Psychic Powers

This section presents psychic powers divided into disciplines. (Core Rulebook Page 166)

Minor Psychic Powers

Call Vermin

Cognomens: Verminspeak, Rat-tongue, Crawlers Plea
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Medium
Target: Special
Duration: Sustained

You summon and compel simple creatures to fly or scurry at your whim. Until the start of your next turn, you gain control of vermin in the area (you don’t need to see them), amassing them as a swarm that fills one Zone within Medium Range. If the vermin crawl, the swarm’s Zone is Difficult Terrain. If the swarm flies, its Zone is Lightly Obscured. As a free action once on your turn, you can command the swarm to move to an adjacent Zone within Long Range of you.

Alternatively, you can summon and control a single vermin, which emerges within Medium Range. As a free action once on your turn, you can direct it to perform a simple task, such as fetching a keycard or gnawing through bindings.

You immediately lose control of vermin beyond Medium Range. This power does not grant you the ability to communicate with vermin, only command them. Specialisation in Telepathy applies to this power's Manifest Test.

Combustion

Cognomens: Spark, Inflame, The Will to Fire
Warp Rating: 2
Difficulty: Routine (+20)
Range: Medium
Target: 1 Object
Duration: Instant

Your connection to the Warp momentarily manifests an intense mote of flame, seemingly from nothing. Choose a flammable object within Medium Range. The target catches fire and burns normally. If the target is held or worn by a creature, the creature must drop or remove the item before the end of its next turn or become Ablaze until it or another creature within Immediate Range uses an Action to extinguish it.

Specialisation in Pyromancy applies to this power's Manifest Test.

Dread Presence *

Cognomens: Death’s Visage, The Emperor’s Gaze, Unsettle
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Self
Target: Your Zone
Duration: Sustained

You invoke the Warp’s terrifying nature to exude a dreadful presence, inciting irrational fear in enemies near you. Until the start of your next turn, the first time an enemy enters your Zone in a round or starts its turn there, it must win a Challenging (+0) Discipline (Fear) Test Opposed by your Manifest Test or become Frightened of you until the start of its next turn. If a creature wins the Opposed Test, it is immune to this power for the next hour.

Specialisation in Telepathy applies to this power's Manifest Test.

Dull Pain

Cognomens: Endure Mortification, Numbflesh
Warp Rating: 2
Difficulty: Routine (+20)
Range: Short
Target: SL Creatures
Duration: Sustained

You disrupt a creature’s nociceptors, dulling its sensitivity to pain. Choose a number of creatures (including yourself) up to the SL of your Manifest Test within Short Range. Until the start of your next turn, the target feels no pain, and gains one point of Armour to all hit locations.

Specialisation in Biomancy applies to this power's Manifest Test.

Float *

Cognomens: Mercurial Suspension, Arcane Lofting
Warp Rating: 2
Difficulty: Routine (+20)
Range: Self/Immediate
Target: Self/1 Object
Duration: Sustained

You free yourself from gravity’s constraints, floating weightlessly. Until the start of your next turn, you float suspended in space. While floating, you can move at Slow Speed in any direction, ignoring Difficult Terrain. Alternatively, you can touch an object within Immediate Range and reduce its Encumbrance by 1 per SL until the start of your next turn.

Specialisation in Telekinesis applies to this power's Manifest Test.

Ignite *

Cognomens: Cup the Embers, Firemote
Warp Rating: 1
Difficulty: Easy (+40)
Range: Self
Target: Self
Duration: Sustained

A mere thought summons a mote of flame into your hand. Until the start of your next turn, you create a small flame in one of your hands which does not burn you and cannot be extinguished by conventional means. Otherwise the flame functions as a normal flame, casting light, scorching creatures and objects, and igniting flammable materials it touches.

Specialisation in Pyromancy applies to this power's Manifest Test.

