Catalogue of Psychic Powers
  1. Notes

Catalogue of Psychic Powers

This section presents psychic powers divided into disciplines. This is merely a sample of the strange, wondrous, and terrible powers psykers can wield in the 41st Millennium. Imperium Maledictum supplements may present new disciplines and powers, and the GM may devise their own.

Psychic powers are presented in the following format:

  • The name of the power. Powers marked with an asterisk (*) are Overt powers.
  • Warp Rating: The base amount of Warp Charge you gain each time you Manifest the power. Certain effects can modify this.
  • Test: The Difficulty of your Psychic Mastery Test to manifest the power (Manifest Test).
  • Range: The Range at which the power can be manifested. You can only choose targets within this range. This is usually Self (if it affects or is centred on you), Immediate Range, Short Range, Medium Range, or Long Range, though some powers specify other ranges.
  • Target: What you can target with the power. This is You, a number of objects or creatures, or a number of Zones. If the target is Your Zone, the effect applies to the Zone you are currently in and moves with you if its effect has a duration longer than instant.
  • Duration: How long the power’s effect lasts. Instant means the effect occurs immediately and then ends. Some powers last for a specific length of time (hours, minutes, etc.). Sustained means the power lasts for a specified interval, but you can Sustain it for another interval before it ends.
  • The psychic power’s Effect.

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Divination

Armour Bane - Shatter, the Seeking Blade

You guide a weapon with psychic foresight, subtly directing it to seek weak points in armour. Choose a weapon within Short Range. Until the start of your next turn, that weapon gains the Penetrating (X) Trait where X equals the SL of your Manifest Test. If the weapon already has the Penetrating Trait, it uses whichever rating is higher (they do not stack).

Dowsing - Unnatural Consultation, The Fettered Hunt

If you can imagine something in your mind’s eye, you can follow the Warp's currents to it as though they were strings tangled throughout reality, tethering everything together. Choose a specific object or creature you have observed firsthand. Until the start of your next turn, if the target is within 1 mile per SL, you know which direction and how far it is from you, allowing you to follow this power to the target.

Rather than choosing a specific quarry, you can choose a type of object, a material, or a species, such as detpacks, water, or Aeldari. Until the start of your next turn, you can sense if your quarry is within Long Range. You do not learn its location or how many instances of it are present, simply that it is in the area.

Forewarning - Glimpse, Prickle

Flashes of foresight warn you of impending danger, allowing you the chance to manoeuvre out of harm’s way. Until the start of your next turn, you can take the Dodge Action as a Free Action on your turn.

Perfect Timing - Seize the moment, Precision's Grasp

You alter an ally’s perception of time, stretching moments without slowing their thoughts, giving them ample time to consider their actions. Choose a number of allies (including you) up to the SL of your Manifest Test within Short Range. At the end of each target’s next turn, they can Seize the Initiative as a free action. Additionally, each target gains Advantage on the first Test they make before the end of their next turn.

Prescience - Augur, Forsee

You dare consult the Warp to gain insights into the possible futures awaiting you, preparing you for what’s to come. During a Rest, you can spend 10 minutes in a Divinatory trance to examine the possible futures presented to you by the Warp. At the end of the trance, you gain a number of Prescience Points equal to the SL from your Manifest Test.

After you make a Test, you can spend one of your Prescience Points to reroll one or both dice from the Test, using the result of the new roll to resolve the Test. Advantage and Disadvantage apply after the roll as normal. You can’t spend more than one Prescience Point on a Test.

Prescience Points do not expire, but you lose any unspent Points the next time you manifest this power.

Psychometry* - Empyric Inspection, Vox Objecta

Emotions experienced in the physical world boil into the Warp, but those same experiences linger where they occurred, simmering just beneath the surface of reality. This psychic residue seeps back into realspace, and properly attuned Diviners can witness these past events echoing back through time. Over the course of a minute, you enter a trance and attune your senses to an object you are touching within Immediate Range or your current Zone. You receive insight into the target’s history depending on the SL of your Manifest Test according to the Psychometry Table.

