futures, and who actively has his own agenda as well.  This agenda is one no-one knows, and can involve anything, even things that appear to weaken Tzeentch, as part of the Grand Plan.
Excellent information in the second volume of the old Realm of Chaos books, The Lost and the Damned.  Additional information can be garnered from the new Hordes of Chaos book, and eventually from Liber Chaotica: Tzeentch.
Also a bugger to spell :o)

Tsien-Tsin
Master of the Fifteen Devils, Far Eastern name for Tzeentch as mentioned in some of the older Warhammer novels.

Zai-Neshi
Far Eastern name for Slaanesh as mentioned in some of the older Warhammer novels.

Zuvassin
The Undoer.  Renegade chaos god from Something Rotton in Kislev.

Dwarven Gods

Gazul
Lord of the Underearth.  Dwarven equivalent of Morr.  See Shadows over Bogenhafen and Dwarfs: Stone and Steel.

Grimnir
God of Dwarven slayers.  Said to have walked into the Chaos warp gate to slay the Chaos gods and close the Warpgate.  He never returned, so far as the Dwarves know.  Some interesting but unconfirmed (and, to Dwarves, heretical) theories suggest he might be connected to Hashut, of the Chaos Dwarves...

Grommo the Wanderer (unofficial)
God of 'rootless' Dwarves, from Realms of Divine Magic.

Grungni
The principle Dwarven god, lord of mining.  Can be found in the WFRP rulebook, and in Dwarfs: Stone and Steel.

Hashut
See description under the Chaos Gods.  Also see Grimnir.

Hrungnor
God of the Dwarven "Order of the Denied" - those slayers who have sought death, and failed to die.  Connected, among Norse Dwarves, to Gazul.  Further information in the Warhammer Archives.

Krignar
God of conflict, mentioned in the Dwarf army book.  See also Morngrim.

Morngrim (unofficial)
God of conflict, unofficial.  In the Warhammer Archives.  See also Krignar, apparently an official version of the same god.

Rukh
God of smithing.  Mentioned in Warhammer Companion and Apocrypha Now.  May be an alternative name to Smednir.

Smednir
God of smithing.  Mentioned in passing in handout 5 of Doomstones: Blood in Darkness, and as such also in the Hogshead reprint Fire and Blood.  Also in Dwarfs: Stone and Steel.  May be an alternative name to Rukh.

Throrin (unofficial)
God of Dwarven slayers, unofficial in the Warhammer Archives.  See also Grimnir, the official name for the god.

Thrungni
God of runesmiths.  See Dwarfs: Stone and Steel and Hogsheads official Realms of Sorcery.

Valaya
God of homeland and clan, and the only known female Dwarven goddess!  In Dwarfs: Stone and Steel and the Dwarf army book.

Elven Gods

Adamnan-na-Brionha
Lord of the Dance, Wood Elf god of Wardancers.  As seen in Warhammer Companion and Apocrypha Now.

Asuryan
The principle High Elf god, the Phoenix King, associated with the throne of the High Elves, and with fire.  Those High Elves who would take the title of Phoenix King and the High Elf throne in Ulthuan must pass the test of walking through flames in his shrine, and emerge unscathed.  Those unworthy, said to have included Malekith, king of the Dark Elves, are horribly burned by the experience.  The High Elf army book is the best source of information.

Ayvi (unofficial)
God of healing.  Mentioned in a pantheon posted a long, long time ago to the WFRP mailing list.

Azverse (unofficial)
God of music.  Mentioned in a pantheon posted a long, long time ago to the WFRP mailing list.

The Great Harlequin
The Laughing God, also called Loec.  See the Eldar Codex of WH40K, and the High Elf Army Book.

Hoeth
God of knowledge and learning.  Linked to the great Tower of Hoeth of Ulthuan, home of the greatest Elven magicians, and also the fearsome Swordmasters of Hoeth.  See the High Elf Army Book.

Isha
The earth mother, arguably connected to the Old Faith and possibly Rhya.  See the Wood Elf Army book and High Elf Army book.

Karnos
Lord of beasts.  As seen in Warhammer Companion and Apocrypha Now.  Probably linked to Kurnous.

Khaela Mensha Khaine
Lord of murder, and said to be the same god as the human Khaine.  See the High Elf and Dark Elf Army Books.

Kurnous
Wood Elven god, lord of the hunt.  As seen in the Wood Elf Army book.  Probably linked to Karnos.