Ill Omen

Cognomens: The Wyrding Fear, Empyrean's touch
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Medium
Target: 1 Zone
Duration: Sustained

You allow the borders of the immaterium to bleed through into reality, twisting the physical realm to unsettle, amaze, or threaten those who experience the Warp’s horrible nature. Roll on the Psychic Phenomena Table once per SL of your Manifest Test and choose one of the results. Choose a Zone within Medium Range. The chosen psychic phenomena appears in the target Zone until the start of your next turn.

Specialisation in Divination applies to this power's Manifest Test.

Jinx

Cognomens: The Evil Eye, Fools Luck
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Medium
Target: 1 Creature
Duration: Instant

You invoke the maleficent nature of the Warp to curse your target with impending misfortune. Choose a creature within Medium Range. The first Test the target makes within the next hour is made with Disadvantage. If a target is under the effect of this power, being afflicted with it a second time extends the power's duration but has no other effect.

Specialisation in Divination applies to this power's Manifest Test.

Luck

Cognomens: Emperor's Guidance, Warp fluke
Warp Rating: 1
Difficulty: Challenging (+0)
Range: Self
Target: Self
Duration: Instant

You invoke the fickle nature of the Warp to tilt probability in your favour. When you must make a Test, you can attempt to manifest this power immediately before making that Test. If you manifest it, you make the Test with Advantage. If you fail to manifest it, you make the Test with Disadvantage. This power cannot be used to augment Psychic Mastery Tests, and it cannot be used more than once per Round.

Specialisation in Divination applies to this power's Manifest Test.

Lull

Cognomens: Tranquilise, Quieten
Warp Rating: 3
Difficulty: Difficult (−10)
Range: Short
Target: 1 Creature
**Duration:'' Sustained

You’re able to reach inside a creature with your mind, interfering with the biochemical systems keeping them awake. Choose a creature within Short Range. The target must win a Difficult (−10) Fortitude (Endurance) Test Opposing your Manifest Test or fall Unconscious until the start of your next turn. The target has Advantage on the Test if they are actively performing a strenuous or stressful task or involved in combat. If the target suffers Damage, this power ends. The target regains consciousness immediately when this power ends.

Specialisation in Biomancy applies to this power's Manifest Test.

Nova *

Cognomens: Ring of Purification, Searing Blast
Warp Rating: 3
Difficulty: Difficult (−10)
Range: Self
Target: Your Zone
Duration: Instant

You channel the Warp’s destructive power, blasting everything around you with an expanding ring of searing energy. Each creature (excluding you) in your Zone suffers Damage equal to 4 + your Willpower Bonus + the SL from your Manifest Test, and must win a Routine (+20) Athletics (Might) Test Opposing your Manifest Test or be knocked Prone.

Specialisation in Pyromancy applies to this power's Manifest Test.

Prenatural Senses

Cognomens: Daemon’s Eyes, Part the Veil
Warp Rating: 2
Difficulty: Routine (+20)
Range: Self
Target: Self
Duration: Sustained

You augment your biology to grant yourself enhanced senses beyond those typical of your species. Until the start of your next turn, you gain the following effects:

  • You ignore penalties from Zones with the Poorly Lit and Dark Environmental Traits
  • You can see the heat patterns of living creatures through solid walls up to medium range.
  • You gain Advantage to Perception Tests.

Additionally, if you score at least 5 SL on your Manifest Test, you can sense creatures, objects, and movement using senses other than sight, allowing you to ignore the Blinded condition.

Specialisation in Biomancy applies to this power's Manifest Test.

Psychic Scrutiny

Cognomens: Assess, Numeromantic Index
Warp Rating: 1
Difficulty: Easy (+40)
Range: Short
Target: 1 Creature
Duration: Instant

You can scrutinise a creature’s soul, glimpsing shreds of its future and past to glean vital information about its current state of being. Choose a creature within Short Range. For each SL of your Manifest Test, you learn one of the following pieces of information about the target:

  • Current and Maximum Wounds
  • Highest and Lowest Characteristic
  • One Characteristic’s Value (your choice)
  • Most advanced Skill (GM’s choice)
  • One Talent or Trait (GM’s choice)

Specialisation in Divination applies to this power's Manifest Test.