Psychometry Table

SL
Results (Cumulative)
+1

You receive general, vague impressions of the most recent strong emotions creatures felt while nearby or interacting with the target.

+2
You know how recently the emotions were experienced.
+3

You witness a hazy memory of the events that caused the strong emotions.

+4

You witness a clear, detailed memory of the events.

+5

You learn the identities of the people who left emotional impressions on the target.

+6 or more
You gain a deep understanding of what transpired involving the target. Ask the GM a single question about the event, which they
answer truthfully.


Question the Warp* - Daemonic Plea, Echoes of the Empyrean

You enter a minute-long trance, casting your soul into the immaterium to search for answers, but the Warp is home to manipulative forces and should never be fully trusted. Within the roiling power of the Warp lies every truth, every lie and the knowledge of past, future and present. A psyker who is desperate enough can attempt to pluck a sliver of knowledge from within the Empyrean, although whether it is a glimpse of the future, a skein of wisdom or the lies of Daemonkind are anyone's guess…

When you manifest this power, ask the GM a question you don’t know the answer to. The GM secretly rolls 1d10 and compares it to the sum of your Willpower Bonus + the SL from your Manifest Test (maximum 9). If the d10 roll is less than the sum, the GM answers truthfully. If the d10 roll is greater than or equal to the sum, the GM’s answer is false. Regardless of the veracity, once this power provides an answer, you can’t ask the same question again.

Scrying Gaze* - Farseeing Gaze, Eyes of the Warp

Physical distance has little meaning in the Warp, so you can peer through that dimension to locate and observe targets anywhere. Choose a creature, object, or location you’ve observed firsthand. Over the course of a minute, you send your senses through the Warp to observe the
target. You can see and hear the target. If you score 4 or more SL on your Manifest Test, you know the target’s approximate direction and distance from you and can also see and hear the Zone surrounding it.

A Psyker or Daemon senses it is being observed if its Perception Bonus is higher than your Willpower Bonus. If it’s aware of your observation, it can use an Action on its turn to make a Easy (+40) Discipline (Psychic) Test Opposing your Manifest Test, ending the power immediately if it wins. If the target wins the Opposed Test, it can’t be targeted by this power again for the next hour.

Twist Fate - Tabula Rasa, Arcane Equilisation

The Warp doesn’t distinguish between good and bad fortune, and you invoke that cosmic ambivalence to blur the line between them. Once during a round when a creature within Short Range (including you) makes a Test with Advantage or Disadvantage, you can attempt to manifest this power as a Reaction. If successful, the creature makes the Test with neither Advantage nor Disadvantage. If you fail your Manifest Test, you fall victim to the Warp’s fickle nature, forcing you to make Tests with Disadvantage until you have 0 Warp Charge.

Watchward - Hermit's Boon, Isolatarium Glorificus

You open your awareness to the subtle "quantum changes" that occur when you are observed. Until the start of your next turn, you can detect if any creature or device is currently observing you by any means, granting you information depending on the SL of your Manifest Test according to the Watchward Table. You can exclude specific creatures, such as your allies, from what this power detects.

Watchward Table

SL
Results (Cumulative)
+1

You know you’re being watched by something.

+2
You know how many beings or devices are watching you.
+3
You know the means of observation (such as natural senses, technological, or psychic).
+4
You know generally which direction and how far your observers are from you.
+5
You know the exact location of your observers.
6+
You know what your observers look like.


Minor Psychic Powers

Call Vermin - Verminspeak, Rat-tongue, Crawler's Plea

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 - Spark, Inflame, The Will to Fire

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* - Death's Visage, The Emperor's Gaze, Unsettle

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 - Endure Mortification, Numbflesh

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* - Mercurial Suspension, Arcane Lofting

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* - Cup the Embers, Firemote

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 - The Wyrding Fear, Empyrean's Touch

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 - The Evil Eye, Fools Luck

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.

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

Luck - Emperor's Guidance, Warp Fluke

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 - Tranquilise, Quieten

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* - Ring of Purification, Searing Blast

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.

