Contents

  Biomancy Powers
  Telepathy Powers
  Telekinesis Powers
  Pyromancy Powers
  Daemonology Powers


= Biomancy Powers =

Regenerate

Reduces the target's injuries by 2D10.

Reactivate

Cures stunning.

Warp strength

Increases the target's strength by 10D10 percent of its unmodified strength.

Purify blood

Cures poisoning.

Purge plague

Cures disease.

= Telepathy Powers =

Terrify

The psyker places images of the target's worst nightmares into its mind, causing it to flee in terror. The target must take a leadership test. If the test fails the target becomes terrified for 20 phases.

Psychic shriek

The psyker musters the power of his mind and launches it into the enemy's brain, overloading his senses and nervous system. The target must take a toughness test. If the test fails the target becomes stunned for 10 phases.

= Telekinesis Powers = 

Psychic shield

The psyker summons a corona of psychic power to ward away any incoming shots and blows. The psyker gets 1D10 extra armour points. Psychic shield lasts D50 + 50 phases.

= Pyromancy Powers = 

Fireball

The psyker's hands are engulfed with writhing flames, which he can hurl at the enemy. Fireball is a psychic bolt and has the following profile: S, 3D6+4.

Firestorm

A psychic bolt with the following profile: A(8), 3D6, spread 4.

= Daemonology Powers =

Banishment

A psyker can attempt to banish a daemonic creature. The target must take a toughness test. If the test fails the target suffers 2D6+4 points damage. If the test fails by more than 30 points, the physical form of the daemonic creature is instantly destroyed i.e. daemonic creatures with low toughness values are easier to banish than those with high ones.
