Psychic Powers

Psychic Bolt: Determine hit location using Focus Power. Works like a single-fire weapon.
Psychic Barrage: Works like a semi-auto weapon; total hits cannot exceed Psy Rating used for power.
Psychic Storm: Works like a full-auto weapon; total hits cannot exceed Psy Rating used for power.
Psychic Blast: Radius is determined by Psy Rating. Equivalent of the Weapon Quality Blast (X).
Concentration: Characters may only take one Attack and one Concentration action per turn.
PR: Psy Rating, where applicable.

  or choose a discipline  

Power Discipline Cost Prerequisite Action Focus Power Range Sustained Subtype Effect Page
Invigourate Biomancy 100 xp T 30 Half Action Challenging (+0) Willpower test 1 m No Concentration Remove Fatigue from himself and allies within range. Can remove total number of fatigue levels up to his PR, can choose how many levels per target. Requires 12 hours of recovery after use. Page 200 CB
Smite Biomancy 200 xp Invigourate, Wp 40 Half Action Challenging (+0) Willpower test 20 metres x PR No Attack, Concentration Psychic Barrage Works like a semi-auto weapon; total hits cannot exceed Psy Rating used for power. Discharge lightning at enemies. Does 1d10+ PR Energy damage, Pen: 4 PG 202 CB
Shape Flesh Biomancy 200 XP Smite, Per 35, T 30 Full Action Ordinary (+10) Willpower test 1 metre Free Action Concentration Chooses himself or an organic target within range. The target's physical appearance changes to a new form of the psyker's choosing. The amount and precision of the alterations depend on the final PR used. Consult PG 202 CB for effects. All tests to identify the target's true form suffer a penalty equal to 5x PR for the duration. The effects remain regardless of distance from psyker. PG 202 CB
Enfeeble Biomancy 100 xp Smite, T 35 Half Action Challenging (+0) Opposed Willpower test 20 metres x PR Half Action Attack, Concentration Target must oppose with a Toughness test. Upon failure, it is Stunned for one round. In addition, if the target rolls doubles while this power is sustained, it suffers a number of levels of Fatigue equal to half the psyker's PR (rounded down). Only one instance of Enfeeble can affect a target at a time. PG 200 CB
Iron Arm Biomancy 400 xp Shape Flesh, St 35, T 35 Half Action Hard (-20) Willpower Test Self Free Action Concentration Gain the Unnatural Toughness and Unnatural Strength traits with ratings equal to half his PR, rounded up. However, the psyker's Iron Arm weighs him down, imposing -10 to Ag while it is in effect. PG 200 CB
Endurance Biomancy 300 xp Shape Flesh, T 30 Half Action Difficult (-10) Willpower test 3 metres x PR radius No Concentration Allies in range numbering up to PR, plus the psyker, recover wounds equal to half the psyker's PR rounded up, and recover from Pinning. This power requires 12 hours of recovery. PG 200 CB
Life Leech Biomancy 400 XP Enfeeble. T 40 Full Action Opposed Difficult (-10) Willpower test 10 metres x PR Free Action Attack, Concentration Target must oppose with a Toughness test. Upon failure, they suffers 1d10+ PR Toughness damage, and the psyker gains Unnatural Toughness (1) trait, with its value increased by 1 for every full 5 points of Toughness damage the power inflicts. This Unnatural Toughness trait remains for as long as the power's effect persists. PG 201 CB
Warp Speed Biomancy 500 xp Iron Arm, Endurance, PR 5 Half Action Difficult (-10) Willpower test Self Free Action Concentration The psyker gains the Unnatural Weapon Skill, Unnatural Ballistic Skill, and Unnatural Agility traits, all at values equal to his PR. PG 202 CB
Hemorrhage Biomancy 400 xp Life Leech, PR 4 Half Action Challenging (+0) Willpower test 1 m No Attack, Concentration Target must oppose with a Toughness test. Upon failure, it suffers Energy damage equal to the psyker's PR, plus 1xDoF on its Toughness test; this damage ignores Toughness bonus and Armour. If this damage successfully kills the target, the psyker may immediately recast this psychic power as a Free Action on any legal target within 5 metres of the original target. PG 200 CB
Warp Perception Divination 100 xp Wp 35 Half Action Challenging (+0) Psyniscience test Self Half Action Concentration The psyker gains the Unnatural Senses (X) trait, where the X value is equal to the PRx10. PG 204 CB
Prescience Divination 200 xp Warp Perception, Psyniscience Rank 1 Half Action Challenging (+0) Psyniscience test 3 metres x PR radius Half Action Concentration For the duration of this power, the psyker and a number of allies equal to his PR within range gain a bonus to their WS and BS tests equal to 2x PR. This bonus is lost upon moving out of range. PG 204 CB
Foreboding Divination 200 xp Warp Perception, Psyniscience rank 1 Reaction Difficult (-10) Perception test Self No Concentration The psyker may use this power in place of Evasion. If the power is successful, the psyker avoids the attack exactly as if he has passed an Evasion test with the number of degrees of success he scored on the Focus Power test. PG 203 CB
Misfortune Divination 300 xp Willpower 45, Foreboding, Half Action Half Action Difficult (-10) Opposed Willpower test 20 metres x PR Free Action Attack, Concentration Target makes an opposing Willpower test. Upon failure, misfortune follows it wherever it goes. While sustained, the target's Armour is reduced in all locations by one half the psyker's PR rounded up. The target's weapons will jam upon missing their target. PG 203 CB