Preternatural Senses - Daemon's Eyes, Part the Veil

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 gain low light vision as though wearing Nightvision goggles.
  • You can see heat emissions as though wearing Preysense goggles.
  • 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 - Assess, Numeromantic Index

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 - Shroud, Witching Ward

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 - Bloodboil, the Vaporous Gaze

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* - Divine Ministration, Fleshstich, Succor

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 - Handscald, Emblaze

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* - Blast, Empyric Screech, Eldritch Undoing

You unleash a coruscating 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 - Lifesense, The All-Seeing Eye

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 Table

SL
You Know... (Cumulative)
+1

How many sentient creatures are within range.

+2

The species of each sentient creature within range.

+3

How many sentient creatures are in each Zone within range.

+4 or more
The exact location of each sentient creature within range.


Spasm - Neuromantic Overload, Limbsever

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 makes another Routine (+20) Fortitude (Endurance) Test Opposing your Manifest Test, ending the power immediately if it wins.

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 - The Emperor's Reach, Fargrasp

You manifest telekinetic forces to manipulate objects and move them through space around you. 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.

Pyromancy

Cauterise* - Hemopause, Fiery Grasp

You produce a momentary flash of carefully-modulated searing heat through your hand, allowing you to staunch bleeding or shock a senseless ally back into focus. Touch a creature within Immediate Range. You remove the following Conditions from the target: Bleeding, Frightened, Stunned, or Unconscious, but the target also suffers Damage to the body part you touched equal to 4 minus the SL of your Manifest Test. This Damage ignores Armour.

Command Flames - Pyrowhisper, The Dance of Flame

Your thoughts shape flames, directing their course and intensity or snuffing them out at your command. As a Free Action this turn, you can  manipulate fire within Long Range a number of times up to the SL of your Manifest Test. You can manipulate fire as follows:

  • Extinguish all fires within one Zone. This removes any Hazards caused by fires and the Ablaze Condition.
  • Intensify or dampen flames within one Zone to double or halve the amount of light they cast.
  • Change the colour of flames within one Zone.
  • Amplify isolated flames within one Zone to grant the Zone the Minor Hazard Trait.
  • Expand the flames from a Zone with a Hazard caused by fire to grant an adjacent Zone the Minor Hazard Trait (if sufficient flammable material is present).
  • Make flames within one Zone take on the appearance of figures or shapes until the start of your next turn.

Fire Storm* - Blazing Demise, the Emperor's Firey Judgement

You focus intently on a point, invoking the power of the Warp to manifest an unstable mote of starfire that incinerates its surroundings as it explodes. Choose a Zone within Medium Range. Creatures in the Zone suffer Damage equal to 6 + the SL of your Manifest Test and must win a Hard (−20) Reflexes (Dodge) Test Opposing your Manifest Test or become Ablaze until it or another creature within Immediate Range uses an Action to extinguish it. Flammable objects in the Zone are also ignited by the flames, giving the Zone the Minor Hazard Trait at the GM’s discretion.

Inferno* - Warpfire, Hel Fire

The power of the raging Empyrean courses wildly through you, superheating the air until it combusts into fiery Warp-fueled infernos. Choose a number of Zones within Long Range up to the SL of your Manifest Test. Until the start of your next turn, the target Zones become Major Hazards. Additionally, a creature Damaged by one of these Hazards must succeed on a Hard (−20) Reflexes (Dodge) Test or become Ablaze until it or another creature within Immediate Range uses an Action to extinguish them. When this power ends, all fire within the Zones is extinguished as it is snuffed out by the receding Warp.

Molten Beam* - The Unmaking Eye, Volcanic Visions

You emit a coherent beam of fusion-intense heat from your eyes or hands, vaporising the air in its path with a thunderous crash as it lances through armour and flesh with pinpoint accuracy. Choose a creature or object within Long Range. The target suffers Damage equal to 7 + the SL of your Manifest Test. If the target is a creature, you can choose the location that suffers Damage. If the location is protected by Armour, it suffers the effect of Rend, with the amount of armour reduced equivalent to your Willpower Bonus.