Liadriel
The most widely known Elven god outside of Ulthuan or the Loren forest, god of song and wine.  See the WFRP rulebook.

Lileath
God of dreams and fortune.  Possibly connected to Morr, especially to the latters aspect of Sarriel.  See the Eldar Codex and High Elf army book.

Loec
The Laughing God, also called The Great Harlequin.  See the Eldar Codex of WH40K, and the High Elf Army Book.

Mathlann
God of the sea, most commonly worshipped among Sea Elves.  Mentioned in Shadows over Bogenhafen.

Meneloth
Elven name for Slaanesh.  His worship, and the attempts made by the Elves to curb it, is connected to the cultural split that started the civil war between the High Elves and Dark Elves.  The name Meneloth is implied by the WFRP rulebook to be connected to Slaanesh, but not explicitly stated so.

Morai-heg
Keeper of souls, a dread hag who keeps souls in a bag.  See the Eldar Codex and High Elf Army book.

Rota-Himmel (unofficial)
Unofficial, if thoroughly logical, Sea Elf god of the stars and sky.  Can be found in the Warhammer Archives.

Sarriel
God of dreams, connected to Sarriel.  Mentioned in Shadows over Bogenhafen.

Senparae (unofficial)
Unofficial god of Sea Elf life.  See Warhammer Archives.

Sho'sarrah (unofficial)
Unofficial Wood Elven god of living plants.  See Warhammer Archives.

Torothal
God of rain and rivers.  Mentioned in Shadows over Bogenhafen.

Vaul
The smith god.  Said to be chained to his forge.  See the High Elf Army book.

Gnomic Gods

Gandargil (unofficial)
Unofficial god of youth and adventure.  See Warhammer Archives.

Melith (unofficial)
Unofficial god of lightning and electricity, mentioned in a pantheon posted a long, long time ago to the WFRP mailing list.

Randandil (unofficial)
Unofficial god of world weary cynicism.  See the Warhammer Archives.

Ringil
God of smiths and jesters.  See Warhammer Companion and Apocrypha Now.

Goblinoid Gods

Arrak
The spider god worshipped by Forest Goblins.  Forest Goblins often paint themselves with his symbols and desecrate druidic groves in the forest with his worship.  Some scholars think he is the a spider totem spirit, and that there are other totem spirits of animals and the land that shamans venerate but are less well known.  Unofficial information can be found in the Goblinoid Project on my website.

Gork
One of the two principle goblinoid gods, Gork symbolises might, the goblinoid love of fighting, and all the gung-ho aspects of the goblinoid psyche.  Formed from the collective belief of the goblinoid race, he is strong and, so the goblinoids believe, invulnerable.  Information can be found in the Orc and Goblin Army book and unofficially from the Goblinoid Project on my website.

Khakkekk
A goblinoid Chaos god, mentioned in Empire in Flames as being worshipped by shaman Ratscrote Boggobbler, and the Bloodied Nose Goblins.  He seems to resemble Khorne to an extent, but allows magic.  Unofficial information can be found in the Goblinoid Project on my website.

Mork
One of the two principle goblinoid gods, Mork symbolises deception, hiding, trickery, and all that is underhand.  He also seems to be the principle goblinoid god of magic.  Formed from the collective belief of the goblinoid race, he is strong and, so the goblinoids believe, invulnerable.  Information can be found in the Orc and Goblin Army book and unofficially from the Goblinoid Project on my website.

Zotan-Lufutatar
Zotan was written by Ken Rolsten in Realms of Divine Magic, as an ancestral spirit cult.  He may have been one of the principle spirit cults of the Bloodaxe Alliance (from Doomstones).  Information from Realms of Divine Magic, with my own comments, can be found in the Goblinoid Project on my website.

Halfling Gods

Esmerelda
One of the principle Halfling goddesses, and the most well known outside the Moot.  She is the goddess of hearth and home.  See the WFRP rulebook.

Findol
Findol is a Halfling god best known in the Moot, Warden of the fields.  He can be found in the Warhammer Archives.

Gangee
Gangee is a Halfling god best known in the Moot, patron of Rat catchers.  He can be found in the Warhammer Archives.

Landrani
Landrani is a Halfling goddess best known in the Moot, patron of alcohol and alcoholic beverages.  She can be found in the Warhammer Archives.