Scrier's Gaze Divination 200 xp Prescience, Psyniscience rank 2 Special Challenging (+0) Psyniscience test Self No Concentration To begin the ritual, the psyker must spend at least 30 minutes using assorted psychic foci (tarot cards, runes, etc) to concentrate his vision. At the end of this time, he makes his Focus Power test to project his vision over the area, with the GM revealing information based on the degrees of success. See pg. 204 for details. PG 204 CB
Forewarning Divination 400 xp Foreboding, Per 50 Half Action Challenging (+0) Psyniscience test 3 metres x PR radius Free Action Concentration For the duration of this power, a number of allies within range equal to the psyker's PR, plus the psyker, gain a bonus to Evasion tests equal to 2x PR. This bonus is lost upon moving out of range. PG 203 CB
Precognition Divination 400 xp Scrier's Gaze, Per 45, Wp 45 Full Action Hard (-20) Psyniscience test 5 metres x PR radius No Concentration Gain a number of re-rolls equal to PR that last until the beginning of next turn. For the duration of that round, whenever the psyker or an ally in range makes a test or damage roll, the psyker may spend one of the rerolls to allow that ally to re-roll all dice involved in the roll. If the psyker is killed or rendered Unconscious before the beginning of his next turn, all remaining re-rolls are lost. PG 203 CB
Winding Fate Divination 500 xp Scrier's Gaze, Per 50 Full Action Difficult (-10) Psyniscience test Self No Concentration The psyker can touch an item or character, and see PR days into the subject's past or future. The vision lasts for a number of seconds equal to 2x PR. The higher the PR, the more the psyker can control what his flashes focus on (at the GM's discretion). PG 205 CB
Perfect Timing Divination 300 xp Forewarning, Per 55 Half Action Difficult (-10) Psyniscience test 3 metres x PR radius Half Action Concentration While sustained, the psyker and a number of allies equal to PR within range ignore the effects of cover when firing on a target. If their attacks would be blocked from a Hit Location by cover, they instead strike the Hit Location directly. This bonus is lost upon moving out of range. PG 203 CB
Manipulate Flame Pyromancy 100 xp Wp 35 Half Action Routine (+20) Willpower test 10 metres x PR Half Action Attack Choose a patch of fire with radius no greater than PR metres. Each round, he can either extinguish or control the fire. If he extinguishes the fire, this power ends and the fire goes out. If he controls the fire, he can move it up to a number of metres equal to his PR per round along a flammable surface. PG 208 CB
Fiery Form Pyromancy 400 xp Fire Shield, PR 4 Half Action Difficult (-10) Willpower test Self Half Action Concentration While sustained, all of the psyker's melee attacks deal additional Energy damage equal to PR and gain the Flame quality. In addition, at the end of each of the psyker's turns, a Psychic Blast Radius is determined by Psy Rating. Equivalent of the Blast(X) Weapon centered on his location occurs. All characters within PR metres, with the exception of the psyker himself, are struck for 1d10+ PR Energy damage. Any target struck has a chance of catching ablaze. PG 206 CB
Fire Shield Pyromancy 300 xp Manipulate Flame, Ag 40 Half Action Challenging (+0) Willpower test 20 metres x PR Free Action Concentration While sustained, any attacker in range who successfully strikes the psyker suffers retribution. A Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. dealing PR Energy damage immediately strikes the attacker. This damage is not reduced by Armour or Toughness bonus. The target has a chance of catching ablaze. PG 206 CB
Spontaneous Combustion Pyromancy 200 xp Manipulate Flame, Wp 40 Half Action Ordinary (+10) Willpower test 20 metres x PR No Attack Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. the psyker lashes out with his power, dealing 1d10+2+2x PR Energy damage. The psyker uses his Focus Power test to determine if the attack is successful, as well as to determine hit location. If successful, the target has a chance of catching ablaze. PG 208 CB
Flame Breath Pyromancy 300 xp Spontaneous Compustion, PR 3 Half Action Challenging (+0) Willpower test 20 metres x PR No Attack Psychic Barrage Works like a semi-auto weapon; total hits cannot exceed Psy Rating used for power. The psyker attempts to strike for 1d10+2+2x PR Energy damage. If successful, any target struck has a chance of catching ablaze. PG 206 CB
Cauterise Pyromancy 300 xp Fire Shield, Wp 45 Half Action Challenging (+0) Willpower test 1 metre No Concentration The psyker chooses himself or another character he can physically touch. If the target is suffering from Blood Loss, successfully using the power removes that condition. PG 206 CB
Molten Beam Pyromancy 400 xp Spontaneous Combustion, PR 4 Half Action Challenging (+0) Willpower test 5 metres x PR No Attack Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. The psyker fires a blindingly-bring beam of sun-hot energy dealing 1d10+5+3x PR Energy damage. Pen: 2x PR. If attacking at Short Range, the Pen is doubled. PG 208 CB
Sunburst Pyromancy 400 xp Flame Breath, PR 4 Half Action Challenging (+0) Willpower test 20 metres x PR No Attack Psychic Storm Works like a full-auto weapon; total hits cannot exceed Psy Rating used for power. . The psyker gathers a nova of firey energy around his body, before releasing it in all directions. Deals 1d10+2+2x PR Energy damage. Any target successfully hit has a chance of catching ablaze. PG 208 CB