Psychic Static

Cognomens: Shroud, Witching Ward
Warp Rating: 1
Difficulty: Easy (+40)
Range: Self
Target: Self
Duration: Sustained

You emanate imperceptible psychic static, shrouding you from notice and detection. Until the start of your next turn, a creature or device doesn’t perceive you unless it wins an Easy (+40) Awareness (Any) Test Opposing your Manifest Test. Those you are shrouded from look past you, do not register your voice or footsteps, and otherwise act as though you aren’t there. If a creature or device takes Damage or you interact with it, it becomes able to perceive you.

Specialisation in Telepathy applies to this power's Manifest Test.

Scalding Glance

Cognomens: Bloodboil, The Vaporous Gaze
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Medium
Target: Special
Duration: Sustained

With a simple glance, you pour pyromantic energy into a nearby liquid, causing it to spontaneously boil. Choose up to 20 gallons of liquid per SL of your Manifest Test within Medium Range. The liquid instantly boils and continues to do so until the start of your next turn. When this power ends, the boiling subsides, but the liquid still retains heat, cooling over time at a normal rate. This power can’t target liquid inside a living creature. Confined liquids may cause the container they are in to explode.

Specialisation in Pyromancy applies to this power's Manifest Test.

Seal Wounds *

Cognomens: Divine Ministration, Fleshstitch, Succor
Warp Rating: 2
Difficulty: Routine (+20)
Range: Immediate
Target: 1 Creature
Duration: Instant

You perceive the biomantic energy in a creature’s body, bolstering it with your psychic power to speed the restoration of damaged tissue. Touch a creature (including yourself) within Immediate Range. The target heals Wounds equal to your Willpower Bonus + the target’s Toughness Bonus + the SL from your Manifest Test, and if the target is Bleeding, the Condition is removed. The influx of biomantic energy from this power taxes the target’s body, so if it receives the benefit of this power again before it Rests, it becomes Fatigued.

Specialisation in Biomancy applies to this power's Manifest Test.

Sear

Cognomens: Handscald, Emblaze
Warp Rating: 3
Difficulty: Difficult (−10)
Range: Medium
Target: 1 Object
Duration: Sustained

You channel psychic energy into an object until it glows with searing heat. Choose an object with an Encumbrance no greater than the SL of your Manifest Test within Medium Range. Until the start of your next turn, the object becomes burning hot and glows dimly. A creature touching the object when you manifest this power suffers Damage equal to your Willpower Bonus, and suffers the Damage again at the end of its turn if it’s still touching the object. If the object is a piece of Armour a creature is wearing, its Armour Value does not reduce the Damage. When the power ends, the heated object cools at a normal rate. At the GM’s discretion, materials that can withstand the heat may become somewhat malleable while heated, while less robust materials may simply melt.

Specialisation in Pyromancy applies to this power's Manifest Test.

Smite *

Cognomens: Blast, Empyric Screech, Eldritch Undoing
Warp Rating: 2
Difficulty: Difficult (−10)
Range: Medium
Target: 1 Creature
Duration: Instant

You unleash a corruscating blast of raw psychic power against a foe, rending flesh and spirit. Choose a Creature within Medium Range. The target suffers Damage equal to 2 + your Willpower Bonus + the SL from your Manifest Test, which ignores Armour.

Specialisation in Telepathy applies to this power's Manifest Test.

Soulsight

Cognomens: Lifesense, The All Seeing Eye
Warp Rating: 2
Difficulty: Challenging (+0)
Range: Medium
Target: Self
Duration: Sustained

Souls burn like flames in the darkness of the Warp, and you can attune your senses to detect them. Until the start of your next turn, you can sense the presence of living creatures within Medium Range according to the Soulsight Table. You can exclude specific creatures, such as you and your allies, from what this power detects. Additionally, you have Advantage to Psyniscience Tests to detect or identify daemons or psykers while this power is active.