Plasma Torch* - Searing Touch, Arcane Arclight

Your hand becomes wreathed in a nimbus of crackling plasma, allowing you to cut and weld metal or scorch foes with a superheated touch. Until the start of your next turn, your hand manifests a cloud of plasma around it that is harmless to you. The plasma sheds bright light in your Zone and allows your hand to function as a conventional plasma torch that can cut or weld metal. Additionally, you can use your hand as a melee weapon with the following profile.


Name
Specialisation
Dmg
Enc
Traits
Plasma Torch
Brawling
4 + WP-B
0

Inflict (Ablaze) Loud, Rend (WP-B)


Pyrelight* - The Fire Within, Blinding Revelation

Your flesh glows from within with psychic power, radiating incandescent light and heat. Until the start of your next turn, your skin glows with noticeable warmth, casting bright light in your Zone and dim light into adjacent Zones. As a Free Action on your turn, you can increase the intensity of the light and heat, or revert it to warm, dim light. While intensified, you cast bright light within Medium Range, and your Zone becomes a Minor Hazard (you are unaffected by the Hazard). Additionally, when a creature enters your Zone for the first time in a round or starts its turn there, it must win a Hard (−20) Fortitude (Endurance) Test Opposing your Manifest Test or be Blinded until the start of your next turn.

Smouldercloud* - Embers & Soot, Smoke Summons

You create smouldering heat in surfaces and substances around you, just enough to shed thick clouds of soot, smoke, or steam. Choose a number of Zones up to the SL of your Manifest Test within Medium Range. Until the start of your next turn, each Zone becomes Heavily Obscured. Additionally, creatures begin to Suffocate if they end their turn within the Zone.

Sunburst* - Sol's/The Emperor's Cleansing Light

Opening a pinhole-sized rift into the Warp for the merest instant, you unleash a flash of blinding light, searing retinas and damaging sensitive optics. Choose a Zone within Long Range. Creatures within the Zone must make a Challenging (+0) Fortitude (Endurance) Test Opposing your Manifest Test. If the target loses, it is Blinded. A Blinded creature repeats the Opposed Test at the end of each of its turns, removing the Condition if it wins. If a creature loses the Test more than 3 times in a row, it is permanently Blinded. Extensive medicae treatment, augmetics, or other powerful healing is required to restore sight to the permanently blind.

Thermal Shroud* - Death's Caul, Armour of Ice

You envelop your allies in a shimmering field of entropy that consumes flames and heat, shunting the energy into the immaterium before it reaches you. Until the start of your next turn, Damage you and your allies within Short Range suffer from fire and heat, such as Flame and Melta weapons, is reduced by your Willpower Bonus + 1 per SL of your Manifest Test. This reduction occurs before applying Armour. It also becomes impossible to detect your presence through a thermally sensitive auspex.

Telekinesis

Breach - Sunder, the Rite of Unmaking

You imagine solid matter furiously torn apart, and the Warp manifests your vision through telekinetic savagery. Choose a Large or smaller object within Medium Range. If the GM rules the object is one you can destroy (using the Breach Table as reference), the object is violently torn apart, destroyed beyond any hope of repair. Alternatively, you can target a piece (one hit location) of Armour. Its Armour Value permanently decreases by 1 for each SL of your Manifest Test.

Breach Table

SL
You Can Destroy
+1
a fragile object, such as a glass window or pict-recorder.
+2
a common object, such as a plastic tray or wooden stool.
+3
a rugged object, such as a Lasgun or a wooden door.
+4
an exceptionally sturdy object, such as a Bolt Pistol or a compressed gas canister.
+5
an object designed to withstand severe stress, such as a plasteel wall or ferrocrete pillar.
+6 or more
an object made from nigh-unbreakable materials like ceramite or adamantium.