Inferno Pyromancy 500 xp Molten Beam, Sunburst, PR 5 Half Action Difficult (-10) Willpower test 10 metres x PR No Attack, Concentration Psychic Blast Radius is determined by Psy Rating. Equivalent of the Blast(X) Weapon. The psyker creates an explosion of flame centered on his target, with no chance of escape. All targets within PR metres of the target take 2d10+3x PR Energy damage. All targets within range have a chance of catching ablaze. PG 207 CB
Telekinetic Control Telekinesis 100 xp Wp 35 Half Action Routine (+20) Willpower test 10 metres x PR Half Action Concentration The psyker can move an object weighing up to 2x PR kilos a number of metres equal to 2x PR. If the object ever leaves the range of the power, the power ends. PG 211 CB
Assail Telekinesis 200 xp Telekinetic Control, Wp 40 Half Action Ordinary (+10) Willpower test 20 metres x PR No Attack, Concentration Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. The psyker hurls objects or, failing to find any, his mental energy at the target dealing 1d10+ PR Impact damage. Pen: 2. If the pysker succeeds in hitting with 3+ DoS, the target is also thrown 1d5 metres and knocked Prone. PG 209 CB
Telekine Shield Telekinesis 200 xp Assail, Int 40 Half Action Routine (+20) Willpower Test Self Free Action Concentration While sustained, all of the psyker's hit locations are considered to be in Cover with an Armour Value equal to half of PR. The shield can be damaged in the same manner as Cover (CB p. 229). If the shield is reduced to 0 Armour Value, it is destroyed and the power is no longer sustained. PG 211 CB
Crush Telekinesis 300 xp Assail, Wp 45 Half Action Challenging (+0) Opposed Willpower test 10 metres x PR No Attack, Concentration Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. The target makes a Toughness save against the psyker's Focus Power test. Upon failure, the target suffers 1d10+ PR Impact damage. Pen 2. This attack carries the Snare ( PR/2) quality. PG 209 CB
Objuration Mechanicum Telekinesis 300 xp Crush, Int 40 Half Action Challenging (+0) Willpower test 10 metres x PR No Concentration The psyker chooses a point anywhere within range and line of sight. This power creates a Haywire Field (CB p. 147) centred at this point, with a radius in metres equal to PR. PG 209 CB
Telekine Dome Telekinesis 300 xp Telekine Shield, PR 4 Half Action Challenging (+0) Willpower test 5 metres x PR Free Action Concentration The psyker creates a dome of energy with radius of half PR metres, rounding up. Each ally inside the dome gains Armour points equal to PR to all Hit Locations against any attack from outside the dome. However, characters may still physically pass through the dome at no penalty. PG 211 CB
Shockwave Telekinesis 300 xp Crush, Wp 50 Half Action Challenging (+0) Willpower test Self No Attack, Concentration Psychic Blast Radius is determined by Psy Rating. Equivalent of the Blast(X) Weapon. Each character in within PR metres of the psyker, but not the psyker himeself, suffers 1d10+ PR Explosive damage. They are also pushed PR metres directly away from the psyker. PG 210 CB
Gate of Infinity Telekinesis 400 xp Telekine Dome, PR 5 Extended Action (3) Hard (-20) Willpower test 1 kilometres x PR No Concentration The psyker chooses a point anywhere within 5 metres times his PR, and opens a gate to the Immaterium at that point. He then chooses a point within range of the power, and opens an exit to the gate at that location. The psyker must be aware of the location in which he is opening the exit to the gate, either having visited it before, seen it from afar, or simply studied it on a map. The gate lasts for a number of rounds equal to the psyker PR, and has a radius in metres equal to PR as well. For the duration of the power, the two sides of the gate are linked, and any person or objects may pass between them freely provided they can fit through the gate. This power requires 12 hours of rest before it may be used again. PG 209 CB
Vortex of Doom Telekinesis 400 xp Telekine Dome, Shockwave, PR 5 Half Action Difficult (-10) Willpower test 5x PR metres Half Action Attack, Concentration Psychic Attack. The psyker chooses a point in range and line of sight, and creates a vortex of energy centred on that point that starts with a radius of 2 metres. Each character who is touching the vortex at the end of the psyker's turn suffers 2d10+2x PR Explosive damage, with Pen of the current vortex radius. The psyker cannot voluntarily stop sustaining this power. Instead, at the beginning of each turn the psyker is sustaining the vortex, he must make a Challenging (+0) Willpower test with -5 per metre of the vortex's current radius. If passed, he may: Increase or decrease the radius by a metre or move it metres equal to PR. If the psyker fails the Willpower test to sustain the vortex,its radius increases by one metre and it moves a number of metres equal to the psyker's PR in a random direction. If the vortex radius is reduced to 0, the power ends and the vortex disappears. If the vortex raidus exceeds than the psyker's PR, it explodes and the psyker suffers 2d10+4x PR explosive damage, with Pen of the vortex radius. PG 211 CB