Specialisation in Divination applies to this power's Manifest Test.

Soulsight
SLYou know... (cumulative)
+1How many sentient creatures are within range.
+2The species of each sentient creature within range.
+3How many sentient creatures are in each Zone within range.
+4 or moreThe exact location of each sentient creature within range.

Spasm

Cognomens: Neuromantic Overload, Limbsever
Warp Rating: 2
Difficulty: Routine (+20)
Range: Short
Target: 1 Creature
Duration: Sustained

You disrupt the neuro-muscular system of a creature, causing it to momentarily lose control of one of its limbs. Choose a creature within Short Range. The target must win a Routine (+20) Fortitude (Endurance) Test Opposing your Manifest Test or lose the use of one of its limbs (your choice) until the start of your next turn. At the end of the target’s turn, it may make another Routine (+20) Fortitude (Endurance) Test Opposing your Manifest Test, to end this power. The affected limb cannot be used to perform any Action. If the limb is a leg, the target’s Speed decreases one step (minimum Slow). If the limb is holding an item, it drops it. If the limb is Grappling a creature, the Grapple is released.

Specialisation in Biomancy applies to this power's Manifest Test.

Spectral Hands

Cognomens: The Emperor’s Reach, Fargrasp
Warp Rating: 2
Difficulty: Routine (+20)
Range: Short
Target: Special
Duration: Sustained

You manifest telekinetic forces to manipulate objects and move them. Choose any number of objects within Short Range with a total Encumbrance no greater than the SL of your Manifest Test. Until the start of your next turn, you can manipulate those objects as though they were held by invisible hands under your control. Fine, precise manipulation is not possible — only gross movements. The objects float in place, but as a Free Action once on your turn, you can move each of the objects within your Zone. Objects leave your control and fall to the ground if they are outside your Zone. Additionally, you can use your Action to Attack a target within your Zone with an object manipulated by this power. Make a Psychic Mastery (Telekinesis) Test as a melee weapon attack against the target. Regardless of what the object is, it deals 1 Damage per point of Encumbrance and is treated as an Ineffective weapon.

Specialisation in Telekinesis applies to this power's Manifest Test.

Biomancy

Affliction

page 171

Bio Lightning *

page 172

Cleanse *

page 172

Ferrocrete Flesh *

page 172

Haemorrhage

page 172

Iron Limb *

page 172

Life Leech *

page 172

Metabolic Overdrive *

page 173

Shape Flesh *

page 173

Wither *

page 173

Divination

Armour Bane

page 174

Dowsing

page 174

Forewarning

page 174

Perfect Timing

page 174

Presience

page 175

Psychometry

page 175

Question the Warp *

page 175

Scrying Gaze *

page 175

Twist Fate

page 176

Watchward

page 176

Pyromancy

Cauterize *

page 177

Command Flames

page 177

Fire Storm *

page 177

Inferno *

page 177

Molten Beam *

page 178

Plasma Torch *

page 178

Pyrelight *

page 178

Smouldercloud *

page 178

Sunburst *

page 178

Thermal Shroud *

page 178

Telekinesis

Abjuration Mechanikum

page 179

Breach

page 179

Crush

page 180

Deflection *

page 180

Gate of Infinity *

page 180

Gravity Well *

page 180

Impel

page 181

Psychic Barrier

page 181

Psychic Maelstrom *

page 181

Vortex of Doom

page 181

Telepathy

Beacon

page 182

Compel

page 182

Dominate

page 182

Erasure

page 182

Mental Interrogation

page 183

Nightshroud *

page 183

Psychic Fortitude

page 183

Psychic Shriek *

page 184

Telepathic Link

page 184

Terrifying Visions

page 184