Merrill
Merrill is a Halfling god best known in the Moot, called the Defender.  He is the Halfling god of protecting ones own and the defence of the Moot.  He can be found in the Warhammer Archives.

The Pilgrim
The Pilgrim was written by Ken Rolsten in Realms of Divine Magic.  He is the Wanderer, the Halfling god of wanderlust and adventure.  See Realms of Divine Magic by Ken Rolsten.

Praseeda
Praseeda is a Halfling goddess best known in the Moot, goddess of spices.  She can be found in the Warhammer Archives.

Samortha
Samortha is a Halfling goddess best known in the Moot, patron of children.  She can be found in the Warhammer Archives.

Human Gods - the Old World

Affairiche
Bretonnian name for Handrich, as mentioned in Shadows over Bogenhafen and Marienburg: Sold Down the River.

Bogenauer
Patron god of Bogenhafen.  See Shadows over Bogenhafen.

Dyrath
The earth mother, the Reikland name for Rhya.  See Shadows over Bogenhafen.

Ecate
Goddess of witchcraft.  Detailed in Realms of Divine Magic.

Forsagh
God of seers, an aspect or alternate name of Morr.  See Shadows over Bogenhafen.

Haleth
The earth mother, a name for Rhya used in the north of the Empire.  See Shadows over Bogenhafen.

Haendryk
God of merchants, a name for Handrich used in Marienburg and the Wasteland, as mentioned in Shadows over Bogenhafen and Marienburg: Sold Down the River.  Also known as Haendryk, Mercopio, Kalita, O Prospero and Affairiche.

Handrich
God of merchants, name used in the Empire.  See Shadows over Bogenhafen and Marienburg: Sold Down the River.

Jean the Pious
Unofficial Tilean god, connected with the Way of the White Path.  Mentioned in the Tilean army list in the Warhammer Archives.

Jeanne du Lac
Unofficial patron goddess of Bretonnia, according to Realms of Divine Magic.  May or may not be related to the Lady of the Lake.

Kalita
God of merchants, Kislevian name for Handrich.  See Shadows over Bogenhafen and Marienburg: Sold Down the River.

Karog
God of fishermen, an aspect or alternate name of Taal.  See Shadows over Bogenhafen.

Karnos
Lord of beasts, connected to Taal, in parts of Middenland and Talabecland.  See Shadows over Bogenhafen.

Khaine
Evil god of murder and undead.  See the WFRP rulebook and Realms of Divine Magic.  Also linked to Elven god Khaela Mensha Khaine.

Lady of the Lake
Bretonnian goddess of chivalry, patron goddess of Bretonnian knights.  See the Bretonnian Army book.  May be related to Jeanne du Lac.

Lucan
One of the Divine Twins of Tilea, brother of Luccina according to Tilean myth.  See the Dogs of War Army book.

Luccina
One of the Divine Twins of Tilea, sister of Lucan according to Tilean myth, and patron goddess of Luccini.  See the Dogs of War Army book.

Manann
God of the sea.  See the WFRP rulebook.  Also known as Stromfels.

Mercopio
God of merchants, Tilean name for Handrich.  See Shadows over Bogenhafen and Marienburg: Sold Down the River.

Morr
God of death and dreams.  See the WFRP rulebook and Apocrypha 2 : Chart of Darkness which contains a great deal of additional background on him.  An aspects of Morr as god of seers is also known as Forsagh.

Myrmidia
Goddess of the art and organisation of war, patron of soldiers and/or generals, depending on interpretation.  See the WFRP rulebook.

The Old Faith
The earth mother, religion of the ancient druids.  See the WFRP rulebook.  Connected to Rhya.

O Prospero
God of merchants, Estalian name for Handrich.  See Shadows over Bogenhafen and Marienburg: Sold Down the River.

Ranald
God of tricksters, in various guises.  See the WFRP rulebook.  Apocrypha 2 : Chart of Darkness also contains information additional information on Ranald.

Rhya
The earth mother, connected the Old Faith and said to be the wife of Taal.  See the WFRP rulebook.

Shallya
Goddess of healing and mercy.  See the WFRP rulebook.

Sigmar Heldenhammer
Patron of the Empire, once mortal leader of the Uberogens, who saved the Dwarven king and in return received the warhammer Ghal-Maraz.  See the WFRP rulebook, Shadows over Bogenhafen and Empire in Flames.

Stromfels
God of wreckers, an aspect or alternate name for Manann.  See Shadows over Bogenhafen.