Crush - The Emperor's Closed Fist, The Final Rending

You focus psychokinetic pressure on your enemy, applying force to hold them in place while you crush their flesh and bones. Choose a creature within Medium Range. The target suffers Damage equal to 3 + Willpower Bonus + the SL of your Manifest Test, and it must make a Hard (−20) Athletics (Might) Test Opposing your Manifest Test. If it loses, it becomes Restrained until the power ends. At the end of the target’s turn, it makes another Hard (−20) Athletics (Might) Test Opposing your Manifest Test, ending the power immediately if it wins.

Deflection* - Warding, The Aegis of Arms

You’ve learned to swat aside weapons and projectiles with a thought, deflecting them to reduce their destructive potential. Until the start of your next turn, all your body parts gain Armour equal to the SL of your Manifest Test. This Armour is cumulative with existing Armour. Energy-based weapons ignore this additional Armour; only physical objects like melee weapons, shrapnel, and projectiles are mitigated by this power.

Gate of Infinity* - The Last Mistake, Empyrean Portal

In a mind-bending display of telekinetic supremacy, you tear a hole in reality, reach across the Warp, and open another rift elsewhere in realspace, connecting the two locations by a doorway with no physical distance between them. Choose a point within Immediate Range, then choose another point within 1 mile per SL of your Manifest Test. The second point must be one you can see, remember, or describe in terms of direction and distance from you.

Until the start of your next turn, a Large shimmering portal opens at both points. Anything passing through one portal emerges from the other as though passing through an open doorway. Moving and attacking with a ranged weapon from one Zone into another through the portal counts as moving or attacking from one Zone into an adjacent Zone, but nothing physically traverses the space between the Zones.

Gravity Well* - Singularity, the Eye of Horror

You subtly increase the gravitational attraction between your mass and that of creatures around you, drawing them closer and preventing them from leaving your orbit. Until the start of your next turn, your Zone becomes Difficult Terrain for creatures other than you, and creatures in your Zone (excluding you) can’t move into another Zone unless they win a Easy (+40) Athletics (Might) Test Opposing your Manifest Test. Additionally, if you move into another Zone while this power is active, creatures in your Zone are dragged along with you into the new Zone unless they resist by winning an Easy (+40) Athletics (Might) Test Opposing your Manifest Test.

Impel - Cast Out, Arcane Impulse

Your power propels objects and creatures with sudden, violent force. Choose an object within Short Range. If the object’s Encumbrance is less than or equal to the SL of your Manifest Test, the object is pushed into an adjacent Zone of your choice. If its Encumbrance is greater, it does not move.

Alternatively, you can target a creature within Short Range. The target must win a Routine (+20) Athletics (Might) Test Opposing your Manifest Test or be pushed into an adjacent Zone of your choice and knocked Prone.

Abjuration Mechanicum - Omnissiah's Invocation, Arcane Emulation

Your thoughts sabotage a machine with minute telekinetic manipulations, tampering with its inner workings until it no longer functions correctly. Choose a machine, including those operated by servitors, within Short Range. The maximum effect you can manifest is determined by the SL of your Manifest Test, but you can choose to inflict a less severe effect.

Exceptionally large or complex machines, such as Vehicles, voidships, titans, or industrial machinery may, at the GM’s discretion, be considered multiple smaller machines, in which case this power can only target a specific component within the larger construct.

Abjuration Mechanicum Table

SL
Results
+1

The machine becomes momentarily glitchy. Until the start of your next turn, roll 1d10 each time it should function. On a result of 6+, the machine does nothing.

+2
The machine jams, unable to function until the start of your next turn.
+3
The machine breaks, unable to function at all until it’s repaired.
+4
The machine suffers irreparable damage and is destroyed.
+5 or more
The machine is destroyed and fails catastrophically, inflicting 4 Damage to everything within Immediate Range.


Psychic Barrier - The Foretress Empyrean, Shimmer-Shield

Your will coalesces into an invisible barrier of telekinetic force that resists the passage of matter and energy, protecting your allies and containing threats. Choose a Zone within Medium Range. Until the start of your next turn, you erect an invisible wall or bubble around the Zone. Creatures can’t cross the barrier into or out of the Zone unless they use an Action to win a Difficult (−10) Athletics (Might) Test Opposing your Manifest Test.