Telepathic Link Telepathy 100 xp Wp 35 Half Action Difficult (-10) Opposed Willpower test 20 metres x PR No Concentration The target makes a Willpower save against the Focus Power test. If the target fails, the psyker can either read the person's thoughts or send a mental message. PG 214 CB
Erasure Telepathy 100 xp Telepathic Link, Fel 40 Full Action Challenging (+0) Opposed Willpower test 5 metres x PR No Concentration The target makes a Willpower save against the Focus Power test. If he fails, the psyker removes a memory of a recent event from the target. The psyker can remove an amount of time up to 10 x PR minutes, and the event must have been within PR hours prior. The enemy is left with no recollection of what occurred during that time. PG 212 CB
Hallucination Telepathy 200 xp Telepathic Link, Fel 40 Half Action Challenging (+0) Opposed Willpower test 10 metres x PR No Concentration The target makes a Willpower save against the Focus Power test. Upon failure, it must roll on Table 5-3: Hallucinogenic Effects and immediately apply the effects. The effect rolled on the table lasts for half PR rounds. PG 212 CB
Psychic Shirek Telepathy 300 xp Hallucination, PR 3 Half Action Challenging (+0) Willpower test 10 metres x PR No Attack Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. Target suffers 1d10+2+2x PR Explosive damage. Applies the Concussive(1) Weapon Quality. PG 213 CB
Dominate Telepathy 200 xp Erasure, Wp 40 Full Action Challenging (+0) Opposed Willpower test 5 metres x PR No Concentration The psyker nominates a number targets up to half his PR (rounded up) who oppose this power with a Willpower test. Each target that fails to resist the power must follow a simple command given by the psyker. If command is a potentially suicidal act, each target receives a +20 to its Willpower test to Oppose the power. In all cases, the command must be achievable in a single round. PG 212 CB
Mental Fortitude Telepathy 300 xp Dominate, Terrify, Adamantium Faith Half Action Difficult (-10) Willpower test 10 metres x PR Free Action Concentration For the duration of this power, a number of allies up to the psyker's PR within range count as having the Adamantium Faith talent. This bonus is lost upon moving out of range. PG 212 CB
Terrify Telepathy 400 xp Hallucination, Fel 45 Half Action Difficult (-10) Opposed Willpower test 10 metres x PR No Concentration The target must make a Willpower save against the Focus Power test. Upon failure, the target must roll 1d100 for Shock, adding +10 times the psyker's PR to the roll, and immediately apply the effects. PG 214 CB
Invisibility Telepathy 400 xp Terrify, Ag 30 PR 4 Half Action Difficult (-10) Willpower test 10 metres x PR Free Action Concentration A target within range, or the psyker himself, gains the effect. While sustained, the target's Stealth skill is modified to +0, and gains a bonus to Stealth tests equal to 5x PR. Additionally, ranged attacks against the target suffer -5x PR. The effect is immediately lost upon moving out of range. PG 212 CB
Puppet Master Telepathy 400 xp Dominate, Mental Fortitude, Terrify, Fel 55 Full Action Difficult (-10) Opposed Willpower test 10 metres x PR Special Concentration The psyker nominates a single target in range and line ofsight with total wounds no greater than 3 times the psyker's PR, who opposes this power with a Willpower test. Upon failure, it is controlled by the psyker like a puppet. For the duration of the power, the psyker can divide his Actions between himself and the target. The dominated target uses its own Characteristics, but at -10. If at any point the psyker would make the target perform a potentially suicidal action, the target can attempt a Challenging (+0) Opposed Willpower test to try to break free of the power. The effect is immediately lost upon moving out of range. PG 214 CB

Minor Psychic Powers


Power Cost Prerequisite Action Focus Power Range Sustained Subtype Effect
Aura of Fear 200 xp Fellowship 75, 5+ Insanity Full Action Hard (-20) Willpower Test Self Half Action Concentration The psyker gains the Fear (1) trait as long as he sustains the power. Should this result in a Psychic Phenomena roll, the Psyker must instead make a Fear (4) test, gaining 4 Corruption if he fails
Deja Vu 200 xp Willpower 35 Half Action Opposed (-10) Willpower Test 5m x PR No Concentration The target makes a (+10) Willpower test to oppose the psyker. If the psyker succeeds, the target must repeat the last action he took - such as firing at a target that no longer exists. This counts as the target's action for the round. If the action would be obviously harmful to the target (but not necessarily to an ally), the target automatically wins the Opposed test with 1 DoS
Foretelling 100 xp Perception 35 Full Action Difficult (-10) Psyniscience test 5m x PR No Concentration The psyker chooses a single character or item within range, and gains a brief and unclear image of the future, giving him an idea of effects to be suffered by the target in the next 1xPR minutes
Ignite 100 xp Willpower 30 Half Action Challenging (+0) Willpower Test 5m x PR Half Action Attack, Concentration The psyker creates a small flame, approximately 1 centimetre across, at a point within range and line of sight. This may ignite combustible materials. If the target is a character, at the start of each round after the first, he must make a (+0) Agility test to avoid catching fire. He gains (+30) to this test if he makes a Move action.