Taal
God of wild places and nature.  Husband of Rhya.  see the WFRP rulebook.

Ulric
God of wolves and winter.  See the WFRP rulebook.

Verena
Goddess of truth and learning.  See the WFRP rulebook.

Human Gods - Cathay and Nippon

Annu-Minato
Far-Eastern name for Alluminas.

Ashinaga
Far-Eastern name for Arianka.

Catshit
Far-Eastern name for Nurgle.

Great Gojira
Far-Eastern name for Khorne.

Oshiki
God of samurai and honour.  Unofficial.  Available for download from my website.

Shinto
The earth mother and Old Faith, Far-Eastern style.

Tsien-Tsin
Far-Eastern name for Tzeentch.

Zai-Neshi
Far-Eastern name for Slaanesh.

Human Gods - Albion and Norsca

Ayrin
Albion goddess of Love and beauty.  See Albion document in the Warhammer Archives.

Bila
Albion god of death, related to Morr.  See Albion document in the Warhammer Archives.

Crom-Cruarch
The Great worm of War.  See Albion document in the Warhammer Archives.

Danu
The earth mother of Albion, with three aspects, called Blodeuwedd, Morrigu and Ceriwen.  See Albion document in the Warhammer Archives.

Halni
Norse goddess, the deceiver, related to Ranald.  See the Norsca Project.

Helenir
Norse god of the dead, related to Morr.  See the Norsca Project.

Hrungnor
Dwarven god of the dead, as worshipped by the Norse Dwarves.  Alternate name for Gazul.  See the Warhammer Archives.

Hu
Albion god of Warriors.  See Albion document in the Warhammer Archives.

Lugh
The Albion sun god.  See Albion document in the Warhammer Archives.

Malor
Norse god of the seas, related to Manann.  See the Norsca Project.

Ogmios
Albion god of literature and poems.  See Albion document in the Warhammer Archives.

Olric
Norse and Albion god of wolves and winter, probably closely related to Ulric.  See Albion document in the Warhammer Archives, and the Norsca Project.

Sylra
Norse goddess of the earth, fertility and family.  Related to the earth mother and the Old Faith.  See the Norsca Project.

Taldur
Norse god of wild places.  Related to Taal.  See the Norsca Project.

Valdin
Albion god of fate, possibly related to Tzeentch.  See Albion document in the Warhammer Archives.

Law Gods

Alluminas
Master of light, Lord of enlightenment, god of stasis.  See the WFRP rulebook, Warhammer Archives and my website.  Also called Annu-Minato.

Annu-Minato
Far-Eastern name for Alluminas.

Arianka
Goddess of order and discipline.  Said to have been trapped by an unknown Chaos god in a crystal coffin, which can only be opened using seven keys, all hidden in separate places across the world.  She featured along with Malal in the Kaleb Daark comic strips.  See the WFRP rulebook, Warhammer Archives and my website.  Also called Ashinaga.

Ashinaga
Far-Eastern name for Arianka.

Oshiki
Nipponese god of samurai and honour.  Unofficial.  Available for download from my website.

Solkan
The best known Law god, and the god of vengeance.  See the WFRP rulebook and the Warhammer Archives.

Lizardman Gods

Chotek
The sun god, and an Old One.  See the Lizardman Army book.

Huanchi
An Old One.  See the Lizardman Army book.

Itzl
An Old One.  See the Lizardman Army book.

Sotek
The principle Lizardman god, god of serpents.  Said to have sent a sign on Sigmars ascension of Soteks forked tongue (a twin-tailed comet) across the sky.  See the Lizardman Army book.

Quatl
An Old One.  See the Lizardman Army book.

Querchi
An Old One.  See the Lizardman Army book.

Tepoc
An Old One.  See the Lizardman Army book.

Tlaxcotl
An Old One.  See the Lizardman Army book.

Tzunki
An Old One.  See the Lizardman Army book.

Xapati
An Old One.  See the Lizardman Army book.

Ogrish Gods

The Great Maw
The only known Ogrish god.  See the WFRP rulebook.

Pygmy Gods

Beesbok and Brobat
Pygmy gods, as mentioned in the Floating Gardens of Bahb-Elon article of White Dwarf 100.  See also the Warhammer Archives.

Skaven Gods

The Horned Rat
The principle and only known god of the skaven.  See the WFRP rulebook, the Warhammer Archives, and especially Garett Leppers excellent Book of the Rat.