Additionally, the barrier hinders Ranged Attacks. Ranged Attacks that cross into or out of the target Zone deal 2 less damage for each SL of your Manifest Test.

Psychic Maelstrom* - The Warp Unleashed, Blind Judgement

You manifest a swirling maelstrom of tangible force around you, battering everything nearby in a storm of psychokinetic energy. Until the start of your turn, your Zone becomes Difficult Terrain, and when a creature enters your Zone for the first time in a round or starts its turn there, it must win a Routine (+20) Athletics (Might) Test Opposing your Manifest Test or be knocked Prone. Creatures who Attack within or through the Zone do so with Disadvantage.

The maelstrom also buffets and knocks over unsecured objects with Encumbrance equal to or less than the SL of your Manifest Test. Unsecured objects with 0 Encumbrance are borne aloft and swirled wildly around your Zone.

Vortex of Doom* - Circle of Oblivion, The Warp's Dread Touch

You open yourself to a moment of reckless carnage, tearing a barely-contained wound through reality’s surface and exposing realspace to the hellish depredations of the Warp. Choose a Zone within Medium Range. Until the start of your next turn, the Zone becomes Difficult Terrain, Warp-Touched, and a Deadly Hazard. Additionally, when a creature takes Damage from this power, it must win a Very Hard (−30) Discipline (Psychic) Test Opposing your Manifest Test or be Stunned.

When you stop sustaining this power, roll 1d10. If the result is greater than or equal to your Willpower Bonus, you stop sustaining it, but the vortex remains, and its effects still apply to its Zone. The vortex remains open until a Psyker within Medium Range uses an Action to attempt to close the rift, requiring a successful Very Hard (−30) Psychic Mastery (Telekinesis) Test.

Telepathy

Beacon - Mind Call, Warplink

Reaching out with your mind, you sink a telepathic hook into the mind of another creature, creating a beacon that constantly broadcasts its location and movements to you at the speed of thought. Choose a creature within Medium Range. Until the start of your next turn, you know the target’s exact location within a number of miles equal to the SL of your Manifest Test. Additionally, you have Advantage on Attack Tests made against the target.

Compel - Irresistable Command, The Emperor's Voice

You issue a simple psychic command to your victim, compelling them to obey against their will. Choose a creature within Short Range. The target must make a Routine (+20) Discipline (Psychic) Test Opposing your Manifest Test. If you win, you immediately declare one Action or Movement the target will take on its next turn, and the target must carry it out before it does anything else. Whether you win or lose the Opposed Test, the target is aware that you compelled them.

Dominate - Soulshackle, the Chains of Duty Undeserved

Your psychic influence overrides a creature’s autonomy, subjugating it to your will. Choose a creature within Medium Range. The target must win a Hard (−20) Discipline (Psychic) Test Opposing your Manifest Test or fall under your control until the start of your next turn. While the target is under your control, you dictate its behaviour, including what it does during its turn.

Whenever the target takes Damage and at the end of its turn, it repeats the Opposed Test, ending the power immediately if it wins. Once a Creature wins the Opposed Test, it is immune to this power for the next hour. The target is aware of your attempt to control them whether you win or lose the first Opposed Test.

Erasure - Nostrum Mentis, the Blessing of Ignorance

With surgical precision or brute force, you reach into your target’s mind to excise a specific memory, leaving no trace of it. Choose a creature within Short Range. The target resists your attempts with a Routine (+20) Discipline (Psychic) Test Opposing your Manifest Test — if it fails you may permanently remove one memory from its mind. The length of the memory you erase can be up to 10 x your Willpower Bonus in minutes. This leaves a gap in the target’s memory they cannot account for, though they don’t realise it’s missing until something highlights its absence.