Ill Omen 200 xp Rank 1 (Known) in Psyniscience Full Action Difficult (-10) Willpower test 10m x PR No Concentration The psyker chooses a target within range and line of sight, who opposes with a (+0) Logic test. If the target fails to resist, he suffers (-10) to all tests for PR rounds. If this is done outside of combat, the psyker chooses a time within the next PR hours for the target to experience this omen.
Impel 100 xp Willpower 30 Half Action Ordinary (+10) Willpower test 5m x PR No Attack, Concentration The psyker chooses an object or character and pushes it directly away PR metres. The maximum weight the psyker can push is calculated using the carry weight table (PP 248 CB), substituting WPB and PR for SB and TB. If the target is a character, he opposes with a (+0) Strength test. If the target fails with 2+ DoF, he is knocked Prone. If the psyker succeeds with 3+ DoS, the target suffers 1d5+PR damage and 1 level of Fatigue
Luck 100 xp Perception 30 Half Action Challenging (+0) Awareness test Self No Concentration If the psyker succeeds, he gains (+5+PR) on his next test. If he fails by 2+ DoF, he suffers a (-2xPR) penalty on his next test
Suggestion 200 xp Rank 1 (Known) in Deceive Full Action Difficult (-10) Opposed Willpower test PR No Concentration The target resists with a (+0) Willpower test. If the psyker is attempting to convince the target of something clearly impossible, the target automatically wins with 1 DoS
Summon Vermin 100 xp Fellowship 30 Full Action Challenging (+0) Willpower Test 1km x PR No Concentration A number of vermin up to the PR used come to the psyker's location as quickly as possible. Once they arrive, they act normally and are not compelled to follow the Psyker's will.
Weapon Jinx 200 xp Intelligence 35 Half Action Difficult (-10) Willpower test 5m x PR No Concentration The psyker chooses up to PR ranged weapons (Best quality weapons count as 2) which count as Poor quality until repaired. If the Psyker's DoS exceeds the PR used, the weapons jam immediately. If the Psyker fails with 2+ DoF, his own weapons immediately jam.
Word of Beasts 100 xp Fellowship 35 Half Action Difficult (-10) Opposed Willpower test 10m No Concentration The psyker chooses an animal to dominate, which opposes with a (+0) Willpower test. If the Psyker is successful, he chooses to either: Receive a mental impression of the animal's recent experiences; or Establish an empathetic link with the animal, which will then follow the Psyker and obey his commands to the best of its ability.

