Psyker Powers

- Witchsight: Allows the psyker to see souls (The souls of good people look more light angels while those of evil people look degraded and like demons)

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Psychic Disciplines: (These are taken from the 40k Wiki)

Biomancy Discipline: 

Biomancers specialize in manipulating biological energy and processes with the power of their minds. They are masters of the flesh, learning to shape and influence the physical forms of themselves, their allies, or their enemies according to their will.

Smite - Lethal bolts of bio-lightning leap from the psyker's fingertips, tearing his foes apart. 

Iron Arm - By transmuting his flesh into living metal, the biomancer can wade through enemy fire unscathed and pulp skulls with his bare fists. 

Enfeeble - As the psyker channels his powers, tendrils of Warp energy lash over his victims, every caress sapping vitality from their bodies. 

Endurance - Reaching into the essence of his allies, the biomancer knits together bones, heals flesh, and banishes fatigue so that they carry on the fight. 

Life Leech - With a twist of his gnarled hands, the wrathful psyker rips the life force from his enemy, hoarding the stolen essence and using it to reinvigorate and restore his own injured flesh. 

Warp Speed - The powers of the Immaterium flow into the psyker, heightening his speed to supernatural levels. A blur is he amongst his enemies, felling the unrighteous with blows too swift to see. 

Hemorrhage - Focussing his mutant mind, the psyker reaches forth and sets fire to his victim's insides. Within moments, the unfortunate foe's blood begins to boil in its own veins, tearing him asunder as it bursts from every pore. 

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Divination Discipline: 

Diviners seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow diviners to look into the twisting strands of the Immaterium in search of the answers they seek and sometimes even influence the outcome of fate itself. 

Prescience - The psyker can effortlessly predict the paths of bullets and swords. By focussing his Warp-sight even more closely, he can guide his allies' aim, bringing a swift and merciless death to their foes. 

Foreboding - Thanks to his Warp-gifted insights, the psyker and his allies are aware that their foes are about to charge, even before the foes themselves have realized it. 

Misfortune - With a click of his fingers, the diviner twists fate so that his followers' blows punch through the weakest points in their opponent's armor. 

Perfect Timing - As soon as his consciousness pierces the veil of the Warp, a rush of images floods the diviner's mind, foretelling the actions of his enemies down to the merest microsecond. Armed with this information, the diviner's allies can predict exactly when their foes will peer out from behind cover and expose themselves to a lethal headshot. 

Precognition - Having already witnessed the one true path to victory, the diviner strides across the battlefield like an avenging god of war. Whilst the premonitions run true, he is all but undefeatable, proof against bullet and bolt, blade and bombardment. However, should his self-wrought prophecies fade or turn false, he will surely be doomed to ignominious defeat. 

Scrier's Gaze - The diviner can see the battlefield clearly in his mind's eye, with the vantage point of a hunting hawk and the precision of a laser. The to and fro of armies and war machines is the scurrying of ants beneath his omniscient gaze. Thus, the diviner can direct precisely when and where they are most needed, leaving no clue behind how this trickery was achieved.

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Pyromancy Discipline: 

A pyromancer is a master of fire and flame, a psyker who is able to create searing infernos out of thin air. Pyromancy is one of the most spectacular and destructive forms of psychic ability, and those who face a pyromancer in combat are oft reduced to naught but a pile of charred bones. 

Flame Breath - A torrent of psychically generated flames pour forth from the psyker's eyes and mouth, engulfing the target. 

Fiery Form - Bullets and shells pass straight through the pyromancer as he transforms into an incandescent being of living Warpfire, striking out at his foes and setting their souls ablaze.

Fire Shield - With a sweep of his arms, the psyker throws up a towering wall of flame to protect his allies. 

Spontaneous Combustion - Focussing his anger, the pyromancer can melt or incinerate his foes in a heartbeat. Yet when his rage boils over, the unfortunate victim's body explodes in a blast of ash and roaring flame. 

Sunburst - The psyker sings a wild song whose notes were old when the universe was young. As he does so, an incandescent aura appears about him, growing ever brighter and hotter with every refrain. Only when the song is ended does the aura explode, discharging its pent-up fury in a blinding, supernova-like flash. 

Molten Beam - The pyromancer claps his hands together and turns them outward towards the foe. As he does so, a white-hot beam of blazing energy bursts from his palms. It melts armor to slag and vaporizes flesh, leaving only ghastly shadows in its wake. 

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Telekinesis Discipline: 

Telekines are able to manipulate the material world with the power of their minds, translating sheer mental power into physical force. These psykers can lash their foes with psychic energy, erect invisible force shields to protect themselves, and even rend the fabric of reality. 

Assail - Using nothing but the power of his mind, the psyker tears a boulder or rock from the ground and hurls it at the foe. 

Crush - By reaching out his arm and clenching his fist, the psyker entraps his foe in a choking and crushing mass of psychic force. Gritting his teeth, the psyker continues the assault until flesh, armor, and bone are ground to powder. 

Gate of Infinity - The psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye. 

Objuration Mechanicum - Weapons jam, and engines seize up as the telekine uses his powers to wrench and twist the inner workings of the hearts of nearby machines. 

Shockwave - The psyker slams his palms together, and the noise is magnified a hundredfold, releasing a shockwave that snaps bones and knocks foes off their feet. 

Telekine Dome - Bullets bounce off of thin air and are deflected alarmingly towards friendly forces as the psyker erects a barrier of shimmering psychic energy about himself. 

Vortex of Doom - The telekine opens a tear between the material realm and the howling destruction of the Warp, unleashing energies that utterly consume his foes. 

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Telepathy Discipline: 

Telepaths are psykers whose mental expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away his foe's sanity, induce states of numbing terror, or possess his victim's thoughts and mold their actions as if they were his own. 

Psychic Shriek - The psyker breathes in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds of his enemies. 

Dominate - The psyker reaches into his foe's mind, trampling his soul and crushing his will to fight on. 

Mental Fortitude - Despair is turned into fresh hope and courage into insane heroism as the telepath projects inspirational thoughts of victory into the minds of his allies. 

Puppet Master - The telepath possesses his victim's mind, controlling their movements, their aim, and their trigger fingers as if they were marionettes. 

Terrify - Even the bravest of heroes quake in terror as the telepath assails them with images from their own darkest and most dreadful nightmares. 

Invisibility - Reaching into the minds of his foes, the psyker obscures himself and his allies from the enemy's visual line of sight. 

Hallucination - Paranoia, confusion, and panic are heightened to a debilitating degree as the telepath alters his foes' perceptions of reality, creating fearful visions, confusing or befuddling the enemy, or even generating the belief that their fellows are the true enemy.

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