Mental Interrogation - Violate Mind, Arcane Inquisition

You dive into your target’s mind, sifting through their memories and subconscious, uncovering their private thoughts and deepest secrets. Choose a creature within Short Range. The target must make a Challenging (+0) Discipline (Psychic) Test Opposing your Manifest Test. The target makes the Test with Disadvantage if it is unconscious, but it makes the Test with Advantage if it is hostile to you. If you win, you gain access to the target’s mind until the beginning of your next turn. If you win the Opposed Test but the target succeeds, it becomes aware of your intrusion. The difference in SL determines how deeply you penetrate according to the Mental Interrogation Table.

The power ends if the target is ever beyond Short Range from you. While you have access to the target’s mind, you can use a Free Action once on your turn to learn a number of pieces of information about it equal to your Intelligence Bonus, and memories play out in realtime, so you may need long-term access to the target to explore its mind thoroughly.

Mental Interrogation Table

SL
Results (Cumulative)
+1
You can learn basic information about the target, such as name, age, mood, and general physical/mental health, as well as surface thoughts in the target’s mind, such as opinions about you, overarching motivations, immediate concerns, and conscious lies.
+2
You can learn about an object, location, or creature significant to the target and the nature of its importance.
+3
You can access the target’s memories of the last day from their perspective.
+4
You can access the target’s memories of the last year from their perspective.
+5
You can reveal the target’s innermost thoughts, feelings, motivations, fears, relationships, secrets, and agendas.
+6 or more
The target is an open book to you. You have full access to the target’s mind and the information within.


Nightshroud* - Invocation of Shadows, Unbidden Umbra

Drawing on the Warp's limitless darkness, you cast an illusion of ethereal shadows around you so your enemies see only inky darkness when they look your way. Until the start of your next turn, your Zone becomes Heavily Obscured. You and your allies can see through the Zone normally while within the Zone. A creature that notices the darkness and tries to see through it can use its Action on its turn to try to defeat the illusion. If it wins a Challenging (+0) Discipline (Psychic) Test Opposing your Manifest Test, the creature can see through the Zone normally and ignores the effects of this power for the next hour.

Psychic Fortitude - Mindwall, Righteous Resistance

Drawing from the bottomless well of the Warp, you reach out with your mind to bolster your allies’ force of will with your own. Choose a number of allies (excluding you) up to the SL of your Manifest Test within Short Range. Until the start of your next turn, the targets may use your Willpower score in place of their own when making Willpower Tests, and they have Advantage on Willpower Tests.

Psychic Shriek* - Vox Daemonicus, the Cursed Howl

Drawing a deep soul-breath, you unleash a scream that is silent in realspace but ripples through the underlying Warp with searing power, rending souls from bodies in an arc in front of you. Choose a Zone within Medium Range. Creatures (excluding you) in the target Zone and your Zone must make a Difficult (−10) Discipline (Psychic) Test Opposing your Manifest Test. If you win, the target suffers Damage equal to your Willpower Bonus plus the difference in SL, which ignores Armour. Daemons and Psykers suffer double Damage, but creatures without a Warp presence (such as Necrons) are immune to this power.

Telepathic Link - Mind Share, The Bridge of Souls

You forge a telepathic link through the Warp between you and your allies, allowing you to communicate words and ideas with swift, silent efficiency. Choose a number of allies within Long Range equal to the SL of your Manifest Test. Until the start of your next turn, you and the target creatures can communicate telepathically. You can mentally share messages, emotions, and ideas instantaneously across any distance. If you and all your allies in an Encounter are telepathically linked, your Superiority can’t be less than 1.

Terrifying Visions - The Truth Unvarnished, The Fourfold Fear

You turn an eldritch key to unlock your target’s deepest fears, confronting them with the most nightmarish recesses of their mind. Choose a creature within Medium Range. The target must win on a Hard (−20) Discipline (Fear) Test Opposing your Manifest Test or become Terrified until the start of your next turn. Only the target can see the illusory source of their fear, and it appears within Immediate Range of the target at all times, even when the target moves. At the end of its turn, the target repeats the Opposed Test, ending the power immediately if it wins. Once a Creature wins the Opposed Test, it is immune to this power for one hour.