Sanctic Daemonology


Power Cost Prerequisite Action Focus Power Range Sustained Subtype Effect Page
Banishment 300 xp PR 3 Full Action Hard (-20) Willpower test 10m x PR No Attack, Concentration The Psyker selects a target with the Warp Instability trait. The targeted Daemon must make a Willpower test, with -5 x DoS on the Psyker's Focus Power test. The daemon suffers 1 Energy damage per DoF, ignoring TB and Armour. If this would deal damage equal to or exceeding its remaining Wounds, it is immediately cast back into the Warp 54 EB
Cleansing Flame 300 xp PR 4 Half Action Challening (+0) Willpower test 5m x PR No Attack, Concentration Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. Damage: 1d10+PR+WPB Energy, Pen: 0, Special: Flame, Sanctified, Spray. If the target is set aflame, the flames have the Sanctified quality 54 EB
Exorcism 200 xp WP 40 Full Action Difficult (-10) Opposed WP Test 5m x PR Half Action Attack, Concentration The Psyker selects a single target with the Daemonic trait to oppose the WP test. If the Psyker wins, the target suffers WP damage equal to the PR used, multiplied by the DoS 55 EB
Hammerhand 300 xp PR 3 Half Action Difficult (-10) Willpower Test 5m x PR Free Action Concentration Up to PR allies (including the Psyker) within range gain Unnatural Strength (PR), or increases their Unnatural Strength by 4 if they already possess the trait. 55 EB
Holocaust 500 xp PR 5 Full Action Hard (-20) Willpower test Self Full Action Attack, Concentration Each round Holocaust is sustained, a Psychic Blast Radius is determined by Psy Rating. Equivalent of the Blast(X) Weapon emits from the Psyker. Damage: 1d10xPR Energy, Pen: 0, Special: Blast (PR), Flame, Warp Weapon. He is not affected by the blast, but each turn he suffers 1d10+PR Energy damage, which ignores Armour and Toughness. 56 EB
Psychic Communion 100 xp Per 35 Full Action Ordinary (+10) Willpower Test 10m x PR Free Action Concentration The Psyker chooses a number of allies up to PR within range. While sustained, the Psyker and the chosen allies gain +2 to their initiative. This can change an alread established turn order 56 EB
Purge Soul 200 xp WP 35 Half Action Difficult (-10) Opposed WP Test 10m x PR No Attack, Concentration The Psyker chooses a target within range and line of sight to oppose. If the Psyker wins, the target takes 1 Energy damage per DoS, plus an amount equal to the target's Corruption Bonus. This ignores Armour and Toughness Bonus 56 EB
Sanctuary 400 xp WP 45 Full Action Challening (+0) Willpower test Self Half Action Concentration The Psyker chooses PR allies, which can include the Psyker, within range. While sustained, each affected character benefits from a force field with a protection rating of 5xPR and no overload chance. In addition, Daemons must pass a +0 WP test to move towards an affected character. 56 EB
Word of the Emperor 200 xp Fel 30 Half Action Difficult (-10) Willpower Test 10m x PR Half Action Concentration While sustained, whenever a character attempts to attack the Psyker, they must pass a +0 WP test or suffer a -5 to their attack roll per DoF 56 EB

Maleific Daemonology

To practice Malefic Daemonology is to invite corruption. Each time a Psyker successfully manifests a power from this discipline, he gains Corruption Points equal to the Psy Rating used.
Should the use of Maleific Daemonology be discovered, the Psyker risks being branded Excommunicate Traitoris.
To learn these foul powers, an Acolyte needs to gain the knowledge somehow. This may be from reading a tome of forbidden lore, or by making a Dark Pact with a Daemon.


Power Cost Prerequisite Action Focus Power Range Sustained Subtype Effect Page
Cursed Earth 100 xp WP 40 Full Action Difficult (-10) Willpower Test 1m x PR Free Action Concentration The Psyker creates an area with PR metres radius. While sustained, Daemons in the area gain a PR/2 bonus to their Daemonic trait, and receive a bonus of +5xPR to Warp Instability tests. In addition, Psychic Powers used within the area add +10 to Focus Power tests and rolls for Psychic Phenomena. There may be additional Warp phenomena that occur in the area 57 EB
Dark Flame 100 xp 10 Corruption Half Action Challenging (+0) Willpower Test 5m x PR No Attack, Concentration Psychic Bolt Determine hit location using Focus Power. Works like a single-fire weapon. Damage: 1d10+PR+CB Energy, Pen: CB, Special: Flame, Spray. Any character affected by Dark Flame must pass a (+30) Willpower test or gain 1 Corruption per DoF. 57 EB
Infernal Gaze 200 xp 15 Corruption, WP 45 Half Action Difficult (-10) Willpower Test 5m x PR No Attack, Concentration All characters, friend or foe, who do not possess the Daemonic trait, must oppose with a (+0) Willpower test. Upon failure, the character suffers Energy damage equal to the user's PR + CB, ignoring Armour and Toughness, and gains Insanity and Corruption points equal to PR/2 57 EB
Incursion 100 xp WP 45 Full Action Difficult (-10) Willpower Test Self Free Action Concentration While sustained, the Psyker gains a bonus to his Daemonic Mastery tests of +10xPR 57 EB
Possession 200 xp 20 Corruption Full Action Difficult (-10) Willpower Test Self Free Action Concentration While sustained, the Psyker gains Daemonic (PR/2) and Unnatural Strength (PR/2), as well as Deadly Natural Weapons. Each round, the Psyker must attempt a (+0) Willpower test or become Frenzied. While Frenzied, the Psyker MUST sustain the power. Upon triggering Pyschic Phenomena, a more powerful daemon than intended will take the Psyker's invitation. He must succeed an Opposed Willpower test or become Possessed (EB 69) 57 EB
Sacrifice 100 xp WP 45 Half Action Ordinary (+10) Willpower test Self No Concentration This power may be used if the Psyker has inflicted damage since the beginning of the previous round. If he succeeds, he gains +5 to his next Focus Power test for each point of damage inflicted. This bonus expires after 1 hour. 58 EB
Summoning 50 xp WP 35 Full Action Challenging (+0) Willpower Test Self Free Action Concentration While sustained, the Psyker gains +10xPR to Forbidden Lore (Daemonology) tests made to summon Daemons. 58 EB

Psychic Phenomena

Roll Effect
01-03 Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that somewhere in the galaxy something unfortunate just happened.
