1-4. Deep pondering is required for 2d6 turns. Whether by gazing long or rune-study, it must be done unless there is some pressing magic, kingship, inspiration, or death to be done first.
5-12. The Great Irminsul must remain lofty above. Until the cleric performs some task, Odin's towering spear may not be so available, causing the loss of some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what the cleric must do to have each one restored.
[1] Learn something new.
[2] Contemplate alone for 1d6 turns.
[3] Establish dominance over someone or something.
[4] Work to sire or support his descendants.
[5] Speak strangely to the next one he sees.
[6] Dance madly for the next 1d6 minutes.
[4] Inspired-Touched: Has a 10% chance of behaving madly and aggressively for the first 2d6 rounds of each new encounter when at a holy (or unholy) place.