04-05 Warp Echo: For a few moments, all noises cause echoes, regardless of the surroundings.
06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell.
09-11 Mind Warp: The psyker suffers a -5 penalty to Willpower tests until the start of his next turn as his own inherent phobias, suspicions, and hatreds surge to the surface of his mind in a wave of unbound emotion.
12-14 Hoarfrost: The temperature plummets for an instant, and a thin coating of frost forms to cover everything within 3d10 metres.
15-17 Aura of Taint: All animals within 1d100 metres become spooked and agitated; characters can use the Psyniscience skill to pinpoint the psyker as the cause
18-20 Memory Worm: All people within line of sight of the psyker forget some trivial fact or minor personal memory.
21-23 Spoilage: Food and drink go bad in a 5d10 metre radius.
24-26 Haunting Breeze: Winds whip up around the psyker for a few moments, blowing light objects around and guttering fires within 3d10 metres.
27-29 Veil of Darkness: For a brief moment (effectively, until the end of the round), the area within 3d10 metres is plunged into immediate and impenetrable darkness.
30-32 Distorted Reflections: Mirrors and other reflective surfaces within a radius of 5d10 metres distort or shatter.
33-35 Breath Leech: Each character (including the psyker) within a 3d10 metre radius becomes short of breath for one round and cannot make any Run or Charge actions.
36-38 Daemonic Mask: For a fleeting moment, the psyker takes on a daemonic appearance and gains the Fear (1) trait until the start of the next turn. However, he also gains 1 Corruption point.
39-41 Unnatural Decay: All plant life within 3d10 metres of the psyker withers and dies.
42-44 Spectral Gale: Howling winds erupt around the psyker, requiring each character (including the psyker) within 4d10 metres to make an Easy (+30) Agility or Strength test to avoid being knocked Prone.
45-47 Bloody Tears: Blood weeps from stone and wood within 3d10 metres of the psyker. If there are any paintings, pict-displays, statues, or other representations of people inside this area, they appear to be crying blood.
48-50 The Earth Protests: The ground suddenly shakes, and each character (including the psyker) within a 5d10 metre radius must make an Ordinary (+10) Agility test or be knocked down.
51-53 Actinic Discharge: Static electricity fills the air within 5d10 metres causing hair to stand on end and unprotected electronics to short out, while the psyker is wreathed in eldritch lightning.
54-56 Warp Ghosts: Ghostly apparitions fill the air within 3d10 metres around the psyker, flying about and howling in pain for a few brief moments. Everyone in the radius (except the psyker himself ) must test against a Fear rating of 1.
57-59 Falling Upwards: Everything within 2d10 metres of the psyker (including the psyker himself ) rises 1d10 metres into the air as gravity briefly ceases. Almost immediately, everything crashes back to earth, suffering falling Damage as appropriate for the distances fallen.
60-62 Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for 1d10 rounds.
63-65 The Furies: The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d5 Damage (ignoring Armour, but not Toughness Bonus) and he must test against Fear (2).
66-68 Shadow of the Warp: For a split second, the world changes in appearance, and everyone within 1d100 metres has brief but horrific glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (-10) Willpower Test or gain 1d5 Corruption Points.
69-71 Tech Scorn: The machine spirits reject your unnatural ways. All un-warded technology within 5d10 metres malfunctions momentarily, and all ranged weapons Jam (see page 255), whilst characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer 1d5 Damage, ignoring Toughness Bonus and Armour.
72-74 Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 metres (with the exception of the psyker) to become Frenzied for a Round and suffer 1d5 Corruption Points unless they can pass a Difficult (-10) Willpower Test.
75+ Perils of the Warp: The Warp opens in a wild maelstrom of unnatural energy. Roll on Table 6-3: Perils of the Warp

Perils of the Warp

Roll Effect
01-05 The Gibbering: The psyker screams in pain as uncontrolled Warp energies surge through his unprepared mind. He must make a Challenging (+0) Willpower Test or be stunned for 1d5 Rounds.
06-09 Warp Burn: A violent burst of energy from the Warp smashes into the psyker's mind, sending him reeling. He suffers 2d5 Damage, ignoring Toughness Bonus and Armour, and is stunned for 1d5 Rounds.
10-13 Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds, and everyone within 3d10 metres must make a Routine (+10) Willpower Test or be Stunned for one Round.
14-18 Psy Blast: There is an explosion of power and the psyker is thrown 3d10 metres into the air, falling to the ground moments later (see page 267 for Falling Damage).
19-24 Soul Sear: Warp power courses through the psyker's body, scorching his soul. The psyker cannot use any powers for the next hour and gains 2d5 Corruption Points.
25-30 Locked In: The power cages the psyker's mind in an ethereal prison, tormented by visions of the Warp. The psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action to make a Difficult (-10) Willpower Test. On a success, his mind is freed and restored to his body, haunted by his experiences but otherwise unharmed.
31-38 Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 Rounds (or one minute in narrative time) in the exact location. He suffers one point of permanent Toughness and Intelligence damage as his body and mind rebel against the experience, and gains 1d5 Corruption Points.
39-46 Psychic Mirror: The psyker's power is turned back on him. Resolve the power's effects, but the power targets the psyker instead. If the power is beneficial, it deals 1d10+5 Energy Damage (ignoring Armour) to the psyker instead of its normal effect.
47-55 Warp Whispers: The voices of daemons fill the air within 4d10 metres of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker ) must make a Hard (-20) Willpower Test or suffer 1d5 Corruption Points and an equal amount of Willpower damage. In addition, whether or not the psyker passes the Willpower Test, he suffers an additional 1d5+5 Willpower damage.
56-58 Vice Versa: The psyker's mind is thrown out of his body and into another nearby creature or person. The psyker and a random being (note, this cannot be a daemon, mindless xenos, or other soulless creature) within 50 metres swap consciousness for 1d10 rounds. This may be an ally or enemy. Each creature retains its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are of the new host body. If either body is slain, the effect ends immediately and both parties return to their original bodies. Both suffer 1d5 Intelligence damage from the experience. If there are no creatures within range, the psyker becomes catatonic for 1d5 rounds while his mind wanders the Warp. This journey causes 1d10 Willpower Damage, 1d10 Intelligence Damage and 1d10 Corruption Points.
59-67 Dark Summoning: The Empyrean buckles and tears at the arrogance of the psyker, and a Bloodletter rips its way into existence. (see Chapter XI: Adversaries). The fiend appears within 3d10 metres of the psyker, for a number of Rounds equal to 1d5 plus the psyker's Toughness Bonus. The psyker's turn immediately ends, and the Daemon may take its turn immediately. It detests the psyker and focuses all of its attacks upon the fool that unwittingly summoned it. It will not attack anyone else, even if others attack it.
68-72 Rending the Veil: The air vibrates with images of cackling daemons and the kaleidoscopic taint of the Warp is rendered visible. All sentient creatures (any creature with an Intelligence characteristic) within 1d100 metres must test against Fear (2). The psyker must Test against Fear (4) instead. This effect lasts for 1d5 Rounds.
73-78 Blood Rain: A psychic storm erupts, covering an area of 5d10 metres in which everyone must pass a Challenging (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic powers used in the area for 1d5 Rounds automatically invoke Perils of the Warp, in addition to any Psychic Phenomena those powers cause. The psyker gains 1d5+1 Corruption Points.
79-82 Cataclysmic Blast: The psyker's power overloads, arcing out in great bolts of Warp energy. Anyone within 1d10 metres (including the psyker) takes 1d10 Energy Damage with a Pen of 5. The psyker may not Dodge this, or stop the attack with a Field Save (see page 196). In addition, all of the psyker's clothing and gear is destroyed, leaving him naked and smoking on the ground. The psyker may use no further powers for 1d5 hours after the event.
83-86 Mass Incursion: Chaos Furies (page 417) emerge from the Warp, hungry for souls. Each character within 1d100 metres of the psyker (including himself) must make a Hard (–20) Willpower test or gain 1d10 Corruption and Insanity points, and suffer 1d10 Willpower damage. Each character who succeeds is attacked physically by a Fury, which departs after 1d5 rounds.
87-90 Reality Quake: Reality buckles around the psyker, and an area radiating out 3d10 metres from him is sundered: solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes 2d10 Rending Damage, ignoring Armour (and unable to be dodged). Warded objects, daemons, and untouchables halve the Damage rolled.
91-99 Grand Incursion: A great and terrible Warp entity takes an interest in the psyker's flesh. Use the profile for Putricifex, Herald of Nurgle from page 416 (or another suitably powerful Daemon) to represent the attacker, who instantly makes an Opposed Very Hard (–20) Willpower test against the psyker. If the Daemon wins, it possesses the psyker's body for 1 hour per degree by which it won the test. The psyker gains 2d10 Insanity and Corruption points and is controlled by the Daemon until the effect ends. If he dies while possessed, the Daemon physically manifests for the remainder of the effect's duration. If the psyker wins the test, he suffers 2d10 Toughness damage, and forever adds +10 to all rolls on Table 6–2: Psychic Phenomena and Table 6–3: Perils of the Warp, as his polluted body now serves as a Warp conduit.
100 Annihilation: The psyker is immediately and irrevocably destroyed, burned to nothing by the screaming fires of the Immaterium or dragged into the deepest maelstrom of the Warp. The psyker may not spend Fate to recover from this death, he is irrevocably destroyed. There is a chance that a daemonic entity of some sort appears in the psyker's place. The type of daemon that appears is determined by the GM, based on how powerful the psyker was - more powerful psykers draw more powerful daemons. The percentage chance that the daemon appears is equal to the psyker's Willpower characteristic (roll a d100, if the result is equal to or under the characteristic, the daemon appears).